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  [V2.48]Shades are Fading
Posted by: FancyCyclops - 07-16-2021, 02:42 AM - Forum: Bug Reports - Replies (2)

Read title.
To elaborate, shades can fade without the user being revealed if the enemy misses the user. This makes the user untargetable, and as a result can lead to some... strange things.

Like being semi-invulnerable. I don't have much to show, BUT

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  v2.48 - Profile not Saving
Posted by: Kiss - 07-15-2021, 02:36 PM - Forum: Bug Reports - Replies (1)

When you have your profile open, and youre doing youre editing or whatever- If you accidentally open your inventory, Lapnet, Legend Book or ANY of the side menus that isnt Options on the right. Then CLOSE the tab- It will close youre ENTIRE profile, not even requesting you to save and deleting everything.

Now this has been a problem for awhile, but it wasnt an issue due to how the profiles USED to work, the thing is now that your profiles dont save until you CONFIRM them- You essentially lose half an hour+ of editing progress.

Huh  

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  Theno Fish Tails
Posted by: Tanasinn - 07-15-2021, 07:54 AM - Forum: Suggestions - Replies (1)

Please add the fish tail icon from Chimera to Theno. Thank you. That is the thread.

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  [v.2.48] Flame Art: Bee Sting
Posted by: JamOfBoy - 07-15-2021, 03:31 AM - Forum: Bug Reports - Replies (2)

Hi, hello, yes.

Flame Art Poison. It's status inflict calculation just isn't working correctly. 5% of your status inflict per 10 fire magical damage means to get 100% of your status inflict, you need to deal 200 fire magical damage.

[Image: xnUXFJ8.png]

Fire Whip is an extraordinary example, since it tries to inflict hesitation with 100% of your infliction rate. The top inflict check is the poison, and the bottom inflict check is the hesitation.
So, in the example above, I dealt 187 fire magical damage. I was 13 damage away from 200, meaning that should've been 90% infliction rate. Doing the maths, the infliction for the poison there should've been 140.526.

Low chance for low level poison on top of bugged low chance for low level poison! Oof. Makes you wonder why everyone picks Flame Art (Explosion).

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  [Karaten] Astrology Research Paper Release
Posted by: Shadbase - 07-14-2021, 11:36 PM - Forum: Kysei - No Replies

A few weeks ago, several scholars from Karaten came with their assistants to Sigrogana, and proceeded a study aiming to deepen the connection of the people to the stars. With the assistance of many people who took the time to fill out their bizarre questionnaire, it seems those scholars have come to their conclusions and have released a public research paper for everyone to read. Surely, even a few copies could spread to the other continents... but what starts in Karaten will end in Karaten.
(OOC: This concept is not official lore - this was entirely made by me based on the playerbase + a survey I had up for awhile. Take it as you will! <3)
___________________________________________________________________________
A Guide to Sigrogonian Astrology
By Aerith Arosa (and company)
Sigrogonian astrology is a slightly obscure topic, as most people, civilian or not, have little to no understanding of actual astrology or what it means. By all accounts, nobody really pays attention deeply into it besides the scholars and the like because it, in reality, matters little to the people as it’s not something that affects them in their daily lives. People just tend to use their sign and maybe get a dinky horoscope. I would like to prospect that in many ways, astrology affects all of us; and that is why this all exists! To create tangible astrology guide based on public survey and research, along with how vocation can play a part into what fate has in store for you.
It would be good to keep in mind that these things do NOT apply to everyone - you are your own person, after all.
Thank you to everyone who participated in the astrology survey - a lot of data was both confirmed and deconfirmed because of your answers, and we really appreciate the help in making this the most accurate we could make it!



