Elf
Shaman
Gold:
Artisan
Scholar
Guild:
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Post by Haneroze on Oct 10, 2014 13:54:34 GMT
Equipment Mastery: Magical Tier I Skill
Passive. An Adventurer skill that provides weapon proficiency of grimoire magic and magitech. 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. In the case of magitech, lacking proficiency in range and using a ranged magitech weapon may be ill-advised. This skill does nothing if the character's class is already able to use both magical weapon types normally.
Fireball Pitch Tier I Skill
A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class.
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穂 character
Fox Tail
Inactive Player
Gold:
Tailor
Dancer
Guild:
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Post by Shiranui on Oct 11, 2014 14:43:41 GMT
[div][attr="class","skill"][b]Castling[/b]: [u]Tier I Summoner Skill[/u] Much as one would protect one's own king by switching its position with a nearby rook in a game of chess, Castling follows a similar convention. It is an emergency skill that instantly switches the places of a Follower and the Summoner. Castling cannot be used in combination with Soul Possession. This skill has a casting time of 1.5 seconds and a cooldown time of 10 seconds.[/div]
[div][attr="class","skill"][b]Heal[/b]: [u]Tier I Adventurer Skill[/u] The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds. [/div]
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Nine.
Human
Inactive Player
Gold:
Tailor
Tracker
Guild:
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Post by Kumori on Oct 14, 2014 7:43:30 GMT
Tongue of Nature and Cardinal Rose please
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Do or do not... there is no try.
Human
Inactive Player
Gold:
Pharmacist
Animal Trainer
Guild:
Unaffiliated
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Post by Icyferno on Oct 14, 2014 10:03:37 GMT
Second skill pending till the new skills are all released. I just need the Tongue atm.
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Human
Inactive Player
Gold:
Tailor
Pathfinder
Guild:
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Post by sorano on Oct 14, 2014 10:35:56 GMT
Deadly Dance: Tier I Skill: Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Second skill pending, I already have another in mind, but I'll wait a bit for the new skills.
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You haven't seen the madness I have inside of me when I'm about to be killed, that is the true me.
Fox Tail
Inactive Player
Gold:
Artisan
Acrobat
Guild:
Halcyon
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Post by Verin on Oct 18, 2014 19:23:42 GMT
Blink Tier I Skill
A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer jumps in a direction and teleports about 1-5 meters away in the desired position. The only downside is that the teleportation distance is very haphazard and might actually not move you very far. Still, it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
Frost Spear Tier I Skill
Impales a single target using an icicle spear for Ice-element damage. This skill inflicts a slowing debuff on the target, as well as increasing its defense for the duration. Many players learn this skill for its balance of damage, casting time, and utility that is a notch above most Sorcerer skills. This skill has a casting time of 2 seconds and a cooldown of 15 seconds.
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Fox Tail
Inactive Player
Gold:
Chef
Housekeeper
Guild:
Ephemeral Solace
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Post by kittygrey on Nov 9, 2014 16:38:03 GMT
Spellwalk: Tier I Skill A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90.
Anima-Siphoning Sphere: Tier I Skill The Cleric harnesses healing energy in the form of a faint white vapor which swirls around in the shape of an orb. This skill magnetizes anima from the nearby atmosphere until it is fully generated, after which it will flash several times and heal the nearest ally. If a healing skill is performed by any character between the moment this skill is performed and the Cleric's next turn, halve the healing effect of that skill. The orb is then fully charged and will immediately heal a target. Otherwise, the orb will fully charge at the beginning of the Cleric's 2nd turn from the moment it is casted. Anima Siphoning is therefore often used in the presence of an enemy healer, allowing the Cleric to leech off the rival healer's hard work. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. If Anima-Siphoning Sphere is currently active, it cannot be recasted.
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Fox Tail
Inactive Player
Gold:
Scribe
Exorcist
Guild:
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Post by Nisha on Nov 9, 2014 19:49:54 GMT
Hearing Aptitude - Tier I Skill / A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
Mythic Script - Tier I Skill / A toggle skill that uses a negligible amount of mana when it is activated. A skill that allows characters to write messages using pure mana. This message normally lasts for roughly a day before dissipating into the atmosphere. However, if the message is not exposed to the elements, such as within the bindings of a book, it is possible to preserve a message for months or even years. Taking this skill allows one to see these messages as well, for they are normally invisible to the untrained eye. It has been hypothesized that Ancient Age grimoires are composed from prayers and incantations written in mana onto paper that has been specifically designed to preserve its presence. Keep in mind that although this skill allows one to read writings in mana, it does not help with comprehension.
