Difference between revisions of "Clouded Horizons:Kari Inihara"

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{{CH-8rEthereal
+
{{CH-8rCharInfo
| full_name = Kari Sayuri Inihara
+
| name = Kari Sayuri Inihara
 
| title = Elegant Angel
 
| title = Elegant Angel
| image = Kari_Inihara.jpg
+
| image = CH8r_Kari_Inihara.jpg
 
| caption = Kari in her Ethereal Plane attire.
 
| caption = Kari in her Ethereal Plane attire.
| age = 1,148
+
<!--Personnel Information-->
 +
| dobYear = 1006
 +
| dobMonth = 7
 +
| dobDay = 19
 +
| race = Malakh
 
| gender = Female
 
| gender = Female
| birthday = July 19, 1006
+
| profession = Divine Magus
| main_class = Divine Magus
+
| theme_song = Star Ocean The Second Story<br/>Ocean of Tears OC Remix
| support_class = Illusionist
+
| theme_artist = EgM
| theme_song = EgM - Star Ocean The Second Story <br/>Ocean of Tears OC Remix  
+
<!--Additional Information-->
| birth_realm = [[:Category:Eighth Realm|Eighth Realm]]
+
| birth_realm = Eighth Realm
| home_plane = [[:Category:Eighth Realm - Ethereal Plane|Ethereal Plane]]
+
| add_pips = [[Image:CH8r_Grim_Angel_Captain_5th_Division.jpg|150px]]<br/>Captain, Fifth Division (ret)<br>[[:Category:Order of Grim Angels|Order of Grim Angels]]<br/>[[Image:CH8r_Ethereal_Magi_Templar.jpg|150px]]<br/>Templar<br>[[Order of Ethereal Magi]]
| ranks = [[Image:Fifth_Division_Captain.jpg|150px]]<br/>Ex-Captain, 5th Division - [[Order of the Grim Angels]]<br/>[[Image:Ethereal_Templar.jpg|150px]]<br/>Templar - Order of the Ethereal Magi<br/>[[Image:Hueco_Mundo_Adjutant.jpg|150px]]<br/>Adjutant - Hueco Mundo
 
 
}}
 
}}
 
 
{{Redirect|Kari Inihara}}
 
{{Redirect|Kari Inihara}}
'''Kari Inihara''' is one of the guardians of [[Hueco Mundo]], home of [[Author|the Authors]], and a minor protagonist in the ''[[Clouded Horizons]]'' series.
+
'''Kari Inihara''' is a former Captain of the [[:Category:Order of Grim Angels|Order of Grim Angels']] Fifth Division, a minor protagonist in the ''[[Clouded Horizons]]'' series.
 
 
 
==Personnel Information==
 
==Personnel Information==
 
===Biography===
 
===Biography===
 +
{{Quote|It's strange, not having her here. She held this whole division together...I don't think I can do what she did."<br/>"You'll do it, and do it better. That's what she taught you, right - how to excel?|Kari Inihara to Chojiro Miyagi, shortly after Chieko Murakami's death}}
  
Kari Sayuri Inihara is one of the few remaining [[Malakh]] in the Ethereal Plane. Little is known about her early life within the Ethereal Plane, but it is documented that she entered the Order of the Grim Angels, a smaller force within the [[Gilead Order]], at the age of 471. While there, she was assigned to the 5th Division under the leadership of Chieko Murakami, and soon rose to the rank of the fourth seat of the division. Many years later, at the beginning of the Great Ethereal War, the frequent battles soon took their toll on the 5th Division - by the end of the 73rd year, the Captain, Vice-Captain, and third seated officer of the 5th Division had been slain in combat, placing the relatively-inexperienced Kari in acting command of the division.  
+
Kari Sayuri Inihara is one of the few remaining ''[[:Category:Malakh|Malakh]]'' in the [[:Category:Ethereal Plane|Ethereal Plane]]. Little is known about her early life within the Ethereal Plane, but it is documented that she entered the Order of the Grim Angels, a smaller force within the [[:Category:Gilead Order|Gilead Order]], at the age of 471. While there, she was assigned to the Fifth Division under the leadership of [[Clouded Horizons:Chieko Murakami|Chieko Murakami]], and soon rose to the rank of the fourth seat of the division. Many years later, at the beginning of the Harrowing, the frequent battles soon took their toll on the Fifth Division - by the end of the 73rd year, the Captain, Vice-Captain, and third seated officer of the Fifth Division had been slain in combat, placing the relatively-inexperienced Kari in acting command of the division.  
  
Amazingly, despite the relative power gap between Kari and many of the other Captains, her squad remained able to hold its own in combat thanks to exceptional use of tactics and planning, many of those plans being attributed to Kari's then-Lieutenant, Chojiro Miyagi. Many more years passed before the war ended, and Kari's trials as the leader of the 5th Division were in fact just beginning, despite the disbanding of the Gilead Order and, by extension, the Order of Grim Angels. Kari, despite her personal opinions behind her actions, was sentenced to captivity in the Void for 60 years to avoid public outcry and a revival of unrest, a sentence that she bore stoically as a final act of respect and tribute to those who had given their lives in her command.   
+
Amazingly, despite the relative power gap between Kari and many of the other Captains, her squad remained able to hold its own in combat thanks to exceptional use of tactics and planning, many of those plans being attributed to Kari's then-Lieutenant, Chojiro Miyagi. Many more years passed before the war ended, and Kari's trials as the leader of the Fifth Division were in fact just beginning, despite the disbanding of the Gilead Order and, by extension, the Order of Grim Angels. Kari, despite her personal opinions behind her actions, was sentenced to captivity in the Void for 60 years to avoid public outcry and a revival of unrest, a sentence that she bore stoically as a final act of respect and tribute to those who had given their lives in her command.   
  
When she emerged from the Void at the age of 906, she joined the Order of Ethereal Magi in order to continue her mission of protecting the Ethereal Plane, training under the God of Knowledge, [[Xeios]]. There, Xeios saw great potential in the former Captain, and recommended to [[Freya]] that she be given a role more fitting of her station than a mere soldier within the Ethereal forces. Freya summoned Kari on Xeios' advice, offering the young Malakh a station under [[Erasmus]] himself as a guardian of the plane of Hueco Mundo, domain of the Authors. Kari accepted the offer, withdrawing from her station as a Templar within the Order to take her new position as an Adjutant within Hueco Mundo.
+
When she emerged from the Void at the age of 906, she joined the Order of Ethereal Magi in order to continue her mission of protecting the Ethereal Plane, training under the God of Knowledge, [[Xeios]]. Kari has continued to serve in the Order to the present time, working to expand her knowledge and skills to better serve the Ethereal Plane.
  
239 years later, when [[Fayt]] attempted a revolt to claim Freya's position as her own and was stripped of her powers, Freya called upon the Malakh once again. Kari was granted the temporary position as the Pillar of Fate, holding these powers until Freya deemed Fayt worthy to return to her status as a Pillar of Reality.
+
239 years later, when [[Clouded Horizons:Fayt|Fayt]] attempted a revolt to claim Freya's position as her own and was stripped of her powers, Freya called upon the Malakh once again. Kari was granted the temporary position as the Pillar of Fate, holding these powers until Freya deemed Fayt worthy to return to her status as a Pillar of Reality.
  
