Post by Zyrune on Jan 27, 2015 23:13:25 GMT
Firstly I wanted to apologize to Data Holder for bumping my last thread, I was unaware that was a rude thing to do. I'm sorry.
Main Class: Druid
Words Counted using writtenkitten
Main Class Claims:
GOLDEN FLOWERS
Post 4 (962)
(Total Wc: 962)
NOT MY CUP OF TEA [OPEN]
Post 2 (738) Post 3 (837) Post 4 (622)
(total Wc: 2,197)
SKATE AWAY TO ANOTHER DAY [OPEN]
Post 2 (418)
(total Wc: 418)
THE TEMPLE OF TIDES [OPEN] [7/7]
Post 1 (877) Post 2 (2026)
Post 3 (Has 20% Coconia Bonus) (1548 + 309(20%)= 1,857)
(total Wc: 4,760)
[EVENT] SARUM COCONIA LUNAR FESTIVAL
Post 1 (1052 + Bonus 50% = 1578)
(total Wc: 1,578)
[EVENT] STRATFORD COCONIA LUNAR FESTIVAL
Post 1 (863 + bonus 50% = 1294) Post 2 (511 + bonus 50% = 766)
Post 3 (971 + bonus 50% = 1456)
(total Wc: 3,516)
[OPEN] COMING OUT OF THE SHADOWS
Post 5 (693 + Coconia Charm Bonus (10%) = 693 + 69 = 762 ) Post 6 (1088 + Coconia Charm Bonus (10%) = 1088 + 108 = 1196)
(total Wc: 1,958)
Total Word Count: 15,389
Main Class AP Claimed: 13,933 % 250 = 61.55Ap
Craft Subclass:
Craft Subclass Claims:
A SCARF OF THE HEALING KIND [CRAFTING/SOLO]
Post 1 (377) Post 2 (372) Post 3 (200)
(total Wc: 949)
VANITIES UNITED 2 [CRAFTING][SOLO]
Post 1 (538 + Coconia Charm Bonus (10%) = 538 + 53 = 591) Post 2 (815 + Coconia Charm Bonus (10%) = 815 + 81 = 896)
Post 3 (755 + Coconia Charm Bonus (10%) = 755 + 75 = 830) Post 4 (782 + Coconia Charm Bonus (10%) = 782 + 78 = 860)
Post 5 (496 + Coconia Charm Bonus (10%) = 496 + 49 = 545) Post 6 (471 + Coconia Charm Bonus (10%) = 471 + 47 = 518)
(total Wc: 4,240)
Total Word Count: 5,189
Craft Class AP Claimed: 5,189% 250 = 20.7 Ap
Rp Subclass:
Rp Subclass Claims
[EVENT] STRATFORD COCONIA LUNAR FESTIVAL (Claiming this as I used an Idol skill in each post)
Post 4 (1121 + bonus 50% = 1,681) Post 5 (613 + bonus 50% = 919) Post 6 (1071 + Bonus 50% = 1,606.5)
(total Wc: 2,600)
[EVENT] SARUM COCONIA LUNAR FESTIVAL (Claiming this as I used an Idol skill in each post)
Post 2 (1020 + bonus 50% = 1,530)
(total wc: 1,530)
[EVENT] LONDINIUM COCONIA LUNAR FESTIVAL (Claiming this as I used an Idol skill in each post)
Post 1 (587 + bonus 50% = 880)
(total wc: 880)
Total Word Count: 6,616
Rp Class AP Claimed: 6,616% 250 = 26.4 Ap
Total Claim:
Link to Previous Claim: Zyrune Ap Claim #1
Post-Claim AP:
Main Class: - 55 (83 + 53 = 144 in total) AP
Craft Subclass: - 20 AP
RP Subclass: - 26 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 38
Craft Subclass Level: - 11
RP Subclass Level: - 14
Requested Skill(s):
Main Class Skill
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.
Golem Construction
Tier II Skill
Golems, as an embodiment of nature energy, have been used by the ancient Druids of the Stonehenge area for generations. It is arguable that they had learned to use the skill even before Summoners had started to form contracts with the magical creature. As a natural construct, it does not count as a Familiar but still possesses enough intelligence to independently attack its foes or defend its master. The Druid's way of calling a golem is more traditional in comparison to a Summoner, as it places a rune upon the surrounding environment. That rune would then react and create the golem using whatever natural resources are available in the area. Rather than simply soil, stone, or iron, these golems may even be composed from materials like water or even magma, should a natural source be available. In addition to this flexibility, the cost of maintaining this golem is fairly low in terms of MP draining. But perhaps its greatest weakness is this very same dependency upon the environment, as only one may be controlled and mana cannot be used to compensate for insufficient materials. Additionally, it is quite possible for a stronger Druid to seize control of a golem by paying a higher MP cost to take ownership. The size of a golem is limited to 1 meter, which increases to 2 meters at Level 60 and 3 meters at Level 90. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
Leaf Shield
Tier II Skill
The Druid summons a storm of leaves to surround and swirl around a particular target. If used on themselves or an ally, these leaves serve as a makeshift barrier and reduces any melee damage taken by the character by half. If used on an enemy, they take medium wind attribute damage over time for 10 seconds and also have their movement speed reduced by 25% for 10 seconds. Take heed, this combination of air and plant material makes for a potent combination with fire. If the target of this skill is targeted by a fire-attribute attack while Leaf Shield is still in effect, the damage of that skill is increased by 50%. If the target is targeted by a fire-attribute attack that does not deal damage, Leaf Shield immediately ends. This skill has a duration of 10 seconds, a casting time of 2 seconds, and a cooldown of 30 seconds.