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Human
Inactive Player
Gold:
Tailor
Berserker
Guild:
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Post by cymakara on Nov 9, 2014 20:44:16 GMT
Requesting Zoom Attack, and Beatdown to be added to Cy-Makara
Beatdown
Tier I Skill
A toggle-activated monk ability that grants the monk a gradual increase in damage and attack speed for every opponent they defeat. This skill utilizes a combo system, where after about a minute if the user had not gotten another kill, the effect is canceled.
Zoom Attack
Tier I Skill
Usually called Zoom Punch or Zoom Kick by players who use it in the respective way, the Monk launches a punch or kick at the target as their limb extends for an additional meter forward for a few moments. The suddenly extended range of attack catches most melee opponents off guard. This skill has a cooldown time of five seconds, making it a viable fighting style for unconventional Monks who want to fulfill a mid-ranged role. It's said that a Monk named Dhalsim on the India Server popularized this skill by suggesting a build based on being able to use it with greatly decreased cooldown. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
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Post by Deleted on Nov 10, 2014 6:54:44 GMT
Magic Light
Tier I Skill. The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled.
Wind Bullet
Tier I Skill. Toggle skill. A skill that is usually performed with a free hand, making it a useful technique for Monks and characters who wield only a single one-handed weapon. It can also be used with an actual firearm, causing wind bullets to be fired whenever the gun is not loaded with any form of ammunition. Its bare handed version is performed by extending the thumb and index finger while curling the other three weapons, as though a gun gesture is being made. Thanks to the toggle function of this skill acting as a safety, it can be turned off for those times where you don't want to accidentally shoot people because of your careless gestures. By pressing down the thumb or trigger, a concentrated shot of air is expelled forward from the index finger or barrel, causing a minor recoil from the shot. Wind bullets shot from this attack are fairly weak and are used more often to subdue or stall an opponent. This skill has a range of 10 meters, an animation time of 0.5 seconds, and a cooldown time of 1 second.
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Half-Alv
Summoner
Gold:
Blacksmith
Animal Tamer
Guild:
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Post by Saber on Nov 10, 2014 7:11:22 GMT
Second Skill Chosen: Arrow Revolver
Tier I Skill
A technique developed by a legendary marksman, this bow skill allows an archer to reserve up to five arrows to be fired. The arrows in reserve are levitated in the air beside the bow using the power of mana. Whenever the user should then fire an arrow, the next one will quickly load itself into the slot of the bow, allowing for optimized rapid fire. Arrow Revolver may also be used with a firearms weapon, causing a single round to load itself into the chamber after each shot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
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Human
Inactive Player
Gold:
Chef
Animal Trainer
Guild:
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Post by Crimson Blood on Nov 11, 2014 20:20:34 GMT
Hi there, I would like to get two new skills. You will find them below.
Elegant Act: Attack skill | An elegant attack that comes from a beautiful dance. As an attack it is average but upon use, it boosts the bard's evasion rate for a certain period of time so it is popular among front-line bards as it increases their survivability. One peculiarity about this skill is that the attack motions and dance are rather elaborate. When using a sword, it is like a sword dance, if a spear it will be used as a baton constantly twirling round and round at high speeds. There are different motions for every kind of weapon. The motions for the giant scythe would be to take the huge weapon and to spin it around like one would a pencil and is quite the sight to behold. The animation time of this skill is 3 seconds and its cooldown is 15 seconds.
Feedback Resonance: The Bard plays their instrument and causes a high-pitched feedback noise to resonate around the surrounding area. All opponents within three meters of the Bard are stunned for one second. This skill generates a moderate amount of aggro, but due to its nature, it might attract nearby hostile monsters. Be careful when using it in a high population area. This skill's debuff is classified as a Slow effect. This skill has a cooldown time of 10 seconds and a casting time of 3 seconds. Any opponents affected by this skill's stunning effect cannot be stunned again by the same skill for thirty seconds.
If these skills get added please message me
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Human
Inactive Player
Gold:
Woodcrafter
Tracker
Guild:
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Post by dordur on Nov 18, 2014 0:24:38 GMT
I OBVIOUSLY PICK THESE TIER I SKILLS:
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Do or do not... there is no try.
Human
Inactive Player
Gold:
Pharmacist
Animal Trainer
Guild:
Unaffiliated
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Post by Icyferno on Nov 18, 2014 5:30:00 GMT
Second skill:
[div][attr="class","skill"][b]Arrow Revolver[/b]: [u]Tier I Adventurer Skill[/u] A technique developed by a legendary marksman, this bow skill allows an archer to reserve up to five arrows to be fired. The arrows in reserve are levitated in the air beside the bow using the power of mana. Whenever the user should then fire an arrow, the next one will quickly load itself into the slot of the bow, allowing for optimized rapid fire. Arrow Revolver may also be used with a firearms weapon, causing a single round to load itself into the chamber after each shot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.[/div]
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Werecat
Inactive Player
Gold:
Brewer
Housekeeper
Guild:
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Post by Arawnn on Nov 19, 2014 2:47:21 GMT
Been awhile since I've shown up. (Thanks Hiro for showing me this). If you could add these to Arawnn, I'd be grateful.
