Yuki Kurabasa is a SeeD Lieutenant at Trabia Garden, a minor protagonist in the Clouded Horizons series.
Yukina Katsumi Kurabasa Maiden of Ice
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Yuki in her normal attire.
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Character Profile
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DOB:
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{{{dobDay}}}, {{{dobYear}}}
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Age:
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Expression error: Unrecognized punctuation character "{".
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Race:
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Hume
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Gender:
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Female
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Profession:
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Blue Mage
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Theme:
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Blue Skies Over Guardia
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Artist:
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DarkeSword
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Garden Profile
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Garden Attended:
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Trabia Garden
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SeeD ID Number:
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52473
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Highest Rank:
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Lieutenant Alchemy Division
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Merit Awards:
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Promotion to Ensign, Alchemy Division Promotion to Lieutenant, Alchemy Division
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Planeswalker Information
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Championed By:
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Katanas DeValle
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Year Endorsed:
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2153
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Additional Information
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Birth Realm:
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Eighth Realm
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Personnel Information
Biography
Yuki was born in the small village of Arias, on the northeastern edge of the Estharian continent, to Akira and Sakura Kurabasa. She was the second of two children, six years younger than her older brother Tetsuya. Yuki was only six years old when she was taken to the Esthar Center for Orphans along with her brother. Yuki didn't know it at the time, but their mother also entrusted them with two family heirlooms - the Jewel of Alteration for Tetsuya, and the Jewel of Creation for Yuki. Two months later, in June, James Alnon approached the two and adopted both of the siblings, giving them a home with him in Esthar.
Yuki was taken care of by both Alnon and Tetsuya until she reached the age of 9, with her older brother treating her with the utmost care. She spent most of her time in the Executive Outcomes office, reading books about magic and studying what she could of paramagical techniques. Tetsuya didn't know it, but Yuki possessed a level of magical ability far beyond that of any member of her family, even their parents. Eventually, her brother taught her a style of physical fighting that Alnon had taught him, with the young girl quickly picking up on the techniques and adding her own personal touches to the style.
Several years later, in July 2151, Nightfire and Yuki would leave Executive Outcomes and Esthar behind, setting off to explore the region of Esthar. They would eventually wind up in the region of Trabia where they encountered Naoki Ishida, a young teen from the village of Areyn, accompanied by his friend Sumiko Remiere, also from Areyn. The two soon became friends with Naoki and Sumiko, traveling together for around a week before separating, Naoki and Sumiko heading farther into the Trabian region while Nightfire and Yuki headed back into Esthar's territory. In February 2152, the two siblings would make the decision to head to the newly-rebuilt Trabia Garden in the hopes of becoming a SeeD.
Much later, nearly a year and a half later, events would happen to turn Yuki's life upside-down once again. Along with Ben and Celes Chére, Yuki was sent on a scouting mission to the Nether Plane to scout the Overlord's troop count and composition. The mission went awry, however, leaving Yuki captured and the other two forced to retreat. After meeting with the Overlord, Yuki was attacked in his palace by an Arrancar, which revealed a startling fact - Yuki possessed a rare and powerful ability known only as Runic. Yuki would make the decision to stay in the Nether Plane then to learn more about the Runic power inside of her, as well as continue her training in the magical arts. Some time later, she was approached by Aizen with the prospect of becoming a Planeswalker for the Nether Plane, which she accepted. Now, she is presently learning about her new station within the plane and settling into her role as Katanas' chosen following Aizen's death.
Personality
Yuki was a very quiet and reserved girl, rarely speaking unless spoken to or asked her opinion, for most of her life. She is willing to speak her mind, but is more inclined to simply remain silent and pay attention to what is happening around her, rather than get directly involved. She is also quite intelligent, especially in the magical arts; as a result of her trip to the Nether Plane, she has gained much insight into the nature and use of many forms of magical ability. The experience has also done much for her personality, causing her to open up and become more outgoing as a result of necessity.
Synopsis
Yuki has had a hand in or been associated with nearly every major event in the Clouded Horizons series. For more information, see the synopsis page.
