Post by Renai on May 25, 2014 1:38:49 GMT
Main Class: Enchanter
Main Class Claims:
Chapel Challenge - 1 - 825
Great Scouting Mission - 1-467, 2-429, 3-664, 4-564, 5-472, 6-440, 7-486, 8-293, 9-313 [4128]
Clear The Way! - 1-374, 2-1141, 3-1051, 4-750, 5-776, 6-523 [4615]
Windsor Castle I - 1-451, 2-941, 3-650, 4-1151, 5-743, 6-903, 7-611 [5450]
Hot Rails To Hell - 1-617
An Elegant Investigation - 1 - 529
Total Word Count: [ 825 + 4128 + 4615 + 5450 + 617 + 529 = 16164 ]
Main Class AP Claimed: 64.656 = 64
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP: 115
Main Class: 42 AP
Craft Subclass: 67 AP
RP Subclass: 10 AP
Post-Claim AP: 179
Main Class: 106 AP
Craft Subclass: 67 AP
RP Subclass: 10 AP
Final Levels:
Main Class Level: 31
Craft Subclass Level: 27
RP Subclass Level: 6
Requested Skill(s):
Gaining skills for levels 19, 22, 25, 28, and TII skill for Level 31
Equipment Mastery: Ranged Weapons
Passive. An Adventurer skill that provides weapon proficiency of bows, crossbows, and throwing weapons. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. If the character's class is already able to use one of these weapon types normally, that weapon type does not gain any additional effects through taking this skill.
Mana Trance
Using this skill the Enchanter enters a trance which increases MP regeneration. Using any other skill or taking an action such as moving will cancel the skill. Entering the trance state will also cancel the effects of Mana Channeling.
Mana Channeling
The Enchanter takes a few moments to link with targeted party members, connecting their psyche. All party members within this link have their MP distributed evenly. If a party member's MP is restored to full, their connection is severed and remaining MP is redirected to another character. The activation of this skill causes a slight strain upon the body as though part of the body's consciousness is being transferred.
Astral Torment
A skill with a cast time of one second and subsequent cooldown of five seconds. The Enchanter shoots an indigo bolt at a target, causing semi-transparent chains to appear and surround their body like a chain of guilt. Although not movement restrictive like other similar Enchanter abilities, this skill places an oppressive atmosphere upon the target and causes extremely minor damage over time for the next minute. However, this skill can be stacked on a target up to five times, each time multiplying the effect's potency. This skill's effect is considered a Mind debuff, and a five-chain effect is on par with low-rank poison effects.
no love for electrical fuzz or keen edge, Capsule will just have to handle those
Tier II:
Paradigm Shift
In the world of Elder Tale, there are a large number of self-casted skills and abilities. Enchanters, being masters of supporting, can manage abilities that would otherwise be exclusive toward individual classes. The Enchanter that uses this skill chooses a caster and a target. The first time this skill is activated in a party, a dialog window will appear to confirm whether both parties agree to this skill effect transfer. This window can be set to automatically accept skill transfer requests during subsequent castings. Provided both parties agree, this skill changes the 'owner' of the skill or buff from the caster to the target. In the simplest case, one could change the owner of the 'Magic Light' skill such that it mimicked the target instead. In a more advanced usage, it is possible to cause the Cleric's Miracle Missile ability to be sourced from another player instead or cause the Swashbuckler's Pocket Aces skill to affect the weapons of a Samurai. The targeted player is considered the new owner, in the case of buffs continually being passed around. Associated costs of upkeeping the swapped skill effect is still dependent upon the original owner.This skill has a casting time of 1 second and a cooldown of 5 seconds.
Main Class Claims:
Chapel Challenge - 1 - 825
Great Scouting Mission - 1-467, 2-429, 3-664, 4-564, 5-472, 6-440, 7-486, 8-293, 9-313 [4128]
Clear The Way! - 1-374, 2-1141, 3-1051, 4-750, 5-776, 6-523 [4615]
Windsor Castle I - 1-451, 2-941, 3-650, 4-1151, 5-743, 6-903, 7-611 [5450]
Hot Rails To Hell - 1-617
An Elegant Investigation - 1 - 529
Total Word Count: [ 825 + 4128 + 4615 + 5450 + 617 + 529 = 16164 ]
Main Class AP Claimed: 64.656 = 64
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP: 115
Main Class: 42 AP
Craft Subclass: 67 AP
RP Subclass: 10 AP
Post-Claim AP: 179
Main Class: 106 AP
Craft Subclass: 67 AP
RP Subclass: 10 AP
Final Levels:
Main Class Level: 31
Craft Subclass Level: 27
RP Subclass Level: 6
Requested Skill(s):
Gaining skills for levels 19, 22, 25, 28, and TII skill for Level 31
Equipment Mastery: Ranged Weapons
Passive. An Adventurer skill that provides weapon proficiency of bows, crossbows, and throwing weapons. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. If the character's class is already able to use one of these weapon types normally, that weapon type does not gain any additional effects through taking this skill.
Mana Trance
Using this skill the Enchanter enters a trance which increases MP regeneration. Using any other skill or taking an action such as moving will cancel the skill. Entering the trance state will also cancel the effects of Mana Channeling.
Mana Channeling
The Enchanter takes a few moments to link with targeted party members, connecting their psyche. All party members within this link have their MP distributed evenly. If a party member's MP is restored to full, their connection is severed and remaining MP is redirected to another character. The activation of this skill causes a slight strain upon the body as though part of the body's consciousness is being transferred.
Astral Torment
A skill with a cast time of one second and subsequent cooldown of five seconds. The Enchanter shoots an indigo bolt at a target, causing semi-transparent chains to appear and surround their body like a chain of guilt. Although not movement restrictive like other similar Enchanter abilities, this skill places an oppressive atmosphere upon the target and causes extremely minor damage over time for the next minute. However, this skill can be stacked on a target up to five times, each time multiplying the effect's potency. This skill's effect is considered a Mind debuff, and a five-chain effect is on par with low-rank poison effects.
Tier II:
Paradigm Shift
In the world of Elder Tale, there are a large number of self-casted skills and abilities. Enchanters, being masters of supporting, can manage abilities that would otherwise be exclusive toward individual classes. The Enchanter that uses this skill chooses a caster and a target. The first time this skill is activated in a party, a dialog window will appear to confirm whether both parties agree to this skill effect transfer. This window can be set to automatically accept skill transfer requests during subsequent castings. Provided both parties agree, this skill changes the 'owner' of the skill or buff from the caster to the target. In the simplest case, one could change the owner of the 'Magic Light' skill such that it mimicked the target instead. In a more advanced usage, it is possible to cause the Cleric's Miracle Missile ability to be sourced from another player instead or cause the Swashbuckler's Pocket Aces skill to affect the weapons of a Samurai. The targeted player is considered the new owner, in the case of buffs continually being passed around. Associated costs of upkeeping the swapped skill effect is still dependent upon the original owner.This skill has a casting time of 1 second and a cooldown of 5 seconds.