Speed Sword Etude: Tier I Bard Skill A lively song that makes one want to rush into battle, causing the surface of the skin to lightly sparkle during its duration. This tune causes all nearby party members' attack speeds to rise. This skill has a casting time of 3 seconds, a duration of 60 seconds and a cooldown time of 30 seconds. If it is used on a target that is currently affected by this buff, its duration resets to the full 60 second duration.
and
Lullaby of the Mermaid in the Moonlight: Tier I Bard Skill A support song that has a mild area of effect range. One key concept to remember is that depending on the difference between the Bard and the enemy's level, it will take some time before the target succumbs to the skill. When used, an aqua-blue ripple effect will occur and an image of a singing mermaid will appear over the head of the caster. Popular uses for this skill involve a sleep lock, a sequence in which the target is put to sleep, followed by the Bard's party members aiming their attacks all at the same time, which is then followed by a recasting of this skill to initiate a relapse. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds.
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The Black Reaper
Human
Inactive Player
Gold:
Scribe
Tracker
Guild:
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Post by Elfriede on Nov 28, 2014 8:04:12 GMT
[div][attr="class","skill"][b]Magic Light[/b]: [u]Tier I Adventurer Skill[/u] The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled.[/div]
[div][attr="class","skill"][b]Hearing Aptitude[/b]: [u]Tier I Adventurer Skill[/u] A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.[/div]
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Wolf Hair
Inactive Player
Gold:
Brewer
Exorcist
Guild:
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Post by Izo on Nov 30, 2014 1:23:58 GMT
[div][attr="class","skill"][b]Resilience[/b]: A passive ability of the Guardian. Due to their highly defensive class role, their HP regenerates faster outside of battle compared to other classes. Additionally, they regenerate a small amount of HP within battle, every couple of seconds. This passive battle healing is not very high, but it might prove to save one's life in the long run.[/div]
[div][attr="class","skill"][b]Shield Mastery[/b]: Passive skill. As the premiere tank of Elder Tale, the Guardian's signature equip is their large shield. Even so, it's rather bulky and takes some time to get used to for most players. As Shield Mastery progresses, the apparent weight of the shield decreases and its defense increases.[/div]
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Human
Inactive Player
Gold:
Tailor
Pathfinder
Guild:
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Post by sorano on Nov 30, 2014 6:53:55 GMT
Second skill chosen. ^^
Cardinal Rose: Tier I Skill: A skill that distinguishes a character's ability to be a good navigator. It is a toggle skill that uses a negligible amount of mana when it is activated, causing an icon of a compass to appear in the bottom right corner of the character's vision. As long as this skill is active, the character will always know which direction is north. This skill is particularly effective when exploring in uncharted territory.
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The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
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Post by Luna on Dec 1, 2014 16:06:30 GMT
From this point on, please use this template with code tags for requesting your additional starting skills:
[div][attr="class","skill"][b]>Skill Name<[/b]: >Description<[/div]
[div][attr="class","skill"][b]>Skill Name<[/b]: >Description<[/div]
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Half-Alv
Inactive Player
Gold:
Scribe
Courtesan
Guild:
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Post by Steel on Dec 9, 2014 19:11:08 GMT
Add this to my character please! [attr="Adventurer", "Tier I skill"]>Magnum Shot<: >Ranged skill. The user pulls the string of the bow with great force and fires a projectile at the target. The force of the impact causes the monster to be knocked back up to several meters depending on its size. This skill gains a lot of aggro if it successfully hits an opponent. While considerably more difficult, it's said that some rangers use this skill at point-blank range while tanking a monster's attacks in order to control its position. This skill may also be used with a firearms weapon, allowing the user to fire a bullet that has reduced destructive power but increased knockback potential. This skill has an animation time of 3 seconds and a cooldown time of 6 seconds.< [attr="Adventurer", "Tier I skill"]>Crash Shot<: >A bow or firearms skill where the user aims slightly upward and then releases the string or fires the trigger. As the projectile descends downward, it explodes into multiple small fragments which somehow retain all the force of the original shot, making this burst of tiny shrapnel deceptively powerful. It will damage all possible targets within a 5 meter radius, so be sure your allies are out of the way before you strike. This skill has an animation time of 2.5 seconds and a cooldown of 10 seconds.<
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