Combat Information
Yuki's primary talents lie within the field of magical study, giving her many different talents which she can utilize in battle. Black and White magic, as well as Alchemy and rare Blue Magic and Runic techniques, give Yuki a wide array of techniques with which to disable opponents if needed. Her physical skills are much less developed, but are still of good standing given her stature and age - they simply lack in power, leaning more towards speed and evasion.
- Skilled Swordsmanship Specialist: While by no means an expert, Yuki is capable of defending herself with a light blade if the need arises, though her formal training in the area is limited to her skills gained in SeeD training and from her father and brother.
- Skilled Hand-to-Hand Combatant: Yuki, as a member of SeeD, has basic training in hand-to-hand skills, which is enhanced further by her junctions.
- Enhanced Strength: Yuki, while not especially strong both due to her age and her stature, still possesses a level of strength above what would be expected of a girl her size.
- Enhanced Agility: Yuki's size offers her a degree of high mobility and agility, rendering her capable of high levels of speed and evasion when the situation calls for it.
- Average Spiritual Energy: Yuki possesses a high level of power for her age, but she is still weaker than most combatants because of her age. Regardless, she is still capable of standing up to most opponents, especially in the areas of magical combat.
- Expert Magic User: Yuki's skill with magic is remarkably high given her young age. She is already skilled in many different styles of magic, including Black, White, Red, and the rare Blue Magic, as well as Alchemy. She also possesses another rare trait known as Runic, which lets her drain magic from others and manipulate it with a control finer than most are capable of. Her bloodline traits as a member of the Kurabasa family only serve to add to her skill.
- Keen Intellect: Yuki is a very studious individual and a quick learner, paying great attention to detail both in her everyday life and work. She had some of the highest grades in her classes as a SeeD cadet, and her observational and tactical skills were praised in Garden numerous times throughout her tenure as a SeeD. She has especially high talent in learning the nuances of magic, often picking up concepts much faster than her peers.
Combat Attributes
Experience
- Hume (140)
- Blue Mage (60)
- Secondary Classes
- Elemental Alchemist (40), Runic Knight (10), Black Mage (50), White Mage (50), Alchemist (50), Red Mage (50)
- None.
Elemental Preferences
Character Attributes
Stamina
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Mana
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Accuracy
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Evasion
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1,452
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2,265
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1,384
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1,423
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Strength
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Vitality
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Mind
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Spirit
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Agility
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Dexterity
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Luck
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726
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905
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1,302
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1,350
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1,070
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552
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576
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Elemental Affinities
Fire
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Wind
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Lightning
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Holy
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10%
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10%
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5%
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5%
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Ice
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Earth
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Water
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Dark
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10%
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10%
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5%
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0%
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Status Effect Resistances
Disease
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Poison
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20%
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20%
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Wound
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Fear
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15%
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25%
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Talents
Talents
- 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.
- Proficiency: Katana - Gain proficiency with the Katana.
- Specialization: Katana - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Katana.
- Fire+ - Increases Fire Affinity by 10%.
- Firepulse - Whenever dealing Fire damage with an Ability, that Ability deals an additional 0.35x Fire damage.
- Smolder - Whenever dealing Fire damage to two or more targets with an Ability, reduce the Stamina regen of each target hit by 3.
- Overheat - Whenever dealing Fire damage with a Spell, that Spell deals an additional 0.35x Mana damage.
- Ice+ - Increases Ice Affinity by 10%.
- Sleet - Whenever dealing Ice damage with an Ability that does not inflict Slow status, that Ability has a 10% chance to inflict Slow status.
- Chill - Whenever dealing Ice damage with a Spell, each target hit by that Spell takes a -7% Accuracy penalty to their next attack.
- Insulation - Whenever dealt Ice damage, treat Ice Affinity as though it were 33% higher when applying that damage.
- Lightning+ - Increases Lightning Affinity by 10%.
- Spasm - Whenever dealing Lightning damage, if it inflicts a status effect that isn't Paralyze status, it also inflicts Paralyze status.
- Thunderclap - Whenever dealing Lightning damage to two or more targets with an Ability that doesn't inflict Stun status, it also inflicts Stun status.
- Holy+ - Increases Holy Affinity by 10%.
