Post by Rook on Feb 15, 2015 12:01:22 GMT
Main Class:
Main Class Claims:
Slime grinding in skinner’s box. -
log-horizon.proboards.com/post/21198 500 2
[SOLO] ROOK'S MEMORIES. -
log-horizon.proboards.com/post/21200 500
log-horizon.proboards.com/post/21274 1000 6
[INVITE] That which we wear, that which we are. -
log-horizon.proboards.com/post/21748 750
log-horizon.proboards.com/post/21789 250
log-horizon.proboards.com/post/21815 250
log-horizon.proboards.com/post/21831 250
log-horizon.proboards.com/post/21942 250
log-horizon.proboards.com/post/22158 250
log-horizon.proboards.com/post/22361 250
log-horizon.proboards.com/post/22463 500 11
[MENTOR/ROOK] First run to Juno -
log-horizon.proboards.com/post/21773 500
log-horizon.proboards.com/post/21780 250
log-horizon.proboards.com/post/21786 250
log-horizon.proboards.com/post/21916 250
log-horizon.proboards.com/post/22030 250
log-horizon.proboards.com/post/22152 250
log-horizon.proboards.com/post/22278 250
log-horizon.proboards.com/post/22367 250
log-horizon.proboards.com/post/22383 250
log-horizon.proboards.com/post/22400 500 12+3
Total Word Count: 7750
Main Class AP Claimed: 31 +3 Bonus
Total Claim:
Link to Previous Claim: Blank.
Pre-Claim AP:
Main Class: 0 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Post-Claim AP: (Enter the amount of AP you will have distributed among your three classes if your claim is approved.)
Main Class: 34 AP
Craft Subclass: - AP
RP Subclass: - AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 14
Craft Subclass Level: 1
RP Subclass Level: 1
Requested Skill(s):
Main Class Claims:
Slime grinding in skinner’s box. -
log-horizon.proboards.com/post/21198 500 2
[SOLO] ROOK'S MEMORIES. -
log-horizon.proboards.com/post/21200 500
log-horizon.proboards.com/post/21274 1000 6
[INVITE] That which we wear, that which we are. -
log-horizon.proboards.com/post/21748 750
log-horizon.proboards.com/post/21789 250
log-horizon.proboards.com/post/21815 250
log-horizon.proboards.com/post/21831 250
log-horizon.proboards.com/post/21942 250
log-horizon.proboards.com/post/22158 250
log-horizon.proboards.com/post/22361 250
log-horizon.proboards.com/post/22463 500 11
[MENTOR/ROOK] First run to Juno -
log-horizon.proboards.com/post/21773 500
log-horizon.proboards.com/post/21780 250
log-horizon.proboards.com/post/21786 250
log-horizon.proboards.com/post/21916 250
log-horizon.proboards.com/post/22030 250
log-horizon.proboards.com/post/22152 250
log-horizon.proboards.com/post/22278 250
log-horizon.proboards.com/post/22367 250
log-horizon.proboards.com/post/22383 250
log-horizon.proboards.com/post/22400 500 12+3
Total Word Count: 7750
Main Class AP Claimed: 31 +3 Bonus
Total Claim:
Link to Previous Claim: Blank.
Pre-Claim AP:
Main Class: 0 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Post-Claim AP: (Enter the amount of AP you will have distributed among your three classes if your claim is approved.)
Main Class: 34 AP
Craft Subclass: - AP
RP Subclass: - AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 14
Craft Subclass Level: 1
RP Subclass Level: 1
Requested Skill(s):
Heal: Tier I Skill:
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Mana Trance: Tier I Skill:
Using this skill, the Enchanter enters a trance which increases MP regeneration. Incoming sounds will appear slightly muffled. Using any other skill or taking an action such as moving will cancel the skill. Entering the trance state will also cancel the effects of Mana Channeling. This skill has a casting time of 3 seconds and a cooldown of 30 seconds.
Using this skill, the Enchanter enters a trance which increases MP regeneration. Incoming sounds will appear slightly muffled. Using any other skill or taking an action such as moving will cancel the skill. Entering the trance state will also cancel the effects of Mana Channeling. This skill has a casting time of 3 seconds and a cooldown of 30 seconds.
Mana Channeling: Tier I Skill:
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.
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.
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.
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.