Name: Primrose Azelhart
Game Origin: Octopath Traveler
Appearance: Original.
Due to spirit fusion, Primrose has gotten taller and now stands at 5'11'' (180cm). Her physical strength (as well as the size of her hips and bust) have increased, leaving her with a pleasing hourglass shape with toned stomach and thighs. Her hair is voluminous and wavy, reaching down to the middle of her back, but is currently tied into an impressively large ponytail-braid. It is still her original brown for the most part, though the braid features a gradient that goes from reddish to blonde at very tips. A small ruby adorns her forehead.
She wears an outfit specially tailored by Yuria in Gerudo Town, its main piece being a rich deep red dress. The dress sleeveless with a shallow v-neck, and a slit up either side that stops at Primrose's hips. It is mermaid cut in style (fitted at the top and looser past the hips). One side of the slit features a straight hem, while the other has a clamshell style hem. Small gold beads that catch the light are sewn scattered into the dress, the highest congregation at the bottom and growing much thinner as they go up. There is a cluster of crow feathers on each of her shoulders from which ribbons of sheer gray fabric loop around her back and drape down over her upper arms and past her elbows. She sports a pair of short formal gloves in the same sheer gray fabric. She also sports a pair of simple, sturdy, and stylish sandals of dark red leather, with a matching ribbon wound around one of her legs to tie it all together.
In addition, Primrose wears accessories all in gold: two necklaces (one blocky and loose like her original, the other a smaller choker), a pair of bracelets on each wrist, hoop earrings, an arm band, a hairband with inlaid emerald and onyx, and talon-like rings on her index and middle fingers.
Approximate Look
She wears an outfit specially tailored by Yuria in Gerudo Town, its main piece being a rich deep red dress. The dress sleeveless with a shallow v-neck, and a slit up either side that stops at Primrose's hips. It is mermaid cut in style (fitted at the top and looser past the hips). One side of the slit features a straight hem, while the other has a clamshell style hem. Small gold beads that catch the light are sewn scattered into the dress, the highest congregation at the bottom and growing much thinner as they go up. There is a cluster of crow feathers on each of her shoulders from which ribbons of sheer gray fabric loop around her back and drape down over her upper arms and past her elbows. She sports a pair of short formal gloves in the same sheer gray fabric. She also sports a pair of simple, sturdy, and stylish sandals of dark red leather, with a matching ribbon wound around one of her legs to tie it all together.
In addition, Primrose wears accessories all in gold: two necklaces (one blocky and loose like her original, the other a smaller choker), a pair of bracelets on each wrist, hoop earrings, an arm band, a hairband with inlaid emerald and onyx, and talon-like rings on her index and middle fingers.
Approximate Look
Personality: Primrose is a mature young woman, with a strong sense of justice and even stronger desire for vengeance. After enduring hardship after hardship during her teenage years while searching for her father's murderers, Primrose has gained an inner strength and powerful resolve to see things through to the end. However, theses trials have also given her a tough outer shell. Although her acting ability is top notch and she can easily play the part of a cheerful girl, most people that have met Primrose in passing know that she is mistrusting and distant. She is cunning and aloof; a woman of few words unless she needs something from someone - and even then, she lets her body do the talking.
Despite first impressions, part of that happy girl growing up in Noblecourt still remains. At heart Primrose is an extrovert, and when some lucky people worm their way into a friendship with her they'll be able to see through the walls she's put up around herself. If given the opportunity to relax, Primrose will open up and even get a little playful. Kind words from Primrose are reserved only for those closest to her. Though even the most beautiful of roses has it's thorns, and even the greatest of friends have a hard time prying any personal information out of Primrose... and none would be able to dissuade her from her quest for revenge.
*Due to spirit fusion, Primrose is more intimidating, deadly, and vain; but also more personable and observant. She retains her sense of justice and is no less thoughtful and kind.
Background:
At the age of thirteen, Primrose's world crashed down around her. Under the cover of darkness, three men broke into her home and murdered her father in cold blood. Unbeknownst to any of the men in the room, the young Primrose saw the whole thing from underneath her father's desk. She watched on, silent, shaking and horrified as they killed her father and left as if it was just business.
Primrose's life as a noble in the prestigious House Azelhart ended that night. The young girl seethed with a need to see her father's murderers brought to justice - even if she had to be judge, jury, and executioner. She set out away from home in search of the killers, with only one piece of information to go on: each man had the mark of a crow tattooed on their skin. One on the left arm, one on the right, and the final man had his on the neck. For two years she traveled, and eventually arrived in the desert town of Sunshade, where a man with a crow mark was known to frequent the dancing establishments.
She was taken in by a wealthy man named Helgenish, whose business was in pleasure. He owned several taverns and the women that danced in them. In order to follow up the only lead she had, Primrose stayed in town and was transformed into a pleasure woman under the tutelage of Helgenish's top dancers and the man himself. It was demeaning work, but Primrose did not allow herself to feel shame in it. She did it for the sake of her revenge. Her pride drove a wedge between her and the other girls in Helgenish's employ. Only one other dancer, a young woman named Yusufa, attempted to befriend Primrose despite the once-noble woman's cold attitude. It was seven more years of enduring perverted hands of customers, rotten words from other girls, and abuse at the hands of her own employer before it all finally paid off.
There, in the back of the tavern, was a man with a crow mark on his arm. Immediately Primrose attempted to confront him, but Helgenish stopped her. In a cunning ploy, Yusufa offered to distract Helgenish so that Primrose could pursue the man with the crow mark. She chases him down through a catacomb, and once emerging on the other side she finds not her target, but Helgenish and his goons holding Yusufa captive atop a cliff. Helgenish had been in cahoots with the crows the whole time, and he was unwilling to let Primrose, his must lucrative dancer, go. He threw Yusufa from the cliff in order to make an example out of her and scare Primrose into cooperating, but it only fueled the fire in Primrose's heart. She killed Helgenish and his henchman, lifting a map the crow marked man had given him off her employer's corpse. Her chase continued, sending her to the far Northern end of Orsterra.
The next leg of her journey was long, but Primrose had waited ten long years to deliver justice to the men who killed her father. Along the way, fate decided to tie her and seven other people together. Adjacent to the Sunlands where she'd been living for the last half of a decade was the Riverlands, and in a sleepy little town called Clearbrook she met a young man named Alfyn. He was a budding apothecary, and he was on the hunt for a venomous snake, in order to make an anti-venom for a little girl. Although Primrose was distrustful of people in general, but especially men, she wasn't the type to ignore a child in danger. Once they'd obtained the venom and saved the girl, Alfyn asked if he could accompany Primrose on her journey as a way to repay her. Primrose, although a bit begrudgingly, accepted. Their two person traveling party snowballed from there. Therion, Olberic, H'aanit, Cyrus, Ophilia and Tressa joined them sooner or later. Together, the now eight person team could tackle anything. They moved through the country and helped each other achieve their goals, and Primrose's was no exception.
