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Latest Threads
Raigen.Convict
Context Class Talents

Forum: Suggestions
Last Post: Raigen.Convict
3 hours ago
» Replies: 7
» Views: 210
Raigen.Convict
Purchasing Rare Items wit...

Forum: Suggestions
Last Post: Raigen.Convict
3 hours ago
» Replies: 1
» Views: 89
Poruku
JANUARY 2025 - STATE OF T...

Forum: Balance Fu
Last Post: Poruku
11 hours ago
» Replies: 14
» Views: 589
Autumn
[v2.94b] Kagekiri'nt

Forum: Bug Reports
Last Post: Autumn
Today, 03:22 AM
» Replies: 0
» Views: 35
Rendar
[2.94b] Wolf Howl

Forum: Bug Reports
Last Post: Rendar
Yesterday, 12:30 AM
» Replies: 0
» Views: 54
Rendar
[2.94b] This Bird is Bull...

Forum: Bug Reports
Last Post: Rendar
01-11-2025, 07:12 PM
» Replies: 0
» Views: 45
pilcrow
[v2.93 v5] Emergency Evas...

Forum: Bug Reports
Last Post: pilcrow
01-11-2025, 05:07 PM
» Replies: 3
» Views: 248
Rendar
[2.94b] Close Shot Compan...

Forum: Bug Reports
Last Post: Rendar
01-11-2025, 01:41 AM
» Replies: 1
» Views: 83
Rendar
[2.94b] Mortefying

Forum: Bug Reports
Last Post: Rendar
01-10-2025, 10:05 PM
» Replies: 0
» Views: 52
Miller
[2.94b] Those Kicks That ...

Forum: Bug Reports
Last Post: Miller
01-10-2025, 09:19 PM
» Replies: 1
» Views: 67

 
  [v2.94b] Kagekiri'nt
Posted by: Autumn - Today, 03:22 AM - Forum: Bug Reports - No Replies

The enhanced version of Kagekiri while Voltiger is active is missing the extra range that you gain from the Raging enchantment, being stuck at 5 range still instead of 7 range like Kagekiri can get with Raging normally. I don't see any bug reports or denials that this shouldn't be a thing so here I am with the bug report, because every other enchantment does something for it.

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  [2.94b] Wolf Howl
Posted by: Rendar - Yesterday, 12:30 AM - Forum: Bug Reports - No Replies

(And probably other Druid skills)

If you use Wolf Howl while an incapacitated (0hp) target is in range. The ability just doesn't fire at all.

Edit: Once it hits an INVALID target, it stops the entire rest of the move. So it can hit enemies close up, but if the corpse is further out and someone is beyond it but still in range?

It just won't work on the people past the body in the targeting queue!

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  Purchasing Rare Items with Inks
Posted by: Druby - 01-11-2025, 11:18 PM - Forum: Suggestions - Replies (1)

So the grind on Korvara gets brought up every other month or so, and here I am to do it again!

With the addition of being able to get Legend Inks without LEing, I think it's generally agreed upon that getting Legend Inks has become quite a bit easier (for the better of course). Getting a full Legend Book has become much more prevalent as, even through just RP, you can passively generate inks.

One thing that I've noticed however, is that on G6, there was a way to spend inks through buying Vorpal or Divine enchants. While I think having these added back into Korvara as a way to spend excess inks would be nice, the thing I wanted to suggest today, however, was the ability to purchase high-rarity items (primarily 9 and 10 stars) through the use of inks. Maybe at a cost of inks equal to the star rating, or even double the star rating.

I understand not wanting to flood the game with high rarity items, making them too easy to get, but I think a grind of about 5-10 Legend Extensions is a big enough undertaking in of itself to let someone guarantee themselves a rare item if they have been so unlucky as to just not get whatever drop they've been looking for during that entire time.

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  [2.94b] This Bird is Bullshit
Posted by: Rendar - 01-11-2025, 07:12 PM - Forum: Bug Reports - No Replies

Hawk Glide / Hawk Strike (the movement version) do not trigger traps when you land.

Which is funny.

And sad. And oh my god why.

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  [2.94b] Close Shot Companions
Posted by: Turadis - 01-11-2025, 01:15 AM - Forum: Bug Reports - Replies (1)

Druid animal companions' basic attacks suffer from close shot penalty if their Druid is wielding a bow. I'm assuming this is not intended behavior.

