CALLINGS

Callings in Ataraxia serve as crafting-focused alternatives to Jobs.
It is important to note that choosing a "Calling" prevents your character from learning any "Job" and vice versa.
Additionally, only one Calling may be selected - whereas up to five Jobs can be learned.


Seal Breaker

! The Seal Breaker is relatively weak in combat with weapons.
Regardless of the weapon they use, its overall strength is reduced to 50% in their hands.
(Any Mana bonuses from the weapon remain at 100%, if applicable.)

The Yin-Yang Teachings and Star Guidance are considered magic/spells.
As with all spells, they can generally only be cast every second round, and the SPELLCASTING ability is required to counteract Burnout.
All other skills can, if applicable, be used every round.


Star Guidance ***** (1* / 3 years)

  • Multidimensional Vortex [MW: 6]
    Reduces all Mana bonuses of a single target to 0, leaving them only with natural Mana.
    Allows the target to cast spells every round without mandatory pauses, provided it has "SPELLCASTING" or wears an "Amulet of SPELLCASTING." (Lasts 1 round.)

  • Pyrostar Eclipse [MW: 10]
    Prevents fire spells from being activated on the battlefield (excluding runes). (Lasts 1 round.)

  • Polari Eclipse [MW: 10]
    Prevents ice spells from being activated on the battlefield (excluding runes). (Lasts 1 round.)

  • Plasmastar Eclipse [MW: 10]
    Prevents lightning spells from being activated on the battlefield (excluding runes). (Lasts 1 round.)

  • Supernova [MW: 14]
    Adds together all MANA of players and enemies in combat (your own Mana counts double). Multiplies this total by x10 and deals it as damage to all enemies.
    (Own MANA x2 + Opponents' & Allies' MANA) x10 = DMG to ALL enemies.


Yin-Yang Teachings ***** (1* / 3 years)

You may select only one • skill per *, and this choice is permanent.

Light Skills
  • White Illumination [MW: 6]
    [(Skill*MANA) + 100] x2 = DMG (Light)

  • Twinkle Star [MW: 12]
    [(Skill*MANA) x Current HP] x Current SK = DMG (Light)

  • Shining Blast [MW: 14]
    [(Skill*MANA) + (Power*LP)] = DMG, halves the enemy's SK briefly. (Light)

  • Lux Helbards [MW: 16]
    [(MANA*Power) + (Power+40)] x4 = DMG (Light)

  • Thousand Suns [MW: 18]
    Converts all elemental magic damage cast during this and the next opponent round into Light/Fire-element magic type.

Dark Skills
  • Shadow Sphere [MW: 6]
    [(Skill*MANA) + 50] x3 = DMG (Dark)

  • Darkmoon Eclipse [MW: 12]
    Target loses LP -1 d4 (on a roll of [4], this fails). (Dark)

  • Black Tornado [MW: 14]
    [(Skill*MANA) x Target's Current SK] = DMG (Dark)

  • Nightmare Tentacles [MW: 16]
    [(MANA*AttackPower) x Target's AttackPrecision] = DMG (Dark)

  • Black Hole [MW: 18]
    All projectiles fired during this and the next opponent round automatically hit the entity marked by Black Hole with 100% precision, regardless of roll, the firing direction or target.


Runology ***** (1* / 2 years)

  • Set Rune List (3 runes)
  • Switch Runes (1x/day, 1 rune)
  • Rune Breaker (1x/combat)
  • Sealbreaker (breaks / lifts a deal)
  • Sealcaster (creates a seal, basically locking that's not living away)

Song Magic ***** (1* / 3 years)

All songs can be freely combined during combat, chaining multiple effects together.

  • Chant [1x/combat, with 1d6]
    Effect: Mana + 1-6 (Increases base Mana by 1-6 until the end of combat.)

  • Hymn [2d6, MW: 6]
    Effect: Reduces the MW of all subsequent Seal Breaker spells by 2 points (not cumulative), lasting until the end of combat.

