Post by Capsule on Feb 10, 2014 12:59:28 GMT
Main Class:
Main Class Claims: 505, 541, 502, 1000, 1023, 828, 1126, 897, 504, 622, 618, 512, 684
Total Word Count: 9362
Main Class AP Claimed: 37
Craft Subclass:
Craft Subclass Claims: 714, 326, 381, 314
Total Word Count: 1735
Craft Class AP Claimed: 6
RP Subclass:
RP Subclass Claims: 751, 706, 1142, 509, 901, 1054, 518, 768
Total Word Count: 6349
RP Class AP Claimed: 25
Total Claim:
Link to Previous Claim: previous
Pre-Claim AP:
Main Class: 56 AP
Craft Subclass: 60 AP
RP Subclass: 0 AP
Post-Claim AP:
Main Class: 93 AP
Craft Subclass: 66 AP
RP Subclass: 25 AP
Requested Skill(s):
Main Class Claims: 505, 541, 502, 1000, 1023, 828, 1126, 897, 504, 622, 618, 512, 684
Total Word Count: 9362
Main Class AP Claimed: 37
Craft Subclass:
Craft Subclass Claims: 714, 326, 381, 314
Total Word Count: 1735
Craft Class AP Claimed: 6
RP Subclass:
RP Subclass Claims: 751, 706, 1142, 509, 901, 1054, 518, 768
Total Word Count: 6349
RP Class AP Claimed: 25
Total Claim:
Link to Previous Claim: previous
Pre-Claim AP:
Main Class: 56 AP
Craft Subclass: 60 AP
RP Subclass: 0 AP
Post-Claim AP:
Main Class: 93 AP
Craft Subclass: 66 AP
RP Subclass: 25 AP
Requested Skill(s):
Astral Torment: A skill with a cast time of one second and subsequent cooldown of five seconds. The Enchanter shoots an indigo bolt at a target, causing semi-transparent chains to appear and surround their body like a chain of guilt. Although not movement restrictive like other similar Enchanter abilities, this skill places an oppressive atmosphere upon the target and causes extremely minor damage over time for the next minute. However, this skill can be stacked on a target up to five times, each time multiplying the effect's potency. This skill's effect is considered a Mind debuff, and a five-chain effect is on par with low-rank poison effects.
Electrical Fuzz: This spell attaches a small electrical orb to all nearby enemies, brightly illuminates their figure and irritating their vision. Targets take extremely minor electric damage every few seconds. Rather than being used as a damage dealing skill, Electrical Fuzz is mostly used for utility in order to keep the party aware of the enemy's positions. This makes it very helpful to keep track of evasive classes, such as Assassins.
Mana Trance: Using this skill the Enchanter enters a trance which increases MP regeneration. 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.
Level 21 Pharmacist skill: Currently unknown.
Domesticize: This skill allows the Animal Trainer to tame a monster to an extent where it becomes a full-fledged companion. The Animal Trainer is allowed one slot in the menu for a monster summon, where tapping this slot allows for the summoning and desummoning of the monster. After a monster is summoned, no other monsters can be summoned. After it is desummoned, that particular monster cannot be resummoned for a full minute. If a monster is defeated in battle, it is permanently removed from the slot.