Alchemist

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Alchemist (Ac):
-One who Pursues Eternity, One who invades God's territory.
Creation Tree: Synthesize, Create, Discover.


Story/Background:
Coming Soon^^....


Skill and Boss Color:
-Beige


Emblem:


-Beige Medal


Followed God/ess/s:
-Dwayna and Melandru.


Racial Availability:
-Human and Asura


Health and Energy:
-Maximum Health 480.
-Maximum Energy 25.
-4 pipes of energy.


Armour:

Headgear
-Goggles

-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Insignia:

Inventor's
-Bonus Armor +15 (vs. Potion Damage)

Creator's
-Bonus Armor +10 (While your Homoculus is alive.)


Weapon:

Hand Bomb
Fire Damage 1-39(req. Alchemy)
Adjacent-Foes
Mid-Ranged
One-Handed


Premise:
-The Alchemist Compose and Decompose creatures using both Biology and Alchemy, Magic and Technology making Harming Potions and Deadly Plants which Gives foes a hard Time in Battle and Creating Homonculi to help you and allies in battle. And also with the help of Biology Alchemists knows the weaknesses of other species making this a formidable assassin or hunter.



Attributes:

Pharmacy(Primary)
-For each rank of Pharmacy you'r Potionsand and Plants Last 1.5% Longer, Specializes the effectiveness of you Potions.

Alchemy
-Specializes in Dealing with Potions.

Botany
-Specializes in Creating Plants.

Biology
-Specializes in Creating Homonculi.


Homunculi Listing:

Amistr

Maximum Health: 625
Maximum Energy: 20
Energy Pipe: 2
Weapon: Hammer(Amistr strikes like a Hammer but doesn't wield one)
AL: 80
Gender: Male
Role: Tank
Skills:

Varja
-Homunculus Attack, 8a : Amistr, If it hits, Amistr deals +15-35 Damage and 50% chance to deal a Random Condition(Including Knockdown and Critical).

Adamantium
-Homunculus Stance, 5e|30r : Amistr, For 8-15, Amistr gains +15-40 AL and Damage taken is reduced by half.

Castling
-Homunculus Skill, 5e|10r : Amistr, Amistr trade places with Target Ally.


Filir

Maximum Health: 510
Maximum Energy: 30
Energy Pipe: 4
Weapon: Scythe
AL: 70
Gender: Female
Role: Spiker
Skills:

Moonlight
-Homunculus Enchantment, 10e|8r : Filir, For 15-30 seconds, You're Next 3-27 attacks, Deals Shadow Damage and 33% chance to land a Critical. This is Treated as a Spell.

Lunar Flit
-Homunculus Spell, 5e|10r : Filir, Shadow Step to Target foe, Target foe and Adjacent foes are Blind for 4-17 seconds.

Shadow Moon
-Homunculus Enchantment, 5e|5r : Filir, For 5-12 seconds, Filir gains 3-8 Health Regeneration and 40-80 Defence but she Suffers from Blind for 5-12 seconds. This is Treated as a Spell.

Lif

Maximum Health: 480
Maximum Energy: 40
Energy Pipe: 4
Weapon: None
AL: 60
Gender: Female
Role: Heal/Support
Skills:

Cure
-Homunculus Spell, 5e|1/4c|2r : Lif, Heal Target Ally for +15-75 Health and Healed from 1 Hex and Condition. If that foe's health is below 50% that ally is healed again for 15-75 health and 1 Hex and Consition.

Ether
-Homunculus Spell, 5e|1/4c|10r : Lif, Battery Target Casting Other Ally for 1-7 Energy.

Protect
-Homunculus Enchantment, Lif, 5e|1/4c|5r : For 2-7 seconds, Next Damage taken by Target Ally is reduced by half. This is treated as a Spell.


Vanilmirth

Maximum Health: 465
Maximum Energy: 60
Energy Pipe: 4
Weapon: Staff, Swords(He Summons/Controls Swords not wield them)
AL: 60
Gender: Male
Role: Nuker
Skills:

Caprice
-Homunculus Spell, 10e|1c|8r : Vanilmirth, Vanuilmirth deals 30-75 Damage to Target and Adjacent Foes.