- Divine Aid - Whenever using a Holy-elemental Spell that restores Stamina, it also restores +2% Mana.
Racial Traits
Hume
Active
- Sprint - Increases Agility by 25%.
- Inspire - Restores 15% Stamina. Restores 2% Stamina every second.
- Dodge - Evades the next physical attack.
Passive
- Environmental Adaptability - +5% Fire Affinity, +5% Ice Affinity.
- Indomitable Spirit - +5% Spirit.
- Easily Inspired - +5% Stamina restoration.
- Mortal Condition - -10% Poison (effect) Resistance, -10% Disease (effect) Resistance.
Equipment
Equipment
- Chirijiraden
- Type: Katana
- Agility +50%
- Kikuichimonji
- Type: Katana
- Stamina +5%
- Agility +50%
- Magician's Robe
- Type: Robe (Body Armor)
- Stamina +5%
- Mana +10%
- Poison Resistance +5%
- Disease Resistance +5%
Ability Information
Skills
Blue Magic
Spells
- Goblin Punch - Learned from Goblins. Deals random damage between 0.4…1.7x physical damage.
- Magic Hammer - Learned from Goblins. Deals 1.35x Mana damage
- Sandspin - Learned from Worms. Deals 1.2x Earth damage
- Acid - Learned from Flan. Deals 1.1x physical damage. Inflicts a random status effect.
- Power Attack - Learned from Beetles. Results in a Critical Hit. Inflicts Blind status.
- Metallic Body - Learned from Crabs. Bestows Protect and Shell status. Chroma: Whenever the user takes damage, that damage is reduced by 5% of the user's maximum Stamina.
- Detonate - Learned from Bombs. Deals 3.0x Fire damage. Chroma: After this ability resolves, inflicts Weakness status upon the user.
- Mighty Guard - Learned from Dragons. Increases Physical and Magic Defense by 70%.
- Guard Break - Learned from Dragons. Decreases Physical and Magic Defense by 70%.
- Dragon Force - Learned from Dragons. Increases all attributes by 33%.
- Sheep Song - Learned from Sheep. Inflicts Sleep status.
- Blastbomb - Learned from Orcs. Deals 1.4x Fire damage. Inflicts Blind status.
- Drain Touch - Learned from Zombies. Drains 20% Stamina.
- Matra Magic - Learned from Adamantoise. Swaps Stamina and Mana
- Hastebreak - Learned from Coeurl. Inflicts Slow status. Chroma: If the target was under Haste status, inflicts Stop status instead.
- Blaster - Learned from Coeurl. Inflicts Petrification status.
- Bad Breath - Learned from Malboro. Inflicts Blind, Berserk, Paralyze, Poison, Sap, Silence, Confuse, and Sleep status.
- Maelstrom - Learned from Sea Monks. Deals 1.4x Water damage. Inflicts Weakness status.
- Infrasonic - Learned from Bats. Reduces Evasion by 50%.
- Zephyr Mantle - Learned from Bats. Bestows Blink status.
- Stare - Learned from Ahriman. Inflicts Confuse status.
- Roulette - Learned from Ahriman. Inflicts Doom status.
- White Wind - Learned from Fairies. Restores Stamina equal to the user's current Stamina.
- Angel Whisper - Learned from Fairies. Restores 15% Stamina. Bestows Reraise status.
Passive
- Charm Fiend - Adds the Charm Fiend command, allowing a monster to be controlled as an ally for 30…90 seconds. Cannot target a monster that's 3…15 levels stronger.
- Monster Hunter - Increases Physical Damage by 0%.
- Learning - Allows the learning of monster abilities by experiencing their effects firsthand, usually by 0%.
- Vitality+ - Increases Vitality by 40%.
- Spirit+ - Increases Spirit by 40%.
- Stamina+ - Increases Stamina by 21%.
- Mind+ - Increases Mind by 21%.
- Agility+ - Increases Agility by 21%.
- Accuracy+ - Increases Accuracy by 10%.
- Fear Resist+ - Increases Fear (effect) Resistance by 10%.
- Poison Resist+ - Increases Poison (effect) Resistance by 10%.
- Wound Resist+ - Increases Wound (effect) Resistance by 10%.