 
===Personality===
 
===Personality===
 +
Kari's personality is somewhat at odds with her otherwise youthful appearance. She acts much older than she appears at first glance, and takes her position as a member of the Ethereal Magi quite seriously. Beyond her serious yet kind demeanor, however, lurks a persona filled with haunted memories of the Ethereal Plane's devastating Harrowing and the loss of her division members, including her former Captain, which she carries with her constantly.
 +
 +
===Synopsis===
 +
Kari made her first appearance in the series by confronting the Gilead Order's former leader, [[Clouded Horizons:Arragious Nicholai|Arragious Nicholai]], shortly after his assassination of [[Clouded Horizons:Arisa Minami|Arisa Minami]], a Praetor within the Order of Ethereal Magi. She engaged in combat with the former Captain-Commander in an attempt to detain him until Xeios arrived, releasing her ''Bankai'' to stay on even footing, but was soon overpowered and defeated by Arragious, to be saved from death by the timely appearance of [[Clouded Horizons:Etchel Beoulve|Etchel Beoulve]].
  
Kari's personality is somewhat at odds with her otherwise youthful appearance. She acts much older than she appears at first glance, and takes her position as a guardian of the path to Hueco Mundo quite seriously. However, she is still a very kind individual when treated with courtesy and respect.
+
==Combat Information==
 +
{{Quote|Learning to handle yourself in combat is an art form. Holding back just enough to surprise an opponent with is a fine line that you must learn to walk. Always watch for an opening, and don't be afraid to strike from behind. There's no shame in having honor, but there's also no shame in knowing when to place that aside for not just your own sake, but that of others.|Kari Inihara to Benji Powell}}
  
===Synopsis===
+
Kari is a pragmatist in combat, ever quick to capitalize on any opportunity that presents itself with the option most likely to bring the fight to an end. To this effect, she combines her innate skills with kidou with masterful swordsmanship to trap opponents, in order to finish them off with pinpoint use of offensive kidou or her Diviner's abilities.
 +
 
 +
* '''Master Swordsmanship Specialist''': Kari is an expert with light blades, capable of fighting evenly with most high-ranking Ethereal and Nether entities.
 +
 
 +
* '''Skilled Hand-to-Hand Combatant''': Kari, like all Captains, has at least basic training in hand-to-hand combat skills. This is not her primary style of fighting, but she can defend herself if required.
 +
 
 +
* '''Enhanced Strength''': Kari is capable of using her formidable ''reiatsu'' to increase her strength, giving her a level of strength above and beyond even normal Malakh.
  
Kari made her first and only appearance to date in the series when [[Aizen Sosuke]] attempted to use the [[Alchemic Trinity]] to open a path to [[Hueco Mundo]]. At the Door of Space-Time, he was confronted by Kari and [[Ma'at]], who barred him entrance. After he divulged the reason he had come to the Door, the two allowed him entry into the otherworldly environment of the [[Author|Author's]] home dimension.
+
* '''Exceptional Agility''': Kari possesses a high degree of skill with ''Shunpo,'' which gives her great mobility in combat. Her agility, combined with her skill with her Diviner in both sealed and released forms, gives her excellent battlefield reach and control.
  
==Combat Information==
+
* '''Immense Spiritual Energy''': Kari, like all Captains, possesses a great degree of spiritual power, enough to fight for greatly extended periods of time and generate incredible levels of ''reiatsu'' to debilitate enemies.
  
Kari has not been shown in combat within the series as of the present time; however, as a former Captain of the Order of Grim Angels, it is presumed that she is one of the higher-ranking entities within the realm, possessing power to match.
+
* '''Expert Magic User''': As a former member of the Fifth Division and a member of the Order of Ethereal Magi, Kari possesses a great degree of skill with magical attacks of all kinds, surpassing even her former Captain.
  
 
===Combat Attributes===
 
===Combat Attributes===
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* '''Malakh''' (400)
 
* '''Malakh''' (400)
 
* '''Divine Magus''' (150)
 
* '''Divine Magus''' (150)
* '''Illusionist''' (75)
+
* ''Secondary Classes''
'''Attributes'''
+
:'''Illusionist''' (150), '''White Mage''' (50), '''Alchemist''' (50), '''Red Mage''' (50), '''Mesmer''' (50)
* '''Stamina''': 8,152
+
* ''Tertiary Classes:''
* '''Mana''': 17,077
+
:'''''None.'''''<br/>
* '''Strength''': 4,461
+
'''Elemental Preferences'''
* '''Vitality''': 4,402
+
* Wind
* '''Mind''': 6,479
+
* Holy
* '''Spirit''': 10,197
+
 
* '''Luck''': 3,824
+
{{CH-8rCombatBlock
* '''Agility''': 3,505
+
<!--Character Statistics Block-->
* '''Dexterity''': 4,003
+
|stamina = 5,699
* '''Accuracy''': 6,224
+
|mana = 10,155
'''Rankings'''
+
|accuracy = 6,165
* '''Melee Grade''': B+
+
|evasion = 8,600
* '''Magic Grade''': A
+
|strength = 3,990
* '''Ranged Grade''': B+
+
|vitality = 3,705
* '''Overall Threat''': B+
+
|mind = 7,462
 +
|spirit = 8,136
 +
|agility = 4,910
 +
|dexterity = 3,316
 +
|luck = 2,954
 +
<!--Elemental Affinities Block-->
 +
|fire = 10%
 +
|ice = 10%
 +
|lightning = 10%
 +
|water = 10%
 +
|wind = 5%
 +
|earth = 15%
 +
|holy = 25%
 +
|dark = -8%
 +
<!--Resistances Block-->
 +
|disease = 20%
 +
|poison = 10%
 +
|wound = 5%
 +
|fear = 25%
 +
}}
 +
===Talents===
 +
{{NavFrame|Talents|
 +
* Proficiency: Katana - Gain proficiency with the Katana.
 +
* Specialization: Katana - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Katana.
 +
* Mastery: Katana - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Katana.
 +
* Proficiency: Naginata - Gain proficiency with the Naginata.
 +
* Specialization: Naginata - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Naginata.
 +
* Mastery: Naginata - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Naginata.
 +
* Proficiency: Staff - Gain proficiency with the Staff.
 +
* Specialization: Staff - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Staff.
 +
* Implement Proficiency: Light Blade - Allows a Light Blade weapon to be used as an Implement.
 +
* Implement Expertise: Light Blade - Light Blade Implements now increase Mana by 15% and Mana regen by 2 pips.
 +
* Wind+ - Increases Wind Affinity by 10%.
 +
* Recoil - Whenever dealt damage after using a Wind-elemental Ability, the attacker takes 0.35x Wind damage.
 +
* Epidemic - Whenever a Wind-elemental Ability with one target would inflict Poison, Sap, or Blind status, a random adjacent target is also subject to that status effect.
 +
* Updraft - Grants a +12% Agility bonus while affected by a Wind-elemental Enchantment.
 +
* Holy+ - Increases Holy Affinity by 10%.
 +
* Divine Aid - Whenever using a Holy-elemental Spell that restores Stamina, it also restores +2% Mana.
 +
* Turn Undead - Whenever using a Holy-elemental Spell against an Undead target, treat the target's Holy Affinity as though it were 50% lower.
 +
* Divine Sanction - After making a Holy-elemental attack against one target, the next time that target makes an attack, it takes 1.35x Holy Damage if an ally was the only target of that attack.
 +
}}
  
 
===Racial Traits===
 
===Racial Traits===
 
{{NavFrame|Malakh|
 
{{NavFrame|Malakh|
 
'''Active'''
 
'''Active'''
* Mana Burn - Spell that causes an enemy to lose 15% of their current Mana and deals 2 points of magic damage to their Stamina for each point of Mana lost.
+
* Mana Burn - Deals 15% Mana damage. Chroma: For each point of Mana lost, deals 2 magic damage.
* Spirit of Failure - Hex that cause the target to have a 25% chance to miss with their attacks and restores 3% Mana to the user whenever that target misses.
+
* Spirit of Failure - Causes a 25% chance to miss with attacks. Chroma:  Whenever hexed target misses, restores the user's Mana by 3%.
* Resurrection Chant - Chant that revives a fallen ally with up to the user's current Stamina and 30% Mana.
+
* Resurrection Chant - Revives an ally with up to the user's current Stamina and Mana.
  