The Celestial Signs
Sigrogana has eight signs, as follows: Uranus, Saturn, Jupiter, Mars, Pluto, Mercury, Neptune, and Venus. We generally have no idea who originally named them within the astrology community or what these names actually mean, but they’ve become commonplace within Sigrogana as a whole for the most part because of their connection to the very far-away celestial gods. All eight signs are unique in the slight boost that they seem to place within the people who’re born under their light, as well as the influence on people’s personalities. That isn’t to say that a celestial sign will dictate everything about a person - and that isn’t what this is an attempt at. However, these’re the notable similarities between these years of research and survey that we have found.


Uranus
Uranus is the celestial sign of wisdom and light, who’s prominent months are the 7th, 8th, and 9th month.
Uranus are the most balanced of the signs. They often have great convictions for their beliefs and goals, and are dedicated fighters and faithful until the end. Uranus signs are also very much loving and caring of their friends and family, devoting much of their time to maintaining those kinships and showing loyalty. They also make amazing leaders, with enough charisma and rational thought together that makes you want to believe in them. At their best, they are dedicated and caregiving, and at their worst they are set-in-their-ways and inflexible.
(OOC EXAMPLES:)
Tanjiro Kamado (Demon Slayer), Iroh (ATLA), Monika (DDLC), All Might (BNHA), Makoto Naegi (DR), Mami Tomoe (PMMM), Aerith (Final Fantasy), Asgore (UT), Judy Hopps (Zootopia), Barbara (Genshin), Rarity (MLP), Lucy Heartfilia (Fairy Tail), Hero (OMORI), Yu Narukami (Persona 4), Barney the Dinosaur (Barney), Shion Sonozaki (Higurashi), Sportacus (Lazytown)
Saturn
Saturn is the celestial sign of liberation and freedom, who’s prominent months are the 1st, 2nd, and 3rd month.
Saturn signs are motivated by adventure over anything else in their lives - craving new experiences, with the wilder and more exciting the better. They are confident and energetic, ready to fight and win whatever comes at them; monster or life. They make exceptional leaders, but they also tend to be careless and impulsive due to their need for “excitement” in their lives. Saturn signs also tend to be charismatic, as well as self-reflective and journey-focused. They love the way to their goals much more than the goal itself, as every step of it is learning. Their willingness to trust people can get them into trouble often enough, but Saturn signs are very resilient, with the ability to bounce right back up from injury, emotional trauma, etc. which leaves them the toughest of the celestial signs. At their best, they are brave and optimistic, and at their worst they are quick-to-anger and selfish.
(OOC EXAMPLES:)
Zuko (ATLA), Eren Yeager (AOT), Natsuki (DDLC), Remy (Ratatouille), Yusuke Kitagawa (Persona 5), Frisk (UT), Ryuko Matoi (KLK), Ichigo Kurosaki (Bleach), Razor (Genshin), Shaggy (Scooby Doo), Fry (Futurama), Kiryu (Yakuza), Aubrey (OMORI), Spike (MLP), Shirou Emiya (Fate), Mort (Madagascar), Whitty (FNF), Heavy (TF2), Tommy Wiseau, ... John / Spectre Man


