Name: Sasha Nakamura
Age: 18
Gender: Female
A young Eurasian woman with pale blonde hair. With her baby-smooth skin, fair complexion and healthy curves, most people would agree that Sasha is an attractive lady. She has her mother's dark eyes and button nose. She dresses rather casually when she goes out, wearing jeans or shorts and a plain t-shirt.
Sasha is an aloof girl who usually keeps to herself, but isn't afraid to voice her opinions occasionally. She isn't shy, instead she just doesn't really like interacting with other people. Sasha is quite an irresponsible and lazy person. She believes that hard work is foolish. She can usually be found shut in her own room surfing the net or playing online games, of which she is fairly proficient at. She is average at both studies and sports, a student who went unnoticed by teachers. She enjoyed some popularity among boys at school owing to her looks, but could never hold on to a relationship for too long as she got tired of them quickly. Sasha knows that she is wasting her life away but she doesn't care enough to change her lifestyle. Sometimes, she wishes a great crisis would befall the world and she would become a great hero that saves everyone.
Like most modern humans, Sasha Nakamura is a fairly uninteresting person. Given an hour to talk about herself, she would quickly exhaust her menial history. Her story, starting from her parents, follows. Her father's work as a businessman would often take him overseas, and it was through this that he met her mother. A relationship blossomed, and Asya was born as their second child several years later.
As a child, Asya was very lively and brought much laughter to the couple. By puberty, she was a much more withdrawn girl. Asya was by no means anti-social- the girl still had a cadre of friends drawn to her exotic looks and innate charm, but she was simply more interested in being alone. Eventually she began gaming to fill her time. To her surprise she found out that she was pretty talented at it.
After finishing highschool last year, she decided to take a break on studying and focus on gaming instead. While her parents were none-too-happy with her attitude, they didn't force her to reconsider.
Class: The Gamer
Level: 16
Current EXP: 431
Epic Points: 3
Stats: 5/91 Points
STR: 14 (+2) = 16
VIT: 25
DEX: 27 (-1) = 26
INT: 27
WIS: 25
LUK: 4
HP: 282 + (15% = 42.3) (+11% = 31.02) = 355
HP Regeneration: 12
MP: 239 + (32% = 76.48) (+18% = 43.02) = 358
MP Regeneration: 14
Resilience: 21 (+24 Armor) = 45
Concentration: 23 (+12 Armor) = 35
68 + 9 = 2/76 Points
Acrobatics (DEX): 15
Arcane Practice (INT): 8
Ban Family Martial Arts Technique: 0
Ban Family Sword Technique: 7
Appraisal (INT): 0
Climbing (STR): 0
Crafting (INT): 0
First Aid (INT): 0
Fisticuffs (DEX): 0
Focus (WIS): 16
Knowledge (INT): 13
Manipulate Device (DEX): 4
Melee Weaponry (DEX): 3
Negotiation (INT): 4
Observation (INT): 4
Projectile Weaponry (DEX): 15
Sleight of Hand (DEX): 5
Stealth (DEX): 17
Talisminic Object Creation (INT): 2
Thrown Weapons (DEX): 0
The Gamer (MAX LV)
You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.
Game Character's Body (MAX LV)
You possess a body that lets you live like a Game Character in the real world.
Comeliness (MAX LV) (Passive)
Charming looks make it easier to talk to people. +2 Negotiation. +10% on all Negotiation Rolls (and a few other select rolls) that involve those of the opposite gender.
Pilfer (Passive) (Lv 1: 0/100 EXP): You are pretty good at sneaking things into your pockets or inventory in plain sight. You are +5% stealthier whenever you are stealthily pilfering anything that is just sitting there. To Level Up: Steal or palm Something that is in plain sight.
ID Create (Lv 6: 80/100 EXP) (Active): Create a Pseudospace. Current Types Possible: Empty ID, Imp ID, Zombie ID, Kobold ID, Wisp ID. To Level Up: Create an ID, Unknown Training Method, Unknown Training Method.
ID Escape (Level 6: 0/100 EXP) (Active): Destroys the ID you currently are in, allowing you to escape. May not work in some cases. Higher levels may allow you to escape in certain other situations or allow you to break more powerful Pseudospaces. To Level Up: Escape an ID you created, Escape an ID someone else created.
Increased Toughness (Level 1: 0/100 XP) (Passive): +10 Base HP. You have grown to become tougher than most, able to endure physical pain more than most. You get a 1% Resistance to Physical Damage. To Level Up: Take Damage.
Lucky Strike (Passive) (Lv 3: 0/100 EXP): Ignore opponent Resistance whenever you deal a Lucky Strike. Deal 15% additional Damage. +1 LUK. To level up, either deal a Lucky Strike or get hit by a Lucky Strike.
Spray Weapon Mastery (Passive) (Lv 3: 0/100 EXP): You have +7% Accuracy whenever using a Spray Weapon. +20% more damage with Spray Weapons. To Level Up: Successfully attack with a Spray Weapon. Miss with a Spray Weapon. Get a Critical with a Spray Weapon. Get a Lucky Strike with a Spray Weapon.
