Post by Charuen on Dec 22, 2014 21:42:09 GMT
Legend: (G = Guild thread, M = Mentor Thread, A = Alliance Thread )
Main Class: Cleric
Main Class Claims:
Breakfast for Champions: 482 + 748 = 1230
Music in the Abbey: 710
A Newbie's Request: 651
(M) Black haired Swordsman, Pink Haired Princess: 251 + 507 + 946 = 1704 + 25% mentor bonus = 2130
(M) Clerical Combat: 673 + 654 + 752 = 2079 + 25% mentor bonus = 2598
(M)A Walk on the Wild Side: 358 + 1135 = 1482 + 25% mentor bonus =1866
An Accidental Visit: 511 + 637 = 1148
Snowdonia Winter Ball 1298 + 800 = 2098
(A + G )Help is On the Way 758 + 587 = 1343 + 30% alliance/guild bonus (stacked) = 1774
Total Word Count: 1230 + 710 + 651 + 2130 + 2598 + 1866 + 1148 + 2098+ 1774 = 14205
Main Class AP Claimed:56.828 56
Link to Previous Claim: N/A
---------------------------
Pre-Claim AP:
Main Class: 0 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
---------------------------
Post-Claim AP: 56
Main Class: 56 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
------------------------
Final Levels:
Main Class Level: 20
Craft Subclass Level: 1
RP Subclass Level: 1
------------------------
Requested Skill(s): (6 skills)
Blood Transmutation
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.
Martyr Spear
One of the cleric's few offensive options. This spell causes a spear of light to appear in the air above the cleric. After the spear is ready, the cleric points at a target. The spear will promptly head towards the target's position at a high velocity and strike the opponent with light-elemental damage. While this skill has a decently long range, it becomes naturally easier to dodge the farther away the opponent is. This skill has a casting time of 3 seconds and a cooldown time of 20 seconds.
Resurrection
A fundamental resurrection magic for low level healing classes. A Player is transported to a nearby Cathedral when its HP becomes 0, but can be revived before this could happen. Resurrection has a long casting time, consumes a lot of MP, and the target must not make contact with anything else during casting, making this skill very difficult to use during combat. Aside from this, it shares cooldown times with superior resurrection skills, narrowing down its usefulness in battle even more, causing many players to refrain from using this skill. This skill has a casting time of 5 seconds and a cooldown time of 90 seconds.
Divine Favour
A skill that temporarily removes all negative status effects on the user. Take note that this does not remove one's negative status effects, and can be called "damage postponement" of sorts. Although Clerics have the ability to clear oneself of all negative status effects in battle, it may put the rest of the party in imminent danger. It is for this reason that this skill is important for Clerics, particularly healers. Take note that this skill only affects status effects that are active on the user at the time of casting. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds.
Tongue of Nature
t's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
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.
===================
*Flips her hair*
Main Class: Cleric
Main Class Claims:
Breakfast for Champions: 482 + 748 = 1230
Music in the Abbey: 710
A Newbie's Request: 651
(M) Black haired Swordsman, Pink Haired Princess: 251 + 507 + 946 = 1704 + 25% mentor bonus = 2130
(M) Clerical Combat: 673 + 654 + 752 = 2079 + 25% mentor bonus = 2598
(M)A Walk on the Wild Side: 358 + 1135 = 1482 + 25% mentor bonus =1866
An Accidental Visit: 511 + 637 = 1148
Snowdonia Winter Ball 1298 + 800 = 2098
(A + G )Help is On the Way 758 + 587 = 1343 + 30% alliance/guild bonus (stacked) = 1774
Total Word Count: 1230 + 710 + 651 + 2130 + 2598 + 1866 + 1148 + 2098+ 1774 = 14205
Main Class AP Claimed:
Link to Previous Claim: N/A
---------------------------
Pre-Claim AP:
Main Class: 0 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
---------------------------
Post-Claim AP: 56
Main Class: 56 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
------------------------
Final Levels:
Main Class Level: 20
Craft Subclass Level: 1
RP Subclass Level: 1
------------------------
Requested Skill(s): (6 skills)
Blood Transmutation
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.
Martyr Spear
One of the cleric's few offensive options. This spell causes a spear of light to appear in the air above the cleric. After the spear is ready, the cleric points at a target. The spear will promptly head towards the target's position at a high velocity and strike the opponent with light-elemental damage. While this skill has a decently long range, it becomes naturally easier to dodge the farther away the opponent is. This skill has a casting time of 3 seconds and a cooldown time of 20 seconds.
Resurrection
A fundamental resurrection magic for low level healing classes. A Player is transported to a nearby Cathedral when its HP becomes 0, but can be revived before this could happen. Resurrection has a long casting time, consumes a lot of MP, and the target must not make contact with anything else during casting, making this skill very difficult to use during combat. Aside from this, it shares cooldown times with superior resurrection skills, narrowing down its usefulness in battle even more, causing many players to refrain from using this skill. This skill has a casting time of 5 seconds and a cooldown time of 90 seconds.
Divine Favour
A skill that temporarily removes all negative status effects on the user. Take note that this does not remove one's negative status effects, and can be called "damage postponement" of sorts. Although Clerics have the ability to clear oneself of all negative status effects in battle, it may put the rest of the party in imminent danger. It is for this reason that this skill is important for Clerics, particularly healers. Take note that this skill only affects status effects that are active on the user at the time of casting. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds.
Tongue of Nature
t's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
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.
===================
*Flips her hair*