Post by Murasaki on Jan 5, 2014 22:26:20 GMT
Mamare Touno, the writer of Log Horizon, has spoken with overseas fans for feedback on creating the world of Elder Tale a few times before. This time, it's a questionnaire that asks fans on what types of classes they could imagine being localized in other servers in the universe. While we on Log Horizon RP have kept classes such as Samurai and Shaman/Kannagi, it's likely that other servers in canon may have swapped out classes like these in order to fit the lore of their setting more. If you'd like to give your suggestions, please visit: docs.google.com/forms/d/1W39ptLzTjhKMfkKqKA1SC8Dp8fqa9xDIme8URnyZx5o/viewform
Also, feel free to use this thread to post what you've submitted or review others' ideas. Who knows, if a class idea is popular enough on this forum, it might even be added.
I'll start off by putting up what I suggested:
Also, feel free to use this thread to post what you've submitted or review others' ideas. Who knows, if a class idea is popular enough on this forum, it might even be added.
I'll start off by putting up what I suggested:
Arcanist
Substituting for: Kannagi class on the Western Europe server
Role: Frontline or Backrow Support / Ranged DPS
HP: Slightly Below Average
MP: Above Average
Armor: Cloth
Melee: Staves, Swords, Magical Devices, Crystal Balls
Ranged: Magical Devices, Crystal Balls
Lore:
Interests in divinity and the occult have long been part of the history of Western Europe. Due to the power of the Catholic Church, many who practiced these ways were often labeled as heretics. Secret societies were established, allowing these mystic teachings to persist. In the present time, there has been a revival in interest in the occult, not only in Europe but throughout the globe. This can be attributed to a popularization of supernatural genre films and a desire to search for an aspect of fantasy in an increasingly materialistic world.
Features:
It is technically considered a healer-based class, but its concept revolves more around the healing of the mind rather than the body. Arcanists are known to interact with a familiar spirit of their own. Unlike the spirits contracted by the Summoner class, the spirit of the Arcanist is bound to them and is said to be the manifestation of the Arcanist's true personality. Prior to the Apocalypse, players who had chosen the Arcanist class were able to customize their familiar spirit's personality and appearance. The range of appearances was said to be based on Western astrology, with some familiars taking animal forms while others resembled humanoids in nature. Regardless, the concept of the familiar spirit is unique from other summons in that it is essentially a ghost. Its form is transparent, unable to interact with the environment within magical intervention.
This was the basis for the Arcanist class, which utilized aspects of magic based on the concepts of fortunetelling. The powers of the familiar spirit were controlled by the skills in the Arcanist's possession. Their ability to wield swords and staves are references to the Minor Arcana of the Tarot. However, their specialty weapons are the various magical devices in their possession. These items, ranging from magical Tarot cards to crystal balls, ultimately solidify the Arcanist's image.
Common subclasses that complement the Arcanist class includes the Fortuneteller for roleplaying purposes. For those who desire a more self-sufficient playing style, the Alchemist subclass is able to craft the Arcanist's signature crystal ball weapon.
Specialized Weapon:
Crystal Ball: The crystal ball has long been a symbol of the occult, supposedly able to see the supernatural. It is a simple sphere commonly made from glass or crystal, fortified by magic to preserve its durability. Its practical use as a weapon is fairly obvious - the object packs enough weight to deal blunt-force damage. Its special characteristic is the ability to be used both at close distances and mid-range, reaching up to about 10 meters in control. This is performed by channeling the Arcanist's mana into the crystal ball, where it is levitated in the air and remotely controlled by the Arcanist's mind. In Elder Tale, it was controlled by hovering the mouse over a target and clicking to move the crystal ball's position. Since the Apocalypse, controlling of the crystal ball has proved to be a challenge to Arcanists because of the concentration required to control the object. Crystal balls are commonly modified based on two different Arcanist builds. Arcanists who prefer to use the crystal ball offensively to break enemy lines often prefer modifiers such as increased attack speed or defense-piercing specs. Arcanists who tend to use the crystal ball as an accessory for their skills typically modify it to reduce MP costs or to lower skill cast times and cooldowns.
