Post by Hija on Sept 11, 2015 22:58:34 GMT
Hija
Character Info
NAME: Hija
GENDER: Male
AGE: 22
SEXUALITY: Heterosexual
FACE-CLAIM: Original Character
PLAYED BY: Lamvanein
RACE: Human
FACTION: Person of the Land
DISTRICT: Red
Appearance Hija stands at a mere five feet and three inches. His skin is well tanned due to his upbringing in the Red District. Because of a growth hormone deficiency he remains childlike in appearance which masks his true age. He has a long tattoo across his forehead which looks similar to the letter V albeit stretched beyond recognition. A large pigmented birthmark that extends down his upper right arm beginning at the shoulder which is partially covered either by his magitech gauntlet. His body frame is thin, only weighing about one hundred and fourteen pounds. The muscle mass that he's accumulated is apparent because of his lack of body fat. His pair of ruby colored eyes are naturally round but appear slanted and half open because of the perpetual frown he wears. His expression doesn't change much whether he's calm or aggravated making it difficult to determine his mood. His dull white hair is constantly disheveled because he never bothers to comb or style it. More often than not he wears an aviator cap with oversized eye lenses which he keeps loosely fitted on his head. A gunmetal colored half coat which he drapes over his right shoulder. The cape-like fabric is magnetized to a collar accessory that he wears allowing him to move freely without the hassle of securing the fabric otherwise. The back edge of the cape is torn and frayed due to multiple instances where it was set on fire. He sports a leather chest accessory similar to a harness over his left shoulder that connects to a thin strap which he uses to carry a small tool bag. A series of thin metallic straps bolted together into rings form a sort of girdle across his abdomen and around the bottom part of his torso to cover the small of his back. On his left hand he wears a fingerless leather glove which has a pair of leather straps encircling the wrist. Unfortunately the glove is too big for him, it actually reaches well up his forearm. He keeps the straps tightened around his forearm to keep it from slipping off constantly. On his right hand he wears a magitech gauntlet engineered by his father Rothen. It was one of the first inventions his father ever created. Rivaling even the mechanical genius of the Adventurers. The gauntlet features dual sink energy capsules that filter and dispense a physical body's Psyche or Mana to power the purity core directly. The purity core in the gauntlet powers a physical servo controller that moves each of the mechanical extremities. The user can operate the servo controller via a series of valve switches that are manipulated by the fingers. It took years for him to adapt to using the glove for everything instead of being able to grasp and touch with his own physical hand. Truthfully this just made him use his left hand instead until eventually he became ambidextrous. The capsule fuel sinks that power the core are directly embedded into his upper right arm via sharp pins connected to the ends of two tubes. The pins create perforations in the physical appendage necessary for the direct flow of Psyche. His arm had to be allowed to heal before organic material known as nacre was fused around the base of the two pins. He also has a small band of titanium fitted around the upper right arm below the attachments which provides extra stability to his arm. He found this metal band necessary after experiencing the strain caused by the force of impact transmitted through the gauntlet. He wears custom tailored shorts that he received in a trade for a pair of masterwork scissors that he had saved up for over the course of 3 years to buy. These shorts although a bit oversized, perfectly match his height. They're held in place by a thin white belt that he magnetically clasps to his stomach girdle, his Father's shop emblem is emblazoned on the buckle. A pair of leather straps rest over the top of the space where pockets would normally be. Instead of small pockets there are simply large pouches that extend down close to the knees. Near the bottom of the shorts there are incisions along the inside tract of the leg pieces which reach up to the knees. These cuts provide relief to the legs allowing for complete freedom of movement. For footwear he dons a pair of merchant grade leather boots over heat resistant plain black socks of which he only owns one pair. Regardless of his delinquent appearance he's usually very composed and prefers reading situations carefully to fully grasp an understanding of his surroundings. His stunted growth also effects his voice leaving it unaltered long after his adolescence. Despite this he still presents himself in a mature fashion. He walks upright, usually quick in pace but not rushed or strained. He constantly finds himself staring at the ground whilst in thought but rarely thinks so deeply that he loses track of his surroundings which might cause him to bump into someone or something. | Personality Hija is an introvert by nature simply because he spent most of his time either running errands for his father or alone. Despite his initial awkwardness towards people he's very open once a relationship is established. He's observant of his surroundings, but he's always able to keep himself in the present as not to lose focus of whatever the task is at hand. He's very compassionate but he tries to avoid exposing this side of himself. He purposely tries to analyze situations so that he seems more like a calculative person. Because of his constant efforts to seem like he evaluates each situation he's naturally become more perceptive. His ability to improvise and formulate strategies