Do or do not... there is no try.
Human
Inactive Player
Gold:
Pharmacist
Animal Trainer
Guild:
Unaffiliated
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Post by Icyferno on Feb 2, 2014 15:43:59 GMT
Icyferno Character Info REAL NAME: Thomas Rilke REAL GENDER: Male GAME GENDER: Male AGE: 17 SEXUALITY: Heterosexual FACE-CLAIM: Original artwork, Artist: 茶葉猫 (tarutaru22) PLAYED BY: Icyferno RACE: Human FACTION: Adventurer Appearance In the real world, Thomas stands at 168cm and weights 53kg. He has a fair complexion and could be described as being more skinny than his peers as his age. He enjoys wearing comfortable clothing the most, even if it looks ugly to other people. He is seen wearing either white or black clothing most often. Due to his unkempt appearance, the first impression he gives off is that of a lazy person, which is actually true to an extent.
His game character has some similarities to his physical appearance, sharing his height, hair color and unkempt appearance. However, his game character has blue eyes while in real life, Thomas has dark brown eyes.
| Personality As his unkempt appearance might suggest, Thomas is actually quite a lazy person, preferring to leave things till the last minute. He is relatively sensitive to the feelings of others, thus he is unsociable because he is afraid of hurting the feelings of others. Ironically, the fact that he constantly ignores the advice of others, particularly advice on clothing to improve his appearance, sometimes hurt the people around him as they feel that he has not really opened up to them.
While Thomas is a kind person by heart, he can be surprisingly cold to people who disagree with what he deems to be 'the right thing to do'. That said, he is not a chivalrous person. This does nothing to earn him friends, thus he treasures the few whom he feels he can trust.
Despite being an introvert, he is able to function well in most social situations. He is rather quiet, thus he doesn't speak much unless it is absolutely necessary. Although he is usually rational, he is prone to giving in to his emotions and do what he feels is the right thing to do, particularly when it concerns what he considers his 'true friends'.
In combat, he is surprisingly alert, contrary to his usual lazy demeanor, due to the fact that he really dislikes losing. To this extent, he is even willing to use low tactics to ensure his victory.
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Extra Thomas is right handed. Thomas studied in a private boys' school, thus he has difficulties talking to girls.
Biography Thomas belonged to an ordinary family living in London. When he was young, he and his neighbor, Ivor, often played together and were best friends. However, when he was around nine, Ivor's family moved away to Japan due to Ivor's father's work.
As Ivor was not fluent in Japanese in his first few years in Japan, he struggled with making friends there, thus he consistently kept in contact with Thomas. Even after the years went by, both of them kept in contact through the many games available online. By the time he was seventeen, both he and Ivor were already avid gamers. However, Thomas was unable to play one of Ivor's favorite online games, Elder Tale, due to the language barrier which Ivor had overcome years ago.
When the announcement that Elder Tale was going to launch a British server came, Ivor immediately contacted Thomas and recommended he try the game, giving him lots of newbie tips which he felt would help him. However, the game did not allow characters from the Japanese server to play in the British server, so Ivor was unable to port over his level 90 Monk, although Ivor assured Thomas that when he returns to Britain for his university degree he will start afresh in the British server and catch up to him in no time.
Interested in the game his best friend had recommended so highly as well as the fact that the game was able to sustain itself for twenty years, Thomas knew he had to try it as soon as possible. However, when the apocalypse occurred, Thomas was stranded with nothing but the newbie tips his friend in the Japanese server had given him and next to no information on the game mechanics.
Inventory Lu Bu's Qianlima: A Novel. A grand tale of a legendary horse of ancient China. Reading it gives you a sense of renewal courage. Using this item in the Market Center consumes it and allows you to place 5 AP into any of your classes. This decision is irreversible. Satchel Bag: Level 10. A small satchel bag that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle. Its sturdiness depends on the average level of the materials used to make it. The bag has a stylized F on the shoulder strap to denote the crafter of the item. The craft is somewhat durable and can be thrown around, even when items are in the bag without fearing damage of fragile goods. Satchel Bag Level 20: A small satchel bag that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle. Its sturdiness depends on the average level of the materials used to make it. The bag has a stylized F on the shoulder strap to denote the crafter of the item. The craft is somewhat durable and can be thrown around, even when items are in the bag without fearing damage of fragile goods. Potion of Nighteye: Lv10 potion. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it. Starter Leather Armor 2 x Starter Long Sword AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center. Medicinal Formula: Level 10 potion. A basic healing potion that restores 250 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 0. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Impure Poison: Level 10 potion. A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by 125. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it. Sarum Map 4 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 4-6 together, something might happen? Basic Pharmacist Mortar and Pestle - A pharmacist's Basic Upgrade Tool that allows for grinding of ingredients into fine powders. Allows a Pharmacist to craft Level 11-20 Pharmacist materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Chocolate Éclair: Level 10. An oblong pastry filled with delicious chocolate. As if being filled with chocolate wasn't enough, it is iced with dark chocolate. Eating this item provides a slight MP restoration. Highwayman's Refuge: Level 10 leather armor. A full set of leather armor tailored by Kumori. It consists of a padded grey leather jacket and black cloth leggings. Thin lines in the armor reveal extra pockets which can easily hide small objects. It gives the wearer a nondescript appearance with its plain colors. At the inner back side of the armor, a stylized F is imprinted in order to indicate the crafter. Movement speed increase. Boosted Step (L5): A small stone pendant meant to be hung around the neck. An image of a winged boot is engraved onto the stone, but it is otherwise featureless. Effect: Duration of 「Fold Step」 increased by 0.5 seconds. Apprentice Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon: - When in a Mentor Thread, raises the student's apparent damage by 5 levels. Purple Mirror Shard: Let loose a fragment of your nightmares. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. Usable once per thread. Purple Handmirror: The nightmare continues for all to experience. This is a vanity mirror that seems to reflect one's greatest fears. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. This item has a cooldown of 60 seconds each use. Hallow's Night: Lv30 accessory. A purple cloak that calls upon the spirits of Halloween to assist you. When this accessory is equipped, it calls forth a Ripper Jack to assist you once per battle at the beginning of a battle. The Ripper Jack is considered a Level 30 tamed monster. If the Phantom Jack is defeated, no more will be summoned until after the character ends combat. Strength Booster: Level 20 potion. A potion which temporarily increases a specific stat, allowing the user to momentarily go beyond their current limits. It is especially useful when used in a fight with an opponent much stronger than oneself. The effects of the potion do not stack with itself, even if the stat increased is different, but will stack with anything else. The duration and extent of the increase depends on the level of the materials use to make it, and 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. EMPATHION OF INGENUITY: Lv1 accessory. You found that delivering the items to the mysterious Executive Chef caused a mysterious gemstone necklace to appear in your possession. It resembles an emerald in appearance but the gemstone itself phases through to the touch as though it were an optical illusion. Is the banquet a stage to something bigger? Cannot be reforged or enchanted. When this item is equipped, it applies a crafting bonus of +1 toward a craft's final item level. 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. The strength of this attack is scaled accordingly to the user's Main Class level. This item cannot be traded or reforged. 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. 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. Pebble of Philosophy: Lv10 item. A glowing stone 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 and its maximum possible level is 100. 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) Highwayman’s Refuge – Level 20 A full set of leather armor tailored by Kumori. It consists of a padded grey leather jacket and black cloth leggings. Thin lines in the armor reveal extra pockets which can easily hide small objects. It gives the wearer a nondescript appearance with its plain colors. At the inner back side of the armor, a stylized F is imprinted in order to indicate the crafter. A stylized F is sewn onto the inside of the jacket to denote the crafter. Effect: Movement Speed Increase (Level 10) and Dexterity Stat Increase (Level 10) Sword of the Unconquered One -- Level 90 Longsword -- Adventurers never truly die. No matter the challenge, as long as the will to stand up and fight once more still burns, one cannot truly conquer an Adventurer. They can be killed, but they will get back up each time until their adversary falls. Their greatest weakness lies in giving up.