[Image: Bowbear.png]        [Image: 94556e64756875cb4621fa45ecde0e3c.png]

Tested for multiple different bows on every companion on the test server, it occurs consistantly.

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  Context Class Talents
Posted by: Turadis - 01-11-2025, 12:52 AM - Forum: Suggestions - Replies (7)

Getting to use your powers in RP is cool. It's even cooler if they have some kind of mechanical value in the overworld. So I started to conceptualize a number, based on my past experience with games like World of Warcraft, whose roleplaying experience was greatly enriched by this kind of thing.

I see 'Class Talents' as being a new Survival Talent whose exact subtalents only appear if you have the relevant class equipped, kind of like Ninjutsu. 2 SP per talent point, with every talent only having one point of max investment and you get your base class talents if you have a promotion equipped. Most of these would be used through the new Context Menu, and talents marked with an * require you to be party leader for them to have an effect on gameplay. In my recent thread on splitting talents, these would be Domestic talents.

ARCHER

*Guerilla: You are very effective at hiding in nests, even fake ones. On the overworld, you can use the context menu to transform your sprite into a small selection of bushes, barrels, and other such objects. You gain Stealth, meaning players cannot examine you unless they are within 3 range, and monsters will not target you. The transformation is broken if you move.

Studious Tracker: Nothing gets past a proper hunter. You may activate tracking through the context menu. While active, moving players leave behind tracks for one in-game hour that only you can see. Mousing over them will tell you the party leader's alias, and the size of their party. Maintaining tracking requires 25 mental stamina per in-game hour. Stealthing characters don't leave tracks.

ARBALEST

*Chain Grapple: You can use the context menu to launch a powerful grappling hook from your bow to climb over difficult terrain. This lets you ascend most cliffs, and optionally allows you to leave the chain there for two in-game hours afterwards for anyone else to climb. This requires 30 physical stamina.

( We are power creeping Jump. By 'most cliffs', I mean any cliff that is accessible in normal gameplay through alternate routes. For Arb specifically, I don't want them to access normally inaccessable tiles to prevent people getting trapped. I have no idea how feasible this is, programming wise, but I am dreaming here. )

MAGIC GUNNER

Treasure Hunter: You have an eye for danger and a nose for treasure. When entering a dungeon room or floor, you are immediately notified how many unopened treasure chests are currently on it. When you open a treasure chest, you gain 20% increased rewards. On Korvara, you have a chance to find Korvara treasure maps in treasure chests. Lucky you!

RANGER

*Secret Underpaths: You can interact with a few select spots near forests in order to quickly travel between them.

( New special map spots, similar to Jump points. For Korvara, I'm thinking places like the treeline north of Telegrad letting out somewhere near the Meiaquar beach, or a huge number of dense forest spots in and around Duyuei leading between one another. )

*Forest Walk: While standing next to or on top of plants in the overworld, you can use the context menu to teleport next to or on top of other plants within 15 tiles. This requires 10 mental stamina.

( This is the first talent that actually does let people access normally inaccessable spots, which I think is okay as long as they have a reliable way to untrap themselves. )


BARD
Musical Maestro: You are a proper musician. Your Performance and Plant Song talents are twice as powerful.

DARK BARD

Musical Menace: You are an improper musician. Your Performance talent is so loud that it paradoxically undoes ear injuries to listeners, because that's something that just goes full circle apparently.

PERFORMER and DANCER

Stardom: You are an expert at drawing a crowd, and your performances are refreshing to witness. Your Performance talent has a 50% increased range, and restores 3% of the target's maximum FP per tick. 


CURATE
The Doctor is in: You are able to magically treat patients through the Health panel, and view the Health panel of non-party members through the Context menu. Magically treating a patient takes 30 mental stamina, and accelerates all of their injury's recovery by a flat 50%, while also restoring 20% of the target's maximum HP.

Merciful Prayer: You can pray through the context menu. Doing so takes some time, which can be accelerated by RP. Upon completion of the prayer, you will gain roleplaying experience based on your curate level, and restore 30% of your max FP. Praying this way requires 50 mental stamina.

AQUAMANCER

*Seagliding: By using the context menu, you are able to enter a state that lets you magically traverse water tiles and waterfalls in the overworld, and do so at 50% greater movement speed than walking. This state requires 20 mental stamina per in-game hour to maintain, and cannot be done while in a party.

