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|   Enchantments | 
 
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Posted by: Nekojinn  - 07-16-2025, 11:03 PM - Forum: Balance Fu 
- Replies (4)
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				 A few enchantments feels kinda made diff, right? Look at Boneheart. +25 Crit Evade. Now, look at Flamewalk... Halved Cinder damage?? 
 
There are a lot of enchantments that I feel are just kinda weak, so, here's a small list of enchants and buffs that could be done. I haven't spoken about any enchant that would deserve nerf (LOOKIN AT U BONEHEART) and kept myself just on the other ones for sake of simplicity. 
 
Feather 
Current: Weapon weight is halved. 
 
This has a niche. However, you can also just... Titan Glove's? It's niche is maybe you want a off-hand weapon that is currently too heavy... I just feel like it needs a bit more. 
 
Proposed Buff: Weapon weight is halved and gains +10 hit if airborne. 
 
This would give it more niches, at least! 
 
Jeweled 
Current: Increases FAI by 2 and light atk by 3 
 
This is actually pretty nice, I just wish... 
 
Proposed BUff: Let it be enchanted on gloves. 
 
 
Renewal 
Current: +1 FP Regeneration 
 
This always feels... like something that doesn't do much? if you've both your enchants with this, in 5 turns, it's 10 FP... on a long battle maybe it gives you enough for 1-2 extra spells?? This makes High-Mage Cape kinda needed for any mage. 
 
Proposed Buff: +1% FP Regeneration 
 
This would help a lot of builds who don't have accessory slots for the HMC thrive for a little extra time, and would be more impactful the more FP you need in your build. 
 
Refresh 
Current: +1 HP Regeneration 
 
Same as above, it feels unimpacful and would take a lot of turns for it to actually matter. 
 
Proposed Change: +1% HP Regeneration 
 
This would be 8-10 in most builds, 12-14 if you're really high HP, 20 if you're Lolzy. On paper this feels much stronger because HP numbers are just that high, and 3 turns of 10 x 2 (if enchanted on both accs) would already make a difference, especially if you're also using Avalon. I think it'd be funny, personally. But I also know that even MORE HP regen stuff could get frustrating. 
 
Flamewalk 
Current: Halves damage taken from Cinders. 
 
Has anyone EVER used this? 
 
Proposed Buff: Halves damage taken from Cinders. +10% Fire Resist. 
 
This would give it much more viability, especially if you're fire-weak for some reason. 
 
Gravedigger 
Current: On New Round: If you are Feared (and not incapacitated), allies within 3 Range who are incapacitated are revived with 35 HP. 
 
This is more often than not a grief, but... 
 
Proposed Buff: At Start of Turn: If you are Feared (and not incapacitated), allies within 3 Range who are incapacitated are revived with 35 HP. 
 
This would give you more control, you wouldn't revive your ally at Round Start just for them to get knocked down again and for badly beaten to stack. If it was at start of your turn rather than New Round, you could at least do something, especially if you're a healer. 
 
Mutation 
Current: Weapon: -5 Hit. Weapon type may change based on rarity, but functions the same as normal. (9*+ weapons not affected). 
Armor: Armor type changes based on rarity. (10*+ items not affected). 
 
Proposed Buff: Just get rid of that hit penalty, probably! 
 
Flock 
Current: Increases this item's Armor/Magic Armor by 1 and Evade by 5 for each summoned or deployed NPC ally within 3 Range. 
 
I've actually runned a Engineer setup with this once and got very funny evade numbers. 
 
Proposed Buff: Increases this item's Stats by 3 for each summoned or deployed NPC ally within 3 Range. 
 
Allow it to enchant weapons too, and don't let it affect weight, it would be funny to LOSE SWA. But yeah this could be a fun thing to use if you're heavy on summons, if you're using 2+ summons it becomes better than reaper while also giving hit! 
 
Miragewalk 
Current: After using a movement skill that costs at least 3M, gain +15 Evade for 1 attack (lasts for 3 rounds). If you already have Miragewalk active, instead the number of attacks the buff lasts for increases by 1 (to a max of 3). 
 
I think this needs help, too... 
 
Proposed Buff: After using a movement skill that costs at least 3M, gain +15 Evade until your next turn. 
 
I saw a thread also talking about this. And yeah, evade buffs that last for X attacks tend to get easily counter'd by a few things, even if I think having many counters is fun, using this enchant in group fights just feels meh. 
 
Mundane 
Current: Removes all scaling tags from the weapon, except for purely negative ones (such as Tool). 
 
Proposed Buff: Removes all scaling tags from the weapon. (Including Tool.) 
 
Please! Let Shuriken have SWA! An enchantment slot is quite a big price for it, even! 
 
Arcane 
Current: Weapon is treated as a Spelledge weapon, allowing it to be used as a casting tool, but it gains the Alterated scaling tag (-10% scaling for main stat). 
 
Proposed Buff: Weapon is treated as a Spelledge weapon. 
 
IMO, sacrificing an enchantment slot is already enough of a downside. -10% Scaling HURTS. 
 
Also can the crafting recipe be easier to make, teehee... 
 
Rebellion 
Current: +1.5 Power and -1.5 Hit for every 1 Rarity below 9. 
 
This feels... A LOT OF LOST HIT. For something that costs an enchant slot this feels more like you're debuffing yourself than anything else. 
 