 
'''Passive'''
 
'''Passive'''
* Regeneration
+
* Angelic Aura - +7.5% Agility, +10% Holy Affinity.
: 2 pips Stamina regen.
+
* Second Wind - +3 pips Stamina regen whenever Stamina falls below 50%.
: 3 pips Mana regen.
+
* Spiritual Resonance - +0.25...100% to all attributes while wielding a Diviner.
* Angelic Aura
 
: +10% Divine Affinity.
 
: +7.5% Agility.
 
* Second Wind
 
: +3 pips Stamina regen when Stamina falls below 50%.
 
* Arcane Languor
 
: -10% Magic Damage.
 
: -7.5% Arcane Affinity.
 
* Element Block
 
: +7.5% Mana cost of Elemental spells.
 
 
}}
 
}}
  
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{{NavFrame|Ethereal Magic|
 
{{NavFrame|Ethereal Magic|
 
'''Active'''
 
'''Active'''
* Binding - Spell that deals 1.3x Holy damage to an enemy and inflicts Stop status.
+
* Rainbow Seal - The next Spell inflicts Slow and Silence status upon all targets.
* Celestial Arrow - Spell that deals 1.45x Holy damage to an enemy.
+
 
* Heaven's Wrath - Spell that deals 1.4x Holy damage to all enemies.
+
'''Spells'''
* Holy Shield - Enchantment that negates effect(s) of the next Dark or Arcane-elemental source.
+
* Binding - Deals 1.3x Holy damage. Inflicts Stop status.
* Judgment's Light - Spell that deals 1.45x Holy damage to an enemy and removes all positive status effects, bestowing them upon a random ally.
+
* Heaven's Whisper - Deals 1.4x Holy damage. Inflicts Silence status.
* Blessing of Life - Spell that restores 50% Stamina to an ally and bestows Reraise status.
+
* Celestial Arrow - Deals 1.35x Holy damage. Chroma: If the target is under Shell or Protect status, has 10% Magic Defense penetration.
* Rainbow Seal - Glyph that causes the next Divine spell to inflict Slow and Silence status upon all enemies.
+
* Holy Shield - Negates the next Dark elemental ability.
* Elysian Star - Spell that deals 1.6x Holy damage to all enemies and Dispel status.
+
* Heaven's Wrath - Deals 1.6x Holy damage.
* Grand Cross - Spell that deals 1.9x Divine damage to all enemies.
+
* Judgment's Light - Deals 1.45x Holy damage. Inflicts Dispel status.
 +
* Blessing of Life - Restores 50% Stamina. Bestows Reraise status.
 +
* Elysian Star - Deals 1.3x Holy damage. Inflicts Dispel status.
 +
* Grand Cross - Deals 1.9x Holy damage.
 +
* Tale of Fellis - Deals 1.2x Omni damage. Inflicts all status effects.
  
 
'''Passive'''
 
'''Passive'''
* Divine Favor: Rank III - Increases Divine Affinity by 35% and Spirit by 15%.
+
* Divine Favor - Increases the potency of Holy-elemental Spells by 0%.
* Divine Grace: Rank III - Increases Enhancing spell potency by 35% and Vitality by 15%.
+
* Majesty - Increases Holy Affinity by 0%.
* Divine Faith: Rank III - Increases Healing spell potency by 35% and Stamina by 15%.
+
* Resonance - Increases Mana regen by 0%.
* Mana +: Rank III - Increases Mana by 35%.
+
* Mind+ - Increases Mind by 40%.
* Magic +: Rank III - Increases Magic Affinity by 35%.
+
* Spirit+ - Increases Spirit by 40%.
* Divine +: Rank III - Increases Divine Affinity by 35%.
+
* Mana+ - Increases Mana by 21%.
* Spirit +: Rank II - Increases Spirit by 20%.
+
* Agility+ - Increases Agility by 21%.
* Holy +: Rank II - Increases Holy Affinity by 20%.
+
* Evasion+ - Increases Evasion by 21%.
* Clear Mind: Rank II - Increases Mana regen by 2 pips.
+
* Vitality+ - Increases Vitality by 10%.
* Poison Resist: Rank I - Increases Poison (effect) Resistance by 5%.
+
* Block+ - Increases Block chance by 10%.
* Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%.
+
* Holy+ - Increases Holy Affinity by 10%.
* Disease Resist: Rank I - Increases Disease (effect) Resistance by 5%.
+
* Disease Resist+ - Increases Disease (effect) Resistance by 10%.
* Wound Resist: Rank I - Increases Wound (effect) Resistance by 5%.
+
* Fear Resist+ - Increases Fear (effect) Resistance by 10%.
 
 
'''Magic'''
 
* Book of Lodis - Divine spell that deals 1.6x Divine damage to all enemies.
 
* Heaven's Whisper - Divine spell that deals 1.4x Holy damage to all enemies and inflicts Silence status.
 
* Grimoire of Alazhar - Divine spell that deals 1.8x Divine damage to all enemies and inflicts Sap status.
 
* Tale of Fellis - Divine spell that deals 1.2x Omni damage and inflicts all status effects to all allies and enemies.
 
 
}}
 
}}
  
{{NavFrame|Phantasm Magic|
+
{{NavFrame|White Magic|
 
'''Active'''
 
'''Active'''
* Illustrious Flair - Spell that deals 1.2x magic damage to one enemy and inflicts Stun status.
+
* Divine Seal - Doubles the potency of the next Holy spell.
* Prominence - Phantasm spell that deals 1.85x Fire damage to all enemies.
+
 
* Professional Charm - Spell that deals 1.2x magic damage to one enemy and inflicts Confuse status.
+
'''Spells'''
* First Wave: Exposition - Spell that deals 1.5x Earth damage to all enemies and inflicts Blind status.
+
* Cure I - Restores Stamina equal to 1.2x magic damage.
* Tempest - Phantasm spell that deals 1.85x Lightning damage to all enemies.
+
* Banish I - Deals 1.2x Holy damage.
* Second Wave: Stanza - Spell that deals 1.4x Water damage to all enemies and inflicts Slow status.
+
* Protectra - Bestows Protect status.
* Freezeblink - Phantasm spell that deals 1.85x Ice damage to all enemies.
+
* Aquaveil - Prevents spells from being interrupted.
* Elegant Deal - Spell that deals 1.2x magic damage to one enemy and inflicts Silence status.
+
* Cure II - Restores Stamina equal to 1.45x magic damage.
* Third Wave: Cadence - Spell that deals 1.4x Lightning damage to all enemies and inflicts Paralyze status.
+
* Banish II - Deals 1.45x Holy damage.
* Deluge - Phantasm spell that deals 1.85x Water damage to all enemies.
+
* Cura - Restores Stamina equal to 1.35x magic damage.
* Soil Evidence - Phantasm spell that deals 1.85x Earth damage to all enemies.
+
* Shellra - Bestows Shell status.
* Fourth Wave: Finale - Spell that deals 1.5x Wind damage to all enemies and inflicts Doom status.
+
* Cure III - Restores Stamina equal to 1.7x magic damage.
* Wild Tornado - Phantasm spell that deals 1.85x Wind damage to all enemies.
+
* Regen - Bestows Regen status.
* Blackout - Phantasm spell that deals 1.85x Dark damage to all enemies.
+
* Raise - Revives with 25% Stamina.
* Star Cross - Phantasm spell that deals 1.85x Holy damage to all enemies.
+
* Curaga - Restores Stamina equal to 1.6x magic damage.
 +
* Arise - Revives with 100% Stamina.
 +
* Esuna - Removes all negative status effects.
 +
* Banish III - Deals 1.7x Holy damage.
 +
* Regenra - Bestows Regen status.
 +
* Holy - Deals 2.0x Holy damage.
  
