Post by Fletcher on Sept 10, 2015 15:36:51 GMT
FLETCHER
Character Info
REAL NAME: Angus Baird
REAL GENDER: Male
GAME GENDER: Male
AGE: 46
SEXUALITY: Bisexual
FACE-CLAIM: Original
PLAYED BY: Weaver
RACE: Dwarf
FACTION: Adventurer
Appearance Fletcher is as stereotypically build as any other Dwarf would be in popular culture. He’s shorter than the average human, standing at only 140 centimeters tall, with a portly build to his figure. Also like a stereotypical Dwarf, Fletcher has big, strong arms and equally built legs, although due to his choice is Class, these go mostly unused. His strides are taken with lumbering steps and a slight forward hunch, giving the impression of someone always tired or possibly just lazy. Not much has changed between clothes worn in the real world and in game, and both are tailored to provide comfort over looking good or having functional use. These clothes range in anything from autumn reds and oranges, to muted browns and tan colours. As a Dwarf, he takes pride in his beard and his body hair in general, letting it grow out and be as it wishes, although maintains it as best he can by trimming his beard of split ends and keeps it as even as he can without cutting too much off. Overall he’s a very clean person, making sure to bathe at least once a day and changing clothes at the first sign of them being dirty. | Personality Angus and by extension Fletcher, is a fairly reserved individual. Whether or not a lot of that is withdrawn from real woarld trauma, he’s a man of little words. He is a realist, preferring to see things as they are and act accordingly as opposed to wishing for the best. That isn't to say that he's not willing to strive for lofty goals and enforce his will to achieve them; the main issue however is gathering the motivation to pursue them, leading him to mostly stagnate. This is caused due to his degenerative muscle tissue in the real world and lack of self worth upon losing his wife and child in an accident. Since the apocalypse, he's found that his lack of frail body has allowed him to find solace in enjoying doing things that he had since given up on doing. The unfortunate part about this however is that with a renewed beginning, basic tasks in an online game have been thrown to the wayside, meaning gear collection and levelling up are very low on his list of priorities. As a way of maintaining sanity for having joined this game alone, he chose Summoner as his class and uses his summoned companions as placeholder friends and confidants; specifically Carbuncle. |
Extra
Blood Type: O+
Dominant Hand: Right
Marital Status: Widowed
Real World Profession: Dental Surgeon (Retired)
Dominant Hand: Right
Marital Status: Widowed
Real World Profession: Dental Surgeon (Retired)
Biography
Life was once good. Life was, at a time, as one would ever hope it to be as a child. Maybe not the tropical island dream with a lot of money and beautiful wife, but two out of three wasn’t so bad. Angus Baird had a loving wife, darling daughter and a steady career. They lived in London, where he worked as a Dental Surgeon and his wife as a stay-at-home mother after leaving her job as a baker. Things were good for many years, with their daughter due to start schooling at the start of the next year and the money flowing in from a lucrative profession in dental medicine.
Angus will always remember that day, however. He had come home from work finding that his daughter and wife were nowhere to be seen. It was possible that they had just ducked out to run some errands around town, so he thought nothing of it. Time went by and he grew more anxious as the afternoon went on. He tried he phone to no avail; he called some of her friends to see if she was around and nothing came of it. The clock sounded for eight and there was a knock on the door. Relieved, Angus made for the door and opened it, words catching in his mouth and colour draining from his face as not his wife stood before him, but two police officers. They explained what had happened and asked Angus to accompany them to the morgue to identify the bodies.
The funeral happened a month after that. They had to retain the corpses for evidence purposes but thankfully the trial went off without a hitch and the man driving the other car that caused the fatal crash for his family got more than enough time behind bars to not see the outside of prison for a long time. After that though, his emotions over the ordeal effected his work and he was granted leave for him to recover. Turns out that his shakey hands weren't just nerves playing with him and he was then diagnosed with a degenerative muscle illness called ALS. Paying for treatment wasn't an issue from a life of being paid well, but to find that the illness itself was terminal, it was only a matter of time, measured in single digits for the years left before he'd be unable to breathe for himself.
