Post by Deleted on Apr 23, 2016 1:30:18 GMT
SAYHA
Character Information
REAL NAME: Sayhara Knight |
REAL GENDER: Female |
GAME GENDER: Female |
AGE: 19 (as of 2020) |
RACE: Elf |
SEXUALITY: Heterosexual |
FACTION: Adventurer |
FACE-CLAIM: Shinoa Hiiragi, OWARI NO SERAPH (SERAPH OF THE END) |
PLAYED BY: Sayha |
Appearance
Sayha, as an elf, had pointed ears by default. She had very long, purple hair that she keeps in a high ponytail, and her skin is a fair peach color. Her eyes were a lavender purple, and she was approximately 5ft 5in (about 171 cm). On the back of her neck, she had a birthmark of an upside down heart.
After dying and reviving in the cathedral, Sayha decided to change her appearance as a sign of starting some things over again. She is still an elf; however, she now has shorter ears than she had previously. Her purple hair is now a lighter shade, and it only goes to her shoulders unlike to the bottom of her back as they were before. Her eyes are now brown instead of lavender. She still has her birthmark of an upside down heart on the back of her neck, but now it is harder to see. She is still the same height as she was before.
In the real world, she has mid-length black hair and hazel green eyes. She is the same height as her in-game avatar, but she wears boots and shoes that make her taller than she really is. She also wears glasses but chooses not to have them on her avatar.
Former Appearance
Personality
Sayha has never been a people person, but it has never stopped her from trying to find a group that she fits in with.
Even though she is an introvert, she is not shy, and she has no problem speaking her mind if she sees something wrong and has a tendency of being painfully honest. This has a tendency to rub people the wrong way, and she is easily labeled as brash or said to have a lack of tact. Once she gets to know you, however, she is less blunt and will always be by their side should the need arise. Unfortunately, many people can't overlook her bluntness so she has very few people she would truly consider a friend.
Despite being brash, she has a very sharp mind though she is not detail oriented. She is good at coming up with solutions, but usually needs help coming up with the steps to get from point A to point B. Also, she has the ability to be completely unbiased which possibly makes some of her plans seem unfair to others.
At first glance, Sayha can be very intimidating which automatically pushes people away from her. This added with her bluntness makes finding a place to belong hard. She constantly jumps from group to group in hopes to find people who accept her. Her greatest fear is being alone forever.
However, Sayha also hates large groups of people in small areas as it makes her feel like she's suffocating.
One thing that makes Sayha appealing to some people is that she will go out of her way to help others if they appear to be in trouble or bullied. Also at carnivals, she will play games and give the toys she wins to the child that wanted the toy.
Even though she is an introvert, she is not shy, and she has no problem speaking her mind if she sees something wrong and has a tendency of being painfully honest. This has a tendency to rub people the wrong way, and she is easily labeled as brash or said to have a lack of tact. Once she gets to know you, however, she is less blunt and will always be by their side should the need arise. Unfortunately, many people can't overlook her bluntness so she has very few people she would truly consider a friend.
Despite being brash, she has a very sharp mind though she is not detail oriented. She is good at coming up with solutions, but usually needs help coming up with the steps to get from point A to point B. Also, she has the ability to be completely unbiased which possibly makes some of her plans seem unfair to others.
At first glance, Sayha can be very intimidating which automatically pushes people away from her. This added with her bluntness makes finding a place to belong hard. She constantly jumps from group to group in hopes to find people who accept her. Her greatest fear is being alone forever.
However, Sayha also hates large groups of people in small areas as it makes her feel like she's suffocating.
One thing that makes Sayha appealing to some people is that she will go out of her way to help others if they appear to be in trouble or bullied. Also at carnivals, she will play games and give the toys she wins to the child that wanted the toy.
Background
Sayha did not have the best childhood. She was originally born in the United States. Her mother died in a car accident when she was 3, and her father remarried when she was 6. When she was 16, the three of them moved to England where her step-mother was from.
When she was old enough to be enrolled in school, she was put into public school by her step-mother insisting that it would be better for her than what her birth mother wanted which was to be home schooled (due to her attitude already developing). While enrolled in public school, she was constantly getting into trouble with her attitude, and she was a poor student, regularly falling asleep in class since she didn’t like the details that were constantly explained repeatedly. The only classes she excelled in were computer and PE classes.
Due to her doing poorly in school, her father pulled her out of public and let her teach herself at home. Unsurprisingly, Sayha did much better alone and passed the national regulation tests with ease; she even ended up graduating high school when she was 15 since she was able to work at her own pace. During this time to make up for the lack of PE classes, her father enrolled her in martial art classes. She enjoyed these classes, and she was even signed up for extra self-defense lessons outside of the regular classes.