 
'''Passive'''
 
'''Passive'''
* Spell Affinity: Phantasm - Can cast Phantasm spells.
+
* Resistance - Increases Magic Defense by 0%.
* Absorb Mana - Whenever the user is hit with a spell, the user's Mana is restored by the cost of that spell.
+
* Soul Shield - Bestows Shell status while in Critical status.
* Conserve Energy: Rank IV - Reduces the Mana cost of spells by 50%.
+
* Centered - Bestows Refresh status.
* Mana +: Rank III - Increases Mana by 35%.
+
* Mana+ - Increases Mana by 40%.
* Mind +: Rank III - Increases Mind by 35%.
+
* Spirit+ - Increases Spirit by 40%.
* Spirit +: Rank III - Increases Spirit by 35%.
+
* Vitality+ - Increases Vitality by 14%.
* Luck +: Rank II - Increases Luck by 20%.
+
* Mind+ - Increases Mind by 14%.
* Wind +: Rank II - Increases Wind Affinity by 20%.
+
* Evasion+ - Increases Evasion by 14%.
* Earth +: Rank II - Increases Earth Affinity by 20%.
+
* Holy+ - Increases Holy Affinity by 5%.
* Fire +: Rank I - Increases Fire Affinity by 10%.
+
* Fear Resist+ - Increases Fear (effect) Resistance by 5%.
* Ice +: Rank I - Increases Ice Affinity by 10%.
+
* Poison Resist+ - Increases Poison (effect) Resistance by 5%.
* Lightning +: Rank I - Increases Lightning Affinity by 10%.
+
* Wound Resist+ - Increases Wound (effect) Resistance by 5%.
* Water +: Rank I - Increases Water Affinity by 10%.
+
* Disease Resist+ - Increases Disease (effect) Resistance by 5%.
 
}}
 
}}
  
{{NavFrame|Red Magic|
+
{{NavFrame|Transmutation|
 
'''Active'''
 
'''Active'''
* Doublecast - Glyph that allows the casting of two spells at once.
+
* Alchemy Seal - Doubles the potency of the next Alchemy spell.
* Convert - Glyph that switches the user's current Stamina and Mana.
+
* Therapy - The next curative item affects its target as though they had Reverse status.
 +
 
 +
'''Spells'''
 +
* Create: Potion - Creates and uses a Potion. Restores 15% Stamina.
 +
* Create: Ether - Creates and uses an Ether. Restores 33% Mana.
 +
* Create: Phoenix Down - Creates and uses a Phoenix Down. Revives the target with 25% Stamina.
 +
* Create: Hi-Potion - Creates and uses a Hi-Potion. Restores 30% Stamina.
 +
* Create: Dispel Tonic - Creates and uses a Dispel Tonic. Removes all positive status effects.
 +
* Create: Remedy - Creates and uses a Remedy. Removes all negative status effects.
 +
* Create: Mega-Potion - Creates and uses a Mega-Potion. Restores 50% stamina.
 +
* Create: X-Potion - Creates and uses an X-Potion. Restores full Stamina.
  
 
'''Passive'''
 
'''Passive'''
* Spell Affinity: Elemental - Can cast Elemental spells.
+
* Analysis - Grants Libra status whenever an enemy has a positive status effect or Enchantment active.
* Spell Affinity: Enfeebling - Can cast Enfeebling spells.
+
* Deconstruction - Transmuted curative items used on non-undead, non-spirit enemies are 33% as potent and act as though those targets had Reverse status.
* Spell Affinity: Enhancing - Can cast Enhancing spells.
+
* Creation - Non-transmuted restorative items are 1…33% more effective.
* Spell Affinity: Healing - Can cast Healing spells.
+
* Mind+ - Increases Mind by 40%.
* Fast Cast: Rank IV - Decreases spell activation and reactivation time by 20%.
+
* Spirit+ - Increases Spirit by 40%.
* Mind +: Rank III - Increases Mind by 35%.
+
* Mana+ - Increases Mana by 14%.
* Spirit: Rank III - Increases Spirit by 35%.
+
* Dexterity+ - Increases Dexterity by 14%.
* Clear Mind: Rank III - Increases Mana regen by 3 pips.
+
* Accuracy+ - Increases Accuracy by 14%.
* Strength +: Rank II - Increases Strength by 20%.
+
* Stamina+ - Increases Stamina by 5%.
* Vitality +: Rank II - Increases Vitality by 20%.
+
* Vitality+ - Increases Vitality by 5%.
* Disease Resist: Rank II - Increases Disease (effect) Resistance by 10%.
+
* Critical+ - Increases Critical Hit chance by 5%.
* Stamina +: Rank I - Increases Stamina by 10%.
+
* Poison Resist+ - Increases Poison (effect) Resistance by 5%.
* Mana +: Rank I - Increases Mana by 10%.
+
* Disease Resist+ - Increases Disease (effect) Resistance by 5%.
* Melee +: Rank I - Increases Melee Affinity by 10%.
+
}}
* Magic +: Rank I - Increases Magic Affinity by 10%.
+
 
* Auto-Refresh: Generates constant Refresh status upon the user.
+
{{NavFrame|Phantasm Magic|
 +
'''Active'''
 +
* Overwhelming Instinct - Imprint 1.2x Mind. Chroma: If this ability hits, inflicts Berserk status.
 +
* Traumatic Visions - Imprint 0.8x Mind. Deals 0.3x psychic damage each second. Chroma: If this ability hits, inflicts Disable, Paralyze, and Immobilize status.
 +
* Sum of all Fears - Imprint 0.65x Mind. Chroma: If this ability hits, Hexed target moves, attacks, and activates abilities 20% slower.
 +
* Images of Remorse - Imprint 1.0x Mind. Chroma: If this ability hits, inflicts Stop status.
 +
* Phantom Chasm - Imprint 0.9x Mind. Chroma: If this ability hits, inflicts Immobilize status.
 +
* Grasping Shadows - Imprint 0.65x Mind. Inflicts Slow status. Chroma: If this ability hits, at the start of Hexed target's turn, deals 1.2x psychic damage.
 +
* Distracting Whispers - Imprint 0.9x Mind. Chroma: If this ability hits, reduces Accuracy and Mind by 33%.
 +
* Maze of Mirrors - Imprint 1.3x Mind. Chroma: If this ability hits, Hexed target treats the user's allies as though they had Vanish status.
 +
* Taunting Phantoms - Imprint 0.5x Mind. Inflicts Berserk status. Chroma: If this ability hits, Hexed target physical attacks have a 50% chance to hit one of its allies. Chroma: If this ability fails to hit, inflicts Provoke status.
 +
* Visions of Avarice - Imprint 1.1x Mind. Chroma: If this ability hits, Hexed targets skips their next 2 turns.
 +
* Sheer Cold - Imprint 0.7x Mind. Deals 1.3x Ice damage. Chroma: If this ability hits, inflicts Freeze status.
 +
* Overheat - Imprint 0.7x Mind. Deals 1.3x Fire damage. Chroma: If this ability hits, inflicts Heat status.
 +
* Mirror Image - Imprint 0.8x Mind. Chroma: If this ability hits, deals 1.5x psychic damage and has "Chroma: For each ally, bestows Blink status."
 +
* Repose - Imprint 1.3x Mind. Chroma: If this ability hits, inflicts Sleep status.
  
