Post by Noctis Corvo on Sept 10, 2015 16:25:05 GMT
Noctis Corvo
Character Info
REAL NAME: Kane Nolson
REAL GENDER: Male
GAME GENDER: Male
AGE: 19
SEXUALITY: Heterosexual
FACE-CLAIM: Juki from Scuro
PLAYED BY: NoxUmbra
RACE: Race of Ritual
FACTION: Adventurer
Appearance Noctis Corvo is a pale, thin person of moderate height, maxing out at about 5'10". He has long, messy black hair with dark purple highlights, a vertical scar across his left eye, and almost constantly has a wide, thin creepy grin. the sides of his mouth are loosely stitched across and other parts of his body are stitched up as well. His eyes are a dark purple with gold specks, and he almost always has a sort of tired but intelligent look behind them. He walks around carrying himself with a bit of a slouch, and with a rather loose movement to his body, as if he isn't quite all there. His style is dark colored and allows him to blend in to the darkness, but it still carries a certain level of formal air with it. Most of the style involves torn cloaks and robes with large wide-brim hats over well kept slightly more formal clothes, usually in a white and black striped fashion. He generally comes across as creepy, and having some sort of secret agenda within the world, seeming to try and figure out how to bring his powers to their limits, as well as any secrets to the world. His personallity comes across as a little unknown and twisted, similar to the Cheshire Cat in a way where if you can understand his level of madness, there is an underlying conscious brilliance. Kane Nolson stands at about 5'8", has shorter, light brown hair, and has a more tan complexion. He wears glasses and while he lacks a little bit socially, is generally a good person and will not compromise on certain morals of his. He has a bit of a mixmatched and scavenged sort of style, with practicality and comfort while trying to fit his style (Albeit sometimes he lacks in style and he will admit it). He enjoys writing and RPing, having played many tabletop games before and enjoying playing many mmo's. He has however suffered from depression before, and constantly feels at a loss for where he is, which sometimes reflects in his characters. While he generally stays in character, he has been known at times to let his own morals drift over into the characters, sometimes giving them a more caring approach when their morals begin to intersect, leading to some darker characters having some kinder tendencies at times. | Personality Noctis is slightly more introverted, and has a slight difficulty making new friends. That being said, he does occasionally gain extroverted tendencies and has been known to look for people, but an underlying shyness and apprehension generally gets in his way of making lasting relationships. He also tends to think about subjects at hand and try to decide the best course of action, but due to some personal flaws, sometimes just learns better from experiencing the situation, as he tends to get to lost in his own mind on what ifs. This leads to a logical-emotional stance on decisions. He will generally weigh pros and cons of a decision in his mind, but the feelings of others do weigh heavily upon him. He tends not to judge others though, and generally lives in a manner where everyone has a story to tell and we should hear it out before acting. One of his huge problems however is the constant battle between the character he made and the person he is. As such, while he created a darker character and will RP out as a darker character, when you get to know him in private he is actually a rather nice and caring person. While he values honesty, when it comes to dealing with peoples emotions, he has been known to lie in order to attempt to maintain the status quo and keep everyone happy. He finds people difficult sometimes and deals better in small person groups, finding it rather troublesome to deal with large amounts of people who he feels don't necessarily understand him personally. He doesn't see himself as competitive, but if he finds the right person or group of people he can get a little excited about things. He values character, and above all else the good in people, preferring for everyone to have a good time rather than just one small group of people at the expense of others. One of his biggest strengths is caring for others and a rather cool and calculating intellect. He cares deeply for others, especially those close to him, and tries to be dependable to them. That being said one of his biggest flaws is anxiety, as he has trouble starting things or getting to know new people. |
Extra
Both Kane and Noctis are right handed.
Both Kane and Noctis are O+
Kane is an Ares, and while he knows and pays attention to it, generally thinks of horoscopes as a bit of B.S.
Kane very much enjoys music and dancing
One of the reasons Kane picked Scribe for Noctis was so he could work on his writing abilities, rather than for the skills and perks
Both Kane and Noctis are O+
Kane is an Ares, and while he knows and pays attention to it, generally thinks of horoscopes as a bit of B.S.