The rest of the year he spent as a recluse, barely leaving the house unless it was for food or a medical appointment. December 10th came around and having spent so much time at home, Angus had developed a need for games to keep his emotions high; Elder Tale was the next on his list of things to try. It promised an escape to a reality where he could just be someone different and not have to deal with the weight of what his life had become. He bought and pre-installed the game with it's newest patch in preparation for launch.
December 11th is when his life changed again.
Inventory
-Mana Fragment x36
-Stabilised Mana Fragment x1
-Charcoal (Item Level 1) x1
-Firearm Mana Fragment x1
-Mana-Powered Lamp (Lv. 1) x1
Carbuncle Booster: Level 20 Magic Accessory. A crudely made bracelet with an inlaid ruby of low quality. It has been hooked up with Magitech to harmonise with the latent mana signature of Carbuncle, boosting the power of the summoned Follower.
Alchemist's Goggles: Level 20 Magic Accessory. A specially designed Magitech eyeglass used for fine-tuning Magitech and other electronics. It is made by condensing Mana Fragments down into a glass-like substance and then framed for ease of wear to keep hands free to work.
[Master Alchemist] Professional Labcoat Level 20
The working professional's clothes. A crisp, starched labcoat with emphasized lapels this labcoat has been designed specifically for those of a more dwarven build. This is complimented with a form fitting, black turtle-neck sweater and a smart pair of pants that are resistant to scuffing. Effect: Alchemist crafted items are boosted by 2 levels.
[Phantasmal Heal Specialist] Companion Garb [image] Level 22
A set of sturdy clothes with a high durability. Made to accomodate those with animal companions, this garment features a waterproof inner lining, and an outer layer which washes stains off easily. It includes a thick belt with several loops for books, pouches, treats, whips and more, while a modified shoulder guard doubles as an animal saddle. Set in russet and autumn colours that are easy on the eye. Effect: Summoner Skill [Phantasmal Heal] cooldown reduced by 2.2 seconds [from 5 to 2.8]
5 x Lesser Mana Potion: Level 10. A recipe by Capsule. A basic mana potion that restores 125 MP. It's good for lower levels, but lacks the oomph higher levels need. Therapeutic Index applied.
Beef Steak - Level 1 Ordinary Food. A flat cut of beef, cut perpendicular to the muscle fibers. Beef steaks are usually grilled, pan-fried, or broiled. The more tender cuts from the loin and rib are cooked quickly, using dry heat, and served whole. Eating it provides a slight HP restoration.
Cheese Wedge: Level 90. A wedge of yellow cheese. Knowing the mouse might one day leave its hole and get the cheese... It fills you with determination. For the best effect, place it in a tantalizing position on your work desk. [+ 3 INN]
Mouse Hole: Level 49. Knowing the mouse might one day leave its hole and get the cheese... It fills you with determination. A baseboard that hosts a small hole, from which the tip of a mouse's nose is peeking out. Curious prods on the nose itself or the board cause the mouse to squeak. [+ 2 INN]
Starter Whip: A starter weapon designed for novice adventurers, made out of cheap leather. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can.
Mana Powered Flashlight: Level 1 item. The efficiency of the lamp's energy consumption has been sacrificed for better light functionality. The light from this flashlight is about three times brighter than a regular mana-powered lamp, although it is still fairly dim in the long run and is only really somewhat effective at night. It uses up a Mana Fragment in a mere half minute, but gripping the flashlight with one's hand can also provide a complete circuit, providing light while sapping MP very slowly. Its utility depends on the level of the materials used to make it.
Elemental Bauble: Light attuned. Level 1 item. A 2-layer sphere, this bauble has an outer layer that almost looks like ice, followed by a denser inner layer, and a hollow vacuum on the inside. The sphere can be handled without dissipating. Its most unique property is that it will gain the magic elemental properties of nature around itself, as well as anima and mana, until sealed by an Alchemist. Explicitly, this is Fire, Ice, Lightning, Earth, Wind, Water, Darkness, Light, Anima, and Mana. For the most experienced of alchemists, it might be possible to mirror other elements. This sphere has two caveats, however. First, it naturally attains the elements around itself until magically sealed. It cannot be created sealed, as the entire construct would cave in on itself due to the vacuum. Therefore, it often has a mix of muddy elements taken in itself and requires serious effort to get a pure elemental sample inside one of these orbs. Second is that artificial creation of an element will never create a sphere of purity and use equal to one derived from nature. Due to this, it can often be incredibly difficult to get a good majority of one element or a pure sample inside a sphere. The more elementally pure a sphere, the better a material it can become, so cheating this is not advised. The inside of the sphere reflects the nature of the elements it has come in contact with, from frosting over or swirling air inside, although there is no set pattern for any one element.
