Character Preview: "Elvir"
Elvir comes from the mysterious pyromancer tribe of Sha'ri known as the Umvi. Every mage who would become Umvi dedicates their life to meditation and perfection of pyromancy. Blessed by the Great Statue of Hephaes, the Umvi have received their powers on loan from the Fire God himself. Unlike monsters found in the wild, they are not controlled by the elemental infusion and thus retain their free will.
Elvir has just completed his First Meditation at the Great Statue of Hephaes and returned home to find Sha'ri under siege by Oros and Dusk orcs. He is eager to put his new powers to the test.
Sha'ri is not fond of Lvellan or Aurian travelers. Since the scourge, Sha'ri has yet to receive visitors from Castalia.
Elvir: Class - Pyromancer Obtained at: Level 15
Skills learned by level-up:
Lv. 1 - Flame Shock (0MP/0TP) - 4x MAG ability with 10% chance to burn. As opposed to it's counterpart Arcane Shock II, Flame Shock does not add "Normal Attack" and therefore does not benefit from other elements and statuses equipped to Elvir.
Lv. 1 - Dualblaze (???MP) - Casts tier 1 Fire magic at a single enemy two times for one cost in a single action. 3 turn cooldown.
Lv. 1 - Firebolt (20MP) - Tier 1 Fire Magic (MAG * 4) - 30% burn chance, 7 TP gain
Lv. 1 - Fireball (30MP) - Tier 2 Fire Magic (MAG * 5) - 50% burn chance, 10 TP gain.
Lv. 1 - Eruption (???MP) - Area of Effect fire magic, dealing tier 1 (MAG * 4) fire damage to all enemies.
Lv. 18 - Pyrokinetics (???TP) - Adds Fire element and 25% ATK to a single ally or self.
Lv. 20 - Pyrocycle (100% MP, 100 TP) - Expends all MP to deal massive damage to a single target. Elvir is then removed from combat and replaced with the next character in the Formation line. Elvir must be at max MP to cast this.
Lv. 22 - Lava Burst (50MP) - Tier 3 Fire Magic (MAG * 6) - 76% burn chance.
Lv. 25 - Engulfing Flame (???MP/TP) - Charge for 1 turn, then deal damage on the next turn. 3 turn cooldown.
Lv. 30 - Searing Mana (100% current MP) - Spend all current MP to do damage multiplied by that number.
Lv. 33 - Explosion (???MP/TP) - Massive damage to a single target. Applies Knockout (KO) to self. 30 turn cooldown.
Lv. 43 Inferno (PREP) (70% Max MP, 100TP) - Mag Berserk to self. Freecasts Inferno (DMG) every turn until end of combat. Does not gain TP while freecasting. Additional damage based on luck (specific formula TBD)
Lv. 75 - Triblaze (???MP/TP) - Cast tier 2 power fire magic (MAG * 5) three times at a single target.
Notes:
- The name Elvir is a spin from the real person it's based on, whose online handle where I met him was "Elflord", "Elf" for short.
- Pyrocycle's coding is only usable for Elvir. No other unit in the game will have access to this ability.
- Pyrokinetics, Englufing Flame, Searing Mana, Explosion, Inferno, Flame Shock, Dualblaze, and Triblaze were all created specifically for Elvir's introduction. However, the programming of these skills allows them to be used by enemies in the future.
- If all allies are KO'd when Pyrocycle is used, a Game Over will occur during the moment where there is no 4th team member in Elvir's place.
- Details are subject to change before release.
Lore
- Elvir, like other Umvi, receives his fire-based powers on loan from Hephaes and does not naturally learn skills or magic of any other element.
- Like the other characters, Elvir can learn how to control other elements to a limited degree with the help of an item. This type of magic is classified with Flasks as "monster magicks". Monster magicks are kinetic in nature, as opposed to the Hephaes blessing which gave Elvir pyogenesis.
5.1.0 Preview
- Elvir is expected to be released with the 5.1.0 version of the game, following the introductions of Sha'ri Desert and City of Sha'ri.
- Sha'ri Desert will function like Shoreline and be accessible from the beginning of the game up to the current version. Sha'ri Desert is set to have a level 11-16 range in addition to the level 20-30 Oros & Dusk orcs. Before and after the Orc War events, the zone itself remains strictly level 11-16.
- Captain Reynolds in Shoreline/Port Reception will initiate the quest to head toward Sha'ri when this version is live.
- Sha'ri Desert will be the first zone in the game to feature unique enemies who do not have level variants. Only one of each type of enemy will be available.
- As of now, there are 12 enemies undergoing the creation progress to fill the Sha'ri Desert which will span across no more than 25 different battlegroups. These battlegroups will be used to fill wave 11-16 of the Gauntlet's floor 2.