By the time the group made it to Stillsnow and Primrose confronted and killed the left crow, she'd grown a serious soft spot for every single one of her seven companions... but no matter how soft parts of her heart grew, there was still a dark, cold stone nestled at the center of it. She was still hellbent on avenging her father.
Her quest led her back to her hometown of Noblecourt. The city had deteriorated since her youth, but parts of it remained the same. Primrose was greeted by some familiar faces, although some reunions proved to be less heartwarming that others. Revello, a former city watchman and friend of her late father's, and Simeon, a charming man and aspiring who used to garden for her family, caught Primrose up on the what's happened in Noblecourt since her departure. The Obsidians - the true name of the crows - had taken over after killing her father and destroying her family. Together they tracked the right crow to the Obsidian's hideout, where another face from the past reared his head: the former captain of the guard, a man as close to her father as anyone, was the identity of the right crow. Seeing Albus, her father's friend, and knowing that he was complicit in his murder brought to life a whole new darkness in Primrose. The harsh bite of betrayal fed her rage, and soon afterward the second crow was dead by Primrose's hand.
Then, Simeon slipped into the room. Primrose suspected nothing, because they'd been good friends before her father's murder. He would show Primrose his poems all those years ago and watch her swoon. He'd helped her after she arrived back in town. Simeon was there beside her now, but there was a pain. Hot and pure, and blood, and a knife - the knife was in Simeon's hands, stained red, but that wasn't possible, Simeon wouldn't do that. The head crow was here, and the dark mark of the bird was on Simeon's neck, he'd stabbed her, but he wouldn't...
Primrose's consciousness slipped just as a brilliant light covered the whole of Orsterra and beyond. When she woke up again, Primrose was in city she'd never seen before and surrounded by all types of beings. She was trapped in the World of Light without her friends, nursing a fresh betrayal, and with her vengeance not yet sated.
Primrose's life as a noble in the prestigious House Azelhart ended that night. The young girl seethed with a need to see her father's murderers brought to justice - even if she had to be judge, jury, and executioner. She set out away from home in search of the killers, with only one piece of information to go on: each man had the mark of a crow tattooed on their skin. One on the left arm, one on the right, and the final man had his on the neck. For two years she traveled, and eventually arrived in the desert town of Sunshade, where a man with a crow mark was known to frequent the dancing establishments.
She was taken in by a wealthy man named Helgenish, whose business was in pleasure. He owned several taverns and the women that danced in them. In order to follow up the only lead she had, Primrose stayed in town and was transformed into a pleasure woman under the tutelage of Helgenish's top dancers and the man himself. It was demeaning work, but Primrose did not allow herself to feel shame in it. She did it for the sake of her revenge. Her pride drove a wedge between her and the other girls in Helgenish's employ. Only one other dancer, a young woman named Yusufa, attempted to befriend Primrose despite the once-noble woman's cold attitude. It was seven more years of enduring perverted hands of customers, rotten words from other girls, and abuse at the hands of her own employer before it all finally paid off.
There, in the back of the tavern, was a man with a crow mark on his arm. Immediately Primrose attempted to confront him, but Helgenish stopped her. In a cunning ploy, Yusufa offered to distract Helgenish so that Primrose could pursue the man with the crow mark. She chases him down through a catacomb, and once emerging on the other side she finds not her target, but Helgenish and his goons holding Yusufa captive atop a cliff. Helgenish had been in cahoots with the crows the whole time, and he was unwilling to let Primrose, his must lucrative dancer, go. He threw Yusufa from the cliff in order to make an example out of her and scare Primrose into cooperating, but it only fueled the fire in Primrose's heart. She killed Helgenish and his henchman, lifting a map the crow marked man had given him off her employer's corpse. Her chase continued, sending her to the far Northern end of Orsterra.
The next leg of her journey was long, but Primrose had waited ten long years to deliver justice to the men who killed her father. Along the way, fate decided to tie her and seven other people together. Adjacent to the Sunlands where she'd been living for the last half of a decade was the Riverlands, and in a sleepy little town called Clearbrook she met a young man named Alfyn. He was a budding apothecary, and he was on the hunt for a venomous snake, in order to make an anti-venom for a little girl. Although Primrose was distrustful of people in general, but especially men, she wasn't the type to ignore a child in danger. Once they'd obtained the venom and saved the girl, Alfyn asked if he could accompany Primrose on her journey as a way to repay her. Primrose, although a bit begrudgingly, accepted. Their two person traveling party snowballed from there. Therion, Olberic, H'aanit, Cyrus, Ophilia and Tressa joined them sooner or later. Together, the now eight person team could tackle anything. They moved through the country and helped each other achieve their goals, and Primrose's was no exception.
By the time the group made it to Stillsnow and Primrose confronted and killed the left crow, she'd grown a serious soft spot for every single one of her seven companions... but no matter how soft parts of her heart grew, there was still a dark, cold stone nestled at the center of it. She was still hellbent on avenging her father.
Her quest led her back to her hometown of Noblecourt. The city had deteriorated since her youth, but parts of it remained the same. Primrose was greeted by some familiar faces, although some reunions proved to be less heartwarming that others. Revello, a former city watchman and friend of her late father's, and Simeon, a charming man and aspiring who used to garden for her family, caught Primrose up on the what's happened in Noblecourt since her departure. The Obsidians - the true name of the crows - had taken over after killing her father and destroying her family. Together they tracked the right crow to the Obsidian's hideout, where another face from the past reared his head: the former captain of the guard, a man as close to her father as anyone, was the identity of the right crow. Seeing Albus, her father's friend, and knowing that he was complicit in his murder brought to life a whole new darkness in Primrose. The harsh bite of betrayal fed her rage, and soon afterward the second crow was dead by Primrose's hand.
Then, Simeon slipped into the room. Primrose suspected nothing, because they'd been good friends before her father's murder. He would show Primrose his poems all those years ago and watch her swoon. He'd helped her after she arrived back in town. Simeon was there beside her now, but there was a pain. Hot and pure, and blood, and a knife - the knife was in Simeon's hands, stained red, but that wasn't possible, Simeon wouldn't do that. The head crow was here, and the dark mark of the bird was on Simeon's neck, he'd stabbed her, but he wouldn't...
Primrose's consciousness slipped just as a brilliant light covered the whole of Orsterra and beyond. When she woke up again, Primrose was in city she'd never seen before and surrounded by all types of beings. She was trapped in the World of Light without her friends, nursing a fresh betrayal, and with her vengeance not yet sated.