Sneak Attack (Active) (Lv 5: 50/100 EXP): +1 Stealth. Whenever you successfully catch a foe by surprise you can use this Skill. Also your attack deals an additional amount of Damage equal to 20 + (30% of your Stealth Score). When using a dagger or other small bladed weapon your attack deals two times the damage if you are stealthy enough to get your blade to cut the vitals in an attempt for assassination. To Level Up: Perform a Sneak Attack, Get a Critical Strike, Get your Sneak Attack dodged. Get a Lucky Strike.
Blunt Weapon Mastery (Passive) (Lv 6: 50/100 EXP): Deal 35% more damage with Blunt weapons. +11% Attack and +5% Parry speed. To Level Up: Hit with a Blunt Weapon, Defend with a Blunt Weapon, Get a Critical with a Blunt Weapon, or get a Lucky Strike with a Blunt Weapon.
Sneak Expertise (Passive) (Lv 5: 0/100 EXP): You are better at sneaking now, making you 5% harder to detect. Also deal an additional 25% damage on all Sneak Attacks. To Level Up: Sneak around undetected, perform a Sneak Attack. Perform a successful assassination.
Physical Endurance (Passive) (Lv 6: 60/100 EXP): +6 Resilience, +11% HP +2 HP Regeneration. To Level Up: Successfully endure a physical attack. Successfully endure a Critical Strike from a physical attack. Successfully survive a deadly strike.
Magical Endurance (Level 13: 0/100 EXP) (Passive): +13 Concentration, +18% MP, +1 Wis. To Level Up: Successfully endure a magical attack. Successfully endure a Critical Strike from a magical attack. Completely nullify a magical attack. Survive a Critical Strike, Endure to enter the Deadly Status.
Critical Strike (Passive) (Lv 6: 0/100 EXP): +1 Dex, +1 Luck. Deal 150% more damage whenever you perform a Critical Strike. To Level Up perform a Critical Strike or get hit by a Critical Strike.
Dagger Mastery (Level 6: 40/100 EXP) (Passive): Increases Damage dealt with Daggers by 35%. Increases Attack Speed with Daggers by 11% and Parry Speed by 5%. To Level Up: Perform a Critical with Daggers. Parry with Daggers. Attack with Daggers.
Short Sword Mastery (Level 9: 25/100 EXP) (Passive): +1 Ban Family Sword Technique. Increases Damage dealt with Short Swords by 50%. Increases Attack Speed with Short Swords by 14% and Parry Speed by 7%. To Level Up: Perform a Critical with a Short Sword, Parry with a Short Sword, Attack with a Short Sword.
Dual Wielding (Level 7: 0/100 EXP) (Passive): You are somewhat proficient in wielding a weapon or tool in both hands. As long as one of your weapons is a Light Weapon and the other is a Medium you can make an attack with both weapons, suffering only a 9% Attack Speed Penalty to the attacks with both weapons. As this Skill's level increases this penalty will decrease. Also you have a +3% to Parry Speed while Dual Wielding and bonuses from Weapon Mastery Skills apply to both Weapons. You can now also use an Attack Skill with both weapons at once, as long as they are applicable to Dual Wield. To Level Up: Parry while Dual Wielding, Attack while Dual Wielding, get a Critical while Dual Wielding.
Armor Proficiency (Level 10: 0/100 EXP) (Passive): +1 VIT. By fighting in armor, you become more adept in moving in it and it starts to hinder you less. Armor Penalties reduced by 3. Furthermore, your armor grants you +20% additional armor due to knowing how to use it more properly to protect you. To Level Up: Move around in armor, get hit while wearing armor.
Precise Movement (Level 6: 0/100) (Passive): +1 Acrobatics. Your movements in the battlefield and in general are alot more precise and coordinated. Foes are less likely to hit you even if you leave yourself open to move more quickly, giving you a +6% to Dodge Speed while doing so. Also if moving while striking you can confuse and fool your opponent with your movements, giving you a +6% bonus to Accuracy. Also if you coordinate your movements with a melee attack, you can increase the damage of said attack by 35%. To Level Up: Move in Combat, Move away from a foe in close range, move while attacking, performing a Moving Attack.
Mana Shot (Lv 13: 60/100 EXP) (Active: 3 MP): +1 Projectile Weaponry. From your finger like a bullet you shoot a single point 'bullet' of energy, this dealing 3 ~ 6 + (33 + Focus Score% of your INT) in damage.To Level Up: Use Mana Revolver, Defeat a Foe, Get a Critical
Mana Revolver (Lv 11: 60/100 EXP) (Active: 1 - 6 MP): +2 Projectile Weaponry. Like a revolver you can fire multiple Mana Shots at once at a single target to deal more damage with Mana Shot, a normally weak skill. You can fire up to five Mana Shots at once from your finger, each shot costing 1 MP. If you fire multiple shots at a single enemy the damage increases further to allow the first shot to further pierce the enemy's resistance, each shot increasing the damage of the first shot by 21% in succession. To Level Up: Use Energy Revolver to target and hit multiple foes, Defeat a Foe, Get a Critical with Mana Revolver.
Mana Rifle (Lv 14: 0/100 EXP) (Active: 7 MP) +1 Projectile Weaponry. With your ability to fire multiple Mana bullets you can instead condense the mana of those bullets into one more powerful, faster, and longer traveling bullet. This bullet has a slightly longer range than Mana Shot, so its great for sniping unsuspecting foes, and does more damage. Upon contact this shot does 13 ~ 27 + (58 + Focus Score% of your INT). This bullet also travels faster, having +7% to its Attack Speed of a regular Mana Shot. To Level Up: Hit with Mana Rifle, Use Mana Rifle.
