Post by Deleted on Mar 23, 2016 23:54:42 GMT
DORIAN
Character Information
REAL NAME: Chroma Abernath |
REAL GENDER: Male |
GAME GENDER: Male |
AGE: 18 (As of 2018) |
RACE: Race of Ritual |
SEXUALITY: Demisexual |
FACTION: Adventurer or Person of the Land |
FACE-CLAIM: Hiccup Horrendous Haddock III, HOW TO TRAIN YOUR DRAGON 2 |
PLAYED BY: Dorian |
Appearance
Dorian's appearance has taken many twists and turns; from his real-life appearance, and then of course up to where he is now within the game of Elder Tale.
When he first began playing, Dorian had no inclination towards the true journey he was taking when he made his character; while his classes were tailored towards his own interests as a person, his appearance was that of a generic MMO boyish teen. It fit rather well with his own naivety for a time, though it took him a roughly two years to fully realise himself as an Adventurer, and while he remembers his old appearance vividly, he does not regret the change he made.
After experiencing death for the first time, Dorian finally took on and accepted the world he had been thrown into, and while it wasn't always easy, his new life was full of adventure and wonder, days and often weeks that made him regret waiting so long to begin. After having a vision of his former self, he chose to change his appearance, opting back to an image that better fitted how he perceived himself from before the Catastrophe.
In doing this, Dorian's new appearance had him return to his original height of 5'11", only two inches taller than it was before. His hair was now messier, though it gave off the sense that it looked much better this way, and he of course reverted back to his own dark brown shade for the colour. Just underneath and behind his right ear, he usually wears a pair of braids tied up alongside one another. He has a lean build, giving off a strong, yet gentle appearance wherever he goes. His eyes are less wide and childish, more scrutinising but still able to pull off the broad sense of emotion, his former violet iris colours changing to a more vibrant forest green colour. Overall his appearance is cleaner and more built, besides his hair which he prefers to keep attractively ruffled and messy.
Thanks to his racial choice, the Race of Ritual, one of the few things that remained relatively the same of his appearance from when he first arrived after the Catastrophe in Elder Tale, was the emblazoned tribal-like tattoo that sprawled from the center of his upper back, out over his shoulder blades, creating a vague shape of wings being unfurled. Thanks to his experience with the Sakura Tree Spirit in the Moon Dance Village, his tattoos spread, burning their way down over his entire back in jagged, squarish spirals, culminating in a singular symbol that finally managed to coalesce in the center of it all: a green runic crest, large and proud upon his skin.
When he first began playing, Dorian had no inclination towards the true journey he was taking when he made his character; while his classes were tailored towards his own interests as a person, his appearance was that of a generic MMO boyish teen. It fit rather well with his own naivety for a time, though it took him a roughly two years to fully realise himself as an Adventurer, and while he remembers his old appearance vividly, he does not regret the change he made.
After experiencing death for the first time, Dorian finally took on and accepted the world he had been thrown into, and while it wasn't always easy, his new life was full of adventure and wonder, days and often weeks that made him regret waiting so long to begin. After having a vision of his former self, he chose to change his appearance, opting back to an image that better fitted how he perceived himself from before the Catastrophe.
In doing this, Dorian's new appearance had him return to his original height of 5'11", only two inches taller than it was before. His hair was now messier, though it gave off the sense that it looked much better this way, and he of course reverted back to his own dark brown shade for the colour. Just underneath and behind his right ear, he usually wears a pair of braids tied up alongside one another. He has a lean build, giving off a strong, yet gentle appearance wherever he goes. His eyes are less wide and childish, more scrutinising but still able to pull off the broad sense of emotion, his former violet iris colours changing to a more vibrant forest green colour. Overall his appearance is cleaner and more built, besides his hair which he prefers to keep attractively ruffled and messy.
Thanks to his racial choice, the Race of Ritual, one of the few things that remained relatively the same of his appearance from when he first arrived after the Catastrophe in Elder Tale, was the emblazoned tribal-like tattoo that sprawled from the center of his upper back, out over his shoulder blades, creating a vague shape of wings being unfurled. Thanks to his experience with the Sakura Tree Spirit in the Moon Dance Village, his tattoos spread, burning their way down over his entire back in jagged, squarish spirals, culminating in a singular symbol that finally managed to coalesce in the center of it all: a green runic crest, large and proud upon his skin.
Personality
"Manners maketh man." The phrase that Chroma was raised on. 'Words to live by', as his father would always say.
As a child born to a wealthy family, many expected something of a spoiled brat; least of which was not his step-mother, who had been raised from poverty through her marriage to Chroma's father. Nevertheless, his step-mother took it upon herself to reprimand and solidify the teachings of her husband through force. 'Just to be sure'. Because of this, Chroma was raised on hard discipline and grave consequences whenever he did something uncouth, impolite, or just downright rude. In due time, it seemed like all the negative had been programmed out, Chroma becoming something of a modern-day gentleman when entering his early teen years. But alas, the boy had only bottled and sealed his own pain away, for he had learned that to let it out would be to ask for another thrashing from his step-mother.