has become one of his greatest strengths. He's very straight-forward with people and respects the idea of being honest with everyone he comes across. He wants to believe that others also value honesty which often allows people to take advantage of him. He's open to meeting new people although he has difficulty finding topics to discuss with people in casual conversation. When he's nervous around others he sometimes mixes up his words. In large groups his nervous tendencies are amplified. He's usually very cautious about what he says even amongst close friends so that he doesn't offend the people around him. He prefers to speak with people one on one, though he only has a couple of friends that he's comfortable speaking with even in smaller groups. He values his friends over anything else. Besides distant relatives none of his immediate family members are still alive. The few friends he has are the most important people in his life and he'll go great lengths to ensure their safety. Along with his persistent efforts to seem calculative and perceptive, he's also extremely competitive. His goal is to become the greatest mechanic the world has ever seen. Believing that in doing so he can earn the respect of his deceased Father. His strengths include his ethical values, his persistence and hard-working nature. As well as his perceptive abilities and his compassion towards others. He values companionship, loyalty, honesty, effort and morality. His substantial fears include death and complete solitude. He's also extremely afraid of making mistakes that might hurt those around him and making decisions which may have negative effects on large groups of people. His worldly fears include large insects, cramped or very small spaces and extreme heights. |
Extra
Height: 5' 3"
Weight: 114 lbs
Birthday: August, 19th
Blood Type: A
Dominant Hand: Ambidextrous
Favorite Color: Orange
Favorite Food: Curry
Disliked Food: Figs
Weight: 114 lbs
Birthday: August, 19th
Blood Type: A
Dominant Hand: Ambidextrous
Favorite Color: Orange
Favorite Food: Curry
Disliked Food: Figs
Biography
Hija had lost both his parents before his eighteenth birthday. His mother Asha passed away when he was still a baby. She contracted a hemorrhagic fever that destroyed the inside of her body due to an immune deficiency. His father Rothen passed away when he was fifteen. The disease that ended Rothen's life was medically unexplained. Many of the people living within the Red District of Lune Seaport blamed Rothen's death on science experiments which he conducted within his workshop. Hija argued with the other townsfolk for years, bitter and confused at how unsympathetic they were towards his father's work and his untimely demise.
Almost a year after the death of his father a strange looking man visited his home. The man introduced himself as Adil Tandon. He was an easterner who had traveled months across the sea to have his dreams of scientific prosperity realized in Lune Seaport. Adil explained the entire story of what happened to Rothen and himself. He revealed that he used to be a partner of Rothen's and that they both conducted scientific experiments together. He told Hija that the two had been studying ways to advance beyond finite energy sources through the use of muon-catalysts. Rothen had come across a previously unkown type of reactant that he'd been studying for months and conducting multiple tests on. This reactant was able to draw molecular energy from the air around it and harness it as a source. Rothen theorized that by creating a power core using the reactant with a proper catalyst they could possibly generate net gain via nuclear fusion. The reactant him and Rothen used to create fusion initially proved to be succesful. However, after days of exposure to the radiation given off by the power core the two began to experience hallucinations. After the hallucinations began the two decided to contain the source and place it within a purified air space until they could figure out how to neutralize the radiation it generated. Unfortunately the hallucinations continued and eventually this progressed into narcoleptic states of sleep.
Days passed and they continued to experience these disturbing symptoms. Scared that the radiation from the core would grow stronger and effect more people, Adil decided to destroy it. He entered the purified chamber where the core was being held and found that it was already gone. Within the chamber Rothen lay collapsed on the floor, unresponsive but still breathing. Adil rushed to get him out of the chamber before seeking aid from the townsfolk. Rothen was left in a narcoleptic coma and over the span of two weeks his body deteriorated until he could no longer be sustained by medical life support. Doctor's surmised that his deteriorating state was due to a hemoglobin abnormality similar to an illness known as sickle-cell disease. Adil explained to the Doctor's that the core they had created using their newly discovered reactant and muon-catalysts had begun to cause hallucinations and eventually these symptoms progressed into narcolepsy. Doctor's performed blood tests on Adil that same day to see if they could find any abnormalities but all results came back normal. Adil then realized that somehow Rothen had neutralized the power core with his physical body. But even after telling the Doctor's about this they were unable to find any traces of the core or radiation on Rothen's body. Rothen passed away hours after being taken off of life support. The effects Adil experienced due to the core ceased soon after Rothen was gone. After Rothen's death Adil decided to spend the rest of his life studying and attempting to cure the worlds most deadly diseases. An oath that he felt he was destined to take because of Rothen's sacrifice.
