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  [2.97b] Ki Woke
Posted by: Rendar - 04-29-2025, 05:44 AM - Forum: Bug Reports - Replies (2)

Ki Awoken is permanent duration.

It stays active whenever you are down.

You cannot turn it off when you are down.

this means if you get brought back by Die Hard, you start with 1 hp.

Ki Awoken should probably turn off when KO'd.

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  [2.97b] Misplaced badge
Posted by: AkaInuHime - 04-27-2025, 10:27 PM - Forum: Bug Reports - Replies (1)

Guild badge icons no longer show up on the side menu. They still show up properly in profiles and when hovering someone.

[Image: e7eka2.png]

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  [2.97b] Poisonous Blubber
Posted by: Rendar - 04-27-2025, 05:30 PM - Forum: Bug Reports - Replies (1)

Blubber Body triggers on poison damage. This isn't exactly `bad`.. but it is bonus damage or whatever, so I figured a report is at least somewhat reasonable.

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  [2.97b] Slum Lords
Posted by: Rendar - 04-27-2025, 04:21 AM - Forum: Bug Reports - Replies (2)

The Casino in the Slums has yenten tables without an attendant.

Attempting to play Yenten at these tables automatically fills a slot with an Attendant.

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  [v2.97b] Turn Order Shenanigans
Posted by: Trexmaster - 04-27-2025, 02:27 AM - Forum: Bug Reports - No Replies

When a unit on a team is defeated, the turns of all of its allies are pushed back, if not to the bottom of the turn order.

Example:

Player 1, 2, 3, and 4 on Team 1.

Mob 1, 2, 3, and 4 on Team 2.

Player 2 dies before Player 3's turn.

Player 3 and 4 are now shunted to the bottom of the turn order and go last.

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  [2.97b] Very offensive berries!
Posted by: caliaca - 04-26-2025, 11:48 PM - Forum: Bug Reports - Replies (1)

https://imgur.com/a/L3fo1yl

Eating a fruit counts as an offensive action Sad 

I was just hungry...

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  [2.98 v2 (test)] Not my mummy
Posted by: AkaInuHime - 04-25-2025, 07:24 PM - Forum: Bug Reports - Replies (1)

Dragging high-quality bandages to your character portrait or map sprite, from either your inventory or hotbar, consumes and applies two at once. For me, this happens about 80% of the time when trying to use them.

[Image: 2e3mak.png]
[Image: b3ayee.png]

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  Dark Moshers
Posted by: Rendar - 04-25-2025, 03:59 AM - Forum: Balance Fu - Replies (8)

I am once again asking for Dark Moshers to not refund 2m for attacking them.

Genuinely. YOu get 10 FP, 2 Momentum, and you attack that tile.

If a DB or one of his allies is standing on that tile? And you crit?

You spend 3m. You get 2m for smashing the tile. Then you get another 1m or 2m (fleur) for critting the target.

Sure. You take like 35 dark damage or whatever. But you are getting quite literally a free hit, or are now momentum POSITIVE from the attack. Which is just a spit in the face of the Darkbard.

DARK MOSHERS ARE ACTUALLY THROWING ON MOST OCCASIONS VERSUS BASIC ATTACKERS.

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  [2.97b] The Missing &
Posted by: Nekojinn - 04-24-2025, 11:49 PM - Forum: Bug Reports - Replies (1)

Whenever I try to use the new LFG ping feature- nothing happens but the ping still goes on cooldown.

After some testing, I can only assume the reason is because my normal alias has a "&" in it. (F&L No.02)

After changing my alias (to 'Finance Cat') it pinged normally.

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  Rogue - Raider
Posted by: Snake - 04-24-2025, 06:48 PM - Forum: Class/Race Ideas - Replies (1)

Hello! I'm here to propose a class focused around Handguns and Rifles. It's one of the themes we never really can make it work right due to the magic-centric focus of classes. The core of this is to make a Gun/Knife using class that utilizes those two weapons to their fullest, becoming a straight upgrade to Rogue rather than a different-themed promotion like Engineer. 

Trickery and guns, all the way around, to the very end as the sun sets in the horizon, and the high noon becomes dusk.

So come in the Raider...

[Image: old-west-bandit-with-ammo-bandolier-vector-51104478.jpg]
(sponsored by VectorShock!!!!)

Lore
Outlaws with grit and a gun, Raiders hit fast, loot hard, and vanish in the smoke. Born in the deserts or slums, they don’t sneak—they storm. With knives, grit, and devil-may-care charm, they thrive where law breaks down and chaos pays well. When the world burns, a Raider’s already counting the score.

Strengths & Expectations
- Raiders are a direct upgrade to Rogue.

- They use mainly Rifles, Handguns and Daggers.

- Their main stats are SKI, CEL, GUI.

- They have a new mechanic where Critical Hits don't gain bonus damage at all when attacking from the front, only deal 50% of the damage when attacking from the sides, and deal double damage when attacking from behind.

- Likewise, they gain bonus Critical Chance from Guile.

- Likewise, they will also have a toggleable passive that makes it so Critical Hits don't deal any damage at all, but inflict or power up Lingering Damage by LV2 on an enemy for 2 rounds, to a maximum of 3 rounds, and LV200! Raiders can work together to bleed someone out with cunning strikes.

