Post by Scoria on Feb 3, 2014 3:20:50 GMT
[attr="class","ws"] [attr="class","h"]Scoria [attr="class","fc"] [attr="class","bi"]REAL NAME: Ash Hourai [attr="class","bi2"]REAL GENDER: Male [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: 19 [attr="class","bi2"]SEXUALITY: Piesexual [attr="class","bi2"]FACE-CLAIM: kurogane yoo, TSUBASA RESERVOIR CHRONICLES [attr="class","bi2"]PLAYED BY: Yume [attr="class","h2"]Appearance [attr="class","b"] Scoria is by no means soft. His sharp jawline and piercing gaze have lent him a reputation that implies danger. Scoria's appearance almost completely matches that of his outside of game, sans much of the scarring and blemishes that he is used to. The only strong change from his appearance is that his eyes are now a crimson red, as if to accent his violent appearance. Scoria is used to pulling his hair back, with a few loose strands of hair falling over his forehead as he stares you down. Scoria stands at 180 centimeters, with a relatively lean build. He certainly isn't lacking in muscle tone, but the man's appearance is sharp. He seems constantly unamused, wearing clothes that help him stay a bit out of the limelight. His public appearance is one that plays off of his intimidation factor. With posture that cannot be considered elegant, but still keeps him standing tall, Scoria walks with purpose. His steps seem heavy and it is rare to catch him off guard. Unless he wants you to. [attr="class","h3"]Personality [attr="class","b"] Type 2: The Martyr [unhealthy], described as the following. "Has no identity outside of relationships and will unravel at the loss of those relationships." INTX. Card III - The Empress. Knight of Cups (INFP). Scoria can be described as a busybody, almost as though poking his nose into the business of other people is his business. 'Compassionate', 'helpful', and altogether interested in the affairs of others, Scoria is someone you might expect to be sociable and outgoing, perhaps to a fault. Instead, he is negative, pessimistic, and caustic. His uncanny ability to throw people off and be unflinchingly cruel is almost characteristic of him. Unafraid to tell someone off and unrelenting in the face of strife, Scoria had once gained the nickname, 'Ice Bitch'. There is no need to guess at whether or not Scoria is perhaps kind underneath his shell or the like. Everyone will tell you that this hard-hearted youth has no kindness in him and that it is pointless hoping that he will warm up to you, including the youth himself. His simple suggestion to is that you go die in a fire. As soon as possible, preferably. Please. Now. Scoria is getting seriously tired of looking at your face. Type 1 Perfectionism |||||||||||| 42% Type 2 Helpfulness |||||||||||| 46% Type 3 Image Focus |||||| 30% Type 4 Individualism |||||||||| 34% Type 5 Intellectualism |||||||||||| 42% Type 6 Security Focus |||||||||| 38% Type 7 Adventurousness |||||||||| 38% Type 8 Aggressiveness |||||||||| 38% Type 9 Calmness |||||||||||| 42% type behavior motivation [type] [points/24 or so?] [description] 2 11 I must be helpful and caring to survive. 1 10 I must be perfect and good to survive. 5 10 I must be knowledgeable to survive. 9 10 I must maintain peace/calm to survive. 6 9 I must be secure and safe to survive. 7 9 I must be fun and entertained to survive. 8 9 I must be strong and in control to survive. 4 8 I must be unique/different to survive. 3 7 I must be impressive and attractive to survive. Unhealthy Type 2: The Martyr has no identity outside of relationships and will unravel at the loss of those relationships INTJ Introvert(67%) iNtuitive(12%) Thinking(38%) Judging(1%) You have distinctive preference of Introversion over Extraversion (67%) You have slight preference of Intuition over Sensing (12%) You have moderate preference of Thinking over Feeling (38%) You have marginal or no preference of Judging over Perceiving (1%) The Empress is a maternal symbol. She is the mother figure who loves, nurtures and protects. She will protect you, she will always be there when you are in trouble. When you fall over and graze your knee, the Empress will kiss it better. Yet she is not a weak figure. Her compassion is strength. If her children are threatened she will stop at nothing to protect them. If well aspected in a Tarot spread, the Empress can symbolise security, protection and unconditional love. If badly aspected it can represent over-protectiveness, fear of risk taking and refusal to face the real world. III - The Empress 75% X - Wheel of Fortune 69% VIII - Strength 63% II - The High Priestess 63% XV: The Devil 56% XVI: The Tower 56% XIII: Death 56% XI: Justice 56% 0 - The Fool 44% IV - The Emperor 44% I - Magician 44% VI: The Lovers 38% XIX: The Sun 31% KNIGHT OF CUPS (INFP) You are devoted and compassionate. You have a well-developed distaste for rules, orders and schedules. You are a natural born learner and can get so absorbed in your projects that you forget those around you. You are passionate about your beliefs and love ideals. You have very high standards for yourself. You are very creative, sensitive, reserved, and introspective. You respect the values of others and expect them to respect yours. In relationships you are loyal and totally committed. You prefer a few deep relationships over a horde of acquaintances. Because you are somewhat reserved, you do best in one on one and small group situations. When you feel comfortable, you can be very entertaining and capricious. You are nurturing and supportive by nature. You greatest social challenge is to balance your need to withdraw into your inner-world with your need to keep a strong connection with those you care for. [attr="class","h3"]History [attr="class","b"] HOW ABOUT YOU STOP PRYING INTO MY HISTORY AND GET A LIFE, YOU @#$!$^@ %!#%@^%$!