When Sayha was 10, she became addicted to video games. She played a wide range of games including First-Person-Shooters, Multi-Player Online Battle Areas, and Real-Time Strategy. When she finally played a Role Play Game, she became addicted to those and explored various RPGs and even MMORPGs, always as a solo player since she constantly jumped from game to game trying to find a game and group of people she might belong with.
However after her move to England, her step-mother constantly pushed her to go to college and to “grow up” (her step-mother despised video games). Instead, she decided to do the opposite and ignore college and started to do freelance computer coding when not gaming since she was fired from her part-time job in a store (due to her attitude).
After the move, Sayha decided to check out Elder Tales. However since England didn't have their own server at the time, she decided to wait until they did to check it out.
When she was old enough to be enrolled in school, she was put into public school by her step-mother insisting that it would be better for her than what her birth mother wanted which was to be home schooled (due to her attitude already developing). While enrolled in public school, she was constantly getting into trouble with her attitude, and she was a poor student, regularly falling asleep in class since she didn’t like the details that were constantly explained repeatedly. The only classes she excelled in were computer and PE classes.
Due to her doing poorly in school, her father pulled her out of public and let her teach herself at home. Unsurprisingly, Sayha did much better alone and passed the national regulation tests with ease; she even ended up graduating high school when she was 15 since she was able to work at her own pace. During this time to make up for the lack of PE classes, her father enrolled her in martial art classes. She enjoyed these classes, and she was even signed up for extra self-defense lessons outside of the regular classes.
When Sayha was 10, she became addicted to video games. She played a wide range of games including First-Person-Shooters, Multi-Player Online Battle Areas, and Real-Time Strategy. When she finally played a Role Play Game, she became addicted to those and explored various RPGs and even MMORPGs, always as a solo player since she constantly jumped from game to game trying to find a game and group of people she might belong with.
However after her move to England, her step-mother constantly pushed her to go to college and to “grow up” (her step-mother despised video games). Instead, she decided to do the opposite and ignore college and started to do freelance computer coding when not gaming since she was fired from her part-time job in a store (due to her attitude).
After the move, Sayha decided to check out Elder Tales. However since England didn't have their own server at the time, she decided to wait until they did to check it out.
Extra
- Has O-Negative blood, but she hates needles so she doesn't donate blood
- Right-handed, but when playing certain sports, she's left-hand dominant
- Took martial arts and self-defense lessons.
- Right-handed, but when playing certain sports, she's left-hand dominant
- Took martial arts and self-defense lessons.
Equipment
Main Gear | Accessories | Vanity Gear |
Armor Armor of the Night's Assassin. Level 75 Leather Armor. Black leather armor that consists of only a breastplate, shin guards, and pauldrons that is able to be worn over any sort of uniform. Edges of each of the pieces dyed neon green, and it is sewn together with neon green thread. The Funeral Parlor emblem is engraved inside of the left breast on the plate. Reforge: Melee Damage: + 18.75% | Accessory # 1 [Fleet] Black Duster Jacket. Level 40 Cloth Accessory. A black coat made from a leather oiled to repel the elements. This classical coat is so long it almost touches the crowd, and billows appropriately in a light wind. Said to be the epitome of manliness. A lilac kama design has been sewn into both of the lapels. A small tag inside reads ‘Sark.’ Reforge: Movement Speed: + 10% | Vanity # 1 Imperial Demon Army Uniform. Level 20 Vanity Gear. A complete uniform for the Imperial Demon Army. Consists of a set of black jacket and pants set with a neon green highlights and brass buttons with and old world insignia go down either side of the jacket portion, a white belt with a golden buckle thatmultiple places where weapons can be sheathed and attached, and a pair of black boots with metal toes and white lining. Perfect for any officer in the Imperial Demon Army. The Funeral Parlor emblem is sewn into the lower right hip of the jacket in silvery thread. |
Left Hand Kurogane Suta Katana. Level 75 One-Handed Katana. A traditionally made, one-handed katana made out of black steel with silver etchings of stars along the mune. The tsuka is made out of traditional bamboo with the ito being royal purple. At the base of the hilt, the Funeral Parlor emblem has been etched in. Reforge: Melee Damage: + 18.75% | Accessory # 2 Gloves of the Night's Assassin. Level 55 Cloth Accessory. Fingerless gloves that only go to the wrist. There are small metal guards where the knuckles which are mostly for show. The Funeral Parlor emblem is sewn into the bottom of the palm. Reforges: Movement Speed: + 13.75% | Vanity # 2 Hair Highlight Henna Dye. Level 15 Vanity Item. Henna ink derived from the mignonette plant is loosely brushed into the hair, making it appear that there are darker and black highlights in the hair. Unlike traditional hair dye, it is easily removed by simply removing the item. |