Kane very much enjoys music and dancing
One of the reasons Kane picked Scribe for Noctis was so he could work on his writing abilities, rather than for the skills and perks
Biography
Kane Nolson Had a fairly interesting childhood. He was bright for a child, learning a lot of things from a young age. However, with this intelligence came a downside. He was raised on computers, learning a lot of his knowledge when he was young through computers, and playing a lot of games, as they were some of the only real challenges he felt were appropriate for his skill level. As such, he grew up as a gamer, and didn't quite fit in in real life. While he never really moved, he constantly switched schools due to zoning changes, never really keeping friends for too long. He began to get interested in MMOs in this timeframe, as while he was always ahead of his knowledge in school and just flew by, he felt the community and friendships he made online were important to him. This eventually turned into a love for the genre, and a love for RP. He became interested in writing and lore, and began making characters that would follow a theme within the games.
Come time for highschool and college, he moved again in the middle of his highschool year, having again to switch friends and schools, but arriving in the middle of such a time in his life left him isolated and with a feeling of depression. He began to fall even further into the MMO world, using it to fill this void he felt he had. He created a few real world friends, but most of them turned out disfunctional and left him in a worse state than when he started them (or so he felt). Upon his graduation and enterance into college, he fell into an even further depression, diving headfirst into his attempt at immersing himself into the world of MMOs, and discovered Elder Tale. He decided to give it a try and fell in love with the lore and the story before deciding to watch and wait for the moment he would have a chance to play. Upon being trapped in the world, he began having a bit of trouble, as not only was his character a dark one that accentuated upon his own qualities that he hated, but he was now in conflict with whether he should be himself or continue as the character. As such, he went into hiding for a while as he tried to come to terms with what was happening.
Come time for highschool and college, he moved again in the middle of his highschool year, having again to switch friends and schools, but arriving in the middle of such a time in his life left him isolated and with a feeling of depression. He began to fall even further into the MMO world, using it to fill this void he felt he had. He created a few real world friends, but most of them turned out disfunctional and left him in a worse state than when he started them (or so he felt). Upon his graduation and enterance into college, he fell into an even further depression, diving headfirst into his attempt at immersing himself into the world of MMOs, and discovered Elder Tale. He decided to give it a try and fell in love with the lore and the story before deciding to watch and wait for the moment he would have a chance to play. Upon being trapped in the world, he began having a bit of trouble, as not only was his character a dark one that accentuated upon his own qualities that he hated, but he was now in conflict with whether he should be himself or continue as the character. As such, he went into hiding for a while as he tried to come to terms with what was happening.
Inventory
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.
Starter Hex Doll: A possessed doll with needles set. Piercing its body with a needle sends a thin projectile that is aimed toward the target's corresponding body part. It has a range of 2 meters. In exchange for this accuracy, it is a rather weak attack.
Raven Feather Quill: [Lvl 1 quill pin] A basic writing tool for scribes, fashioned from the feather of a Carrier Raven.
Windsor Antiqua Heretic Robes - Lvl. 5. A weapon or armor of the Windsor Antiqua brand, a type of mass-produced equipment produced by the People of the Land. While convenient, they are a little more expensive than if you were to craft your own equips.
Windsor Antiqua Grimoire - Lvl. 5. A weapon or armor of the Windsor Antiqua brand, a type of mass-produced equipment produced by the People of the Land. While convenient, they are a little more expensive than if you were to craft your own equips.
Mean Green -- Level 10 One-Handed Hammer -- When the children won't go to bed normally, drastic measures are necessary. And when those won't work, illegal measures are necessary because until those rats go to bed; you can't go to bed. And if you can't go to bed, then that means you won't get to see Misses Clause. And you need to see Misses Clause because Misses Clauses is currently waiting. Don't make her wait! Break the glass and firmly grab hold of this lovely tool to put your children to sleep
((Warning: Do not actually hit children with this thing. That's child abuse and assault with a deadly weapon. Both of those are bad. Discipline, don't hit.))