After learning the true cause of his father's death Hija decided never to risk his future studying molecular physics like his father. He dwelled on what path he should take for weeks, exploring his thoughts and trying to find what he truly loved do. Eventually he decided that there was a piece of his father's past worth pursuing. Over the next few years he dedicated himself to completing one of his father's earliest inventions. A magitech gauntlet his father had nicknamed Five. Though his father had spent years working on the gauntlet it was never completed. It was a wonder of modern engineering and without the information his father left behind he never would have been able to finish it. Using the schematics that accompanied the gauntlet's blueprints he was able to piece together the missing elements. Bit by bit he completed the absent mechanisms of the gauntlet until finally after two and a half years he was able to complete it. This accomplishment and the work leading up to it sparked new found life within Hija. It was then that he realized a new dream, a dream that his father could be proud of. He would become the world's greatest mechanic. He set out with this new goal as his prime motivation and began volunteering to assist all of the district's established engineers. He only asked that they share with him bits of wisdom which might allow him to become a successful mechanic as well. He eventually earned an apprenticeship at one of the major engineering guilds where he continues to study amongst his peers learning more about engineering each day, chasing after his dream to become the greatest.
Inventory
EQUIPMENT
Left Arm Scharfrichter: Lv15 zweihander. A flat-tipped, double-edged, two-handed sword forged to match Hija's small body. Made from damascus steel the sword features a unique cross-guard with three individual pieces of metal fanned towards the sword grip. As well as a large curved piece of metal which extends down from the rain-guard and past the sword pommel. | Armor Tanuki Pelage Bermudas: Lv15 leather armor. A pair of shorts custom-fitted for Hija's stature. The distinguishing feature of the shorts are the oversized pockets which extend near mid-thigh and end above the knees. Besides the regions designated as pockets the shorts have been white-washed. The pockets themselves have been dyed black to add contrast. There are also long divisions at the bottom of each leg which trail along the inside of the shorts and stop below the knees. | Right Arm Five: Lv15 magitech gauntlet. A Large mechanical gauntlet plated in titanium alloy. It features two large cylindrical capsules that extract Mana from the wielder's body via spike injections. The Mana is used to power the gauntlet's core which delegates this energy to the physical servo controller built within. The wielder can then operate the controller via valve switches that the fingertips constantly rest on. Each of the valve switches separately controls one of the gauntlets mechanical fingers. The gauntlet functions as an augmentation, increasing the wielder's physical strength. |
Accessory #1 Emblem of Creation: Lv30 accessory. A crest of the Lune Seaport, given out to crafters looking to build up their reputation in a competitive market. When equipped, it reduces the Material Fee of crafted items equal to your Crafting Level in Gold. For crafts with Material Fee, the minimum Material Fee a craft can be reduced to is 5 Gold. Only one Emblem of Creation may be equipped by a character at a time. | Accessory #2 | Accessory #3 |
Accessory #4 | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Warden
Skill Name: Defibrillating Charge
Description: Type - Special
The Warden utilizes the armor's natural healing augmentation in order to treat their wounds more quickly. The armor responds by emitting a light electrical shock to the body muscles, relaxing them a little bit to ward away pain and slightly heal the Warden's HP by a decent amount. Due to the risk of prolonged electrical stimulation on the body, any further attempts tend to be fairly dangerous unless spaced properly. This skill has a casting time of 3 seconds, a cooldown of 30 seconds, and is considered a lightning-attribute ability. In addition, any character touching the Warden directly when this skill is used becomes stunned for 2 seconds. If the Warden was hit by a water-attribute effect since their previous post, the healing effect of this skill becomes damage instead. A Warden may use 1 Entropy Cartridge when activating this skill in order to triple its healing (and damage) effect.
Main Class Skill 1 of 3.