Alchemist's Gloves: Level 1 item. Very simply, a combination of insulating gloves and a Magitech Inductor. This accessory can substitute for the 'Insulating Gloves' tool and is considered a magitech item, with all relevant proficiency required. The benefits of this item are that the Insulating Gloves feed back into the Inductor, allowing for a more efficient and accurate means of sending mana to objects at a distance. Further, by combining these two items together, it's possible to create a safe space for even the most volatile mana fragment variants, preventing their dispersion or corruption. For non-alchemists, the strength of this item is that you can throw mana at distant mana-using objects. Difficulty and efficiency change with distance. Please don't blow up lightbulbs with this. The Inductor is included for all calculations.
Elemental Source Sphere: Light attuned. Level 1 item. Fire, Ice, Lightning, Earth, Wind, Water, Light, and Darkness. The successor to the Elemental Bauble, this is a highly pure sample of an element taken from a natural source of that element made in between the user's hands using Alchemist's Gloves. Higher alchemist levels allow for a more pure (and thus more efficient) sample. Examples of attaining a pure sample include jumping off a cliff for wind, shoving your hands in lava for fire, and swimming to a distant island for water. Taken from a source itself, these items are nearly inexhaustible sources of that element, powered by mana or psyche and are highly stable non-consumables. As before, the sphere reflects its elemental nature and properties. The ability to create this allows a special caveat, "Mixed Source Sphere", an object that can be created in order to determine the elemental concentrations in the area (including Miasma, Anima, and Mana).
Crystal Rose: Lv.30 Magic Display. An ornate flower constructed of crystallised mana and stabilised to retain its form. It gives off a soft pink glow from it's entire form, but only in certain times of the day. [REC +1]
Magitech Audio Storage: Lv.50 item. A small, enchanted stone that has a glossy finish and a green tint to its surface. It can record and play back a finite amount of audio, but remains dormant until powered by mana.
Magitech Salamander Hammer: Level 50. A specially designed Magitech hammer used for working with metal. It's design is reminiscent of someone who opted for a simpler life while still finding an affinity for working with magic. Using this hammer allows the wielder to channel the power of Salamander, the spirit of Fire when crafting items, making them of a higher quality. Blacksmith Item Level +5.
Magitech Sylph Bellows: Level 50. A specifically designed Magitech bellows used for working with metal. Through use of the bellows, one is able to regulate the intensity of a forge as if gifted by the spirit of Wind, Sylph. The design is intricate and reminiscent of someone who once worked with magic. Using this item allows the wielder to make items of a higher quality when using a forge. Blacksmith Item Level +5.
Star Candy Taffy Roll: Lv30 whip. A stream of rubbery candy that packs a sting when used as a whip to strike opponents. Possession of this item allows you to use it from the inventory as a Weapon Skin that masks over a currently equipped weapon of the same type.
Star Candy Gummyseat: Lv40 furniture. A squishy beanbag that has a jelly-like texture when you sit on it. It seems to always emit a rather fruity scent. [+2 BUR]
Second Anniversary Cake: Level 30 food display. A multi-layered cake with extra frosting and toppings made to celebrate the 2nd anniversary of the Apocalypse in the Unfounded Kingdom. It can be used as furniture in Guild or Personal Housing, granting +1 to all housing stats. It can alternately be eaten in a thread to grant a Food Buff for 5 posts. The Food Buff grants +5% movement speed, increases maximum HP by 10%, and also heals the user by the same amount immediately upon use. Untradeable.
Scholar's Charm: Level 10 accessory. A piece of cloth where one would write messages of good luck and encouragement, tie the cloth in an intricate manner, and then attach it to the body in various ways include as a bracelet or hair accessory. While they are no longer allowed during examinations due to accusations of cheating going on, it is still a common tradition to make them. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Reforge: +1 Scribe Production Bonus.