Chaos Sword
-Homoculus Spell, 5e|1c|5r : Vanilmirth, Vanilmisrth deals 25-50 Damage to Target foe and for 5-10 econds, that foes suffers from 5 Health Degeneration.

Chaotic Blessing
-Homunculus Enchantment, 15e|2c|15r : Vanilmirth, For 9-15 seconds, Your Next 1-5 Spells, deal more 10-33% more damage using Spell. This is Treated as a Spell.



Skill Listing:

Pharmacy

Alchemic Reaction[Elite]
-Solution, 15e|60r : For 1-15 seconds, While maintaining two or more Potions, You deal +3-10 more damage with Bombs.

Potion Potency
-Enchantment Spell, 10e|2c|60r : For 30-45 seconds, Your potions last's 33% longer.

Alchemy

Vial of life[Elite]
-Solution, 5e|1c|20r : Next time you use a potion, you gain 50-125 Health.

Acid Terror
-Potion, 10e|3c|15r : For 15-30 seconds, You'r Next 1-5 Attacks, Foes suffers +10-27 Damage and -25% AL for 12-17 seconds.

Blinding Fog
-Potion, 15e|3c|25r : For 15-30 seconds, You'r Next 1-3 Attacks, Foes struck by you'r Bombs are Blind for 9-15 seconds.

Biology

Create Amistr[Elite]
-Homunculus, 15e|5c|60r : Create a Lvl.(10-24) Amistr. When this is Successful this is Disabled for 120 seconds. Maximum 1 Homonculus.

Create Vanilmirth[Elite]
-Homunculus, 25e|5c|60r : Create a Lvl.(10-24) Vanilmirth for 30-60 seconds. When this is Successful this is Disabled for 150 seconds. Maximum 1 Homonculus.

Create Lif[Elite]
-Homunculus, 25e|5c|60r : Create a Lvl.(10-24) Lif. This skill is Disabled for 160 seconds. Maximum 1 Homonculus.

Botany

Cultivate Death Blossom[Elite]
-Plant, 25e|5c|45r : Create a Lvl.(9-18) Death Blossom. The Death Blossom steals 15-75 Health, From an Adjacent Foe each seconds.

Cultivate Noxious Flower
-Plant, 15e|4c|30r : Create a Lvl.(3-15) Noxious Flower. Adjacent creatures who pass through it suffer Daze for 7-14 seconds.

Cultivate Poison Spore
-Plant, 15e|3c|45r : Create a Lvl.(5-17) Poison Spore. Adjacent creatures who pass through it suffer Poison and Disease for 12-16 seconds.


Functions:
-Pharmacy is just for buffing your spells.
-Alchemy is your secondary weapon.
-Biology is your main weapon and support.
-Botany is your ??????.

Bomb Weapon System
-The Bomb is a One-Handed Weapon which deals Fire Damage to Adjacent Foes.

I. Potion System
-Potions are like Offensive Enchantments which deals Additional Damage or Effects to Foes. For the Following seconds or Strikes.

II. Solution System
-Like The Rangers Preperations the Alchemists have Solutions both of this increases the effectiveness of their skills while for Rangers their skills are for offense the Solutions are for Support.

Plant System
-The Plant Systems are like B. or N. Spirits, But they are sed for Offense but have a Affecting Shorter Range.

I. Homunculi System
-This CC has a special System called "Homonculi System" you could only summon one homonculi at a time. When you have a Homonculus a Bar will show up, this would work like Heroes.

II. Homunculi Skills
-Homonculi Skills are skills which you're Homunculus use. This has no diference with Pet Skills except one, This only affects Homonculi not Pets. Each Homunculus has 3 Skills but you would have to equip them if you wish to use them also these skills only affects a specific Homunculus. And the Energy Cost you use goes to the Homunculus not you.


Strengths:
-Big advantage to Lucky and Accurate players
-Could deal alot of damage to Specific Monster.
-Can create Harmful Potions and Plants and Homonculi.

Weaknesses:
-Big disadvantage to Unlucky and Inaccurate players.
-Targets Specific Monsters only.
-Weak Defenses.
-Easily Killed.


