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  Ambidexterity Breaks Mainhand Ether Weapons!
Posted by: LadyLightning - 09-11-2015, 12:42 AM - Forum: Bug Reports - Replies (3)

[Image: d4a9eba806.png]

^ the condition of said dagger directly after exiting a fight.

My offhand is also an Ether Tsukikage, but it's not Rustic. Its durability repairs like normal.

The main hand is not repairing, nor is it benefitting from the Maintenance talent, it seems.


EDIT: After the next battle, it appears to have repaired itself just fine. Still, I wonder why it didn't do so the first time.

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  Premature Enumeration
Posted by: Soapy - 09-10-2015, 11:46 PM - Forum: Bug Reports - Replies (3)

[Image: cag0pFk.png]

Quote:[6:41:30 PM] Kei: You cannot add any more items; the maximum is 100.
[6:41:47 PM] Kei: there's no fucking way this is 100 items
[6:42:02 PM] Sly: ... yeah, what
[6:42:23 PM] Kei: mirror shards are taking up 75% of the shop and there aren't even 30 of them
[6:42:34 PM] John: i feel bad
[6:42:40 PM] John: in my attempts to make shops better dev made them worse
[6:43:03 PM] Kei: there are 41 items in my shop

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  The Eternal Struggle
Posted by: Ignored Knowledge - 09-10-2015, 04:50 PM - Forum: Bug Reports - Replies (9)

[Image: ANrG3mK.png]


Title pretty much explains all.

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  Get Out the Closet
Posted by: catabur - 09-10-2015, 02:14 PM - Forum: Bug Reports - Replies (3)

[Image: aa678172f5.jpg]

Bargs do this.
And just stay in there forever, so if you have no ranged attacks, you're screwed.

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  CE: SPECIAL INVENTION AND MUSIC BANANZA SET-UP
Posted by: catabur - 09-10-2015, 05:43 AM - Forum: Sigrogana - No Replies

[Image: 34rwz6w.png]

TIRED OF HAVING TO SCRAPE BY FOR YOUR BAND OF DARK BARDS? MAYBE YOU'RE NOT FINDING A JOB SUITED FOR YOUR SPECIAL CRAFTING TALENTS? LOOK NO FURTHER, AS CHIMERA ENTERPRISES HAS YOU COVERED! WE'LL HAPPILY ASSESS YOUR WARES AND TALENTS! THINK OF IT AS A FAIR TO SHOW OFF HOW GREAT YOU MIGHT BE TO THE PUBLIC! MAYBE YOU'LL EVEN BE HIRED TO IMPROVE YOUR SKILLS FURTHER WITH US!

TIMES FOR APPLICATIONS: 4 PM EST, 1 PM PST, 9 PM BST, AND 6 AM PRISM TIME
DATE OF ACTUAL EVENT: 20TH OF SEPTEMBER
DEADLINE FOR INVENTORS/MUSICIANS: 15TH

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  Parting Gift
Posted by: Slydria - 09-09-2015, 07:21 PM - Forum: Bug Reports - Replies (8)

Seeker Flames leave behind their battle rings when they die.

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  SL2 Version 1.36
Posted by: Neus - 09-09-2015, 07:30 AM - Forum: Announcements - No Replies

[float=left][Image: talkav_96.png][/float]

Here's week four! Lots of bug fixes and new 10*s as per your expectations. This time, the complete opposite of last week; a nice hot volcano.