Proposed Buff: +1.5 Power for every 1 Rarity below 9. 
 
I feel like the -Hit was there for a reason, to be honest. Maybe I'm just too new in the game to know what Rebellion had done in the past... But the -Hit part sure looks like it kills an enchantment that is kind of fun? Since it'd make weapon with more boring/no effects compete with stronger variations. 
 
Envenomed and Enflamed. 
 
These are two new enchants! I just kinda hate the Altered Tag tbh. In Bloodtaking you get -5 power, but in these two you get -10% Scaling, which can translate to like... 10+ SWA. That is a lot of lost power when compared to Bloodtaking, I'd prefer if the weapons also just had a -5 Power instead of Altered Tag, I'm sure if Bloodtaking had Altered instead of -5 Power it would be a much worse enchant. 
			
			
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|   Skill slot hubris | 
 
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Posted by: Lolzytripd  - 07-16-2025, 10:33 PM - Forum: Balance Fu 
- Replies (5)
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				we live in a world now where most classes have been "crunched" or will be soon enough 
 
in this world we can't hold all our skills, or even a good two thirds of them anymore 
 
 
I suggest a simple +10  skill slots to the base amount that everyone has.
			 
			
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|   [3.00k] Music Sheet uses your bare fists as casting tool. | 
 
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Posted by: SpaceShibe  - 07-16-2025, 12:09 PM - Forum: Bug Reports 
- Replies (3)
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				Music sheet material is using your bare fists as a casting tool for all bard things, not the weapon itself. 
 
Edit: Music Sheet material also doesn't seem to be making it count as an instrument for passives like the Harp Plucker's Glove's +5 hit to instruments, Dark Bard's Bard's Dexterity, etc. Might be intentional though!
			 
			
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|   Legume Youkai Rework | 
 
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Posted by: Flun  - 07-16-2025, 07:31 AM - Forum: Suggestions 
- Replies (1)
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				Ingrain 
10 FP/1M 
Target: Self 
Area: Single 
 
Dig your roots into the ground, gaining Immobilize for 10 rounds while becoming immune to knockback and pull effects. If the user is Vampiric Legume, Grant one stack of rooted and spawn a 2 wide circle of root tiles (LV1, 2 duration).  
 
Additionally, if the user is Vampiric Legume, the cost to ingrain once more costs three momentum, as it takes significant effort to uproot. Rooted tiles made by this unit are retracted. Enemies standing on rooted tiles are knocked down with the retraction if legumes rooted status is level 3. Rooted is removed after using ingrain again 
 
 
 
Synthesis 
Passive 
Target: N/A 
 
At the start of a new round, if the owner is immobilized by the status or by any movement denying skill (Firing posture, tyrants throne, unmoving, etc), all enemies within 3 range are drained for half of the owner's LV in hp. The owner of the skill is then healed for that total amount of hp. 
 
If the owner is Vampiric Legume instead. They gain rooted (LV1, 2 duration, max LV3), which creates rooted tiles around them in a self centred circle equal to 1+LV range around them. 
 
Demon Plant  
Passive 
Target: N/A 
 
A plant capable of growing in the soil of Hell itself. Grants 25% Dark Resistance, but also gives a 25% Light Weakness. In addition, 10% of the damage dealt by the owner of this skill is returned to them as HP.  
 
Rooted 
Status 
 
Creates a circle of root tiles around the owner (owner LV/2) equal to rooted's level + 1. 
    
 
 
Root Tiles 
Tile (plant) 
 
Deal dark damage equal to lvl to enemies standing on them on new round, healing the owner of the tiles the amount of damage dealt before pulling the enemy one tile closer to the owner. 
    
			 
			
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|   Gutte Nacht. | 
 
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Posted by: Kazzy  - 07-16-2025, 04:36 AM - Forum: Suggestions 
- Replies (1)
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				Nacht is rad. Easily my new favourite yokai. 
 
Nacht is also a goddamn nightmare to use as a Shapeshifter. 
 
I'd like to suggest a second Invoke to the effect of something like Scroll: Raven or maybe even Splash. Something small to get her installed because you can't use her Invoke on yourself. 
 
Alternatively that you be able to use her shell on yourself at a lessened effect or something.
			 
			
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|   [3.00k] False Target Bypasses Clumsy | 
 
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Posted by: Kameron8  - 07-15-2025, 09:17 PM - Forum: Bug Reports 
- Replies (1)
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				False Target can still activate even when the Shinobi is under the effects of Clumsy.  This was tested on the test server.  To replicate: 
 
1.  Equip False Target on one character, and fight them with a second character that has a source of clumsy equipped (board shaker, Wyverntouched trait bite, etc) 
2.  Inflict clumsy on the Shinobi, swing over and over until False Target activates.
			 
			
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|   Habari Toi [3.00] Meteorite Failure | 
 
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Posted by: renowner  - 07-15-2025, 05:58 PM - Forum: Bug Reports 
- Replies (1)
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				Inside the Falling Meteor dungeon of Korvara, trying to use Shinobi's "Habari Toi" Offensive Skill does nothing. You do not move or attack things, even if they're next to you. 
 
How to replicate: Attempt to use Habari Toi inside the Fallen Meteorite.
			 
			
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