Pictures:



__________________________________________________ __________________________________

More Coming Soon^^....
Inspired by the RO's Alchemist, FFX-2 Gun Mage and The CC class Gardener.

More CCs of mine^^.
CC Case

Gairoh

Gairoh

Academy Page

Join Date: Aug 2006

Tsumei village,Shing Jea Island,

A/

Hello Magna,i have always been an RO fan myself.I can see tht u are trying to fuse the idea of the Gunslinger in RO with the Alchemist but there's a few things i would like to point out.

First of all,there's no potions in guildwars...so "pharmacy" might be a little strange... unless they include potions in later chapters.

I like ur Magun thing...but since it's range,perhaps a lower attack? or have a longer firing rate?...might be more balance tht way...otherwise we'll end up just firing our guns in lots of scenarios.GW also doesnt involve reloading or restacking ammunition like other online games do.Biology might have some potential,something like a MM or Rit.It can perhaps be used to create creatures.

Maybe u would wanna change it a lil?

ps:no offence and not critising.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

I'am Done^^!

to Gairoh, Thanks I added the Attack Speed to 1.99 seconds for the reloading^^.
And in Pharmacy I was Directing to the Skills but this might work also if there are Potions in GW^^.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Added pics for the homonculi.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Eeeeeeeewwwwwwwww, magic guns!

That is so kids show level imagination, please don't (even remotely)make winx level suggestion, please!
Magic things should look magical, as technology derives its form from function, magic derives its form and material from their ability to store magical essence.

That means a magic item will not look like its technological counterpart, a magic gun will likely be a object to store/procure magical energy in whatever shape(can look like anything), mounted on a stick for easier usability(hence a wand!)

Lamentations

Ascalonian Squire

Join Date: Mar 2007

Sydney, Australia

Nightmare On Sesame Street [Elmo]

I thought alchemists historically dealt with not only natural and spiritual things but metallurgy, perdominantly. Trying to change certain elements into others, like lead to gold. It seems strange to omit this, as some hexes that turn your opponents weapons into lead to make them attack slower or turn your allies armour to iron to give a boost seems like it could work well.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Its not bad, and well layout, with clear listing of ideas.

I don't like Reels. Magun seem interesting, but in the end sound like another wand. The picture provided is a bonus.

Tufty

Frost Gate Guardian

Join Date: Apr 2006

UK

CUTE

I came up with Alchemist theory ages ago.
Again the theory of guns came up but I think wands would still be better. However as part of there skill sets they could use explosives as it works on an alchemist chemistry back ground. Explosives thrown that can cause burning, poison, blindness to a small group of enemies. Maybe explosives dropped that can heal or prot the allies close by (this allows for battle prep before fools rush in)
The ides of changing weapons in the form of a hex is genius. As for the prot style turning armour to something else to aid allies (wouldnt be iron as its inherrently weaker than steel) Who knows anyway just a thought

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

@Tufty
-I am doing a differ kind of Alchemist.
-As in like in Full Metal Alchemist.
Homonculus(Homonculi, Plural)
-As in like the Gambler, Ladyluck and Wakka in FF series.
Reel System
-Alchemist comes from the word Alchemy which has something to do with potions.
@System Crush
-I made Maguns cause if I write guns people would say "Hey, the story line wouldn't go that's not GW might aswell play a differ game!"
-Added the Gun Mage to see a real Magun but I really have a very nice looking Magun in my mind, check filir some of her skin is in my head^^.
@Action Jack
-Why do you think it is a Wand?
-What's wrong with reels?

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Still my hate for magic technology, is stronger than the story wise likelyness of mages preventing technology from advancing and developing guns.

I would rather you not put in either, but getting past the spinal shivers.

I like the creation of humonculy, its a twist that should have been in alchemist sugestions from the start, its quite fitting.
However where do you get the creation of plants? Alcemist harvest plants they do not create them, theyre not biologists or druids they deal with inanimate materials not plants and creatures(life wasn't a science, it was religion, that that alchemy wasn't a bunsh of mumbo jumbo but they acted as it if was sience), on the other hand like lamentation said you left out the creation part of it, though it was also a big part of alchemy.