EQUIPMENT
Left Arm Book of Eibon Level 5 Grimoire: Within this tome lies many dark secrets that should never be uncovered. Some say it contains lore about unknown dark entities. Others claim it possesses the knowledge to kill gods. All you can tell is that the book seems to contain some rather dark and ancient magic within it. You question your decision to open it. | Armor [Magical] Nihilus Anima [Image] Level 20 Cloth Armour A somber set of clothes in a muted black. It features a form-fitting double-breasted jacket and pants. Several layers of deep brown belts cloak his body from naval to crotch. The entire ensemble is almost wholly hidden by a simple, rough shin-length jacket that rides the breeze. A bulky mantle sits thickly around the shoulders and includes a hood lined with Frenmic Rabbit fur to keep the wearer comfortable. Small clips have been attached to the hood to allow a mask to be easily attached. Effect: MP + 5% | Right Arm N/A |
Accessory #1 Leave blank | Accessory #2 Leave blank | Accessory #3 Leave blank |
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Vanity #1 Big Bad Voodoo Hat Level 20 Vanity A dark-grey/light-black Fedora (NOT A TRIBLY) with white pinstripes, an obsidian black band. Has a feather on it out the side that seems to change between a dark red to a reflective black as the light reflects off of it. | Vanity #2 Pinstripe Suit Top Level 20 Vanity A dark-grey/light-black suit with thin white pinstripes running down it. Also comes with a white dress shirt, a tie, and a pocket hankie. The tie and the pocket hankie seem to change between a reflective black to a dark red as the light reflects off of them. Somehow, this suit always looks immaculate. | Vanity #3 Pinstripe Suit Bottom Level 20 Vanity A dark-grey/light-black pair of dress pants with thin, white pinstripes running along its length. Somehow, they always seem to look immaculate.includes A pair of Obsidian Black wing tip shoes, with faint, dark red, gemstone-like detailing. They always seem to have a mirrored shine, and never seem to get scuffed. |
CLASS SKILLS
Main Class: Heretic
Black Operon: Toggle skill. Heretics are the primary manipulators of Miasma and it is no surprise that they are able to extract excess Corruption from their body whenever it is needed. When this skill is toggled, the Heretic selects a Corruption Stage. If the Heretic should then enter that Corruption Stage, they will gradually lose an amount of Corruption points equal to the Stage selected, at the beginning of each post cycle. For example, selecting Corruption Stage 1 will cause the Heretic's Corruption points to decrease by 1 each post. Selecting Corruption Stage 5 will result in their Corruption points being decreased by 5 each post. As soon as the Heretic's Corruption Stage drops below the designated stage, their Corruption points will stop decreasing. This skill may be untoggled in order to select a new Corruption Stage.
Shackles of the Sentenced:Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds.
Lying Darkness The Heretic offers up a target by forming an occult circle, causing the summoned Miasma to slowly integrate with the target's flesh. When this skill is used, the Heretic may designate a number between 1-10, 1-20 if used on themselves. That amount is dealt as Corruption to the target. If the target moves more than 1 meter away from their position from the time this skill is cast, it has no effect. This skill has a casting time of 4 seconds and a cooldown of 10 seconds.
Miasma Bullet The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy within 10 meters at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds.
Night Shade The Heretic creates a barrier gradient that filters incoming light, causing everything under the barrier to look dark from an outside view. Vision under the gradient is greatly reduced, causing everything to look black and white. This barrier reduces the damage of all incoming light attribute attacks by 50% toward any targets inside the boundary. Night Shade has a duration of 10 seconds, a range of 1 meter, a casting time of 5 seconds, and a cooldown of 30 seconds.
Tainted Charity: Tier I Skill
Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and no cooldown. Tainted Charity inflicts 2 points of Corruption on the target.
Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and no cooldown. Tainted Charity inflicts 2 points of Corruption on the target.
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.