Right Hand Kurogane Tsuki Katana. Level 75 One-Handed Katana. A traditionally made, one-handed katana made out of black steel with silver etchings of crescent moons along the mune. The tsuka is made out of traditional bamboo with the ito being royal purple. At the base of the hilt, the Funeral Parlor emblem has been etched in. Reforge: Melee Damage: + 18.75% | Accessory # 3 Tags of the Night's Assassin. Level 55 Metal Accessory. A pair of dog tags on a silver chain. Both dog tags have etchings, one with "Forever within a Lost Dream" while the other says "Lost but not Forgotten." On their opposite sides, a very small Funeral Parlor emblem is engraved. Reforges: Physical Damage : + 13.75% | Vanity # 3 N/A |
Accessory # 4 The Special Reindeer Touch. Level 10 Charm. Who doesn't like it when the dangly bits make you feel good? This lovely gift comes straight from the stables and after a hot, steamy adventurous night, the Reindeers have decided to share their warmth with the world in the form of a jingling, jangling piece of dangling jewelry. This charm is a little item that you can wear either as an earring, or as a charm on a bracelet or necklace. Why? Well the Reindeers understand that some people like to wear different things, so they used their magic to create a detachable little chain that allows the owner to swap between a loop for the chain, or a pin for the ear. The charm itself is a red orb with small black Reindeer shadows inside of it. As the user moves, the reindeers give off the illusion of moving and swirling inside of the orb. When the wearer is running or under duress, the orb gives off a faint glow and the wearer feels a bit lighter. The Funeral Parlor emblem is a single, subtle link in both chains. Reforge: Movement Speed: + 2.5% |
Inventory
Gear
Starter 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.
Starter 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.
Starter Leather Armor: A basic set of soft leather armor made from cheap leather. 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.
Gekkoin Bow: Level 50 Bow. An ornate black and neon green longbow. It is more bulky than most bows and can be difficult to hold in one hand if the user is not familiar with bows.
Star Candy Cane Rapier: Lv30 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 Cane Rapier: Lv30 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.
Black Leather Armor -- Level 20 -- Armor made from black leather and sewn together with silver thread. It is very easy to maneuver in as the joint areas are not armored over. The Funeral Parlor emblem is boldly sewn into fabric located near the wearer's right hip. It is sewn in with silver thread, causing it to shimmer very faintly in the light. Reforges: Movement Speed Increase - 5%
Shikama Doji Transforming Scythe: Level 55 Shape-Shifting Weapon. A two-headed black and neon green scythe that transforms into two one-handed kama. When in Kama mode, a chain connects the two. The scythe stands at near 6 feet tall and can be difficult to wield without and prior experience in using polearms or one-headed scythes. The weapon's transformation animation time is 1 second, with a cooldown timer of 5 seconds.
Scholar's Charm: Level 13 accessory. A piece of cloth where one would write messages of good luck and encouragement, tie the cloth in an intricate manner, and then attach it to the body in various ways include as a bracelet or hair accessory. While they are no longer allowed during examinations due to accusations of cheating going on, it is still a common tradition to make them. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Reforge: +3.25% Physical Defense
Messier Order Divining Rod: Lv10 wand. A wand consisting of a twig carefully kept alive through magical means. It tunes into the celestial ley lines of the world in order to locate ancient artifacts. This particular model, however, possesses a slightly souped-up power that can be used to locate other mana sources or living beings. Once per thread, the user may use this item to activate one of the following skills for a 30-second duration: Pathfinder's "Battle Perception", Sage's "Sense Element", or Scholar's "Evaluate". This item cannot be traded or reforged.
Empathion of Fortitude: Lv1 accessory. A gemstone resembling a red agate stone. Resistant to scratches and seemingly unbreakable, this crystal is said to hold a portion of the Genius Brachyura's power within. Once per thread, the user may use this item to summon the avatar of Brachyura to perform the skill "Four Arms" before promptly disappearing. This item cannot be traded or reforged.
Torn Dossier: Lv30 grimoire. A faded black diary bound by a red ribbon and a clasp. The pages in this book start out written by somebody with ordinary handwriting but as the days pass on, the handwriting becomes increasingly neat - to the point where its intricacy is almost maddening to read. Once per thread, reading from its pages summons forth hornet silhouettes as dark as shadow to attack nearby enemies for 10 seconds. This item cannot be traded or reforged.
