Kigal-Note/Magician Classes: Witch Doctor Apprentice (ver 2)
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Class:
Witch Doctor Apprentice 
Type: Magician Class
Rank: Intermediate
Unlock Requirements:
  • Legacy Quest: [The Grand Book of Walpurgis]
  • Skills: [Magic Power Operation Lv.20+], [Magic Power Detection Lv.20+], [Herbology Lv.20+]
Effects:
  • Alters the growth of mentioned stats:
    • MP growth increase [Small]
    • MAG growth increase [Small]
  • Unlocks skills related to the following themes:
    • Witchcraft-related skills.
    • Potion-making skills
Skills obtained by advancing in the Witch Doctor Apprentice Class:
Obtained from Main Class only: [Lesser Life Element Lv.1] Obtained at Lv.1: [Nature Magic Lv.1]
Obtained at Lv.1: [Mixing Lv.1] Obtained at Lv.10: [Create Potion Lv.1]
Obtained at Lv.20: [Healing Magic Lv.1] Obtained at Lv.30: [Magic Harvest Lv.1]
Obtained at Lv.40: [Coven Lv.1] Obtained at Lv.50: [Magic Reinforcement Lv.1]

Description:

Witch Doctor Apprentice, also known as Witch Apprentice for female practitioners, is a class that makes use of the natural healing properties of plants and herbs in nature to enhance their healing-type spells.

Unlike the Druid-line classes, which ask mother nature to help them with their spells, Witch Doctor Apprentice makes use of the special abilities that reside in the bounties of nature to drastically increase their healing spells. They also use this knowledge of the various plants to create magic potions with incredible healing properties... or the opposite.

Some Witch Doctor-line classes of a higher tier may rely on the more poisonous and dangerous plants one can find in nature to help them. Whenever good or bad, a Witch Doctor will make use of everything they can squeeze out of the plants and materials they can get their hands on.

Witch Doctors have access to [Nature Magic] which allows them to manipulate natural phenomena. This includes changing the direction of winds, making fires stronger, or even create holes in the ground, even if the last one isn't technically a "phenomenon". The magic repertoire of Witch Doctors isn't limited to that, as they also gain [Healing Magic] that has healing-type spells from any attributes. The [Magic Reinforcement] skill is giving the magic a slight boost as well.

Other than magic, Witch Doctors can produce potions by either making them directly with [Mixing] to help them or use the recorded potion recipes to automatically make them with [Create Potion]. Additionally, Witch Doctors owns the [Magic Harvest] skill that assists them to successfully harvest plants that contain mana so they stay in prime condition. No ordinary [Gathering] skill can produce the same result, but [Magic Harvest] is useless with plants that do not contain mana, so both skills are useful.

Finally, Witch Doctors have access to the [Coven] skill. It is something close to a cooperation-type skill for magic, where the Witch Doctor can create a "coven" where multiple magic users including the Witch Doctor themselves can assist with the construction of a magic formula that one of the participating magicians use. The benefit for this is that high-tier magic spells will be possible to be used, even when it is manned by novice magicians. 

Revi's comment: Witch~, witch~, I am a witch~.

Garami's comment: This time, you're really one, yes.

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