Playstyles:
Offensive DPS Arcanist - Blade of Justice: This build revolves around the use of "Tarot Deliverance: Justice" in order to deal damage to enemies. Because the skill's cooldown depends on how far the projectile is launched, offensive Arcanists tend to fight in close combat and toss out multiple Justice blades onto the opponent in quick succession. Effects that increase spell attack speed are greatly beneficial for maintaining consistent damage. The most obvious weakness of this build is the Arcanist's lacking defense stats. Often, other skills such as "Tarot Interception: The High Priestess" and "Tarot Channeling: Strength" are used as backup defenses for when battle situations become too tense for the Arcanist. The most important key to maintaining this build's success is to make sure each casting of Justice hits the foe. Otherwise, the Arcanist is temporarily vulnerable for a few moments and must rely on non-Tarot skills like "Knight of Swords" in the meantime. Overall, this build is a fairly popular playstyle with its main players primarily choosing the sword as their main weapon type.
Offensive Burst Arcanist - Hammer of Judgment: A build that focuses on "Tarot Devastation: Judgment" in order to deliver heavy damage to enemies in a single blow. "Tarot Conservation: Temperance" is often considered as an option, lowering the signature skill's casting time at a small cost of damage. Its damage potential is especially potent when backed up by a party, but it has the tendency of being overwhelmed if chosen as a solo playstyle."Tarot Revitalization: The Sun" is suggested to be stacked on the Arcanist prior to attacking.
Balanced Arcanist - Inverted Tarot: Although the basis of the Arcanist class is build upon its Tarot-themed skills, the Arcanist may decide to play a combat role more similar to a Summoner. "Tarot Materialization: The Magician" may be used to create a partner that engages directly with the opponent while the player fights using non-Tarot skills and ranged crystal ball sniping. "Tarot Indignation: The Devil" is used for a more aggressive fighting style, leaving the Tarot skills to the familiar spirit's decision while the Arcanist backs up their partner.
Dedicated Supportive Arcanist - Esoteric Spirit Medium: Compared to the Kannagi class of Yamato, the Arcanist's defensive properties are slightly more scattered. Regardless, "Tarot Interception: The High Priestess" and "Tarot Regeneration: The Empress" are used as the base of the build as they intercept and heal off damage done to the party. Because this build usually requires that the Arcanist's familiar spirit is accessible at all times, skills that do not require the familiar spirit's possession of the target, such as "Tarot Isolation: The Hanged Man" are favored as auxiliary moves. Above all, it's recommended that "Tarot Conservation: Temperance" and "Tarot Manifestation: The Hierophant" be active at all times.
Skills:
Tarot Manifestation: The Fool - Toggle skill. The Arcanist summons their familiar spirit in a "ghost form", an intangible being that floats by their side. The familiar spirit remains active until it is desummoned or if the user's HP reaches 0. The familiar spirit also possesses an HP/MP stat, although its HP stat is usually not applicable because of its ghost form. Cast time is nearly instant, so it allows for the Arcanist to immediately prepare for battle. There is no MP cost to upkeep the familiar spirit, so Arcanists typically like to keep their spirit summoned at all times. This skill is required to be used before other Tarot skills may be used.
Tarot Materialization: The Magician - The Arcanist's familiar spirit changes from the normally intangible state into a physical shape. This allows the spirit to become capable of physically interacting with the environment and fight in direct combat. The familiar spirit's stats scale with the user and typically align in the tank or DPS roles depending on its personality and appearance specs. If the spirit's HP should reach 0, however, it is desummoned and Tarot skills cannot be used for 10 minutes. During the next summoning using The Fool, it will be revived with 1 HP. Because of the hefty penalty and the fact that the Arcanist is restricted from using a few other Tarot skills while The Magician is active, aspiring Arcanists should quickly learn whether to cancel this skill based on battle situations.
Tarot Interception: The High Priestess - The High Priestess is most notably a reference to the Kannagi class's "Damage Interception" skill. Part of the familiar spirit's energy is used to create a barrier of energy around the target and absorbs an amount of damage directed to the target. This energy will also slowly decrease over time.
Tarot Regeneration: The Empress - Known as the Arcanist's premiere healing-type ability, The Empress causes the familiar spirit to enter the target's body and relieve them of mental fatigue. While it does not do very much to heal wounds, it provides the target with enough of an HP buffer to keep them out of harm. The HP provided by this skill gradually dissipates after about a minute, so more permanent options like a dedicated healing skill or potions will be most necessary. After this skill has been used on a target, it cannot be used again on that same target for a full minute.