Page 1: It is but only the first day and yet I already miss my family dearly. But I know that if our plan were to succeed, I will be able to meet with them again.
Page 7: The Sage spoke of the Pebble of Philosophy, a stone that we can use to gain enough power to save the city. It will be a difficult trial, but from my experiences as Topaz Champion, I'm confident in my ability.
Page 9: I touched the pebble for the first time today and felt a horrible headache as though my head were to split apart. But this is nothing. I must persevere!
Page 10: It has been a few days and I've been in bed with a constant fever. Could this be the power of the Pebble?
Page 16: It is time. I opened a hole in the dimension and entered my beloved city, only to see it being inhabited by wretched demons. With my sword, I strike them down; those who atoned their sins were banished to the Celestial Realm, where they may someday receive purification. But the city... it has become so impure. I fear that I may need some time to gather my strength to see it through.
Page 19: There is but no more redemption. All must be purified.
(several pages are torn away from the remainder of the diary)
Page 1: It is but only the first day and yet I already miss my family dearly. But I know that if our plan were to succeed, I will be able to meet with them again.
Page 7: The Sage spoke of the Pebble of Philosophy, a stone that we can use to gain enough power to save the city. It will be a difficult trial, but from my experiences as Topaz Champion, I'm confident in my ability.
Page 9: I touched the pebble for the first time today and felt a horrible headache as though my head were to split apart. But this is nothing. I must persevere!
Page 10: It has been a few days and I've been in bed with a constant fever. Could this be the power of the Pebble?
Page 16: It is time. I opened a hole in the dimension and entered my beloved city, only to see it being inhabited by wretched demons. With my sword, I strike them down; those who atoned their sins were banished to the Celestial Realm, where they may someday receive purification. But the city... it has become so impure. I fear that I may need some time to gather my strength to see it through.
Page 19: There is but no more redemption. All must be purified.
(several pages are torn away from the remainder of the diary)
Empathion of Integrity: Lv1 accessory. A gemstone resembling a red sardonyx stone. The power latent within this stone whispers into your mind much like the haunting voice of the Genius Praesepe. Once per thread, the user may use this item to summon the avatar of Praesepe to perform the skill "Hivemind" followed by "Sky Dive" before promptly disappearing. A successful hit inflicts poison onto enemies not resistant to the status effect. The strength of this attack is scaled accordingly to the user's Main Class level. This item cannot be traded or reforged.
-item-
-item-
Consumables
Quill Pen. Level 1. A feather pen that has been refined by Scribe B. Franklin so that its writing is fairly consistent. Much as a blacksmith's signature tool is the hammer and a tailor the needle, this can be considered the scribe's main tool. The Quill Pen is not used up during a craft.
Notebook: A simple binding of paper that forms an ordinary notebook which can be used for a variety of things. Its quality depends on the materials used to make it.
6 x Parchment Paper. Level 1. Decent quality paper brought up by Scribe Papyrus by taking old pieces of paper, soaking them together, then merging the fibers together to create a paper that doesn't tear quite as easily. Its quality depends on the level of the materials used to make it, but even still, it's just about as durable as a thin piece of paper.
5x Magic Ink. Level 1. Enchanted ink from Scribe Nostradamus's repertoire that glows with mana when text created from the ink is read. It seems to possess properties of magical ability. As Scribes do not possess the ability to extract Mana Fragments, they will generally require an Alchemist's assistance. It's said that Scribe Nostradamus himself buys hundreds of Mana Fragments from beginner Alchemists daily to satisfy his research needs.
Basic Contract: A basic contract for anything the two partys signing the contract want. Since it is the very basic one, it has to be 50/50, the requirements have to be small, the drawback from not fulfilling it is very small and it needs one witness. Can be used as a basis for upgraded ones. It will only work if both parties are willing to sign.
Star Candy Power Cell: Lv40 item. A power cell that resembles a giant Skittle that can be placed near a Star Candy weapon to augment its power. Possession of this item by a character with an equipped Star Candy weapon(s) allows them to select a Tier I Adventurer skill that requires the same weapon type as the equipped weapon. That skill can be used by the character for the duration of the thread. Star Candy Power Cell effects do not stack.
Medicinal Formula. Level 15. A basic healing potion that restores about 375 HP. At low levels, this amount is essentially a player's entire amount, but higher level players will require a few in order to heal back to full HP. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Medicinal Tablet. Level 15. A healing pill that restores about 562 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Smoke Grenade. Level 15. A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke.