LANTERN BEARER

Torchlight: You are able to brighten your lantern from the context menu, which functions like a torch, but has a 100% larger radius. Those inside the radius recover from injuries 30% more quickly, and restore 1 HP every second. This takes 20 mental stamina to activate and per in-game hour.

PRIEST

Court of Oaths: Avatars of your faith are prepared to defend you. You can summon Shine Knights in the overworld through the context menu (It takes some time, which can be accelerated by RP.) They can be summoned in static or patrol mode. In static mode, they are controlled by you for RP purposes. In Patrol Mode, they follow you around, and auto battle monsters around you, gaining you 10% of the rewards you would get from defeating the monster yourself. Your Priest level determines how many levels worth of monsters they can defeat before disappearing. This requires 50 mental stamina, and can be done only once every 12 in-game hours.

Saintly Surgeon: You are a healer with few peers, the beneficial effects of The Doctor is in talent are doubled for you.

DRUID

Wild Shape: You can transform into one of four animal forms through the context menu, each with different effects. Remaining transformed requires 20 mental stamina per in-game hour.

*Hawk: You can use the context menu while transformed to quick port to a tile within 10 range for 20 physical stamina. Or, to fast travel to a nation capital for 90 physical stamina. You cannot fast travel this way with party members, unless they are also hawks.

(Quick Port: Several classes can do it, it's a teleport in the overworld that puts you on another tile. Even unwalkable tiles like rooftops. You cannot quick port if you are in a party. )

*Wolf: You move 50% more quickly than normal walking.

Viper: You gain stealth, monsters and other players cannot see or examine you unless they are within three tiles, but you move 50% more slowly than normal walking.

Bear: You become very fluffy. Also, monsters are intimidated by you, and will not willingly approach unless they are at least 15 levels higher.

Garden of Life: You can plant Sweet Apple Vines and Sweet Strawberry Bushes through the context menu. This takes a short amount of time, which can be sped up through RP. The plants remain there for 24 in-game hours, and any player can interact with one to regain 25% of their maximum FP or HP, respectively, which consumes the plant. It requires 15 mental stamina to plant a magic fruit this way.

*Secret Underpaths: You can interact with a few select spots near forests in order to quickly travel between them. (Identical to Ranger)


DUELIST
KENSEI and GHOST

Killing Intent: You can use the context menu to project an air of subtle but effective intimidation, causing monsters not to willingly approach you unless they are at least 15 levels higher. This requires 15 mental stamina per in-game hour it is maintained.

FIREBIRD

*Leap: You can use the context menu to ascend and descend most adjacent cliffs, in exchange for 20 physical stamina. 


MAGE
*Blink: Your magic allows you to warp a fairly considerable distance. You can use the context menu to quick port to a tile within 10 range for 20 Mental stamina.

EVOKER

Town Portal: If your Evoker level is at least 35, you may use the context menu to open a portal to a nation captial for 90 mental stamina. This complex ritual takes some time, but can be expediated with RP. Once conjured, the portal will remain for 2 in-game hours, and any player can use it while it is present.

HEXER

Spirit Tuning: The spirits of the dead respond to your magic, and with enough practice you can slightly modify their nature. You can target yourself or another player possessed by a spirit by using the context menu (Other players must accept your tuning attempt). You may then change the skill or creature type affected by a white or black-paging spirit possessing the target, but only from the skills known by the target from the same class as the spirit's inital skill in the case of white-paging spirits. This requires 60 mental stamina, and is complex process that takes some time, but can be expediated with RP.

RUNE MAGICIAN

Ritual Rune: By using the context menu, you may inscribe a ritual rune on the ground that lasts for 4 in-game hours. Players who stand in the center of the ritual rune have their mental stamina expenditure from all sources reduced by 50%. This process requires 20 mental stamina, and takes a short time, which may be expediated by RP.

Portal Rune: By using the context menu, you may inscribe a portal rune on the ground that lasts for 24 in-game hours. While it remains, using Portal Rune again will teleport you and your party back to the location of the portal rune. Inscribing the rune requires 20 mental stamina. Teleporting back to it requires 90 mental stamina. Both inscribing and teleporting back to the rune are complex processes that take a short time, which may be expediated by RP. You may interact with your own portal rune to erase it early.