Ingraining Roots
Tier II Skill
A healing over time spell of medium potency with a downside of inducing a movement buff effect on the target while it is active. Roots sprout up from the ground and bind the target's legs, feeding them a steady amount of life energy as nutrients. The roots have a small ability to attenuate to other skills that regenerate HP, so it is often used alongside skills such as Heartbeat Healing in order to achieve maximum efficiency. This side effect can even be handy for leeching off the effects of an opponent's powerful healing spell. Ingraining Roots are much easier to break than the ones generated by Willow Spirit in case of an emergency, but generally a Druid would want to be mindful of the situation before they should use this skill in battle. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds.
Crafting Class Skill
Emergency Suture:
Level 11 Skill
An experienced tailor will be able to make quick mending to clothes in the fraction of the time, although the material will definitely require a proper repair later on. Still, this skill is especially important when you need to fix up your gear during a battle or when you have an extremely vital fashion malfunction. Additionally, this skill allows a tailor to mend wounds and stop damage over time bleeding effects from skills such as Swashbuckler's Viper Raise. No damage is recovered, however.
Role Play class Skill
Confetti Bomb:
Level 11 Skill
The Idol generates a small sphere in their hand that can be thrown at anything or anyone. Upon impact, the Confetti Bomb will make a squeaky loud noise at the point of impact and explode into a shower of colorful streamers. No damage is dealt, but it will certainly distract a foe that did not see it coming. This skill complements the Showtime! skill fairly well on monsters that do not rely on vision, causing them to draw aggro toward the point where the bomb was thrown. What's more, the streamers become a temporary physical object after the animation, allowing a resourceful Idol to light them on fire or blow them into enemies' faces should it be used during a strong wind. Confetti Bomb has a casting time of 2 seconds and a cooldown of 10 seconds. The streamers will disappear within 60 seconds after a Confetti Bomb was thrown.
Main Class: Druid
Words Counted using writtenkitten
Main Class Claims:
GOLDEN FLOWERS
Post 4 (962)
(Total Wc: 962)
NOT MY CUP OF TEA [OPEN]
Post 2 (738) Post 3 (837) Post 4 (622)
(total Wc: 2,197)
SKATE AWAY TO ANOTHER DAY [OPEN]
Post 2 (418)
(total Wc: 418)
THE TEMPLE OF TIDES [OPEN] [7/7]
Post 1 (877) Post 2 (2026)
Post 3 (Has 20% Coconia Bonus) (1548 + 309(20%)= 1,857)
(total Wc: 4,760)
[EVENT] SARUM COCONIA LUNAR FESTIVAL
Post 1 (1052 + Bonus 50% = 1578)
(total Wc: 1,578)
[EVENT] STRATFORD COCONIA LUNAR FESTIVAL
Post 1 (863 + bonus 50% = 1294) Post 2 (511 + bonus 50% = 766)
Post 3 (971 + bonus 50% = 1456)
(total Wc: 3,516)
[OPEN] COMING OUT OF THE SHADOWS
Post 5 (693 + Coconia Charm Bonus (10%) = 693 + 69 = 762 ) Post 6 (1088 + Coconia Charm Bonus (10%) = 1088 + 108 = 1196)
(total Wc: 1,958)
Total Word Count: 15,389
Main Class AP Claimed: 13,933 % 250 = 61.55Ap
Craft Subclass:
Craft Subclass Claims:
A SCARF OF THE HEALING KIND [CRAFTING/SOLO]
Post 1 (377) Post 2 (372) Post 3 (200)
(total Wc: 949)
VANITIES UNITED 2 [CRAFTING][SOLO]
Post 1 (538 + Coconia Charm Bonus (10%) = 538 + 53 = 591) Post 2 (815 + Coconia Charm Bonus (10%) = 815 + 81 = 896)
Post 3 (755 + Coconia Charm Bonus (10%) = 755 + 75 = 830) Post 4 (782 + Coconia Charm Bonus (10%) = 782 + 78 = 860)
Post 5 (496 + Coconia Charm Bonus (10%) = 496 + 49 = 545) Post 6 (471 + Coconia Charm Bonus (10%) = 471 + 47 = 518)
(total Wc: 4,240)
Total Word Count: 5,189
Craft Class AP Claimed: 5,189% 250 = 20.7 Ap
Rp Subclass:
Rp Subclass Claims
[EVENT] STRATFORD COCONIA LUNAR FESTIVAL (Claiming this as I used an Idol skill in each post)
Post 4 (1121 + bonus 50% = 1,681) Post 5 (613 + bonus 50% = 919) Post 6 (1071 + Bonus 50% = 1,606.5)
(total Wc: 2,600)
[EVENT] SARUM COCONIA LUNAR FESTIVAL (Claiming this as I used an Idol skill in each post)
Post 2 (1020 + bonus 50% = 1,530)
(total wc: 1,530)
[EVENT] LONDINIUM COCONIA LUNAR FESTIVAL (Claiming this as I used an Idol skill in each post)
Post 1 (587 + bonus 50% = 880)
(total wc: 880)
Total Word Count: 6,616
Rp Class AP Claimed: 6,616% 250 = 26.4 Ap
Total Claim:
Link to Previous Claim: Zyrune Ap Claim #1
Post-Claim AP:
Main Class: - 55 (83 + 53 = 144 in total) AP
Craft Subclass: - 20 AP
RP Subclass: - 26 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 38
Craft Subclass Level: - 11
RP Subclass Level: - 14
Requested Skill(s):
Main Class Skill
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.
