Hiro Noel Clemens-Blake

* Fullbody
* Sideview

## Biography

A young person who runs a shop called Dielna, with history with a good chunk of the party. By no means the conventional member of Nixden society, he covers much of the support roles that you would desire, and while friendly enough, does tend to be a bit of a loner. He spends most of his time running a store, farming, crafting, making potions, and being pulled around by his sisters and friends.

## Skills and Abilities

##### Buffing Arts:

* Sky Eyes <10 MR>: When this ability is activated, you have improved night visibility, and can see collection points. You can also target enemies with your eyes. hidden ability : slows time for the player during critical moments, giving them more time to take the best action. This will autoactivate with an MR cost of 25 MR when it is done so. In practice, it allows for a reroll, and is a LUCK roll.

* Enchant Arts: Costs  7 MR per stat. allows to cast a buffs on any player (inc. oneself) or mob up to 3.
* Zone:  Allows targeting multiple people with a single-targeting skill or art. The cost in MR is a lot higher than for the usual skill, but is fixed if it affects a maximum 6 people, making it MP-advantageous for party-wide use (for enchants for example). Above 6 people, the MR cost rises significantly. Expand the area effect of an enchant or other skill ; expand magic range. There is a long-ish delay between uses. Costs 25 MR per turn used (if 6 or below).

###### Bow Arts:

* 《Long Range Shooting》Costs 7 MR for 3 more range, and 5 more MR for each subsquent range. Lasts d5 turns.
* 《Rapid Fire Bow - First Form》: When firing an arrow, the second arrow is also fired at the same time. 10 MR
* 《Rapid Fire Bow - Second Form》 : When firing an arrow, if the arrow is alchemically fused, the arrow does damage to all arrows, less accuracy. 15 MR
* 《Bow Skill - Arrow Stitching》 : Arrow has piercing damage. 7 MR
* 《Magic Bow Skill – Phantom Arrow》 : Magic can be used instead of an arrow, up to 5 arrows can be shot by this skill, and they can all it, or track other enemies. 30 MR
* 《Bow Skill – Gust of Wind》 : make a strong wind follow the arrow, causing AoE damage. 20 MR.
* 《Flaming Arrow》: Fire Familiar can ignite an arrow. (edited)

###### Land Magic Talent:

* Rock Pull: Pulls rock towards you. <2 MR>
* Earth Bomb: Creates an earthen explosion at a targeted place. <7 MR>
* Clay Shield: Raises a column of clay to serve as shield <10 MR>
* Mudpool: Mud hinders movement <10 MR>
* Rock Burst: Target Rock, Rock explodes like Shotgun Pellets <15 MR>
* Earthquake: Makes earth shake and crack.<<15 MR>>
* Explosion: Stronger "Bomb"<<20 MR>
* Rock Shield: Stronger "Clay Shield", orbits. <<15 MR>>

###### Recovery Arts:

* Cure: Eases pain and heals HP. Deals damage to zombies. Uses MR amount to heal. Costs 2 MR after cure is complete.
* Dispel: Dispels negative statuses. LV 5 Dispel: Cancels bad status. 7 MR (edited)

###### Archer:

* Boost: Focuses energy to increase damage on next attack..
* Blackout: Launches smoke bomb to inflict blindness (for d7)
* Take Aim: Braces for a shot guaranteed to hit, but its damage is only a d20, and cannot crit.

###### Hunter:

* Aim: Vitals: Causes double damage, and status effects if vitals are hit.
* Aim: Weapon: Shot aimed to disable weapon for rest of fight. Accuracy roll for this is 1/4th your normal accuracy.
* Aim: Armor: Shot aimed to disable armor piece for rest of fight. Accuracy roll for this is 1/4th your normal accuracy.
* Aim: Wallet: Shot aimed at Wallet. Big payoff if it hits.  Accuracy roll for this is 1/4th your normal accuracy.

## Unequipped

On him:

Wolf Commanders Longbow <Range 5, Durability: 75/75>: +16 DEX, +10 DOD, -10 P ATK. If your attack misses, upon next arrow consumption, your DEX is raised by a flat d5, the application of this effect decreases range by 1 Furthermore, after switching equipped item, the primary damage stat the new item uses for damage is raised by 1/4th of your DEX at the cost of 25 Durability.