Tarot Protection: The Emperor - A skill that shines particularly against difficult opponents such as a field boss. It involves the familiar spirit possessing the target's body right before an oncoming attack. Attacks that would otherwise deal lethal damage to the target instead leave them with 1 HP, and all other attacks have their damage reduced. Afterward, there is a moderate cooldown time before it can be used again. This skill only protects against a single attack, so skills that do consistent damage over time will pose a problem.
Tarot Manifestation: The Hierophant - This skill causes the familiar spirit to phase through the target's body, leaving behind a small amount of spiritual energy. The target's HP and MP regeneration is increased for an hour. Outside of battle, regeneration is high enough that it would only take a few minutes to completely regenerate. Regardless, the extra regeneration may still prove helpful in the middle of a long battle, so this buff is generally always welcome.
Tarot Exchange: The Lovers - The Lovers is a fairly unconventional skill with a very long cooldown that is initiated by targeting two nearby characters in the same party, whether in the Enchanter's party or not. Upon the activation of this skill, the two characters experience a body swap for about 30 seconds. All skills belonging to the owner of the original body may now be used by their party member, and any damage taken by the original owner's body goes to the current owner's HP instead. Because many players are not at all knowledgeable over how their teammate fights, using this skill has a greater chance of incapacitating two opponents at once. On the other hand, if used between a veteran and a newbie, the more experienced player might be able to maneuver the newbie's body out of an otherwise dangerous position. It's said that after this skill was discovered, competitive combat teams have begun to work together more effectively by learning to walk in each others' shoes.
Tarot Rebound: The Chariot - The Chariot is a skill that utilizes part of the familiar spirit's power to cast a spherical barrier around the target. Upon contact with an enemy, the barrier breaks and both the target and the enemy are knocked a few meters in separate directions. Because of this skill's unusual characteristics, many veteran Arcanists affectionately refer to this skill as "Pinball Barrier."
Tarot Deliverance: Justice - Perhaps the Arcanist's most effective move in terms of DPS, Justice transforms the familiar spirit's intangible body into a violent stream of magic energy. This energy is concentrated into a material form, creating a cutting-wave projectile as sharp as a sword. The attack is then shot up to a few meters forward to strike an opponent, after which the familiar spirit travels back to the Arcanist. Depending on how far the attack was launched, this skill's cooldown varies.
Tarot Possession: The Hermit - A skill that serves as a flexible aid to the Arcanist's playstyle. This skill places the familiar spirit into an object such as a shield or a weapon. The item will then be levitated into the air and controlled by the familiar spirit to fight alongside the Arcanist. Depending on vocal commands, the spirit can be designated to either focus on all-out attacking, defensive play, or balance fighting. Maintaining this skill results in a constant drain on the Arcanist's MP.
Tarot Revolution: Wheel of Fortune - Wheel of Fortune causes the familiar spirit to phase through the target's body and cause temporary psychological damage. As a result, this skill places a random status debuff on the target, ranging from sleep to paralysis to random stat decreases. The intensity of this effect is fairly random and unreliable, but the speed at which this skill can be performed makes it a decent opening move in a battle.
Tarot Channeling: Strength - By charging their body with spiritual energy from the familiar spirit, the Arcanist violently releases a wave of energy. This creates a split-second barrier that pushes away all enemies and physical projectiles within three meters. In return, the Arcanist's spiritual energy is pushed into imbalance and requires a moment to recover; as a result, they cannot cast other Tarot skills for the next ten seconds.
Tarot Isolation: The Hanged Man - This skill is initiated by sending the familiar spirit toward a target. Upon contact, the familiar spirit will transform into a barrier around the target. This causes it to float about two meters into the air, suspending the target in mid-air inside the barrier and providing an extremely minor defense buff. The barrier is broken as soon as it is struck by any sort of attack, giving it the fan name of "Tarot Bubble." The relative speed at which this skill can be performed makes it a good way to move an ally out of the way of an attack. Conversely, it can also be used on an unsuspecting enemy in order to place them in the path of an attack.