EQUIPMENT
Left Arm Apprentice Grimoire: A one-handed apprentice’s book of spells designed for novice mages, made out of cheap materials. Doesn’t particularly have too many pages, but it is better than nothing. If used by a magic class, you get the ability to shoot a basic magic attack with a range of 2 meters. | Armor Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it. | Right Arm Londinium Steel Whip, Lv. 10: A weapon or armor of the Londinium Steel brand, a reliable brand of beginner equipment crafted by the People of the Land. While convenient, they are a little more expensive than if you were to craft your own equips. This whip is made of simple leather with steel reinforcing at the handle for better balance |
Accessory #1 Phantasmal Brace: A custom made brace to supplement healing magic performed by Followers. The gem embedded in the brace acts as a focus for Phantasmal Heal and has been charged with energy to draw from. | Accessory #2 Lifeward Ring: An old ring imbued with latent healing magic. Designed to assist in battles of attrition where a lot of healing may be required. It is functional over fancy, but with higher quality materials, more energy can be placed in the ring in addition to it looking more exquisite. | Accessory #3 Crystalline Bangle (Lv.30) Effect: Phantasmal Heal +5, Phantasmal Heal Cast Time -1 Second Description: A bracer embedded with quartz and other clear gemstones infused with mana. Boosts the power of Phantasmal Heal. |
Accessory #4 Leave Blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class: Summoner
Heal:
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Elemental Bolt:
The Summoner borrows the physical properties of their follower to generate an energy bolt projectile. The projectile copies the attribute of the follower, so a bolt created from Salamander will deal fire-based damage. As this skill derives itself from the energy of the follower, it reduces the follower's damage potential by a small amount for about 10 seconds. In exchange, the bolt itself deals a respectable amount of damage for its tier. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds.
The Summoner borrows the physical properties of their follower to generate an energy bolt projectile. The projectile copies the attribute of the follower, so a bolt created from Salamander will deal fire-based damage. As this skill derives itself from the energy of the follower, it reduces the follower's damage potential by a small amount for about 10 seconds. In exchange, the bolt itself deals a respectable amount of damage for its tier. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds.
Summon Follower - Carbuncle:
Beast-type Light elemental familiar. A beast-like summoning companion centered around a ruby core. Completely powerless in terms of physical attacks, but has the capability to shoot rays from the ruby core. Also has the ability to cut off barriers and heal the summoner or another target. Resembles a combination of a fox and rabit with a ruby on the forehead. Carbuncle's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Beast-type Light elemental familiar. A beast-like summoning companion centered around a ruby core. Completely powerless in terms of physical attacks, but has the capability to shoot rays from the ruby core. Also has the ability to cut off barriers and heal the summoner or another target. Resembles a combination of a fox and rabit with a ruby on the forehead. Carbuncle's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Summon Follower - Sylph: Tier I Skill
Fairy-type Wind elemental follower. Sylph is a small fairy-like creature that looks like a jolly girl. She is able to attack with a magical wind that knocks back enemies. She can summon a healing breeze that heals allies for a minor amount and removes a debuff. She is Friendly to her Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Fairy-type Wind elemental follower. Sylph is a small fairy-like creature that looks like a jolly girl. She is able to attack with a magical wind that knocks back enemies. She can summon a healing breeze that heals allies for a minor amount and removes a debuff. She is Friendly to her Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Netherrealm Regen: Tier I Skill
The Summoner taps into the power of the Spirit Realms in order to hasten the Follower's health regeneration in battle. The targeted Follower will regenerate 5% of its HP every three seconds. This skill is particularly important for Summoners whose Followers take on the role of a tank; however, it is still highly recommended that supplemental healing is paired with this skill in order to sustain the Follower's health during long battles. This skill has a casting time of 2 seconds and a duration of 30 seconds. It has a cooldown of 5 seconds. If a Follower currently affected by this skill is targeted again by this skill, then its duration is reset.
The Summoner taps into the power of the Spirit Realms in order to hasten the Follower's health regeneration in battle. The targeted Follower will regenerate 5% of its HP every three seconds. This skill is particularly important for Summoners whose Followers take on the role of a tank; however, it is still highly recommended that supplemental healing is paired with this skill in order to sustain the Follower's health during long battles. This skill has a casting time of 2 seconds and a duration of 30 seconds. It has a cooldown of 5 seconds. If a Follower currently affected by this skill is targeted again by this skill, then its duration is reset.
