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- Class: Medium Tuner*2
- Element: Earth*2
- CL: 1
- Strength: 6
- Finesse: 6
- Awareness: 8
- Knowledge: 10
- Spirit: 10
- Luck: 6
- First score is base, score in parenthesis is accounting gear and constant skills, brackets are with all applicable skills active.
- PACC: 8(7)
- MACC: 12(15)
- EVA: 9(7)
- SPD: 18(9)
- PATK: 2(4)
- MATK: 2(14)
- PDEF: 0(4)
- MDEF: 2(7)
- BODY: (6) 26
- MIND: (4) 24
- Carrying Capacity: 6/7
- Memory: 6/10
- CF: 2
- Prana: 5
- Current crit/fumble:
- Class Skills:
- MEDIUM(AUTOMATIC, ITEM) lvl 1/1
- Timing: Constant
- Check: None
- Target: Self
- Range: None
- Cost: None
- Restrict: None
- Select one Medium from the item list. You acquire the selected item. However, you may not equip other Enchantments at the same time you equip your Medium. You may change which Medium you have selected during Preplay.
- PHENOMENON(AUTOMATIC, ITEM) lvl 1/1
- Timing: Constant
- Check: None
- Target: Self
- Range: None
- Cost: None
- Restrict:None
- Select one Enchantment that you have Preserved. This Enchantment gains (Category: Medium), and becomes one of your Mediums. However, you may not equip other Enchantments at the same time you equip your Medium. You may change your selection during Preplay.
- IRON EDGE CHARM(WORLD MEMORY II, SECRET) lvl 2/3
- Timing: Before Judge
- Check: Automatic
- Target: Single
- Range: Close
- Cost: 4 HP
- Restrict:None
- Use before the target makes the PATK Judge for a Physical Attack. Apply a Damage Amp effect to the target. Use the data below to determine the amount.
- Damage Amp: [SLx5]
- UNTOUCHABLE(WORLD MEMORY) lvl 2/3
- Timing: Damage Roll
- Check: Automatic
- Target: Self
- Range: None
- Cost: 2 HP
- Restrict: None
- Use when you are calculating HP Damage. You gain a Damage Cancel effect. Apply the listed modifier to the (expected) HP Damage.
- Damage Cancel: [SLx5]
- MIDNIGHT COAT lvl 2/5
- Timing: Setup Process
- Check: Automatic
- Target: Area (P)
- Range: Close
- Cost: 10 MP
- Restrict: Medium Equip
- The target gains a +[SLx2] bonus to PDEF and MDEF Judges until the end of the Scene.
- General Skills:
- ATTRIBUTE UP(Spirit) 1/3
- Timing: Constant
- Check: None
- Target: Self
- Range: None
- Cost: None
- Restrict: None
- When you acquire this skill, select one Attribute. You gain a +SL bonus to the selected Attribute. Record the skill like «Attribute Up: Spirit», and treat each Attribute as its own separate skill.
- ATTRIBUTE UP(Knowledge) 2/3
- Timing: Constant
- Check: None
- Target: Self
- Range: None
- Cost: None
- Restrict: None
- When you acquire this skill, select one Attribute. You gain a +SL bonus to the selected Attribute. Record the skill like «Attribute Up: Spirit», and treat each Attribute as its own separate skill.
- AUGMENT REALITY(SPELL) 1/1
- Timing: Auto Action
- Check: None
- Target: Self
- Range: None
- Cost: 1(0) MP
- Restrict: None
- You project an image of yourself using colored light. It is also possible to display letters, mojis, and patterns. However, it cannot display the image of hidden characters. This effect lasts until the end of the Scene.
- SPELL PRACTICE 1/1
- Timing: Constant
- Check: None
- Target: Self
- Range: None
- Cost: None
- Restrict: None
- Reduce the MP Cost (if any) of (Category: Spell) general skills you have acquired by 1. Keep in mind this does not reduce the cost of your class skills.
- Gear:
- REMOTE SPELL TYPE(MERLIN's GHOST)
- Memory: 6
- MACC: +1
- MATK: +10
- MDEF: +1
- SPD: -5
- Range: Short*
- Slot: Other
- Class: Enchantment (First Element)
- DOUSHI OUTFIT
- Weight: 2
- EVA: -1
- PDEF: +4
- MDEF: +2
- SPD: -1
- Slot: Outfit
- Class: Armor
- This effect is only valid when the wearer's Spirit is at least 10. Constant. The wielder gains a +1 bonus to PATK, MATK, and MDEF.
- An outfit blessed by an enlightened monk. It may have the appearance of a qipao or cheongsam.
- MAGIC GADGET
- Weight: 3
- PACC: -1
- MACC: +1
- PATK: +1
- MATK: +1
- EVA: -1
- SPD: -2
- Slot: One-Hand
- Class: Melee(Blunt)
- A tool that supports the use of magic by amplifying the wielder's magical powers. Usually it possesses the form of something not typically used for combat, such as a stick, card, or fan.
- MAGICAL RIBBON
- Weight: 1
- MACC: +1
- MDEF: +1
- SPD: -1
- Slot: Head
- Class: Armor
- A ribbon woven with magic-imbued fibers.
- 5 HP Potions
- 3 MP Potions
- Level plan:
- Class-change to Apostle at CL2, set support angel to Recovery Judges. Buy Heal. Grab Wings of Healing for Broom(if both auto skills).
- Get Enchanted Memory at CL3, buy Heal II.
- CL4-7 Max Untouchable, Iron Edge Charm, and Support Angel. Beyond that just level Midnight Coat I guess.
- Focus on MACC for group 1 stats. Group 2 focus on both defenses then MATK.
- Other things to do with XP: Discipline(Mind), Attribute Up(Spirit) to 3, Saint Command Broom Option, maybe some more MP potions.
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