In the Now:
Prior to be freed from Galeem's influence, Primrose was one of many people living at Smash City Alcamoth. Once the Seekers of Light defeated the Enderdragon at The End, her newfound clarity saw her join with their cause. She set out with part of the group (dubbed the 'yellow' team) headed for the Sandswept Sky, crossing the desert with the intent to destroy another of Galeem's Guardians. There Primrose helped the Phantom Thieves reunite with some of their lost friends, contended with a conspiracy in the city of Al Mamoon, and eventually ended up at the base of Split Mountain where she found one of her own lost friends. Together they and the Seekers ascended the mountain, discovered the area's Guardian Red Eye, and slayed it with the help of a massive gun train and a man named Robin's sacrifice.
After that, she accompanied Midna and a few others to a monastery in the mountains where they battled to free some familiar faces. When they were finished, she along with the rest of the yellow team went to Twilight Town in the Land of Adventure in order to meet up with the other half of the Seekers. From there, she was part of the 'purple' team that headed for The Under and fought through caverns, disease, and monstrous insects in order to take down another Guardian, The Radiance. During her stay in The Under, she learned some unsettling things about the world, but aimed to put it all behind her with the help of some relaxation in the form of another trip to the Sandswept Sky.
After meeting with the other half of the Seekers and learning of the Avenger, Primrose traveled to the city of Meridi-at-Han in the Forbidden Kingdom along with a few others to lay low and gather intel. She spent about a week there before returning to the Avenger.
After that, she accompanied Midna and a few others to a monastery in the mountains where they battled to free some familiar faces. When they were finished, she along with the rest of the yellow team went to Twilight Town in the Land of Adventure in order to meet up with the other half of the Seekers. From there, she was part of the 'purple' team that headed for The Under and fought through caverns, disease, and monstrous insects in order to take down another Guardian, The Radiance. During her stay in The Under, she learned some unsettling things about the world, but aimed to put it all behind her with the help of some relaxation in the form of another trip to the Sandswept Sky.
After meeting with the other half of the Seekers and learning of the Avenger, Primrose traveled to the city of Meridi-at-Han in the Forbidden Kingdom along with a few others to lay low and gather intel. She spent about a week there before returning to the Avenger.
Job: Dark Dancer
Specialty: Uses magic both offensively and to raise the stats of her allies, and her allure to charm people into doing what she wants.
Level: 11
Experience: 162/110 [x]
Abilities:
- Art of Dance - Primrose's main ability as a Dancer. The rhythmic swaying of her body can grant buffs to the states of allies or herself, such as their attack, magic power, speed, and defense.
- Dark Magic - Her innate magical talent. Primrose can cast wide range waves of dark-element magic to damage multiple enemies at once with her Night Ode spell, or concentrate her magic into the more powerful single target spell Moonlight Waltz.
- Battle Point Boost - During battle, Primrose accumulates Battle Points (BP) up to a maximum of 5. BP can be expended to strengthen or "boost" her abilities: either to deal more damage, attack more times in a row, or use more powerful versions of her skills depending on the amount of BP expended (up to a max of 3 in one "boost").
- Sealticge's Seduction - A particularly enticing display. When used on herself or a single ally, active skills used by them that usually target one foe or ally will affect all foes or allies instead. This can apply to damage spells, debuffs, buffs, or healing. It does not apply to talents, passive skills or items.
- The Show Must Go On - Dancer support skills in the form of Second Wind, giving her passive mana/SP regeneration over time, and Encore, once per battle, upon being incapacitated, recover with 25% of maximum HP.
- Vengeful Spirit - A gift from the Snail Shaman, a spell that conjures a spirit that will fly forward and burn foes in its path. It passes through invulnerable parts of an enemy, such as a shield or shell, but will not damage a fully protected enemy.
- Zoey's Pyromancy Flame - A Faith based magic that allows the host to bring forth a portion of primordial flame in the palm of her hand that can be used as a casting catalysts for pyromancies, although the flame by itself is too weak to do anything but provide a little heat and cannot spread.
- Rosaria's Ravaging Confession - An attack that allows the user to teleport behind a nearby opponent in order to deliver an energy-generating double slash in her element.
- Rosaria's Rites of Termination - First Primrose swings her weapon to slash surrounding opponents; then she summons a large elemental construct in the shape of a lance that strikes toward the ground. Both actions deal elemental damage in an area. While active, the lance is embedded at it's impact point and releases waves of energy that deal elemental damage to surrounding opponents.
- Cleobulus' Luna Λ - Grants her access to potent Dark Magic. The moonlight that she can cast in outward blasts or explosive, tracking moons is not that strong, but it completely ignores magic defense / resistance.
Skills:
- Bewitching Beauty - Primrose can usually get what she wants out of people by utilizing her charm, grace, and stunning good looks. This is commonly called "using your feminine wiles." With her "Allure" she can even get people to follow her and help in battle, though her beauty is less effective on the strong willed.
- Enduring Tenacity - She will stop at nothing to find the men who killed her father and avenge him. In order to reach that goal, Primrose has become an amazing actor, able to put on a front and endure any hardship until her revenge is complete.
- Strength in Numbers - Although she may not always show it, traveling in a group and making bonds gives Primrose more strength and confidence than she ever had while she was fighting her battles alone. She'll go the extra mile while in a group, and she more easily picks up the strength of others.
- Dark Magic Mastery - The power and potency of Primrose's innate dark elemental spells has increased. She also has gained access to the spells Dirge of Dusk (deals dark element damage to a foe up to 3 times and lowers their resistance to dark element) and Spell Song (deals dark element damage to all foes in a wide area and lowers their physical and magical defenses).
- Primrose's Rondo of Dawn - The dancer's battle sense has been honed. Once per battle, Primrose will gain one extra Battle Point (BP) when she hits an enemy with a dark element spell.
- Rosaria's Shadow Samaritan - Primrose has gained the knowledge of how to properly master a spear. She is now an adept wielder of polearm type weaponry. When using a polearm her critical hit rate is increased after using Ravaging Confession, and nearby party members' critical hit rate is increased after using Rites of Termination.
- Amazon's Berserker - When attacking with a physical weapon, there is a chance for Primrose's strength and speed to temporarily increase with every hit landed. These increases are stackable so long as she keeps landing hits.
- Cleobulus' Unsealable Magic - Primrose's magic power has grown to further heights. She is protected from being magically silenced or having her magic otherwise sealed, allowing her to cast magic at any time so long as she has the mana/SP to do so.
- Tethys's Memorize - Allows Primrose to memorize small details, as well as movements and patterns with very little exposure or repetition.
- Tethys's Beloved Dance - Empowers Primrose's dancing and allows her to reinvigorate allies whom she dances for. Allies she performs for are granted another chance at action, restoring part of their stamina in addition to the regular effects her dancing bestows.
- Therion's Fleetfoot - Due to their bond's Skill Share, Primrose's base speed has increased, letting her take the initiative in battle and more easily evade attacks.
- Nadia's Tag Team - Due to their bond's Skill Share, Primrose is able to work much more effectively as part of a group. She can better help her friends out and follow up their attacks, potentially even continuing their combos.