1.36
New 10* Equipment - Added 5 new 10* rarity equipment items that drop from level 61 and higher Volcano dungeon monsters.
New Static Dungeon - Added a new level 65 static Volcano random dungeon to the east coast of Sigrogana named Magmic Waterfalls.
WASD Improvements - You can now interact with dungeon doors in WASD mode with the activate keys. See this link for details.
* Various
- Shine Sword's recipe costs have been changed (10 Ore, 3 Pure Water, 3 Sun Stone)
- Flaming Feathers and Flight let you use Movement while Airborne without dropping down.
- Vorpal Strikes made by Gun weapons now have the bonus damage divided by the weapon's rounds. (So a vorpal strike on a single shot gun does DEF as bonus damage, while a 4 shot weapon will do 25% of DEF as bonus damage.)
- Pufferfish Poison is now unresistable damage.
- Status damage can no longer trigger Snake Dancer, Know No Pain, or Evasion.
- Status effects and duration tick down now apply after regeneration effects during the status phase. (For example, you will now benefit from Venom Drive during the last round of poison damage.)
- Seeker Flame Changes

  • Instead of being immune to all damage except Ice and Wind, all damage except Ice and Wind is halved.
  • Max HP is now equal to level.
* Bug Fixes
- Set effects that change your weapon's damage type no longer override skills that have a specific damage type tied to basic attacks. (See: Banquet)
- Breakdown's possible yield box now has a font face and size so it looks less silly.
- Lighting in caves, such as beneath the waterfall or the Chinotoa mine, is no longer pitch black.
- Streetlights now progressively get darker the further away you are from them, as they did in before the new lighting system was added.
- Ocean dungeons can now properly spawn up to level 70.
- Bandits now only get 1 potion instead of a big stack of them.
- Tactical associates no longer leave behind their battle rings when they go (rude jerks).
- Battle rings now scale to the appropriate size for larger enemies.
- Pets no longer stick around when you unsummon them.
- Skills such as Libegrande which target an area but do not require a specific target will skip over allies when trying to automatically determine where you want it aimed.
- Movement now properly gets you down from the sky if you're airborne.
- Vorpal Strikes now announce themselves again.
- Effects that negate resistance (such as Winter's Bite) should now properly negate item resistances instead of item weaknesses.
- Bouncers can now properly bounce and eject people from homes.
- Battle Rings have been fixed for a majority of skills, but please report any more that you find.

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

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  Worthless Worms
Posted by: Trexmaster - 09-09-2015, 03:16 AM - Forum: Bug Reports - Replies (3)

Pale Lauders don't seem to ever drop anything, despite claims of them having a craft material for a drop.

They also have a habit of popping up in the arena, which, considering how monsters there don't have drops...it seems odd to me that they'd be able to occur there.

I know this is probably already a known issue but, no thread was made yet, so, here it is.

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  10* OCD
Posted by: Slydria - 09-08-2015, 09:46 PM - Forum: Balance Fu - Replies (1)

I think that the effects of the 10* non-weapons were made with the assumption they would be 24 UL like Weapons can but Armor can only get up to 18 UL and other items only 12 UL, which leads to some peculiar numbers.

Such as with the Turtle Shell.

[Image: ee557c7357.png]

This would be 19% when fully upgraded, kinda weird to me. Maybe it should be UL+2% to make it 20%?

Then there's the Thunder Hooves.

[Image: 05e04b5285.png]

So when fully upgraded, it deals 13 Lightning magic damage when you Kick an enemy. You can build up to 12 Electrocharges and when you have 18 Electrocharges, you can get the expend effect.

The UL+1 in these items makes me think it was intended to be UL 24 so it would be 25 and not 19/13 respectively.

It's probably simply a case of doubling the UL scaling for most 12 UL items. And probably adding a small bonus for the 18 UL Armor (E.g. UL+2% with Turtle Shell.)

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  WASD mode activate for dungeon doors
Posted by: LadyLightning - 09-08-2015, 02:37 PM - Forum: Suggestions - Replies (1)

Hi. The thing we have for house doors, where you can open/lock/unlock them by using different combinations of E, Shift+E, and Crtl+E? We need that for doors in dungeons too, please.

E: attempt to open door (equals doubleclick)
Shift+E: attempt to lockpick door (equals shift+click)
Ctrl+E: attempt to bash door (equals ctrl+click)


Why this is not already a thing is beyond me.

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