Mana Focus (Level 2: 50/100 EXP) (Active & Passive: 50 MP/Minute): +6% MP, +1 MP Regen. Through intense meditation and mental focus and awareness, as well as practice with Mana and constant experimentation, you have gained the ability to control Mana by being able to focus your body's energies using your mind. To Level up: Practice controlling MP without using Skills. Create new Mana using skills using this one.
Mana Shield (Level 1: 0/100 EXP) (Active: 10 MP + 25 MP per Minute): Through the ability to control Mana you can create a shield of pure Mana around you to defend yourself with your Mana. This shield has an amount of 'HP' equal to your 10 + Int + 50% of your Focus Score and its Resistance is equal to 50% of your INT. To Level Up: Use Mana Shield, Have your Shield get broken, absorb attacks with the shield, Get hit by a Critical Strike while this is active.
Ban Family Martial Arts Technique (Talent Skill): The discipline and strength needed to use the basic martial arts style of the Ban Family are yours. As you further level this Talent you will be able to better execute these special martial arts techniques and grow stronger overall.
Ban Family Foot Technique (Level 7: 10/100) (Passive): +1 Ban Family Martial Arts Technique, +1 Acrobatics. Through applying the special styles of movement of the Ban Family with the legs and feet you can move faster and still conserve energy. Running Speed increases by 30%. Dodge Speed increases by 8%. To Level Up: Dodge opponent attacks, practice running and moving faster with the aid of this Skill.
Ban Family Inner Ki Technique (Level 10: 20/100) (Passive): +3 Str, +3 Vit, +3 Dex. +15% MP, +15% HP. By learning and gaining the awareness and focus needed to harness one's Inner Ki (Mana) your physical attributes will increase as the more one's inner strength and energy, or Ki (Mana), is at one with their outer strength the stronger they will become, uniting the body's outer physical strength and inner focus and physical strength for incredible explosive physical power. +40% Damage with Physical Attacks. +40% Power increase to all Ki (Mana) based attacks and abilities. To Level Up: Simply use abilities that harness your Ki (Mana)
Ban Family Breathing Technique (Level 12: 20/100) (Passive & Active: 25 + 40 MP/Minute): +17% MP, Resilience +7, Concentration +7, +6 MP Regeneration, +6 HP Regeneration. Stacks with Ban Family Inner Ki Technique. A special breathing technique that helps better flow the Ki (Mana) through the body with focused breathing that helps further strengthen the body by further uniting the Ki (Mana) and the Body. Can be used to meditate to help circulate the Ki (Mana) to speed its recovery. When this Skill is activated you get +60% Damage with Physical Attacks, +60% Power increase to all Ki (Mana) based attacks and abilities, +12 Resilience, and +12 Concentration. Ki (Mana) Strike can also be used while this Skill is active. To Level Up: Use the Skill, strengthen the Ban Family Inner Ki Technique.
Ban Family Sword Technique (Talent Skill): A special technique for sword or blade users of the Ban Family that involves harnessing one's Ki through powerful sword strikes and four very special and powerful techniques. As you level this Talent you will discover how to harness these four somewhat simplistic, yet powerful sword techniques. You can now wield your sword regularly using these techniques, a more efficient form of using the sword than regular weapon training.
Daichizan (Level 7: 0/100 EXP) (Active: 25 MP): +2 Str, +1 Ban Family Sword Technique. The Daichizan or Earth Slash, the first technique of the Ban Family Sword Technique. This Technique is one of brute power, meant to cleave through the very earth itself, allowing you to harness all of your Inner and Outer Ki (MP) as explosive, brute force added to your current physical strength for one single attack. Your Str score is increased by 64% of your Focus Score the moment you use the technique, plus it deals 32% more Damage than a regular attack.
Arcane Practice (Talent Skill): You know the basic principles and theories of Arcane Magic, allowing you to begin research into this field to unlock the mysteries of the arcane to grant yourself its power. Currently you have access to three of the fields of Arcane. Manipulation, Alteration, and Enchantment.
Enchantment Research (Level 17: 0/100 XP) (Active): +3 Arcane Practice, +1 Knowledge. The research and study into the field of Enchantment, a field of Arcane Magic that involves weaving enchantments to affect something for better or worse through either enhancement or disrupting/negatively changing the properties of something. As you practice Enchantment more you will be able to learn about and create more complex Enchantment magic. All of your enchantments are also 27% stronger. You are also 5% more proficient with Enchantment. To Level Up: Perform successful and permanent Item Enchants.
Talisminic Object Creation (Talent Skill): This ancient, more feeling based form of magic allows you to create Talismans, special magical objects that are symbolic to the magic held within and temporarily possess the powers of said magic. With this craft you can make Talismans, Talisminic Objects, and other such special magical items, even possessing the capability later on to turn regular objects into very powerful talisminic objects called Totems.
Create Talisman (Level 8: 0/100 XP) (Active: 100 MP): +1 Talisminic Object Creation. You create a magical talisman, a symbolic object that is imbued with a compatible magic. You can utilize this object's with just a but of focus and by spending a bit of MP. All Talismans are currently strengthened by 26% and cost 18% less MP to utilize them. It may be possible to accidentally create a Totem, but this is a rare happenstance. To Level Up: Create a Talisman, Use a Talisman, Create a Rare Talisman, Accidentally create a Totem.