  • Magic Song [3d6, MW: 10]
    Effect: Grants +1 dice for spellcasting, even exceeding the limit. (One-time use, lasts until the end of combat.)

  • Shadow Chorus [4d6, MW: 12]
    Effect: The next successfully cast spell repeats automatically in each subsequent round, dealing the same damage to the same target until the Seal Breaker takes damage.

  • Dark Cannon [5d6, MW: 11]
    Effect: The next successfully cast spell deals double damage to its target.

Chaos Cast ***** (1* / 2 years)

  • Randomize Magic
    The spell from Star Guidance/Yin-Yang Teachings to be cast is chosen randomly by dice roll. The MW of the respective spell is ignored.
    Spells are numbered as follows: "Star Guidance" 1,2,3,4,5, "Yin-Yang Teachings" 6,7,8,9,10,11,12,13,14,15 (Black Hole being the last spell).
    If the roll is too low (negative) or too high (greater than 15), the skill fails.

    • * = 1d6 -2 (=> Max roll 4)
      ** = 2d6 -3 (=> Max roll 9)
      *** = 3d6 -4 (=> Max roll 14)
      **** = 4d6 -5 (=> Max roll 19)
      ***** = 5d6 -6 (=> Max roll 24)

Reality Hack ***** (1* / 3 years)

  • Illusion
    Allows the Seal Breaker to create illusions that are indistinguishable from reality. However, they disappear upon physical contact.

  • Vaporize Liquids
    Enables the Seal Breaker to make (visible) liquids of any kind disappear within their line of sight.
    The total roll result determines the maximum volume in liters.

  • Control Weather
    Allows the Seal Breaker to alter the current weather of the region at will.
    Weather changes must NOT directly/intentionally harm people or objects (e.g., no tornados).
    The weather change occurs after T -20 minutes minus the total roll result.
    1 use costs the Seal Breaker 100 EXP.

  • Duplicate Object
    Allows the Seal Breaker to create a temporary copy of an object by touching it. The copy appears next to the original and lasts for [total roll result in minutes] or 1 combat duration.
    If a consumable object is copied and consumed, it functions identically to the original without issues. The spell component is consumed even on failure.

    MW and Components:

    • (ordinary item): MW: [12], Component: -1 Spirit Crystal
    • (clothing): MW: [14], Component: -1 Silk Threads
    • (consumable item): MW: [16], Component: -1 Natural Mana for the rest of the day
    • (weapon): MW: [18], Component: -1 Natural Mana, non-regenerable
    • (Mysticard): MW: [20], Component: -5 Natural Mana, non-regenerable
  • Create / Destroy
    Temporarily creates or dissolves specific objects and scenarios out of or into nothingness.
    Possible objects/scenarios are limited to:

    • Create/Dissolve TREE & FOREST (within a radius of 15m around the caster)
    • Create/Dissolve WALL & BARRIER (up to 1m thick and 4m long/high)
    • Create/Dissolve SWAMP & MARSHLAND (within a radius of 15m around the caster)

    Each created reality lasts only for the "combat duration" + [total roll result in minutes].
    There is no minimum roll requirement.





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Writer

- Writer's Abilities -

Theoretical Knowledge ***** 1* / 3 years
Allows understanding of Scroll Skills normally restricted to specific jobs.

Enables the Writer to learn as many Scroll Skills as they desire.

  • * Chivalry [equivalent to: Master-Knight]
    ** Voice of the Forest [equivalent to: Master-Hunter]
    *** The Graveyard [equivalent to: Master-Necromancer]
    **** Leo Longfinger [equivalent to: Master-Thief]
    ***** The Blade of the Hokage [equivalent to: Master-Ninja]

Writing ***** 1* / 5 years
Writes as many pages as the roll result.
Usable 1 to 5 times per day, depending on the * skill level.
(Don’t forget that it takes significant in-game time.)

Bookbinding ***** 1* / 2.5 years
The minimum roll required is listed under "Binding."
Usable once per day.
Can be repeated the next day.