Castling: Tier I Skill
Much as one would protect one's own king by switching its position with a nearby rook in a game of chess, Castling follows a similar convention. It is an emergency skill that instantly switches the places of a Follower and the Summoner. There have been anecdotes of Castling being used with Soul Possession for quicker travel time. Castling may not be used in combination with a summon that is classified as an Entity. This skill has a casting time of 1.5 seconds and a cooldown time of 10 seconds.
Much as one would protect one's own king by switching its position with a nearby rook in a game of chess, Castling follows a similar convention. It is an emergency skill that instantly switches the places of a Follower and the Summoner. There have been anecdotes of Castling being used with Soul Possession for quicker travel time. Castling may not be used in combination with a summon that is classified as an Entity. This skill has a casting time of 1.5 seconds and a cooldown time of 10 seconds.
Summon Follower - Salamander: Tier I Skill
Reptile-type Fire elemental follower. Summons forth a reptilian spirit cloaked in a burning aura. Damages targets with burning fangs, claws, and a magic fire breath attack. It requires a source of ignition to be summoned at its full power, common sources include camp/cooking fires and even torches. Otherwise, it is summoned at roughly half of its power. Salamander's personality type is Docile toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Reptile-type Fire elemental follower. Summons forth a reptilian spirit cloaked in a burning aura. Damages targets with burning fangs, claws, and a magic fire breath attack. It requires a source of ignition to be summoned at its full power, common sources include camp/cooking fires and even torches. Otherwise, it is summoned at roughly half of its power. Salamander's personality type is Docile toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Tongue of Nature: Tier I Skill
It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
Summon Follower - Golem: Tier I Skill
Artificial/Rock-type Earth elemental familiar. Summons a large guardian composed of the surrounding material. If the material that the Summoner desires the Golem to be made out of is not around, they pay a higher price in mana to summon a golem of that type. Soil Golems are weaker in attack and health but are faster and regenerate quickly. Stone has decent attack, health, speed, and regeneration. Iron Golems are extremely strong in attack and health but lack speed and regenerative abilities. Its size starts at 1 meter, but grows an additional meter every 30 levels. Golem's personality type is Docile toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Artificial/Rock-type Earth elemental familiar. Summons a large guardian composed of the surrounding material. If the material that the Summoner desires the Golem to be made out of is not around, they pay a higher price in mana to summon a golem of that type. Soil Golems are weaker in attack and health but are faster and regenerate quickly. Stone has decent attack, health, speed, and regeneration. Iron Golems are extremely strong in attack and health but lack speed and regenerative abilities. Its size starts at 1 meter, but grows an additional meter every 30 levels. Golem's personality type is Docile toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Spellwalk: Tier I Skill
A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90.
A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90.
Summoner's Gambit: Tier I Skill
The Summoner riles up the Follower into a frenzy, increasing its physical and magical damage by 20%. During the duration of this skill, the follower will be less responsive to the Summoner's commands and will prioritize on offensively defeating its enemies. As a result, it will take 25% extra damage from any incoming attacks while affected by this skill. This skill has an casting time of 1 second, a duration of 20 seconds, and a cooldown of 45 seconds.
The Summoner riles up the Follower into a frenzy, increasing its physical and magical damage by 20%. During the duration of this skill, the follower will be less responsive to the Summoner's commands and will prioritize on offensively defeating its enemies. As a result, it will take 25% extra damage from any incoming attacks while affected by this skill. This skill has an casting time of 1 second, a duration of 20 seconds, and a cooldown of 45 seconds.
Scape-doll: Tier I Skill
A skill that targets a single allied Follower. At this moment, the Summoner and the Follower's body is connected by a short blue string of mana. All damage taken by the Summoner is split evenly between themselves and the Familiar. This allows the Summoner to gain a decent level of defensive bulk, but the Summoner's naturally low HP means that this skill should not be overestimated. This skill has a casting time of 1.5 seconds. It inflicts a small MP drain on the summoner and can be manually canceled. As soon as it is canceled, this skill goes into cooldown for 10 seconds.