RULER

Die for me: You may conjure automatons through the context menu, whose appearance depends on your character level. They can be summoned in static or patrol mode. In static mode, they are controlled by you for RP purposes. In Patrol Mode, they follow you around, and auto battle monsters around you, gaining you 10% of the rewards you would get from defeating the monster yourself. Maintaining the automatons consumes mental stamina equal to 1/3 the level of every monster they defeat. 


MARTIAL ARTIST
Meditate: You may meditate for a time through the context menu. This allows you to recover mental stamina, physical stamina, and FP more quickly over time, approximately 1 point of each every 5 seconds. If you have at least rank 1 Urawaza, you can expediate this process by completing sequences of arrow inputs. You may end your meditation at any time, but may only meditate this way once every 12 in-game hours.

*Bound: Your mastery of body allows you to leap massive distances. You may quick port up to 10 tiles away using the context menu, doing so requires 20 physical stamina.

BOXER

Step into the ring: You summon new challengers to face all the time. While standing in front of a boss spawn area without a scar, you may use the context menu to issue a challenge, and immediately summon the area boss. Summoning a boss this way requires 50 mental stamina.

MONK

Image Training: Even while meditating, you are still training your skills through complex mental imagery. If you meditate through the context menu for at least 1 in-game hour, you also gain roleplaying experience based on your Monk level and the amount of time spent meditating.

VERGLAS

*Snow Stride: Your mastery of frost is useful for travel, as well as battle. You move 50% more quickly than normal walking while moving over snowy or icy terrain. 


ROGUE
*Lightfoot: You enter stealth through the context menu, monsters and other players cannot see or examine you unless they are within three tiles, but you move 50% more slowly than normal walking.

Robber's Eye: Hey he doesn't need it, right? Gain the ability to pickpocket 5% of another player's current Murai through the context menu who, paradoxically, must accept the attempt for the Murai to be successfully stolen. Succeed or fail, you gain roleplaying experience based on your rogue level for the attempt, and the target also gains roleplaying experience if they accept. This requires 20 physical stamina, and you may attempt to pickpocket the same target only once per 24 in-game hours--Double dipping thieves end up behind bars.

ENGINEER

Industrial Revolution: You may deploy turret bots through the context menu. They can be summoned in static or patrol mode. In static mode, they are controlled by you for RP purposes. In Patrol Mode, they follow you around, and auto battle monsters around you, gaining you 10% of the rewards you would get from defeating the monster yourself. This requires 50 mental stamina, and your Engineer level determines how many levels worth of monsters they can defeat before breaking down.

Industrial Medicine: You may deploy medibots through the context menu. They can be summoned in static or patrol mode. In static mode, they are controlled by you for RP purposes. In Patrol Mode, they follow you around, and tend to injured players (Either your own party exclusively, or any nearby player, selected when you deploy the bot.) Players being tended to by a medibot recover 2 HP per second. Deploying the medibot requires 50 mental stamina, and the amount of HP they can heal in total before breaking down is determined by your Engineer level.

SPELLTHIEF

*Wraithfoot: You're so sneaky you may as well be invisible. You no longer suffer movement speed penalties while in Stealth, and the range required to see you is reduced by 1.

Illusionist: It's just a trick of the light. You may spawn illusory copies of yourself within 10 range through the context menu for 10 mental stamina. To players, these illusions look just like you, and can even be examined, but become hazy and clearly fake if they are within 1 tile. Monsters will attack these illusions as if they were you. If they attack an illusion, they will become confused and turn around for several seconds.

VOID ASSASSIN

*Wraithfoot: You're so sneaky you may as well be invisible. You no longer suffer movement speed penalties while in Stealth, and the range required to see you is reduced by 1.

*Void Jaunt: You leap through the void whenever it suits you. You may quick port up to 10 tiles away using the context menu, doing so requires 20 mental stamina. 


SOLDIER
Watchful Eye: You're plenty attentive to the area around you, incrementing the range at which you see through Stealth effects by 2 tiles.

*Supreme Athlete: It's all cardio, baby! Your maximum physical stamina increases by 20, and you may enter a jogging state through the context menu. While jogging, you move 25% faster than normal walking at the cost of 1 physical stamina from each party member for every 10 steps. You and your unfortunate party members gain a small amount of roleplaying experience based on their character levels and the amount of tiles traveled once you mercifully stop, or one of them faceplants from running out of physical stamina.