- They enhance Steal, making it so when done from a Flank, they gain extra bonuses or steal extra buffs.

- Ye' Olde' Powderkeg trick! They got a new Trap in the form of the Barrel mob (from G6). On use, they lob one of those barrels somewhere within range. It has 2 rounds of immunity to all damage. Once their immunity is out, whoever shoots first (friend or enemy), gets to blast everywhere with nasty tile effects! But beware, the damage immunity buff is stealable, opening up to a Trickery combo with Powderkeg -> Steal to immediately explode them, while gaining damage immunity for 2 rounds!

- Smoke Bombs (Ninjutsu) will also grant them one free use of Obscure from Void Assassin, removing any odd pinpoint debuffs from them.

- Dastard Level An innate that keeps track of your dastard deeds in combat. Every time you perform a Trickery, kill someone, steal someone or inflict a status effect, you gain some Dastard Level. Every time you are Feared, miss an attack or get critically hit, reduces the Dastard Level sharply. This is used to enhance social-based skills, such as Charisma (Motivation), or the success of Holding Up someone.

- Hold Up an enemy at gun point or dagger point (if done in melee). If the mob moves or attacks, they shoot them first, and knock them down, interrupting their movement or movement skill, while disabling effects that would modify the amount of momentum needed to stand up from KD until they stand up again.

- True Grit! Dash and roll for about five tiles in any direction, gaining a very large damage reduction against the next damage of spells or ranged attacks. Crazy Coyote fans will love this!

- Sea Shanty! Raiders can be pirates too. Once per 5 rounds, with a good ol' song, you can motivate all your mates into fighting harder and moving faster. The effects can stack up in duration if multiple Raiders sing along on the same turn, greatly increasing the duration and LV of the effect.

- Uncanny Dodge! Bring that bad boy from DnD. Ever so often, based on GUI, they can score 'Lucky' dodges on any non-status/field damage they take, which are decided by nothing but pure luck! (10%)

- Sabotage! Those pesky Engineers think their toys can save them. But no, a real Raider knows their ways around these hunk-a-junks... Maybe to the point of making their masters chew a bit of their own medicine?

- Double Up! Shoot someone, and whoever's in an area behind them takes half of the damage. If the shot kills the enemy, instead, they take +50% damage!

- Be Kind! Hold back, becoming unable to kill enemies and leaving them at 1HP. This passive also makes attempts to Show Mercy become 100% on enemies below 10 HP, and they'll drop even more goodies! Of course, this mercy could also be for an even more satisfying 'It's High Noon' use...

- It's High Noon!! A skill that targets an enemy who is below 25% HP. Shoot 'em. If that kills them, you'll shoot another enemy. If that kills them. You'll shoot another enemy. If that kills them. You'll shoot another enemy-- You get me. 'The' dopamine overdose skill of Raider.

- I'm afraid, not! Dig your dagger so deep and grievously in someone's back you unequip it! For a duration, or until you perform a Kick on their back, they'll be bleeding oceans (4% Max HP) every time they move!

- The Shadow Legend... What is a Raider without some shadow-based things? An ability that lets them teleport from one Darkness or Smokescreen tile effect to the other, deftly repositioning across the field. If they pick a tile with an enemy, kick 'em out of the way and strike them with your dagger!

- Brand of Scrumpy! A good swig of alcohol is a great motivator. Target either yourself, an ally or an enemy, and go merry with a bottle of alcohol. Recovers HP and FP, but also make them Buzzed, which reduces Maximum Momentum by X, to a maximum of -3. If buzzed to the maximum, the next shot will make you black out, becoming stunned and knocked down. Beware of enemies! They might not be so friendly-- But if you have a high Dastard Level, they might not resist your intense charisma...

- This is basically the vibe I'd see for the class. I'd want something similar to Boxer too, that makes the enemy OOCly hesitate and think twice before deciding to attack them. Maybe tied to Hold Up from before. However other skills around the same vibe would be s w e e t.

- Of course, this class will need a lot of Gun skills, gun-based skills, and all of them must be Basic Hits to synergize with their increased critical rate. Flashy, but pragmatic. Keep anything overly "stylish" to the class that deserves it (Demon Hunter). The theme is of an Outlaw of far west who's a crack shot.

- Make them counter Rune Mages and Engineers. That'd be funny.

Drawbacks
- Aw hell I didn't think that far.

- Well, maybe make it impossible for them to be tanky. Not like GUI helps that either way.

- Kensei could be a pretty interesting counter, as being 'Held Up' and deflecting the bullet would make the Raider himself fall prey to his own tech.

- Watchful Gaze could pretty much make it impossible for their Critical Hits to do anything, even if they are scored.

- Maybe make it so that, most of their techniques that manipulate the enemy require them to not be Feared, if they're Feared, it reduces how scary they look when trying to Hold Up or do other possible techniques that would make sense for them to have their mind in the game.

- I like to think that if they're outnumbered they're as good as dead, this is more a 1 on 1 type of guy. But it doesn't mean that the more enemies they have, the easier it'd be to elude and flee from combat.

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