User:Scholek

I liked the Overlord light novel so I spent way too much time thinking about what kind of Yggdrasil Character I would want. After seeing someone else post their character I thought I might as well copy paste from a text file that I had on my desktop for personal enjoyment. My character was weirdly similar to another random person's so I felt it would be fun to show them mine.

- Table of Contents - -
 * 1) Character Status Summary
 * 2) Brief Job Descriptions
 * 3) Racial Traits (Automaton)
 * 4) Racial Traits (Spirit)
 * 5) Racial Traits (Grand Spirit)
 * 6) Artificer Abilities
 * 7) Transmuter Abilities
 * 8) Animist Abilities
 * 9) Arbiter Abilities
 * 10) Scholar Abilities
 * 11) Savant Abilities
 * 12) Diviner Abilitier
 * 13) Saint Abilities
 * 14) Time Mage Abilities
 * 15) Wild Mage Abilities

Character Status Summary

-

Total Level: 100

Racial Level: (30)
 * Automaton (15)
 * Spirit (10)
 * Grand Spirit (5)

Job Level: (70)


 * Artificer (10)
 * Transmuter (10)
 * Animist (5)
 * Arbiter (5)
 * Scholar (5)
 * Savant (5)
 * Diviner (5)
 * Saint (5)
 * Time Mage (10)
 * Wild Mage (10)

HP--- 50 MP--- 90 Hello

HP               | 50 MP               | 90 Physical Attack | 25 Physical Defense | 40 Agility         | 60 Magical Attack  | 70 Magical Defense  | 90 Resist           | 100 Special          | 100+@ Total            | 625+@ - Brief Job Descriptions - Automaton - A race of sentient self operating machines of wholly mechanical in nature. Spirit - A mana based lifeform that manifests in the physical realm or traverses the astral realm. Grand Spirit - The highest rank of spirits. - Artificer - Brilliant craftsmen and ingenious inventors. Transmuter - Skilled is the transformation of substances and materials. Animist - One who is in tune with spirits and souls. Arbiter - One who commands, controls, judges, and holds absolute authority. - Scholar - A person who pursues knowledge and intellectualism. Savant - A person of profound and extensive learning. - Diviner - A clairvoyant who sees beyond illusion, space, and time. Saint - One who pursues righteousness. - Time Mage - Magic caster who is obsessed with control of space-time. Wild Mage - Unorthodox magic caster who pursues volatile and diverse magic. -

- Racial Traits (Automaton): - Mana Engine - Racial Energy Dependence - Racial Electric Weakness - Racial Healing Magic Ineffective - Racial

Automate - Racial Repair - Racial Hunger Immunity - Racial Thirst Immunity - Racial Exhaustion Immunity - Racial Bleed Immunity - Racial Disease Immunity - Racial Mental Immunity - Racial Pain Immunity - Racial Suffocation Immunity - Racial Radiation Immunity - Racial Cold Resistance - Racial Heat Resistance - Racial Heightened Reflex - Racial Perfect Memory - Racial Sensory Boost - Racial Inorganic Strength - Racial Machine Precision - Racial High Speed Sensor - Racial Automatic Repair - Racial Metallic Defense - Racial Endless Stamina - Racial Overdrive - Racial Program - Racial Calculate - Racial Enhanced Physical Overcharge - Racial Lifeform Search Wavelength Vision - Racial Parallel Processing - Racial Reconfigure - Racial Reconstruction - Racial Pressure Control - Racial Extreme Vision - Racial Enhanced Optics - Racial Augment - Racial

Boost Strength Acceleration Reinforce Laser

- Racial Traits (Spirit): - Healing Magic Ineffective - Racial Mana Dependence - Racial Mana Lifeforce - Racial Convenant - Racial Phase Body - Racial

Clairvoyant Vision - Racial Soul Guard - Racial Mana Sense - Racial Magic Resistance - Racial Mana Affinity - Racial

Mana Recovery Magic Boost Mana Siphon Mana Strike Spell Channeling Astral Smite Mana Barrier

- Racial Traits (Grand Spirit): - Magic Eater - Racial Break Mana Limit - Racial Greater Magic Resistance - Racial Greater Mana Affinity - Racial Soul Barrier - Racial Possession - Racial