A skill that targets a single allied Follower. At this moment, the Summoner and the Follower's body is connected by a short blue string of mana. All damage taken by the Summoner is split evenly between themselves and the Familiar. This allows the Summoner to gain a decent level of defensive bulk, but the Summoner's naturally low HP means that this skill should not be overestimated. This skill has a casting time of 1.5 seconds. It inflicts a small MP drain on the summoner and can be manually canceled. As soon as it is canceled, this skill goes into cooldown for 10 seconds.
Parallel Contract: Tier II Skill
The Parallel Contract skill is an ability that modifies the Summoner's control of followers, allowing them to withstand longer periods of high demand on their mana. This toggle skill reduces the MP cost to upkeep summoned followers by 25%. However, this effect only applies when two or more followers are currently active at any time. As such, this ability is quite helpful for Summoners who prefer to overwhelm their opponents in firepower. Other economical users might decide to use this skill by coupling a Tier I follower with a follower of Tier II or III, thus allowing for a net reduction of MP costs in many cases.
The Parallel Contract skill is an ability that modifies the Summoner's control of followers, allowing them to withstand longer periods of high demand on their mana. This toggle skill reduces the MP cost to upkeep summoned followers by 25%. However, this effect only applies when two or more followers are currently active at any time. As such, this ability is quite helpful for Summoners who prefer to overwhelm their opponents in firepower. Other economical users might decide to use this skill by coupling a Tier I follower with a follower of Tier II or III, thus allowing for a net reduction of MP costs in many cases.
Summon Follower - Undine Tier II Skill
Aquatic-type Water elemental follower. Summons a sprite with a body composed entirely of water. It only possesses modest attack power, but is focused more on tanking and is fairly resilient to attacks. Undine's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 3 seconds of cast time to summon.
Aquatic-type Water elemental follower. Summons a sprite with a body composed entirely of water. It only possesses modest attack power, but is focused more on tanking and is fairly resilient to attacks. Undine's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 3 seconds of cast time to summon.
Summon Follower - Unicorn Tier II Skill
Beast-type Light elemental follower. A popular mascot due to the lovely appearance, the Unicorn specializes in healing magics. It will auto-attack enemies and will use AOE Recovery magic when the health of party members reaches a certain level. While this healing is useful, it falls short of the healing classes and should not be used as a dedicated form of healing. Unicorn's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 3 seconds of cast time to summon.
Beast-type Light elemental follower. A popular mascot due to the lovely appearance, the Unicorn specializes in healing magics. It will auto-attack enemies and will use AOE Recovery magic when the health of party members reaches a certain level. While this healing is useful, it falls short of the healing classes and should not be used as a dedicated form of healing. Unicorn's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 3 seconds of cast time to summon.
Summon Follower - Dullahan Tier II Skill
Spirit-type Darkness elemental follower. A skill that summons an shadowy suit of armor riding atop a ghostly horse. The Dullahan possesses an excellent combination of mobility and endurance, making it a very popular choice for Summoners following a defensive playstyle. It wields a hand axe that can be thrown at opponents like a boomerang. Dullahan's personality type is Aloof toward its Summoner and Aggressive toward all enemies. This follower takes 3 seconds of cast time to summon.
Spirit-type Darkness elemental follower. A skill that summons an shadowy suit of armor riding atop a ghostly horse. The Dullahan possesses an excellent combination of mobility and endurance, making it a very popular choice for Summoners following a defensive playstyle. It wields a hand axe that can be thrown at opponents like a boomerang. Dullahan's personality type is Aloof toward its Summoner and Aggressive toward all enemies. This follower takes 3 seconds of cast time to summon.
Imposing Might Tier II Skill
The Summoner may use the power of their contracts in order to exert a degree of power upon an animal not bound to a tamer by contract. When this skill is used, the Summoner selects a monster or Tamed Animal (not a Familiar, Follower, or Shikigami). Sentient monsters cannot be targeted by this skill. If a monster is targeted by this skill, the Summoner's level is compared to the affected monster's level to determine the extent of success. If a Tamed Animal is targeted by this skill, the Summoner's level is compared to the affected tamer's subclass level to determine the extent of success. If successful, the Summoner may order the monster to do any of the following actions. This skill has an instant casting time and a cooldown time of 10 seconds.
- Gather Information: The Summoner talks to the animal to elicit information and secrets normally withheld. Usable only if the Summoner has Tongue of Nature.