Tarot Actualization: Death - The Tarot card of Death is known to be a somewhat foreboding sign, but it is a card that symbolizes change. In a similar fashion, this skill causes the Arcanist's and familiar spirit's HP and MP to fuse into one. It is a visually impressive style that transforms the character's body into a hybrid combination of themselves and the spirit. All Tarot skills that utilize the familiar spirit's body are instead paid by the Arcanist's HP and MP, and high amounts of HP and MP are needed to sustain this skill. Arcanists often utilize this skill either in a desperate last stand or a decisive tactical strike against the enemy.
Tarot Conservation: Temperance - This toggle skill places the familiar spirit's and Arcanist's mindset into equilibrium. While it is active, MP costs and cooldown times for performing skills are reduced at the sacrifice of attack damage. For a dedicated support Arcanist, Temperance serves as a foundation of their role. However, offensively-oriented Arcanists may still take advantage of this skill to play more safely.
Tarot Indignation: The Devil - This skill drastically transforms the appearance of the familiar spirit for a full minute, changing into a twisted and demonic appearance. While in this state, the familiar spirit is allowed free reign of all Tarot skills, performing them independently using their own MP. It's often employed by an Arcanist who's running low on MP in order to buy them time to recover. Since the Apocalypse, however, players have noticed that while this skill is in effect, any emotions they are feeling at the moment are drastically heightened. Even after the skill has been canceled, many continue to feel temptations of bloodthirst for a while afterward...
Tarot Retribution: The Tower - The Tower, a symbol of hubris and possibly the most uncanny outcome in the deck. This skill is most effectively used when fighting against an opponent who has fortified themselves with various stat-increasing buffs. For the next few seconds after this skill's activation, the familiar spirit will possess the target's body and transform these buffs into debuffs. Thus, it can turn even the mightiest defense into a most vulnerable protection.
Tarot Guidance: The Star - This skill causes the familiar spirit to merge with a target's body, causing them to light up with a blue aura. All damage received by the target while this skill is active is split evenly, with half damage going to the target's HP and half damage going to the familiar spirit's MP. When the familiar spirit's MP is depleted, this skill is automatically canceled. While this skill is active, no other Tarot skills can be used.
Tarot Distortion: The Moon - The Moon causes the familiar spirit to merge into a target's body for a few seconds, turning the target completely invisible to all but the Arcanist. This results in the dropping of aggro from monsters and provides the target with a bonus in stealth. Maintaining this skill drains MP from both the Arcanist and the familiar spirit.
Tarot Revitalization: The Sun - A utility skill that phases the familiar spirit through the target's body and temporarily ridding them of anxiety. Status ailments recover more quickly, the target's HP is slightly healed, and their stats are increased for a short duration. The stat-boosting effects of this skill can only be stacked up to three times.
Tarot Devastation: Judgment - A skill that possesses a similar concept yet drastically different style compared to Justice. The familiar spirit's body is briefly materialized as it becomes a magnet, gathering together spiritual energy in its body. The spirit then crashes down upon the target to deliver a physically-damaging blunt attack with high surface area. Because of the familiar spirit's proximity to the Arcanist, using this skill means that another skill can be used as an almost direct follow-up. The only weakness is the casting time required to perform this skill.
Tarot Absolution: The World - One of the most powerful skills in the Arcanist's possession, learned at a high level. It creates a half-spherical boundary around the user with a base distance of 5 meters in radius. Everything other than the user in this boundary is frozen in place for five seconds. This includes thrown projectiles, enemies, and other players who notice the time-stopping effect but are unable to physically move their bodies. The radius and time duration is increased very slightly at higher ranks of the skill. This skill requires an enormous amount of MP to use and has a cooldown of an hour. This skill was made famous in a PVP video of an Arcanist casting The World being stopped in his tracks by an opposing Arcanist's casting of the same skill. That video was titled "I was the one who stopped time."
Arcana Shuffling: A skill that can be instantly activated during the middle of another Tarot skill, immediately nullifying the skill and quickly returning the familiar spirit to the Arcanist's side. With no cooldown and an instant casting time, it's usually used by Arcanists that like to micromanage their skills or in emergency situations.
Page of Wands: A skill that requires a staff as the equipped weapon. For the next few seconds, the staff's length is quickly extended in a forward direction. This allows the Arcanist to strike a foe with a quick and unexpected mid-ranged physical blow.
Knight of Swords: A skill that requires a sword as the equipped weapon. As the Arcanist slashes forward, a compact vacuum wave of air is left behind. This creates a temporary blade of air that persists for a few seconds, discouraging opponents from getting close.