- Like The Black Forest & Frost Forest, Sha'ri Desert's size will be relative to the amount of tiles it appears on the World Map. Additionally, like the former two zones' second versions, Sha'ri Desert will be released as a single enormous zone rather than the small screen-to-screen style of Den An'ura and other earlier dungeons.
Elvir has just completed his First Meditation at the Great Statue of Hephaes and returned home to find Sha'ri under siege by Oros and Dusk orcs. He is eager to put his new powers to the test.
Sha'ri is not fond of Lvellan or Aurian travelers. Since the scourge, Sha'ri has yet to receive visitors from Castalia.
Elvir: Class - Pyromancer Obtained at: Level 15
Skills learned by level-up:
Lv. 1 - Flame Shock (0MP/0TP) - 4x MAG ability with 10% chance to burn. As opposed to it's counterpart Arcane Shock II, Flame Shock does not add "Normal Attack" and therefore does not benefit from other elements and statuses equipped to Elvir.
Lv. 1 - Dualblaze (???MP) - Casts tier 1 Fire magic at a single enemy two times for one cost in a single action. 3 turn cooldown.
Lv. 1 - Firebolt (20MP) - Tier 1 Fire Magic (MAG * 4) - 30% burn chance, 7 TP gain
Lv. 1 - Fireball (30MP) - Tier 2 Fire Magic (MAG * 5) - 50% burn chance, 10 TP gain.
Lv. 1 - Eruption (???MP) - Area of Effect fire magic, dealing tier 1 (MAG * 4) fire damage to all enemies.
Lv. 18 - Pyrokinetics (???TP) - Adds Fire element and 25% ATK to a single ally or self.
Lv. 20 - Pyrocycle (100% MP, 100 TP) - Expends all MP to deal massive damage to a single target. Elvir is then removed from combat and replaced with the next character in the Formation line. Elvir must be at max MP to cast this.
Lv. 22 - Lava Burst (50MP) - Tier 3 Fire Magic (MAG * 6) - 76% burn chance.
Lv. 25 - Engulfing Flame (???MP/TP) - Charge for 1 turn, then deal damage on the next turn. 3 turn cooldown.
Lv. 30 - Searing Mana (100% current MP) - Spend all current MP to do damage multiplied by that number.
Lv. 33 - Explosion (???MP/TP) - Massive damage to a single target. Applies Knockout (KO) to self. 30 turn cooldown.
Lv. 43 Inferno (PREP) (70% Max MP, 100TP) - Mag Berserk to self. Freecasts Inferno (DMG) every turn until end of combat. Does not gain TP while freecasting. Additional damage based on luck (specific formula TBD)
Lv. 75 - Triblaze (???MP/TP) - Cast tier 2 power fire magic (MAG * 5) three times at a single target.
Notes:
- The name Elvir is a spin from the real person it's based on, whose online handle where I met him was "Elflord", "Elf" for short.
- Pyrocycle's coding is only usable for Elvir. No other unit in the game will have access to this ability.
- Pyrokinetics, Englufing Flame, Searing Mana, Explosion, Inferno, Flame Shock, Dualblaze, and Triblaze were all created specifically for Elvir's introduction. However, the programming of these skills allows them to be used by enemies in the future.
- If all allies are KO'd when Pyrocycle is used, a Game Over will occur during the moment where there is no 4th team member in Elvir's place.
- Details are subject to change before release.
Lore
- Elvir, like other Umvi, receives his fire-based powers on loan from Hephaes and does not naturally learn skills or magic of any other element.
- Like the other characters, Elvir can learn how to control other elements to a limited degree with the help of an item. This type of magic is classified with Flasks as "monster magicks". Monster magicks are kinetic in nature, as opposed to the Hephaes blessing which gave Elvir pyogenesis.
5.1.0 Preview
- Elvir is expected to be released with the 5.1.0 version of the game, following the introductions of Sha'ri Desert and City of Sha'ri.
- Sha'ri Desert will function like Shoreline and be accessible from the beginning of the game up to the current version. Sha'ri Desert is set to have a level 11-16 range in addition to the level 20-30 Oros & Dusk orcs. Before and after the Orc War events, the zone itself remains strictly level 11-16.
- Captain Reynolds in Shoreline/Port Reception will initiate the quest to head toward Sha'ri when this version is live.
- Sha'ri Desert will be the first zone in the game to feature unique enemies who do not have level variants. Only one of each type of enemy will be available.
- As of now, there are 12 enemies undergoing the creation progress to fill the Sha'ri Desert which will span across no more than 25 different battlegroups. These battlegroups will be used to fill wave 11-16 of the Gauntlet's floor 2.
- Like The Black Forest & Frost Forest, Sha'ri Desert's size will be relative to the amount of tiles it appears on the World Map. Additionally, like the former two zones' second versions, Sha'ri Desert will be released as a single enormous zone rather than the small screen-to-screen style of Den An'ura and other earlier dungeons.