@$!!! I mean. Um. Scoria grew up in a relatively normal family. His parents had stable jobs, his older sister was nice enough, and his neighborhood was relatively free of crime. There isn't really much to say about that. Scoria found his talent for being the meanest around when he was in elementary school and he kept up with it throughout the rest of his life. His talent for caustic wit and cruelty didn't earn him any friends, that much was for sure, but his mean streak managed to avoid the gaze of those who cared enough to do anything about it. He was certainly no leader of the pack, but being spiteful and mean tended to net you at least a few enemies. Scoria's talent for having a scathing attitude led to increased practice lying, cheating, and deceiving. In almost no time at all, Scoria was someone who could bully someone into a corner and turn them into a sobbing pile of tears. His cold demeanor and unusual attitude kept his thoughts away from public view and, after some point, he began to perpetuate the rumors that people told about him. If everyone thought he was the meanest, then he was. If he was considered the Ice Bitch, then that was what he could become. There was no harm in filling a role. Because his family didn't quite understand his perspective, it was simpler to not lean on them. In doing so, the result was obvious. Solitary life. There was no need to deal with something that wasn't a problem, after all. Part of the requirements of being nasty was a need to actually justify that venom. Perhaps another way to put it was that Scoria's stubborn nature easily helped him motivate studying and, as a result, kept his grades high enough to be able to continue being arrogant and nasty. He will continue to perpetuate any and every bad rumor about himself without a single care. This is the history he'd have you believe. As for how he got Elder Tale, well he naturally picked on some kid who wanted to play and jacked his game, of course. [attr="class","h3"]Extra [attr="class","b"] If it wasn't immediately apparent, Scoria is a nightmare and a half. Cry harder, please. Your tears fuel his rampage. The Ice Bitch is here. If he was an owl If he was a croc ["Stupid turtles"] |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Human [attr="class","bi4"]CLASS: Druid [attr="class","bi4"]SUBCLASS: Courtesan [attr="class","bi5"]CRAFTING CLASS: Scribe [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"]Allure: Level 1 Courtesan Skill A toggle skill that can be used anytime in a conversation with People of the Land. It allows the Courtesan to smooth over any mistakes and retain the target's attention. Often, this skill can also be used to obtain information that would otherwise require long interrogation. Allure's effect scales with the Courtesan's subclass level, becoming more effective at higher levels. [attr="class","skill"]Knot of Leverage: Level 11 Courtesan Skill The power of seduction is an especially powerful weapon, and any capable Courtesan knows how to manipulation these bonds to their advantage. Usable only on targets affected by Allure. A skill that connects the Courtesan to their target by a transparent red string of mana, Knot of Leverage restricts the target from dealing any damage to the Courtesan. Violation of this restriction results in the target taking minor damage and suffering a 3-second stun effect. After this skill is used, Allure's effect on the target is canceled and must be reapplied again in order to activate this skill on the same target. [attr="class","skill"]Celebrity Concubine: Level 21 Courtesan Skill Influential Courtesans will not only be able to appease a single person at a time, but everyone within their range of influence. This toggle skill causes the Allure skill to activate upon all nearby People of the Land within 10 meters. This skill is thus highly effective for reducing the tension among a crowd of Landers and can even be used as a setup for mass usage of Leverage Knot for the truly blackhearted. After Allure is used when this skill is toggled, this skill goes into cooldown for two minutes. [attr="class","skill"]Courtesan Level 31: placeholder [attr="class","skill"]Courtesan Level 41: placeholder [attr="class","skill"] Scribes are known for their ability to copy documents carefully. Their knowledge also allows them to use and read grimoires in the Ancient Text, allowing them to use grimoires without penalties and perform some basic magic attacks depending on their Magic stat [attr="class","skill"] Passive skill. Any research recipe successfully created by a Scribe will result in two copies of the same research item received. [attr="class","skill"] Will this player get the skill for Scribes being level 21 that has yet to be announced? What will the skill be? Who is it for? Find out, next time on 'Scribe Skill: Level 21!' [attr="class","skill"] Yet another placeholder. There isn't much, if any, problems with having these placeholders, and it's good to be patient about it. So, please continue to be patient, you hasty person, you. [attr="class","skill"]Transmutation: Level 1 Alchemy Skill Alchemists are able to use Magitech in battle without any penalties based on their main class. Also a toggle skill. Through their abilities in creating efficient Magitech, all costs for using Magitech are halved for the Alchemist. Their research also give them an advantage in fighting Artificial Life and deal an additional 10% damage. [attr="class","skill"]Mana Crystallization: Level 11 Alchemy Skill Proficient Alchemists are able to extract the mana from the surrounding air and their own bodies more easily in order to perform their research. Mana Fragment production rate is increased by 50%, equating to three fragments every two posts in a research or crafting thread. Additionally, every time the Alchemist is hit by an attack, they restore a very small amount of MP proportional to received damage. [attr="class","skill"]Elemental Sight: Level 21 Alchemy Skill Being able to manipulate mana is not sufficient, they are needed to understand the elements that surround the world. With Elemental Sight activated, an icon appears on everything that uses elemental mana, showing which elements it uses. This includes spells, items and monsters. Upon using the skill, a window appears, allowing the Alchemist to toggle on and off what will show the icons, in case they felt their vision is being swarmed too much. [attr="class","skill"]Magnus Expert: Level 31 Alchemy Skill The Alchemist becomes proficient at utilizing the power of Magnus to power their crafts and research, manipulating its power to substitute for ingredients of similar nature. When the Alchemist uses Magnus Transmutation Essence or a Magnus Card in a crafting thread (cannot be a speed craft), they are able to eliminate one material from an item's recipe during that craft. When in the Alchemist's inventory, the essence decay time for any Magnus Transmutation Essence or Magnus Card items is tripled. [attr="class","skill"]Spear Break: Tier I Adventurer Skill An attack dealt by thrusting forward a 2-handed weapon. The momentum of the attack is focused upon shoving the target, so this skill deals little damage but boasts a good amount of knockback potential. Use it strategically to knock an opponent down a large drop to deal fall damage. This skill has an animation time of 0.75 seconds and a cooldown of 7 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"]Parry: Tier I Adventurer Skill A hard parry that is delivered to reduce the force of an incoming attack. It comes with the disadvantage of expending battle momentum completely, however. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes and comes with a fairly low cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.. [attr="class","skill"]Terra Orbital Kick: Tier II Adventurer Skill A skill that is performed by slamming a foot against the ground, aiming to unearth large and solid chunks of rock to rise a few feet in the air. It is coupled with a swinging kick that aims to propel these rocks forward to strike the enemy. Naturally, it is no easy task to kick rock and the user might even injure themselves if not properly connected. It is no surprise that Monks are popularly associated with this skill, but anyone with sufficient physical strength may find themselves a suitable user. This attack is considered an earth elemental skill. It has an animation time of 0.75 seconds and a cooldown of 15 seconds. If used by a Monk, the cooldown is 10 seconds instead. Last Stand Tier II Adventurer Skill An Adventurer emergency skill that can be activated in tight situations to veil oneself in a red aura. While under the effects of this aura, if an attack would otherwise knock the Adventurer's HP down to 0, then they are left at 1 HP instead and this skill is immediately nullified. This effect does not protect against damage over time effects or debuffs such as poison. While under the effects of this skill, the Adventurer may not perform any other skills. Last Stand has a maximum duration of 10 seconds and a cooldown of 5 minutes. [attr="class","skill"]Familiar: Alraune: Tier 1 Druid Skill A summoning ability useable by the Druid class. This summons an Alraune, a toddler-sized sprite resembling a girl made from flower petals. Alraunes usually perform a passive support role by placing pollen and powder onto targets to slow down their movement speed. However, they can also use this trait for an offensive support use by attacking the opponent and manually placing these spores on them. If enough spores are placed on a target, they may even be stunned for a few moments. The Alraune's offensive powers are very lacking, though, so a tank will usually be necessary if one were to go this route. [attr="class","skill"]Familiar: Grey Wolf: Tier 1 Druid Skill A summoning ability usable by the Druid class, which brings forth a Grey Wolf pup to fight beside them. The wolf excels in physical offense and speed, making it an excellent companion for those wanting to improve their DPS. However, it is a little more fragile than other beginner familiars such as the Alraune, so caution should be exercised when dealing with tough monsters. The wolf's signature ability is a high-speed pounce that can bounce over to strike nearby foes within a second, although this skill does come with a cooldown of 20 seconds. The wolf's abilities and appearance becomes more impressive as the skill ranks up, increasing the familiar's size. When a Familiar summoning skill is used, any Familiars currently active are canceled. [attr="class","skill"]Call Storm: Tier 1 Druid Skill The Druid calls upon the forces of nature to generate a temporary drizzle upon the battlefield for two minutes. This reduces the elemental resistances of all players and monsters within the area of effect. [attr="class","skill"]Glacial Freeze: Tier 1 Druid Skill A skill that coats the ground immediately surrounding the Druid in a five meter radius in a layer of ice. Characters that step in the ice, including the user, will slip and slide across the surface as though it were an ice rink. Additionally, enemies within this boundary take minor ice damage over time the longer they remain on the ice. The potency of this skill should not be underestimated on a flat battlefield. The terrain transformed by this skill returns to normal after a minute. [attr="class","skill"]Cure Bloom: Tier 1 Druid Skill A low-base healing ability that releases a thin pink mist with the fragrance of flowers. Its quick casting speed and low cooldown makes it a very utility skill for keeping up dedicated healing on a party member. The aesthetic effect also makes it a nice ability to have when cleaning a room, too! [attr="class","skill"]Heartbeat Healing: Tier 1 Druid Skill One of the Druid's signature healing spells, Heartbeat Healing is a spell that covers the target in a sparkling green light and delivers gradual HP regeneration to the target every few seconds. It is the primary and most potent spell of the healing core, with many other healing spells rotated in between. [attr="class","skill"]Earthbeat Healing: Tier I Druid Skill Heartbeat Healing, in the form of a full party regeneration ability. It covers the target in a sparkling blue light. Understandably, it has a longer cooldown and a slightly lower efficiency than its single-target counterpart. However, it can be stacked with Heartbeat Healing to create a steady rate of healing over time. Be careful, as this skill attracts a high amount of aggro from opponents. [attr="class","skill"]Gaean Rebirth: Tier II Druid Skill A skill that wraps plant vines around the body of a teammate whose HP had dropped to zero within the past ten seconds. The life energy that was scattered upon death is reabsorbed by the vines and fed back into the body, thereby reviving the target as the vines change into blooming flowers which scatter back to the earth. In comparison with the Cleric's revival skills, this particular skill revives the target with most of their HP but possesses a slightly longer cooldown time of a full three minutes in return. Regardless, it is often voted the most aesthetically symbolic revival skill due to its unique animation. [attr="class","skill"]Golem Construction Tier II Druid Skill Golems, as an embodiment of nature energy, have been used by the ancient Druids of the Stonehenge area for generations. It is arguable that they had learned to use the skill even before Summoners had started to form contracts with the magical creature. As a natural construct, it does not count as a Familiar but still possesses enough intelligence to independently attack its foes or defend its master. The Druid's way of calling a golem is more traditional in comparison to a Summoner, as it places a rune upon the surrounding environment. That rune would then react