The weapon has been forged to represent the undying will of an Adventurer. As long as the body can get up and fight once more, then the mind shall follow suit until the deed is done. It is a straight double-edged longsword with a blade made of a clean, whitish metal and a hilt made of a metal with a faint, yellowish tinge. With a fuller cross-section, the blade is approximately 80 centimeters long and 3.6 centimeters wide. The word “Invictus”, which means to be unconquered, is engraved on the blade of the weapon running from the base of the blade on one side in cursive handwriting. The hilt is made with a darker, silver metal, the cross-guard a plain horizontal bar and the grip a polished bar of metal. The Funeral Parlor Emblem is engraved into the pommel.
Reforge: Reduces a target's apparent physical defense by 10 levels, +12.5% melee damage The Zodiac -- Level 60 Throwing Knives -- A set of twelve balanced Production-Class throwing knives. In line with western designs, the knives have no handles, and is made of a single piece of metal with a sharpened half to hit targets and a blunt half for the user to handle the weapon. The zodiac symbols are engraved in the center of each knife. These symbols glow a faint blue when the enchantment on the knife activates. The Funeral Parlor emblem is engraved on the handles of the knives.
Reforge: Returns to user if thrown/disarmed Ring of the Sword Saint -- Level 90 Ring -- A ring once carried by someone recognized amongst the people as a sword saint. Though the name of this saint has long been lost to the ages, traces of the saint’s power still resides in this enchanted ring. The Funeral Parlor emblem is engraved on the inside wall of the ring.
Reforge: [Ante Up] attack range increase (+2 meters), [Ante Up] cast time decrease (-2 seconds), [Follow Suit] cooldown decrease (-4.5 seconds), [Quick Swap] cast time decrease (-0.5 seconds) Vampiric Thirst -- Level 90 Ring -- A ring which imbues the user with the lifestealing capabilities of a mythical vampire. While it does not provide the superhuman abilities of a vampire, it also does not provide the user with a glaring weakness to sunlight and garlic. Constant usage may occasionally induce the need to drink something red. The funeral parlor emblem is engraved on the inside wall of the ring.
Reforge: Heal HP equal to 22.5% damage dealt Paradigm Transposition -- Level 90 Metal Accessory -- The glory of science and its advancement is nothing more but a beauty in itself. The world is changing, and the universe's rules are steadily becoming more and more understood. This is an object, a model, of that understanding. It is one example of civilization's many steps forward into the next stage of technology; motion. This accessory is a small sphere that can be attached to another object by a small clasp, and inside of it two prisms have been placed with their peaks locked together. Their bases touch the edges of the sphere at equal distances, allowing the prisms to spin freely within the sphere. They move as one, twisting and twirling within the outer sphere as the magic power within them flows freely. The funeral parlor emblem is engraved within the walls of the sphere towards its relative bottom.
Reforge: 180% of damage treated as magic damage Tyrfing -- Level 90 Longsword-- A long blade originally birthed within the distant mountains. It was a beautiful weapon when it was initially pulled from the forge, its blade alight with glory and a promise of power. However, its life would not be so easy. Rather than be used for good, the weapon was cursed by its forgers. Throughout its life span, the blade brought great suffering to those who wielded it. Due to this, it has been passed through many hands and has been drenched in blood countless times until finally, it was abandoned and lost during a flood. The sword was recovered by a traveling Blacksmith and has been reforged to its original greatness. It's dark past makes the blade seem slightly heavier than normal but its fresh edge and silvery glow make it something worth keeping.
The blade is just under 90 centimeters long with a slender shape to its blade, curving inwards softly just above the guard much like a woman's waist. The curve only lasts a few centimeters, dipping in smoothly before the blade curls back out and straightens itself for the rest of its length, until the tip. The curve allows for heavy slashing and cutting, without sacrificing the blade's aerodynamics. The hilt itself is colored with gold leaf and is made to maximize comfort when being held; the hilt is cushion and several leather straps wrap around the metal core, with satin fabric over the top of the leather to keep the user's hand from being chafed. The pommel bulges slightly to ensure the blade does not slip free during a heavy swing but also does the job of holding a black gem in its core. Even in beauty, there is darkness. Emanating from that black jewel, one can sense that death is near... Beneath the jewel, the Funeral Parlor emblem can be seen with a sharp eye.
Reforge: [Follow Suit] cooldown decrease (-3 seconds), 15% chance to inflict [Poison] on hit for 10 seconds Gram -- Level 90 Longsword -- They say that the warrior's sword is his most priceless possession. It is his lifeline in combat and it is the only thing barring the enemy from taking his life; kill or be killed. Some weapons though, are worth more than the world can afford. Weapons so powerful that only Gods have the right to wield them. Gram, a blade forged by a legendary Blacksmith, was a weapon created for the King of all Kings, for the father of the universe, but instead the blade found itself left behind to nature. When it is finally retrieved, the weapon soon found its match. Much like its brothers, the sword was defeated in battle but not long after, it was reborn and used for its true purpose; to slay a greedy prince who loved gold a bit too much. Its history is short, but the tale of it is pasted in many books. This weapon is strong, its edge sharp enough to cleave through steel with ease, yet it is more frail than a young woman. Use it well.
Gram is a long blade, 90 centimeters from guard to tip, and is fairly simply in design. It is straight, sharp, and its edges have been worked until they are thinner than razors. The metal was formed of materials from far off lands, giving it a strength and durability unmatched by many other weapons in its class. It can take a hit, and can deliver death in a single swing. Due to its length, weight, and grip, a single cleave can cut through almost any armor and will leave a nasty wound in its wake. The hilt, lengthened to ensure that all of Gram's power can be used, is heavily reinforced by metal and many layers of wrappings. The pommel is larger than normal and the guard is a heavy rectangular block to ensure full protection of the user. These levels of safety allow for a user to unleash everything this sword has to offer with little consequence. The Funeral Parlor emblem is engraved on the pommel.
Reforge: [Follow Suit] cooldown decrease (-3 seconds), 15% chance to inflict [Bleed] on hit for 10 seconds Mistilteinn -- Level 90 Longsword -- Swords forged in the flames of war are the most crucial, and the most treasured. They may not shine as bright as others but the stories of blood which they carry are far more precious than a silvery glow. This blade, wielded once by a man who knew no fear, carries many of those tales and has traveled far during its early years before it was lost. It saw many fields of battle and the man who owned it even took his first steps into the dark realm. However, unlike many who dare tread into the world beneath our own, this man returned victorious. Yet the blade was lost soon after, until recently recovered and reforged to become the weapon it is now.
90 centimeters of pure metal, this weapon is a straight sword with a slight curve beyond the guard to enhance its slashing ability. Near the tip, the blade takes a soft angle, giving the blade an extremely sharp point that allows it to pierce deep into foes. The metal is stained gray, its sheen long lost to the world due to its age but the metal core within the blade remains strong and nearly unbreakable. The hilt has also lost much of its color as the gold leaf that decorated the guard has faded in many places, and the leather wraps around the hilt show signs of heavy use. The Blacksmith who recovered this blade reinforced the base of the sword, sharpened its edges, and replaced some of the leather wraps but elected to keep the weapon's age. Due to this, the blade's history remains. On the flat sides of the pommel, the Funeral Parlor emblem has been engraved.