- Stand Down: The Summoner places an enchantment upon the animal, preventing it from attacking the Summoner or their party for 10 seconds. This effect is canceled if the affected animal is attacked by the Summoner or their party.
- Run Away: The Summoner imposes a level of threat to the extent of making the animal want to run away. Only a well-trained or brave animal will resist this command.
- Turn on your Master: The Summoner commands the animal to attack their own tamer. This skill requires a substantial level difference between the Summoner and the lower-level tamer's subclass level to be successful. This skill has no effect on a wild monster.
- Brave It Out: The Summoner encourages a party member's Tamed Animal, temporarily increasing its stats as though its level was increased by 10. This encouragement effect lasts for 10 seconds.
- Join Me: The Summoner scouts the animal as a companion. This skill requires a substantial level difference between the Summoner and the lower-level monster to be successful. If successful, the monster will be affected as though the Animal Trainer's [Scout] skill was used. If the Summoner is an Animal Trainer, this skill can boost the success rate of the [Scout] skill. This skill has no effect on a tamed monster.
The Summoner may use the power of their contracts in order to exert a degree of power upon an animal not bound to a tamer by contract. When this skill is used, the Summoner selects a monster or Tamed Animal (not a Familiar, Follower, or Shikigami). Sentient monsters cannot be targeted by this skill. If a monster is targeted by this skill, the Summoner's level is compared to the affected monster's level to determine the extent of success. If a Tamed Animal is targeted by this skill, the Summoner's level is compared to the affected tamer's subclass level to determine the extent of success. If successful, the Summoner may order the monster to do any of the following actions. This skill has an instant casting time and a cooldown time of 10 seconds.
- Gather Information: The Summoner talks to the animal to elicit information and secrets normally withheld. Usable only if the Summoner has Tongue of Nature.
- Stand Down: The Summoner places an enchantment upon the animal, preventing it from attacking the Summoner or their party for 10 seconds. This effect is canceled if the affected animal is attacked by the Summoner or their party.
- Run Away: The Summoner imposes a level of threat to the extent of making the animal want to run away. Only a well-trained or brave animal will resist this command.
- Turn on your Master: The Summoner commands the animal to attack their own tamer. This skill requires a substantial level difference between the Summoner and the lower-level tamer's subclass level to be successful. This skill has no effect on a wild monster.
- Brave It Out: The Summoner encourages a party member's Tamed Animal, temporarily increasing its stats as though its level was increased by 10. This encouragement effect lasts for 10 seconds.
- Join Me: The Summoner scouts the animal as a companion. This skill requires a substantial level difference between the Summoner and the lower-level monster to be successful. If successful, the monster will be affected as though the Animal Trainer's [Scout] skill was used. If the Summoner is an Animal Trainer, this skill can boost the success rate of the [Scout] skill. This skill has no effect on a tamed monster.
Black Curtain Tier II Skill
A utility skill that allows for the caster to open a door-shaped gateway through space that links two locations. Both the entrance and exit locations can be chosen by the caster but can not exceed a range of 15 meters from one another. The skill remains in effect for five seconds. As soon as something enters one of the portals, it immediately reappears through the other portal. If the portal's duration has expired and something is not fully through a portal, it is ejected back the way it came from. This skill is often used for defensive escape purposes, but it has other practical usages such as turning an otherwise short-ranged attack into mid-range. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
A utility skill that allows for the caster to open a door-shaped gateway through space that links two locations. Both the entrance and exit locations can be chosen by the caster but can not exceed a range of 15 meters from one another. The skill remains in effect for five seconds. As soon as something enters one of the portals, it immediately reappears through the other portal. If the portal's duration has expired and something is not fully through a portal, it is ejected back the way it came from. This skill is often used for defensive escape purposes, but it has other practical usages such as turning an otherwise short-ranged attack into mid-range. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
Soul Possession Tier II Skill
A skill that switches the Summoner's consciousness with that of their active Follower or Tamed Animal under their control. This skill allows the Summoner to possess the target's body for an indefinite amount of time until the skill is canceled. The Summoner's body left behind will be controlled by the target. A loyal Follower possessing its master's body will often stay out of trouble and refrain from contact with any other creatures. Switching with an animal that has not been adequately trained, however, has led to some unusual results... The upside to this ability is that it does not have a maximum range of duration, so it is not uncommon for a Summoner to perform this skill while in a safe zone to switch consciousness with a fast-moving creature in order to make an urgent journey. The Summoner may speak and use other Summoner skills while this skill is active. If the Summoner's possessed body or real body has its HP reduced to 0, the skill is automatically canceled. This skill has a casting time of 10 seconds. When it is canceled, its cooldown becomes 60 seconds.