'''Magic'''
+
'''Spells'''
* Water I - Elemental spell that deals 1.2x Water damage to an enemy.
+
* Prominence - Deals 1.7x Fire damage.
* Water II - Elemental spell that deals 1.45x Water damage to an enemy.
+
* Tempest - Deals 1.7x Lightning damage.
* Aero I - Elemental spell that deals 1.2x Wind damage to an enemy.
+
* Freezeblink - Deals 1.7x Ice damage.
* Aero II - Elemental spell that deals 1.45x Wind damage to an enemy.
+
* Deluge - Deals 1.7x Water damage.
* Quake I - Elemental spell that deals 1.2x Earth damage to an enemy.
+
* Soil Evidence - Deals 1.7x Earth damage.
* Quake II - Elemental spell that deals 1.45x Earth damage to an enemy.
+
* Wild Tornado - Deals 1.7x Wind damage.
* Bio - Enfeebling spell that deals 1.2x magic damage to an enemy and inflicts Sap status.
+
* Blackout - Deals 1.7x Dark damage.
* Scourge - Enfeebling spell that deals 1.35x magic damage to all enemies and inflicts Sap status.
+
* Star Cross - Deals 1.7x Holy damage.
* Cure I - Healing spell that restores a small amount of Stamina to a target.
 
* Cure II - Healing spell that restores a moderate amount of Stamina to a target.
 
* Raise - Healing spell that revives an ally with 25% of their maximum Stamina.
 
* Regen - Enhancing spell that bestows Regen status upon an ally.
 
* Refresh - Enhancing spell that bestows Refresh status upon an ally.
 
* Esuna - Healing spell that removes all negative status effects from an ally.
 
* Dispel - Enfeebling spell that inflicts Dispel status upon an enemy.
 
* Dia I - Enfeebling spell that deals 1.2x Holy damage to an enemy and inflicts Shear status.
 
* Dia II - Enfeebling spell that deals 1.45x Holy damage to an enemy and inflicts Shear status.
 
* Dia III - Enfeebling spell that deals 1.7x Holy damage to an enemy and inflicts Shear status.
 
* Diara - Enfeebling spell that deals 1.35x Holy damage to all enemies and inflicts Shear status.
 
* Diaga - Enfeebling spell that deals 1.6x Holy damage to all enemies and inflicts Shear status.
 
* Protect - Enhancing spell that bestows Protect status upon an ally.
 
* Shell - Enhancing spell that Bestows Shell status upon an ally.
 
* Blind - Enfeebling spell that inflicts Blind status upon an enemy.
 
* Silence - Enfeebling spell that inflicts Silence status upon an enemy.
 
* Sleep - Enfeebling spell that inflicts Sleep status upon an enemy.
 
* Poison - Enfeebling spell that inflicts Poison status upon an enemy.
 
* Paralyze - Enfeebling spell that inflicts Paralyze status upon an enemy.
 
* Oil - Enfeebling spell that inflicts Oil status upon all enemies.
 
* Haste - Enhancing spell that bestows Haste status upon an ally.
 
* Slow - Enfeebling spell that inflicts Slow status upon an enemy.
 
* Disable - Enfeebling spell that inflicts Disable status upon all enemies.
 
* Immobilize - Enfeebling spell that inflicts Immobilize status upon all enemies.
 
  
'''Equipment'''
+
'''Passive'''
* Light Melee Weapons - Can equip Light Melee weapons.
+
* Mental Clarity - Increases the effectiveness of and defense against Spells that deal psychic damage by 0%.
* Magic Weapons - Can equip Magic-class weapons.
+
* Absorb Mana - Whenever dealt damage by 0%.
* Bow Weapons - Can equip Bow and Crossbow weapons.
+
* Conserve Energy - Reduces the cost of Spells by 0%.
* Robes - Can equip Robes.
+
* Mind+ - Increases Mind by 40%.
* Light Armor - Can equip Light Armor and Round Shields.
+
* Spirit+ - Increases Spirit by 40%.
* Medium Armor - Can equip Medium Armor and Kite Shields.
+
* Mana+ - Increases Mana by 21%.
 +
* Agility+ - Increases Agility by 21%.
 +
* Evasion+ - Increases Evasion by 21%.
 +
* Fire+ - Increases Fire Affinity by 10%.
 +
* Ice+ - Increases Ice Affinity by 10%.
 +
* Lightning+ - Increases Lightning Affinity by 10%.
 +
* Water+ - Increases Water Affinity by 10%.
 +
* Earth+ - Increases Earth Affinity by 10%.
 
}}
 
}}
  
{{NavFrame|White Magic|
+
{{NavFrame|Red Magic|
 
'''Active'''
 
'''Active'''
* Divine Seal - Glyph that doubles the potency of the next Healing spell.
+
* Swordmage - Imbues your next 1…3 physical attacks with the effect(s) of your next spell.
 +
* Doublecast - Casts two spells simultaneously.
 +
* Convert - Switches current Stamina and Mana.
 +
 
 +
'''Spells'''
 +
* Cure I - Restores Stamina equal to 1.2x magic damage.
 +
* Quake I - Deals 1.2x Earth damage.
 +
* Poison - Inflicts Poison status.
 +
* Paralyze - Inflicts Paralyze status.
 +
* Protect - Bestows Protect status.
 +
* Blind - Inflicts Blind status.
 +
* Water I - Deals 1.2x Water damage.
 +
* Bio - Deals 1.2x magic damage. Inflicts Sap status.
 +
* Slow - Inflicts Slow status.
 +
* Aero I - Deals 1.2x Wind damage.
 +
* Shell - Bestows Shell status.
 +
* Silence - Inflicts Silence status.
 +
* Oil - Inflicts Oil status.
 +
* Regen - Bestows Regen status.
 +
* Sleep - Inflicts Sleep status.
 +
* Cure II - Restores Stamina equal to 1.45x magic damage.
 +
* Dispel - Removes all positive status effects.
 +
* Quake II - Deals 1.45x Earth damage.
 +
* Raise - Revives with 25% Stamina.
 +
* Water II - Deals 1.45x Water damage.
 +
* Refresh - Bestows Refresh status.
 +
* Aero II - Deals 1.45x Wind damage.
 +
* Esuna - Removes all negative status effects.
 +
* Haste - Bestows Haste status.
  
