Post by Ryosuke on Jun 6, 2016 1:37:27 GMT
Main Class: Heretic Lv. 01
Main Class Claims:
Gold Amount: 451
Main Class AP Claimed: 18
Total Claim:
Link to Previous Claim: N/A
Pre-Claim AP:
Main Class Claims:
- The Girl in the Field: 447
- A Peaceful Meadow: 317
- A Peaceful Meadow: 619
- A Peaceful Meadow: 1,056
- A Peaceful Meadow: 605
- The Girl in the Field: 308
- A Peaceful Meadow: 795
- The Girl in the Field: 364
Gold Amount: 451
Main Class AP Claimed: 18
Total Claim:
Link to Previous Claim: N/A
Pre-Claim AP:
- Main Class: - 0 AP
- Craft Subclass: - 0 AP
- RP Subclass: - 0 AP
- Main Class: - 18 AP
- Craft Subclass: - 0 AP
- RP Subclass: - 0 AP
- Main Class Level: - 10
- Craft Subclass Level: - 01
- RP Subclass Level: - 01
- Tainted Charity [Tier I Skill]: Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and no cooldown. Tainted Charity inflicts 2 points of Corruption on the target.
- Night Shade [Tier I Skill]: The Heretic creates a barrier gradient that filters incoming light, causing everything under the barrier to look dark from an outside view. Vision under the gradient is greatly reduced, causing everything to look black and white. This barrier reduces the damage of all incoming light attribute attacks by 50% toward any targets inside the boundary. Night Shade has a duration of 10 seconds, a range of 1 meter, a casting time of 5 seconds, and a cooldown of 30 seconds.
- Humoral Stigma [Tier I Skill]: The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.
[div][attr="class","skill"][b]Tainted Charity [Tier I Skill][/b]: Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and no cooldown. Tainted Charity inflicts 2 points of Corruption on the target.[/div]
[div][attr="class","skill"][b]Night Shade [Tier I Skill][/b]: The Heretic creates a barrier gradient that filters incoming light, causing everything under the barrier to look dark from an outside view. Vision under the gradient is greatly reduced, causing everything to look black and white. This barrier reduces the damage of all incoming light attribute attacks by 50% toward any targets inside the boundary. Night Shade has a duration of 10 seconds, a range of 1 meter, a casting time of 5 seconds, and a cooldown of 30 seconds.[/div]
[div][attr="class","skill"][b]Humoral Stigma [Tier I Skill][/b]: The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.[/div]