- Sectonia's Powerful Mage - Due to their bond's Skill Share, Primrose can detect and identify magic in use, discerning its effects. She also exhibits a great deal of control over her own mastered spells, including potency, direction, and precision.
Weaknesses:
- Single-Minded - Primrose is so focused on her vengeance that it can sometimes blind her. She is prone to falling for traps or missing critical information when she's chasing down the object of her loathing. The sight of a crow tattoo will make her drop everything else in pursuit.
- Suited for Support - Although she is more than capable of wielding a dagger with deadly skill, Primrose is ill-suited to fighting on the front line. Her frame is thin but curvy for the most alluring dances, and her physical strength is lacking. (Nullified due to Spirit Fusion)
- Zoey's Bane - Primrose takes more damage from fire and physical thrusting/piercing attacks.
- Rosaria's Without Devotion - A non-believer. Primrose's effective Faith had decreased, weakening her Faith-based abilities.
- Amazon's All-Out Offense - Primrose has gained an aversion to 'passive' and 'cowardly' gear and tactics, like shields, armor, poisons, consumables, and keep-away.
- Cleobulus' Tomebreaker - When doing battle against fist fighters or similar, Primrose's evasion is weakened, effectively raising the accuracy and evasion of those foes against her dramatically.
- Tethys's Weapon Trilemma: Sword - Decreases Primrose's accuracy against (and increases the damage taken from) enemies wielding pole arms; including spears, lances, halberds, javelins, scythes, and so forth by 15%.
Smelter Passives:
- White Robe Scarf: It allows the wearer to glide through the air. The symbols woven into it disappear while the "fly power" is in use, and gradually reappear once on the ground.
- Baldur Shell: When in the process of casting or charging a spell, the wearer is protected by a ghostly carapace that prevents damage and knockback from most attacks, although strong enough ones can overpower it. This protection can only happen four times before the badge breaks, although it will repair itself if the wearer takes a rest.
- Uncommon Stone Gauntlet: Causes an eruption of fast-moving earth along the ground, damaging all opponents it passes through. Dmg falls off between 25m-40m. Travels down slopes easier. Must be grounded to cast. Can also be used to magic into existence and throw a boulder, once every 13 seconds.
- Thorns of Agony: It senses the pain of its bearer and lashes out at the world around them. When taking damage, sprout thorny vines that damage nearby foes.
- Royal Masque & Pocketwatch: Increases energy recharge and critical rate plus damage separately but increases the power of super attacks if together.
- Night Maiden Twin Crown: Slight defense boost against magic, particularly sorcery and incantation. Boosts resistance to poison as well.
- Elven Bandana: Slight defense boost.
Spirits:
- Hippowdon - Striker (Dugout)The Heavyweight Pokemon, ground-type. Its ability, Sand Stream, spins up a sandstorm whenever it's summoned that lasts a while. The sand buffets anyone without an earth or earth-adjacent affinity, dealing slight but continuous damage. Its slow but has high defense for a Striker, making it difficult to interrupt. Its moves are Yawn, Dig, Crunch, and Earthquake.
- Makami - StrikerA divine wolf god in Japanese folklore, also written as "Oguchi-no-Magami." It is often drawn on prayer boards to prevent fires and thefts, but it is also feared as a human-eater. Has a particular set of skills.
- Animus of Will - Striker (Dugout)A thorned plant monster with a shape that roughly mimicks a human's and a short cooldown. When summoned, she will always attack three times, either with advancing stabs, sweeping slashes, or root lashes. This quirk allows her to lock individual opponents down either in hitstun or blockstun, allowing the summoner to apply pressure or continue a combo, but it also means she's open to counterattack for longer, especially if she misses.
- Noble Succubus Bianca - StrikerA refined blademaster with a 30s cooldown who wields a huge two-handed thrusting sword to deal precise but heavy damage. Her moves include a strong delayed impaling thrust, rapid stabs, a parry that can deflect a physical attack, or a sword wave that inflicts ice damage. She also has a special passive: if she's struck she immediately disappears, but boosts her host's attack by 30% for 3 seconds while simultaneously nerfing her attacker's attack by 30%.
- Desert Pyromancer Zoey - FusionThis spirit confers the ability "Pyromancy Flame," as well as the weakness "Zoey's Bane." It did not affect her personality. This spirit toned Primrose's abdominal muscles a little more, and made her skin a little paler. Outfit changes have been discarded.
Pyromancies Learned:- Fire Orb: The signature flame-manipulating spell common to pyromancers. Hurls a giant fire orb. The blazing fire orb explodes on impact, dealing fire damage to the surrounding area.
- Flame Fan: Pyromancy of Zoey, descendant of the desert pyromancers. Upon cast, the player manifests a fiery fan and swipes it at enemies at melee range. Use repeatedly to brush the fan left and right.
- Black Serpent: Pyromancy discovered from the Abyss by High Lord Wolnir that inspired the black arts of the grave wardens. Releases undulating black flames that trace the ground.
- Black Flame: Pyromancy discovered by grave wardens after High Lord Wolnir fell to the Abyss. Creates a black flame explosion from the palm of the caster's hand. Leaves lingering flames after the initial combustion.
- Black Fire Orb: Pyromancy discovered by grave wardens after High Lord Wolnir fell to the Abyss. Hurls a black fireball. Inflicts dark damage, striking targets with weighty force. Explodes on impact, dealing damage to the surrounding area.
- Warmth: Peculiar pyromancy of the Mound-makers. Creates a gentle flame that restores HP on touch.
- Profuse Sweat: Advanced pyromancy that internalizes flame, associated with Carmina. Profuse sweating temporarily boosts resistance to bleeding, poison, frost and curses.
- Rosaria - FusionThis spirit confers the abilities "Ravaging Confession" and "Rites of Termination," the skill "Shadow Samaritan," as well as the weakness "Without Devotion." It affects her personality by making her more intimidating and deadly. This spirit made Primrose's skin even paler and gave her hair a dark wine red tint. Besides the metal hairband and talon rings, outfit changes have been discarded.
- Amazon - FusionThis spirit confers the skill "Berserker," as well as the weakness "All-Out Offense." It affects her personality by making her more boisterous and egotistical. This spirit increased Primrose's height by large amount, increased her muscle mass in several places, and gave her larger hips and bosom. It also tanned her skin, increased her hair length and volume, and gave part of it a blonde color. Outfit changes have been discarded.
- Cornelia Arnim (Cleobulus) - FusionThis spirit confers the ability "Luna Λ," the skill "Unsealable Magic," as well as the weakness "Tomebreaker." It affects her personality by making her more vain and self-important. This spirit reduced Primrose's height as well as some of her muscle mass, and gave her hair a more uniform fade in color thanks to the addition of strawberry blonde. Outfit changes have been discarded for the most part.