 
'''Passive'''
 
'''Passive'''
* Spell Affinity: Enhancing - Can cast Enhancing spells.
+
* Fast Cast - Decreases spell activation and reactivation time by 0%.
* Spell Affinity: Healing - Can cast Healing spells.
+
* Spellblade - Combo the successful casting of a Spell targeting a single enemy with a basic attack.
* Mana +: Rank III - Increases Mana by 35%.
+
* Replenish - Gain 1…20% magic damage taken as Mana.
* Spirit +: Rank III - Increases Spirit by 35%.
+
* Strength+ - Increases Strength by 40%.
* Magic +: Rank III - Increases Magic Affinity by 35%.
+
* Spirit+ - Increases Spirit by 40%.
* Mind +: Rank II - Increases Mind by 20%.
+
* Vitality+ - Increases Vitality by 14%.
* Clear Mind: Rank II - Increases Mana regen by 2 pips.
+
* Mind+ - Increases Mind by 14%.
* Disease Resist: Rank II - Increases Disease (effect) Resistance by 10%.
+
* Luck+ - Increases Luck by 14%.
* Holy +: Rank I - Increases Holy Affinity by 10%.
+
* Evasion+ - Increases Evasion by 5%.
* Divine +: Rank I - Increases Divine Affinity by 10%.
+
* Accuracy+ - Increases Accuracy by 5%.
* Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%.
+
* Earth+ - Increases Earth Affinity by 5%.
* Wound Resist: Rank I - Increases Wound (effect) Resistance by 5%.
+
* Wind+ - Increases Wind Affinity by 5%.
 
+
* Fear Resist+ - Increases Fear (effect)Resistance by 5%.
'''Magic'''
 
* Cure I - Healing spell that restores a small amount of Stamina to a target.
 
* Cure II - Healing spell that restores a moderate amount of Stamina to a target.
 
* Cure III - Healing spell that restores a large amount of Stamina to a target.
 
* Cura - Healing spell that restores a moderate amount of Stamina to all targets.
 
* Curaga - Healing spell that restores a large amount of Stamina to all allies.
 
* Raise - Healing spell that revives an ally with a small amount of Stamina.
 
* Arise - Healing spell that revives an ally with full Stamina.
 
* Reraise - Healing spell that bestows Reraise status upon an ally.
 
* Regen - Enhancing spell that bestows Regen status upon an ally.
 
* Regenra - Enhancing spell that bestows Regen status upon all allies.
 
* Esuna - Healing spell that removes all negative status effects from an ally.
 
* Esunaga - Healing spell that removes all negative status effects from all allies.
 
* Blink - Enhancing spell that bestows Blink status upon an ally.
 
* Blindna - Healing spell that removes Blind status from an ally.
 
* Voxna - Healing spell that removes Silence status from an ally.
 
* Poisona - Healing spell that removes Poison status from an ally.
 
* Stona - Healing spell that removes Petrify status from an ally.
 
* Cleansena - Healing spell that removes Disease status from an ally.
 
* Paralyna - Healing spell that removes Paralyze status from an ally.
 
* Barpoisonra - Enhancing spell that increases the Poison (effect) Resistance of all allies by 35%.
 
* Barfeara - Enhancing spell that increases the Fear (effect) Resistance of all allies by 35%.
 
* Bardiseasera - Enhancing spell that the increases Disease (effect) Resistance of all allies by 35%.
 
* Barwoundra - Enhancing spell that increases the Wound (effect) Resistance of all allies by 35%.
 
* Protect - Enhancing spell that bestows Protect status upon an ally.
 
* Protectra - Enhancing spell that bestows Protect status upon all allies.
 
* Shell - Enhancing spell that bestows Shell status upon an ally.
 
* Shellra - Enhancing spell that bestows Shell status upon all allies.
 
* Aquaveil - Enhancing spell prevents the user's spells from being interrupted by attacks.
 
* Banish I - Divine spell that deals 1.2x Divine damage to an enemy.
 
* Banish II - Divine spell that deals 1.45x Divine damage to an enemy.
 
* Banish III - Divine spell that deals 1.7x Divine damage to an enemy.
 
* Banishra - Divine spell that deals 1.35x Divine damage to all enemies.
 
* Holy - Divine spell that deals 2x Holy damage to an enemy.
 
 
 
'''Equipment'''
 
* Light Melee Weapons - Can equip Light Melee weapons.
 
* Magic Weapons - Can equip Magic-class weapons.
 
* Mantles - Can equip Mantles.
 
* Robes - Can equip Robes.
 
* Light Armor - Can equip Light Armor and Round Shields.
 
 
}}
 
}}
  
 
{{NavFrame|Sleight|
 
{{NavFrame|Sleight|
 
'''Active'''
 
'''Active'''
* Arcane Larceny - Hex that disables a random spell of one enemy; Arcane Larceny is then replaced with that spell.
+
* Overload - Imprint 0.75x Mind. Chroma: If this ability hits, deals 1.8 psychic damage.
* Imagined Burden - Hex that inflicts Slow status upon an enemy.
+
* Phantom Pain - Imprint 0.8 Mind. Chroma: If this ability hits, reduces Stamina regen by 5…10 pips.
* Phantom Pain - Hex that reduces a target's Stamina regen by 7 pips for the duration and, upon ending, inflicts Banish status.
+
* Imagined Burden - Imprint 1.2x Mind. Chroma: If this ability hits, Inflicts Slow status.
* Power Spike - Spell that, if the target is activating a skill, deals 1.8x magic damage and interrupts the skill.
+
* Mantra of Psychosis - Gain +0.25…0.75x bonus to Imprint Mind checks.
* Power Leak - Spell that, if the target is activating a spell, deals 1.8x Mana damage and interrupts the spell.
+
* Accumulated Pain - Imprint 0.8x Mind. Chroma: If this ability hits and if the target has at least two Hexes, deals 2.25x psychic damage.
* Illusionary Weaponry - Enchantment that adds +90...335 magic damage to attacks; this damage has 20% Magic defense penetration.
+
* Sensory Deprivation - Imprint 1.75x Mind. Chroma: If this ability hits, inflicts Sleep, Poison, and Sap status.
* Accumulated Pain - Spell that deals 1.4x Mana damage to an enemy and, if the enemy has two or more Hexes on them, deals 2.25x magic damage.
+
 
* Mantra of Recovery - Stance that makes spells recharge 33% faster for duration.
+
'''Spells'''
* Price of Pride - Hex that, if the target uses an ability of level 50 or greater during the duration, deals 1.75x magic damage and drains 10% Mana.
+
* Arcane Larceny - Disables a random Spell. Arcane Larceny becomes that Spell.
* Weariness - Hex that deals 1.85x Mana damage to all enemies and inflicts Sap status.
+
* Power Leak - Interrupts an Ability. Chroma: If a Spell is interrupted, deals 1.8x Mana damage.
 +
* Power Spike - Interrupts an Ability. Chroma: If a Skill is interrupted, deals 1.8x psychic damage.
 +
* Enervate - Chroma: Whenever Hexed target activates an Ability, drains Mana equal to the cost of that ability.
 +
* Illusionary Weaponry - Adds +0.1...0.5x magic damage. This damage has 20% Magic Defense penetration.
  