Queen of Cups: The Arcanist's support potential is primarily focused in the familiar spirit, but they are still able to use a limited amount of magic to heal an ally. The Arcanist concentrates energy into the form of a small sphere that floats in the air for a few seconds. The first target to touch the sphere has their HP lightly healed.
King of Coins: A skill that requires a crystal ball as the equipped weapon. The crystal ball separates into three equally-sized identical orbs for a few moments, then spin around the Arcanist at a high velocity for close-range area of effect damage.
Substituting for: Kannagi class on the Western Europe server
Role: Frontline or Backrow Support / Ranged DPS
HP: Slightly Below Average
MP: Above Average
Armor: Cloth
Melee: Staves, Swords, Magical Devices, Crystal Balls
Ranged: Magical Devices, Crystal Balls
Lore:
Interests in divinity and the occult have long been part of the history of Western Europe. Due to the power of the Catholic Church, many who practiced these ways were often labeled as heretics. Secret societies were established, allowing these mystic teachings to persist. In the present time, there has been a revival in interest in the occult, not only in Europe but throughout the globe. This can be attributed to a popularization of supernatural genre films and a desire to search for an aspect of fantasy in an increasingly materialistic world.
Features:
It is technically considered a healer-based class, but its concept revolves more around the healing of the mind rather than the body. Arcanists are known to interact with a familiar spirit of their own. Unlike the spirits contracted by the Summoner class, the spirit of the Arcanist is bound to them and is said to be the manifestation of the Arcanist's true personality. Prior to the Apocalypse, players who had chosen the Arcanist class were able to customize their familiar spirit's personality and appearance. The range of appearances was said to be based on Western astrology, with some familiars taking animal forms while others resembled humanoids in nature. Regardless, the concept of the familiar spirit is unique from other summons in that it is essentially a ghost. Its form is transparent, unable to interact with the environment within magical intervention.
This was the basis for the Arcanist class, which utilized aspects of magic based on the concepts of fortunetelling. The powers of the familiar spirit were controlled by the skills in the Arcanist's possession. Their ability to wield swords and staves are references to the Minor Arcana of the Tarot. However, their specialty weapons are the various magical devices in their possession. These items, ranging from magical Tarot cards to crystal balls, ultimately solidify the Arcanist's image.
Common subclasses that complement the Arcanist class includes the Fortuneteller for roleplaying purposes. For those who desire a more self-sufficient playing style, the Alchemist subclass is able to craft the Arcanist's signature crystal ball weapon.
Specialized Weapon:
Crystal Ball: The crystal ball has long been a symbol of the occult, supposedly able to see the supernatural. It is a simple sphere commonly made from glass or crystal, fortified by magic to preserve its durability. Its practical use as a weapon is fairly obvious - the object packs enough weight to deal blunt-force damage. Its special characteristic is the ability to be used both at close distances and mid-range, reaching up to about 10 meters in control. This is performed by channeling the Arcanist's mana into the crystal ball, where it is levitated in the air and remotely controlled by the Arcanist's mind. In Elder Tale, it was controlled by hovering the mouse over a target and clicking to move the crystal ball's position. Since the Apocalypse, controlling of the crystal ball has proved to be a challenge to Arcanists because of the concentration required to control the object. Crystal balls are commonly modified based on two different Arcanist builds. Arcanists who prefer to use the crystal ball offensively to break enemy lines often prefer modifiers such as increased attack speed or defense-piercing specs. Arcanists who tend to use the crystal ball as an accessory for their skills typically modify it to reduce MP costs or to lower skill cast times and cooldowns.
Playstyles:
Offensive DPS Arcanist - Blade of Justice: This build revolves around the use of "Tarot Deliverance: Justice" in order to deal damage to enemies. Because the skill's cooldown depends on how far the projectile is launched, offensive Arcanists tend to fight in close combat and toss out multiple Justice blades onto the opponent in quick succession. Effects that increase spell attack speed are greatly beneficial for maintaining consistent damage. The most obvious weakness of this build is the Arcanist's lacking defense stats. Often, other skills such as "Tarot Interception: The High Priestess" and "Tarot Channeling: Strength" are used as backup defenses for when battle situations become too tense for the Arcanist. The most important key to maintaining this build's success is to make sure each casting of Justice hits the foe. Otherwise, the Arcanist is temporarily vulnerable for a few moments and must rely on non-Tarot skills like "Knight of Swords" in the meantime. Overall, this build is a fairly popular playstyle with its main players primarily choosing the sword as their main weapon type.