Jupiter
Jupiter is the celestial sign of thunder and lightning, who’s prominent months are the 6th, 7th, and 8th month.
Jupiter signs are often incredibly agreeable people, who’re enthusiastic and future-oriented. Jupiters usually always have the big picture in mind, and don’t sweat the small details. They’re very much into trend-following as well, whether it be battle, fashion, food - anything. Because of this, they’re also very good supportive allies, but that doesn’t mean they can’t lead if they put their energy into it - they’re the generic protagonist type in most studied cases after all. They’re also often very luck dependent - explaining why Jupiter signs seem to have more luck than the other celestial signs. Even when times come where they’re affected by bad luck, they can often shrug it off and move past the misfortune into greener pastures. Jupiter signs can also be very faithful friends, but when that faith is broken - it’s typically impossible to fix because they can really hold a grudge, and they have no fear of stopping in their tracks and leaving if they don’t like something or someone. At their best, they are energetic and bold, and at their worst they are unoriginal and arrogant.
(OOC EXAMPLES:)
Naruto Uzumaki (Naruto), Aang (ATLA), Howl (HMC), Junko Enoshima (DR), Sayori (DDLC), Kinomoto Sakura (CCS), Akko (LWA), Rose Quartz (SU), Tracer (OW), Italy (Hetalia), Pinkie Pie (MLP), Josuke (Jojo), Belle Delphine, Charles Manson, Sid (Ice Age), Ed (EEnE), Zagreus (Hades), 9S (Nier), Nepeta Leijon (HS), Mermaid Man (Spongebob)
Mars
Mars is the celestial sign of war and fire, who’s prominent months are the 3rd, 4th, and 5th month.
Mars signs tend to be ambitious and driven, with a specific path in mind to all of their end goals that they will work towards with no stop or break. They are naturally curious and extroverted, having no problems asking for help or making friends, along with their often excitable and motivated stance. Mars signs are also often goal-oriented, as well as past-reflective. You could probably ask most Mars signs and they’d be able to tell you about the things they remember doing that they could’ve done differently if they could. They are also brutally stubborn, refusing to let go of things done to them or viewpoints that they have, and they do not enjoy being challenged on them. At their best, they are determined and friendly, and at their worst they are vindictive and petty.
(OOC EXAMPLES:)
Mikan Tsumiki (SDR), Hinata Hyuga (Naruto), Madoka Kaname (PMMM), Rem (Re:Zero), Toriel (UT), Dream World Basil (OMORI), Retsuko (AR), Dimitri Blaiddyd (Fire Emblem)Fluttershy (MLP), Marge Simpson, Double D (EEnE), Freddy Bensen (iCarly), Tifa Lockhart (Final Fantasy), Ralsei (DR), Sarvente (FNF), Wadanohara (Okegom), Yuuki Mishima (Persona 5), Jon Arbuckle

Pluto
Pluto is the celestial sign of secrets and shadow, who’s prominent months are the 10th, 11th, and 12th month.
Pluto signs carefully tread the line between genius and maniac, being the eccentrics of the celestial signs. They march to the beat of their own drum - sometimes literally - and care little for negative opinions others may have of them. At their core, they’re hipsters through and through that don’t care for popular trends. Pluto signs are also able to make friends quickly, but can seem desperate or clingy because of the perception that they’re “weird” or “outlandish”. Because of this Pluto signs are extremely loyal, and are quick to offer their non-traditional approaches to subjects and problems to their friends and allies. However, Pluto signs have a hard time holding their tempers if they feel they’re being belittled or ignored by the people they approach. At their best, they are creative and innovative, and at their worst they are resentful and nasty.
(OOC EXAMPLES:)
Misa Amane (DN), Korra (TLOK), Eijirou Kirishima (BNHA), Donkey (Shrek), Kaito Momota (DRV3), John Egbert (HS), Undyne (UT), Ryuji Sakamoto (Persona 5), America (Hetalia), Inosuke (DS), Anakin Skywalker, Paimon (Genshin), Jojo Siwa, Bill Clinton, Boyfriend (FNF), Kel (OMORI), Mia Khalifa, Fortnite Ninja


Mercury
Mercury is the celestial sign of boundaries and ice, who’s prominent months are the 12th, 1st, and 2nd month.
Mercury signs are the most rational and decisive of the celestial signs, who’re confident public speakers and often charismatic enough to make anybody believe their convictions. While they’re fine using those abilities in both personal and business alike, Mercury signs have a strong moral sense - they know exactly what right and wrong is, and will be upset when not everyone sees it the way they do. They’re, at heart, idealists that can be upset when things don’t go the way they hoped, and in the same vein can be melancholic and passive. Their idealism, however, gives them vibrant imaginations, which leads many of them to enjoy fiction books or comics. At their best, they are intelligent and tranquil, and at their worst they are cold and unfeeling.
(OOC EXAMPLES:)
Light Yagami (DN), Katsuki Bakugo (BNHA), Bakuya Togami (DR), Goro Akechi (Persona 5), Olivier Mira Armstrong (FMA), Kyubey (PMMM), Lady Dimitrescu (RE8), Gilgamesh (Fate/Zero), Margaret Thatcher, Morgana (Persona 5), William Afton (FNAF), Johnny Silverhand (2077), Boss Baby, Daddy Dearest (FNF)


