Random CS [hider=Anton, Wielder of the Demon Blade] [img]https://s-media-cache-ak0.pinimg.com/originals/f7/2a/a8/f72aa85d98b799acc46bcb637fb880bf.jpg[/img] [i]Ignore the tie, and cover the black clothed shirt beneath the waistcoat in chainmail and you have the accurate image[/i] [b]Name:[/b] Bartholomew Anton (prefers to be called by his surname) [b]Username:[/b] Antoninus Lupus [b]Age:[/b] 34 [b]Race:[/b] Wolf Fang [b]Class and Level[/b] Kannagi [u]Level: 90[/u] [b]Guild:[/b] Most guilds he joined were only for the purposes of raiding. It was temporary joinings. He has not found a permanent guild to align himself to. [b]Bio:[/b] *blank* [b]Personality:[/b] Anton is a man of action and a few choice words. He is at his core a solo player considering the way he built his character to be an extremely powerful unit on its lonesome. His Character is an emboidment of his philosphy that under the greatest hardships, the soul only serves to strengthening the body, making it harder and harder to finally reduce his life to nothing. Even though he built his character to better fit a solo build, it was to help others much more effectively notably meaning he could fill up a party slot while being helpful in as many areas as possible. Hence his odd choice of gear compared to his class. In reality regardless of the stoic nature he appears to exhume he is rather concerned and troubled by the concept of the new world. The landers for instance, whom were once NPCs he was familiar with are now real people that are capable of dying permanently. It suddenly dawned on him that he had to take responsiblity even more so then ever. It was less of a escapist fantasy anymore. It was his reality. He had to keep the strong face. He was Antoninus Lupus and a respected player. He just had to keep his mentality to himself and not show weakness. So others could remain strong. especially the children. He was very familiar with the concept of a scared child left alone... [b]Equipment:[/b] [hider=Equipment] [hider=Muramasa, Blade of the Demon Smith] [i]A sword said to be constructed by a demon, it is said to be wielded by only the most vengence filled warriors or those seeking a path with no return. It is said that the sword must always draw blood before it is returned to its sheath to the point where the owner may need to even injure themselves to sate the blade. It was dropped by a Demon raidboss upon which Bartholomew was lucky to recieve it, though he would have taken numerous items from that raid as many were useful.[/i] Grants 1% Attack boost and a additional 1% for each 1% of health lost. Grants 2% Life Steal and a additional 2% for each 1% of Health Lost [hider=Half-Life] This unique effect is triggered once the wielder goes below 10% of their maximum hp Unique Effect: Health gained by lifesteal does not heal the wielder, instead it produces a shield with the equivalent amount of health that the user would of healed that slowly decays. If the Shield is broken (as in the shield is lost outside of decaying naturally), the wielder regenerates 20% of their max hp (this does not produce the shield). This shield breaking regeneration can only occur once per every 4 hours. [/hider] [/hider] [hider=Gloves of the Kuma] [i]These fur gloves were produced from ferocious bears deep within the mountainous regions of the game. They are a pair of gloves that resonate with the 'Berserker' soul within the individual bringing out the ferocity and resilience of a bear in the event the user becomes injured.[/i] Grants 1% increase to attack and an additional 1% for each 1% of health lost. Grants 3% life steal Grants a small amount of defense (due to being leather armour equivalent) [/hider] [hider=Dragon's Heart Scalemail] [i]Chainmail that is said to have been forged from the heart of the dragon, an artifact class drop that is dropped from a dragon boss located in one of the dungeons of the mountainous region. While not only providing fire resistance due to its dragonic nature, it also provides large defence compared to chainmail of similar, it also features a damage mitagation effect dependant on the wielders missing hp.[/i] Grants an Inital 1% Damage mitation, then gains 1% for every 2% of missing health. Grants an Ample resistance to fire and ontick burn effects. Grants Moderate defense. More so then other chainmail of similar grade but still noticably less then plate armor [/hider] [hider= Boots of Fleeting] While sometimes referred to as an object of cowardice these boots actually offer the greatest tactical advantage. Running away once your health is low while also allowing you to escape from crowd control effects managably. Grants 30% resistance to all crowd control effects Grants an additional 2% movement speed for every 1% of missing health [/hider] [hider=Overcoat of the Wilderness] [i]An Overcoat worn by a large mountainous berserker, killing him yielded his overcoat. It is perfectly fluffy and warm even though it has no pockets to store things in. It grants the wielder protection from environmental effects like freezing and burning effects. It also shows its berserker nature if the wielder begins to lose health.