Because of this, Chroma became somewhat of a recluse, keeping to himself during the night, studying and - sometimes - retreating into the virtual world for comfort. Online, he was a fast friend-maker, his virtue and manners easy to convey over the wonders of cyberspace. Eventually, he took on this kind facade into the real world, his persona consuming him as a man who wanted nothing more than to help others. What started off as a pleasant and harmless ideal, turned into an obsession to detail; his own happiness was forfeit, if he could bring joy to someone else. While on the outside, it would seem this selflessness was a blessing onto others, it was merely a poison, slowly tearing Chroma down from the inside.
These traits and virtues were only strengthened, and perhaps enhanced when the young Chroma fell through the fabric of reality and emerged in Elder Tale as Dorian, the intrepid Shaman. With a world gone mad after a Catastrophe unexplained, Dorian quickly realised his duty as a helper and a healer were needed now more than ever. But deep down, the kind-hearted gentleman doesn't know when the bottle of his emotions will crack or spill, and his inner demons unleash themselves upon the world.
As a child born to a wealthy family, many expected something of a spoiled brat; least of which was not his step-mother, who had been raised from poverty through her marriage to Chroma's father. Nevertheless, his step-mother took it upon herself to reprimand and solidify the teachings of her husband through force. 'Just to be sure'. Because of this, Chroma was raised on hard discipline and grave consequences whenever he did something uncouth, impolite, or just downright rude. In due time, it seemed like all the negative had been programmed out, Chroma becoming something of a modern-day gentleman when entering his early teen years. But alas, the boy had only bottled and sealed his own pain away, for he had learned that to let it out would be to ask for another thrashing from his step-mother.
Because of this, Chroma became somewhat of a recluse, keeping to himself during the night, studying and - sometimes - retreating into the virtual world for comfort. Online, he was a fast friend-maker, his virtue and manners easy to convey over the wonders of cyberspace. Eventually, he took on this kind facade into the real world, his persona consuming him as a man who wanted nothing more than to help others. What started off as a pleasant and harmless ideal, turned into an obsession to detail; his own happiness was forfeit, if he could bring joy to someone else. While on the outside, it would seem this selflessness was a blessing onto others, it was merely a poison, slowly tearing Chroma down from the inside.
These traits and virtues were only strengthened, and perhaps enhanced when the young Chroma fell through the fabric of reality and emerged in Elder Tale as Dorian, the intrepid Shaman. With a world gone mad after a Catastrophe unexplained, Dorian quickly realised his duty as a helper and a healer were needed now more than ever. But deep down, the kind-hearted gentleman doesn't know when the bottle of his emotions will crack or spill, and his inner demons unleash themselves upon the world.
Background
Chroma was born to the wealthy Abernath family, a particularly prestigious bloodline bestowed upon him; while this wasn't usually something to be flaunted in the modern age, it was still something that churned the rumour mill quite ferociously, as was evidenced by Chroma's unfortunate upbringing. His mother perishing during his birth, Chroma was left to be raised by his father for the first few years of his life; until of course, his father found love again in one of his servants, who was stuck within impoverishment and was scraping by with what little she earned working the Abernath estate. Thanks to the odd pairing of the two, many in Chroma's new stepmother's social circles believed that her stepson would become spoiled due to his current lavish and noble lifestyle.
Fearing the rumours would prove true, Chroma's stepmother began a strict and rather painful discipline system, enforcing his father's once calm teachings of gentlemanly behaviour and service to others in as strong a way as possible. This sent Chroma into quite the spiral of emotions, which only made his punishments worse; until, eventually, he bottled away his own anger and sorrow, essentially reprogramming himself to follow his teachings and become the model student. Gradually, the disciplining became less and less occasional, and it was clear that Chroma had learnt his lessons well.
What little emotion and drive for his own desires was left, he spent in the virtual world; here he could be anything he wanted to be, and his friendships online slowly became just as strong as the ones he had obtained in real life. So, it was inevitable that the aged - now eighteen years old - Chroma, would delve into the world of Elder Tale when it was released for the United Kingdom. But, just as with all the other Adventurers like him, the Catastrophe happened, and now his virtual reality and physical reality were one in the same. Here, in the Unfounded Kingdom, he must continue to strive for calm and selflessness; but deep down, somewhere, his emotions are biding their time. Who knows what might break the barriers down, unleashing the anger that had been left to fester for so long? Until that happens however, Dorian will remain as the gentleman he was raised to be...
Fearing the rumours would prove true, Chroma's stepmother began a strict and rather painful discipline system, enforcing his father's once calm teachings of gentlemanly behaviour and service to others in as strong a way as possible. This sent Chroma into quite the spiral of emotions, which only made his punishments worse; until, eventually, he bottled away his own anger and sorrow, essentially reprogramming himself to follow his teachings and become the model student. Gradually, the disciplining became less and less occasional, and it was clear that Chroma had learnt his lessons well.