- Disease Resist+ - Increases Disease (effect) Resistance by 10%.
Elemental Alchemy
Spells
- Create: Fire Gem - Creates 2 Fire Gems. Each gem used in a transmutation gives Fire Alchemy a 5% chance to inflict Heat status.
- Burnout - Consumes 1 Fire Gem. Deals 1.25x Fire damage.
- Create: Ice Gem - Creates 2 Ice Gems. Each gem used in a transmutation gives Ice Alchemy a 5% chance to inflict Cripple status.
- Haze - Consumes 1 Ice Gem. Inflicts Blind status.
- Create: Lightning Gem - Creates 2 Lightning Gems. Each gem used in a transmutation gives Lightning Alchemy 5% Magic Defense penetration.
- Shock - Consumes 1 Lightning Gem. Deals 1.1x Lightning damage and inflicts Paralyze status.
- Create: Water Gem - Creates 2 Water Gems. Each gem used in a transmutation gem causes Water Alchemy to remove a negative status effect when used on an ally.
- Kindness Drop - Consumes 1 Water Gem. Restores 20% Stamina.
- Create: Wind Gem - Creates 2 Wind Gems. Each gem used in a transmutation gem causes Wind Alchemy to reduce status effect resistances by 5%.
- Exhausting Wind - Consumes 1 Wind Gem. Inflicts Sleep status.
- Create: Earth Gem - Creates 2 Earth Gems. Each gem used in a transmutation causes Earth Alchemy to increase Stamina regen by 1 pip when used on an ally.
- Clay Guardian - Consumes 1 Earth Gem. Increases Physical and Magic Defense by 25%.
Passive
- Bypass - Grants a 1…33% chance to use abilities without consuming items.
- Efficiency - Grants a 1…20% chance to double the effects of consumed gems.
- Combat Alchemist - Decreases the activation time of Alchemy by 0%.
- Mana+ - Increases Mana by 30%.
- Mind+ - Increases Mind by 30%.
- Stamina+ - Increases Stamina by 14%.
- Vitality+ - Increases Vitality by 14%.
- Evasion+ - Increases Evasion by 14%.
- Luck+ - Increases Luck by 5%.
- Wind+ - Increases Wind Affinity by 5%.
- Earth+ - Increases Earth Affinity by 5%.
- Disease Resist+ - Increases Disease (effect) Resistance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
Runic
Active
- Parry - Chroma: The next time a physical attack would hit the user, it misses.
- Chill - Melee attacks deal Ice elemental damage in addition to their other damage types.
Spells
- Runic - Bestows Spell Absorption status.
Passive
- Runic - Gain 1…33% of the base cost of a spell negated while under Spell Absorption status.
- Detect Magic - Displays detailed information on a selected Enchanted or Hexed target.
- Proficiency: Blade - Increases Physical Damage by 0%.
- Strength+ - Increases Strength by 10%.
- Mind+ - Increases Mind by 10%.
Transmutation
Active
- Alchemy Seal - Doubles the potency of the next Alchemy spell.
- 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
- Analysis - Grants Libra status whenever an enemy has a positive status effect or Enchantment active.
- Deconstruction - Transmuted curative items used on non-undead, non-spirit enemies are 33% as potent and act as though those targets had Reverse status.
- Creation - Non-transmuted restorative items are 1…33% more effective.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 14%.
- Dexterity+ - Increases Dexterity by 14%.
- Accuracy+ - Increases Accuracy by 14%.
- Stamina+ - Increases Stamina by 5%.
- Vitality+ - Increases Vitality by 5%.
- Critical+ - Increases Critical Hit chance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
- Disease Resist+ - Increases Disease (effect) Resistance by 5%.
Black Magic
Active
- Elemental Seal - Doubles the potency of the next Elemental spell.
Spells
- Fire I - Deals 1.2x Fire damage.
- Blizzard I - Deals 1.2x Ice damage.
- Thunder I - Deals 1.2x Lightning damage.
- Water I - Deals 1.2x Water damage.
- Dark I - Deals 1.2x Dark damage.
- Fira - Deals 1.35x Fire damage.
- Blizzara - Deals 1.35x Ice damage.