Anti-Burn Cream. Level 15. Based on Pharmacist Capsule's recipe. A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area. Its potency depends on the average level of the materials used to make it.
Anti-Poison Poultice. Level 15. A recipe by Capsule. A poultice made from herbs that counteracts poisonous substances, by applying it to the affected area. The poultice has a very minor healing effect that should not be relied upon, nor should it be ingested. Ingesting it has a chance of worsening the poison debuff.
Anti-Stun Tablets. Level 15. Researched by Pharmacist Hanelli. A tablet that can be quickly ingested while in the heat of battle, this can help recover against the Stun debuff, allowing whoever has taken it to move right after being inflicted with the Stun debuff. Normally comes in tablet form, but instead if it being chewable, it is soluble, because once the player ingests this, it dissolves and becomes a liquid form, therefore allowing movement once the body has absorbed its liquid form.
Pet Medicine. Level 15. Medicinal pills pets/tamed beasts. The pills can be lightly roasted or left to dry after combining the powdered herbs and solvent, mostly based upon the pet's temperament. The shots are reserved for fleshy monsters and animals, and are generally not advised for the squeamish. The medication itself restores 337 HP. Low leveled pets can get by with the lower doses, but high leveled pets require much more.
-item-
-item-
-item-
-item-
Housing
Star Candy Gummyseat: Lv40 furniture. A squishy beanbag that has a jelly-like texture when you sit on it. It seems to always emit a rather fruity scent. [+2 BUR]
Star Candy Gummylamp: Lv40 furniture. A peculiar desktop lamp that emits a fair amount of light. Its color changes roughly every minute between the colors of the rainbow. [+2 INN]
Star Candy Gummybed: Lv40 furniture. Ever thought what it would feel like to sleep on an oversized piece of jello? Now you can have the answer to your food-crazed question, you weirdo. [+2 REC]
Star Candy Gummyflower: Lv40 furniture. A pot containing a plant with flowers that look like transparent pieces of jelly. It sprouts candy fruit every so often if well-tended. [+2 CUL]
Star Candy Gummybear: Lv40 furniture. A large bear-shaped piece of jelly resembling one of those oversized carnival plushies. [+2 ING]
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.
Mini-Fenrir: Lv1 pet. Mortal! Your pet raising has only begun! A puppy-sized chibi version of the legendary Fenrir, it lacks the size to be anything close to intimidating. It despawns if attacked by anything. You can keep the Bomber Penguin in Housing and take up a furniture slot for it to give +3 REC
Harvest Festival Stand: Level 30 furniture. A wooden structure that is often set up to serve as shop stalls during a festival. This item does not give housing stats but when placed in a house, the house gains 5 more furniture slots. Duplicate Harvest Festival Stand effects do not stack.
-item-
-item-
-item-
Misc Items
Gypsy Horse Whistle: Level 50 Mount Whistle.
A whistle crafted to summon to an Gypsy Horse to the user's side, to allow them to travel a good distance in a relatively decent amount of time. Gypsy Horses are known for their beauty and friendliness toward humans, as well as being able to run a good amount without being too tired. This horse is a black-colored one. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items.
A whistle crafted to summon to an Gypsy Horse to the user's side, to allow them to travel a good distance in a relatively decent amount of time. Gypsy Horses are known for their beauty and friendliness toward humans, as well as being able to run a good amount without being too tired. This horse is a black-colored one. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items.
Satchel Bag: Level 24. A sleek satchel bag which can store items for quick access without needing to open the inventory menu, allowing it both utility and martial uses. Made from sturdy leader with a neon green trim. 'Sark' has been signed on a discrete internal pocket.
2x Map, Site Catalogue: Level 15 map. If the Half-Gaia Map works as an overall compilation of maps and a generalized district map shows the lay of the land, then a map of a specific location works like a catalogue that describes major landmarks and areas. Having this map in your inventory gives your minimap interface the map data stored on it. Sayha's Isle of Grain map includes detailed descriptions of the harbor, market areas, train stations, and the detailed train route that was not before drawn out on any prior maps. Unlocked: Isle of Grain
2x Star Candy Gummyhorse: Lv40 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 desummon 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: 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.
Mini-Brachyura: Event toy. An action figure of the ferocious crabman, fully mobilized using magitech technology to create a pretty cool toy. Its grip strength is unparalleled among toys and it comes with a compartment where water can be stored to be shot out at an unsuspecting friend. Available 1 per character.