What little emotion and drive for his own desires was left, he spent in the virtual world; here he could be anything he wanted to be, and his friendships online slowly became just as strong as the ones he had obtained in real life. So, it was inevitable that the aged - now eighteen years old - Chroma, would delve into the world of Elder Tale when it was released for the United Kingdom. But, just as with all the other Adventurers like him, the Catastrophe happened, and now his virtual reality and physical reality were one in the same. Here, in the Unfounded Kingdom, he must continue to strive for calm and selflessness; but deep down, somewhere, his emotions are biding their time. Who knows what might break the barriers down, unleashing the anger that had been left to fester for so long? Until that happens however, Dorian will remain as the gentleman he was raised to be...
Extra
Height: 5'10"
Weight: 187 lbs
Blood Type: A+
Tarot Card: The World
Enneagram: Type 9
Myer-Briggs: ISFJ - The Protector
-Right handed, though wishes to learn to use his left as well
-Enjoys any kind of music, but has a profound love of smooth jazz
-Obsessed with cheesecake, in any and all forms
-Has a major sweet tooth, only able to handle small amounts of bitter
Weight: 187 lbs
Blood Type: A+
Tarot Card: The World
Enneagram: Type 9
Myer-Briggs: ISFJ - The Protector
-Right handed, though wishes to learn to use his left as well
-Enjoys any kind of music, but has a profound love of smooth jazz
-Obsessed with cheesecake, in any and all forms
-Has a major sweet tooth, only able to handle small amounts of bitter
Equipment
Main Gear | Accessories | Vanity Gear |
Armor Stratford Arms Leather Armour -- Level 30 Leather Armour -- A set of leather armour coming directly from the Stratford Warden inventory, reliable equipment that can be brought into the Miasma Realms. | Accessory # 1 [Fleet] Day-Long Socks -- Level 20 Accessory -- A pair of woollen cotton socks designed to be worn all day through strenuous activity and not become stinky. These thick socks support and pad the foot, allowing its wearing to travel further without tiring. This pair is coloured khaki green with a vibrant neon strip at the top. Effect: Move Speed + 5% | Vanity # 1 N/A |
Left Hand Enchanted Snowglobe -- Level 30 Crystal Ball -- A crystal ball consisting of a clear glass sphere with particle effects inside resembling a snowglobe. Much like other crystal ball weapons, it can be controlled and levitated as a mid-ranged weapon. Inflicts ice elemental damage via non-skill attacks. If the wearer's main class level is less than 30, this armor scales down to their level. In addition, when this item is possessed in the inventory, it can be used in a thread as Vanity. | Accessory # 2 [Fleet] Arm Cuff of the Ages -- Level 20 Accessory -- A leather arm cuff three fingers wide. Its exterior has been embossed with lines of magic text copied from the Messier Sage's restored cuneiform tablet while the inside has been embossed with a pair of stylised wings. Effect: Move Speed + 5% | Vanity # 2 N/A |
Right Hand Stratford Arms Longsword -- Level 30 Longsword -- A longsword coming directly from the Stratford Warden inventory, reliable equipment that can be brought into the Miasma Realms. | Accessory # 3 [Fleet] Ribbed Wrist Bracers -- Level 20 Accessory -- A pair of leather bracers designed to protect the forearm and clamp down billowing sleeves. These have large buckles tightening the leather down the inside of the arm reminiscent of a straight jacket. Effect: Move Speed + 5% | Vanity # 3 N/A |
Accessory # 4 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. Effect: 'Leaping Apricot Technique' MP cost decreased by 5%. |
Inventory
Gear
Starter Katana -- Level 1 Katana -- A traditional Japanese weapon with a single edge. A starter weapon designed for novice adventurers, made out of cheap iron. 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.
The Harvester of Sorrow -- Level 1 Scythe -- A sooty-looking black scythe of pure iron. Rumor states that this wicked weapon has a 1% chance of instantly killing the target and a 99% of opening up its wielder to the exact same fate. - F.S.
[Fleet] Rags of the Haunt -- Level 15 Cloth Armour -- Once said to be worn by scarecrow who was animated for his services to the fields of magical grain, this set of clothes feels almost haunted by that restless spirit at times. It features a brown jacket with a triplicate of strong buckles, matching pants and a belt with a pair of free ends. A thick mantle in a contrasting cream colour offsets the dark tone, while a pair of fingerless gloves finalizes the ensemble.
Reforge Effect: Move Speed + 3.75%
Reforge Effect: Move Speed + 3.75%
Red Loincloth -- Level 30 Cloth Armour -- People say that the fewer pieces of armour you wear, the more protection you have. Now put it to the test. An armour set that consists of a loincloth red enough to fluster any rampaging bull. The crafter who reluctantly made this item has sewn a stylized symbol of a parasol in its lining to denote her craft.