Money: 296,950 ¥
Main Hand (First)
--Wakizashi: A short japanese sword that is essentially a well made short sword. Its very sharp, well crafted edge deals 5 ~ 20 Damage. Rank: Only a tiny bit common.
Main Hand (Secondary)
--Arcane Power Staff: A basic staff imbued with arcane magic with a mystic gem in the end. This magical staff strengthens magic that the holder performs by 25%. Not only that, but if the user is using Arcane Magic, then their magic costs 25% less MP.
Off Hand (First or Secondary)
--Tanto: A small japanese blade that is essentially a dagger or knife. Its very sharp edge deals 4 ~ 16 Damage. It looks really well crafted. Rank: Only a tiny bit common.
Body
--Chain Shirt (Good Quality): A good quality shirt of chainmail. Light and durable. Grants +20 Armor, but reduces DEX by 4 (-2 Skill Reduction). Rank: Only a very tiny bit common.
Accessories
--Kobold Strength Arm Ring (Arm): Enchanted with kobold magics to enhance the strength of the wearer. +2 STR when worn. Rank: A bit above a little special.
Rings
--None
Arcane Power Staff (2): A basic staff imbued with arcane magic with a mystic gem in the end. This magical staff strengthens magic that the holder performs by 25%. Not only that, but if the user is using Arcane Magic, then their magic costs 25% less MP.
Large Spirit Restoratives (4): A potion that is meant to restore the magical and spiritual energies of a person's body and spirit. Heals 100 MP and fatigue upon consumption of a single dose and can heal certain spiritual ailments. Can be split into 5 doses. Can also be used to heal spirits or other ethereal beings, restoring 200 HP to them per dose. Rank: Highly Uncommon
Familiar Gem: A strange and mystical form of Soul Gem that, with powerful magics, has been turned into what is known as a Familiar Gem. These valuable gems are able to take a piece of the user's spirit and create from them a Familiar, the form and power of which depends upon their user. There are not many who can utilize what are known as Soul Familiars, but those who can will be granted a powerful companion born from within themselves that fights at their side and grants them power. Rank: Very Special
High Quality Orange Magic Dust (3): This mystic dust is a product of both magic and alchemy and is used in item enchantment. This dust is rather high quality and this particular type is used for Arcane Magic Enchantments, but can be used to enchant items with other forms of magic. A five pound bag. Rank: Rare
Tanto: A small japanese blade that is essentially a dagger or knife. Its very sharp edge deals 3 ~ 16 Damage. It looks really well crafted. Rank: Only a tiny bit common.
Wakizashi: A short japanese sword that is essentially a well made short sword. Its very sharp, well crafted edge deals 5 ~ 20 Damage. Rank: Only a tiny bit common.
Baseball Bat: A wooden baseball bat. Lighter cause its made of wood, but it still packs a hefty punch. Looks like it is brand new. Deals 1 ~ 8 Damage. Rank: Very Common
Pepper Spray: A small can of pepper spray. Causes Blind Status on direct hit. Has about 2 uses left. Rank: Very Common
Meal Bar (4): They are somewhat tasty and pretty nutritional meal bars. Taste somewhat like Chocolate. Heals 10 HP.
Energy Drink (2): These somewhat decent tasting energy drinks can give you more energy. 2 Uses per bottle. Restores 10 MP per use and provides a 10% boost to Dex, Str, and Wis for 6 hours (does not stack) per use.
Imp Claws (3): Claw of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common
Imp Horns (2): Horn of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common
Tiny Soul Gems (13): A small gem that contains the energy of a soul. Useful in many different fields. Rank: A little less than common.
Medium Soul Gems (9): A slightly larger gem containing more of the energy of a soul, useful in many different fields. Rank: A little bit more less than common.
Spirit Crystal (6): A medium sized crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: Uncommon.
Large Spirit Crystal: A large crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: A little more than Uncommon.
Medium Pristine Soul Gem: A highly concentrated soul gem that holds within it a very powerful amount of soul energy. Its pristine and polished surface as well as highly concentrated energy make this quite a powerful soul gem that has many, many uses. Rank: Somewhat Very Uncommon.
Spirit Bolt (1): A Skill Book that teaches the power Spirit Bolt, an ability used by Wisps and other incorporeal undead. Rank: Pretty Uncommon
Talisminic Object Creation (1): A Skill Book that teaches the art of creating Talisminic Objects for use in either Magic or Spiritual Arts.
Small Recovery Potion (3): A small vial filled with a potion used to recover health. Recovers 75 HP, can be split into 3 doses. Rank: Uncommon
Medium Recovery Potion (2): A somewhat bigger vial filled with a potion used to recover health: Restores 150 Health. Rank: A little more than Somewhat Uncommon.
Large Recovery Potion (1): A decent sized vial filled with some pretty potent potion used to recover health. Restores: 250 HP. Rank: A bit more than Pretty Uncommon.
Large Mana Potion (1): A decent sized vial with a potent potion used to recover a person's mystical energy. Recovers 225 MP. Rank: Pretty Uncommon
Kobold Strength Arm Ring: Enchanted with kobold magics to enhance the strength of the wearer. +2 STR when worn. Rank: A bit above a little special.