and create the golem using whatever natural resources are available in the area. Rather than simply soil, stone, or iron, these golems may even be composed from materials like water or even magma, should a natural source be available. In addition to this flexibility, the cost of maintaining this golem is fairly low in terms of MP draining. But perhaps its greatest weakness is this very same dependency upon the environment, as only one may be controlled and mana cannot be used to compensate for insufficient materials. Additionally, it is quite possible for a stronger Druid to seize control of a golem by paying a higher MP cost to take ownership. The size of a golem is limited to 1 meter, which increases to 2 meters at Level 60 and 3 meters at Level 90. [attr="class","skill"]Shrieker Echo: Tier II Druid Skill The Druid summons a few mushroom-like familiars which embed themselves into the ground. This skill does not count as a Familiar summoning skill and may be used even if a Familiar is currently active. As soon as one of these mushrooms are stepped on, they will unroot themselves from the ground and let out an extremely loud scream that will resonate throughout the area. All targets, ally or enemy, are stunned for up to three seconds as the extremely loud noise throws off their eardrums' sense of coordination. If a mushroom was left alone for five minutes, it will automatically desummon. This skill has had its fair share of controversy during Elder Tale's PC game days where people initiated player vs player duels as an excuse to annoy others with this skill's loud sound effect. Since then, it had been toned down a little bit, but the transition since the Apocalypse has returned the skill back to its podium of ear-splitting mayhem. Try not to use this skill carelessly or else you'll end up on peoples' blacklists. Ingraining Roots Tier II Druid Skill A healing over time spell of medium potency with a downside of inducing a movement buff effect on the target while it is active. Roots sprout up from the ground and bind the target's legs, feeding them a steady amount of life energy as nutrients. The roots have a small ability to attenuate to other skills that regenerate HP, so it is often used alongside skills such as Heartbeat Healing in order to achieve maximum efficiency. This side effect can even be handy for leeching off the effects of an opponent's powerful healing spell. Ingraining Roots are much easier to break than the ones generated by Willow Spirit in case of an emergency, but generally a Druid would want to be mindful of the situation before they should use this skill in battle. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds. Storm Shackle Tier II Druid Skill The Druid uses the power of wind to create a dense air current that binds a target and restricts movement. If the Druid is at least 10 levels higher than the target in strength, it may even be possible to pull the target anywhere using this wind current, even up in mid-air. If a sizable water source is present, this skill can be used to react with the water and concentrate a large amount of water vapor into the current, changing this skill's affinity into both water and wind. In such a case, the Druid will usually try to bind a target's mouth so that they would slowly suffocate and lose HP over time. Note that if the target should somehow teleport or if someone happens to get in the way of the wind current, this skill will weaken and allow the victim time to escape. This skill has a maximum range of 3 meters, a casting time of 3 seconds and a cooldown of 30 seconds after it is canceled. It has a maximum duration of 10 seconds which increases to 15 seconds at Level 60 and 20 seconds at Level 90. Terracotta Soldier Tier II Druid Skill The Druid summons a crude statue the size of an average man from earth magic using either stone, dirt, sand, or mud. After summoning, the Druid points in a direction, causing the statue to slide forward in that direction. The statue moves at about 1 meter per second. Upon contact with an enemy, it will attempt to ram them. If the statue takes substantial damage or runs into a wall, it will shatter back into the material that formed its body. Terracotta Soldiers are resistant to physical attacks but are weak against wind attacks. This skill has a casting time of 3 seconds and a cooldown of 20 seconds. Leaf Shield Tier II Druid Skill The Druid summons a storm of leaves to surround and swirl around a particular target. If used on themselves or an ally, these leaves serve as a makeshift barrier and reduces any melee damage taken by the character by half. If used on an enemy, they take medium wind attribute damage over time for 10 seconds and also have their movement speed reduced by 25% for 10 seconds. Take heed, this combination of air and plant material makes for a potent combination with fire. If the target of this skill is targeted by a fire-attribute attack while Leaf Shield is still in effect, the damage of that skill is increased by 50%. If the target is targeted by a fire-attribute attack that does not deal damage, Leaf Shield immediately ends. This skill has a duration of 10 seconds, a casting time of 2 seconds, and a cooldown of 30 seconds. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Kougeki [Level 20]: Cloth Armor. Fashionable and functional, this is a shirt-blazer combo. The blazer is padded thoroughly to reduce impact, so you're technically wearing armor. Even though you look like a highschool delinquint. Good work, you bully. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Celebrity Concubine range +2 meters [attr="class","skill"]Left Hand: Apprentice Grimoire: A one-handed apprentice’s book of spells designed for novice mages, made out of cheap materials. Doesn’t particularly have too many pages, but it is better than nothing. If used by a magic class, you get the ability to shoot a basic magic attack with a range of 2 meters. [attr="class","skill"]Right Hand: Apprentice Grimoire: A one-handed apprentice’s book of spells designed for novice mages, made out of cheap materials. Doesn’t particularly have too many pages, but it is better than nothing. If used by a magic class, you get the ability to shoot a basic magic attack with a range of 2 meters. [attr="class","skill"]Accessory#1: Black and White Tie Level 20: A simple diagonally striped black and white tie. It'd go good with a blazer/shirt combo, you guess. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Glacial Freeze Range +2 Meters. [attr="class","skill"]Accessory#2: Dress Pants Level 20: Why do you even have all this vanity junk as accessories anyway. Well, I guess it makes you look snazzy. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Celebrity Concubine Range +2 Meters. [attr="class","skill"]Accessory#3: Locket Level 20: A simple locket with a hidden picture inside. A stylized F is etched into the leather strap to denote the crafter. Effect: Glacial Freeze Range +2 Meters. [attr="class","skill"]Accessory#4: Ice Skates Level 20: Retractable ice skates. Accessories in the form of normal looking boots with sharp edges for better maneuverability on ice. There is a stylized F etched into the top of the sole to denote the crafter. Effect: Glacial Freeze Range +2 Meters. [attr="class","h3"]Inventory (DO NOT EDIT THIS SECTION) [attr="class","b2"] Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it. Unfounded Kingdom Map - London Area [Lv 10]: A Map of the London Area in the Unfounded Kingdom, crafted by Scoria. Since it is crafted from halfway decent materials, it reveals the London area with minor details. Hatsudou! [R10] - "A simple grimoire, leather bound and boring to look at, this grimoire is an object created with the simplicity and style of its creator in mind. It is rough, direct, and to the point. There's nothing special about it, and it's just a starter grimoire, shooting non-elemental bolts 2 meters outward." Sensou [R10] - "War. Life is War. Love is War. Fight or Die, was it? The book looks halfway soaked in old blood, the stiff binding and old, brown stains almost reminiscent of battles long gone. The owner almost looks more dangerous, simply by using this weapon. As with any other basic grimoire, it shoots non-elemental bolts to a max range of 2 meters." Clothesline Spear [L10] A yari (spear) of approximately five feet in length, this weapon is essentially something you would hang clothes on. The sharp end is supposed to hang off the side or lock into something, but instead it's been fashioned to a point, reinforced to prevent damage. Although this weapon looks almost out of place, it may be that its status as an unnatural weapon adds to its ferocity. Make no mistake, just because the weapon looks like a tool doesn't mean that someone with knowledge of soujutsu or experience using improvised weapons can't wreak havoc. Magician's Reloader: Level 10 item. Not bound to any weapon. The Magician's Reloader is a basic enchantment. Unlike the enchantments applied by weapon crafters, this is a contract between a weapon user and her weapon. Using spell circles to link the contract specifying 'function' to the enchanted weapon by assigning specific 'ID' values, the user links the contract holder to her weapon. Requiring a scribe in order to craft the linking circles, a witness (usually the scribe) and the weapon owner to sign the contract, the contract allows the user to automatically reload his weapon when attempting to reload. The cooldown time for reloading is an abyssal 5 minutes, making this only useful if someone had an unreasonably complex weapon that was hard to reload. For instance, a cane that fires harpoons. In return for the contract, the weapon becomes 'locked' to the user and cannot be traded away. Furthermore, the contract owner is blinded for 10 seconds at the start of each day. The entire contract can be negated by signing a 'release' line at the bottom, writing 'Void' across the contract, and ripping it into at least four pieces. When using this contract, the weapon must be specified. Magician's Reloader: Level 10 item. Not bound to any weapon. The Magician's Reloader is a basic enchantment. Unlike the enchantments applied by weapon crafters, this is a contract between a weapon user and her weapon. Using spell circles to link the contract specifying 'function' to the enchanted weapon by assigning specific 'ID' values, the user links the contract holder to her weapon. Requiring a scribe in order to craft the linking circles, a witness (usually the scribe) and the weapon owner to sign the contract, the contract allows the user to automatically reload his weapon when attempting to reload. The cooldown time for reloading is an abyssal 5 minutes, making this only useful if someone had an unreasonably complex weapon that was hard to reload. For instance, a cane that fires harpoons. In return for the contract, the weapon becomes 'locked' to the user and cannot be traded away. Furthermore, the contract owner is blinded for 10 seconds at the start of each day. The entire contract can be negated by signing a 'release' line at the bottom, writing 'Void' across the contract, and ripping it into at least four pieces. When using this contract, the weapon must be specified. Magician's Paper: Magician's Paper is the paper variant of the Magic Ink item. Each paper object has its own unique 'ID' suitable for later shenanigans and is a good deal sturdier than its Parchment Paper predecessor. The piece of paper exhibits a unique quality to alter its visage when mana is added to it, allowing one to use it as a means of communication or to cheat at pictionary. If you wanted to cheat at pictionary. The greatest benefit of this item is what it enables. Thanks to the 'magic parchment' core, one can write dynamically on this piece of paper without ink or, if your imagination is keen and precise, without quill. One can even slide parts of the document beyond the edge of the paper and pull them back into view later. Be wary that for more precise tasks, the quill is still required. This item can be used in place of Parchment Paper for any craft (and imparts the properties of this item into the crafted object) Magician's Paper: Magician's Paper is the paper variant of the Magic Ink item. Each paper object has its own unique 'ID' suitable for later shenanigans and is a good deal sturdier than its Parchment Paper predecessor. The piece of paper exhibits a unique quality to alter its visage when mana is added to it, allowing one to use it as a means of communication or to cheat at pictionary. If you wanted to cheat at pictionary. The greatest benefit of this item is what it enables. Thanks to the 'magic parchment' core, one can write dynamically on this piece of paper without ink or, if your imagination is keen and precise, without quill. One can even slide parts of the document beyond the edge of the paper and pull them back into view later. Be wary that for more precise tasks, the quill is still required. This item can be used in place of Parchment Paper for any craft (and imparts the properties of this item into the crafted object) Stone Enchant Scroll - Rank E enchant. Enchants on armor. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Stone" to the equipment's name and applying the following effects: - Barrier Spike is treated as though it were 3 levels higher. - Increases the user's Physical resistance by 1 level. - Lowers the user's Wind resistance by 2 levels. Sarum Map 9 - 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 7-9 together, something might happen? Basic Scribe Seal - A scribe's Basic Upgrade Tool that allows for a more official contract. Allows an Scribe to craft Level 11-20 Scribe materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Tsumugi [L20] - A simple erhu. The wood is polished and the stringed instrument has a pleasant sound. Nothing too special about this. Shizen [L20] - A simple shamisen. The wood is polished and the stringed instrument has a quaint sound. Nothing too special about this. Koe [L20] - A simple Chinese zither. The wood is polished and the stringed instrument has a relaxed sound. Nothing too special about this. Otagai [L20] - A simple acoustic guitar. The wood is polished and the stringed instrument has a firm sound. Nothing too special about this. Ranbou [L20] - A simple grand piano. The wood is polished and the stringed instrument has a strong sound. Nothing too special about this. Ore [L20] - A simple acoustic megaphone. The wood is polished and the acoustic instrument reflects its user. Nothing too special about this. Lunar Illusion - Lunar Illusion, like its predecessor, is a template contract that can become attached to a singular weapon. However, the weapon and contract are linked by alchemic spell circles that relate to ID values and requires 2 signatures. By applying this contract, the contracted weapon can automatically reload her ranged weapon with ammunition made of mana. The ammo costs 5% of the user's mana per shot and will do half the damage of physical ammuniciton. These projectiles also glow dimly of a color of your choice. By combining the magic properties of the grimoire and the Magician's Reloader together, the range is increased slightly and reload speed limits are reduced when using mana projectiles. In return for the contract, the weapon becomes locked to the user and cannot be traded away. The entire contract can be negated by signing the release line at the bottom, writing 'Void' across the contract, and ripping it into four pieces. Doing so destroys the contract. In order to use this contract, the weapon must be specified and the contract is locked to the weapon. Because of the nature of this contract, proficiency in this weapon requires the user be proficient in the enchanted weapon. This enchantment can only be applied to ranged weapons such as bows or grimoires. Student Enchant Scroll: Rank D enchant. Enchants on any equip. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the suffix enchant "Student" to the equipment's name and applying the following effects: - If you are the lowest leveled party member (non-solo), increases maximum HP by 10%. - If you are the highest leveled party member (non-solo), decreases physical defense by 1. Pactmaker Emblem: A mysterious emblem signifying mutual peace between Caesar's army and the Druids. You aren't sure of its potential yet, but perhaps should you reach Stonehenge again at a time of need... Crystal Ball of Foresight: Lv10 accessory. Cannot be enchanted or reforged. A glass crystal ball used for divination. A character equipped with this accessory may use the [Spellwalk] skill even if it is not in their skill list. Clothesline Spear [L40] by 黒: A yari (spear) of approximately five feet in length, this weapon is essentially something you would hang clothes on. The sharp end is supposed to hang off the side or lock into something, but instead it's been fashioned to a point, reinforced to prevent damage. Although this weapon looks almost out of place, it may be that its status as an unnatural weapon adds to its ferocity. Make no mistake, just because the weapon looks like a tool doesn't mean that someone with knowledge of soujutsu or experience using improvised weapons can't wreak havoc. Effect: Level 40 divided. Reforge bonus of Spear Break animation time -1.2 seconds, Call of Home cast time -2.5 second, Glacial Freeze AoE Increase (3 levels worth). Kougeki: Level 10 cloth armor. Reforge: [Celebrity Concubine range +1 meter] Fashionable and functional, this is a shirt-blazer combo. The blazer is padded thoroughly to reduce impact, so you're technically wearing armor. Even though you look like a highschool delinquint. Good work, you bully. Sarum Map 5 - 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? 14 x Mana Fragment: Condensed and crystallized mana extracted from an individual who was performing a magic-based skill at the time. It is a fragile crystal that melts upon contact with the body and is said to be a possible fuel supply. Unstable Firearm Mana Fragment - Minor (L 10): By allowing the Energy from 2 fragments to be channeled in to a stabilised fragment, as well as using the Alchemists own mana to reinforce the Strength of the Stabilised mana fragment, one can produce a new fragment that contains a lot of energy, whilst sometimes being stable enough to carry around. It discharges a minor amount of energy and has a small chance to backfire on the user. It's power is comparable to a low level grimoire. This one glows kinda forest green. Mana-Powered Lamp (L10): Proposed by Tesla of the Embargo Guild's Alchemist division, an Ancient Age lamp restored back to decent functionality, although the bulb's light is very dim. It can be powered by placing a Mana Fragment into its chamber, where it will provide a minute's worth of light before completely using up the crystal. Alternately, you can touch your finger to its chamber and provide near-unlimited light as long as your finger remains in direct contact with the chamber. Its utility depends on the level of the materials used to make it. Mana-Powered Flashlight (L 10): An on-the-go craft proposed by Alchemist Edison. The efficiency of the lamp's energy consumption has been sacrificed for better light functionality. The light from this flashlight is about three times brighter than a regular mana-powered lamp, although it is still fairly dim in the long run and is only really somewhat effective at night. It uses up a Mana Fragment in a mere half minute, but gripping the flashlight with one's hand can also provide a complete circuit, providing light while sapping MP very slowly. Its utility depends on the level of the materials used to make it. Burnt Stone (L10): A strange, reddish looking jewel. Simply by holding this, the cooldown of the Call of Home skill decreases by 1 second. Attachable to necklaces and stuff. Homestuck (L10): A flower pot that is large enough to accommodate a human child or flowerlike sprite. For those unruly or wayward young sprites, this pot makes a perfect "grounding" device. Which is to say they'll be "buried" until they can behave themselves. 