- Primrose Azelhart - Recursive InheritanceThis spirit confers the skill "Rondo of Dawn." As a Recursive Fusion, this spirit confers no weakness. It affects her personality by increasing her base traits. This spirit reduced Primrose's height as well as some of her muscle mass and hair volume, while reintroducing brown into her hair at the roots. A semi-return to form. Outfit changes have been discarded for the most part.
- Tethys - InheritanceThis spirit confers the skill "Memorize," as well as the Weakness "Weapon Trilemma: Sword." It affects her personality by making her more personable and observant. Appearance changes include lengthening the red portion of her hair and given her a ruby on her forehead. Outfit changes have been discarded for the most part.
Rapport:
- Therion - Rank A (20 REXP)
Tag Team:
Skill Share: Fleetfoot
Crossover: Due to the Orsterrans' familiarity with each other's job, when Primrose takes Therion's Liberated Thief job her entire wardrobe becomes that of a Thief. Her ability to buff allies becomes the ability to debuff opponents. She retains her dagger. - Nadia Fortune - Rank B (11 REXP)
Tag Team:
Skill Share: Tag Team - Midna - Rank C (7 REXP)
Tag Team: - Queen Sectonia - Rank B (15 REXP)
Tag Team:
Skill Share: Powerful Mage - Zenkichi Hasegawa - Rank C (8 REXP)
Tag Team:
Currency: 1700 geo, 25 gold, 600 leaves (currency of Orsterra)
Inventory:
Key Items:
- The dagger of House Azelhart
- Yusufa's handkerchief
- An ornate hand fan
- Nyakuza Metro Pass: Yellow Line
- Linkshell
A magic shell that enables communication over long distances. Creates Linkpearls of a rosy color. - Devout Beads
Holy rosary, can be used as a whip but capable of rapid attacks when equipped as a sub-weapon. - Ice Lance
Made from never melting ice. On hit it will ignite the struck foe with freezing flames that block passive HP regen (but not active regen like potions/spells) and deal another spear hit worth of damage over 0.5 seconds.
- Sleepy Sheep, a single use item.
- Swimsuit
- Set of winter clothes
Name: Therion
Game Origin: Octopath Traveler
Appearance: Original.
Due to spirit fusion, Therion has grown one inch taller and is now 5'7'' (170cm). His skin has a healthier color but is also more pale. The skin over his hands and forearms has a distinct wraith-like blue tint. His hair is fluffier and reaches a few inches past his shoulders. It is mostly white, only fading into blue and then into black at the tips. He also sports feline ears and tail which match his hair. The bangs on the left side are still long enough to obscure that part of his face, while the right side has a small greenish line of beads tied into it to prevent it from falling into his face. He has a mismatched set of eyes: the right one clear and gray colored, the scarred left one green with a chalky film over it. He is still on the thinner side but has gained more muscle mass. Due to the wraith, some of the bones in his torso still show through his skin.
His outfit has undergone so many changes that he has discarded most of it, now wearing a uniform set of clothes. He still wears his purple scarf, though it now is checkered with black squares. The Fool's Bangle, the manacle around his right wrist, still remains.
His outfit has undergone so many changes that he has discarded most of it, now wearing a uniform set of clothes. He still wears his purple scarf, though it now is checkered with black squares. The Fool's Bangle, the manacle around his right wrist, still remains.
Personality: Therion is cynical. During the time spent with his seven fellow travelers (who he has to remind himself have long since become friends) he has worked through most of his deeper trust issues, but the fact remains that for most of his life he's seen humanity's underbelly, so it stood to reason that you can't take someone at face value, especially someone you've just met. It's one of the reasons he prefers working on his own. Or... was one of them anyway. He still says he works better solo when actually on a heist. He is a thief, one of the best, and his confidence is due to his sheer skill at his occupation. Sure, the few times he's gotten caught were pretty devastating, but he was still a pro among pros. He exercises his skill liberally, and has certain rituals he follows to ensure success rather than actually plan things out in advance.
His personality can be abrasive, his confidence coming off as arrogance especially when mixed with his dry sense of humor. He is sarcastic and rough around the edges, with a sharp eye and sharper tongue. He isn't friendly in the slightest, though despite his harsh past he still holds a sense of camaraderie with those he travels with. He shows he cares in his own way, not directly but with subtle gestures or weak jokes. He holds a sense of pride that prevents him from admitting things easily, and he tends to deflect rather than let his true feelings be known. Unless those feelings are negative, in which case he won't have a problem saying it aloud. That said, being a thief and not a warrior, Therion would much rather avoid trouble than make a fuss.
*Due to spirit fusion, in terms of personality, he's gotten friendlier and cheekier. He is also more straightforward, as well as more caring and noble - though he is more merciless especially against undead. His dislike of heights, mountains, and cliffs has also lessened.
Background:
Orphaned at a young age, Therion grew up on city streets and alley ways. He was a street urchin, with a talent for pick-pocketing that got him into trouble one too many times. Sitting in a prison at age twelve, Therion met an older boy named Darius who convinced him to team up and break out. They were successful, and the two of them formed a dynamic criminal duo once they'd escaped. For four years Darius and Therion made a reputation for themselves as master thieves, performing all kinds of elaborate heists. At some point Darius was approached by a gang called Cianno, with a proposition. Get rid of Therion, and you can join our group.
Darius called his partner out to meet in the heights of the Clifflands, the most recent stop on their cross-country thieving journey. He told Therion about the offer he'd been given, and like a fool Therion thought there was no way Darius would go through with it. They'd known each other for years, and why would be come clean about it if he was planning on disposing of him? However, Darius lashed out with his blade, catching Therion off guard. He'd slashed at Therion's face, cutting him but missing a fatal blow. Off balance but already drawing a weapon to retaliate, Therion moved to defend himself when Darius moved in, shoving him hard from the cliff.
It was a long, long fall.
But he'd survived. It was a miracle, though many times while enduring the pain Therion kind of wished he hadn't. He'd been found by some good samaritans who dragged him back into town. That was six years ago. Ever since Therion had kept a low profile.
Well... sort of low. He had become something of a 'phantom thief,' because while no one knew his name or face, tales of his escapades still swirled around rumor mills. He had to keep himself fed after all. He had mostly stuck to the Clifflands, venturing out only when tales of a mark were particularly interesting to him. And there was one such tale that tickled his fancy, right in Bolderfall. A manor with a huge treasure inside, in the upper part of town. Therion made quick work of getting passed guards, dogs, and locks. Inside the manor he found an exquisite gemstone, but before he could snatch it he was discovered by the manor's butler Heathcote. They dueled, and though Therion emerged victorious Heathcote had managed to shackle Therion with an iron cuff around the wrist. It was a Fool's Bangle, the mark of captured thief. They weren't designed to be removed.