Age: 18
Gender: Female
A young Eurasian woman with pale blonde hair. With her baby-smooth skin, fair complexion and healthy curves, most people would agree that Sasha is an attractive lady. She has her mother's dark eyes and button nose. She dresses rather casually when she goes out, wearing jeans or shorts and a plain t-shirt.
Sasha is an aloof girl who usually keeps to herself, but isn't afraid to voice her opinions occasionally. She isn't shy, instead she just doesn't really like interacting with other people. Sasha is quite an irresponsible and lazy person. She believes that hard work is foolish. She can usually be found shut in her own room surfing the net or playing online games, of which she is fairly proficient at. She is average at both studies and sports, a student who went unnoticed by teachers. She enjoyed some popularity among boys at school owing to her looks, but could never hold on to a relationship for too long as she got tired of them quickly. Sasha knows that she is wasting her life away but she doesn't care enough to change her lifestyle. Sometimes, she wishes a great crisis would befall the world and she would become a great hero that saves everyone.
Like most modern humans, Sasha Nakamura is a fairly uninteresting person. Given an hour to talk about herself, she would quickly exhaust her menial history. Her story, starting from her parents, follows. Her father's work as a businessman would often take him overseas, and it was through this that he met her mother. A relationship blossomed, and Asya was born as their second child several years later.
As a child, Asya was very lively and brought much laughter to the couple. By puberty, she was a much more withdrawn girl. Asya was by no means anti-social- the girl still had a cadre of friends drawn to her exotic looks and innate charm, but she was simply more interested in being alone. Eventually she began gaming to fill her time. To her surprise she found out that she was pretty talented at it.
After finishing highschool last year, she decided to take a break on studying and focus on gaming instead. While her parents were none-too-happy with her attitude, they didn't force her to reconsider.
Class: The Gamer
Level: 16
Current EXP: 431
Epic Points: 3
Stats: 5/91 Points
STR: 14 (+2) = 16
VIT: 25
DEX: 27 (-1) = 26
INT: 27
WIS: 25
LUK: 4
HP: 282 + (15% = 42.3) (+11% = 31.02) = 355
HP Regeneration: 12
MP: 239 + (32% = 76.48) (+18% = 43.02) = 358
MP Regeneration: 14
Resilience: 21 (+24 Armor) = 45
Concentration: 23 (+12 Armor) = 35
68 + 9 = 2/76 Points
Acrobatics (DEX): 15
Arcane Practice (INT): 8
Ban Family Martial Arts Technique: 0
Ban Family Sword Technique: 7
Appraisal (INT): 0
Climbing (STR): 0
Crafting (INT): 0
First Aid (INT): 0
Fisticuffs (DEX): 0
Focus (WIS): 16
Knowledge (INT): 13
Manipulate Device (DEX): 4
Melee Weaponry (DEX): 3
Negotiation (INT): 4
Observation (INT): 4
Projectile Weaponry (DEX): 15
Sleight of Hand (DEX): 5
Stealth (DEX): 17
Talisminic Object Creation (INT): 2
Thrown Weapons (DEX): 0
The Gamer (MAX LV)
You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.
Game Character's Body (MAX LV)
You possess a body that lets you live like a Game Character in the real world.
Comeliness (MAX LV) (Passive)
Charming looks make it easier to talk to people. +2 Negotiation. +10% on all Negotiation Rolls (and a few other select rolls) that involve those of the opposite gender.
Pilfer (Passive) (Lv 1: 0/100 EXP): You are pretty good at sneaking things into your pockets or inventory in plain sight. You are +5% stealthier whenever you are stealthily pilfering anything that is just sitting there. To Level Up: Steal or palm Something that is in plain sight.
ID Create (Lv 6: 80/100 EXP) (Active): Create a Pseudospace. Current Types Possible: Empty ID, Imp ID, Zombie ID, Kobold ID, Wisp ID. To Level Up: Create an ID, Unknown Training Method, Unknown Training Method.
ID Escape (Level 6: 0/100 EXP) (Active): Destroys the ID you currently are in, allowing you to escape. May not work in some cases. Higher levels may allow you to escape in certain other situations or allow you to break more powerful Pseudospaces. To Level Up: Escape an ID you created, Escape an ID someone else created.
Increased Toughness (Level 1: 0/100 XP) (Passive): +10 Base HP. You have grown to become tougher than most, able to endure physical pain more than most. You get a 1% Resistance to Physical Damage. To Level Up: Take Damage.
Lucky Strike (Passive) (Lv 3: 0/100 EXP): Ignore opponent Resistance whenever you deal a Lucky Strike. Deal 15% additional Damage. +1 LUK. To level up, either deal a Lucky Strike or get hit by a Lucky Strike.
Spray Weapon Mastery (Passive) (Lv 3: 0/100 EXP): You have +7% Accuracy whenever using a Spray Weapon. +20% more damage with Spray Weapons. To Level Up: Successfully attack with a Spray Weapon. Miss with a Spray Weapon. Get a Critical with a Spray Weapon. Get a Lucky Strike with a Spray Weapon.