Neptune
Neptune is the celestial sign of water and long life, who’s prominent months are the 4th, 5th, and 6th month.
Neptune signs most often have strong, vivid imaginations beyond the scope of other celestial signs, even so much as to have an otherworldly-like quality to them that can draw people in. They’re enigmatic to a fault, and even hard to understand at times - but often they aren’t attempting to be, they’re just lost in their daydreams. Neptune signs are highly emotional, having higher sensitivity than most and a trend to generalized anxiety. They are also creative and make fantastic artists in any medium - but can suffer crippling bouts of depression when things don’t match the vision they had in mind. Neptune signs can also be forgetful and have trouble following through on plans - no matter how in-stone and organized - and could use a shove in the right direction to keep going on them. At their best, they are loving and creative, and at their worst they are despairing and perfection-obsessed.
(OOC EXAMPLES:)
Shinji Ikari (NGE), Yuri (DDLC), Mitsuri Kanroji (DS), Chihiro (SA), Toko Fukawa (DR), Lapis Lazuli (SU), Cloud Strife (Final Fantasy), Kuroki Tomoko (Watamote), , Keanu Reeves, Yandere Dev, Linguini (Ratatouille), Asriel Dreemurr (UT), N (Pokemon), Haru Okumura (Persona 5), Rena Ryuuguu (Higurashi), Kermit the Frog, Riamu Yumemi (IDOLMA@STER)

Venus
Venus is the celestial sign of love and fertility, who’s prominent months are 9th, 10th, and 11th month.
Venus is - out of all of the celestial signs - the sign with the potential to do both the most good and the most harm. They can be caring and helpful one moment, and destructive and vindictive in the next. They’re very adaptive people, being able to adjust themselves to any and all situations - as if taking a mask on and off at will within their heart and soul. They are obsessively dedicated, and willing to throw themselves into anything and anyone they fancy - and because of this they can be extremely powerful and loyal allies. However, Venus signs are very selective on who their true friends are - you could think you’re their best friend and in reality do not actually know a whole lot about them. They can also trend towards jealousy, resenting people they see as more well-off or successful than them. Venus signs are extremely competent and inspiring, but can also be a force of chaos for the worst - and could do with a well-adjusted friend or partner who can keep them in check. At their best, they are motherly and fun-loving, and at their worst they are mysterious and manipulative.
(OOC EXAMPLES:)
Asuka Soryu (NGE), Vriska Serket (HS), Ezra Scarlet (FT), Sae Niijima (Persona 5), Tatsumaki (OPM), Yellow Diamond (SU), Hiiragi Kagami (LS), Jakuzura Nonon (Kill la Kill), Eugene Krabs (Spongebob), Yanfei (Genshin), Applejack (MLP), Judge Judy, Dr. Phil, Bowser (Mario), Bubble Baass (Spongebob) Roz (Monsters, Inc.), Duck Guy (DHMIS), Porky Minch (Earthbound)
___________________________________________
The Sway of Fate
The “Sway of Fate'' is a concept that was loosely developed hand-in-hand with celestial star signs, theorizing that a person’s fated vocation is also an impact on their personality. Oftentimes, you can see why someone picks the vocation they do based on their personality, but the “Sway of Fate” tends to imply that, in the same way as star signs, the vocation that fate assigns you plays a part into your personality as well. As said before, however, this does not apply to everyone, since people are individuals, and one can indeed have a sway that doesn’t match their vocation… but research has shown that individual’s sways are often more accurate than star signs regardless of vocation. Many indeed actually just flow with whatever Sway fits them best.
The Sway of Rhythm
(Arbalest - Boxer)
The Sway of Rhythm belongs to fate’s destined fighters, and often have struggling lives - whether in childhood or trying to make their mark on the world. They can simply not just accept things the way they are or come to them in life, preferring change and action to blind acceptance of the ‘way life is’ - making them extremely goal-focused, and they can rarely stay still for very long. Rhythm Sways are also oftentimes not very traditional either, even being eccentric or hard to understand at times, but if there’s one thing you can understand about them, it’s that they’re dependable. If you need something done - you can always call for them and rely upon them. At their best, they are great problem-solvers and relentless, and at their worst they’re ruthless and impulsive.