Book Titles:

  • Etc. Reference Books: 90 [14]
  • Byble: 100 [10]
  • La Metamorpha: 130 [9]
  • Khyorhan: 170 [12]
  • Philosopher’s Stone: 220 [11]
  • Nymph: 222 [8]
  • Book of Insight*: 333 [15]


  • * Experience-increasing book.
    Usable once per day. Roll 1d20. The result must be LOWER than the reader’s natural SK (Skill). Then:
    (1000 x reader level) ÷ reader SK , × 2 = EXP gain.
    (Stat alterations from potions or other effects are valid.)

    [20] = The book transforms into a "Grimoire" and attacks until death.


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Confectioner

Create ***** 1* / 2.5 years
This skill allows the execution of the fine art of cooking.

  • 1* Specializes in 1 delicacy
  • 2* Specializes in 2 delicacies
  • 3* Specializes in 3 delicacies
  • 4* Specializes in 4 delicacies
  • 5* Specializes in 5 delicacies

Cook ***** 1* / 1.5 years
Required to complete a creation.

Delicacy Cell Create Cook
Colorful Candy 100 4 3
Chocolate 150 6 4
Ice Cream 120 3 3
Strawberry Cake 200 6 5
Raspberry Tart 220 7 6
Strawberries in Puff Pastry 210 6 7
Baked Banana with Honey 110 5 4
Pineapple Rings with Syrup 100 6 4
Candy Apple 150 7 7
Chocolate Apple (Dark) 500 11 9
Chocolate Apple (White) 500 12 8

If the required values are not met during baking, the attempt fails, and the money is wasted.

Pheromone ***** 1* / 2 years
Only usable against creatures. Automatically affects all.
Can lure up to three different present monster types to a specific location (e.g., a set trap), even if the trap has been "recognized." Traps then deal double total damage and automatically hit multiple enemies simultaneously. Rolls for the lure must pass the SK (Skill) of the respective creatures present.

  • * Lures plants
  • ** Lures monsters
  • *** Lures beasts
  • **** and ***** increase the success rate

Sugar Rush *****  1* / 2 years
Only usable on oneself.
Usable only once per battle.
Can override limits.

The Confectioner puts themselves into a sugar rush. Attack precision and speed may increase significantly. However, Confectioner skills cannot be used again until the effect is neutralized with alcohol, which results in the "Tipsy" status. After the battle, both effects wear off.

During Sugar Rush, the user is immune to sleep-inducing poison/magic, etc.

Roll Result Attack Bonus
1–6 Attack +3
7–12 Attack +6
13–18 Attack +6 / +1 Attack Die
19–24 Attack +6 / +2 Attack Dice
25–30 Attack +6 / +3 Attack Dice

Sweet Poison ***** 1* / 3 years
Only usable against the "Humanoid" (or "Human") type.
Usable only once per battle. Ignores shields and barriers. Cannot kill.

A piece of confection is dropped on the battlefield.
Only a few can resist the temptation (blindfolds or calm resolve against skill roll required). The nearest target will take the bait and consume the delicacy, wasting their turn and suffering significant damage.

Roll Result Damage Calculation
1–6 (Monster Power + Monster Mana) × 5 = Damage
7–12 (Monster Power + Monster Mana) × 10 = Damage
13–18 (Monster Power + Monster Mana) × 20 = Damage
19–24 (Monster Power + Monster Mana) × 40 = Damage
25–30 (Monster Power + Monster Mana) × 80 = Damage

1 HP remains regardless of the damage dealt!


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Puppeteer

Versatility (The ability to master any situation) 1* / Half a year
A skill that allows one learns to quickly adapt to new situations.
Heals the Marionette [Roll Result × Number of Dice] HP once per day.

Fine Smith (The ability to craft jewelry with effects) 1* / Half a year
Only one attempt per day is allowed—some pieces of jewelry may require several days to complete, or, collaboration with a partner.

