Post by kittygrey on Oct 5, 2014 18:31:13 GMT
Main Class: Cleric
Main Class Claims:
Case of the "Uhm's" [1] [2] [3] [4]
Wandering Around Together? [1]
Scribe Awareness, Location, Location [1] [2] [3] [4]
Bows Sniping, Healers Striking? [1] [2] [3] [4] [5] [6] [7]
Monsters of Moon Dance Village [1] [2] [3] [4]
Eternal Salvation [1] [2] [3]
Strange Arrivals and New Beginnings [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14 x 2]
Battle for the Thighs [1] [2] [3] [4] [5] [6] [7] [8] [9 x 2]
Total Word Count: 2698 + 502 + 2572 + 4013 + 3094 + 2583 + 8131 + 10038 = 33631
Main Class AP Claimed: 134 AP
Crafting Subclass: Chef
Craft Subclass Claims:
As Payment, Food made with Love [1] [2]
Back to the Cutting Board [1] [2] [3] [4] [5] [6]
Total Word Count: 1286 + 3597 = 4883
Craft Class AP Claimed: 19 AP
RP Subclass: Animal Trainer
RP Subclass Claims:
Monsters of Moon Dance Village [1]
Total Word Count: 1006
RP Class AP Claimed: 4 AP
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP:
Main Class: 76 AP
Craft Subclass: 19 AP
RP Subclass: 4 AP
Post-Claim AP:
Main Class: 210 AP
Craft Subclass: 48 AP
RP Subclass: 25 AP
Final Levels:
Main Class Level: 51
Craft Subclass Level: 21
RP Subclass Level: 13
Requested Skill(s):
Main Class Skills:
Blood Transmutation
Tier I Skill
A toggle skill that is particularly effective in a desperate situation. By tuning into the essence of their own life force, a devouted cleric may risk their own life in order to save an ally. Using this ability, the cleric can use their own HP as if it were their MP. Spell costs will now take half the caster's HP and half the caster's MP to perform. If MP is completely depleted, then it will be cast fully from HP. As long as this skill is active, the cleric cannot target themselves with healing magic.
Anima Blade
Tier II Skill
Among all the classes in Elder Tale, the Cleric is said to be the one class with the greatest affinity toward Anima, the force of life. This skill allows them to manifest that power into the form of a weapon, used to protect teammates and destroy corrupted beings. The Cleric summons a glowing two-foot blade made from pure Anima. This weapon has an item level equal to the Cleric's level and counts as a one-handed sword. Any targets struck directly by the blade are healed rather than damaged. If this weapon is used against an Undead or Miasma target, it deals high damage. The Anima Blade has a duration of 60 seconds. This skill has a casting time of 5 seconds and a cooldown of 120 seconds.
Divine Punishment
Tier II Skill
A defensive light-elemental spell that is casted upon oneself or a party member. Every time an opponent should deal damage to this skill's target, a beam of light will suddenly shoot out from underneath them to deal damage. The strength of this skill is proportional to the amount of damage that the enemy had dealt. Normally this skill is used in conjunction with a Reactive Heal effect, but there are often cases where a Cleric will attempt to use this skill while tanking. This skill has a casting time of 2 seconds, a duration of 30 seconds, and a cooldown of 45 seconds. The light pillar has an animation time of 0.5 seconds.
Healing Aurora
Tier II Skill
A healing spell that bathes the battlefield in a brilliant seven-colored light for a few seconds. When this skill is activated, the Cleric and all party members within 10 meters have a high amount of their HP restored. Because of this skill's high efficiency and large area of effect, it is often considered their secret weapon. However, it generates an extremely high amount of aggro and has a long cooldown, so dedicated support Clerics should be careful. This skill has a casting time of 2 seconds and a cooldown of 90 seconds.