The Sway of Zephyr
(Magic Gunner - Firebird)
The Sway of Zephyr belongs to fate’s free and flexible. They often leave an impact wherever they go, and can sweep others into their wake like a leaf in the wind - which often also makes them hard to tie down or stop. Zephyr Sway tend to be very personal people, and exhibited heroism or generosity can simply be an offshoot of their pursuit goals and stories. They lead by example unintentionally, and seem surprised when people look up to or even idolize them. Oftentimes they underestimate themselves, but that isn’t to say that they always have low self-esteem - Zephyr Sways are just doing their own thing the way they like doing it. At their best, they are motivated and adaptable, and at the worst can be avoidant and uncaring.
The Sway of Catastrophe
(Rune Magician - Ghost)
The Sway of Catastrophe are fate’s chosen vessels of despair - and that might make them sound like their Sway should be avoided, but simply put Catastrophe Sways oftentimes have incredible wisdom and empathy. They understand that misery and doom are inevitable in the world, and are willing to be the hand someone needs to feel safer or better. They aren’t healers, they’re just fantastic sympathizers that support those in pain by letting them know they’re there for you. A Catastrophe Sway is less like a curate or doctor, and more of the type of friend you vent to after a bad day - rather than practical advice. They’re not exactly the kindly martyr type either, as Catastrophe Sways can still exhibit emotions like anger and sadness like anybody else. At their best, they are non-judgemental and wise, and at their worst they can be bitter and fatalistic.

The Sway of Kindred
(Verglas - Bonder - Black Knight)
The Sway of Kindred are fate’s family-oriented loyalists. They are bound by the strength of their bonds - family, friends, pets, Youkai, and all of it in between. They bloom forth from companionship, and exhibit unbelievable loyalty to those they care for. While they are absolutely fantastic leaders, Kindred Sway tends to be more inspirational than commandeering - prophets rather than generals, and teachers rather than lawmakers. They can also dispense excellent advice from their experiences and wise minds, even when their own lives are riddled with despair and disorganization. They can often be found on sinking ships and in grave situations, forcing the endeavor forward with their sheer force of will - and no matter how bad things get, you can always count on them to be there to the end. At their best, they are charismatic and uplifting, and at their worst can be sullen and set-in-their-ways.