Dark Chieftains Compound Bow <Compound Bow, 3 Range> [1]: You can aim at a specific part of an enemies body, with varying likelihood of success. Your accuracy stat is rolled against a predefined likelihood. If you roll more than 10 above the likelihood, you crit, but if your roll ends up more than 20 above the target number, you still fail. This only applies to this weapon.

Not on him:

CS No. 9 Azure-Onyx Creator (Tailcoat w/ Hood, and oblique miniskirt)

CS No. 9 Azure-Onyx Creator (Black Turtleneck)

CS No. 9 Azure-Onyx Creator (Wool Gloves with Archers Thimble)

CS No. 9 Azure-Onyx Creator (Shorts and Leggings)

CS No. 9 Azure-Onyx Creator (Thick UGG Boots)

CS No. 9 Azure-Onyx Creator (Underwear)

Greatsteel Drago Bow.

Dark Cloak: +6 to Magic Roll. No BP Cost.

Ivorys Shifting Clothes

Dark Wolf's Guardian Armor (Full Body): Additional Effects: Undead Type Armor. 90% of slashing damage is negated, Might (x2 DAM), Skills and Magic Sealed, Healing Effects Damage you.

Hawk Sniper Bow [Special Bow] <Range 5> DEX + 8, DOD-6 Additional Effect [F3 ATK Bonus on Miss] [F3 DEX Bonus on Miss] [+3 Range strengthening after wait]

## Antiques

============================= MR ANTIQUES =========================

Shiny Stone: A stone once used by spirits in healing rituals. It will heal two people of your liking 1/4th as much as you are healed. It can only be used twice in combat. Can be sold for 300 VC.

Doctors Bag <Badge> (2500 VC) [1]: You are a dedicated medic among your comrades. You may attempt to revive a fallen ally at the cost of half your HP. Use of this requires you to have healed an ally at least 3 times in that fight.

Vibe Check LV 2: Makes the roll to beat on a status roll a d30, but makes the turns and status amount 1.75 as strong. ============================= RANGED ANTIQUES =========================

Return Fire (Requires: ACC ≥ 55): When fired at by an arrow, roll a d100, if it is 80 or above, you can throw it back.

Lock-On LV 2: You choose one enemy to attack, and have to continue attacking them until they are dead. For each hit on this enemy, you gain +2 to DEX/ACC depending on the weapon you us, for every 5th hit, you gain one flat accuracy.

Close Counters of the Third Kind: As an archer, as long as you have a one handed physical attack weapon, you can instantly change to it to counter. Hunting <REQ: Net> : Allows you to capture animals.

============================= ITEM ANTIQUES =========================

Quick Use Badge (HP ≤ 125) <Badge>: A badge that can be worn. Whoever has this item can use an item and do another action in the same turn it uses 2.5 Stamina per item used.

============================= CRIT ANTIQUES =========================

Critical Banker (ATK ≥ 20, No Modified Crit Chance) [1]: You're a patient battlefield tactician (Hopefully), and can save a Critical Hit, to be used. when you need it most.

============================= DODGE ANTIQUES =========================

Dodge Combo (DOD ≥ 45) : When coming out of a dodge, if you beat the enemy's dodge by more than 15, upon your turn, you can attack twice, but your first attack is guaranteed.

Urgency Pin (HP ≥ 20): With this, if you succeed at dodge, and your health is at or below 5% of its max, you get a second turn next time you attack. ============================= ACC ANTIQUES =========================

Acc Charm: Being a keen user of Motor Skills most Gross, you can sacrifice 20 of your DEX roll (for the whole fight) to give yourself a +5 Flat boost to ACC.

============================= HEALTH ANTIQUES =========================

Beating Heart: When doing nothing in combat, your HP gradually increased by d10 every turn. This is rolled at the beginning of combat so you know how much you heal.

============================= CHARISMA ANTIQUES =========================

Scoundrel (Requirement: Having Spent more than 100,000 VC at once): For every Scoundrel badge you have, your charisma rolls gain +-4 ============================= ROLL ANTIQUES =========================

Mirror Badge LV 2: Makes you more even consistant. (Splits 2 rolls of your choice into two rolls. IE d20, becomes 2d10. You cannot give it to another character.)