- Thundara - Deals 1.35x Lightning damage.
- Watera - Deals 1.35x Water damage.
- Darkra - Deals 1.35x Dark damage.
- Drain - Drains 15% Stamina.
- Fire II - Deals 1.45x Fire damage.
- Blizzard II - Deals 1.45x Ice damage.
- Thunder II - Deals 1.45x Lightning damage.
- Water II - Deals 1.45x Water damage.
Passive
- Elemental Affinity - Enhances the potency of offensive elemental spells by 0%.
- Explosive Entrance - Elemental spells gain +15% Magic Defense penetration is above 95%...80%
- Protective Reserves - Bestows Protect status when in Critical status.
- Mana+ - Increases Mana by 40%.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 14%.
- Accuracy+ - Increases Accuracy by 14%.
- Evasion+ - Increases Evasion by 14%.
- Fire+ - Increases Fire Affinity by 5%.
- Ice+ - Increases Ice Affinity by 5%.
- Lightning+ - Increases Lightning Affinity by 5%.
- Water+ - Increases Water Affinity by 5%.
- Fear Resist+ - Increases Fear (effect) Resistance by 5%.
Red Magic
Active
- 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
- Fast Cast - Decreases spell activation and reactivation time by 0%.
- Spellblade - Combo the successful casting of a Spell targeting a single enemy with a basic attack.
- Replenish - Gain 1…20% magic damage taken as Mana.
- Strength+ - Increases Strength by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 14%.
- Mind+ - Increases Mind by 14%.
- Luck+ - Increases Luck by 14%.
- Evasion+ - Increases Evasion by 5%.
- Accuracy+ - Increases Accuracy by 5%.
- Earth+ - Increases Earth Affinity by 5%.
- Wind+ - Increases Wind Affinity by 5%.
- Fear Resist+ - Increases Fear (effect)Resistance by 5%.
White Magic
Active
- Divine Seal - Doubles the potency of the next Holy spell.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Banish I - Deals 1.2x Holy damage.
- Protectra - Bestows Protect status.
- Aquaveil - Prevents spells from being interrupted.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Banish II - Deals 1.45x Holy damage.
- Cura - Restores Stamina equal to 1.35x magic damage.
- Shellra - Bestows Shell status.
- Cure III - Restores Stamina equal to 1.7x magic damage.
- Regen - Bestows Regen status.
- Raise - Revives with 25% Stamina.
- 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
- Resistance - Increases Magic Defense by 0%.
- Soul Shield - Bestows Shell status while in Critical status.
- Centered - Bestows Refresh status.
- Mana+ - Increases Mana by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 14%.
- Mind+ - Increases Mind by 14%.
- Evasion+ - Increases Evasion by 14%.
- Holy+ - Increases Holy Affinity by 5%.
- Fear Resist+ - Increases Fear (effect) Resistance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
- Wound Resist+ - Increases Wound (effect) Resistance by 5%.
- Disease Resist+ - Increases Disease (effect) Resistance by 5%.
Spells
Black Magic
- Fire I / II / III
- Fira / Firaga
- Blizzard I / II / III
- Blizzara / Blizzaga
- Thunder I / II / III
- Thundara / Thundaga
- Water I / II / III
- Watera / Waterga
- Aero I / II
- Aera / Aeroga (Tornado)
- Quake I
- Quakera
White Magic
- Cure I / II / III
- Cura / Curaga
- Raise (Life) / Arise (Full-Life)
- Regen
- Dispel
- Esuna
- Libra (Scan)
Time Magic
- Reflect
- Haste
- Slow
- Stop
- Double / Triple
- Aura
- Float
Arcane Magic
- Dark I
- Darkra
- Gravity (Demi)
- Drain
- Syphon
- Confuse
Other
As a member of the Kurabasa family, Yuki has an affinity to one of the ten elements of nature. Yuki's affinity is to the Ice element, letting her manipulate and enhance the energy within these attacks with greater ease than a normal person would be able to accomplish.
Overdrives / Limit Breaks
Overdrives / Limit Breaks
- Arcane Tempest - Limit Break that strikes 10 times. Each hit deals 0.25x damage of a random elemental type.
Navigation