The Sway of Soul
(Monk - Kensei)
The Sway of Soul are fate's self-reflectionists, and are often very concerned with themselves and their identity. It wouldn’t be much of a stretch to call them ‘self-obsessed’, but they’re not narcissistic. They simply want to understand their own minds and existences. Forging a unique identity can be very important to a Soul Sway, and every decision they make or action they do goes towards building the narrative of their own story. That isn’t to say that Soul Sways only care about themselves, and in fact they can be extremely caring and loyal friends and partners - they just tend to assume that everyone follows the same way of thinking as them. Oftentimes Soul Sways have more-or-less complete control of their emotions inside and out. At their best they are competent and steady, and at their worst they can be inflexible and cold.
The Sway of Heavens
(Evoker - Shapeshifter)
The Sway of Heavens fate’s creative planners - and are, as the name suggests, concerned with the big picture. They’re incredibly patient, taking fate as it comes and working around it. That isn’t to imply that Heavens Sways are pushovers, they just chose to pick their fights carefully with their seemingly endless wisdom and creativity. Heavens Sways tend to believe that you have to let something burn to be able to build it better again next time, and tend to be innovators - concerned with adding new things and concepts to the world - recycling the new into the old, the rotten into the fresh, the unfair into the just, and the like. To them, the journey is more important than the destination - but the goal has to be worth getting there. At their best, they are steady and creative, and at their worst can be apathetic and vague.
The Sway of Judgement
(Tactician - Engineer)
The Sway of Judgement are fate’s grand thinkers and tacticians - but that doesn’t mean they always have the answers. They’re always concerned with the most rational train of thought, and are only comfortable when they have a hold on all of the choices and possibilities laid out before them. Because of this, it can leave them frozen and unable to act while they process the information and formulate a plan - but they are fluid, with unbelievable grace and precision once they’re able to do so with little disruption. They’re amazing builders and architects as well, as they are able to separate their emotions from planning a building. At their best, they are innovators and just, and at their worst they can be indecisive and stubborn.
The Sway of Fortune
(Ranger - Lantern Bearer - Spellthief)
The Sway of Fortune are fate’s knowledge-seekers, driven to learn and understand the world at large. Of course, they are also concerned with literal fortune, but much fortune is found through knowledge. They have the ability to research many sources of information and create something useful out of them by weeding out the lies and misinformation. This description may give you the image of a Karaten classroom with many introverted scholars with their noses in books, but that’s almost the complete opposite of Fortune Sways. They have fierce intensity for knowledge and fortune that can disturb or upset others at times, and they aren’t concerned with laws or societal norms - often taking the laws as suggestion, rather than using work-arounds or loopholes. At their best they are resourceful and driven, and at their worst they can be fussy and insensitive.
The Sway of Void
(Hexer - Void Assassin)
The Sway of Void are fate’s secret-keepers. They are not scared of the unknown, or using the potential of sources that the world at large may find wrong or morally impractical. They value the mystery of the world, and don’t mind not having all of the answers as long as they get what they want in the end. Void Sways prefer casting doubt on well-known information and propaganda than seeking knowledge themselves, as an attempt to make the world question if things are really as they seem and truthful - without caring much for authorities or widely-accepted knowledge. At their best they are wise and intuitive, and at their worst can be dismissive and apathetic.
The Sway of Mania
(Demon Hunter)
The Sway of Mania are often colored as fate’s villains and forces of chaos, but like many things it’s simply a gross stereotype of the Mania Sway. They simply have a great distaste for lies and false ideals along with the stability that they can bring to many. To them, the truth will always be more important than a populace’s comfort - and they have no hesitation in making that clear to those around them. They often prefer anarchy of the wilderness or lawless towns to any forms of civilization, which they consider to be full of tyrants and ‘sheep’, and can be extremely difficult to convince otherwise - especially when they’re extremely attached to their opinion. At their best they are revolutionary and fearless, and at their worst they are cruel and vicious.

The Sway of Faith
(Priest)
The Sway of Faith are… fate’s faithful, as the name suggests. They are driven by their convictions before anything else - doing right for right’s sake, and are quick to come to the aid of others who are suffering in any way. Their views of the world can be extremely black and white, so the “right” thing to them may not always be the worldwide opinion. They put great faith into loyalty and imagination, usually dreaming of how to create a better world - whether they’re a part of it or not. That’s not to say that Faith Sways can’t be destructive, especially if they believe they can replace the corrupt with the just - they’re just not chaotic, per-se. At their best they are positive and warm, and at their worst they are narrow-minded and selfish.
The Sway of Life
(Aquamancer - Grand Summoner)
The Sway of Life fate’s healers of the world, concerned with the betterment of themselves and those around them - marching onwards eternally for  positive progress. They are extremely empathetic, and have an intuitive understanding of the suffering around them - as well as the best ways to fix it. Their capabilities can be both physical and magical - as well as mental - but that’s not to say that they’ll always give you a cure you’ll like. They also often put others' needs in front of their own, causing their own suffering when they themselves end up the one in trouble, which can cause them to grow bitter as their own needs have been pushed aside. At their best they are caretakers and nurturers, and at their worst are passive-aggressive and pushy.