BLACK KNIGHT/TACTICIAN

Eye for Detail: Very few things escape your cunning gaze, further incrementing the range at which you see through Stealth effects by 2 tiles. Furthermore, the effects of Illusionist and Guerilla don't work on you at all.

DEMON HUNTER

*This Party's getting Crazy!:  Let's turn up the heat already! While in a dungeon, you can use the context menu to perform a stylish taunt so ostentatious that it causes the three closest wandering enemies to immediately aggro onto you, combining all three of the encounters into a single Crazy encounter, which yields the sum of all three encounter rewards +10%. This requires 30 mental stamina. 


SUMMONER
Empty Mirror: Your Youkai are always by your side, you may summon any one of them through the context menu. They can be summoned in static or patrol mode. In static mode, they are controlled by you for RP purposes. In Patrol Mode, they follow you around, and auto battle monsters around you, gaining you 10% of the rewards you would get from defeating the monster yourself, the Youkai earns 50% of the battle's exp however. A Youkai loses a certain amount of HP after an auto battle, depending on the difference in level between itself and the enemy.

BONDER

All for One: You share a deep bond with your Youkai, to the point you can feel some of what they feel, and learn some of what they learn. You instead gain 50% of the rewards you would get from defeating monsters when your youkai defeat them through Empty Mirror.

GRAND SUMMONER

Taskmaster: You've got no time to bleed and an army to train. Youkai now earn 100% of the battle's exp value when they autobattle a monster through Empty Mirror. This effect extends to any other summoners in your party.

SHAPESHIFTER

Perfect Self: Adaptation is Evolution. You shapeshift into one of your own youkai through the context menu, optionally taking on their appearance. Certain youkai races will also give you new passive or context menu abilities. Shapeshifting this way requires 10 mental and physical stamina per in-game hour, with the cost increasing by 10 for every additional hour you remain shapeshifted.

*Avian/Dragon: You can fly short distances, enabling you to quick port via the context menu to tiles within 10 range. This requires 1% of your maximum HP.
*Beast: You move 50% more quickly than normal walking.
*Fairy/Plant: You may Forest Walk through the context menu, as per the Ranger talent. This requires 1% of your maximum HP.
*Night: You gain Stealth, meaning monsters and other players cannot see or examine you unless they are within three tiles, but you move 50% more slowly than normal walking. If it is currently nighttime, you move at full speed instead. 

In retrospect, some of the talents seem broad enough that they should maybe be general, rather than locked to specific classes. Things like Tracking and Stealth especially, with their class talents maybe just making them a bit better instead.

I managed to write something for a ton more classes than I thought I would, with only Duelist and Solblader still missing. I'd love to hear other ideas in the thread.

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  [2.94b] Mortefying
Posted by: Rendar - 01-10-2025, 10:05 PM - Forum: Bug Reports - No Replies

Mobs with the Mortefiore skill do not care about targets being valid for it.

You're getting mortefiored.

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  [2.94b] Those Kicks That I Hate
Posted by: Rendar - 01-10-2025, 09:08 PM - Forum: Bug Reports - Replies (1)

Rapid Kick is unparryable.

Like. Straight up. Unparryable. Holy Shield doesn't parry it. Devil Vines don't parry it. Ring of Pearls doesn't parry it.

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  Elemental Domains (Evoker Skill Suggestion)
Posted by: Flun - 01-10-2025, 07:38 PM - Forum: Suggestions - Replies (1)

Since evoker is the invocation class, and it has just as many invocations as hexer (and a majority of its invokes are considered not as good as many other classes' ones) I figured it could go for more supportive invokes which aid their team while also supplementing their damage.

My idea was elemental domains, invokes channelling the power of a caster's element, needing said element on themselves as a prerequisite to casting it, where its consumed to cause the battlefield to obtain a domain, each domain gives upsides to the caster's team, with each having unique effects beyond two unifying buffs.

-If unenchanted or without a badge, the allies team is counted as enchanted as that element for excel crashes and special conditions.
-Spell damage from that element type gains pierce to absorb, immune and reflect for the duration of the domain.