You've god just about as much good stuff as bad suff so I should say its average, but because of my intence hate for magical technology(including the gun of a blue mage) I'm going to say I do not like the idea exept that all alchemist classes should have humunculy(as a new sort of pet the first pet that casts spells chosing when it is best to do so unlike rit spirits which are pretty much random)

By the way that blue mage is Paine right? I remeber her blue mage armour being diferent, is it some transformed version or does she change later in the game(never finished FFX2 it felt exactly the same as FFX and got boring quickly)

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

They create by mixing DNAs by other life forms thats how they are able to make Homonculi and Plants. A Complete Hybrid, Chimera Mixing DNAs. They study both Chemicals, DNAs and Animals(Monsters). They Invade God's Territory, They Pursue Eternity of Composition and Decomposition.

I can't find a Novel Idea/Function for Metallurgy so I didn't include it^^.
But Thanks to Tufty, Is it a great idea for making Allies' Armor and Weapon more effective?

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Implemented Emblem
Those Icons/Avatars for a Proff.
Like the Derv the Emblem are Two Moons.
Like the Monk the Emblem is a Light Blue Ankh.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Added/found a new pic for Alchemist^^!

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

Srry (this is not criticism or an insult, just an opinion) others may like some aspects of your class but guild wars cannot have potions which destroys two of your attributes and since your primary attribute is gone the rest of the proffession falls apart. Also this is middle ages technology we're talking about, no guns, nothing above a bow and arrow we're still in the 1500's for heaven's sake!!! Also alchemy wasn't about potion making at all in the first place. The first alchemists were attempting to change metals to gold and create the elixer of eternal life, apart from that alchemy was nothing else. And lastly, this class doesn't really add too much to the game, overall I still liked Tufty's ideas a whole lot better. And those ideas still needed a tiny bit of patching up to start with (pretty much every concept class does).

not trying to criticize or insult your ideas but I really don't think this class would work without destroying the whole time period of gw.

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

Srry (this is not criticism or an insult, just an opinion) others may like some aspects of your class but guild wars cannot have potions which destroys two of your attributes and since your primary attribute is gone the rest of the proffession falls apart. Also this is middle ages technology we're talking about, no guns, nothing above a bow and arrow we're still in the 1500's for heaven's sake!!! Also alchemy wasn't about potion making at all in the first place. The first alchemists were attempting to change metals to gold and create the elixer of eternal life, apart from that alchemy was nothing else. And lastly, this class doesn't really add too much to the game, overall I still liked Tufty's ideas a whole lot better. And those ideas still needed a tiny bit of patching up to start with (pretty much every concept class does).

not trying to criticize or insult your ideas but I really don't think this class would work without destroying the whole time period of gw.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Please don't spam^^.

Is it fine for a Proffesion to have 5 Attbs.?
cause I am thinking of adding Metallurgy(Study of Metal)^^.
The Metal to gold might sound nice but it might sound like Protection Prayers.
and the Elixir thing might sound like Healing Prayers.
So I need some of your help to explain how it goes^^.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

It is ok for a class to have more than 4 attributes as long as they are limitedly combinable.
For instance you can have 12 sword mastery and 12 axe mastery, might have some use but because you can't use a sword and axe at the same time their skills lock each other out.
Elementalists have 5 attributes that are somewhat more connected but those are all kind of for nuking so the skills themselves are not that different, mostly all of them just deal damage(in truth I do not think ele's are balanced correctly because of that, to their own disadvantage)

The biggest factor on keeping everything in check is attribute points, by limiting what you can do with 4 or less points in a attribute you can put a lid on untrained skills.
Or in other words, classes with 5 attributes have weaker skills, or at least weaker low end.

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

One thing I always thought about for alchemists, but never bothered to think up a full class for them, was Solutions.

Basically Alchemists would have something called "Solutions" and something called "Alchemic spell". Solutions would work like preperations but not do anything until an Alchemic spell was cast.

Alchemic spells wouls work just like any other spell, but when you used one you would lose some of your solutions, and your solutions would resolve.

Here are some concept skills to get an idea:

Alchemic explosion:
Cost:5E
Time: 1 Sec
Recharge: 5 Sec
Alchemic spell. Lose 1 solution. Target foe takes 10...50 fire damage.