Greater Mana Recovery Greater Magic Boost Over Mana Mana Surge Bind Release Spirit of Violence Rekindle Overwhelm Falling Stars Astral Burst Forced Phase - stun -

- Artificer Abilities - Mechanical Profieciency Analyze Machine Reconfigure Design Tool Creation Item Creation Weapon Creation Armour Creation Create Greater Tool Create Automata Create Golem Create:

- Transmuter Abilities - Transmute: - the ability to transform matter from one state to another Manipulate Matter - change the physical structure of a material Lesser Matter Analysis - Matter Analysis Currency Creation Matter:

- Animist Abilities - Infuse Spirit Infuse Life Infuse Mana Converse Awaken Rune Inscription View Past Locate Bond Blood Infusion Bond Infuse: Converse:

- Arbiter Abilities - Increased Summon Limit Control Judgement Strategy Team Coordination Dominate

- Scholar Abilities - Study: Minor Broaden Spells - +10 Different Spells & additional available jobs Expand Max Spells Magic Attunement Grimoire Unlock Memorize: Calculate: Decipher: Analysis:

- Savant Abilities - Broaden Spells - +30 Different Spells & Make available additional jobs Greater Analysis Runic Knowledge Metallurgy Language Comprehension Decode Design Record Epiphany

- Diviner Abilities - Lesser Future Sight Future Sight Curse Guard Block Dispel Illusion Lesser Divination Divination Scry Scry Barrier Magic Seal Silence Clairvoyance Clairvoyance Ward Ward Break Illusion Luck Boost Search Spirit Piercing Gaze Read Sign Medium See Past Ritual Ceremony Far Vision

- Saint Abilities - Resurection Mass Resurrection Death Guard - Instant Kill Protection Heal Purify Greater Heal Banish Disease Cure Disease Dispel Curse Barrier Ward

- Time Mage Abilities -

Time Skip Lesser Stop Delay Magic Instant Cast Teleport Item Lesser Teleport - moves the caster a small distance through space Teleport - moves the caster a distance through space Haste Time Warp Dimensional Movement Stop Time Reversal Restart Stasis Lockdown Suspend Time Barrier Suspend Projectile Time Field Restore

- Wild Mage Abilities - Telekinesis Bind Maximize: Explosion Implosion Anti-Spell Burst Invisibility Mana Reaction Flash Bang Fly Spell Channeling Long Range Magic Variable Barrier Light Flare Maelstrom Break Mana Limit Water Darkness Absorb Light Force Levitation Gravity Meteor Shockwave Nether Storm Magma Sandstorm Fog Chain Madness Acoustic Strike Mana Shot Spark Lightening Flame Ice Freeze Wild Magic: Mana Lance Earth Wind

- Combat Strategy -

Fighting in person sounds dangerous. Truly. It also means a strategic failure. Surely overwhelming numbers and ambushing from long range is much more effective. Therefore I propose to create an army of spirit infused automata. Reconnaissance, surveillance, unwavering loyalty, perpetually high morale, no fear, no moral dilemmas, there are just so many benefits.

With good foresight comes excellent decisions, however, sometimes luck is involved in the success of a plan. I say screw luck. If possible I'll rely on the diviner class to predict the future. If need be I'll run away far in advance. Call me a coward, but I only fight battles I can win! Also, the diviner class can help me maintain my tinfoil hat. An excellent class for anti-information magic or gathering intel with clairvoyance vision. Never know who or what might be watching ... I already said I'm not a paranoid, fleeing coward.

If someone manages to evade my future prophetic vision abilities, outmaneuver my prepared-well-in-advance stratagems, charge past my minion army, dodge the storm of long range attacks, and get within range there is only once thing to do.

Teleport away. The greatest ability of a time mage. A mage that controls space-time. Teleport your problems away. Teleport yourself away. Teleport and run.

If the opponent has prepared anti-time magic the final thing to do is cast miscellaneous wild magics praying that something works. Russian roulette. Anything is fine. Madness, flash grenade, implosion, magma, fog, smokescreen, and pray that something will work.

else if(everything fails) continue;

// cpuPanic.cc int main {    const string foo = "Hello"; const string bar = "Death"; string reality; while(1) reality = foo+bar;

return 0; // never return }