A skill that switches the Summoner's consciousness with that of their active Follower or Tamed Animal under their control. This skill allows the Summoner to possess the target's body for an indefinite amount of time until the skill is canceled. The Summoner's body left behind will be controlled by the target. A loyal Follower possessing its master's body will often stay out of trouble and refrain from contact with any other creatures. Switching with an animal that has not been adequately trained, however, has led to some unusual results... The upside to this ability is that it does not have a maximum range of duration, so it is not uncommon for a Summoner to perform this skill while in a safe zone to switch consciousness with a fast-moving creature in order to make an urgent journey. The Summoner may speak and use other Summoner skills while this skill is active. If the Summoner's possessed body or real body has its HP reduced to 0, the skill is automatically canceled. This skill has a casting time of 10 seconds. When it is canceled, its cooldown becomes 60 seconds.
Last Stand Tier II Skill
An Adventurer emergency skill that can be activated in tight situations to veil oneself in a red aura. While under the effects of this aura, if an attack would otherwise knock the Adventurer's HP down to 0, then they are left at 1 HP instead and this skill is immediately nullified. This effect does not protect against damage over time effects or debuffs such as poison. While under the effects of this skill, the Adventurer may not perform any other skills. Last Stand has a maximum duration of 10 seconds and a cooldown of 5 minutes.
An Adventurer emergency skill that can be activated in tight situations to veil oneself in a red aura. While under the effects of this aura, if an attack would otherwise knock the Adventurer's HP down to 0, then they are left at 1 HP instead and this skill is immediately nullified. This effect does not protect against damage over time effects or debuffs such as poison. While under the effects of this skill, the Adventurer may not perform any other skills. Last Stand has a maximum duration of 10 seconds and a cooldown of 5 minutes.
Roleplay Class: Sigilmaker
Seal of Aquarius: The Sigilmaker is able to create emblems which passively raises a target's stats for a short duration. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following stats: Strength, Dexterity, Agility, Intelligence, Wisdom. The target will receive an Aquarius Sigil buff and the stat selected will be increased by 5% for the duration of the target's next post. Only one Aquarius Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Aquarius Sigil increases by 1 post.
Crafting Class: Alchemist
Transmutation: Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Mana Crystallization:: Proficient Alchemists are able to extract the mana from the surrounding air and their own bodies more easily in order to perform their research. Mana Fragment production rate is increased by 100%, equating to two fragments every post in a research or crafting thread. Additionally, every time the Alchemist is hit by an attack, they restore a very small amount of MP proportional to received damage.
Elemental Sight:: Being able to manipulate mana is not sufficient, they are needed to understand the elements that surround the world. With Elemental Sight activated, an icon appears on everything that uses elemental mana, showing which elements it uses. This includes spells, items and monsters. Upon using the skill, a window appears, allowing the Alchemist to toggle on and off what will show the icons, in case they felt their vision is being swarmed too much.
Magnus Expert: The Alchemist becomes proficient at utilizing the power of Magnus to power their crafts and research, manipulating its power to substitute for ingredients of similar nature. When the Alchemist uses Magnus Transmutation Essence or a Magnus Card in a crafting thread (cannot be a speed craft), they pay 25% less Gold in Material Fees for that item. When in the Alchemist's inventory, the essence decay time for any Magnus Transmutation Essence or Magnus Card items is tripled.
Core Extract: The Alchemist is able to extract an enchant or reforge and turn it into an item. When extracting enchants and reforges in this manner, a transaction is performed in the Market Center. After the transaction is approved, an extracted enchant is turned back into an Enchant Scroll item. An extracted reforge is turned into an item called [Reforge Core: (Reforge Effect) for (Item Type)]. The Reforge Core may then be affixed to another item that meets the qualifications.
Change Log
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