Reforge: Reduces a target's apparent physical defense by 10 levels, +12.5% melee damage Amberbound School Uniform: Level 20 vanity equipment. Laelia Plumetale, due to living her whole life in the Lune Seaport, had enjoyed hearing about the Amber Scholar's competition every year and decided to start her own. Much as there were schools that taught their students to particularly study for specific material for the examination, the Amberbound School Uniform is a reference to the common style of these uniforms. It consists of a black blazer and pants or a skirt. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Medicinal Formula: Level 60. A basic healing potion that restores about 1500 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 0. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Therapeutic Index applied. Miasma-Cleansing Spray: Level 60. A recipe passed down among the citizens of the Avon Valley to combat the threat of the Heretics. By breaking down mana into its basic composition of psyche, the element is infused into a spray that serves to clean away traces of Miasma. Applying this spray to a character affected with Corruption will reduce their Corruption points by 6.25. It also deals minor damage to monsters of the Miasma element. Therapeutic Index applied. Potion of Nighteye: Level 60. Researched by Pharmacist Icyferno. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it. Therapeutic Index applied. Medicinal Tablet: Level 60. A healing pill that restores about 2250 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 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Therapeutic Index applied. Pet Medicine: Level 60. Medicinal pills and shots for 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 1350 HP. Low leveled pets can get by with the lower doses, but high leveled pets require much more. Therapeutic Index applied. Poison, Corrosive: Level 60. A recipe by Pharmacist Capsule. A potion that is made by combining an impure poison with two mana shards. When shaken and tossed at an opponent, the mana activates and causes the poison within to become corrosive, like a weaker form of acid. When it makes contact with its intended target, the concoction causes a moderate burning effect, along with a stronger poison debuff. Unlike the standard impure poison, however, the duration of this debuff lasts only thirty seconds, but acts faster. The sickness debuff remains the same; all stats lowered for about a minute. Drinking it directly will lower the player's health by 250. Its potency depends on the average level of the materials used to make it. Therapeutic Index applied. Mana Potion, Greater: Level 60. A recipe by Capsule. An upgraded version of the lesser mana potion, that restores about 1500 MP. Its base level is level thirty, making it unavailable for crafting for those below this level. It also requires that the Pharmacist have knowledge of the lesser mana potion. Therapeutic Index applied. Sugar Rush!: Level 60 Soda. A white can with the image of a winged shoe on its side. Packed full of sugar, this fizzy drink will have you running faster and harder than ever before! Rumor has it that this soda was based off a certain colored bull of the old world. Food effect active for the next 7 post cycles and will override any existing food buff. Can be used in battle. Increases the character's movement speed by 9.25% when drunk. Therapeutic Index applied.
Left Arm Serpent’s Fang -- Level 60 Dagger -- A Production-Class dirk forged from the remains of a venomous sea serpent. Even in death, the venom of the serpent continues to coat the edge of the weapon, though it lacks the deadly strength of the original venom.
The dirk has a curved blade with a single edge. The dagger has a single cutting edge, and the sharp, acutely pointed tip suggests that is suitable for both cutting and thrusting. The blade is made of a tempered steel which reinforces the hard bone layer which constitutes the blade of the weapon, measuring approximately 18 centimeters long perpendicular to the crossguard of the weapon. The blade is around 3 centimeters wide, and tapers down towards the tip. The crossguard is a horizontal metal bar made of a dark colored metal which connects the blade to the metal hilt made of a similar material as the cross-guard. The hilt is wrapped in the serpent’s glittering bluish green scales, which is cold to touch. The knife ends at the pommel, a disc-shaped fitting. The Funeral Parlor Emblem is engraved into the flat side of the pommel.
Reforge: 15% chance to inflict [Slow] on hit for 10 seconds.
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Armor Full Metal Coat -- Level 60 Coat -- Because even in one's travels, protection from the elements may not always be easily done. Sometimes, a little extra is needed. This coat is that little bit extra. Made of reinforced threads and an extremely thin layer of leather, the coat has a bit of weight to it and is resistant to most weather conditions while keeping a slick look to it. Sewn into key places on the coat, very small sheets of metal have been mended into the leather base, giving additional protection to critical strikes when worn. The Funeral Parlor emblem is sewn into the lower right hem of the coat. There is also the image of a goat sewn in right above the Funeral Parlor's marking.
Reforge: +5% physical defense, +10% HP
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Right Arm Abyssal Edge -- Level 60 Longsword -- Hunger. It is something all living creatures experience, for each and every living creature hungers for something, be it the necessities to continue living, or an emotion which fills them with purpose. This weapon, while it does not live, was crafted to sate the hunger for slaughter.
The blade is a straight double-edged long sword made of a pure black metal with a hexagonal cross-section. The blade of the weapon measures approximately 75 centimeters long and 3.5 centimeters wide. The crossguard and hilt are made of the same material as the blade, the former being a zig-zagged bar which tapers towards either end and the latter wrapped in wire of the same material to improve grip. An extension of the crossguard stretches a few centimeters into the blade, increasing the sturdiness of the blade.
The weapon leaves a dark impression on those who lay eyes upon it, for while it has no sentient thought, the hunger for death constantly emanates from the sword. Woe betide those who end up on the wrong end of this sword. The Funeral Parlor Emblem is engraved into the pommel.
Reforge: +15% melee damage increase
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Accessory #1 Ground Shrinker -- Level 60 Boots -- There are times when speed is of the essence, be it for a tactical retreat or a heroic rescue. There are times when one has to traverse difficult terrain in order to get to one’s destination. There are times when every second counts.
This pair of Production-Class boots is crafted from soft and supple dark brown leather with a rubberized sole. It is designed with mobility in mind, footwear which does not hinder movement yet from its soles provide the necessary traction to cross even the roughest of terrains. Wearing these boots makes the user feel as though the ground contracts itself to allow them passage. The Funeral Parlor emblem is imprinted on the soles of the boots.
Reforge: Movement speed increased by 15%
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Accessory #2 Scholar's Charm: Level 20 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 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 effect: MP increase (+5% MP)
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Accessory #3 Leave blank
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Accessory #4 Fur Boot – Level 20. A pair of Production-Class boots tailored by Kumori. The leather was made from the hide of a 「Crag Cow」 and dyed black, while the insides have been lined with fur obtained from a 「Pittered Boar」 so as to provide comfort to the wearer. It provides decent protection from the cold, making it a must-have during the colder months. There is a stlyized F sewn on the inner side of the tongue of the boot. Effect: Ice Resistance (Level 10) and HP Increase (Level 10)
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Vanity #1 Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
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Vanity #2 Trickster's Robe: Lv10 vanity clothing. A raggedy black robe of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
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Vanity #3 Trickster's Cape: Lv10 vanity clothing. A vampire-looking black cape with red lining, belonging to the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
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CLASS SKILLS
Main Class: Swashbuckler Call of Home: A skill learnable by any class. Upon use, it will teleport the character back to the character's 'home city.' This is designated by using the skill while in the city of question. It has a cooldown time of one hour per use.
Fold Step: Tier I Swashbuckler Skill Using this skill, the user's body suddenly is propelled and accelerates in a desired direction. It is often used as a surprise burst of momentum when delivering an attack or used as a last-ditch dodging maneuver. The only downside to this technique is that once activated, the swashbuckler cannot stop or adjust their trajectory.
Dart-Tack Target: Tier I Swashbuckler Skill The swashbuckler pricks the target with their weapon a few times in quick succession. This allows the swashbuckler to temporarily gain the attention of the enemy and serve as an off-tank. While the tanking role is often left to the warrior classes, this skill might serve as a brief respite to the team in order to maintain momentum.