Star Candy Cane Rapier -- Level 30 One-Handed Sword -- A rapier that looks like a giant candy cane at first. Twist it to unlock the scabbard and reveal a sharp blade concealed within the hollowed-out compartment. 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 Uniform -- Level 40 Vanity Clothing -- The attire of the legendary Star Candy Rangers, staunch defenders of the Sugar Galaxy. This set of extravagant clothing will make you feel like an ally of sweet justice. Or maybe that's just the sugar rush going through your head. When a Star Candy weapon is equipped while this item is in your inventory and currently active as Vanity Clothing, you may increase the item level of your equipped armour by 5. Star Candy Uniform effects do not stack.
Neourban Threads -- Level 30 Vanity Clothing -- "She was going to have some trouble trying to understand the fashion of the Unfounded Kingdom." - Laelia (Narrative)
An outfit set that consists of three pieces: a winter-ready coat made from black polyester with a cashmere lining and dyed cotton to serve as faux fur, a green T-shirt underneath, and olive long pants underneath. The style of dress makes it convenient for any type of season and the cloth used is durable enough to withstand the daily wear of adventurer life. An insignia of a parasol has been sewn into the lining to denote the crafter.
An outfit set that consists of three pieces: a winter-ready coat made from black polyester with a cashmere lining and dyed cotton to serve as faux fur, a green T-shirt underneath, and olive long pants underneath. The style of dress makes it convenient for any type of season and the cloth used is durable enough to withstand the daily wear of adventurer life. An insignia of a parasol has been sewn into the lining to denote the crafter.
Man of Mystery -- Level 30 Vanity Clothing -- "Besides, he's wearin' a trenchcoat! Nuthin' good ever come from a man wearin' a trenchcoat!" - Omo (Oxford)
They say the clothes make the man, but only a suitable type of man gives these clothes the distinction it deserves. Clothing for someone who enjoys not only the social interactions of high-class society but also the thrill of uncovering dark urban mysteries. A modern attire that consists of an olive trenchcoat, a white dress shirt, and a white cravat to give an overall formal impression in any occasion. It is completed with khaki pants and matching olive boots. An insignia of a parasol has been sewn into the lining to denote the crafter.
They say the clothes make the man, but only a suitable type of man gives these clothes the distinction it deserves. Clothing for someone who enjoys not only the social interactions of high-class society but also the thrill of uncovering dark urban mysteries. A modern attire that consists of an olive trenchcoat, a white dress shirt, and a white cravat to give an overall formal impression in any occasion. It is completed with khaki pants and matching olive boots. An insignia of a parasol has been sewn into the lining to denote the crafter.
Service with a Smile -- Level 30 Vanity Equipment -- "Excuse moi for the interruption, but are you all ready to place your orders?" - Waiter Jean-Pierre de Villefort (Oxford)
A rather formal attire suited not only for waiting tables, but also as attire for the customer on the other side of the table. It consists of a lime-coloured button-up along with a black vest and dress pants. Worn by Dorian when waiting tables in the London Infirmary café. An insignia of a parasol has been sewn into the lining to denote the crafter.
A rather formal attire suited not only for waiting tables, but also as attire for the customer on the other side of the table. It consists of a lime-coloured button-up along with a black vest and dress pants. Worn by Dorian when waiting tables in the London Infirmary café. An insignia of a parasol has been sewn into the lining to denote the crafter.
[Fleet] Mini Jack Pumpkin -- Level 20 Accessory -- A large cloak button as long as a pinkie finger and made of stiffened leather. Cut dyed to the image of the Mini Jack monster, this button seems to inspire its wearer on to perform more dangerous feats.
Effect: Move Speed + 5%
Effect: Move Speed + 5%
Crystaleather -- Level 30 Leather Armour -- A breastplate of overlapping leather straps, pointed similarly in appearance to stalactites. Reduces incoming ice-type damage by 10%. If the wearer's main class level is less than 30, this armor scales down to their level. In addition, when this item is possessed in the inventory, it can be used in a thread as Vanity Clothing.
-gear-
Consumables
Caramels -- Level 25 Sweet Confection -- A selection of boiled sugar sweets that are chewy and delicious to taste. Eating this gives a slight restoration in HP and MP.
Chocolate-Covered Caramel Pastille -- Level 25 Medicinal Pastille -- A caramel toffee coated in melted and hardened chocolate, infused with Camellia sinensis as it's base herb. Eating this restores a moderate amount of MP, due to the base herb used in crafting it.
Cucumber-Dill Deviled Eggs -- Level 25 Appetizer -- Hard-boiled eggs with a cucumber, dill and yolk mixture added into the cavities, topped with thin slices of cucumber to create scrumptious yet small additives to a meal. Food effect active for the next 3 post cycles, cannot be used in battle and overrides any existing food buff. When the character eats another food item within this time period, remove this effect and immediate restore 6.2% HP in addition to any effects from the new food item.