Sneak Attack (Active) (Lv 5: 50/100 EXP): +1 Stealth. Whenever you successfully catch a foe by surprise you can use this Skill. Also your attack deals an additional amount of Damage equal to 20 + (30% of your Stealth Score). When using a dagger or other small bladed weapon your attack deals two times the damage if you are stealthy enough to get your blade to cut the vitals in an attempt for assassination. To Level Up: Perform a Sneak Attack, Get a Critical Strike, Get your Sneak Attack dodged. Get a Lucky Strike.
Blunt Weapon Mastery (Passive) (Lv 6: 50/100 EXP): Deal 35% more damage with Blunt weapons. +11% Attack and +5% Parry speed. To Level Up: Hit with a Blunt Weapon, Defend with a Blunt Weapon, Get a Critical with a Blunt Weapon, or get a Lucky Strike with a Blunt Weapon.
Sneak Expertise (Passive) (Lv 5: 0/100 EXP): You are better at sneaking now, making you 5% harder to detect. Also deal an additional 25% damage on all Sneak Attacks. To Level Up: Sneak around undetected, perform a Sneak Attack. Perform a successful assassination.
Physical Endurance (Passive) (Lv 6: 60/100 EXP): +6 Resilience, +11% HP +2 HP Regeneration. To Level Up: Successfully endure a physical attack. Successfully endure a Critical Strike from a physical attack. Successfully survive a deadly strike.
Magical Endurance (Level 13: 0/100 EXP) (Passive): +13 Concentration, +18% MP, +1 Wis. To Level Up: Successfully endure a magical attack. Successfully endure a Critical Strike from a magical attack. Completely nullify a magical attack. Survive a Critical Strike, Endure to enter the Deadly Status.
Critical Strike (Passive) (Lv 6: 0/100 EXP): +1 Dex, +1 Luck. Deal 150% more damage whenever you perform a Critical Strike. To Level Up perform a Critical Strike or get hit by a Critical Strike.
Dagger Mastery (Level 6: 40/100 EXP) (Passive): Increases Damage dealt with Daggers by 35%. Increases Attack Speed with Daggers by 11% and Parry Speed by 5%. To Level Up: Perform a Critical with Daggers. Parry with Daggers. Attack with Daggers.
Short Sword Mastery (Level 9: 25/100 EXP) (Passive): +1 Ban Family Sword Technique. Increases Damage dealt with Short Swords by 50%. Increases Attack Speed with Short Swords by 14% and Parry Speed by 7%. To Level Up: Perform a Critical with a Short Sword, Parry with a Short Sword, Attack with a Short Sword.
Dual Wielding (Level 7: 0/100 EXP) (Passive): You are somewhat proficient in wielding a weapon or tool in both hands. As long as one of your weapons is a Light Weapon and the other is a Medium you can make an attack with both weapons, suffering only a 9% Attack Speed Penalty to the attacks with both weapons. As this Skill's level increases this penalty will decrease. Also you have a +3% to Parry Speed while Dual Wielding and bonuses from Weapon Mastery Skills apply to both Weapons. You can now also use an Attack Skill with both weapons at once, as long as they are applicable to Dual Wield. To Level Up: Parry while Dual Wielding, Attack while Dual Wielding, get a Critical while Dual Wielding.
Armor Proficiency (Level 10: 0/100 EXP) (Passive): +1 VIT. By fighting in armor, you become more adept in moving in it and it starts to hinder you less. Armor Penalties reduced by 3. Furthermore, your armor grants you +20% additional armor due to knowing how to use it more properly to protect you. To Level Up: Move around in armor, get hit while wearing armor.
Precise Movement (Level 6: 0/100) (Passive): +1 Acrobatics. Your movements in the battlefield and in general are alot more precise and coordinated. Foes are less likely to hit you even if you leave yourself open to move more quickly, giving you a +6% to Dodge Speed while doing so. Also if moving while striking you can confuse and fool your opponent with your movements, giving you a +6% bonus to Accuracy. Also if you coordinate your movements with a melee attack, you can increase the damage of said attack by 35%. To Level Up: Move in Combat, Move away from a foe in close range, move while attacking, performing a Moving Attack.
Mana Shot (Lv 13: 60/100 EXP) (Active: 3 MP): +1 Projectile Weaponry. From your finger like a bullet you shoot a single point 'bullet' of energy, this dealing 3 ~ 6 + (33 + Focus Score% of your INT) in damage.To Level Up: Use Mana Revolver, Defeat a Foe, Get a Critical
Mana Revolver (Lv 11: 60/100 EXP) (Active: 1 - 6 MP): +2 Projectile Weaponry. Like a revolver you can fire multiple Mana Shots at once at a single target to deal more damage with Mana Shot, a normally weak skill. You can fire up to five Mana Shots at once from your finger, each shot costing 1 MP. If you fire multiple shots at a single enemy the damage increases further to allow the first shot to further pierce the enemy's resistance, each shot increasing the damage of the first shot by 21% in succession. To Level Up: Use Energy Revolver to target and hit multiple foes, Defeat a Foe, Get a Critical with Mana Revolver.
Mana Rifle (Lv 14: 0/100 EXP) (Active: 7 MP) +1 Projectile Weaponry. With your ability to fire multiple Mana bullets you can instead condense the mana of those bullets into one more powerful, faster, and longer traveling bullet. This bullet has a slightly longer range than Mana Shot, so its great for sniping unsuspecting foes, and does more damage. Upon contact this shot does 13 ~ 27 + (58 + Focus Score% of your INT). This bullet also travels faster, having +7% to its Attack Speed of a regular Mana Shot. To Level Up: Hit with Mana Rifle, Use Mana Rifle.