+5 AP per drawing (maximum 3 per character)
+500 Gold per drawing (maximum 3 per character)
+10% event AP for the month of October (available once per character)
+5 AP per drawing (maximum 3 per character)
+500 Gold per drawing (maximum 3 per character)
+10% event AP for the month of October (available once per character)
Pebble of Philosophy: Lv10 item. A pebble containing hundreds of years of captured emotion and anima. A relic of the past, its power has only been recently awakened and it will show you the way toward more challenges yet to come in the future. Possession of this item enables an Adventurer or non-Lune Person of the Land to engage in Celestial Arms side-quests. Every time you complete a Celestial Arms chapter for the first time, you may update this item in your profile by increasing its item level by 5. Every time you repeat a Celestial Arms chapter from the very start, you may update this item in your profile by increasing its item level by 4. Every time you finish assisting another player with a Celestial Arms instance, you may update this item in your profile by increasing its item level by 2. This item cannot be traded.
-item-
-item-
-item-
Skill List
Assassin Skills Deadly Precision: [Level 1] Beginner Skill. An assassin's life is dependent on the first strike and making sure that strike connects. Their expertise has allowed them to increase the accuracy of themselves and their party by 5%. (note accuracy can not reach 100% even with the buff) Multiple instances of this skill do not stack Deadly Dance: [Level 1] Tier I Skill. Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. Death Stinger: [Level 1] Tier I Skill. Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. This skill has a casting time of 5 seconds and a cooldown of 30 seconds. Accel Dance: Tier I Skill. Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks by 10%. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well. This skill has a duration of 30 seconds, a cast time of 2 seconds and a cooldown of 10 seconds. The Assassin may spend an additional 2 seconds casting this skill to increase attack speed by 20% instead. If Accel Dance is used while it is currently in effect, attack speed is not increased further but the buff's duration will reset back to its full 30 seconds. Fatal Ambush: Tier I Skill. Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. This skill has an casting time of 5 seconds before it may be used. When it is used, Fatal Ambush has an animation time of 1 second and a cooldown of 60 seconds. Hiding Entry: Tier I Skill. Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly. This skill has a casting time of 2 seconds, lightly draining the user's MP upon use. It has a cooldown of 10 seconds the moment it is canceled. Trinket Work: A skill focused on decreasing the player's aggro presence. By crouching down and holding the stance for a few moments, the player will release a visible purple aura from their body for ten seconds. For the duration of the aura, the player will be able to attack a monster while keeping the monster's aggro level upon the player low. This skill is effective in a party for when one wishes to perform attacks without attracting the attention of the enemy. This skill has an duration of 30 seconds at base level. Its duration increases to 40 seconds when the Assassin reaches Level 30, 50 seconds when the Assassin reaches Level 60, and finally 60 seconds when the Assassin reaches Level 90. Its casting time is 2 seconds and its cooldown is 60 seconds. Hearing Aptitude: A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping. Equipment Mastery: Unarmed Combat: A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk. Assassinate: Quite possibly one of the Assassins' most well-known skills, Assassinate is a single hit technique that can be initiated as either a melee or ranged attack. However, in order for it to deal its famous damage potential, the skill must be used as a back attack, usually a strike done while the monster's attention is elsewhere. At the moment the skill is successfully used, a large red splashing animation reminiscent of blood is emitted from the target struck by the attack. Targets with a level below that of the Assassin take heavy damage; non-boss monsters that are over 10 levels below the Assassin's level may even be killed in a single hit. Understandably, enemies at a higher level than the Assassin will take lesser albeit still considerably high damage. This skill has an animation time of 1 second and a cooldown of 60 seconds. Hazecloud Vault: This skill generates a cloud of smoke that immediately covers the Assassin and shrouds the nearby 2 meters. This effect has immediate benefits by lowering the accuracy of all attacks that should target the Assassin while they are within this smoke. The smokescreen lasts for roughly 10 seconds and will not dissipate unless blown away by a wind-elemental attack. In addition to this defensive bonus, the Assassin's jumping ability is tripled for the next 5 seconds, allowing them to chain directly into an offensive strike or a defensive retreat. This skill has a casting time of 1.5 seconds and a cooldown time of 30 seconds. Missile Strike: Tier II Skill. A skill that can only be used with an equipped physical ranged weapon such as a bow, firearm, or throwing weapon. The user takes a moment to whisper a spell onto the weapon, enchanting it for the next shot. When that weapon is used to deliver a ranged attack, the number of projectiles fired is multiplied several times fold so that a literal rain of projectiles will strike the target. Missile Strike is thus very effective either for hitting a bunch of targets packed