Shuffle Windmill: Tier I Swashbuckler Skill The Swashbuckler spins in place and performs 4 rotations with outstretched weapons, forming a horizontal sawblade attack. It can also be performed from a downed position in order to spin and transition into a final standing pose. This technique has optimal results if the lengths of both weapons are the same. Be careful of your party members' positions before you attempt it though.
Blind Bet: Tier I Swashbuckler Skill Attempting to hit a pressure point, the Swashbuckler thrusts the weapon forward as its blade glows a faint blue color. If it makes direct unguarded contact with an opponent, their vision becomes blurry for the next ten seconds, resulting in an accuracy debuff. The degree of blindness is most effective at the moment of contact, clearing up as the debuff wears off. For single-weapon and throwing weapon users, the debuff is dependent upon the single weapon's hit. A dual weapon user must strike the opponent successfully with both weapons to ensure the maximum effect. Even still, they have two chances at hitting, so stability is sacrificed for consistency. Nevertheless, the cooldown of this technique is also ten seconds, meaning that an experienced user can sustain the effect as long as they can manage to pierce the opponent's defense each time.
Mirage Dealer: Tier I Swashbuckler Skill Dual wield skill. The Swashbuckler performs a forward X-slash with their two weapons to slash at an opponent, then immediately teleports a meter forward. This usually places them behind the enemy, allowing them to either bypass their line or enable them to continue attacking before the enemy realizes what just happened. Because of the flashiness of this skill, it's a popular technique among aspiring warriors. Try not to use it while the opponent's at the edge of a cliff or right against a wall, though. You'll either plummet to your death or crash face-first into a wall.
Discard: Tier I Swashbuckler Skill A technique designed to reduce aggro for the swashbuckler. As soon as the opponent draws near, the swashbuckler performs a somersault over the target's head, then uses the blunt end of the blade to spin the opponent sideways. This sudden disorientation disrupts a monster's thought process, often resulting in its battle AI resetting.
Ante Up: Tier I Swashbuckler Skill The swashbuckler summons additional weapons from their inventory and claps their hands together to perform this spell. The weapons will then be levitated into the air and controlled by an AI to fight alongside them. Depending on vocal commands, the AI can be designated to either focus on all-out attacking, defensive play, or balance fighting. Maintaining this skill results in a constant drain on the swashbuckler's MP. At the first rank, only one weapon can be controlled by this skill.
Viper Raise: Tier I Swashbuckler Skill An attack that targets the arm tendons. A successful hit will result in gradual damage over time due to a bleeding effect, which is accommodated by the wound area seeping out a constant trail of blood. Despite the move's somewhat gory animation, this bleeding effect is fairly minor and scales in a manner similarly to a poison effect. This skill has a 2 second animation time and a 9 second cooldown.
High Roller: Tier I Swashbuckler Skill The swashbuckler attempts to bridge defense with offense by dodging an incoming attack and curling the body together to make multiple mid-air rolls as they land over to a new position. At the same time, their weapons are pointed outward, cutting at any opponent that tries to reach at them. This skill has an animation time of 2 seconds and a cooldown of 15 seconds.
Quick Swap: Tier I Adventurer 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 30 seconds which increases to 60 seconds if used by any other class.
Arrow Revolver: Tier I Adventurer Skill A technique developed by a legendary marksman, this bow skill allows an archer to reserve up to five arrows to be fired. The arrows in reserve are levitated in the air beside the bow using the power of mana. Whenever the user should then fire an arrow, the next one will quickly load itself into the slot of the bow, allowing for optimized rapid fire. Arrow Revolver may also be used with a firearms weapon, causing a single round to load itself into the chamber after each shot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
Tongue of Nature: Tier I Adventurer Skill It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
Razor-Edged Draw: Tier II Swashbuckler Skill A Swashbuckler skill that is best used to interrupt an enemy currently performing a skill that requires a long period of preparation. Upon striking the target with this skill, the spell that the opponent was preparing has its cast time reset, forcing the target to recast the skill from scratch. This can be a saving grace against monsters with particularly deadly yet slow to cast spells. This skill can be activated using either one-handed weapons or throwing weapons, although performing it with throwing weapons is more practical in keeping the Swashbuckler out of harm's way. This skill has a 1.5 second animation time and the cooldown time of this skill is 7 seconds. Animation times are not affected by this skill.
Insurance Bet: Tier II Swashbuckler Skill An emergency defensive technique that utilizes the Swashbuckler's reflexes and weapon expertise to perform a last-second parry. By intercepting the opponent's attack with one's own weapon and then moving the body in the flow of the attack, much of the offensive potential of the opponent's attack is nullified. This skill may be used in response to an opponent's melee or physical ranged attack. Any damage taken by the attack is reduced by about 80%. However, the attack is still considered to have been successful, and any secondary effects or debuffs caused by the attack will affect the Swashbuckler immediately. This skill has an animation time of 0.5 seconds and a cooldown of 60 seconds.
Opening Gambit: Tier II Swashbuckler Skill A Swashbuckler skill that targets a single enemy and visually marks up to five of the target's weak points to the Swashbuckler's party. This skill is best known not only for party DPS support but also as an immediate setup for Trigger Jackpot. Only a maximum of five markers can be placed on a target at any one time. This skill appears as small card-shaped targets that overlap over the enemy's body. Successfully striking the enemy at any of these markers will result in a greatly increased possibility for a critical hit. The weak points indicated by this skill update in real life and might vary depending on changes to the target's stance or equipment. This skill has a casting time of 2 seconds. Markers placed by this skill have a duration of 30 seconds and this skill has a cooldown of 45 seconds.
Trigger Jackpot: Tier II Swashbuckler Skill One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 90 seconds after it has been used to detonate markers.
Trump Card: Tier II Swashbuckler Skill A skill that's quite literally the trump card to the Swashbuckler's fighting style. It is signified by the Swashbuckler's weapon glowing a red aura (only one weapon will receive the effect if dual-wielding). The Swashbuckler's next attack with the enchanted weapon gains the following properties according to the number of consecutive offensive Swashbuckler skills they used on the target. After every use of Trump Card, the effects reset and the target is treated as though they were not hit by any Swashbuckler skills. This skill has an animation time of 2 seconds and a cooldown time of 30 seconds.
0 Swashbuckler skills prior to Trump Card activation: Trump Card deals as much damage as a regular attack. 1 Swashbuckler skill prior to Trump Card activation: Trump Card additionally slows the target's movement and attack speed by 10%. 2 Swashbuckler skills prior to Trump Card activation: Trump Card additionally heals the Swashbuckler by 10% of the damage dealt to the enemy. 3 Swashbuckler skills prior to Trump Card activation: Trump Card additionally deals a damage over time bleeding effect to the opponent for the next 15 seconds. 4 Swashbuckler skills prior to Trump Card activation: The target's Physical resistance level is treated as though it were 1 rank down during Trump Card's damage calculation. 5+ Swashbuckler skills prior to Trump Card activation: Trump Card's animation time becomes 1 second and it additionally stuns the target for two seconds.
Multiple Bets: Tier II Swashbuckler Skill The Swashbuckler designates up to five targets within 10 meters by focusing their vision upon a target until a number flashes above their head. Once an adequate number of enemies have been marked by this skill, the Swashbuckler will quickly teleport to each target and be able to attack the target with their equipped weapon. Teleportation occurs immediately after the Swashbuckler has attempted an attack toward a marked target. Due to the quick method of movement provided by this skill, it is a very effective means of closing the distance upon a large group of targets. This skill has an animation time of 1 second for each target and a cooldown time of 25 seconds.