Accessory Crafting Cost Target Value
[Accessory] Holy Silver Cross 600 ['30' must be reached]
[Accessory] Focus Bracelet 1000 ['40' must be reached]
[Accessory] Ring of Luck 1050 ['50' must be reached]
[Accessory] Amulet of Spellcasting 9600 ['100' must be reached]


Puppeteer
1* / Year
Auto-Subskills:

  • * Disassembly
    (The puppet can be disassembled into parts, making it easier to transport, such as in a suitcase. Disassembly takes one turn, as does reassembly. Disassembly is the only way for the Puppeteer to remove the puppet from battle!)
  • ** +Heal Lv2
    (The puppet can Lv2 - heal its master, but not itself!)

  • *** +Crushing Blow Lv3
    (The puppet can use the Crushing Blow Lv3!)

  • **** +Critical Strike Lv2
    (The puppet can use the Critical Strike Lv2!)

  • ***** +One Strike, Seven Deaths
    (The puppet can execute the "One Strike, Seven Deaths" technique!)

     

 Crafting:

Using magical wood and the finest paints, glass, or ceramics, a puppet can be created that follows only the Puppeteer's commands. The Puppeteer can carry only ONE puppet at a time. This skill can be used once per day.
A puppet can be upgraded later, with a higher roll result, if this skill is used again.

Required materials each time:

  • "Living Bloodberry Wood" (1)
  • "Silk Fibers" (6)
  • "Revital EX" (10)

While the puppet is on the battlefield, the Puppeteer cannot wield weapons. The crafted puppet remains active until it is destroyed. The Puppeteer can enhance their puppet's strength by wearing gloves, furthermore, the puppet can also wear gloves to increase its power even more. However, the puppet cannot be healed using potions or healing magic; it can only be somewhat repaired using the "Versatility" skill. In emergencies, the Puppeteer can use their puppet as a "shield".

Puppeteer Roll Outcomes:

Roll Puppet Type Stats I (of III) Stats II (of III)
1–5 Pretty Wooden Puppet 150 HP, 5 LP Roll Result + 5 Power, 5 Mana
6–11 Noble Wooden Puppet 300 HP, 10 LP Roll Result + 9 Power, 8 Mana
12–16 Dreamy Puppet 600 HP, 16 LP Roll Result + 15 Power, 10 Mana
17–22 Fine Ceramic Puppet 1000 HP, 20 LP Roll Result + 20 Power, 15 Mana
23–30 Breathtaking Porcelain Puppet 3000 HP, 21 LP Roll Result + 30 Power, 30 Mana

Puppet Dance (The ability to let the puppet fight for you) 1* / Year

The damage of a puppet's attack is calculated as the Puppeteer's Power + the Puppet's Power. Puppets CANNOT be equipped with weapons, armor, or shields, but they can be dressed in real clothing (child size).
The puppet is also subject to all general rules regarding status effects.

It remains a mystery whether the puppet is truly alive; even Puppeteers keep this secret.
Its existence as a living being cannot be conclusively proven.

Stats III (of III):

Skill Level SK Attack
* 2 1d10
** 4 2d12
*** 6 3d12 + 4
**** 8 4d12 + 6
***** 8 4d12 + 8


The puppet is classified under Type "Object."


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ARCHSUMMONER

This vocation involves baiting, summoning and tricking demons, by exploiting a technicality - loophole.

Demonic Summoning and Intoxication
Summoning demons is only safely possible in a state of intoxication. This state is traditionally achieved by:

  • Archsummoner (female): Heavy drinking or overindulging in overripe "Himberriades" (a special fruit).
  • Archsummoner (male): Smoking intoxicating herbs.

Intoxication or foggy state of mind is essential, it convinces demons that the summoner has a weak will, for the  demon to exploit to its advantage — but there is one crucial safeguard: the connection to Yashumugi.

While intoxicated, summoners are effectively under Yashumugi’s protection, rendering them untouchable or untemptable by demons. The summoned demon is forced to obey the summoner's commands but cannot harm or control the summoner. However, this safeguard has one downside:

A summoned demon must be defeated in battle (reduced to 0 HP or -10 LP) to be banished back to its realm. Otherwise, it will linger, waiting for the summoner to sober up, at which point it will attempt to steal their soul and dominate them.