Healing Forge
Tier II Skill
An offensively-based Cleric's toggle skill that depends upon an aggressive battle style. It is one of the key skills that make up the Battle Cleric archetype. Upon striking the opponent with a weapon or shield, the Cleric's body will generate a small ring of life energy that appears and floats somewhere on the battlefield within 5 meters of the Cleric's current position. If the Cleric or a party member makes contact with one of these rings, it will heal them by a small amount. Naturally, the rate at which healing rings can be generated is largely dependent on the Cleric's attack speed.
Miracle Missile
Tier II Skill
A light-elemental spell. For every target within 2 meters of the cleric, every 2 seconds, it shoots forth beam-like projectiles from the Cleric's body to quickly home in on the enemy's current position. Each individual bolt is somewhat below average in base damage, but accumulated unguarded hits will naturally result in a moderate amount of total damage. Because this skill fires automatically, offensive-oriented Clerics often charge straight into the enemy line, activate this skill, and then switch to a self-healing strategy. Beams dissipate after 5 seconds if they were unable to hit a target. This skill has a casting time of 3 seconds, a duration of 30 seconds, and a cooldown time of 1 minute.
Righteous Exile
Tier II Skill
The Cleric uses light magic to generate thin beams of energy to rise six feet vertically all around the target. This essentially forms a prison that restricts an enemy's movement. However, unlike other movement binding effects, this skill can be escaped by walking through the light beams. As one would expect, touching a single beam causes a sting of moderate light damage, so anyone brave or desperate enough to escape will likely be unable to remain unscathed. The beams disappear after ten seconds otherwise. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
Soul Revival
Tier II Skill
The Cleric's devotion toward saving their teammates can be the key factor that will prevent a party's collapse. By gathering together the anima from the surrounding area, the Cleric infuses this energy at a large burst into the target's body, causing the target to flash with a golden light for a moment. Soul Revival resurrects an ally with 20% of their HP and places a passive healing buff of 10% per turn for 3 turns. It has a casting time of 5 seconds and a cooldown time of 1 minute.
Cooking Class Skill:
Receives level 21 cooking skill; currently unknown
Main Class Claims:
Case of the "Uhm's" [1] [2] [3] [4]
Wandering Around Together? [1]
Scribe Awareness, Location, Location [1] [2] [3] [4]
Bows Sniping, Healers Striking? [1] [2] [3] [4] [5] [6] [7]
Monsters of Moon Dance Village [1] [2] [3] [4]
Eternal Salvation [1] [2] [3]
Strange Arrivals and New Beginnings [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14 x 2]
Battle for the Thighs [1] [2] [3] [4] [5] [6] [7] [8] [9 x 2]
Total Word Count: 2698 + 502 + 2572 + 4013 + 3094 + 2583 + 8131 + 10038 = 33631
Main Class AP Claimed: 134 AP
Crafting Subclass: Chef
Craft Subclass Claims:
As Payment, Food made with Love [1] [2]
Back to the Cutting Board [1] [2] [3] [4] [5] [6]
Total Word Count: 1286 + 3597 = 4883
Craft Class AP Claimed: 19 AP
RP Subclass: Animal Trainer
RP Subclass Claims:
Monsters of Moon Dance Village [1]
Total Word Count: 1006
RP Class AP Claimed: 4 AP
Total Claim:
Link to Previous Claim: Here
Pre-Claim AP:
Main Class: 76 AP
Craft Subclass: 19 AP
RP Subclass: 4 AP
Post-Claim AP:
Main Class: 210 AP
Craft Subclass: 48 AP
RP Subclass: 25 AP
Final Levels:
Main Class Level: 51
Craft Subclass Level: 21
RP Subclass Level: 13
Requested Skill(s):
Main Class Skills:
Blood Transmutation
Tier I Skill
A toggle skill that is particularly effective in a desperate situation. By tuning into the essence of their own life force, a devouted cleric may risk their own life in order to save an ally. Using this ability, the cleric can use their own HP as if it were their MP. Spell costs will now take half the caster's HP and half the caster's MP to perform. If MP is completely depleted, then it will be cast fully from HP. As long as this skill is active, the cleric cannot target themselves with healing magic.