Poker Face: Tier II Swashbuckler Skill A support skill that aims to maintain the target's focus by slightly increasing one's physical balance and coordination, it is one of the few party buffs available to Swashbucklers. A character affects by this skill has their body surrounded by a sparkling effect for the duration of its effect. If targeting a party member, the Swashbuckler chooses a target within 10 meters upon activating this skill. While this skill is active, the target's displayed HP is always shown as full to all characters other than the members of the Swashbuckler's party. This illusion can confuse enemy Adventurers, making them unable to clearly discern the target's HP. Additionally, the target is unaffected by any effects that would otherwise cause knockback or knockdown, while slow and stun effects wear off twice as fast. This skill has a duration of 30 seconds, a casting time of 3 seconds, and a cooldown of 10 seconds. If a character is currently buffed with this skill, they cannot be targeted by it again until the buff wears off.
Missile Strike: Tier II Adventurer 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 Swarm 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.
Double Down: Tier II Swashbuckler Skill Dual wield skill. A skill that is initiated first by summoning two additional one-handed weapons from the inventory. It then weakly magnetizes these weapons to the other two weapons in the Swashbuckler's grip, essentially making it so that they are literally wielding four weapons, two in each hand, at once. The implications of this 'see it to believe it' skill are a little more complicated. For one, considering that Swashbucklers do not suffer from accuracy penalties from dual wielding, the activation of this skill starts to push it a little. While the Swashbuckler is able to pretty much go out on a frenzy upon the opponent, it is extremely difficult to wield four weapons at once. It is natural that DPS would increase a little at the sacrifice of accuracy. Most would simply resort to using the additional two blades as two additional tools to poke the enemy with. There is a constant strain of MP while this skill is active.
Right Bower: Tier II Swashbuckler Skill A skill that aims to utilize the Swashbuckler's fast-paced fighting style as a means to cripple a tough adversary. When this skill is activated, the Swashbuckler gains 5 stacks of the Bower buff. Each active Bower buff increases the damage dealt by the Swashbuckler by 1% each. A Bower buff can be consumed at any time during a non-skill melee or ranged attack to activate any of the following skill effects: Bleeding Spades, Blind Bet, Crash Shot, House Advantage, Magnum Shot, Parry, Piercing Pillar, Razor-Edged Draw, Splitting Fang, Sword Rain Flurry, or Viper Raise. Crash Shot and Magnum Shot cannot be triggered if the Swashbuckler uses a melee attack, and melee-only skills cannot be triggered if the Swashbuckler uses a ranged attack. The respective skill must be learned by the Swashbuckler in order to use its corresponding skill effect. Any skill effects activated by the use of a Bower buff does not trigger a cooldown for the respective skill, and they may also be used while their respective skill is currently in cooldown. Right Bower has an instant cast time and a cooldown of 90 seconds.
Follow Suit: Tier III Swashbuckler Skill The Swashbuckler takes any two weapons and throws them in mid-air, after which they will vanish for the next 30 seconds. Because of this effect, dual-wielding Swashbucklers that fight with this skill tend to carry at least two sets of weapons on hand. During that 30-second interval, those two weapons will materialize in thin air in a portal at a random position near the target. The weapons are then quickly launched forward, attempting to pierce them with an attack. After delivering an attack, the weapon is withdrawn and disappears as suddenly as it had appeared. This process is repeated about once every two seconds for each weapon, effectively averaging to one strike per second. An opponent who has to split their attention between dodging these blades and fending off the Swashbuckler themselves will certainly be feeling the pressure. This skill has a casting time of 2 seconds and a cooldown of 60 seconds.
Blank: Tier ? Skill Desc here.
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Roleplay Class: Animal Trainer 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.
Pacify: One of the most important talents of an Animal Trainer is the ability to calm wild creatures and slowly gain their trust. Pacify can be said to be the Animal Trainer counterpart of the Courtesan's Allure skill - it can be toggled to cause a change in all nearby monsters' behavior. The Animal Trainer's monster slot limit is passively increased by 1. Monsters of a Docile and Curious nature become Friendly, allowing them to be tamed with a greater success rate. Monsters of a Cowardly or Wary nature become Docile. Monsters of Predatory or Aggressive nature become Wary. Keep in mind that monsters of the Sentient nature are unaffected by this skill. This skill has a maximum duration of 30 seconds and a cooldown of 10 seconds after it has worn off or was forcibly terminated.
Animal Trainer level 31 skill: Currently unknown
Crafting Class: Pharmacist Detox: Pharmacists have developed a certain resistance around drugs and are immune to status debuffs caused by potions. Additionally, they 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%.
Compounding: When this skill is used, the Pharmacist may select up to 3 potions from their inventory. Those items are consumed for the duration of the thread and the Pharmacist receives an item that is a composite of all potions' effects. Toxicity ratings are also added up. If a potion's effect would otherwise be identical to another potion's effect, the effects will stack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds. Compounding also allows a Pharmacist to craft a higher-level potion by selecting two or more potions with the same name as crafting material. The item level of the resulting potion is the sum of the lower-leveled potions. A potion cannot be crafted with an item level higher than the Pharmacist's Crafting Level.
Prescription Transfer: Toggle. A Pharmacist's ability to create potions is limited only by theoretical formulas, and careful study of a potion by reference will allow the Pharmacist to craft or modify it quickly. Any potions that the Pharmacist touches while this skill is in effect will be considered as though it were affected by the Therapeutic Index skill. This effect lasts only for the duration of the thread. If Therapeutic Index was already applied to a potion, this skill does nothing to the potion. Also, while an potion that is craftable by Pharmacists is in the Pharmacist's inventory, they are eligible to speed craft that potion even if they have never crafted that potion in a crafting thread. If the potion should somehow be removed from the Pharmacist'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.
MTM Mastery: Known uncommonly by its full name of Medication Therapy Management Mastery, this skill is the Pharmacist's ability to manage their patients and party members' well-being when using potions. As long as a character has less than 5 Toxicity in a thread and the Pharmacist is participating in that thread, the effects of potions crafted by the Pharmacist are raised by 50% in potency and have their duration doubled, if available. MTM Mastery may only affect one potion per character at a time. When its effect is activated, MTM Mastery for that specific character enters a cooldown of 10 seconds.
Controlled Substance: A Pharmacist has the ability to beckon mana to change the composition of specific potions, rendering them ineffective when used. When this skill is activated, the Pharmacist may declare the name of any potion. That potion loses its effect for the next 30 seconds, so drinking it will result in no effect. This skill affects all potions of the same name within a range of 5 meters. This skill has a casting time of 1 second and a cooldown of 60 seconds. Of course, this means that the skill can also be used to augment a craft. Additionally, the Pharmacist may reduce the Material Fee of their potion crafts by 10% (25% if the craft is not a speed craft).
Pharmacist level 61 skill: Currently undiscovered.
Change Log Coded By Saber of L33T T3@M [attr="class","ws"] [attr="class","h"]Icyferno [attr="class","fc"] [attr="class","bi"]REAL NAME: Thomas Rilke
[attr="class","bi2"]REAL GENDER: Male [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: 17
[attr="class","bi2"]SEXUALITY: Heterosexual [attr="class","bi2"]FACE-CLAIM: Original artwork, Artist: 茶葉猫 (tarutaru22)
[attr="class","bi2"]PLAYED BY: Icyferno [attr="class","h2"]Appearance [attr="class","b"]In the real world, Thomas stands at 168cm and weights 53kg. He has a fair complexion and could be described as being more skinny than his peers as his age. He enjoys wearing comfortable clothing the most, even if it looks ugly to other people. He is seen wearing either white or black clothing most often. Due to his unkempt appearance, the first impression he gives off is that of a lazy person, which is actually true to an extent.