[/i] Grants a resistance to environment effects such as the slowness brought on by freezing or the health loss from burning. Grants 1% attack boost and a additional 1% for every 1% of health lost. [/hider] [/hider] [hider=Skills] [hider= Subclass Berserker Level 90] Passive: Berserker soul Grants 5% damage mitigation below 50% hp this further stacks up to 10% below 30. Grants 5% Attack damage below 50% hp this further stacks up to 20% below 30 For each percent of mana lost gain 0.5% Physical Attack. activated: Lunatic Armor: Doubles both damage dealt and damage taken Madness Engine: A striking blow that only gets stronger as health is lost. As half of missing health as an attack value on the next attack. [/hider] [hider=Racial Traits] [hider=Wolfman heritage] Through intense fighting or taking large amounts of damage, they can awaken their wolf-side, which causes them to gain gold eyes, wolf eyes, and a phantom tail, also gaining major bonuses to footing and strength. Effectively this causes them to gain a large buff to attack and defense parameters once their health threshold goes below 30% Once active: Gain 10% Damage mitigation Gain 10% Life steal Gain 10% Attack power [/hider] [hider=Wolf Olfaction] The user may recognize and act against [Hidden] characters as if that effect did not apply to them. [/hider] [hider=Wild Runner] Increases speed by an additional 5% if they aren't wearing medium or heavy armor [/hider] [hider=Wolfs constitution] Raises base strength compared to the other races. Making them the strongest race at base level. [/hider] [/hider] [hider=Class Skills] [hider=Defense of the Spirits] Target player, including self gains a 10 minute buff that grants 100% additional Defense ontop of their own defense. Has an Hour Cooldown [/hider] [hider=Spiritual Enrage] Target player, including self gains a 10 minute buff that grants 100% additional attack ontop of their own attack. Has an Hour Cooldown [/hider] [hider=Cleanse] Removes all debuffs from selected individual including self Has a cooldown of 90 seconds. [/hider] [hider= Evil Exorcism] A striking attack that deals much more damage against undead or demonic enemys, It effectively deals [Attack Power of Wep x 3] + percentage of loss health of the target. This makes it the perfect skill for executing this types of enemys. It has a short 60 second cooldown. [/hider] [hider= Spiritual Healing] A weak healing spell that heals a target for 10% of their maximum health, has a cooldown of 30 seconds. [/hider] [hider=Barrier] A strong spell that creates a large barrier with its own set amount of health around a individual, because it has its own health and does not add to the targets health it is effect as a way to either overheal... or to keep ones health low for reasons while also giving them the defense they need. Has a 5 minute cooldown, lasts for 90 seconds. Has to be specified to attacks. Ranged/Physical or Magical. [/hider] [hider=Sprit Wall] Produces a Stationary barrier much like the barrier magic. IT has more health but it sadly cannot move. Must also be specificed what type of attack it blocks. Since hte barrier is solid it can also be used for zoning. Lasts for a minute and a half, with a 30 minute cooldown. [/hider] [hider=Shielded by the Spirits] Creates a weak shield, though it has the effect of negating on hit effects until the shield is broken. lasts 20 seconds and has a minute cooldown. The shield is equivalent to 2% of the targets max hp. [/hider] [hider=Notice of Exorcism] This spell clears one debuff from an ally. It has a cooldown time of 20 seconds. [/hider] [hider=Prayer for the soul] Prayer for the Soul is a spell that resurrects an ally who dies in a battle. It has a long casting time, and it uses a lot of MP. As a result, this spell is not practical for use in a battle field. The spell's cooldown time is 300 seconds. [/hider] [hider=Light] This spell produces a source of light in the shape that vaguely resembles a firefly, allowing the caster and allies to see things in the dark. This magic is equivalent to Magic Light of Mage classes. [/hider] [hider=Safeguard the Soul] A magic that applies a buff to target player, It prevents negative status effect for a 5 minute duration. This skill has a 4 hour cooldown. [/hider] [/hider] [hider=Over skill: Crimson War Beast (not currently active or known.)] All buffs applied to Anton become cumulative rather then additive. So say for instance he has 100% attack bonus on two items. Instead of his attack becoming 300 from 100, it becomes 400. This is due to it instead of being increased by 200% it is increase by 100% and then the new value is then increased by the second 100%. [/hider] [/hider] [/hider]