Callow

Bi Yu

Feb 16th, 2016
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  1. Class: Medium Tuner*2
  2. Element: Earth*2
  3.  
  4. CL: 1
  5.  
  6. Strength: 6
  7. Finesse: 6
  8. Awareness: 8
  9. Knowledge: 10
  10. Spirit: 10
  11. Luck: 6
  12.  
  13. First score is base, score in parenthesis is accounting gear and constant skills, brackets are with all applicable skills active.
  14.  
  15. PACC: 8(7)
  16. MACC: 12(15)
  17. EVA: 9(7)
  18. SPD: 18(9)
  19.  
  20. PATK: 2(4)
  21. MATK: 2(14)
  22. PDEF: 0(4)
  23. MDEF: 2(7)
  24.  
  25. BODY: (6) 26
  26. MIND: (4) 24
  27.  
  28. Carrying Capacity: 6/7
  29. Memory: 6/10
  30. CF: 2
  31. Prana: 5
  32. Current crit/fumble:
  33.  
  34. Class Skills:
  35.  
  36. MEDIUM(AUTOMATIC, ITEM) lvl 1/1
  37. Timing: Constant
  38. Check: None
  39. Target: Self
  40. Range: None
  41. Cost: None
  42. Restrict: None
  43. 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.
  44.  
  45. PHENOMENON(AUTOMATIC, ITEM) lvl 1/1
  46. Timing: Constant
  47. Check: None
  48. Target: Self
  49. Range: None
  50. Cost: None
  51. Restrict:None
  52. 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.
  53.  
  54. IRON EDGE CHARM(WORLD MEMORY II, SECRET) lvl 2/3
  55. Timing: Before Judge
  56. Check: Automatic
  57. Target: Single
  58. Range: Close
  59. Cost: 4 HP
  60. Restrict:None
  61. 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.
  62. Damage Amp: [SLx5]
  63.  
  64. UNTOUCHABLE(WORLD MEMORY) lvl 2/3
  65. Timing: Damage Roll
  66. Check: Automatic
  67. Target: Self
  68. Range: None
  69. Cost: 2 HP
  70. Restrict: None
  71. Use when you are calculating HP Damage. You gain a Damage Cancel effect. Apply the listed modifier to the (expected) HP Damage.
  72. Damage Cancel: [SLx5]
  73.  
  74. MIDNIGHT COAT lvl 2/5
  75. Timing: Setup Process
  76. Check: Automatic
  77. Target: Area (P)
  78. Range: Close
  79. Cost: 10 MP
  80. Restrict: Medium Equip
  81. The target gains a +[SLx2] bonus to PDEF and MDEF Judges until the end of the Scene.
  82.  
  83. General Skills:
  84.  
  85. ATTRIBUTE UP(Spirit) 1/3
  86. Timing: Constant
  87. Check: None
  88. Target: Self
  89. Range: None
  90. Cost: None
  91. Restrict: None
  92. 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.
  93.  
  94. ATTRIBUTE UP(Knowledge) 2/3
  95. Timing: Constant
  96. Check: None
  97. Target: Self
  98. Range: None
  99. Cost: None
  100. Restrict: None
  101. 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.
  102.  
  103. AUGMENT REALITY(SPELL) 1/1
  104. Timing: Auto Action
  105. Check: None
  106. Target: Self
  107. Range: None
  108. Cost: 1(0) MP
  109. Restrict: None
  110. 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.
  111.  
  112. SPELL PRACTICE 1/1
  113. Timing: Constant
  114. Check: None
  115. Target: Self
  116. Range: None
  117. Cost: None
  118. Restrict: None
  119. 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.
  120.  
  121.  
  122. Gear:
  123.  
  124. REMOTE SPELL TYPE(MERLIN's GHOST)
  125. Memory: 6
  126. MACC: +1
  127. MATK: +10
  128. MDEF: +1
  129. SPD: -5
  130. Range: Short*
  131. Slot: Other
  132. Class: Enchantment (First Element)
  133.  
  134. DOUSHI OUTFIT
  135. Weight: 2
  136. EVA: -1
  137. PDEF: +4
  138. MDEF: +2
  139. SPD: -1
  140. Slot: Outfit
  141. Class: Armor
  142. 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.
  143. An outfit blessed by an enlightened monk. It may have the appearance of a qipao or cheongsam.
  144.  
  145. MAGIC GADGET
  146. Weight: 3
  147. PACC: -1
  148. MACC: +1
  149. PATK: +1
  150. MATK: +1
  151. EVA: -1
  152. SPD: -2
  153. Slot: One-Hand
  154. Class: Melee(Blunt)
  155. 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.
  156.  
  157. MAGICAL RIBBON
  158. Weight: 1
  159. MACC: +1
  160. MDEF: +1
  161. SPD: -1
  162. Slot: Head
  163. Class: Armor
  164. A ribbon woven with magic-imbued fibers.
  165.  
  166. 5 HP Potions
  167. 3 MP Potions
  168.  
  169.  
  170. Level plan:
  171. Class-change to Apostle at CL2, set support angel to Recovery Judges. Buy Heal. Grab Wings of Healing for Broom(if both auto skills).
  172. Get Enchanted Memory at CL3, buy Heal II.
  173. CL4-7 Max Untouchable, Iron Edge Charm, and Support Angel. Beyond that just level Midnight Coat I guess.
  174. Focus on MACC for group 1 stats. Group 2 focus on both defenses then MATK.
  175. 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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