Offensive Burst Arcanist - Hammer of Judgment: A build that focuses on "Tarot Devastation: Judgment" in order to deliver heavy damage to enemies in a single blow. "Tarot Conservation: Temperance" is often considered as an option, lowering the signature skill's casting time at a small cost of damage. Its damage potential is especially potent when backed up by a party, but it has the tendency of being overwhelmed if chosen as a solo playstyle."Tarot Revitalization: The Sun" is suggested to be stacked on the Arcanist prior to attacking.
Balanced Arcanist - Inverted Tarot: Although the basis of the Arcanist class is build upon its Tarot-themed skills, the Arcanist may decide to play a combat role more similar to a Summoner. "Tarot Materialization: The Magician" may be used to create a partner that engages directly with the opponent while the player fights using non-Tarot skills and ranged crystal ball sniping. "Tarot Indignation: The Devil" is used for a more aggressive fighting style, leaving the Tarot skills to the familiar spirit's decision while the Arcanist backs up their partner.
Dedicated Supportive Arcanist - Esoteric Spirit Medium: Compared to the Kannagi class of Yamato, the Arcanist's defensive properties are slightly more scattered. Regardless, "Tarot Interception: The High Priestess" and "Tarot Regeneration: The Empress" are used as the base of the build as they intercept and heal off damage done to the party. Because this build usually requires that the Arcanist's familiar spirit is accessible at all times, skills that do not require the familiar spirit's possession of the target, such as "Tarot Isolation: The Hanged Man" are favored as auxiliary moves. Above all, it's recommended that "Tarot Conservation: Temperance" and "Tarot Manifestation: The Hierophant" be active at all times.
Skills:
Tarot Manifestation: The Fool - Toggle skill. The Arcanist summons their familiar spirit in a "ghost form", an intangible being that floats by their side. The familiar spirit remains active until it is desummoned or if the user's HP reaches 0. The familiar spirit also possesses an HP/MP stat, although its HP stat is usually not applicable because of its ghost form. Cast time is nearly instant, so it allows for the Arcanist to immediately prepare for battle. There is no MP cost to upkeep the familiar spirit, so Arcanists typically like to keep their spirit summoned at all times. This skill is required to be used before other Tarot skills may be used.
Tarot Materialization: The Magician - The Arcanist's familiar spirit changes from the normally intangible state into a physical shape. This allows the spirit to become capable of physically interacting with the environment and fight in direct combat. The familiar spirit's stats scale with the user and typically align in the tank or DPS roles depending on its personality and appearance specs. If the spirit's HP should reach 0, however, it is desummoned and Tarot skills cannot be used for 10 minutes. During the next summoning using The Fool, it will be revived with 1 HP. Because of the hefty penalty and the fact that the Arcanist is restricted from using a few other Tarot skills while The Magician is active, aspiring Arcanists should quickly learn whether to cancel this skill based on battle situations.
Tarot Interception: The High Priestess - The High Priestess is most notably a reference to the Kannagi class's "Damage Interception" skill. Part of the familiar spirit's energy is used to create a barrier of energy around the target and absorbs an amount of damage directed to the target. This energy will also slowly decrease over time.
Tarot Regeneration: The Empress - Known as the Arcanist's premiere healing-type ability, The Empress causes the familiar spirit to enter the target's body and relieve them of mental fatigue. While it does not do very much to heal wounds, it provides the target with enough of an HP buffer to keep them out of harm. The HP provided by this skill gradually dissipates after about a minute, so more permanent options like a dedicated healing skill or potions will be most necessary. After this skill has been used on a target, it cannot be used again on that same target for a full minute.
Tarot Protection: The Emperor - A skill that shines particularly against difficult opponents such as a field boss. It involves the familiar spirit possessing the target's body right before an oncoming attack. Attacks that would otherwise deal lethal damage to the target instead leave them with 1 HP, and all other attacks have their damage reduced. Afterward, there is a moderate cooldown time before it can be used again. This skill only protects against a single attack, so skills that do consistent damage over time will pose a problem.