close together or poking a poor enemy full of holes. After the duplicated projectiles make contact with anything, they will disappear back into the mana that formed them. This skill has a casting time of 3 seconds and a cooldown of 15 seconds. Stealth Strike: A skill that cloaks the user in a pale blue aura, making their figure slightly less opaque. This skill has a duration of five seconds and is automatically canceled upon a direct hit with the opponent. While Stealth Strike is active, the Assassin's next melee or ranged attack deals damage as though the target's Physical resistance was reduced by one stage (Physical neutral becomes physical weak, physical resistant becomes physical neutral, etc). The 5 second cooldown of this skill makes it so that an Assassin can activate the skill after almost every other attack, although the 1 second skill animation lapse might add up over time when it comes to DPS purposes. Congregating Arc: Tier II Skill. The Assassin fires a projectile which disappears midway as it travels toward the opponent. In place of this original projectile, many replicas of the original projectile are copied into overlapping arcs that float a few meters in mid air above the target's position. Then, after half a second, these projectiles are all shot at the target to pierce them from practically all angles. Because these duplicated projectiles congregate based on the target's current position at the time this skill is used, it is less effective against speedier enemies. Also, the nature of this skill means that it is quite possible to transform into an area of effect skill if targets are standing very close together. Still, due to this skill's otherwise unimpressive activation animation, it is usually too late for an opponent to notice the rain of projectiles headed their way. Congregating Arc is most popularly used using arrows or bolts, but it is growing popular for throwing weapons to be used given their otherwise limited ammunition. This skill has a 0.5 second animation time from when the first projectile is fired and then 1.5 additional seconds until the arc-aligned projectiles are fired toward the target's position. This skill has a cooldown of 20 seconds. Void Shuriken: Even when an Assassin is unarmed, it is unwise to consider them a harmless target. Using this skill, the Assassin creates a Void Shuriken out of mana and materializes it into a potent and pitch-black weapon. The benefit of this skill is that it is relatively quick and possesses a low cooldown, but only one shuriken can be formed and thrown at a time. If a Void Shuriken is thrown and makes contact with anything, or if it is not thrown within 2 seconds, it disappears. Void Shuriken weapon levels are equal to the Assassin's level and deal physical damage on contact. This skill has a casting time of 2 seconds. It does not have a cooldown time. Malicious Intent: Although an Assassin would typically prefer to reduce any attention toward themselves, Malicious Intent is a special technique that temporarily defies this convention in order to bring forth a more advantageous situation. When this skill is used, the Assassin releases an invisible aura from their body. This aura is stationary and cannot be seen directly, but anyone close enough will undoubtedly feel a sight of emotional discomfort. The aura generates a high amount of aggro, causing many enemies to turn their attention toward the aura. Opponents in the night or monsters that do not rely on eyesight may even attempt to attack the aura, even if the Assassin had moved away for quite some time. Understandably, this skill isn't very effective against anything that can see its obvious appearance. This skill has a casting time of 4 seconds, a duration of 30 seconds, and a cooldown of 50 seconds. Splitting Fang: A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds. Tongue of Nature: It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will also appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with. Quick Swap: Tier I Skill. A skill that facilitates the quick switching of equipment from the user's equipment to their inventory. While many characters use quick slots in order to swap out their weapons, this requires a manual action. The use of Quick Swap does this exchange automatically. This switching can only be done with two equipment sets at a time, both of which are registered prior to the start of battle. When Quick Swap is used, the current equipment set will be swapped out to the other set designated by the skill. Due to the nature of this skill, it is best used by characters of the Weapon Specialist classes. This skill has an animation time of 1 second. Its cooldown if used by a Weapon Specialist class is 10 seconds which increases to 20 seconds if used by any other class. Swift Sakura Slash: Tier III 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. As fast as the wind, the Assassin dashes forward in a straight line for 10 meters. Anything in that line is hit by their unseen attack, with only sakura petals fluttering to the ground from where they attacked. The damage is applied on hit. It can also be applied to escape immediately. This skill has a cooldown of 30 seconds, has an initial animation time of 1 second, and the attack animation time is 0.5 seconds. Perfect Autopsy: Tier III Skill. Requires the Assassinate skill to have been learned. Even within the higher levels of the Assassin's skill lists, the Assassinate skill remains the pinnacle of the class's damage-dealing potential. This skill is used to chain onto Assassinate and deliver a final coup de grace to any monster that managed to survive the initial hit. Immediately after activating