2 x Half-Gaia Map: This map of the whole world offers some special features. First, a compass in the corner that will always point north, as well as pointing out where north is on the map itself. Second, the map is dynamic and can be zoomed out or in and have its content moved across the map 'pane', allowing one to write in very small notes or get a cohesive view. Finally, this map automatically updates in relation to the user's minimap, not requiring the user to press their quill to it. To view or interact with the map, a nominal amount of mana is required. It features some downsides and limitations, of course. The map will not update if the user does not own an area map. No "UFK - London Map" means this map won't update for the 'London Area'. This naturally includes dungeons within the area of any given map. And of course, the map does not reveal any area that a normal map would not reveal. It simply acts as a way to pull every map into a single, easy to use map with space for the whole world's maps. 2 x Invisible Ink: A lacquer-like transparent substance that glows in the dark or when a nominal amount of mana is applied to it. Because of its transparent nature, this item is especially good for hijinks and much less so for secret messages and whatnot. The item itself can come in paint form, ink form, spray paint can form, and the like and conforms to the properties of the material it's mixed with. The only effect it has is to make the material transparent and to glow in the dark or when mana is applied. The ink gathers the energy to glow from natural light sources and mana, so ink left alone in a dark place won't exhibit these properties until exposed once more. Paint the town! 2 x Heart Compass: This item is a 2-part spell circle. The first is applied to a 'tracker' object, usually a card or something small. The second is applied to a decent sized writing surface, the 'receiver'. The item functions by matching wavelengths between receiver and tracker, with range increasing based on quality of the materials. Whenever activated, the tracker glows obviously and has the word 'Tracking' appear on it. In its basic form, a mana-formed 3-d arrow appears on the receiver dynamically pointing towards the tracker. The arrow gets bigger the closer you are. In the special case that the receiver is a map crafted with Magician's Paper, the receiver gains special bonuses. Namely, the map can also show a dynamic radar of any trackers within range on the map itself, with each expressly labeled and showing up as dots. Note that the limits of the map are still in place. For instance, being on the wrong floor. By creating this object, it is assumed any number of parchment or maps have the receiver function. The maps and parchment are not consumed. Any number of 'tracker' objects can be tracked, but beware of flooding your page to the point no arrow can be seen. Tracker objects can be voided easily by destroying them or overloading them with mp. The Scribe crafting this can change the name and description to become the desired 'tracker' object. 2 x Explosive Runes: A type of ink with a rather unique function. When someone reads the words written by this item, the ink will explode, dealing both concussive and fire damage proportional to the amount of ink used. The damage of the runes and the range at which they can activate from being read scale with level, although the writer can minimize the range if they would like. At level one, the range is 5 meters maximum. Perhaps the best point of this item is that it comes in both liquid ink form and chalk form, allowing even those without a quill to engage in dangerous hijinks. Due to how much ink is used, this item can be used up to three times before it is completely consumed. Using it all at once will surely leave an 'impression' though. 2 x Score Scroll: A template that can be filled out with any kind of music and shifts accordingly. The music can be added by anyone capable of playing the music or with the knowledge to write the notes in, no matter who they are. Once finished, the scroll either becomes blank or stays as it is, depending on the wish of the composer. Then, this scroll is usable by anyone when performing music. The scroll will help to system-assist the user into playing the contained song, but it does not control the user. Therefore, lacking experience and practice will result in mistakes being made. Naturally, if you do not know how to 'shift' to the correct octave for different instruments and keys, using this scroll creatively may be difficult. The scroll will wear out over time. 2 x Crystal Dreams: Provides a one sided upwards projection of whatever the owner wants, essentially projecting a hologram. The hologram cannot extend horizontally beyond the bounds of the paper it's on, meaning that if you have a 1 square meter paper, it can't extend outside that square. The complexity and height vertically of creations is dependent on both the ingenuity of the user, their proficiency with magic objects, and a hard cap produced by the level of Crystal Dreams itself. This object is essentially able to create holograms that can go anywhere from completely transparent to completely opaque, making it useful for setting up sight walls and blocking vision for the less intelligent AI. The object itself is highly vulnerable, so cutting a scroll made of this will result in half becoming unusable. Good for shenanigans, although because everything is holographic, there's no solid component. Some people swear the object itself 'feels' like mana, which often results in a different feeling based on the creator of the illusion. 