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  [2.48] Non-fishable areas
Posted by: Autumn - 07-14-2021, 09:21 PM - Forum: Bug Reports - No Replies

the following types of tiles are not valid fishing tiles, the ones that are in front of my character here:

[Image: 6uihIOE.png]
[Image: e9mehJW.png]
[Image: aoghRAN.png]
[Image: NOOPH6F.png]
[Image: VhdHyeC.png]

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  Grapple Traits
Posted by: Snake - 07-13-2021, 08:03 PM - Forum: Suggestions - Replies (5)

I've decided on something else. Racial Traits tied to grappling would be nice, or general traits that allow you to perform some good stuff with it, also a slight nerf to Shaitan's Painful Grip is suggested along.

Painful Grip
Shaitan Race, 15 STR.
Grapple trait (only 1 can be selected). On a successful grapple, the enemy takes unresistable Pierce physical damage equal to Character Level, and may be inflicted with Lingering Damage (LV = 75% of Scaled STR) for 3 rounds.

Draining Grip
Vampire Race, Lich Race, 15 STR.
Grapple trait (only 1 can be selected). On a successful grapple, if you have Life Drain equipped, you will automatically use it and gain Essence equal to the lower of the target's VIT or the Vampire's VIT (min. 10).

Incinerating Grip
Lich Race, Salamandra Race, Hyattr Race, 15 STR.
Grapple trait (only 1 can be selected). On a successful grapple, the enemy takes unresistable Fire magic damage equal to Character Level, and may be inflicted with Burn (LV = 75% of Fire ATK) for 3 rounds.

Poisonous Grip
Wyverntouched Race, Naga Race, 15 STR.
Grapple trait (only 1 can be selected). On a successful grapple, the enemy takes unresistable Acid magic damage equal to Character Level, and may be inflicted with Poison (LV = 75% of Scaled SAN) for 3 rounds.

Point Blank Elimination
Human Race, 15 STR. Requires Divine Eyes. 10 round cooldown.
Grapple trait (only 1 can be selected). On a successful grapple, if you have a dagger equipped, you will attempt to trace a spiraling line. On success, you will deal Pierce physical damage equal to your Level * 2, minus 20 per mistake, and automatically inflict Interference for 5 rounds. If you traced the spiraling line without any mistakes, and they are a non-boss, non-player enemy, they are instantly defeated.

Groundpound Style/Wrestler
15 STR. 15 SKI.
Grapple trait (only 1 can be selected). On a successful grapple, while Restrained or Restraining, the skills 'Body Fling' and 'Buster' will be made available.

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  Inventory Weight Indicators
Posted by: Tanasinn - 07-13-2021, 05:12 PM - Forum: Suggestions - Replies (3)

The new inventory is nice, and all, but it's impossible to sort by weight or tell what has weight in the first place.

This is a serious pain in the ass for anyone and everyone. A simple 'sort by weight' or indicator tacked on to the normal inventory screen would be lovely so people can actually work to clean out their inventories without having to guess. It's extra bad for newer players that didn't experience the old inventory system, and don't have a feel for what does or doesn't have weight.

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  The Undercity of Mandira and Aasha - General Request
Posted by: Trexmaster - 07-13-2021, 02:01 AM - Forum: Applications - No Replies

Applicable BYOND Key - Trexmaster

 
Character Name - Jijnasu (This is just who the house was originally on and my first character, as this is less of a character-specific request)
 
Request Type - General
 
Request Details - 

Mandira (Mahn-Day), and subsequently Aasha, are both underground colonies situated in western Alstalsia, long since kept under wraps from the public eye as they silently observed the world, toiling away just to survive all the while. Horrible beasts and rigorously trained soldiers were amassed for a singular purpose: to keep the peace of the world if none other stood to do so.
 