The risk escalates with each passing day the demon remains unbanished:

  • Day 1: Loss of 1 maximum LP
  • Day 2: Loss of 2 maximum LP
  • Day 3: Loss of 4 maximum LP
  • Day 4: Loss of 8 maximum LP
  • Day 5: Loss of 16 maximum LP
  • Day 6: Loss of 32 maximum LP
  • Day 7: Loss of 64 maximum LP

Despite this, the summoner can actively participate in battle alongside the demon.


Skills

Yashumugi's Blessing ***** (Passive)  1* / Year

+ Increases Mental HP (subconcious clarity and mental resilience).
+ Allows summoners to think clearly in combat despite intoxication.

Skill Level Mental HP Bonus
* +50
** +100
*** +200
**** +400
***** +800

Yashumugi's Glory ***** (1x / Day while awake) 1* / Year

+ Temporarily increases HP by a percentage for the rest of the day.
+ Prevents LP loss upon waking.

Roll HP Bonus
1–5 +10%
6–10 +20%
11–15 +50%
16–20 +100%
21–30 +150%

Basic Rune Magic *** (up to 3 runes) 1* / Year


Prepare Summoning Ritual ***** (1x / Day) 1* / 2 Years


 Determines the number of drink/smoke units usable for summoning.

Skill Level Drink/Smoke Units
* 1–2
** 1–4
*** 1–6
**** 1–8
***** 1–X

Summon Demon ***** (1x / Day) 1* / 2 Years

Summons 1 demon of the summoner's choice within a specific HP limit.


Roll Demon HP
1–10 Up to 4000 HP
11–15 Up to 6000 HP
16–19 Up to 10,000 HP
20–24 Up to 12,000 HP
25–30 Up to 16,000 HP

Demon Leech *** (1x / Battle) 1* / 3 Years

Allows the summoner to absorb specific traits from the summoned demon.

Roll Effect
1–4 Adapt summoned demon’s exact SK
5–8 Add (copy) summoned demon’s HP to yours
9–12 Add (copy) summoned demon’s Power to yours
13–18 Add (copy) summoned demon’s Mana to yours 



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BLACKSMITH

Blacksmiths usually carry their Forge Hammer, tongs, and maintenance materials for weapons.


Skills

Path of Iron 1* / 2.5 Years

This skill offers a progression of abilities based on skill rank:

Skill Rank Ability Details
1* [Smithing Power] (1x per battle) Roll 1d6-1; add the result to Power and HP for the entire battle.
2* [Hammer Strike] (unarmed only) Roll 2d6; damage = Power + Physical Strength (KgStr).
3* [Blazing Ram] (100% fire-element weapon) Damage = Power + weapon damage + 25%; roll 3d6.
4* [Hot-Blooded] (1x per battle) Add (roll result exceeding your SK) × 5 to Power for the entire battle; roll 4d6.
5* [Anvil Crash] (axe-type weapons only) Damage = (Power + weapon damage) × 10; roll 5d6, subtract 6 from the result.

Smelting 1* / 1.5 Years

A unique skill allowing only the Blacksmith to smelt a weapon.
(* × Mana) = result.
If the roll result exceeds the weapon's damage value, the process succeeds and the weapon is consumed in the process.

Weapon Knowledge 1* / 1.5 Years

Knowledge of the strengths and weaknesses of various weapons.

Skill Rank Knowledge
1* Knowledge of 1 weapon type
2* Knowledge of 2 weapon types
3* Knowledge of 3 weapon types
4* Knowledge of 4 weapon types
5* Knowledge of 5 weapon types

Forging 1* / 3 Years

The high art of forging weapons.
Weapon Knowledge is a prerequisit for results.

Mechanics:

Roll (* × Power).
If the result exceeds the weapon's required +damage value, the weapon is successfully forged.
If the result is double the required +damage value, the weapon receives a "Masterpiece Bonus" of +10 damage.

Elemental Forging 1* / 2.5 Years

  • The advanced skill of imbuing a weapon with an elemental attribute.

