Post by Scoria on May 30, 2014 10:39:50 GMT
Main Class: Druid
Main Class Claims:
Rengoku - 10-561
Allies and Peace - 4-1360
A Day of Improbability - 1-466, 2-506 [972]
Shaded Tunes - 1-319, 2-406, 3-549 [1274]
Last Supper - 1-814, 2-1134 [1948]
Investigating the Highlands - 1-558, 2-440, 3-567, 4-788 [2353]
Playing With Wood - 5-356
Land's End - 2-916, 3-940 [1856]
Total Word Count: [561 + 1360 + 972 + 1274 + 1948 + 2353 + 356 + 1856= 10680]
Main Class AP Claimed: 42.72 => 42
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP: 276
Main Class: 110 AP
Craft Subclass: 86 AP
RP Subclass: 80 AP
Post-Claim AP: 318
Main Class: 152 AP
Craft Subclass: 86 AP
RP Subclass: 80 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 40
Craft Subclass Level: 32
RP Subclass Level: 31
Requested Skill(s): +3 Tier II skills (34, 37, 40)
Main Class Claims:
Rengoku - 10-561
Allies and Peace - 4-1360
A Day of Improbability - 1-466, 2-506 [972]
Shaded Tunes - 1-319, 2-406, 3-549 [1274]
Last Supper - 1-814, 2-1134 [1948]
Investigating the Highlands - 1-558, 2-440, 3-567, 4-788 [2353]
Playing With Wood - 5-356
Land's End - 2-916, 3-940 [1856]
Total Word Count: [561 + 1360 + 972 + 1274 + 1948 + 2353 + 356 + 1856= 10680]
Main Class AP Claimed: 42.72 => 42
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP: 276
Main Class: 110 AP
Craft Subclass: 86 AP
RP Subclass: 80 AP
Post-Claim AP: 318
Main Class: 152 AP
Craft Subclass: 86 AP
RP Subclass: 80 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 40
Craft Subclass Level: 32
RP Subclass Level: 31
Requested Skill(s): +3 Tier II skills (34, 37, 40)
Golem Construction
Golems, as an embodiment of nature energy, have been used by the ancient Druids of the Stonehenge area for generations. It is arguable that they had learned to use the skill even before Summoners had started to form contracts with the magical creature. As a natural construct, it does not count as a Familiar but still possesses enough intelligence to independently attack its foes or defend its master. The Druid's way of calling a golem is more traditional in comparison to a Summoner, as it places a rune upon the surrounding environment. That rune would then react and create the golem using whatever natural resources are available in the area. Rather than simply soil, stone, or iron, these golems may even be composed from materials like water or even magma, should a natural source be available. In addition to this flexibility, the cost of maintaining this golem is fairly low in terms of MP draining. But perhaps its greatest weakness is this very same dependency upon the environment, as only one may be controlled and mana cannot be used to compensate for insufficient materials. Additionally, it is quite possible for a stronger Druid to seize control of a golem by paying a higher MP cost to take ownership. The size of a golem is limited to 1 meter, which increases to 2 meters at Level 60 and 3 meters at Level 90.
Golems, as an embodiment of nature energy, have been used by the ancient Druids of the Stonehenge area for generations. It is arguable that they had learned to use the skill even before Summoners had started to form contracts with the magical creature. As a natural construct, it does not count as a Familiar but still possesses enough intelligence to independently attack its foes or defend its master. The Druid's way of calling a golem is more traditional in comparison to a Summoner, as it places a rune upon the surrounding environment. That rune would then react and create the golem using whatever natural resources are available in the area. Rather than simply soil, stone, or iron, these golems may even be composed from materials like water or even magma, should a natural source be available. In addition to this flexibility, the cost of maintaining this golem is fairly low in terms of MP draining. But perhaps its greatest weakness is this very same dependency upon the environment, as only one may be controlled and mana cannot be used to compensate for insufficient materials. Additionally, it is quite possible for a stronger Druid to seize control of a golem by paying a higher MP cost to take ownership. The size of a golem is limited to 1 meter, which increases to 2 meters at Level 60 and 3 meters at Level 90.
Shrieker Echo
The Druid summons a few mushroom-like familiars which embed themselves into the ground. This skill does not count as a Familiar summoning skill and may be used even if a Familiar is currently active. As soon as one of these mushrooms are stepped on, they will unroot themselves from the ground and let out an extremely loud scream that will resonate throughout the area. All targets, ally or enemy, are stunned for up to three seconds as the extremely loud noise throws off their eardrums' sense of coordination. If a mushroom was left alone for five minutes, it will automatically desummon. This skill has had its fair share of controversy during Elder Tale's PC game days where people initiated player vs player duels as an excuse to annoy others with this skill's loud sound effect. Since then, it had been toned down a little bit, but the transition since the Apocalypse has returned the skill back to its podium of ear-splitting mayhem. Try not to use this skill carelessly or else you'll end up on peoples' blacklists.
The Druid summons a few mushroom-like familiars which embed themselves into the ground. This skill does not count as a Familiar summoning skill and may be used even if a Familiar is currently active. As soon as one of these mushrooms are stepped on, they will unroot themselves from the ground and let out an extremely loud scream that will resonate throughout the area. All targets, ally or enemy, are stunned for up to three seconds as the extremely loud noise throws off their eardrums' sense of coordination. If a mushroom was left alone for five minutes, it will automatically desummon. This skill has had its fair share of controversy during Elder Tale's PC game days where people initiated player vs player duels as an excuse to annoy others with this skill's loud sound effect. Since then, it had been toned down a little bit, but the transition since the Apocalypse has returned the skill back to its podium of ear-splitting mayhem. Try not to use this skill carelessly or else you'll end up on peoples' blacklists.
Terra Orbital Kick
A skill that is performed by slamming a foot against the ground, aiming to unearth large and solid chunks of rock to rise a few feet in the air. It is coupled with a swinging kick that aims to propel these rocks forward to strike the enemy. Naturally, it is no easy task to kick rock and the user might even injure themselves if not properly connected. It is no surprise that Monks are popularly associated with this skill, but anyone with sufficient physical strength may find themselves a suitable user. This attack is considered an earth elemental skill. It has an animation time of 0.75 seconds and a cooldown of 15 seconds. If used by a Monk, the cooldown is 10 seconds instead.
A skill that is performed by slamming a foot against the ground, aiming to unearth large and solid chunks of rock to rise a few feet in the air. It is coupled with a swinging kick that aims to propel these rocks forward to strike the enemy. Naturally, it is no easy task to kick rock and the user might even injure themselves if not properly connected. It is no surprise that Monks are popularly associated with this skill, but anyone with sufficient physical strength may find themselves a suitable user. This attack is considered an earth elemental skill. It has an animation time of 0.75 seconds and a cooldown of 15 seconds. If used by a Monk, the cooldown is 10 seconds instead.