Elliot Skills
Jan. 13th, 2018 06:37 pmElliot is best described as a mage/bard with specialty in healing arts. While not physically strong, he has the powerful magical skills and a wide array of unique healing and support spells. He doesn't enjoy fighting, but he works very hard to make sure he can be helpful to his friends/teammates. Elliot's innate elements are Water and Space.
His weapon of choice is an Orbal Staff. Designed by the Reinford company, an Orbal Staff allows the user to shoot magic projectiles at targets. The projectiles have a medium range and completely ignore physical defenses, though have a much lower chance of causing a critical hit than a regular weapon. Elliot's is collapsible through magic. Due to it being made specifically for Elliot's energy signature, for anyone else who tries to wield it -- it'll be just a regular staff.
Thanks to the Master Quartz Canon that powers his ARCUS (the device that allows him to cast arts), he has the following additional abilities:
- Auto-Regeneration: Elliot can heal from injuries at an accelerated rate. The power will trigger automatically when he's injured, and will continue to heal him until the injury is healed or five minutes have passed, in which it needs to recharge for another few minutes (though he can manually trigger his own regeneration spell during that time- see Crafts for details) before it can be used again. Cannot regrow lost limbs or bring him back from the dead.
- Healing Boost: Elliot's healing magic is 200% more potent compared to someone else using an ARCUS or similar types of magic. Basically his basic Cure spells are actually useful.
Crafts are spells that are unique to Elliot. Unlike Arts, they don't require an ARCUS to cast.





Link Skills are abilities that Elliot can only do when he's in a combat link with another person. The effectiveness of these abilities depends on the strength of the relationship with his link partner.

A common element that controls the ground itself. People with innate Earth element were voted "easiest to guess their innate element after spending 5 minutes with them". Earth support arts center around creating a strong physical defense. Offensive spells can sometimes cause petrification, which turns people into stone.





A common element that controls fire and heat. People with fire as an innate element tend to be violent passionate people. Almost entirely an offensive element, most fire support spells center around boosting attacks. Burn is the status effect associated with this element, surprising to no one.




A common element that controls water and ice. People with innate Water Element are either kindhearted supportive people, or icy calculating people with alarmingly low moral standards. There is no inbetween. Support spells are primarily healing spells. Some offensive water arts can cause Freeze, which freezes targets and causes damage while frozen.







A common element that controls wind and lightning. People with innate Wind element can't seem to resist puns or play on words. Wind has a healing spells that focus on healing multiple people. Some Wind spells can cause Seal, which makes a target unable to move or act physically.



A rarer, higher element that controls space and light. People with innate Space element tend to be nice people and somehow Jusis. Support spells can do anything from increasing evasion to giving powerful healing spells. Why is its symbol a dragon holding scales? ... Great question!



A rarer, higher element that controls time and darkness. A person with an innate skill for Time you can bet on having a real messed up backstory. Support spells play with time itself, while status effects center around messing with a person's consciousness.





A rarer, higher element that tends to control...something something magic something moon. Much like its image, a person with an innate skill for Mirage could probably make a good YA novel protagonist. Support spells focus around magic defense.



Zemurians can cook food recipes that can not only feed people, but aid further with beneficial enchantments (or in the case of a bad cook, deadly enchantments). The type of enchantment depends on the recipe and the quality of the cooking. In Recolle, enchantments last as long as the food is edible.