Tarot Manifestation: The Hierophant - This skill causes the familiar spirit to phase through the target's body, leaving behind a small amount of spiritual energy. The target's HP and MP regeneration is increased for an hour. Outside of battle, regeneration is high enough that it would only take a few minutes to completely regenerate. Regardless, the extra regeneration may still prove helpful in the middle of a long battle, so this buff is generally always welcome.
Tarot Exchange: The Lovers - The Lovers is a fairly unconventional skill with a very long cooldown that is initiated by targeting two nearby characters in the same party, whether in the Enchanter's party or not. Upon the activation of this skill, the two characters experience a body swap for about 30 seconds. All skills belonging to the owner of the original body may now be used by their party member, and any damage taken by the original owner's body goes to the current owner's HP instead. Because many players are not at all knowledgeable over how their teammate fights, using this skill has a greater chance of incapacitating two opponents at once. On the other hand, if used between a veteran and a newbie, the more experienced player might be able to maneuver the newbie's body out of an otherwise dangerous position. It's said that after this skill was discovered, competitive combat teams have begun to work together more effectively by learning to walk in each others' shoes.
Tarot Rebound: The Chariot - The Chariot is a skill that utilizes part of the familiar spirit's power to cast a spherical barrier around the target. Upon contact with an enemy, the barrier breaks and both the target and the enemy are knocked a few meters in separate directions. Because of this skill's unusual characteristics, many veteran Arcanists affectionately refer to this skill as "Pinball Barrier."
Tarot Deliverance: Justice - Perhaps the Arcanist's most effective move in terms of DPS, Justice transforms the familiar spirit's intangible body into a violent stream of magic energy. This energy is concentrated into a material form, creating a cutting-wave projectile as sharp as a sword. The attack is then shot up to a few meters forward to strike an opponent, after which the familiar spirit travels back to the Arcanist. Depending on how far the attack was launched, this skill's cooldown varies.
Tarot Possession: The Hermit - A skill that serves as a flexible aid to the Arcanist's playstyle. This skill places the familiar spirit into an object such as a shield or a weapon. The item will then be levitated into the air and controlled by the familiar spirit to fight alongside the Arcanist. Depending on vocal commands, the spirit can be designated to either focus on all-out attacking, defensive play, or balance fighting. Maintaining this skill results in a constant drain on the Arcanist's MP.
Tarot Revolution: Wheel of Fortune - Wheel of Fortune causes the familiar spirit to phase through the target's body and cause temporary psychological damage. As a result, this skill places a random status debuff on the target, ranging from sleep to paralysis to random stat decreases. The intensity of this effect is fairly random and unreliable, but the speed at which this skill can be performed makes it a decent opening move in a battle.
Tarot Channeling: Strength - By charging their body with spiritual energy from the familiar spirit, the Arcanist violently releases a wave of energy. This creates a split-second barrier that pushes away all enemies and physical projectiles within three meters. In return, the Arcanist's spiritual energy is pushed into imbalance and requires a moment to recover; as a result, they cannot cast other Tarot skills for the next ten seconds.
Tarot Isolation: The Hanged Man - This skill is initiated by sending the familiar spirit toward a target. Upon contact, the familiar spirit will transform into a barrier around the target. This causes it to float about two meters into the air, suspending the target in mid-air inside the barrier and providing an extremely minor defense buff. The barrier is broken as soon as it is struck by any sort of attack, giving it the fan name of "Tarot Bubble." The relative speed at which this skill can be performed makes it a good way to move an ally out of the way of an attack. Conversely, it can also be used on an unsuspecting enemy in order to place them in the path of an attack.
Tarot Actualization: Death - The Tarot card of Death is known to be a somewhat foreboding sign, but it is a card that symbolizes change. In a similar fashion, this skill causes the Arcanist's and familiar spirit's HP and MP to fuse into one. It is a visually impressive style that transforms the character's body into a hybrid combination of themselves and the spirit. All Tarot skills that utilize the familiar spirit's body are instead paid by the Arcanist's HP and MP, and high amounts of HP and MP are needed to sustain this skill. Arcanists often utilize this skill either in a desperate last stand or a decisive tactical strike against the enemy.
Tarot Conservation: Temperance - This toggle skill places the familiar spirit's and Arcanist's mindset into equilibrium. While it is active, MP costs and cooldown times for performing skills are reduced at the sacrifice of attack damage. For a dedicated support Arcanist, Temperance serves as a foundation of their role. However, offensively-oriented Arcanists may still take advantage of this skill to play more safely.