the Assassinate skill, the Assassin leaves behind a trace of mana on the target's body at the wounded area. This mana reacts violently with any blood spilled and will cause a non-elemental explosion upon the target's body after a few seconds. If an opponent was barely hanging to life, this skill will certainly blow away their hopes once and for all. This skill has a cooldown of 60 seconds and must be activated at the same time as the Assassinate skill. Preparing this skill causes the Assassinate skill's animation time to increase by 2 seconds. Infinite Nocturne: Tier III Skill. The pinnacle of an Assassin's power allows them to literally become one with the shadows. This skill allows them to transform their entire body into a shadow and follow their target's every movement. Then, when the target is most invulnerable, the Assassin's silhouette rises from the shadows and attacks. The Assassin's body melts entirely to the form of a shadow and becomes invulnerable to physical attacks and weak to light-elemental skills while this skill is up. While in this state, it may only move by jumping from shadow to shadow within up to 2 meters. The Assassin may not perform ranged attacks or any other skills while this skill is active, and they may only deal basic melee attacks to a target. This skill has a casting time of 6 seconds, a maximum duration of 5 minutes, and a cooldown of 60 seconds after it is canceled. This skill is canceled when willed by the Assassin or if the Assassin takes any damage while under its effects. Ambidexterity: Tier I 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 defense 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. Quick Draw: Tier I Skill. A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. This skill has an animation time of 1 second and a cooldown of 15 seconds. Shadow Bind: Tier I Skill. Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. The target is bound for up to 5 seconds. This skill has a casting time of 3 seconds and a cooldown of 45 seconds. Sword Rain Flurry: The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds. Aura Saber: Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 2 seconds and a cooldown of 5 seconds. Shadow Arts Invigoration: A skill that allows the Assassin to convert the anima spilled from their precise attacks into energy that is used to energize themselves for an upcoming attack. After this skill is used, the Assassin gains a Shadow Counter that starts at 0. At the beginning of all their subsequent posts, as long as the Assassin used at least 1 Assassin skill, the Shadow Counter increases by 1. The Assassin may toggle this skill and consume as many Shadow Counters as desired in order to reduce the current cooldown of any Assassin skill by an amount equal to 10 seconds x # of Shadow Counters consumed. Shadow Arts Invigoration has an instant cast time and a cooldown of 10 seconds starting the moment it is toggled. Herculean Grip: Tier II Skill. Toggle skill. A technique representing the feat of amassing great physical strength to easily wield heavy weapons in one hand. Besides the possibility to greatly slow a user down, the balance required to use such weapons properly makes the combat style difficult to learn and difficult to master. The character is now able to wield a two-handed weapon as though it were a one-handed weapon. The character cannot dual-wield while under the effects of this skill. At Level 60, the user may now dual-wield as long as the other weapon wielded is a one-handed weapon or shield, at a 25% attack speed penalty. This penalty is reduced to 10% at level 90. Additionally, at Level 90, the character can dual-wield two-handed weapons, at a 25% attack speed penalty. -skill- | Animal Trainer Skills Scout: The Animal Trainer attempts to recruit a monster to their cause in order to create a temporary partner. This is often done by approaching the monster without startling or aggravating it. If performed successfully, a tamed monster will fight by the Trainer's side for a few minutes before control is lost and the monster returns to the environment. Certain situations might make this duration last longer or shorter; acts of kindness toward the tamed monster will make it stick around for longer, while excessive demand will make the Trainer quickly lose favor with the monster. Only one monster can be tamed at a time at the early levels. Domesticize: This skill allows the Animal Trainer to tame a monster to an extent where it becomes a full-fledged companion. The Animal Trainer is allowed one slot in the menu for a monster summon, where tapping this slot allows for the summoning and desummoning of the monster. After a monster is summoned, no other monsters can be summoned. After it is desummoned, that particular monster cannot be resummoned for a full minute. If a monster is defeated in battle, it is permanently removed from the slot. Level 21 Skill Level 31 Skill Level 41 Skill Level 51 Skill Level 61 Skill Level 71 Skill | Pharmacist Skills Toxicity Tolerance: Pharmacists have developed a certain resistance around drugs. This skill can be toggled to make a pharmacist immune to status debuffs caused by potions. Additionally, they passively recover twice as fast from poison status effects. Therapeutic Index: The Pharmacist's growing skill in creating potions has improved to the point where the very close gap between treatment and side effects has widened enough to allow for a safe range. Lower the Toxicity Rating of all non-poison items created by the Pharmacist by 1 and increase their potency by 25%. Level 21 Skill Level 31 Skill Level 41 Skill Level 51 Skill Level 61 Skill Level 71 Skill |
Coding by Sayha of LH