 
'''Passive'''
 
'''Passive'''
* Fast Cast: Rank III - Decreases spell activation and reactivation time by 15%.
+
* Clairvoyance - When using an Ability with Imprint, displays the success rate.
* Spirit +: Rank III - Increases Spirit by 35%.
+
* Domination - Whenever a Hex is successfully applied, it deals 0.2…0.8x Mana damage.
* Clear Mind: Rank III - Increases Mana regen by 3 pips.
+
* Perception - Increases Mind by 0%.
* Fear Resist: Rank III - Increases Fear (effect) Resistance by 15%.
+
* Mind+ - Increases Mind by 40%.
* Mana +: Rank II - Increases Mana by 20%.
+
* Agility+ - Increases Agility by 40%.
* Strength +: Rank II - Increases Strength by 20%.
+
* Strength+ - Increases Strength by 14%.
* Dexterity +: Rank II - Increases Dexterity by 20%.
+
* Spirit+ - Increases Spirit by 14%.
* Critical +: Rank I - Increases Critical Hit chance by 2%.
+
* Dexterity+ - Increases Dexterity by 14%.
* Melee +: Rank I - Increases Melee Affinity by 10%.
+
* Stamina+ - Increases Stamina by 5%.
* Magic +: Rank I - Increases Magic Affinity by 10%.
+
* Evasion+ - Increases Evasion by 5%.
* Ranged +: Rank I - Increases Ranged Affinity by 10%.
+
* Magic Damage+ - Increases Magic Damage by 5%.
 +
* Magic Defense+ - Increases Magic Defense by 5%.
 +
* Fear Resist+ - Increases Fear (effect) Resistance by 5%.
 
}}
 
}}
  
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}}
 
}}
  
===Other===
+
===Personal Abilities===
 +
Kari possesses a number of specialized abilities owing to her status as a Malakh. Among these are ''Shunpo,'' or "flash steps," a rapid-movement ability used predominantly by Malakh, as well as special spells, ''Binding Arts'' and ''Destructive Arts,'' which can be used with or without an incantation. Using them with the incantation takes longer, but increases the power or effectiveness of the spell.
 +
 
 +
{{NavFrame|Personal Abilities|
 +
* Shunpo - Allows the user to move rapidly by enhancing their movements with magical energy.
 +
}}
 +
 
 +
{{NavFrame|Binding Arts|
 +
* Binding Art 4: Crawling Rope - Chroma: If the target's Spirit is less than 200, inflicts Disable status. '''Incantation:''' Unknown.
 +
* Binding Art 26: Curved Light - Sets the user's Threat to 0 and bestows Vanish status. '''Incantation:''' Unknown.
 +
* Binding Art 61: Six Rods Prison of Light - Chroma: If the target's level is higher than the caster, deals 1.3x magic damage and inflicts Stun status. If the target's level is lower than the caster, deals 1.7x magic damage and inflicts Disable and Immobilize status. '''Incantation:''' ''"Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"''
 +
}}
 +
 
 +
{{NavFrame|Destructive Arts|
 +
* Destructive Art 31: Shot of Red Fire - Deals 1.3x Fire damage. '''Incantation:''' ''"Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of man! Inferno and pandemonium, the sea barrier surges, march on to the south!"''
 +
* Destructive Art 58: Orchid Sky - Deals 1.6x Wind damage. '''Incantation:''' Unknown.
 +
* Destructive Art 63: Thunder Roar Cannon - Deals 1.65x Lightning damage. '''Incantation:''' ''"Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"''
 +
* Destructive Art 73: Twin Lotus Blue Fire, Crash Down - Deals 1.7x Fire damage. 15% chance to inflict Heat status. '''Incantation:''' ''"Ye lord! Mask of blood and flesh, all creation, flutter of wings, he who bears the name of man! On the wall of blue flame, inscribe a twin lotus! In the abyss of conflagration, wait at the far heavens!"''
 +
* Destructive Art 90: Black Coffin - Deals 2x magic damage. '''Incantation:''' ''"Ye Lord! Mask of blood and flesh, endless train, raising soul, demolishing spirit! Fall and become the end! Rise and encompass the creation! The sound of all creation begets the fall!"''
 +
}}
 +
====Diviner====
 
Kari, as a former Grim Angel Captain, has a Diviner created during her time in the Order. Her Diviner is named '''Kazewana''' (''Wind Snare''), and Kari is capable of manifesting her Diviner in both a ''Shikai'' and ''Bankai'' form.
 
Kari, as a former Grim Angel Captain, has a Diviner created during her time in the Order. Her Diviner is named '''Kazewana''' (''Wind Snare''), and Kari is capable of manifesting her Diviner in both a ''Shikai'' and ''Bankai'' form.
  
* '''Shikai:''' By using the command "swirl" (''uzu''), Kari can release Kazewana's ''Shikai''. In its ''Shikai'' form, Kazewana takes the form of a crescent-shaped blade and spike connected by a long chain, and is capable of slicing enemies with Wind-elemental energy if the chain is wrapped around the target.  
+
* '''Shikai:''' Kazewana takes the form of a long chain with a crescent-shaped blade on one end and a long spike on the other. It is activated by the command "swirl" (''uzu'').
 +
: '''Shikai Special Ability:''' Kazewana's ''Shikai'' is capable of releasing cutting waves of Wind-elemental energy from the curved blade of the weapon.
 +
:* '''Hokori Kyoufuu''': By spinning the chain of her Shikai, Kari can create a dust cloud to impair the visibility of her foes. This ability can also be used in Bankai.
  
* '''Bankai:''' Named '''Kiritori Kazewana''' (''Slicing Wind Snare''), Kari's ''Bankai'' becomes a pair of three-pointed stars connected by a chain, gaining the ability to launch funnels of wind at an enemy that trap the target in a vortex of wind if stricken.
+
* '''Bankai:''' Named '''Kiritori Kazewana''' (''Slicing Wind Snare''). Kazewana takes the form of a long chain of magical energy connecting two identical weapons, each consisting of a circular ring upon which three long, double-edged blades are attached in a triangular pattern.
 +
: '''Bankai Special Ability:''' In its ''Bankai'' form, Kazewana retains its ''Shikai'' ability to launch blades of wind and is capable of doing so from either weapon. Kazewana's chain can also extend up to 25 meters in order to attack distant foes. When thrown, slicing wind surrounds the spinning blades to enhance the cutting ability. Kari's ''Bankai'' also enables the use of an additional technique.
 +
:* '''Kami Oroshi''': By spinning the blades of her ''Bankai'' to build up reiatsu, Kari summons a localized hurricane at a desired location to slice and buffet her target with extremely powerful winds. She can maintain this technique for any length of time that she desires, as long as she has the reiatsu to sustain it.
  
===Overdrives / Limit Breaks===
+
===Soulstrike===
{{NavFrame|Overdrives / Limit Breaks|
+
{{NavFrame|Soulstrike|
*Unknown.
+
* Strike of the Seven Stars: Deals 2.3x Holy damage and inflicts Blind status.
 
}}
 
}}
  
 
==Navigation==
 
==Navigation==
 +
{{DEFAULTSORT:{{PAGENAME}}}}
 
{{CH-Nav}}
 
{{CH-Nav}}
 
{{CH-8rNav}}
 
{{CH-8rNav}}
[[Category:Malakh]]
 
 
[[Category:Eighth Realm]]
 
[[Category:Eighth Realm]]
 
[[Category:Ethereal Plane]]
 
[[Category:Ethereal Plane]]
 
[[Category:Hueco Mundo]]
 
[[Category:Hueco Mundo]]
{{DEFAULTSORT:{{PAGENAME}}}}
+
[[Category:Malakh]]
 +
[[Category:Order of Ethereal Magi]]
 +
[[Category:Order of Grim Angels]]

Latest revision as of 19:04, 16 July 2013

Kari Sayuri Inihara
Elegant Angel
CH8r Kari Inihara.jpg
Kari in her Ethereal Plane attire.
Character Profile
DOB: July 19, 1006
Age: 1146
Race: Malakh
Gender: Female
Profession: Divine Magus
Theme: Star Ocean The Second Story
Ocean of Tears OC Remix
Artist: EgM
Additional Information
Birth Realm: Eighth Realm
Rank(s): CH8r Grim Angel Captain 5th Division.jpg
Captain, Fifth Division (ret)
Order of Grim Angels
CH8r Ethereal Magi Templar.jpg
Templar
Order of Ethereal Magi
"Kari Inihara" redirects here. For other uses, see Kari Inihara (disambiguation).