This one, however, apparently had a special key to take it off. Heathcote revealed that the rumors were planted, the whole thing a set up designed to attract a thief that the lady of the house could use for a mission. Cordelia Ravus, whose family's prized Dragonstones had been stolen away, was looking for someone good enough to steal them back. The reward was the removal of the Fool's Bangle. Upset and shamed, Therion reluctantly agreed.
It was on the road out of town that Therion met a strange duo around his age. One was a tall, scruffy young man with a lazy smile on his face, who radiated a friendliness and warmth that was almost nauseating. In contrast the beautiful woman with him was stand-offish, and the smile she wore was obviously fake. It was the kind of awkward meeting of a group of strangers who just happened to be heading in the same direction at the same time, and the cliffs were not at all wide enough to keep away from each other. The young man introduced himself as Alfyn, not hesitating to strike up a one-sided conversation with Therion. Despite the slightly uncomfortable journey filled with small talk, shifty glances, and fending off Birdians, after they'd all exited the Clifflands Therion was shocked to hear Alfyn invite him to journey with the duo. At the time, Therion recalled rejecting his offer. But then the three of them just kept traveling in the same direction. He knew they had seen the bangle on his wrist at some point, and yet they said nothing. Even the woman, who Therion had come to learn was named Primrose, began warming up to him after a week or two. If asked Therion would say 'No, I'm not with them', but despite himself he began warming up to them, too.
The rest was history as they say. The now trio met Olberic, H'aanit, Cyrus, Ophilia and Tressa after that, and explored the continent together. It would have been a lie to say that after a few months Therion didn't enjoy their company. Even Tressa whom he regularly quarreled with had a special little place in his heart with the others, as much as he was loathe to admit. The group even proved useful while hunting for the Dragonstones. It turned out having a support network made life easier, who knew?
After obtaining one Dragonstone and failing to secure the others, Therion's return to the Ravus Manor was bitter and frustrating. They had tracked the stones down to a black market, but a run in with his old partner left old wounds aching. Darius, the man who had betrayed and left Therion to die all those years ago, was in possession of the remaining Dragonstones. He would have to face Darius, but he needed time to recover and track him down again. In the mean time the group of eight travelers pursued another target: the Obsidians. Arriving in Noblecourt, their dancer stated that she would face the crows alone. She always said that, the hypocrite. Of course they didn't let her. The eight split into two groups of four, one to accompany Primrose and the other to secure supplies for their journey further North. There was no dramatic scene accompanying Therion's passage in the World of Light. He was leaning against the outside of a shop while his fellows bartered inside. Tressa had forbidden him from "making trouble" while Primrose was dealing with her past here, and begrudgingly he obliged. Idly he rolled a coin between his fingers - and then noted a blinding white sweeping towards him. There was no time to even draw a dagger before he was engulfed.
Darius called his partner out to meet in the heights of the Clifflands, the most recent stop on their cross-country thieving journey. He told Therion about the offer he'd been given, and like a fool Therion thought there was no way Darius would go through with it. They'd known each other for years, and why would be come clean about it if he was planning on disposing of him? However, Darius lashed out with his blade, catching Therion off guard. He'd slashed at Therion's face, cutting him but missing a fatal blow. Off balance but already drawing a weapon to retaliate, Therion moved to defend himself when Darius moved in, shoving him hard from the cliff.
It was a long, long fall.
But he'd survived. It was a miracle, though many times while enduring the pain Therion kind of wished he hadn't. He'd been found by some good samaritans who dragged him back into town. That was six years ago. Ever since Therion had kept a low profile.
Well... sort of low. He had become something of a 'phantom thief,' because while no one knew his name or face, tales of his escapades still swirled around rumor mills. He had to keep himself fed after all. He had mostly stuck to the Clifflands, venturing out only when tales of a mark were particularly interesting to him. And there was one such tale that tickled his fancy, right in Bolderfall. A manor with a huge treasure inside, in the upper part of town. Therion made quick work of getting passed guards, dogs, and locks. Inside the manor he found an exquisite gemstone, but before he could snatch it he was discovered by the manor's butler Heathcote. They dueled, and though Therion emerged victorious Heathcote had managed to shackle Therion with an iron cuff around the wrist. It was a Fool's Bangle, the mark of captured thief. They weren't designed to be removed.
This one, however, apparently had a special key to take it off. Heathcote revealed that the rumors were planted, the whole thing a set up designed to attract a thief that the lady of the house could use for a mission. Cordelia Ravus, whose family's prized Dragonstones had been stolen away, was looking for someone good enough to steal them back. The reward was the removal of the Fool's Bangle. Upset and shamed, Therion reluctantly agreed.
It was on the road out of town that Therion met a strange duo around his age. One was a tall, scruffy young man with a lazy smile on his face, who radiated a friendliness and warmth that was almost nauseating. In contrast the beautiful woman with him was stand-offish, and the smile she wore was obviously fake. It was the kind of awkward meeting of a group of strangers who just happened to be heading in the same direction at the same time, and the cliffs were not at all wide enough to keep away from each other. The young man introduced himself as Alfyn, not hesitating to strike up a one-sided conversation with Therion. Despite the slightly uncomfortable journey filled with small talk, shifty glances, and fending off Birdians, after they'd all exited the Clifflands Therion was shocked to hear Alfyn invite him to journey with the duo. At the time, Therion recalled rejecting his offer. But then the three of them just kept traveling in the same direction. He knew they had seen the bangle on his wrist at some point, and yet they said nothing. Even the woman, who Therion had come to learn was named Primrose, began warming up to him after a week or two. If asked Therion would say 'No, I'm not with them', but despite himself he began warming up to them, too.
The rest was history as they say. The now trio met Olberic, H'aanit, Cyrus, Ophilia and Tressa after that, and explored the continent together. It would have been a lie to say that after a few months Therion didn't enjoy their company. Even Tressa whom he regularly quarreled with had a special little place in his heart with the others, as much as he was loathe to admit. The group even proved useful while hunting for the Dragonstones. It turned out having a support network made life easier, who knew?
After obtaining one Dragonstone and failing to secure the others, Therion's return to the Ravus Manor was bitter and frustrating. They had tracked the stones down to a black market, but a run in with his old partner left old wounds aching. Darius, the man who had betrayed and left Therion to die all those years ago, was in possession of the remaining Dragonstones. He would have to face Darius, but he needed time to recover and track him down again. In the mean time the group of eight travelers pursued another target: the Obsidians. Arriving in Noblecourt, their dancer stated that she would face the crows alone. She always said that, the hypocrite. Of course they didn't let her. The eight split into two groups of four, one to accompany Primrose and the other to secure supplies for their journey further North. There was no dramatic scene accompanying Therion's passage in the World of Light. He was leaning against the outside of a shop while his fellows bartered inside. Tressa had forbidden him from "making trouble" while Primrose was dealing with her past here, and begrudgingly he obliged. Idly he rolled a coin between his fingers - and then noted a blinding white sweeping towards him. There was no time to even draw a dagger before he was engulfed.