Description: Type - Special
The Warden utilizes the armor's natural healing augmentation in order to treat their wounds more quickly. The armor responds by emitting a light electrical shock to the body muscles, relaxing them a little bit to ward away pain and slightly heal the Warden's HP by a decent amount. Due to the risk of prolonged electrical stimulation on the body, any further attempts tend to be fairly dangerous unless spaced properly. This skill has a casting time of 3 seconds, a cooldown of 30 seconds, and is considered a lightning-attribute ability. In addition, any character touching the Warden directly when this skill is used becomes stunned for 2 seconds. If the Warden was hit by a water-attribute effect since their previous post, the healing effect of this skill becomes damage instead. A Warden may use 1 Entropy Cartridge when activating this skill in order to triple its healing (and damage) effect.
Main Class Skill 1 of 3.
Skill Name: Staggering Blow
Description: Type - Offensive | Arm
There are times when shallow blows do not do nearly enough damage to the target and require a more... heavy handed approach. When Staggering Blow is is activated, the primary fist of the operator emits a dull light as the magitech circuits warm up. Upon contact with the target, the blow seems to almost propel the target back from the point of impact, causing a momentary staggering as they attempt to regain balance. Though the damage is no higher than a normal attack the staggering effect can provide the time required to distance one's self from harm. This skill has an animation time of 1 second and a cooldown of 30 seconds.
Main Class skill 2 of 3.
Description: Type - Offensive | Arm
There are times when shallow blows do not do nearly enough damage to the target and require a more... heavy handed approach. When Staggering Blow is is activated, the primary fist of the operator emits a dull light as the magitech circuits warm up. Upon contact with the target, the blow seems to almost propel the target back from the point of impact, causing a momentary staggering as they attempt to regain balance. Though the damage is no higher than a normal attack the staggering effect can provide the time required to distance one's self from harm. This skill has an animation time of 1 second and a cooldown of 30 seconds.
Main Class skill 2 of 3.
Skill Name: Vent Thrust
Description: Type - Offensive | Cartridge | Arm
Overwhelming the magitech circuits puts the Warden Armor in a forced state of overheating, requiring the armor to vent for safety reasons. This is used to great effect when the zone of effect is limited to one region: the forearm. When activated, this Cartridge Skill forces open vents on the outside of the arm expelling gas and launching the arm forward. This acceleration increases attach damage and speed, either with a lunging piercing strike or a heavy hitting fist depending on the equiped weapon. If there is no equipped weapon, this skill can be used in tandem with any Arm-Type Arsenal Tool, though the total cost will stack as though the two skills were used separately. This skill has an animation of 1.5 seconds and a cooldown of 8 seconds to ensure the magitech circuits have properly cooled. Consumes 1 cartridge per use.
Main Class skill 3 of 3.
Description: Type - Offensive | Cartridge | Arm
Overwhelming the magitech circuits puts the Warden Armor in a forced state of overheating, requiring the armor to vent for safety reasons. This is used to great effect when the zone of effect is limited to one region: the forearm. When activated, this Cartridge Skill forces open vents on the outside of the arm expelling gas and launching the arm forward. This acceleration increases attach damage and speed, either with a lunging piercing strike or a heavy hitting fist depending on the equiped weapon. If there is no equipped weapon, this skill can be used in tandem with any Arm-Type Arsenal Tool, though the total cost will stack as though the two skills were used separately. This skill has an animation of 1.5 seconds and a cooldown of 8 seconds to ensure the magitech circuits have properly cooled. Consumes 1 cartridge per use.
Main Class skill 3 of 3.
Skill Name: Mode Change: Purity Gauntlets
Description: Type - Special
The Warden Armor unravels itself as this skill is used, changing the Warden's appearance and revealing their body and clothing underneath the armor. The armor configuration changes to form two pairs of densely-compacted metal gauntlets, connected to a central processing unit on the Warden's back through thin wires. When this skill is active, the Warden's Armor is considered to be Cloth Armor in terms of defensive purposes and mobility. Additionally, the Warden cannot use any "Arsenal Tool" skills other than Arm Type Arsenal Tools and they no longer need to pay Purity Charge to upkeep their Arm Type Arsenal Tools. This skill has an animation time of 4 seconds and a cooldown time of 60 seconds from the moment it is canceled. Free movement is allowed while a Mode Change is in effect, but the Warden may not use any other skills until the change is complete.