Kari Inihara is a former Captain of the Order of Grim Angels' Fifth Division, a minor protagonist in the Clouded Horizons series.

Personnel Information

Biography

"It's strange, not having her here. She held this whole division together...I don't think I can do what she did."
"You'll do it, and do it better. That's what she taught you, right - how to excel?
"
―Kari Inihara to Chojiro Miyagi, shortly after Chieko Murakami's death

Kari Sayuri Inihara is one of the few remaining Malakh in the Ethereal Plane. Little is known about her early life within the Ethereal Plane, but it is documented that she entered the Order of the Grim Angels, a smaller force within the Gilead Order, at the age of 471. While there, she was assigned to the Fifth Division under the leadership of Chieko Murakami, and soon rose to the rank of the fourth seat of the division. Many years later, at the beginning of the Harrowing, the frequent battles soon took their toll on the Fifth Division - by the end of the 73rd year, the Captain, Vice-Captain, and third seated officer of the Fifth Division had been slain in combat, placing the relatively-inexperienced Kari in acting command of the division.

Amazingly, despite the relative power gap between Kari and many of the other Captains, her squad remained able to hold its own in combat thanks to exceptional use of tactics and planning, many of those plans being attributed to Kari's then-Lieutenant, Chojiro Miyagi. Many more years passed before the war ended, and Kari's trials as the leader of the Fifth Division were in fact just beginning, despite the disbanding of the Gilead Order and, by extension, the Order of Grim Angels. Kari, despite her personal opinions behind her actions, was sentenced to captivity in the Void for 60 years to avoid public outcry and a revival of unrest, a sentence that she bore stoically as a final act of respect and tribute to those who had given their lives in her command.

When she emerged from the Void at the age of 906, she joined the Order of Ethereal Magi in order to continue her mission of protecting the Ethereal Plane, training under the God of Knowledge, Xeios. Kari has continued to serve in the Order to the present time, working to expand her knowledge and skills to better serve the Ethereal Plane.

239 years later, when Fayt attempted a revolt to claim Freya's position as her own and was stripped of her powers, Freya called upon the Malakh once again. Kari was granted the temporary position as the Pillar of Fate, holding these powers until Freya deemed Fayt worthy to return to her status as a Pillar of Reality.

Personality

Kari's personality is somewhat at odds with her otherwise youthful appearance. She acts much older than she appears at first glance, and takes her position as a member of the Ethereal Magi quite seriously. Beyond her serious yet kind demeanor, however, lurks a persona filled with haunted memories of the Ethereal Plane's devastating Harrowing and the loss of her division members, including her former Captain, which she carries with her constantly.

Synopsis

Kari made her first appearance in the series by confronting the Gilead Order's former leader, Arragious Nicholai, shortly after his assassination of Arisa Minami, a Praetor within the Order of Ethereal Magi. She engaged in combat with the former Captain-Commander in an attempt to detain him until Xeios arrived, releasing her Bankai to stay on even footing, but was soon overpowered and defeated by Arragious, to be saved from death by the timely appearance of Etchel Beoulve.

Combat Information

"Learning to handle yourself in combat is an art form. Holding back just enough to surprise an opponent with is a fine line that you must learn to walk. Always watch for an opening, and don't be afraid to strike from behind. There's no shame in having honor, but there's also no shame in knowing when to place that aside for not just your own sake, but that of others."
―Kari Inihara to Benji Powell

Kari is a pragmatist in combat, ever quick to capitalize on any opportunity that presents itself with the option most likely to bring the fight to an end. To this effect, she combines her innate skills with kidou with masterful swordsmanship to trap opponents, in order to finish them off with pinpoint use of offensive kidou or her Diviner's abilities.

  • Master Swordsmanship Specialist: Kari is an expert with light blades, capable of fighting evenly with most high-ranking Ethereal and Nether entities.
  • Skilled Hand-to-Hand Combatant: Kari, like all Captains, has at least basic training in hand-to-hand combat skills. This is not her primary style of fighting, but she can defend herself if required.
  • Enhanced Strength: Kari is capable of using her formidable reiatsu to increase her strength, giving her a level of strength above and beyond even normal Malakh.
  • Exceptional Agility: Kari possesses a high degree of skill with Shunpo, which gives her great mobility in combat. Her agility, combined with her skill with her Diviner in both sealed and released forms, gives her excellent battlefield reach and control.
  • Immense Spiritual Energy: Kari, like all Captains, possesses a great degree of spiritual power, enough to fight for greatly extended periods of time and generate incredible levels of reiatsu to debilitate enemies.
  • Expert Magic User: As a former member of the Fifth Division and a member of the Order of Ethereal Magi, Kari possesses a great degree of skill with magical attacks of all kinds, surpassing even her former Captain.

Combat Attributes

Experience

  • Malakh (400)
  • Divine Magus (150)
  • Secondary Classes
Illusionist (150), White Mage (50), Alchemist (50), Red Mage (50), Mesmer (50)
  • Tertiary Classes:
None.

Elemental Preferences

  • Wind
  • Holy

Talents

Racial Traits

Equipment

Ability Information

Skills

Spells

Personal Abilities

Kari possesses a number of specialized abilities owing to her status as a Malakh. Among these are Shunpo, or "flash steps," a rapid-movement ability used predominantly by Malakh, as well as special spells, Binding Arts and Destructive Arts, which can be used with or without an incantation. Using them with the incantation takes longer, but increases the power or effectiveness of the spell.

Diviner

Kari, as a former Grim Angel Captain, has a Diviner created during her time in the Order. Her Diviner is named Kazewana (Wind Snare), and Kari is capable of manifesting her Diviner in both a Shikai and Bankai form.

  • Shikai: Kazewana takes the form of a long chain with a crescent-shaped blade on one end and a long spike on the other. It is activated by the command "swirl" (uzu).
Shikai Special Ability: Kazewana's Shikai is capable of releasing cutting waves of Wind-elemental energy from the curved blade of the weapon.
  • Hokori Kyoufuu: By spinning the chain of her Shikai, Kari can create a dust cloud to impair the visibility of her foes. This ability can also be used in Bankai.
  • Bankai: Named Kiritori Kazewana (Slicing Wind Snare). Kazewana takes the form of a long chain of magical energy connecting two identical weapons, each consisting of a circular ring upon which three long, double-edged blades are attached in a triangular pattern.
Bankai Special Ability: In its Bankai form, Kazewana retains its Shikai ability to launch blades of wind and is capable of doing so from either weapon. Kazewana's chain can also extend up to 25 meters in order to attack distant foes. When thrown, slicing wind surrounds the spinning blades to enhance the cutting ability. Kari's Bankai also enables the use of an additional technique.
  • Kami Oroshi: By spinning the blades of her Bankai to build up reiatsu, Kari summons a localized hurricane at a desired location to slice and buffet her target with extremely powerful winds. She can maintain this technique for any length of time that she desires, as long as she has the reiatsu to sustain it.

Soulstrike

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