His game character has some similarities to his physical appearance, sharing his height, hair color and unkempt appearance. However, his game character has blue eyes while in real life, Thomas has dark brown eyes.
[attr="class","h3"]Personality [attr="class","b"]As his unkempt appearance might suggest, Thomas is actually quite a lazy person, preferring to leave things till the last minute. He is relatively sensitive to the feelings of others, thus he is unsociable because he is afraid of hurting the feelings of others. Ironically, the fact that he constantly ignores the advice of others, particularly advice on clothing to improve his appearance, sometimes hurt the people around him as they feel that he has not really opened up to them.
While Thomas is a kind person by heart, he can be surprisingly cold to people who disagree with what he deems to be 'the right thing to do'. That said, he is not a chivalrous person. This does nothing to earn him friends, thus he treasures the few whom he feels he can trust.
Despite being an introvert, he is able to function well in most social situations. He is rather quiet, thus he doesn't speak much unless it is absolutely necessary. Although he is usually rational, he is prone to giving in to his emotions and do what he feels is the right thing to do, particularly when it concerns what he considers his 'true friends'.
In combat, he is surprisingly alert, contrary to his usual lazy demeanor, due to the fact that he really dislikes losing. To this extent, he is even willing to use low tactics to ensure his victory.
[attr="class","h3"]History [attr="class","b"]Thomas belonged to an ordinary family living in London. When he was young, he and his neighbor, Ivor, often played together and were best friends. However, when he was around nine, Ivor's family moved away to Japan due to Ivor's father's work.
As Ivor was not fluent in Japanese in his first few years in Japan, he struggled with making friends there, thus he consistently kept in contact with Thomas. Even after the years went by, both of them kept in contact through the many games available online. By the time he was seventeen, both he and Ivor were already avid gamers. However, Thomas was unable to play one of Ivor's favorite online games, Elder Tale, due to the language barrier which Ivor had overcome years ago.
When the announcement that Elder Tale was going to launch a British server came, Ivor immediately contacted Thomas and recommended he try the game, giving him lots of newbie tips which he felt would help him. However, the game did not allow characters from the Japanese server to play in the British server, so Ivor was unable to port over his level 90 Monk, although Ivor assured Thomas that when he returns to Britain for his university degree he will start afresh in the British server and catch up to him in no time.
Interested in the game his best friend had recommended so highly as well as the fact that the game was able to sustain itself for twenty years, Thomas knew he had to try it as soon as possible. However, when the apocalypse occurred, Thomas was stranded with nothing but the newbie tips his friend in the Japanese server had given him and next to no information on the game mechanics.
[attr="class","h3"]Extra [attr="class","b"]Thomas is ambidextrous. Thomas studied in a private boys' school, thus he has difficulties talking to girls.
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[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Human
[attr="class","bi4"]CLASS: Swashbuckler
[attr="class","bi4"]SUBCLASS: Pathfinder
[attr="class","bi5"]CRAFTING CLASS: Pharmacist
[attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]001 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]001 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"]
[attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"]Fold Step: Using this skill, the user's body suddenly is propelled and accelerates in a desired direction. It is often used as a surprise burst of momentum when delivering an attack or used as a last-ditch dodging maneuver. The only downside to this technique is that once activated, the swashbuckler cannot stop or adjust their trajectory. [attr="class","skill"]Dart-Tack Target: The swashbuckler pricks the target with their weapon a few times in quick succession. This allows the swashbuckler to temporarily gain the attention of the enemy and serve as an off-tank. While the tanking role is often left to the warrior classes, this skill might serve as a brief respite to the team in order to maintain momentum. [attr="class","skill"]Shuffle Windmill: The Swashbuckler spins in place and performs 4 rotations with outstretched weapons, forming a horizontal sawblade attack. It can also be performed from a downed position in order to spin and transition into a final standing pose. This technique has optimal results if the lengths of both weapons are the same. Be careful of your party members' positions before you attempt it though. [attr="class","skill"]Blind Bet: Attempting to hit a pressure point, the Swashbuckler thrusts the weapon forward as its blade glows a faint blue color. If it makes direct unguarded contact with an opponent, their vision becomes blurry for the next ten seconds, resulting in an accuracy debuff. The degree of blindness is most effective at the moment of contact, clearing up as the debuff wears off. For single-weapon and throwing weapon users, the debuff is dependent upon the single weapon's hit. A dual weapon user must strike the opponent successfully with both weapons to ensure the maximum effect. Even still, they have two chances at hitting, so stability is sacrificed for consistency. Nevertheless, the cooldown of this technique is also ten seconds, meaning that an experienced user can sustain the effect as long as they can manage to pierce the opponent's defense each time. [attr="class","skill"]Mirage Dealer: Dual wield skill. The Swashbuckler performs a forward X-slash with their two weapons to slash at an opponent, then immediately teleports a meter forward. This usually places them behind the enemy, allowing them to either bypass their line or enable them to continue attacking before the enemy realizes what just happened. Because of the flashiness of this skill, it's a popular technique among aspiring warriors. Try not to use it while the opponent's at the edge of a cliff or right against a wall, though. You'll either plummet to your death or crash face-first into a wall. [attr="class","skill"]Discard: A technique designed to reduce aggro for the swashbuckler. As soon as the opponent draws near, the swashbuckler performs a somersault over the target's head, then uses the blunt end of the blade to spin the opponent sideways. This sudden disorientation disrupts a monster's thought process, often resulting in its battle AI resetting. [attr="class","skill"]Ante Up: The swashbuckler summons additional weapons from their inventory and claps their hands together to perform this spell. The weapons will then be levitated into the air and controlled by an AI to fight alongside them. Depending on vocal commands, the AI can be designated to either focus on all-out attacking, defensive play, or balance fighting. Maintaining this skill results in a constant drain on the swashbuckler's MP. At the first rank, only one weapon can be controlled by this skill. [attr="class","skill"]Viper Raise: An attack that targets the arm tendons. A successful hit will result in gradual damage over time due to a bleeding effect, which is accommodated by the wound area seeping out a constant trail of blood. Despite the move's somewhat gory animation, this bleeding effect is fairly minor and scales in a manner similarly to a poison effect. This skill has a 2 second animation time and a 9 second cooldown. [attr="class","skill"]High Roller: The swashbuckler attempts to bridge defense with offense by dodging an incoming attack and curling the body together to make multiple mid-air rolls as they land over to a new position. At the same time, their weapons are pointed outward, cutting at any opponent that tries to reach at them. This skill has an animation time of 2 seconds and a cooldown of 15 seconds. [attr="class","skill"]Razor-Edged Draw: Tier II Swashbuckler Skill A Swashbuckler skill that is best used to interrupt an enemy currently performing a skill that requires a long period of preparation. Upon striking the target with this skill, the spell that the opponent was preparing has its cast time reset, forcing the target to recast the skill from scratch. This can be a saving grace against monsters with particularly deadly yet slow to cast spells. This skill can be activated using either one-handed weapons or throwing weapons, although performing it with throwing weapons is more practical in keeping the Swashbuckler out of harm's way. This skill has a 1.5 second animation time and the cooldown time of this skill is 7 seconds. Animation times are not affected by this skill. [attr="class","skill"]Insurance Bet: Tier II Swashbuckler Skill An emergency defensive technique that utilizes the Swashbuckler's reflexes and weapon expertise to perform a last-second parry. By intercepting the opponent's attack with one's own weapon and then moving the body in the flow of the attack, much of the offensive potential of the opponent's attack is nullified. This skill may be used in response to an opponent's melee or physical ranged attack. Any damage taken by the attack is reduced by about 80%. However, the attack is still considered to have been successful, and any secondary effects or debuffs caused by the attack will affect the Swashbuckler immediately. This skill has an animation time of 0.5 seconds and a cooldown of 60 seconds. [attr="class","skill"]Opening Gambit: Tier II Swashbuckler Skill A Swashbuckler skill that targets a single enemy and visually marks up to five of the target's weak points to the Swashbuckler's party. This skill is best known not only for party DPS support but also as an immediate setup for Trigger Jackpot. Only a maximum of five markers can be placed on a target at any one time. This skill appears as small card-shaped targets that overlap over the enemy's body. Successfully striking the enemy at any of these markers will result in a greatly increased possibility for a critical hit. The weak points indicated by this skill update in real life and might vary depending on changes to the target's stance or equipment. This skill has a casting time of 2 seconds. Markers placed by this skill have a duration of 30 seconds and this skill has a cooldown of 45 seconds. [attr="class","skill"]Trigger Jackpot: Tier II Swashbuckler Skill One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 90 seconds after it has been used to detonate markers. [attr="class","skill"]Trump Card: Tier II Swashbuckler Skill A skill that's quite literally the trump card to the Swashbuckler's fighting style. It is signified by the Swashbuckler's weapon glowing a red aura (only one weapon will receive the effect if dual-wielding). The Swashbuckler's next attack with the enchanted weapon gains the following properties according to the number of consecutive offensive Swashbuckler skills they used on the target. After every use of Trump Card, the effects reset and the target is treated as though they were not hit by any Swashbuckler skills. This skill has an animation time of 2 seconds and a cooldown time of 30 seconds.