Mana Focus (Level 2: 50/100 EXP) (Active & Passive: 50 MP/Minute): +6% MP, +1 MP Regen. Through intense meditation and mental focus and awareness, as well as practice with Mana and constant experimentation, you have gained the ability to control Mana by being able to focus your body's energies using your mind. To Level up: Practice controlling MP without using Skills. Create new Mana using skills using this one.
Mana Shield (Level 1: 0/100 EXP) (Active: 10 MP + 25 MP per Minute): Through the ability to control Mana you can create a shield of pure Mana around you to defend yourself with your Mana. This shield has an amount of 'HP' equal to your 10 + Int + 50% of your Focus Score and its Resistance is equal to 50% of your INT. To Level Up: Use Mana Shield, Have your Shield get broken, absorb attacks with the shield, Get hit by a Critical Strike while this is active.
Ban Family Martial Arts Technique (Talent Skill): The discipline and strength needed to use the basic martial arts style of the Ban Family are yours. As you further level this Talent you will be able to better execute these special martial arts techniques and grow stronger overall.
Ban Family Foot Technique (Level 7: 10/100) (Passive): +1 Ban Family Martial Arts Technique, +1 Acrobatics. Through applying the special styles of movement of the Ban Family with the legs and feet you can move faster and still conserve energy. Running Speed increases by 30%. Dodge Speed increases by 8%. To Level Up: Dodge opponent attacks, practice running and moving faster with the aid of this Skill.
Ban Family Inner Ki Technique (Level 10: 20/100) (Passive): +3 Str, +3 Vit, +3 Dex. +15% MP, +15% HP. By learning and gaining the awareness and focus needed to harness one's Inner Ki (Mana) your physical attributes will increase as the more one's inner strength and energy, or Ki (Mana), is at one with their outer strength the stronger they will become, uniting the body's outer physical strength and inner focus and physical strength for incredible explosive physical power. +40% Damage with Physical Attacks. +40% Power increase to all Ki (Mana) based attacks and abilities. To Level Up: Simply use abilities that harness your Ki (Mana)
Ban Family Breathing Technique (Level 12: 20/100) (Passive & Active: 25 + 40 MP/Minute): +17% MP, Resilience +7, Concentration +7, +6 MP Regeneration, +6 HP Regeneration. Stacks with Ban Family Inner Ki Technique. A special breathing technique that helps better flow the Ki (Mana) through the body with focused breathing that helps further strengthen the body by further uniting the Ki (Mana) and the Body. Can be used to meditate to help circulate the Ki (Mana) to speed its recovery. When this Skill is activated you get +60% Damage with Physical Attacks, +60% Power increase to all Ki (Mana) based attacks and abilities, +12 Resilience, and +12 Concentration. Ki (Mana) Strike can also be used while this Skill is active. To Level Up: Use the Skill, strengthen the Ban Family Inner Ki Technique.
Ban Family Sword Technique (Talent Skill): A special technique for sword or blade users of the Ban Family that involves harnessing one's Ki through powerful sword strikes and four very special and powerful techniques. As you level this Talent you will discover how to harness these four somewhat simplistic, yet powerful sword techniques. You can now wield your sword regularly using these techniques, a more efficient form of using the sword than regular weapon training.
Daichizan (Level 7: 0/100 EXP) (Active: 25 MP): +2 Str, +1 Ban Family Sword Technique. The Daichizan or Earth Slash, the first technique of the Ban Family Sword Technique. This Technique is one of brute power, meant to cleave through the very earth itself, allowing you to harness all of your Inner and Outer Ki (MP) as explosive, brute force added to your current physical strength for one single attack. Your Str score is increased by 64% of your Focus Score the moment you use the technique, plus it deals 32% more Damage than a regular attack.
Arcane Practice (Talent Skill): You know the basic principles and theories of Arcane Magic, allowing you to begin research into this field to unlock the mysteries of the arcane to grant yourself its power. Currently you have access to three of the fields of Arcane. Manipulation, Alteration, and Enchantment.
Enchantment Research (Level 17: 0/100 XP) (Active): +3 Arcane Practice, +1 Knowledge. The research and study into the field of Enchantment, a field of Arcane Magic that involves weaving enchantments to affect something for better or worse through either enhancement or disrupting/negatively changing the properties of something. As you practice Enchantment more you will be able to learn about and create more complex Enchantment magic. All of your enchantments are also 27% stronger. You are also 5% more proficient with Enchantment. To Level Up: Perform successful and permanent Item Enchants.
Talisminic Object Creation (Talent Skill): This ancient, more feeling based form of magic allows you to create Talismans, special magical objects that are symbolic to the magic held within and temporarily possess the powers of said magic. With this craft you can make Talismans, Talisminic Objects, and other such special magical items, even possessing the capability later on to turn regular objects into very powerful talisminic objects called Totems.
Create Talisman (Level 8: 0/100 XP) (Active: 100 MP): +1 Talisminic Object Creation. You create a magical talisman, a symbolic object that is imbued with a compatible magic. You can utilize this object's with just a but of focus and by spending a bit of MP. All Talismans are currently strengthened by 26% and cost 18% less MP to utilize them. It may be possible to accidentally create a Totem, but this is a rare happenstance. To Level Up: Create a Talisman, Use a Talisman, Create a Rare Talisman, Accidentally create a Totem.