Refinement 1* / 2 Years

  • Enhances weapons by sharpening, hardening, and perfecting them by spending 5 Chitinsteins.
Skill Rank Damage Increase
1* +1d4
2* +1d4 +1
3* +1d4 +2
4* +1d5 +2
5* +1d6 +2


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Dragoon

A Dragoon is a warrior that is bonded with a dragon. Relying on their pact and aerial combat skills to execute powerful attacks and traverse the skies.


Skills

Dragon Pact (Passive) ***** 1/ Year

Improves the synergy between Dragoon and dragon, enhancing attack power and riding effectiveness.
Also allows communication with dragons and dragon-like creatures.

Rank Bonuses
1* +1m Ride, +10 Power
2* +2m Ride, +20 Power, +5 Mana
3* +4m Ride, +40 Power, +10 Mana
4* +8m Ride, +80 Power, +20 Mana
5* +16m Ride, +100 Power, +30 Mana
  • Additional Perks:
    • Gains understanding of dragons’ emotions and communication.
    • Can deter enemy dragon-like creatures from attacking by rolling against their SK.
    • A dragon can only be raised if the Dragoon has a Physical Strength (KGStr) of 200+ and at least 1* in Dragon Pact.

Dragon Attack (1*/Year)

A combined weapon strike and dragon breath attack.

Rank Damage Calculation
1* Power × 2 + (*Mana) + Weapon Damage = Total Damage
2* Power × 3 + (*Mana × 2) + Weapon Damage = Total Damage
3* Power × 4 + (*Mana × 2) + Weapon Damage = Total Damage
4* Power × 5 + (*Mana × 3) + Weapon Damage = Total Damage
5* Power × 6 + (*Mana × 3) + Weapon Damage = Total Damage
  • Mechanics:
    • Mounted: Attack can be executed immediately, requiring only one round of dragon rest afterward.
    • Grounded: One round is needed to summon the dragon before the attack.
    • If the attack hits a target, it chains to nearby enemies, dealing damage in a cascading reaction.

Restrictions:

  • Dragons cannot be used indoors, in narrow caves, or dense forests.

Dragon Bonuses:

  • +1 to all stats in aerial, mountainous, or icy/water environments.
  • +5 bonus when in their elemental domain.

Dragon Ride (1*/Half-Year)

The Dragoon’s ability to mount their dragon and take to the skies.

  • Determines speed and range of aerial movement.
  • Summoning the dragon is swift; the rider leaps aboard as it flies by.

Note:

The Dragoon’s dragon is shielded by a powerful blood pact, rendering it invulnerable to damage.
This "Blood Pact" is forged by mixing the blood of Dragoon and dragon.


Armor Crafting ***** (1* / 1.5 Years) 1x/Day

The Dragoon can forge various armors. Costs are deducted upon completion.

Rank Armor Type SK Bonus    Full Roll Cost
1* Leather Armor +1                   [10] -400 Cell
2* Warrior Armor +2                   [30] -700 Cell
3* Light Plate +2                   [25] -900 Cell
4* Full Plate +3                   [40] -1000 Cell
5* Dragon Plate +3                   [35] -1200 Cell

Shield Crafting *** (1* / 1.5 Years) 1x/Day

Rank Shield Type HP Bonus      Full Roll Cost
1* Round Shield +200               [10] -300 Cell
2* Warrior Shield +250               [15] -600 Cell
3* Dragon Shield +300               [20] -900 Cell

Elemental Forging ***** (1* / 2 Years) 1x/Day

Allows embedding elemental gems into armor, granting resistance to specific elements.

Gem Types:

  • Aquamarine: Water resistance

  • Ruby: Fire resistance

  • Cherimant: Poison resistance

  • Diamond: Lightning resistance

    Mechanics: Roll *d6;  a [6] must appear for success.                                                                          Applicable only to certain armor types, with % effectiveness caps:
Rank Armor Compatibility Effectiveness Cap
1* Leather Armor -20%
2* Warrior Armor -40%
3* Light Plate -60%
4* Full Plate -80%
5* Dragon Plate -100%

 


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