Tarot Indignation: The Devil - This skill drastically transforms the appearance of the familiar spirit for a full minute, changing into a twisted and demonic appearance. While in this state, the familiar spirit is allowed free reign of all Tarot skills, performing them independently using their own MP. It's often employed by an Arcanist who's running low on MP in order to buy them time to recover. Since the Apocalypse, however, players have noticed that while this skill is in effect, any emotions they are feeling at the moment are drastically heightened. Even after the skill has been canceled, many continue to feel temptations of bloodthirst for a while afterward...
Tarot Retribution: The Tower - The Tower, a symbol of hubris and possibly the most uncanny outcome in the deck. This skill is most effectively used when fighting against an opponent who has fortified themselves with various stat-increasing buffs. For the next few seconds after this skill's activation, the familiar spirit will possess the target's body and transform these buffs into debuffs. Thus, it can turn even the mightiest defense into a most vulnerable protection.
Tarot Guidance: The Star - This skill causes the familiar spirit to merge with a target's body, causing them to light up with a blue aura. All damage received by the target while this skill is active is split evenly, with half damage going to the target's HP and half damage going to the familiar spirit's MP. When the familiar spirit's MP is depleted, this skill is automatically canceled. While this skill is active, no other Tarot skills can be used.
Tarot Distortion: The Moon - The Moon causes the familiar spirit to merge into a target's body for a few seconds, turning the target completely invisible to all but the Arcanist. This results in the dropping of aggro from monsters and provides the target with a bonus in stealth. Maintaining this skill drains MP from both the Arcanist and the familiar spirit.
Tarot Revitalization: The Sun - A utility skill that phases the familiar spirit through the target's body and temporarily ridding them of anxiety. Status ailments recover more quickly, the target's HP is slightly healed, and their stats are increased for a short duration. The stat-boosting effects of this skill can only be stacked up to three times.
Tarot Devastation: Judgment - A skill that possesses a similar concept yet drastically different style compared to Justice. The familiar spirit's body is briefly materialized as it becomes a magnet, gathering together spiritual energy in its body. The spirit then crashes down upon the target to deliver a physically-damaging blunt attack with high surface area. Because of the familiar spirit's proximity to the Arcanist, using this skill means that another skill can be used as an almost direct follow-up. The only weakness is the casting time required to perform this skill.
Tarot Absolution: The World - One of the most powerful skills in the Arcanist's possession, learned at a high level. It creates a half-spherical boundary around the user with a base distance of 5 meters in radius. Everything other than the user in this boundary is frozen in place for five seconds. This includes thrown projectiles, enemies, and other players who notice the time-stopping effect but are unable to physically move their bodies. The radius and time duration is increased very slightly at higher ranks of the skill. This skill requires an enormous amount of MP to use and has a cooldown of an hour. This skill was made famous in a PVP video of an Arcanist casting The World being stopped in his tracks by an opposing Arcanist's casting of the same skill. That video was titled "I was the one who stopped time."
Arcana Shuffling: A skill that can be instantly activated during the middle of another Tarot skill, immediately nullifying the skill and quickly returning the familiar spirit to the Arcanist's side. With no cooldown and an instant casting time, it's usually used by Arcanists that like to micromanage their skills or in emergency situations.
Page of Wands: A skill that requires a staff as the equipped weapon. For the next few seconds, the staff's length is quickly extended in a forward direction. This allows the Arcanist to strike a foe with a quick and unexpected mid-ranged physical blow.
Knight of Swords: A skill that requires a sword as the equipped weapon. As the Arcanist slashes forward, a compact vacuum wave of air is left behind. This creates a temporary blade of air that persists for a few seconds, discouraging opponents from getting close.
Queen of Cups: The Arcanist's support potential is primarily focused in the familiar spirit, but they are still able to use a limited amount of magic to heal an ally. The Arcanist concentrates energy into the form of a small sphere that floats in the air for a few seconds. The first target to touch the sphere has their HP lightly healed.
King of Coins: A skill that requires a crystal ball as the equipped weapon. The crystal ball separates into three equally-sized identical orbs for a few moments, then spin around the Arcanist at a high velocity for close-range area of effect damage.