Post by Deleted on Jan 24, 2015 22:32:54 GMT
Main Class: Sorcerer
Main Class Claims:
[Event] O:G The Last Hall
858 Words * 1.5 = 1,287 words
[Mentor] Harvesting Energy Sources
1,045 words, 1,023 words, 995 words, 740 words, 1,001 words, 1,302 words, 795 words [6,901 words] * 1.25 for Mentor = 8,626 words
[Event] Snowdonia Winter Ball
530 words, 924 words, 869 words, 945 words [3,268 words] + 1,634 word bonus = 4,902 words
Who hung the mistletoe!?!
635 words, 911 words = 1,546 words
[HoC/Guild] Sharp Tusks
691 words, 1,384 words [2,075 words] * 1.3 for Guild = 2,697 words
[Mentor] A Shocking Experience
801 words * 1.25 for Mentor = 1001 words
So... How About Lunch?
796 words, 853 words = 1,649 words
Blooming life [Closed, Sugar]
823 words, 907 words = 1,730 words
[HoC/Open] Bundle up! A Snowy Day of Fun
726 words, 1012 words, 927 words [2,665 words] * 1.2 for Guild = 3,198 words
Total Word Count: 26,636 words
Main Class AP Claimed: 106 AP
Craft Subclass: Chef
Craft Subclass Claims:
A Fine Day for Pelts and Friends
590 words, 579 words = 1,169 words
Total Word Count: 1,169 words
Craft Class AP Claimed: 4 AP
Total Claim:
Link to Previous Claim: Previous Claim
Pre-Claim AP: 28 AP
Main Class: 28 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Post-Claim AP: 138 AP
Main Class: 134 AP
Craft Subclass: 4 AP
RP Subclass: 0 AP
Final Levels:
Main Class Level: 36
Craft Subclass Level: 3
RP Subclass Level: 0
Requested Skill(s): Five Tier 1 Skills and Two Tier 2 Skills
Hearing Aptitude: - Adventurer, 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.
Tongue of Nature: - Adventurer, Tier I Skill - It'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.
Magi Lightning, Grand Fall: - Sorcerer Class, Tier I Skill - The Sorcerer raises their hand or weapon to the sky and performs a casting animation, causing a portion of the sky to saturate itself with mana. Afterward, a thunderbolt will fall from the sky and strike the foe for lightning damage. This skill cannot be used on a target indoors. If it is cloudy or stormy when this skill is used, its damage is doubled. If used in stormy weather, it also splash damages everything within 1 meter of the target. The sign of a bolt from the blue is a significant phenomenon talked among the People of the Land, so this skill has had a number of names such as "Fury of God". This skill is notable for being a technique with a massive range, except that its casting time and cooldown prevents the skill from being anything other than a combat initiator. This skill has a casting time of 5 seconds, a range of 25 meters, and a cooldown of 30 seconds.
Psychic Conductor: - Sorcerer Class, Tier I Skill - The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
Frost Spear: - Sorcerer Class, 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.
Flame Revolver: - Sorcerer Class, Tier II Skill - An intermediate-level fire spell that fires a magical arrow of flame toward a target. After it is launched, the arrow splinters off into a number of smaller arrows, causing the area around the target to turn into a great inferno. One other interesting point about these arrows is that they inflict a greater amount of damage on targets who have accumulated a number of curses, negative status effects, and debuffs. If successfully used on such an enemy, the target's fire resistance is lowered by 1 stage (Fire neutral becomes fire weak, fire resist becomes fire neutral, fire nullify becomes fire resist). Team up with others and deliver a devastating attack that will surely burn away the foe! This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
Frigid Wind: - Sorcerer Class, Tier II Skill - A skill with a slightly longer casting time than equivalent techniques like Frost Spear, but a potential greater effect against multiple targets at once. The Sorcerer casts a blizzard over an area, pelting enemies with a shower of snow and ice. This not only slows down movement speed, but also starts crystallizing part of the targets' bodies in ice. If exposed in the blizzard for long enough, a monster might even be unable to attack or defend for several seconds. If a fire-attribute attack was used on the target at least one turn prior to this skill's use, this skill is treated as though the target's ice resistance was lowered by 1 stage. This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
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My first 'official' AP claim so it's probably not perfect, please be gentle when you tell me my math sucks or that I did something stupid. Thank you! <3
Main Class Claims:
[Event] O:G The Last Hall
858 Words * 1.5 = 1,287 words
[Mentor] Harvesting Energy Sources
1,045 words, 1,023 words, 995 words, 740 words, 1,001 words, 1,302 words, 795 words [6,901 words] * 1.25 for Mentor = 8,626 words
[Event] Snowdonia Winter Ball
530 words, 924 words, 869 words, 945 words [3,268 words] + 1,634 word bonus = 4,902 words
Who hung the mistletoe!?!