Money: 296,950 ¥
Main Hand (First)
--Wakizashi: A short japanese sword that is essentially a well made short sword. Its very sharp, well crafted edge deals 5 ~ 20 Damage. Rank: Only a tiny bit common.
Main Hand (Secondary)
--Arcane Power Staff: A basic staff imbued with arcane magic with a mystic gem in the end. This magical staff strengthens magic that the holder performs by 25%. Not only that, but if the user is using Arcane Magic, then their magic costs 25% less MP.
Off Hand (First or Secondary)
--Tanto: A small japanese blade that is essentially a dagger or knife. Its very sharp edge deals 4 ~ 16 Damage. It looks really well crafted. Rank: Only a tiny bit common.
Body
--Chain Shirt (Good Quality): A good quality shirt of chainmail. Light and durable. Grants +20 Armor, but reduces DEX by 4 (-2 Skill Reduction). Rank: Only a very tiny bit common.
Accessories
--Kobold Strength Arm Ring (Arm): Enchanted with kobold magics to enhance the strength of the wearer. +2 STR when worn. Rank: A bit above a little special.
Rings
--None
Arcane Power Staff (2): A basic staff imbued with arcane magic with a mystic gem in the end. This magical staff strengthens magic that the holder performs by 25%. Not only that, but if the user is using Arcane Magic, then their magic costs 25% less MP.
Large Spirit Restoratives (4): A potion that is meant to restore the magical and spiritual energies of a person's body and spirit. Heals 100 MP and fatigue upon consumption of a single dose and can heal certain spiritual ailments. Can be split into 5 doses. Can also be used to heal spirits or other ethereal beings, restoring 200 HP to them per dose. Rank: Highly Uncommon
Familiar Gem: A strange and mystical form of Soul Gem that, with powerful magics, has been turned into what is known as a Familiar Gem. These valuable gems are able to take a piece of the user's spirit and create from them a Familiar, the form and power of which depends upon their user. There are not many who can utilize what are known as Soul Familiars, but those who can will be granted a powerful companion born from within themselves that fights at their side and grants them power. Rank: Very Special
High Quality Orange Magic Dust (3): This mystic dust is a product of both magic and alchemy and is used in item enchantment. This dust is rather high quality and this particular type is used for Arcane Magic Enchantments, but can be used to enchant items with other forms of magic. A five pound bag. Rank: Rare
Tanto: A small japanese blade that is essentially a dagger or knife. Its very sharp edge deals 3 ~ 16 Damage. It looks really well crafted. Rank: Only a tiny bit common.
Wakizashi: A short japanese sword that is essentially a well made short sword. Its very sharp, well crafted edge deals 5 ~ 20 Damage. Rank: Only a tiny bit common.
Baseball Bat: A wooden baseball bat. Lighter cause its made of wood, but it still packs a hefty punch. Looks like it is brand new. Deals 1 ~ 8 Damage. Rank: Very Common
Pepper Spray: A small can of pepper spray. Causes Blind Status on direct hit. Has about 2 uses left. Rank: Very Common
Meal Bar (4): They are somewhat tasty and pretty nutritional meal bars. Taste somewhat like Chocolate. Heals 10 HP.
Energy Drink (2): These somewhat decent tasting energy drinks can give you more energy. 2 Uses per bottle. Restores 10 MP per use and provides a 10% boost to Dex, Str, and Wis for 6 hours (does not stack) per use.
Imp Claws (3): Claw of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common
Imp Horns (2): Horn of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common
Tiny Soul Gems (13): A small gem that contains the energy of a soul. Useful in many different fields. Rank: A little less than common.
Medium Soul Gems (9): A slightly larger gem containing more of the energy of a soul, useful in many different fields. Rank: A little bit more less than common.
Spirit Crystal (6): A medium sized crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: Uncommon.
Large Spirit Crystal: A large crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: A little more than Uncommon.
Medium Pristine Soul Gem: A highly concentrated soul gem that holds within it a very powerful amount of soul energy. Its pristine and polished surface as well as highly concentrated energy make this quite a powerful soul gem that has many, many uses. Rank: Somewhat Very Uncommon.
Spirit Bolt (1): A Skill Book that teaches the power Spirit Bolt, an ability used by Wisps and other incorporeal undead. Rank: Pretty Uncommon
Talisminic Object Creation (1): A Skill Book that teaches the art of creating Talisminic Objects for use in either Magic or Spiritual Arts.
Small Recovery Potion (3): A small vial filled with a potion used to recover health. Recovers 75 HP, can be split into 3 doses. Rank: Uncommon
Medium Recovery Potion (2): A somewhat bigger vial filled with a potion used to recover health: Restores 150 Health. Rank: A little more than Somewhat Uncommon.
Large Recovery Potion (1): A decent sized vial filled with some pretty potent potion used to recover health. Restores: 250 HP. Rank: A bit more than Pretty Uncommon.
Large Mana Potion (1): A decent sized vial with a potent potion used to recover a person's mystical energy. Recovers 225 MP. Rank: Pretty Uncommon
Kobold Strength Arm Ring: Enchanted with kobold magics to enhance the strength of the wearer. +2 STR when worn. Rank: A bit above a little special.