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) Special Ability
 * 7) Artificer Abilities
 * 8) Transmuter Abilities
 * 9) Animist Abilities
 * 10) Arbiter Abilities
 * 11) Scholar Abilities
 * 12) Savant Abilities
 * 13) Diviner Abilitier
 * 14) Saint Abilities
 * 15) Time Mage Abilities
 * 16) 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)

Stats:
 * HP---50
 * MP---95
 * Physical Attack--25
 * Physical Defense-40
 * Agility--55
 * Magical Attack---65
 * Magical Defense--90
 * Resist---100
 * Special--100+@
 * Total620+@

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 -

Special Ability - Construct

Create anything that is "comprehensively" understood in terms of matter and energy in exchange for equivalent portions of mana.

If I don't know how a semiconductor material is doped then I am not able to make a transistor. If I cannot create a transistor I cannot make a logic gate. If I cannot make a logic gate I cannot realize a circuit. If I cannot make a circuit then I cannot make a CPU. Without a CPU there is no computer. End;

The ability decides what low-level to begin defining "comprehesive" understanding. AKA it's up to the skill god who is always watching.

An ability that takes large amounts of mana and is only as valuable as the artisan/scholar is skilled/learned.

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 one 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
 * }
 * return 0; // never return
 * }