Oblivion Claw: Tier I Skill
A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. After a curse was successfully placed upon the target, no additional curses may be placed unless the user recasts the skill. The animation and passive damage buff will remain, however. If it has been 10 seconds since this skill made contact with an enemy's body or equipment, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5.
A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. After a curse was successfully placed upon the target, no additional curses may be placed unless the user recasts the skill. The animation and passive damage buff will remain, however. If it has been 10 seconds since this skill made contact with an enemy's body or equipment, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5.
Eye for an Eye: Tier I Skill
A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour.
A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour.
Gluttonous Haze: Tier I Skill
The Heretic casts a spell onto a target, causing a thin black mist to surround their body. As that target deals damage to an enemy, the mist absorbs the Anima that was spilled by the blow and feeds it into the target's body to heal them a small amount. This spell, combined with Tainted Charity, allows the Heretic to take a slightly more support-oriented playstyle. However, keep in mind that the presence of the black aura has been linked to mood swings and aggressive among those affected by it. Gluttonous Haze has a duration of 10 seconds, a 4 second cast time, and a 20 second cooldown. While a target is affected by this skill, their Mind resistance is reduced by 1 stage.
The Heretic casts a spell onto a target, causing a thin black mist to surround their body. As that target deals damage to an enemy, the mist absorbs the Anima that was spilled by the blow and feeds it into the target's body to heal them a small amount. This spell, combined with Tainted Charity, allows the Heretic to take a slightly more support-oriented playstyle. However, keep in mind that the presence of the black aura has been linked to mood swings and aggressive among those affected by it. Gluttonous Haze has a duration of 10 seconds, a 4 second cast time, and a 20 second cooldown. While a target is affected by this skill, their Mind resistance is reduced by 1 stage.
Parry: Tier I Skill
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
Humoral Stigma: Tier I Skill
The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.
The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.
Exocytosis: Tier II Skill
Where Heretics possess the power to corrupt, they can also use that power to cleanse at the cost of burdening another with corruption. The Heretic expels some of the Miasma from an infected being within 5 meters and directs the displaced element into a new target. Legend speaks of an underground order of Heretics working underground alongside the Wardens who use this skill as a means of experimentation on the effects of Miasma corruption. The amount of concentration necessary to extract Miasma makes this skill somewhat difficult to use in the heat of battle. The target's Corruption points are decreased by an amount from 1-10, chosen by the Heretic. The same amount is added to another target within 5 meters of the Heretic. If there are no other valid targets, the Heretic is considered the recipient. The Heretic may target themselves with this skill. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
Where Heretics possess the power to corrupt, they can also use that power to cleanse at the cost of burdening another with corruption. The Heretic expels some of the Miasma from an infected being within 5 meters and directs the displaced element into a new target. Legend speaks of an underground order of Heretics working underground alongside the Wardens who use this skill as a means of experimentation on the effects of Miasma corruption. The amount of concentration necessary to extract Miasma makes this skill somewhat difficult to use in the heat of battle. The target's Corruption points are decreased by an amount from 1-10, chosen by the Heretic. The same amount is added to another target within 5 meters of the Heretic. If there are no other valid targets, the Heretic is considered the recipient. The Heretic may target themselves with this skill. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
Miasma Appendage: Tier II Skill
Toggle skill. Heretics that intentionally corrupt their own body in order to gain power are feared throughout the land. Upon reaching Stage 1 Corruption at any time, the Heretic grows an appendage from their back that looks blue-black in an idle stance and turning bright red when it is used to attack. This appendage works like a functional limb, except that it cannot equip any weapons. It is commonly found in the form of a tail or tentacle, although higher stages of Corruption can result in more elaborate transformations such as a single nonfunctional black wing. It should be known that the sight of this appendage is blatant evidence of Corruption, causing possible hostility if used in public. The appendage deals blunt physical damage and it is considered to have a weapon level equal to 10 x the user's Corruption Stage. The maximum length of the appendage is equal to 2 x the user's Corruption Stage in meters.