0 Swashbuckler skills prior to Trump Card activation: Trump Card deals as much damage as a regular attack. 1 Swashbuckler skill prior to Trump Card activation: Trump Card additionally slows the target's movement and attack speed by 10%. 2 Swashbuckler skills prior to Trump Card activation: Trump Card additionally heals the Swashbuckler by 10% of the damage dealt to the enemy. 3 Swashbuckler skills prior to Trump Card activation: Trump Card additionally deals a damage over time bleeding effect to the opponent for the next 15 seconds. 4 Swashbuckler skills prior to Trump Card activation: The target's Physical resistance level is treated as though it were 1 rank down during Trump Card's damage calculation. 5+ Swashbuckler skills prior to Trump Card activation: Trump Card's animation time becomes 1 second and it additionally stuns the target for two seconds. [attr="class","skill"]Multiple Bets: Tier II Skill The Swashbuckler designates up to five targets within 10 meters by focusing their vision upon a target until a number flashes above their head. Once an adequate number of enemies have been marked by this skill, the Swashbuckler will quickly teleport to each target and be able to attack the target with their equipped weapon. Teleportation occurs immediately after the Swashbuckler has attempted an attack toward a marked target. Due to the quick method of movement provided by this skill, it is a very effective means of closing the distance upon a large group of targets. This skill has an animation time of 1 second for each target and a cooldown time of 25 seconds. [attr="class","skill"]Poker Face: Tier II Skill A support skill that aims to maintain the target's focus by slightly increasing one's physical balance and coordination, it is one of the few party buffs available to Swashbucklers. A character affects by this skill has their body surrounded by a sparkling effect for the duration of its effect. If targeting a party member, the Swashbuckler chooses a target within 10 meters upon activating this skill. While this skill is active, the target's displayed HP is always shown as full to all characters other than the members of the Swashbuckler's party. This illusion can confuse enemy Adventurers, making them unable to clearly discern the target's HP. Additionally, the target is unaffected by any effects that would otherwise cause knockback or knockdown, while slow and stun effects wear off twice as fast. This skill has a duration of 30 seconds, a casting time of 3 seconds, and a cooldown of 10 seconds. If a character is currently buffed with this skill, they cannot be targeted by it again until the buff wears off. [attr="class","skill"]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 Swarm 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. [attr="class","skill"]Double Down: Tier II Skill Dual wield skill. A skill that is initiated first by summoning two additional one-handed weapons from the inventory. It then weakly magnetizes these weapons to the other two weapons in the Swashbuckler's grip, essentially making it so that they are literally wielding four weapons, two in each hand, at once. The implications of this 'see it to believe it' skill are a little more complicated. For one, considering that Swashbucklers do not suffer from accuracy penalties from dual wielding, the activation of this skill starts to push it a little. While the Swashbuckler is able to pretty much go out on a frenzy upon the opponent, it is extremely difficult to wield four weapons at once. It is natural that DPS would increase a little at the sacrifice of accuracy. Most would simply resort to using the additional two blades as two additional tools to poke the enemy with. There is a constant strain of MP while this skill is active. [attr="class","skill"]Quick Swap: Tier I Adventurer 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 30 seconds which increases to 60 seconds if used by any other class. [attr="class","skill"]Arrow Revolver: Tier I Adventurer Skill A technique developed by a legendary marksman, this bow skill allows an archer to reserve up to five arrows to be fired. The arrows in reserve are levitated in the air beside the bow using the power of mana. Whenever the user should then fire an arrow, the next one will quickly load itself into the slot of the bow, allowing for optimized rapid fire. Arrow Revolver may also be used with a firearms weapon, causing a single round to load itself into the chamber after each shot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds. [attr="class","skill"]Tongue of Nature: Tier I Adventurer Skill It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with. [attr="class","skill"]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. [attr="class","skill"]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. [attr="class","skill"]Pacify: One of the most important talents of an Animal Trainer is the ability to calm wild creatures and slowly gain their trust. Pacify can be said to be the Animal Trainer counterpart of the Courtesan's Allure skill - it can be toggled to cause a change in all nearby monsters' behavior. The Animal Trainer's monster slot limit is passively increased by 1. Monsters of a Docile and Curious nature become Friendly, allowing them to be tamed with a greater success rate. Monsters of a Cowardly or Wary nature become Docile. Monsters of Predatory or Aggressive nature become Wary. Keep in mind that monsters of the Sentient nature are unaffected by this skill. This skill has a maximum duration of 30 seconds and a cooldown of 10 seconds after it has worn off or was forcibly terminated. [attr="class","skill"]Animal Trainer level 31 skill: Currently unknown [attr="class","skill"]Detox: Pharmacists have developed a certain resistance around drugs and are immune to status debuffs caused by potions. Additionally, they recover twice as fast from poison status effects. [attr="class","skill"]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%. [attr="class","skill"]Compounding: When this skill is used, the Pharmacist may select up to 3 potions from their inventory. Those items are consumed for the duration of the thread and the Pharmacist receives an item that is a composite of all potions' effects. Toxicity ratings are also added up. If a potion's effect would otherwise be identical to another potion's effect, the effects will stack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds. Compounding also allows a Pharmacist to craft a higher-level potion by selecting two or more potions with the same name as crafting material. The item level of the resulting potion is the sum of the lower-leveled potions. A potion cannot be crafted with an item level higher than the Pharmacist's Crafting Level. [attr="class","skill"]Prescription Transfer: Toggle. A Pharmacist's ability to create potions is limited only by theoretical formulas, and careful study of a potion by reference will allow the Pharmacist to craft or modify it quickly. Any potions that the Pharmacist touches while this skill is in effect will be considered as though it were affected by the Therapeutic Index skill. This effect lasts only for the duration of the thread. If Therapeutic Index was already applied to a potion, this skill does nothing to the potion. Also, while an potion that is craftable by Pharmacists is in the Pharmacist's inventory, they are eligible to speed craft that potion even if they have never crafted that potion in a crafting thread. If the potion should somehow be removed from the Pharmacist'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. [attr="class","skill"]MTM Mastery: Known uncommonly by its full name of Medication Therapy Management Mastery, this skill is the Pharmacist's ability to manage their patients and party members' well-being when using potions. As long as a character has less than 5 Toxicity in a thread and the Pharmacist is participating in that thread, the effects of potions crafted by the Pharmacist are raised by 50% in potency and have their duration doubled, if available. MTM Mastery may only affect one potion per character at a time. When its effect is activated, MTM Mastery for that specific character enters a cooldown of 10 seconds. [attr="class","skill"]Controlled Substance: A Pharmacist has the ability to beckon mana to change the composition of specific potions, rendering them ineffective when used. When this skill is activated, the Pharmacist may declare the name of any potion. That potion loses its effect for the next 30 seconds, so drinking it will result in no effect. This skill affects all potions of the same name within a range of 5 meters. This skill has a casting time of 1 second and a cooldown of 60 seconds. Of course, this means that the skill can also be used to augment a craft. Additionally, the Pharmacist may reduce the Material Fee of their potion crafts by 10% (25% if the craft is not a speed craft). [attr="class","skill"]Call of Home: A skill learnable by any class. Upon use, it will teleport the character back to the character's 'home city.' This is designated by using the skill while in the city of question. It has a cooldown time of one hour per use. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Highwayman’s Refuge – Level 20 A full set of leather armor tailored by Kumori. It consists of a padded grey leather jacket and black cloth leggings. Thin lines in the armor reveal extra pockets which can easily hide small objects. It gives the wearer a nondescript appearance with its plain colors. At the inner back side of the armor, a stylized F is imprinted in order to indicate the crafter. A stylized F is sewn onto the inside of the jacket to denote the crafter. Effect: Movement Speed Increase (Level 10) and Dexterity Stat Increase (Level 10)