Description: Type - Special
The Warden Armor unravels itself as this skill is used, changing the Warden's appearance and revealing their body and clothing underneath the armor. The armor configuration changes to form two pairs of densely-compacted metal gauntlets, connected to a central processing unit on the Warden's back through thin wires. When this skill is active, the Warden's Armor is considered to be Cloth Armor in terms of defensive purposes and mobility. Additionally, the Warden cannot use any "Arsenal Tool" skills other than Arm Type Arsenal Tools and they no longer need to pay Purity Charge to upkeep their Arm Type Arsenal Tools. This skill has an animation time of 4 seconds and a cooldown time of 60 seconds from the moment it is canceled. Free movement is allowed while a Mode Change is in effect, but the Warden may not use any other skills until the change is complete.
Skill Name: Arsenal Tool Rearmament
Description: Type - Special | Arsenal Tool
There are some situations where a Warden may have to quickly modify the settings of their Warden Armor, such as a sudden turn in battle situation. Arsenal Tool Rearmament is a skill that utilizes the Warden's conscious will to quickly adapt the armor accordingly. This allows for a Warden to immediately switch a currently active "Arsenal Tool" skill with another Arsenal Tool in the Warden's available skill list. If the switch would otherwise be impossible to make normally (ex: switching out a Chest Type Arsenal Tool for an Arm Type Arsenal Tool while the user currently has two Arm Types active), then this skill does nothing. Arsenal Tool Rearmament has a cooldown of 20 seconds.
Description: Type - Special | Arsenal Tool
There are some situations where a Warden may have to quickly modify the settings of their Warden Armor, such as a sudden turn in battle situation. Arsenal Tool Rearmament is a skill that utilizes the Warden's conscious will to quickly adapt the armor accordingly. This allows for a Warden to immediately switch a currently active "Arsenal Tool" skill with another Arsenal Tool in the Warden's available skill list. If the switch would otherwise be impossible to make normally (ex: switching out a Chest Type Arsenal Tool for an Arm Type Arsenal Tool while the user currently has two Arm Types active), then this skill does nothing. Arsenal Tool Rearmament has a cooldown of 20 seconds.
Skill Name: Arsenal Tool: Polarizing Shield
Description: Type - Defensive | Arsenal Tool | Arm
The Purity Core releases energy that courses through the warden armor's magitech circuits, materializing a shield that appears to be formed from a gentle blue light. This shield is electrical in nature and uses its buildup charge to repulse any objects of metallic nature, making it difficult for many foes to hit the Warden with such weapons. Additionally, if the Polarizing Shield makes contact with any target's body, it inflicts a Paralysis effect on them for 10 seconds, slowing down their attack speed and skill animation times by 25%. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Description: Type - Defensive | Arsenal Tool | Arm
The Purity Core releases energy that courses through the warden armor's magitech circuits, materializing a shield that appears to be formed from a gentle blue light. This shield is electrical in nature and uses its buildup charge to repulse any objects of metallic nature, making it difficult for many foes to hit the Warden with such weapons. Additionally, if the Polarizing Shield makes contact with any target's body, it inflicts a Paralysis effect on them for 10 seconds, slowing down their attack speed and skill animation times by 25%. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Skill Name: Arsenal Tool: Tripwire
Description: Type - Special | Arsenal Tool | Arm
The Tripwire is an Arsenal Tool that consists of a high-tension monofilament wire that is released by signals generated from the Purity Core. This allows the wire to be consciously willed by the Warden to eject and snap itself around a target's limb to quickly trip them. Tripwire causes a knockdown effect on a single target within 3 meters and immediately consumes 1 Purity Charge. If no Purity Charges are available or if there are already two Arsenal Tools of the Arm Type active, Tripwire cannot be used. This skill has an animation time of 1 second.
Description: Type - Special | Arsenal Tool | Arm
The Tripwire is an Arsenal Tool that consists of a high-tension monofilament wire that is released by signals generated from the Purity Core. This allows the wire to be consciously willed by the Warden to eject and snap itself around a target's limb to quickly trip them. Tripwire causes a knockdown effect on a single target within 3 meters and immediately consumes 1 Purity Charge. If no Purity Charges are available or if there are already two Arsenal Tools of the Arm Type active, Tripwire cannot be used. This skill has an animation time of 1 second.
Level 16 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 16.
