Post by Mab on Jul 19, 2014 11:17:33 GMT
Main Class: Druid
Main Class Claims:
Thread 1: Girl in a tree - Post 1: 705 - post 2: 511 - post 3: 747 - post 4: 513 - post 5: 317 - post 6: 850 - total: 3445
Thread 2: How nostalgic: Post 1: 533 - post 2: 613 - post 3: 533 - total: 1679
Thread 3: Australian Kiss: Post 1: 505 - post 2: 518 - post 3: 408 - Total: 1459
Thread 4: Belieb it: Post 1: 513 - post 2: 514 *1.25 Mentor thread - total: 1283
Thread 5: OMG die: Post 1: 480 - post 2: 444 *1.25 Mentor thread - total: 1155
Thread 6: Who dares: Post 1: 561 - post 2: 506 - post 3: 504 - post 4: 518 *1.25 Mentor thread - Total: 2611
Thread 7: bobbing for goods: Post 1: 415 - post 2: 364 - post 3: 254 - post 4: 506 - post 5: 266 - post 6: 258 - post 7: 332 - Total: 2395
Thread 8: Building Calliste: Post 1: 344 - post 2: 499 - post 3: 516 - post 4: 391 - post 5: 453 - post 6: 504 - Total: 2707
thread 9: Child rearing: Post 1: 378
Thread 10: girl on a mission: Post 1: 389
Total Word Count: 17501
Main Class AP Claimed: 70
Total Claim:
Link to Previous Claim: previous claim
Pre-Claim AP:
Main Class: 106 AP
Craft Subclass: 20 AP
RP Subclass: 20 AP
Post-Claim AP: (Enter the amount of AP you will have distributed among your three classes if your claim is approved.)
Main Class: 176 AP
Craft Subclass: 20 AP
RP Subclass: 20 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 45
Craft Subclass Level: 11
RP Subclass Level: 11
Requested Skill(s):
Geomancy earthquake: Tier II Skill - A skill that creates a micro-scale earthquake by raising the weapon and generating a ball of light from the end, then slamming the weapon to the ground. The magnitude of the earthquake depends upon the amount of time taken to perform this skill. If it was released as soon as the orb was generated, there would only be barely noticeable tremors. Completing the spell after several seconds will result in cracked earth chasms opening up everywhere except a small area around the druid.
Cyclone: Tier II skill - A wind elemental skill with a very large area of effect. The Druid generates hurricane-force winds around themselves to blow away targets and deal wind-based damage to all enemies within 10 meters. This range decreases to 5 meters if the Druid uses it indoors. The closer an enemy was to the Druid when this skill is used, the more damage they take and the more knockback they receive. Be careful, because while party members and non-hostile characters are immune to damage taken by this spell, it is still possible to blow them away if they are caught off-guard. This skill has a casting time of 2 seconds and a cooldown time of 25 seconds.
Golem Construction: Tier II skill - 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.
Leaf shield: Tier II skill - The Druid summons a storm of leaves to surround and swirl around a particular target. If used on themselves or an ally, these leaves serve as a makeshift barrier and reduces any melee damage taken by the character by half. If used on an enemy, they take medium wind attribute damage over time for 10 seconds and also have their movement speed reduced by 25% for 10 seconds. Take heed, this combination of air and plant material makes for a potent combination with fire. If the target of this skill is targeted by a fire-attribute attack while Leaf Shield is still in effect, the damage of that skill is increased by 50%. If the target is targeted by a fire-attribute attack that does not deal damage, Leaf Shield immediately ends. This skill has a duration of 10 seconds, a casting time of 1 second, and a cooldown of 30 seconds.