Toggle skill. Heretics that intentionally corrupt their own body in order to gain power are feared throughout the land. Upon reaching Stage 1 Corruption at any time, the Heretic grows an appendage from their back that looks blue-black in an idle stance and turning bright red when it is used to attack. This appendage works like a functional limb, except that it cannot equip any weapons. It is commonly found in the form of a tail or tentacle, although higher stages of Corruption can result in more elaborate transformations such as a single nonfunctional black wing. It should be known that the sight of this appendage is blatant evidence of Corruption, causing possible hostility if used in public. The appendage deals blunt physical damage and it is considered to have a weapon level equal to 10 x the user's Corruption Stage. The maximum length of the appendage is equal to 2 x the user's Corruption Stage in meters.
Vessel of Chaos: Tier II Skill
Miasma reacts to the negative emotions surrounding the user's heart, amplifying their emotions and granting them with power. While many Heretics go mad long before they reach this level of power, some Heretics are able to tap into its potential and transform the Miasma to their own bidding. This skill causes the Miasma to shroud itself around the Heretic's body and materialize into a piece of equipment of their choosing. The Heretic may transform their own weapon or armor into a Miasma Arms when this skill is activated. Because the new equipment generated is formed from the Miasma, it is always considered to be compatible equipment even if the Heretic may not normally be able to wield it. It's said that the Abyss Dragon Knight, a man fed up by unjust discrimination by the Wardens, had used this skill to create a dark parody of the Warden's Armor. A Miasma Arms equipment formed by this skill has its item level raised to the Heretic's main class level. A Miasma Arms weapon formed by this skill deals apparent damage of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). A Miasma Arms armor formed by this skill has an apparent defense of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). This skill has a casting time of 3 seconds, a duration of 2 minutes, and a cooldown of 5 minutes. Only one Miasma Arms weapon may be formed at a time by the user.
Miasma reacts to the negative emotions surrounding the user's heart, amplifying their emotions and granting them with power. While many Heretics go mad long before they reach this level of power, some Heretics are able to tap into its potential and transform the Miasma to their own bidding. This skill causes the Miasma to shroud itself around the Heretic's body and materialize into a piece of equipment of their choosing. The Heretic may transform their own weapon or armor into a Miasma Arms when this skill is activated. Because the new equipment generated is formed from the Miasma, it is always considered to be compatible equipment even if the Heretic may not normally be able to wield it. It's said that the Abyss Dragon Knight, a man fed up by unjust discrimination by the Wardens, had used this skill to create a dark parody of the Warden's Armor. A Miasma Arms equipment formed by this skill has its item level raised to the Heretic's main class level. A Miasma Arms weapon formed by this skill deals apparent damage of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). A Miasma Arms armor formed by this skill has an apparent defense of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). This skill has a casting time of 3 seconds, a duration of 2 minutes, and a cooldown of 5 minutes. Only one Miasma Arms weapon may be formed at a time by the user.
Roleplay Class: Sage
Sense Element Sages are sensitive to the different forms of mana once it has polarized into the eight main elements. Sense Element allows the Sage to home in onto a specific element and obtain a vague impression of that element's location. This can be useful for searching for water sources when traveling through a dry desert or for being able to navigate oneself through a dark cave by following the trail of light or wind mana. Of course, based on the context of the environment, this skill may not be particularly helpful at times. Using it while sailing on the high seas to search for water mana, for example, will probably overload the Sage's senses. Sense Element has a casting time of 10 seconds, a range of 25 meters, and a cooldown of 60 seconds.
Crafting Class: Scribe
Transcription: Scribes are known for their ability to copy and examine documents carefully. This allows them to obtain the Adventurer skill [Mythic Script] as a Beginner-level skill without it taking up a skill slot. Their knowledge also allows them to use and read grimoires in the Ancient Text, allowing them to use grimoires without penalties and perform some basic magic attacks depending on their Magic stat. If the character can already use grimoires through racial or class bonuses, grimoire damage increases by 10%.
Change Log
09/10/2015 -- finished, posted and put in a little character music :D
Coded By Saber of L33T T3@M