Roast Pittered Boar -- Level 25 Roast Meal -- A roasted slab of Pittered Boar meat, slow cooked on a spit. Food effect active for the next 5 post cycles, cannot be used in battle and overrides any existing food buff. Increases the character's attack speed by 11.2%.
-item-
Housing
Star Candy Gummylamp -- Level 40 Furniture -- A peculiar desktop lamp that emits a fair amount of light. Its colour changes roughly every minute between the colours of the rainbow. [+2 INN]
Star Candy Gummyseat -- Level 40 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.
-item-
Misc Items
Star Candy Gummyhorse -- Level 40 Mount Whistle -- A whistle that calls forth a living jelly horse to follow and escort its caller for an hour. After the hour is up, it will de-summon and cannot be summoned again until the next midnight. Certain subclasses such as Animal Trainers, Farmers, and Cavaliers may be able to have the mount persist indefinitely through their respective abilities.
Fenrir Mount Whistle -- Level ?? Mount Whistle -- A crystal glass whistle that enables the owner to summon forth a mount resembling Fenrir, the Howling Blizzard. The Fenrir summoned by this item possesses the stats of a Night Wolf if the owner is trained in taming mounts.
-item-
-item-
Skill List
[Main Class] Skills Equipment Mastery [Light Armour] -- Tier I Adventurer Skill -- Passive. An Adventurer skill that provides armour proficiency of leather and chain armour. Normally, classes that are incompatible with certain types of armour suffer from decreased defence and mobility which wearing the armour, making it feel abnormally heavy. Possession of an equipment mastery skill negates this penalty for that specified armour type. Generally, there are reasons behind why certain classes focus on certain armour types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both leather and light armour normally. Ambidexterity -- Tier I Adventurer Skill -- The mechanics of Elder Tale lightly discourage dual-wielding due to the reduced accuracy and proficiency with such a combat style. However, it remains a quite popular strategy among those who willingly sacrifice stability and defence for a little boost in DPS. It is such that Swashbucklers are primarily the class type that specializes in dual-wielding and thus has the most compatible skills for this purpose. The Ambidexterity skill passively lifts the dual-wielding penalty from equipping two one-handed weapons or two shields. This skill does nothing for a Swashbuckler, since they already possess a beginner skill which does the same purpose. Spellwalk -- Tier I Adventurer 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. Demon's Eye -- Tier I Shaman Skill -- This skill when activated slightly increases the accuracy rate of the user's weapons. It also causes the weapons to be immune to effects that nullify incoming physical damage. Of course, a successful hit requires an active attack towards a desired foe regardless. There was one time when the developers received e-mails saying that "I've used the Demon's Eye and I still keep on missing on ghost mobs!" among others. For this reason, several balance changes were implemented. When used, this skill adds a blue radiance on one's eyes, a rather scary sight post-Catastrophe. This skill has a casting time of 4 seconds, a duration of 60 seconds, and a cooldown of 70 seconds. Divine Subjugation -- Tier I Shaman Skill -- The Shaman's body is infused with the blessings of the spirits, increasing the damage of the user's physical attacks for the next 8 seconds. The Shaman's body glows a bright yellow at this time and all their attacks also contribute to an increased amount of aggro. It is oriented towards Battle Shaman builds that use swords or bows as primary weapons. This skill has a casting time of 2 seconds and a cooldown of 20 seconds. Leaping Apricot Technique -- Tier I Shaman Skill -- This spell will instantly transport the user to a location a certain distance away, leaving behind apricot flower petals from where the user stood. What seems like a powerful technique actually has some drawbacks, including a maximum range of 6 meters and the ability to travel within eight directions, not to mention the in-game restrictions for using this skill. However, it seems that these restrictions have been lifted following the Catastrophe, allowing more striving Shamans to learn this skill with less constraints. Also, using this skill post-Catastrophe also gives off an apricot scent, giving it an aromatic purpose outside of battle. Barrier Channel -- Tier I Shaman Skill -- This skill allows the Shaman to infuse a barrier with additional mana, allowing it to last a little longer. When this skill is used, the Shaman must select a Barrier-type skill. That skill's duration is increased by 5 seconds. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. Compounding Barrier -- Tier I Shaman Skill -- A skill that balances the mana expenditure of different types of barriers in a way that mana is recycled among the barriers. There are a number of reasons why this is advantageous, the primary reason being that it increases the stability of all active barriers at once. All Barrier-type skills affecting the target have their duration increased to the duration of the longest lasting effect. For example, if a target is affected by a barrier that still has 10 remaining seconds of duration and a barrier with 18 remaining seconds of duration, both barriers have their remaining duration set to 18 seconds. If a barrier would have its duration extended beyond its maximum duration, it is reset to its full duration instead. This skill has a casting time of 3 seconds and a cooldown of 30 seconds. Damage Interception -- Tier I Shaman Skill -- A barrier skill known as the signature move of the Shaman. Forms either a stationary barrier or a barrier around a target that continues to exist until the "energy" of the barrier expires. Energy will decrease slowly over time and decrease from damage taken. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds. Exorcism of a Cursed Lotus -- Tier I Shaman Skill -- A self-cast barrier that boosts the caster’s attack speed against a specific target without boosting movement speed. Upon taking any damage, the barrier shatters and the caster lose all benefits. Since this leaves the caster vulnerable to attack it is often better to combine this with attacks from other party members or with another barrier level underneath so as to keep the target preoccupied. This skill has a casting time of 2 seconds, a maximum duration of 10 seconds, and a cooldown of 15 seconds. Hybrid Barrier -- Tier I Shaman Skill -- A Barrier skill that allows for the caster to combine two barrier styles together for a hybrid effect. This allows for a Shaman to stack more barriers onto a single target in a shorter timespan. When this skill is used, two other Barrier skills can be cast at the same time onto a single target. The duration of the two barriers become the average of their maximum durations. This skill has an instant casting time and triggers a global cooldown of 1 second. Shikigami Astral Seal -- Tier I Shaman Skill -- This skill transforms the physical body of the summoned Shikigami into a ghost-like form, making it intangible to all attacks. Conversely, the Shikigami retains the ability to affect its environment, allowing it to move and control objects like a poltergeist. Many Shamans typically have their Shikigami control objects like weapons in order to make them appear as though they were possessed. Others tend to utilize the summon to grab an enemy's limbs and prevent their movement, but the generally low offensive specs of the Shikigami makes this strategy not quite as effective. The duration of this skill lasts for a full minute, but it will automatically cancel if the Shikigami's duration runs out. This skill has a casting time of 2 seconds. There is a 30 second cooldown period after this skill's deactivation before it may be used again. Soulcutter -- Tier I Shaman Skill -- A good contender in terms of Shaman DPS, this skill transforms the summoned Shikigami's body into a violent stream of magic energy. The energy is concentrated into a material form, creating a cutting-wave projectile as sharp as a sword. The attack is then shot up to 5 meters forward, after which the familiar spirit travels back to the Shaman. This skill has a casting time of 1 second, followed by an animation time in seconds equal to 0.2 x distance in meters traveled. Its cooldown time is 3 seconds. If Shikigami Astral Seal is active when this skill is used, it is temporarily disabled for this skill's duration. Celerity -- Tier II Adventurer Skill -- A skill coveted by mages and healers, allowing them to quickly condense the casting rituals for any particular spell during an emergency. After Celerity is used, the next skill used by the character within the next 10 seconds will have an instant casting time. If used to cast a damage-dealing skill during PVP, the damage of the spell is halved. This skill has an instant cast time and a cooldown of 60 seconds. Last Stand -- Tier II Adventurer 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. Anima-Gathering Talisman -- Tier II Shaman Skill -- A Shaman skill that collects life energy from the surrounding atmosphere into the Shaman's hand. Upon contact with a friendly target, a rune will temporarily appear over the contact area where energy will disperse into their body and restore a moderate amount of HP. If performed on a fallen teammate, it will possess the ability to revive the target with low HP. The flexibility provided by this skill makes it the Shaman's best option if they wish to perform on par with the healing abilities of the Cleric and Druid. This skill has a casting time of 3 seconds. It has a cooldown time of 5 seconds if used as a healing spell but 30 seconds if used as a revival spell. Holy Water Divination -- Tier II Shaman Skill -- The Shamans have long been a mystical group of people, able to materialize blessings and visualize messages from the supernatural. This skill is the streamlined form of an ancient prayer that was said to have been invented by priests during times of war. Upon meeting a small to moderate body of water, be it a puddle or small garden pond, the Shaman may activate this skill. Its casting time is 1 minute and it fails if the Shaman is interrupted. Upon a successful cast, the Shaman can close their eyes and concentrate, allowing them to see everything that goes on through the body of water as though they were watching from just beneath its surface. This ability continues even if the Shaman moves very far away from the body of water. The maximum duration of this skill is 24 hours unless the skill is manually cancelled or the body of water is completely drained. Mystic Mirror -- Tier II Shaman Skill -- A shining mirror appears before the user, firing a beam of light toward an enemy. Aside from this damaging effect, this skill also heals the HP of the member of the party with the highest amount of aggro. Primarily used to heal tanks in battle, its damage-and-healing double effect makes it a favorite by many. Because of the way the light emanates from the mirror when this skill is used, the Shaman assumes a "godly" appearance, causing some to clasp their hands and pray as if in front of a deity. This skill has a casting time of 3 seconds, a maximum range of 10 meters, and a cooldown of 25 seconds. Barrier Armour -- Tier II Shaman Skill -- A skill that places a flexible barrier upon a target's body that very lightly coats the surface