Post by Neon on Nov 16, 2014 1:42:05 GMT
Main Class: Enchanter
Main Class Claims:
Main Class AP Claimed: 33
Total Claim:
Link to Previous Claim: Previous Claim (02)
Pre-Claim AP:
Main Class: - 6 AP
Craft Subclass: - 10 AP
RP Subclass: - 0 AP
Post-Claim AP:
Main Class: - 39 AP
Craft Subclass: - 10 AP
RP Subclass: - 0 AP
Final Levels:
Main Class Level: - 15
Craft Subclass Level: - 6
RP Subclass Level: - 1
Requested Skill(s):
Main Class Claims:
- A Noble Adventure: Post 1, Post 2, Post 3, Post 4, Post 5, Post 6, Post 7 - [3069 words]
- Dawning Crowns: Post 1, Post 2, Post 3 - [2439 words]
- A Note to Adventure: Post 1, Post 2, Post 3 - [2390 words]
- An ‘Element’ary Beginning: Post 1 - [486 words]
Main Class AP Claimed: 33
Total Claim:
Link to Previous Claim: Previous Claim (02)
Pre-Claim AP:
Main Class: - 6 AP
Craft Subclass: - 10 AP
RP Subclass: - 0 AP
Post-Claim AP:
Main Class: - 39 AP
Craft Subclass: - 10 AP
RP Subclass: - 0 AP
Final Levels:
Main Class Level: - 15
Craft Subclass Level: - 6
RP Subclass Level: - 1
Requested Skill(s):
- Mana Channeling - The Enchanter takes a few moments to link with targeted party members, connecting their psyche. All party members within this link have their MP distributed evenly. If a party member's MP is restored to full, their connection is severed and remaining MP is redirected to another character. The activation of this skill causes a temporary strain upon the body as though part of the body's consciousness is being transferred. This skill has a casting time of 3 seconds and a cooldown of 30 seconds.
- Astral Hypno - Astral Hypno is a spell that induces a sleep debuff on the target, preventing them from making any actions until they are struck or after ten seconds have passed. The higher a target's wisdom stat, the higher their chances of resistance. It has a fairly low cooldown time for its effect, making it a very useful spell to be used for incapacitating an opponent. This skill's debuff classification is Sleep. Every time this skill is used on a target that was previously targeted by it, the sleep duration is reduced by 2 seconds. This skill has a casting time of 4 seconds and a cooldown of 15 seconds.
- Magic Light - 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.