Flash Reaction:
Cost:10E
Time: 2 Sec
Recharge: 12
Alchemic spell. Lose All solutions. Target foes takes 2...25 fire damage for each solution lost using this spell.

Alchemic Confusion:
Cost:15E
Time: 1/2
Recharge: 10 Sec
Alchemic spell. Lose All solutions. Target foe's non attack skills are disabled for 1...5 seconds for each solution lost.

Poisonous solute
Cost: 5E
Time: 1 Sec
Recharge: 5 Sec
Solution. When Used by an alchemic spell, all foes adjacent to your target become poisoned for 1...12 seconds.

Dash of Hazel
Cost: 5E
Time: 1 Sec
Recharge: 20 Sec
Solution: when used by an alchemic spell that targets a foe, your target becomes dazed for 2...8 seconds.

Vial of life
Cost: 5E
Time: 1 Sec
Recharge: 10 Sec
Solution. When used by an alchemic spell, you gain 40.....120 life.



So basically the alchemist would be like a magic stack combo master, who sets up solutions and then "Transmutes them" Using an alchemic spell.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Intresting I think i'll add that but do you have any Metallurgy skills^^?

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

I see them as a Preperation heavy class, that can stack up potions and use them as needed. Would be fun if they are able to mimic the potion spamming game play style of DII (but still fit in with the overall mechanic and theme of GW)

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Metallurgy Skills added^^!...

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Function Section Improved^^!...

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Racial Availabitily Implemented^^!...

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

Random point - some of you were on about how the word alchemist had something to do with potions...some background for you

Alchemist is in fact Al-Chemist, with AL being Arabic (where the first alchemtists were) for the

Basially Alchemist means "the Chemist", the whole basemetal to gold thing was a more western idea. Alchemists served as doctors, Pharamcists, Scholars and mathematitions. They cured scurvy, Calculated the movement of the heavens and stored there knowledge for future generations

thats a REAL alchemist

But besides that...Good class.....but im worried all your classes are just you trying to put your fave features from other games into GW =[

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Thanks for the info. ^^!...

I am not trying to put these class to my CC I am reinventing the class to GW^^.

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

Sigh, alright I'll stop trying to be nice. They'll never put this class in guild wars. Waaaay too much plaguerism (to much to point out without taking up half the forum), and it doesn't add squat to the game itself. It's a freakin useless class.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

And why?
Why do you think this won't go for GW2?
Why do you think this sucks?
Why do you hate Guns and say it's not possible even if they already have enough technology to make Guns in Tyria (GW2)?
Why do you put so much Insult and Anger into something Trivial?
Why do you say it's useless?
Why, Why, Why?!

I will change Metallurgy to something more unique^^

Please state you reason so I may improve^^.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Weapon Synthesis Implemented^^!.....
Armor Synthesis Implemented^^!.....

Weird I don't feel it's that unique, nvm^^.

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

Look half this stuff looks like its been stolen from diablo, heavy metal alchemist, Oblivion, and also they can't add futuristic technology into a non-futuristic game. Welcome to reality, the Gw timeline is medieval. IF Gw 2 goes futuristic maybe it will work but otherwise this proffession won't come in without screwing the entire game over.

(sorry to put it really blunty by the way )

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

sorry I don't know diablo nor oblivion can you tell me the similarities?

SephyXIII

SephyXIII

Ascalonian Squire

Join Date: Mar 2007

i live in there

E/A

man u have a lot of time on ur hands...

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

duh I am bored and also It's my summer vac^^.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

CC completed^^!...

But I would still listen to you're comments of improving
P.S. I hate flames.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Homonculi Listing Improved^^!..

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Metallurgy removed^^!...

Hated that Attribute from the Start I only made it cause people Complained - p.
And I found it useless for it to go with my Alchemist = p.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Fixed and Changed some Homonculi Skills^^!..

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

*mutters to himself* still not ever going to be allowed in a game where they still have rangers using bows.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

You still think our ideas for classes would still apply in the game^^?

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Gunmanship Removed^^!..

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Botany Implmented^^!..

Bombs Implmeneted^^!..

New Skill Added^^!..