In the Now:
Before being freed from Galeem, Therion wandered around the Sandswept Sky's northern mountainous regions. He lived simply and made liberal use of his skills as a thief, eventually finding his way to Al Mamoon and then back up north to Tostarena Town. He was laying low there for a week or so when the Seekers of Light rolled into town, a friend from his own world among them. After she asked him to come along, Therion begrudgingly joined the team of heroes and ascended Split Mountain, where he was destoried by Big Band just before the confrontation with the Sandswept Sky's Guardian, Red Eye. Then with the aid of the railway gun, he participated in destroying the massive monster. Following that he continued adventuring with the Seekers, his path taking him to the Nyakuza Metro in order to find a suitable meeting point to regroup with the other Seekers spread out over the world. They met in Twilight Town and then Therion went into the Under as part of the 'purple' team. Though he faced all kinds of horrors in the form of monsters, gore, and many near death experiences, he ultimately steeled himself to continue as part of the Seeker's campaign to free the world. After he assisted in destroying the Under Guardian, The Radiance, he was eager to leave the region behind and accompanied the group back to the Sandswept Sky where they ultimately met the Seekers' other away team once again.
From there the group split up in order to avoid drawing the attention of any Consuls, Therion opting to go to an island in the Deep Blue Seaside called Mafia Town. He lived there for about a week avoiding trouble and gathering information, up until the last day when (after he'd decided to rob the local mafia) a surprise attack of wrestling maniacs struck the island. Once it was cleaned up, he returned to the Avenger to rendezvous with the other Seekers.
From there the group split up in order to avoid drawing the attention of any Consuls, Therion opting to go to an island in the Deep Blue Seaside called Mafia Town. He lived there for about a week avoiding trouble and gathering information, up until the last day when (after he'd decided to rob the local mafia) a surprise attack of wrestling maniacs struck the island. Once it was cleaned up, he returned to the Avenger to rendezvous with the other Seekers.
Job: Liberated Thief
Specialty: He excels at speed, stealth, and sleight of hand. In combat, his specialty is evasion and debuffing.
Level: 10
Experience: 81/100 [x]
Abilities:
- Thieves' Specialty - The ability to debuff opponents. In this case, the skills Shackle Foe to lower an enemy's physical attack strength, and Armor Corrosive to lower physical defense. Perhaps most importantly, Therion can steal from enemies mid-battle.
- Battle Point Boost - During battle, Therion accumulates Battle Points (BP) up to a maximum of 5. BP can be expended to strengthen or "boost" his abilities: either to deal more damage, attack more times in a row, or use more powerful versions of his skills depending on the amount of BP expended (up to a max of 3 in one "boost").
- Energy Thief - A vampiric-like melee attack that enables Therion to steal HP or SP/mana from his target and transfer it to himself. Can steal up to 50% of damage dealt in HP, or up to 5% of damage dealt in SP/mana.
- Share Energy - A power that enables Therion to bestow up to 50% of his own SP/mana to an ally by touch.
- Wildfire - Therion's only natural magic. A flame spell that deals heavy fire damage to a single for when used as an attack.
- Aeber's Reckoning - A divine skill of the Thief class that conjures an assault of daggers. A very quick, very powerful attack that hits all foes in a large area, dealing bonus damage based on the user's speed. Costs three BP to use.
- Ranulf's Laguz Shapeshift - With conscious thought, Therion is able to temporarily assume a strong, agile beast form.
- Ranulf's Roar - The class skill of Beast Laguz. Usable only in beast form and once per battle, when Roar is used the enemy will be inflicted with paralysis for 6-10 seconds.
- Raziel's Wraith Blade - Allows the summoning of a spectral sword. It can be used to fire bolts of spectral energy, and if it's used to destroy a spirit the wielder will be healed and empowered. If exposed to pure sources of elemental energy, the Wraith Blade can be empowered with them.
- Sogetsu's Fugetsu - He can create an orb of water that acts as a projectile. It quickly slows down as it gets farther from its origin point, but by focusing he can control its movement from afar. On hit it bursts to deal concussive water damage. It lasts for just two seconds, and if he's hit while the orb is out, it dissipates immediately.
- Sogetsu's Tsukigakure - A form of ninjutsu, it allows Therion to effectively teleport using water as a medium. He can seemingly disappear into a surface of water as small as a puddle and reappear on a nearby spot of water within range. The range is no more than a few dozen feet. Also much less effective if he is already submerged.
- Cliffheart's Chain Hook - Grants access to an empowered grapple that deals damage and ignores enemy size/weight to drag the target toward the user, as if the target were on ice. This can be used every six seconds, but only when an applicable grappling hook is equipped.
- Fawkes' Silver Bolt - Allows Therion to empower a projectile in order to increase its damage by 20%, as well as a further 40% if the target it hits is debuffed.
- Fawkes' Abate - Another addition to Therion's de-buffing repertoire. With Abate he can reduce an enemy's speed and energy generation (such as resources needed to use super moves, etc).
- Fawkes' Purification - A wide range wave that radiates out from Therion, dealing damage to enemies it washes over and eliminating a majority of buffs they may have in proportion to how many enemies the wave hits. The more enemies within the wave, the less buffs are cleared from each one, down to a minimum of one per target. This ability has a long cooldown and can't be used in quick succession.
Skills:
- Master Thief - He can slip in and out of a place without being noticed, pick all but the most complex of locks, lift items directly from people who remain unaware until hours later, and has enough of a discerning eye to tell when something is valuable.
- Fleetfoot - Therion is very speedy, letting him take the initiative in battle and more easily evade attacks. Of course it also helps him outrun trouble in the first place.
- Precision - Or in plainer terms, Therion has high accuracy and is able to land critical hits more easily. It also help when throwing, catching, or really doing any kind of intricate, dexterous work. He is also ambidextrous.
- Stem Cells - Upon contact they provided a big chunk of increased max health, as well as a small increase to the speed of all Therion's projectiles. The benefit remains even after the growth was excised.
- Metro Cat Senses - Therion now has feline senses, including heightened senses of hearing and smell.
- Primrose's Enduring Tenacity - Due to their bond's Skill Share, Therion is now better able to fool people by acting or putting on a front, and better endures hardships.
- Nadia's Tag Team - Due to their bond's Skill Share, Therion is able to work much more effectively as part of a group. He can better help his friends out and follow up their attacks, potentially even continuing their combos.
Weaknesses:
- Short-Sighted - He doesn't think that far into the future. He has a tendency to go in to situations with no back up plan, with only the devil's luck to carry him through. If things don't work out he shifts into winging it. Naturally this can lead to some sticky situations.
