Post by Scoria on Sept 12, 2014 11:20:44 GMT
Contest Claim!
Warden Icon Contest - 1st Place
Heretic Icon Contest - 1st Place
Class Design - 2nd Place (Winner)
Prizes Thread
Main Class:
Main Class Claims:
Wood - 5-356, 6-456 [812]
Iron Boar Hunter - 1-606 - Mentor Thread [606 x 1.25 = 757.5]
North Wind and Sun - 1-386, 2-312, 3-498, 4-411, 5-309 - Mentor Thread [1916 x 1.25 = 2395]
Boar Hunter 2 - 1-526 - Mentor Thread [ 526 x 1.25 = 657.5]
One Fine Evening - 1-346, 2-353, 3-501, 4-468, 5-374, 6-391, 7-498 [2931]
Messenger - 1-517, 2-596, 3-397, 4-452, 5-660, 6-392 [3014]
Nine Zero Ninety - 1-732 [732]
Seagulls - [urlhttp://log-horizon.proboards.com/post/12066]1-577[/url], 2-468, 3-419 Mentor Thread [ 1464 x 1.25 = 1830]
Total Word Count:
[ 812 + 757.5 + 2395 + 657.5 + 2931 ] + [ 3014 + 732 + 1830 ]
[7553] + [5576] = [13129]
Main Class AP Claimed: 52.516 => 52 AP
Remember to take into account +50 main, +30 RP/Subclass
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP: 253
Main Class: 152 AP
Craft Subclass: 21 AP
RP Subclass: 80 AP
Post-Claim AP: 415
Main Class: 254 AP
Craft Subclass: 51 AP
RP Subclass: 110 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 55
Craft Subclass Level: 21
RP Subclass Level: 38
Requested Skill(s): 40->55 means 5 Tier 2 skills
Warden Icon Contest - 1st Place
Heretic Icon Contest - 1st Place
Class Design - 2nd Place (Winner)
Prizes Thread
Warden Icon - 15 Main AP, 10 Subclass AP, 10 RP AP
Heretic Icon - 15 Main AP, 10 Subclass AP, 10 RP AP
Class Contest - 20 Main AP, 10 Subclass AP, 10 RP AP
Total: 50 Main AP, 30 Subclass AP, 30 RP AP
Main Class:
Main Class Claims:
Wood - 5-356, 6-456 [812]
Iron Boar Hunter - 1-606 - Mentor Thread [606 x 1.25 = 757.5]
North Wind and Sun - 1-386, 2-312, 3-498, 4-411, 5-309 - Mentor Thread [1916 x 1.25 = 2395]
Boar Hunter 2 - 1-526 - Mentor Thread [ 526 x 1.25 = 657.5]
One Fine Evening - 1-346, 2-353, 3-501, 4-468, 5-374, 6-391, 7-498 [2931]
Messenger - 1-517, 2-596, 3-397, 4-452, 5-660, 6-392 [3014]
Nine Zero Ninety - 1-732 [732]
Seagulls - [urlhttp://log-horizon.proboards.com/post/12066]1-577[/url], 2-468, 3-419 Mentor Thread [ 1464 x 1.25 = 1830]
Total Word Count:
[ 812 + 757.5 + 2395 + 657.5 + 2931 ] + [ 3014 + 732 + 1830 ]
[7553] + [5576] = [13129]
Main Class AP Claimed: 52.516 => 52 AP
Remember to take into account +50 main, +30 RP/Subclass
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP: 253
Main Class: 152 AP
Craft Subclass: 21 AP
RP Subclass: 80 AP
Post-Claim AP: 415
Main Class: 254 AP
Craft Subclass: 51 AP
RP Subclass: 110 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 55
Craft Subclass Level: 21
RP Subclass Level: 38
Requested Skill(s): 40->55 means 5 Tier 2 skills
[b]Last Stand[/b] Tier II Adventurer Skill
An Adventurer emergency skill that can be activated in tight situations to veil oneself in a red aura. While under the effects of this aura, if an attack would otherwise knock the Adventurer's HP down to 0, then they are left at 1 HP instead and this skill is immediately nullified. This effect does not protect against damage over time effects or debuffs such as poison. While under the effects of this skill, the Adventurer may not perform any other skills. Last Stand has a maximum duration of 10 seconds and a cooldown of 5 minutes.
[b]Ingraining Roots[/b] Tier II Druid Skill
A healing over time spell of medium potency with a downside of inducing a movement buff effect on the target while it is active. Roots sprout up from the ground and bind the target's legs, feeding them a steady amount of life energy as nutrients. The roots have a small ability to attenuate to other skills that regenerate HP, so it is often used alongside skills such as Heartbeat Healing in order to achieve maximum efficiency. This side effect can even be handy for leeching off the effects of an opponent's powerful healing spell. Ingraining Roots are much easier to break than the ones generated by Willow Spirit in case of an emergency, but generally a Druid would want to be mindful of the situation before they should use this skill in battle. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds.
[b]Storm Shackle[/b] Tier II Druid Skill
The Druid uses the power of wind to create a dense air current that binds a target and restricts movement. If the Druid is at least 10 levels higher than the target in strength, it may even be possible to pull the target anywhere using this wind current, even up in mid-air. If a sizable water source is present, this skill can be used to react with the water and concentrate a large amount of water vapor into the current, changing this skill's affinity into both water and wind. In such a case, the Druid will usually try to bind a target's mouth so that they would slowly suffocate and lose HP over time. Note that if the target should somehow teleport or if someone happens to get in the way of the wind current, this skill will weaken and allow the victim time to escape. This skill has a maximum range of 3 meters, a casting time of 3 seconds and a cooldown of 30 seconds after it is canceled. It has a maximum duration of 10 seconds which increases to 15 seconds at Level 60 and 20 seconds at Level 90.
[b]Terracotta Soldier[/b] Tier II Druid Skill
The Druid summons a crude statue the size of an average man from earth magic using either stone, dirt, sand, or mud. After summoning, the Druid points in a direction, causing the statue to slide forward in that direction. The statue moves at about 1 meter per second. Upon contact with an enemy, it will attempt to ram them. If the statue takes substantial damage or runs into a wall, it will shatter back into the material that formed its body. Terracotta Soldiers are resistant to physical attacks but are weak against wind attacks. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
[b]Leaf Shield[/b] Tier II Druid 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 2 seconds, and a cooldown of 30 seconds.