Beyond that, each domain has unique effects, some of which give stat buffs to allies, while others provide field tile utility and damage starting with;

Domain of Talvyd

-Lines of air shafts are created across the map for the duration of the domain, much like fissures cracking open to spew out air.
-All airborne allies gain 25 bonus evade.
-Roaming tornados surge across the battlefield, moving towards enemies at a rate of 2 tiles a round, which fling enemies around upon contacting one, knocking them in a random direction for a few tiles with an infliction chance to apply clumsy before dispersing, dealing 100% wind damage.

Domain of Galren

-Tremors occur across the map, rooting up rocks and stone pillars for the duration of the domain.
-All grounded allies gain 10 armor and magical armor.
-Unstable ground forms below and within 2 tiles of enemies on the start of a new round. on a new round, unstable ground becomes damaging stalagmites that stab enemies for 100% earth damage and knocks enemies airborne.

Domain of Kraken

-Ice tiles start crawling in from the sides of the map, encroaching towards the centre of the map, lasting for the duration of the domain.
-All allies standing on ice tiles gains ice retaliation damage when hit, which ignores armor, dealing 15 damage.
-The map is prone to avalanches,  up to three cascading snowballs spawn at the top of the map at the start of a round above applicable enemies. on a new round, they roll down, dealing 100% ice damage to all enemies in its 3x3 path, applying frostbite on hit.

Domain of Redgull

-Clusters of static tiles spawn rarely and randomly across the map, with a 2 tile radius of them spawning around each ally on invocation successfully going off.
-Standing in static tiles gives allies one stack of charge weapon per round.
-Upon moving across 5 tiles, be it with movement or skills, an enemy takes 100% lightning damage with no added status. teleports bypass this movement requirement.

Domain of Nerhaven

-Cinders spread from one corner of the map to the other, creating a moat of fire spanning a diagonal of the battlefield.
-Allies standing on cinders gain 20 fire attack.
-Steam vents sprout up every round, lasting for the duration of the domain, spewing smoke tiles around them. if an enemy is in five range of a steam vent when an ally casts a fire spell, they take 100% fire damage from a ball of fire shooting from the vent, once per round.


Each of the 100% elemental attack abilities of the domains can be buffed to 130% with greaper. This would likely be best as a single invocation, which changes effects depending on the caster's element, and cannot be casted without it's specific element, badges do not apply.

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  JANUARY 2025 - STATE OF THE META THUNDERDOME
Posted by: caliaca - 01-10-2025, 06:32 AM - Forum: Balance Fu - Replies (14)

Hey guys,

I got sort of encouraged to make this thread after discussing with some big PvPers in the updates channel. The idea of this is to talk in general about the current meta, what changes you'd like to see, why you'd like to see them, and why.

Below will be a list of abilities that people gennerally see as overwhelming in some way or too strong, either in 1s or 4s. There will also be tier lists for both classes and races.

Nothing about this is definitive, it is intended entirely as a discussion point. 

Enjoy and LET US HAVE IT!



SOLSPHERE
RAPID KICK
CASTER RANGER
HAWK GALE/WOLF HOWL (SORTA)
GRENADE LAUNCHER
PACIFISM
ELVES
1V1 WILD RIDE
IMPURE ELEMENT
IDOL STEP + DANCER DAMAGE
WHITE PRISON (IN EVENTS)



S: Naga, Leporidae, Phenex, Shaitan, Redtail
A: Glykin, Corbies, Elf, Paps,  Umbral, Wyvern, Doriad, Human, Salamandra (maybe?), Felidae, Heron
B:  Chimera, Grimalkin,  Theno,
C: Lupine (Or low B), Mice, Oracle (Situationally higher, just bad versatility), Appy, Reaper
D:  Gama  (non attune)
E: Hyattr, Omina
F:

1s:
S:  Ranger, Crit Druid, Ghost, Rune Mage, Dancer, Verg, Engineer, SB
A:  MG, Priest, AQ, Kensei, Firebird, Evoker, Hexer, Ruler, Monk, Boxer, VA, ST, BK, DH, Bonder
B: Arb, Cast Druid, DB,  GS, SS
C: Performer, Tact,
D: LB
F:

4s.
S:  Ranger, Priest, RM, Verglas, Engineer, SB, Evoker, Hexer, Caster VA,
A: Arbalest, MG, AQ, Caster druid, FB, Dancer, Performer, DB, ST, BK, Tact, DH
B: Crit Druid, Ghost (sorta?), Kensei, Monk, Boxer, Crit VA, Bonder, SS
C: LB, Ruler, GS
D:
F:

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