[attr="class","skill"]Left Hand: Discharge [Archetype: Long Sword] [Level: 20] Description: A one-handed long sword with a horizontal lightning bolt replacing the cross-guard. 42 inches long, the blade is 36 inches and is made of a polished silvery metal. Sparks occasionally fly off the blade and the hilt seems to be made of a rubbery material, likely there to prevent self-inflicted shock. A small gem is embedded on the crossguard, which some say contains the eye of a legendary Electric beast to the east. Reforge effect: [lvl 20] Lightning Element [attr="class","skill"]Right Hand: Firefly [Archetype: Long Sword] [Level: 20] Description: The blade of the long sword appears to be a curious mix of black and silver, the blade just dark enough to make it appear lacklustre. 42 inches long, the width of the 36 inch blade is slightly thinner than that of an average longsword, implying speed over power. Reforge effect: [lvl 20] Fire Element [attr="class","skill"]Accessory#1: Boosted Step (L5): A small stone pendant meant to be hung around the neck. An image of a winged boot is engraved onto the stone, but it is otherwise featureless. Effect: Duration of 「Fold Step」 increased by 0.5 seconds. [attr="class","skill"]Accessory#2: Fur Boot – Level 20. A pair of Production-Class boots tailored by Kumori. The leather was made from the hide of a 「Crag Cow」 and dyed black, while the insides have been lined with fur obtained from a 「Pittered Boar」 so as to provide comfort to the wearer. It provides decent protection from the cold, making it a must-have during the colder months. There is a stlyized F sewn on the inner side of the tongue of the boot. Effect: Ice Resistance (Level 10) and HP Increase (Level 10) [attr="class","skill"]Accessory#3: - [attr="class","skill"]Accessory#4: - [attr="class","h3"]Inventory (DO NOT EDIT THIS SECTION) [attr="class","b2"] Lu Bu's Qianlima - A Novel: A grand tale of a legendary horse of ancient China. Reading it gives you a sense of renewal courage. Using this item in the Market Center consumes it and allows you to place 5 AP into any of your classes. This decision is irreversible.
Potion of Nighteye - Lv10 potion. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it.
Starter Leather Armor
Satchel Bag L10: A small satchel bag that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle. Its sturdiness depends on the average level of the materials used to make it. The bag has a stylized F on the shoulder strap to denote the crafter of the item. The craft is somewhat durable and can be thrown around, even when items are in the bag without fearing damage of fragile goods.
EMPATHION OF INGENUITY: Lv1 accessory. You found that delivering the items to the mysterious Executive Chef caused a mysterious gemstone necklace to appear in your possession. It resembles an emerald in appearance but the gemstone itself phases through to the touch as though it were an optical illusion. Is the banquet a stage to something bigger? Cannot be reforged or enchanted. When this item is equipped, it applies a crafting bonus of +1 toward a craft's final item level.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
Medicinal Formula (L10): A basic healing potion that restores 250 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 0. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Impure Poison (L10): A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by 125. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it.
Sarum Map 4 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 4-6 together, something might happen?
Basic Pharmacist Mortar and Pestle - A pharmacist's Basic Upgrade Tool that allows for grinding of ingredients into fine powders. Allows a Pharmacist to craft Level 11-20 Pharmacist materials by combining together lower-leveled materials through the Basic Material Upgrading recipe.
Chocolate Éclair: Level 10. An oblong pastry filled with delicious chocolate. As if being filled with chocolate wasn't enough, it is iced with dark chocolate. Eating this item provides a slight MP restoration.
2 x Starter Long Sword
Quiet Gale [Archetype: Throwing Knives] [Level: 20] Description: There are a dozen knives in this set. Each knife is 8 inches long. The handle of each knife is bound by a thin stripe of dark grey leather so as to maintain the balance of every knife, and the 5 inch blade is lacklustre so as to avoid reflecting the sun's rays. It is said that a skilled user could throw these knives without making so much as a sound. Reforge effect: [Lvl 20] Wind Element
Highwayman's Refuge L10: A full set of leather armor tailored by Kumori. It consists of a padded grey leather jacket and black cloth leggings. Thin lines in the armor reveal extra pockets which can easily hide small objects. It gives the wearer a nondescript appearance with its plain colors. At the inner back side of the armor, a stylized F is imprinted in order to indicate the crafter. Movement speed increase.
Satchel Bag Level 20: A small satchel bag that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle. Its sturdiness depends on the average level of the materials used to make it. The bag has a stylized F on the shoulder strap to denote the crafter of the item. The craft is somewhat durable and can be thrown around, even when items are in the bag without fearing damage of fragile goods.
Apprentice Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon: - When in a Mentor Thread, raises the student's apparent damage by 5 levels.
Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Trickster's Robe: Lv10 vanity clothing. A raggedy black robe of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Trickster's Cape: Lv10 vanity clothing. A vampire-looking black cape with red lining, belonging to the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Purple Mirror Shard: Let loose a fragment of your nightmares. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. Usable once per thread.
Purple Handmirror: The nightmare continues for all to experience. This is a vanity mirror that seems to reflect one's greatest fears. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. This item has a cooldown of 60 seconds each use.
Hallow's Night: Lv30 accessory. A purple cloak that calls upon the spirits of Halloween to assist you. When this accessory is equipped, it calls forth a Ripper Jack to assist you once per battle at the beginning of a battle. The Ripper Jack is considered a Level 30 tamed monster. If the Phantom Jack is defeated, no more will be summoned until after the character ends combat.
Stat Booster: Level 20: A potion which temporarily increases a specific stat, allowing the user to momentarily go beyond their current limits. It is especially useful when used in a fight with an opponent much stronger than oneself. The effects of the potion do not stack with itself, even if the stat increased is different, but will stack with anything else. The duration and extent of the increase depends on the level of the materials use to make it, and 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.
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[attr="class","ws"] [attr="class","h"]Change Log |
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