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Mage-line Class: Witch Doctor Apprentice

Mage-line Class: Witch Doctor Apprentice

Class: Witch Doctor Apprentice Class-line: Mage Tier: Intermediate Requirement conditions:

* Clear the quest: [The Grand Book of Walpurgis]

* Following Skills at Lv.20 or higher: [Herbology], [Magic Power Operation], any Magic-type skill.

Stats:

MP+ MAG+ RES+ SP-

Class Traits:

* Positive correction to witchcraft and potion making.

* Further unlocks skills related to witchcraft, potion making, and how to handle magical materials.

Description:

[Witch Doctor Apprentice], also known as [Witch Apprentice] for female practitioners, is a class that makes use of the magical properties of plants, herbs, and other objects that can be harvested from nature to enhance their magic spells.

This class makes use of the unique [Witchcraft] magic skill to enhance already-existing magic skills and spells using items and materials. Essentially, one relies on consumables to vastly enhance one's magic spells. This classifies [Witch Doctor Apprentice] as a "Book of Technique" class, but it ironically needs other types of magic skills and knowledge to work properly.

Another aspect of this class is its focus on creating magical mixtures, mostly potions, and they also have access to healing-type spells. [Witch Doctor Apprentice] does have "Doctor" in its name, witch or not. This makes it partly a Crafter-line class in addition to a Mage-line class.

Due to the above, this class has many variations that can be obtained through merging various other classes, possessing specific attributes, and much more. When it comes to variations among the Book of Tradition class lines, this class is only exceeded by the [Shaman] class line.

P.S.: this class has nothing in common with the "Color Witch" classes, except for the name.

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Unlocked skills:

Unlocks from having Witch Doctor as the Main Class: [Nature Magic Lv.1] Unlocks at Lv.1: [Witchcraft Lv.1] Unlocks at Lv.1: [Detect Magic Material Lv.1] Unlocks at Lv.10: [Magic Harvest Lv.1] Unlocks at Lv.20: [Mixing Lv.1] Unlocks at Lv.30: [Create Potion Lv.1] Unlocks at Lv.40: [Healing Magic Lv.1] Unlocks at Lv.50: [Coven Lv.1]

* [Nature Magic]: A rare magic-type skill that grants unique spells that can control nature. Despite its all-mighty-sounding effect, it is simply a collection of spells that slightly enhance natural phenomena, at least at this point.

* [Witchcraft]: The magic skill that works as the class' keystone. By using materials as extra catalysts, the magic spell can be enhanced with extra power, added effects and/or attributes, and more. Higher skill levels are required to prevent a "misfire" from happening, wasting the material for no reason.

* [Detect Magic Material]: A perception-type skill needed to locate materials with magical properties. Needed to obtain materials for [Witchcraft].

* [Magic Harvest]: A passive skill that grants a positive correction when harvesting materials with high magical aptitude, allowing one to obtain the materials with higher quality.

* [Mixing]: A crafting-type skill that creates mixtures of different kinds.

* [Create Potion]: A crafting-type skill that allows one to create proper potions. Even if one has [Mixing], one cannot produce potions with magical recovery effects unless one also makes use of this skill.

* [Healing Magic]: A magic-type skill that grants access to various healing-type spells. Normally restricted to the [Cleric] class, [Witch Doctor Apprentice] can also obtain it by the class' nature as a "magical doctor".

* [Coven]: A magic-type skill that allows the [Witch Doctor Apprentice] to enhance the magic spells of others using their [Witchcraft]. A coven of several "witch doctors" can produce results that are unthinkable if they were on their own.

Revi's comment: ...!! I am not a real witch...

Garami's comment: That's what caught your attention!?