of their body from attacks of strong force. It's said that some Shaman use the skill as a supportive technique to boost their own tanking abilities. When this skill is cast on a target, that target gains a health bar acting similar to HP, labeled as 'Armor' and has a value of roughly 5% of their maximum HP. When a character's Armor bar is above 0, any damage taken by the character will first be applied to Armor before affecting HP. If a character has not taken any damage for 10 seconds, Armor will gradually increase until it is fully restored after 10 seconds. This buff lasts for 2 minutes unless it is recasted, allowing the duration to reset. Barrier Armor has a casting time of 5 seconds and a cooldown of 30 seconds. Barrier of Cleansing Flames -- Tier II Shaman Skill -- The Shaman makes a prayer to cover a character's body with an aura of fire. This fire does not deal any damage to the character, but any opponents that attack the character with a melee attack or are targeted by the character with a melee attack take gradual fire damage as long as contact is made. Due to the nature of this skill, it makes a perfect combination with close combat specialists such as Monks. The target's fire resistance is also increased by 5 levels while under the effect of this skill. This skill has a casting time of 3 seconds, a duration of 30 seconds, and a cooldown of 45 seconds. Healing Prayer -- Tier II Shaman Skill -- This skill is similar to the mid-tier healing spells that Clerics and Druids receive in that it has a high MP cost and cast time but has a medium HP recovery rate. What sets it apart, however, is that this spell also casts a barrier on the target which protects them from damage equal to the amount healed. The barrier has a duration of 10 seconds. While all of this sounds appealing, the casting time of 4 seconds, cooldown of 30 seconds, and high MP usage of this skill make extended use of this spell difficult. Luster Charm -- Tier II Shaman Skill -- A strengthened Barrier of Purity that appears as a cloud of mana shaped like an orb. It has two practical purposes. This skill can be used to cure a party member of their physical status effects other than stun. However, its more interesting usage is that of a status prevention skill. When this skill is used on a party member who is unaffected by status effects, it will generate a semi-transparent barrier effect over their body for a minute. If that party member should then be affected by a skill that inflicts status effects, they are unaffected by the effect and the barrier disappears. Additionally, the caster of that skill is afflicted with the status effect instead, unless they possess a resistance of Null or higher. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds. Shielding Explosion -- Tier II Shaman Skill -- The Shaman creates a barrier that is generated from their body. This barrier stretches out to a maximum distance of five meters on all sides, pushing back any enemies. The barrier phases through everything else, whether it is terrain or allies. Most ranged physical attacks are deflected by the barrier while enemies that rely on melee combat are greatly hindered by their inability to get close. If used within a narrow area like a small room or cave, enemies might even be pushed against the wall, unable to do anything for a while. However, this barrier does have some level of endurance which can shatter if struck by sufficiently strong attacks. This skill has a casting time of 2.5 seconds, a duration of 5 seconds, and a cooldown of 30 seconds. Magatama Manifestation -- Tier II Shaman Skill -- A skill that causes the Shikigami's body to glow as the animation of a flashing magatama appears in the air above the Shaman. Each activation of this ability reduces the Shaman's maximum HP and MP by 30% each, transfusing the life and soul energy into the Shikigami's body. This HP/MP drop lasts until the Shikigami is desummoned. As a result, all of the Shikigami's combat characteristics greatly increase. This skill can be stacked up to three times, each time causing a great strain on the Shaman's body. After the third activation, the Shikigami's power is restored to the point where it becomes akin to a demigod. However, this final activation comes at the sacrifice of the Shaman's life. Each activation of Magatama Manifestation raises the Shikigami's summon duration by two minutes. A Shikigami in 3rd Manifestation will last for its full duration even after the player has died. The Shaman cannot be revived while the Shikigami is in 3rd Manifestation and their body will return to the nearest town when the skill is canceled. This skill has a casting time of 3 seconds each activation. Last Bastion -- Tier III Adventurer Skill -- A dream to never make any more sacrifices. A will to avenge one's fallen friends. A power to bring forth a miracle. Last Bastion is a passive ability that activates when the character is the last remaining member in their party (min size: 2) and all other characters in the party have fallen. The character's physical damage, magic damage, physical defence, and magic defence is increased by 50% as long as they are the last remaining party member alive. When active, this skill triggers the Last Stand skill if the user should reach 0 HP, even if the user does not know the skill. If the user does know the Last Stand skill, they are now able to use other skills during its duration. If the user is a Person of the Land or if a Person of the Land ally (cannot be NPC) had just died, this skill's buff increases to 200%. This skill has a maximum duration of 5 minutes. When it wears off, it enters a cooldown of 1 day. Cherry Blossom Barrier -- Tier III Shaman Skill -- A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. A Shaman can summon Sakura blossoms