Level 19 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 19.
Level 22 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 22.
Level 25 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 25.
Level 28 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 28.
Level 31 Tier II Skill: A skill slot that can be occupied with either an Adventurer or Main Class skill. The skill may be either a Tier I or II skill. Unlocked at Level 31.
Roleplay Class: Sigilmaker
Level 1 Skill
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.
Level 11 Skill
Seal of Pisces: The Sigilmaker is able to create emblems which passively changes a fighter's elemental properties. 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 elements: Fire, Ice, Lightning, Water, Earth, Wind, Darkness, or Light. The target will receive an Pisces Sigil buff and their physical attack damage will partially change to that type for the duration of the target's next two posts. Enemies weak to the respective element will take slightly more damage, while enemies resistant to the element will take slightly less damage. Only one Pisces Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Pisces Sigil increases by 1 post.
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.
Level 11 Skill
Seal of Pisces: The Sigilmaker is able to create emblems which passively changes a fighter's elemental properties. 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 elements: Fire, Ice, Lightning, Water, Earth, Wind, Darkness, or Light. The target will receive an Pisces Sigil buff and their physical attack damage will partially change to that type for the duration of the target's next two posts. Enemies weak to the respective element will take slightly more damage, while enemies resistant to the element will take slightly less damage. Only one Pisces Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Pisces Sigil increases by 1 post.
Crafting Class: Mechanic
Level 1 Skill
Disassembly: Toggle skill. Mechanics have a certain affinity with taking apart machines, so monsters that are mechanical in nature had better watch out. Mechanics deal 20% more damage to Machine-type monsters. They can also cancel buffs on Machine-type monsters upon a successful hit.
Level 11 Skill
Quality Control: Mechanics are known for their extensive knowledge of machines, to know when something doesn't look or sound right. As such, this skill can help to extend their natural abilities at repairing machines. By toggling this skill, the mechanic becomes able to see the durability values of all machine parts within their line of sight at a glance - therefore making the job of replacing worn parts a breeze. For those who are a little more curiously destructive in mind, this skill also serves as good researching material for understanding how parts work in tandem with each other.
Level 21 Skill
Blueprints: What's engineering without blueprints? When the Mechanic successfully researches a Mechanic recipe or crafts an item in a craft thread (cannot be a speed craft), they receive 1 Blueprint for that item. Blueprints are tradeable and when a Blueprint of a particular item is used by the Mechanic, they pay 50% less in Material Fees. Alternately, a blueprint may be consumed during a speed craft thread to allow a Mechanic to speed craft that item without having to RP that craft previously. In order to speed craft that item in the future, they must either obtain a new blueprint or craft the item in an RP thread.
Disassembly: Toggle skill. Mechanics have a certain affinity with taking apart machines, so monsters that are mechanical in nature had better watch out. Mechanics deal 20% more damage to Machine-type monsters. They can also cancel buffs on Machine-type monsters upon a successful hit.
Level 11 Skill
Quality Control: Mechanics are known for their extensive knowledge of machines, to know when something doesn't look or sound right. As such, this skill can help to extend their natural abilities at repairing machines. By toggling this skill, the mechanic becomes able to see the durability values of all machine parts within their line of sight at a glance - therefore making the job of replacing worn parts a breeze. For those who are a little more curiously destructive in mind, this skill also serves as good researching material for understanding how parts work in tandem with each other.
Level 21 Skill
Blueprints: What's engineering without blueprints? When the Mechanic successfully researches a Mechanic recipe or crafts an item in a craft thread (cannot be a speed craft), they receive 1 Blueprint for that item. Blueprints are tradeable and when a Blueprint of a particular item is used by the Mechanic, they pay 50% less in Material Fees. Alternately, a blueprint may be consumed during a speed craft thread to allow a Mechanic to speed craft that item without having to RP that craft previously. In order to speed craft that item in the future, they must either obtain a new blueprint or craft the item in an RP thread.
Change Log
09/13/2015 -- Added appropriate level Main, Crafting and Sub-class skills.
09/13/2015 -- Removed Beginner Skills and added additional Warden skills.
09/14/2015 -- Altered color scheme of equipment slots that are currently in use.
09/13/2015 -- Removed Beginner Skills and added additional Warden skills.
09/14/2015 -- Altered color scheme of equipment slots that are currently in use.
Coded By Saber of L33T T3@M