Anima Blade
Tier II Skill
Among all the classes in Elder Tale, the Cleric is said to be the one class with the greatest affinity toward Anima, the force of life. This skill allows them to manifest that power into the form of a weapon, used to protect teammates and destroy corrupted beings. The Cleric summons a glowing two-foot blade made from pure Anima. This weapon has an item level equal to the Cleric's level and counts as a one-handed sword. Any targets struck directly by the blade are healed rather than damaged. If this weapon is used against an Undead or Miasma target, it deals high damage. The Anima Blade has a duration of 60 seconds. This skill has a casting time of 5 seconds and a cooldown of 120 seconds.
Divine Punishment
Tier II Skill
A defensive light-elemental spell that is casted upon oneself or a party member. Every time an opponent should deal damage to this skill's target, a beam of light will suddenly shoot out from underneath them to deal damage. The strength of this skill is proportional to the amount of damage that the enemy had dealt. Normally this skill is used in conjunction with a Reactive Heal effect, but there are often cases where a Cleric will attempt to use this skill while tanking. This skill has a casting time of 2 seconds, a duration of 30 seconds, and a cooldown of 45 seconds. The light pillar has an animation time of 0.5 seconds.
Healing Aurora
Tier II Skill
A healing spell that bathes the battlefield in a brilliant seven-colored light for a few seconds. When this skill is activated, the Cleric and all party members within 10 meters have a high amount of their HP restored. Because of this skill's high efficiency and large area of effect, it is often considered their secret weapon. However, it generates an extremely high amount of aggro and has a long cooldown, so dedicated support Clerics should be careful. This skill has a casting time of 2 seconds and a cooldown of 90 seconds.
Healing Forge
Tier II Skill
An offensively-based Cleric's toggle skill that depends upon an aggressive battle style. It is one of the key skills that make up the Battle Cleric archetype. Upon striking the opponent with a weapon or shield, the Cleric's body will generate a small ring of life energy that appears and floats somewhere on the battlefield within 5 meters of the Cleric's current position. If the Cleric or a party member makes contact with one of these rings, it will heal them by a small amount. Naturally, the rate at which healing rings can be generated is largely dependent on the Cleric's attack speed.
Miracle Missile
Tier II Skill
A light-elemental spell. For every target within 2 meters of the cleric, every 2 seconds, it shoots forth beam-like projectiles from the Cleric's body to quickly home in on the enemy's current position. Each individual bolt is somewhat below average in base damage, but accumulated unguarded hits will naturally result in a moderate amount of total damage. Because this skill fires automatically, offensive-oriented Clerics often charge straight into the enemy line, activate this skill, and then switch to a self-healing strategy. Beams dissipate after 5 seconds if they were unable to hit a target. This skill has a casting time of 3 seconds, a duration of 30 seconds, and a cooldown time of 1 minute.
Righteous Exile
Tier II Skill
The Cleric uses light magic to generate thin beams of energy to rise six feet vertically all around the target. This essentially forms a prison that restricts an enemy's movement. However, unlike other movement binding effects, this skill can be escaped by walking through the light beams. As one would expect, touching a single beam causes a sting of moderate light damage, so anyone brave or desperate enough to escape will likely be unable to remain unscathed. The beams disappear after ten seconds otherwise. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
Soul Revival
Tier II Skill
The Cleric's devotion toward saving their teammates can be the key factor that will prevent a party's collapse. By gathering together the anima from the surrounding area, the Cleric infuses this energy at a large burst into the target's body, causing the target to flash with a golden light for a moment. Soul Revival resurrects an ally with 20% of their HP and places a passive healing buff of 10% per turn for 3 turns. It has a casting time of 5 seconds and a cooldown time of 1 minute.
Cooking Class Skill:
Receives level 21 cooking skill; currently unknown