2 x Call the Stars: Originally created for the purpose of maps, this craft is one part enchantment and one part crafted object. In the case of maps, this object allows for said map to have the capacity to record 3 dimensions of information instead of just two. It, following the properties of Crystal Dreams (and by extension Magician's Paper) allows for free scrolling and 3-d projections of the recorded data. The main bonus of this item is that it allows extra data to be recorded and held. In the case of other schematics, it'll just allow for the diagram to be projected. Because it's Magician's Paper, edits are freely possible for the owner. Naturally, this works with Heart Compass and it's recommended to be used with Half-Gaia Map so the entire world's map becomes topographical and you can have all the data. In the case of instances with different map data, all instances will be recorded and can be switched between. It overwrites some of the basic functions of the minimap in order to engage in shenanigans. Also it's an Enchantment, so it naturally doesn't destroy the object it enchants, just augments it. And should be noted as such when crafted. The Schematic is not consumed. Use maps. If it's anything but a map, you're wasting some money. 2 x Sorcerer's Ink: Ink that takes some of the properties of its parent elements and combines them, creating an ink substance that can be used to write on air itself. It can come in the form of a paint can, spray paint, regular ink, or whatever else. You can write on almost any surface with this, but a strong gust or errant hand will wipe all that way. Messages won't stay for long free-floating in harsh currents. Adding mana into the floating message causes it to glow more brightly. The quill is not consumed. Any contracts must be placed on some kind of paper, and writing cannot be placed on weapons or armor. Reinforced Wire: A stronger piece of wire that is reinforced by mana during its creation, despite not being intrinsically magical itself. It conducts mana well, an analogous conductor for mana as copper might be for electricity or heat. Useful for future projects but no more than a shiny wire for now. Can replace for any two old filaments in a recipe. Elemental Bauble: A 2-layer sphere, this bauble has an outer layer that almost looks like ice, followed by a denser inner layer, and a hollow vacuum on the inside. The sphere can be handled without dissipating. Its most unique property is that it will gain the magic elemental properties of nature around itself, as well as anima and mana, until sealed by an Alchemist. Explicitly, this is Fire, Ice, Lightning, Earth, Wind, Water, Darkness, Light, Anima, and Mana. For the most experienced of alchemists, it might be possible to mirror other elements. This sphere has two caveats, however. First, it naturally attains the elements around itself until magically sealed. It cannot be created sealed, as the entire construct would cave in on itself due to the vacuum. Therefore, it often has a mix of muddy elements taken in itself and requires serious effort to get a pure elemental sample inside one of these orbs. Second is that artificial creation of an element will never create a sphere of purity and use equal to one derived from nature. Due to this, it can often be incredibly difficult to get a good majority of one element or a pure sample inside a sphere. The more elementally pure a sphere, the better a material it can become, so cheating this is not advised. The inside of the sphere reflects the nature of the elements it has come in contact with, from frosting over or swirling air inside, although there is no set pattern for any one element. 10 x Mana-Powered Lamp [L 21] [Element Name] Source Sphere Materials Required: 1 Alchemist's Gloves [tool], 1 Elemental Bauble Posts Required: 1 per element wanted Other Requirements: Level 21+ Alchemist Description: Fire, Ice, Lightning, Earth, Wind, Water, Light, and Darkness. The successor to the Elemental Bauble, this is a highly pure sample of an element taken from a natural source of that element made in between the user's hands using Alchemist's Gloves. Higher alchemist levels allow for a more pure (and thus more efficient) sample. Examples of attaining a pure sample include jumping off a cliff for wind, shoving your hands in lava for fire, and swimming to a distant island for water. Taken from a source itself, these items are nearly inexhaustible sources of that element, powered by mana or psyche and are highly stable non-consumables. As before, the sphere reflects its elemental nature and properties. The ability to create this allows a special caveat, "Mixed Source Sphere", an object that can be created in order to determine the elemental concentrations in the area (including Miasma, Anima, and Mana). IO Regulator Materials Required: 1 Stable Mana Fragment, 2 Diodes, 1 Circuit, 2 Reinforced Wire, 1 Mana Fragment Posts Required: 1 Other Reqs: Alchemist Level 11+ Originally devised to help control the IO (Input/Output) of Element Source Spheres, Scoria has created this as a means to control how much mana flows into a device in the form of an 'on' and 'off' setting. Surpassing a certain flow of input mana (wind up) to the leads will cause the device to send a specific amount of mana through. If the input mana flow drops below a threshold (wind down, lower than wind up), the device will stop the flow of mana out to the connected device. Both the wind up and wind down values are changed with some alchemic know-how. The actual amount of mana that is outputted is changed with some knowledge, but this is not possible on the fly without Alchemist's Gloves to adjust from a distance. It requires sitting down and calmly tinkering. Usages of this device would be creating a constant stream of an element from an element sphere or producing a constant stream of light or allowing a motor to turn on only when its attached generator surpasses a required amount of output power. The device can be powered by mana fragments or your own mana. Treasure Box - An old wooden box that holds something inside. You can either open it, sell it to someone and hope you make a profit, or keep it as a reminder that you went treasure hunting your first summer in Elder Tale. Cicero's Fortuna Staff: Lv20 grimoire. A staff consisting of a silver rod decorated with jade-colored rings. It seems to possess some untapped potential that can be awakened by performing RP Lore Missions. Cicero's Fortuna Grimoire: Lv20 grimoire. A book of ancient and near-undecipherable mythic script. It seems to possess some untapped potential that can be awakened by performing RP Lore Missions. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY 5-10-2014 ap claim 05-31-2014 Subclass change; 86 Scribe AP --> 0 Alchemist AP 03/10/2015 -- Added two items into inventory upon approval of Returning the slab / Trade items -- Amaterasu |
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