to surround their allies within 5 meters and negate an amount of incoming damage. As an added effect, should an enemy get close to an ally protected by this skill, the Shaman can activate the skill again and cause the blossoms to scatter and attack the enemy, dealing damage equal to the amount of damage negation left afterwards. This skill has a cooldown of 2 minutes, a casting time of 2 seconds, and an attack animation of 1 second. Teleport Barrier -- Tier III Shaman Skill -- The Shaman creates an even number of honeycomb-shaped Teleport Barriers with an area of roughly 1 square meter that float around their body and move according to the Shaman's command. Every time anything physical or projectile in nature makes contact with one barrier, it will disappear through the barrier and come out through another barrier, much like a miniature transport gate. Every two Teleport Barriers are connected to each other, so most Shamans either stick with a single pair or overload the battlefield with as many as they can maintain. Beside the obviously defensive uses, jumping into a barrier is also a good way to escape from battle. This skill's main weakness is magical attacks, as they can still pass through the barrier due to its magical composition. Even still, stacking a number of Teleport Barriers atop of one another may still be a decent defense. There is a constant MP drain to upkeep a pair of Teleport Barriers, usually at the cost of 1% of the Shaman's MP per second. This skill has a casting time of 2 seconds and a cooldown of 40 seconds. Ultimate Bunker -- Tier III Shaman Skill -- A large-scale cubic barrier formed with the Shaman standing on a plane in the center. The skill has a minimum cast time of 2 seconds, creating a 2x2x2 cubic meter barrier. The casting time can be prolonged, increasing the dimensions by 1 for every additional second of cast time. The maximum casting time is 10 seconds, resulting in a 10x10x10 cubic meter barrier. This shield is one of the Shaman's strongest defensive skills, typically used to protect the party against an area of effect skill. It can shield the whole party and absorb a heavy amount of damage before dissipating, but it is very taxing on the Shaman. Note that to successfully defend against a skill, the enemy must not be within the barrier at the time the skill is defended against. Ultimate Bunker has a duration of 5 seconds and a cooldown of 60 seconds. After this skill is used, all of the Shaman's class skills go on cooldown for 10 seconds. Yorishiro Avatar -- Tier III Shaman Skill -- The Shaman fuses with their Shikigami, releasing a huge burst of spiritual energy that immediately knocks back all enemies within 2 meters and deals light elemental damage. While this skill is active, Summon Shikigami may not be deactivated by any effect. The appearance of the Shaman is radically transformed as their body seems to emanate light, causing their hair and skin to glow with a pale white color. Activation of this skill causes other skills' effects to change. Shikigami Astral Seal can be activated, causing the Shaman to become immune to physical damage for 10 seconds. Magatama Manifestation can be activated, raising the Shaman's skill durations targeting party members by 50% but doubling any damage dealt to themselves for 30 seconds. This skill has a casting time of 5 seconds and a duration of 60 seconds. Its cooldown is 120 seconds. When this skill is cancelled, all Shikigami skills other than Summon Shikigami are cancelled. | [Roleplay Class] Skills Pacifying Dance -- Level 1 Dancer Skill -- A skill that allows the dancer to perform beautiful dances to momentarily captivate those who see it. For the next 30 seconds, monsters within 25 meters have their nature changed. Aggressive and Predatory monsters become Wary. Wary, Aloof, and Cowardly monsters become Docile. Docile monsters become Friendly. This effect does not work against monsters that are already engaged in battle when this skill was used. Sword Dance -- Level 11 Dancer Skill -- While a one-handed weapon is equipped, the Dancer may perform this skill to perform a rapid spin and slash surrounding enemies. If a monster struck by this attack is already targeting another character, it does not draw aggro. When Sword Dance is being performed, any ranged attacks targeting the Dancer bounce off, dealing only 25% the original damage to the Dancer. Level 21 Skill Level 31 Skill Level 41 Skill Level 51 Skill Level 61 Skill Level 71 Skill | [Crafting Class] Skills Transcription -- Level 1 Scribe Skill -- 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%. Document Backup -- Level 11 Scribe Skill -- Passive skill. A good Scribe should always make a backup of anything they patent! Any research recipe successfully created by a Scribe with this skill will result in two copies of the same research item received. Speedreading -- Level 21 Scribe Skill -- A skill that infuses mana into text in order to make it feel familiar to the Scribe and boost their reading speed. It also gives them the ability to read written text on paper in pitch darkness, although the Scribe will have to slowly read each letter at a time. It also allows the crafter to quickly read a reference note and makes them spend less time reading and more time replicating. When an item that is craftable using Paper as a material is in the Scribe's inventory, they are eligible to speed craft that item even if they have never crafted it in a crafting thread. If the item should somehow be removed from the Scribe's inventory, they are no longer able to speed craft that item until they make it in a crafting thread. When speed crafting an item using this skill, Material Fees are doubled. Level 31 Skill Level 41 Skill Level 51 Skill Level 61 Skill Level 71 Skill |
Coding by Sayha of LH