635 words, 911 words = 1,546 words
[HoC/Guild] Sharp Tusks
691 words, 1,384 words [2,075 words] * 1.3 for Guild = 2,697 words
[Mentor] A Shocking Experience
801 words * 1.25 for Mentor = 1001 words
So... How About Lunch?
796 words, 853 words = 1,649 words
Blooming life [Closed, Sugar]
823 words, 907 words = 1,730 words
[HoC/Open] Bundle up! A Snowy Day of Fun
726 words, 1012 words, 927 words [2,665 words] * 1.2 for Guild = 3,198 words
Total Word Count: 26,636 words
Main Class AP Claimed: 106 AP
Craft Subclass: Chef
Craft Subclass Claims:
A Fine Day for Pelts and Friends
590 words, 579 words = 1,169 words
Total Word Count: 1,169 words
Craft Class AP Claimed: 4 AP
Total Claim:
Link to Previous Claim: Previous Claim
Pre-Claim AP: 28 AP
Main Class: 28 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Post-Claim AP: 138 AP
Main Class: 134 AP
Craft Subclass: 4 AP
RP Subclass: 0 AP
Final Levels:
Main Class Level: 36
Craft Subclass Level: 3
RP Subclass Level: 0
Requested Skill(s): Five Tier 1 Skills and Two Tier 2 Skills
Hearing Aptitude: - Adventurer, 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.
Tongue of Nature: - Adventurer, Tier I Skill - It'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.
Magi Lightning, Grand Fall: - Sorcerer Class, Tier I Skill - The Sorcerer raises their hand or weapon to the sky and performs a casting animation, causing a portion of the sky to saturate itself with mana. Afterward, a thunderbolt will fall from the sky and strike the foe for lightning damage. This skill cannot be used on a target indoors. If it is cloudy or stormy when this skill is used, its damage is doubled. If used in stormy weather, it also splash damages everything within 1 meter of the target. The sign of a bolt from the blue is a significant phenomenon talked among the People of the Land, so this skill has had a number of names such as "Fury of God". This skill is notable for being a technique with a massive range, except that its casting time and cooldown prevents the skill from being anything other than a combat initiator. This skill has a casting time of 5 seconds, a range of 25 meters, and a cooldown of 30 seconds.
Psychic Conductor: - Sorcerer Class, Tier I Skill - The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
Frost Spear: - Sorcerer Class, 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.
Flame Revolver: - Sorcerer Class, Tier II Skill - An intermediate-level fire spell that fires a magical arrow of flame toward a target. After it is launched, the arrow splinters off into a number of smaller arrows, causing the area around the target to turn into a great inferno. One other interesting point about these arrows is that they inflict a greater amount of damage on targets who have accumulated a number of curses, negative status effects, and debuffs. If successfully used on such an enemy, the target's fire resistance is lowered by 1 stage (Fire neutral becomes fire weak, fire resist becomes fire neutral, fire nullify becomes fire resist). Team up with others and deliver a devastating attack that will surely burn away the foe! This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
Frigid Wind: - Sorcerer Class, Tier II Skill - A skill with a slightly longer casting time than equivalent techniques like Frost Spear, but a potential greater effect against multiple targets at once. The Sorcerer casts a blizzard over an area, pelting enemies with a shower of snow and ice. This not only slows down movement speed, but also starts crystallizing part of the targets' bodies in ice. If exposed in the blizzard for long enough, a monster might even be unable to attack or defend for several seconds. If a fire-attribute attack was used on the target at least one turn prior to this skill's use, this skill is treated as though the target's ice resistance was lowered by 1 stage. This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
----
My first 'official' AP claim so it's probably not perfect, please be gentle when you tell me my math sucks or that I did something stupid. Thank you! <3