- Prideful - The ego that kept Therion literally shackled with the message "caught red-handed." Therion's stubbornness means he relies on no one but himself, and he'll carry on with disadvantages just to prove a point.
- Poor Magic Control - Therion's low mana/SP pool coupled with his lack of proper training means that his control over magic is sorely lacking. That's not to say he has no talent as a caster, but the only spell he really knows is called Wildfire for a reason. His spells have a tendency to spread wider or flare up stronger than intended.
- Ranulf's Beast Bane - He takes double damage from all weapons and abilities that are effective against "beasts."
- Metro Cat's Water Aversion - He simply dislikes getting wet.
- Raziel's Hydrothemia - Therion is hurt by sufficient quantities of water. Water-based attacks will do extra damage, and immersion in water will burn him like an acid.
- Sogetsu's Taint of Suija - He now gets an ego spike when he's at a significant advantage or his opponent messes up, making him more likely to waste time boasting or belittling his opposition.
- Cliffheart's Exposed Hunter - Decreases his attack and defense by 12% when an assailant targeting him is in close proximity.
- Fawkes' Auto Battler - He is more likely to zone out and fight without thinking in battles that don't interest him.
Smelter Passives:
- Chill Out Badge: It alerts the wearer in order to prevent them from being hit by an enemy's first strike.
- Hiveblood: Heals the bearer's wounds over time, allowing them to regain health.
- Zombie Bullet Artifact: 25% chance to refund the ammo used to launch a projectile if the projectile misses. The projectile "misses" if it doesn’t hit an enemy, even if the target was not an enemy. Only works for finite ammo.
- Ceremonial Robes: Increases the wearer's attack power (retaliatory damage used up).
- Basilisk Boots: Provides a damage boost to physical ranged attacks (darts, arrows, bolts, javelins, spears, throwing knives, etc)
Spirits:
- Junicorn - StrikerAn enigmatic monstrosity housed within armor. Though its arms and legs seem like a man's, slick with blood, one must doubt if the creature inside was ever human to begin with. It's highly durable and can tank a good impact, as well as just throw (or pull its limbs in and roll) itself to deliver blunt force, but its trump card is the lance on its head. It can be fired like a bolt from a ballista, only to be swiftly regrown. Its short-to-medium cooldown means that its simple strengths can be leveraged with convenient frequency.
- Nayan - StrikerA small, slow, and strong striker with a variable cooldown and a support focus. She has three moves, the first of which is a simple slow hammer swing that inflicts a lot of poise damage, liable to knock back or knock down struck targets. The second is Rolling with Spirits, a jump followed by hammer flurry that restores the host a little HP with every landed blow. The third (and ultimate) is Calling Spirits, which creates a spirit water well with a 30 foot radius that continuously slows enemies and heals allies in range, turning the tide for her team. These three moves have a 10s, 45s, and 90s cooldown respectively.
- Ranulf - FusionThis spirit confers the abilities "Laguz Shapeshift" and "Roar," as well as the weakness "Beast Bane." It affects his personality by making him friendlier and cheekier. Appearance wise it gives his skin a healthier color, cat ears and tail, blue parts of his hair and heterochromia. Outfit changes discarded.
- Metro Cat - Fading FusionThis spirit confers the skill "Cat Sense," as well as the weakness "Water Aversion." It doesn't affect his personality. Appearance wise it made him shorter and added black to his hair and fur.
- Raziel - FusionThis spirit confers the ability "Wraith Blade," as well as the weakness "Hydrothemia." It affects his personality by making him more noble and moral. Appearance wise it shortened his hair, added a milky film over his eyes, tinted his skin blue and made him taller and more gaunt so that his bones showed through skin.
- Sogetsu - FusionThis spirit confers the ability "Fugetsu," as well as the weakness "Taint of Suija." It affects his personality by making him more caring but also more reserved. Appearance wise it has increased his hair length including giving him long bangs over his left side, increased his muscle mass and lightened his skin. Outfit changes discarded.
- Cliffheart - FusionThis spirit confers the ability "Chain Hook," as well as the weakness "Exposed Hunter." It affects his personality by making him more energetic and friendly, while his dislike for cliffs and mountains has lessened thanks to Cliffheart's love of climbing them. Appearance wise it has made his hair and fur fluffier, given him a hair bead, darkened his eye color and made his skin lighter. Outfit changes discarded, except for his scarf which is now black and purple checkered.
- Fawkes - FusionThis spirit confers the ability "Silver Bolt," as well as the weakness "Auto Battler." It affects his personality by making him more straightforward, and he is more merciless especially against undead. Appearance wise it has made him taller, his hair lighter, and increased the blue skin tint in his hands and arms. Outfit changes discarded.
Rapport:
- Primrose Azelhart - Rank A (20 REXP)
Tag Team:
Skill Share: Enduring Tenacity
Crossover: Due to the Orsterrans' familiarity with each other's job, when Therion takes Primrose's Dark Dancer job his entire wardrobe becomes that of a Dancer. His ability to debuff opponents becomes the ability to buff allies. He retains his dagger. - Nadia Fortune - Rank B (11 REXP)
Tag Team:
Skill Share: Tag Team
Currency: 4705 zenny, 6 pons, a handful of pennies, nickels, and gacha currencies (primogems, skystones, orbs)
Inventory:
Key Items:
- Thieves' Tools: lockpicks, rope and grappling hooks, small pry bar, etc.
- Compass and Spyglass
- Linkpearl
- Nyakuza Metro Passes: Purple, Mint, Yellow
- A simple short sword
- Stinging Dagger, a blade laced with poison
- Bronllavyn, deadly high-quality dagger
- A couple of throwing knives
- Crystal Darts, deal magic damage when thrown.
- The Last Laugh
Silver like moonlight. Gold like greed. Strange, distorted laughter seems to whisper from these menacing looking sickles. Their light weight and sharp edges suit fast, short-ranged attacks. Mobs killed by them may drop emeralds as a bonus. - Double Knife Glyph
Applied to the arm or hand as easily as a temporary tattoo, though is by no means as easy to remove. Allows the user to spend a small amount of mana to summon and toss two gravity defying knives. The knives do relatively low damage, but are very accurate and inexpensive to cast, making them good for striking nimble foes, or for those with low mana pools. - Canyne Kamura Blade
A weapon for Therion's beast form. Sharpened to easily cleave hard bone and shells. - Canyne Nargacuga Set
Armor for Therion's beast form. Better resists ice and dragon elements.
- Draught of Strength
- Potion of Healing
- Potion of Regeneration
- Mythril shard
- Star piece
- Constrained Heart, on use regenerates health per second for 5s and grants 2 Stacks of defense-boosting Bulwark while heal is active. 3 uses, resets on rest.
- Cat toy
- Amber x4
- Opal x2
- Sapphire x2
- Eridium x4
- A large umbrella
- Spare winter clothes