============================= LOSING ANTIQUES =========================

Last-Ditch Effort: If it is clear the fight is being lost, or you are near a time limit, all your stats have a x1.15 multiplier.

## Consumable

On him:

Revival Potion [10]: (Revives at 1 HP, and take turn.)

Yellow Pot [20]: (+100, +12 to MR for next 3 turns.)`

8 Enchanted Glass Arrows: A fragile yet strong arrow that does \*4 damage if it hits, however, it breaks after it has fired, and your accuracy bonuses do not count when using them, however, they do count to damage. Special Effects do not work on Block.

Set of Ten Wooden Arrows (4): Especially accurate arrows, however, they are quite weak. +30 to DEX. -7 to DAM. DEX additions from this do not count to bow damage if using charm. 8 Enchanted Glass Arrows: A fragile yet strong arrow that does \*4 damage if it hits, however, it breaks after it has fired, and your accuracy bonuses do not count when using them, however, they do count to damage. Special Effects do not work on Block.

Off him:

Revival Medicine [5]: (Autorevives at 1/4th Max HP, -10 P ATK next turn.)

Poison Potions [10]: d7 damage over a d5 amount of turns.

Infused Poison Potions [10]: d10 damage over d5 turns Green Pots [20]: (+30) 15 VC

Sigiled Green Pots [20](+40 HP, +5 to heals for the next 3 turns.)

Blue Pots [10]: (+55, +6 to magical roll, even healing) [9 in combat]

Orange Pots [20]: (+75)

Red Pots [20]: (+100) [28]

Yellow Pot [20]: (+100, +12 to MR for next 3 turns.)

Mega Potion [5]: Heals 60% of your Max HP. [11000-15000] [Cap: 2]

Raw Magic Potion [8]: Restores 7 MR, but if you are at cap, adds +7 MR which ends next turn. Either way adds Flat +3 to M ATK, which ends next turn. [1700-2200] [Cap: 7]

Caelum Potion [10]: +20 to MR, is capped by MR Cap. [1950-2350] [Cap: 7]

High Caelum Potion [10]: Restores 20 MR. If you are at your MR cap, it adds 20 MR for the next turn. [3500-4100] [Cap: 7]

Mega Caelum Potion [7]: Restores 60% of your MR. [5000-6150] [Cap: 2]

Magic Gems (Bomb) [35]: Does d60 times 2 damage.

Magic Gems (Clay Shield) [35]: defends up to 30 damage.

Magic Gems (Mudpool) [35]: Immobilizes enemy for d5 turns.

Magic Gem (Rock Shield) [10]: defends up to 60 damage.

Magic Gem (Explosion): does d35\*3 damage. [17500-20000][10]

Enchanted Rock (ATK) [7]: Adds d15 to your attack. (Roll + d15)

Enchanted Rock (BLK) [7]:Adds d15 to your BLK. (Roll + d15)

Enchanted Rock (DOD) [7]:Adds d15 to your DOD. (Roll + d15)

Enchanted Rock (ACC) [7]:Adds d15 to your ACC. (Roll + d15)

Enchanted Rock (MR) [7]: Adds d15 to your MR. (Roll + d15)

Enchanted Rock (PER) [7]: Adds d15 to your PER. (Roll + d15)

Rushing Water [2] : Makes your next attack be a guaranteed hit unless the enemy gets a roll 5 above yours.

Banana Yucca Fruit [7]: Adds a flat 7 to accuracy, heals d5 per turn for d7 turns

1 Skip sandwich: Skip your turn to give someone else +10 damage

4 Threaded Plants (40 Hp)

5 Zero Tonics (20 HP)

Amulet Barrier Dust [1]: will divert one magic attack, would not work on surprise attacks. You can only use one per combat. [10000-20000] [Cap: 1]

## Misc

Items Growing in shop:

1 Fairy Walnuts: +11 Flat to magic rolls

Lava Herb MR+4, FM+7

2xClassic Secret Herb (75 VC): Revives Party Member with full health. 'Can only be made by Tree Spirits.'

3 Secret Herb: revives a party member with half health. ‘Can only be made by tree spirits’