Golem Construction
Tier II Skill
Golems, as an embodiment of nature energy, have been used by the ancient Druids of the Stonehenge area for generations. It is arguable that they had learned to use the skill even before Summoners had started to form contracts with the magical creature. As a natural construct, it does not count as a Familiar but still possesses enough intelligence to independently attack its foes or defend its master. The Druid's way of calling a golem is more traditional in comparison to a Summoner, as it places a rune upon the surrounding environment. That rune would then react and create the golem using whatever natural resources are available in the area. Rather than simply soil, stone, or iron, these golems may even be composed from materials like water or even magma, should a natural source be available. In addition to this flexibility, the cost of maintaining this golem is fairly low in terms of MP draining. But perhaps its greatest weakness is this very same dependency upon the environment, as only one may be controlled and mana cannot be used to compensate for insufficient materials. Additionally, it is quite possible for a stronger Druid to seize control of a golem by paying a higher MP cost to take ownership. The size of a golem is limited to 1 meter, which increases to 2 meters at Level 60 and 3 meters at Level 90. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
Leaf Shield
Tier II Skill
The Druid summons a storm of leaves to surround and swirl around a particular target. If used on themselves or an ally, these leaves serve as a makeshift barrier and reduces any melee damage taken by the character by half. If used on an enemy, they take medium wind attribute damage over time for 10 seconds and also have their movement speed reduced by 25% for 10 seconds. Take heed, this combination of air and plant material makes for a potent combination with fire. If the target of this skill is targeted by a fire-attribute attack while Leaf Shield is still in effect, the damage of that skill is increased by 50%. If the target is targeted by a fire-attribute attack that does not deal damage, Leaf Shield immediately ends. This skill has a duration of 10 seconds, a casting time of 2 seconds, and a cooldown of 30 seconds.
Ingraining Roots
Tier II Skill
A healing over time spell of medium potency with a downside of inducing a movement buff effect on the target while it is active. Roots sprout up from the ground and bind the target's legs, feeding them a steady amount of life energy as nutrients. The roots have a small ability to attenuate to other skills that regenerate HP, so it is often used alongside skills such as Heartbeat Healing in order to achieve maximum efficiency. This side effect can even be handy for leeching off the effects of an opponent's powerful healing spell. Ingraining Roots are much easier to break than the ones generated by Willow Spirit in case of an emergency, but generally a Druid would want to be mindful of the situation before they should use this skill in battle. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds.
Crafting Class Skill
Emergency Suture:
Level 11 Skill
An experienced tailor will be able to make quick mending to clothes in the fraction of the time, although the material will definitely require a proper repair later on. Still, this skill is especially important when you need to fix up your gear during a battle or when you have an extremely vital fashion malfunction. Additionally, this skill allows a tailor to mend wounds and stop damage over time bleeding effects from skills such as Swashbuckler's Viper Raise. No damage is recovered, however.
Role Play class Skill
Confetti Bomb:
Level 11 Skill
The Idol generates a small sphere in their hand that can be thrown at anything or anyone. Upon impact, the Confetti Bomb will make a squeaky loud noise at the point of impact and explode into a shower of colorful streamers. No damage is dealt, but it will certainly distract a foe that did not see it coming. This skill complements the Showtime! skill fairly well on monsters that do not rely on vision, causing them to draw aggro toward the point where the bomb was thrown. What's more, the streamers become a temporary physical object after the animation, allowing a resourceful Idol to light them on fire or blow them into enemies' faces should it be used during a strong wind. Confetti Bomb has a casting time of 2 seconds and a cooldown of 10 seconds. The streamers will disappear within 60 seconds after a Confetti Bomb was thrown.