At the behest of the entity known as Krodh-Dil, Mandira was established in the Year 220 by the mercenary group, The Band of the Stag, quietly situated itself in the forsaken wilderness of the Alstalsian forests, where it would rest silently. Acting only for self-preservation and the expansion of their forces. Expeditions spearheaded by the ancient Lich, Yamraj Dhil--known to most only as the Devourer or Father--to Egywn to gather 'recruits' through skirmishes with the native tribes or fighting off their captors--the Wild Elves.
 
 
Doubling their efforts to oil the Mandiran machine, Yamraj had arranged with numerous contacts to acquire Mechanations for 'indeterminate labor' once production of their kind had seen tangible results in the years leading up to their total perfection. Being a member of Albedo made the process far easier, since getting around Karaten machinations one way or another was nothing new for them. As the years went on these Mechanations would grow in number and be granted near total freedom as insights into their psyche necessitated proper frames and treatment to ensure a long, if not indefinite, life.
 
A society was cultivated beneath the earth of Alstalsia, corralled by a Mechanation of Yamraj's own making- Sasaka. Several other Mechanations made by his daughter, Rachika Dhil, acted to organize specific factions within Mandira: Jijnasu, who led the Plaguebearers; Dharma yuddha karane-vala, who led the Steel Order; Puralekhapala, who led the Black Cats of Hate's Refuge; Dhokhebaza, who led the Black Hand; and Shikari, who led Mercy's Message.
 
All of these factions served a specific purpose: Doctors and researchers; Enforcers and engineers; Scavengers and esoteric scholars; Subterfuge and record keeping; Reconnaissance and exploration. Mandira's citizens would divide themselves initially among these five groups to find their individual purpose toward the ultimate goal of peace for all...even if the means by which some found themselves at Mandira's service were less than peaceful.
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The 'esoteric research' of the Black Cats also included the collaboration of Puralekhapala and Yamraj Dhi, on top of Puralekhapala's own research into the nature of the Grimalkin. It was Yamraj Dhil who, through experimentation into creating subservient beasts, gave birth to the first of many malformations: The Devourer, coined after his original moniker, and partially due to the rows of teeth that lined the chest of Yamraj's first gods-forsaken creation.
 
 
Yamraj was only able to make Devourers out of ordinary, human-like races through a magical parasite--his true first creation, if one wanted to be precise: the Sanguine Parasite. Engineered to disguise itself with Sylphid magic, then reshape its victim with Isesipian magic to better suit its endless hunger for Focus, often through blood--hence the name. Trials in Albedo had gotten the parasite far enough to begin live testing, a large reason why slaves were even necessary if Yamraj was to engineer his beasts.
 
 
These dark experiments took place in a laboratory deeper than the lowest portion that Mandira recognized, found down a tunnel dug deep into what would become the borderlands between Mandira and Aasha: The Depths. The laboratory would be later abandoned after many proof of concept trials had been performed, sealed off by Puralekhapala to prevent anything from escaping, and to forget the horrible things that transpired.
 
 
Of course, the question remained of what to do with beasts Yamraj had made. Intended to act as tools of his will, The Depths would act as a home for the plethora of creations at first, though knowing this would not suffice for long, work was made on the creation of what would come to be Aasha. The name meaning 'Sanctuary', an invention of Rachika to create a home for those the world did not desire. A home for Yamraj's creatures and Rachika's own.
 
 
The development of Aasha would be greatly assisted by a feud between Sasaka and Puralekhapala, demanding they control the Grimalkin population to curb the ever increasing need for rations due to rising birth rates. To address this, male Grimalkin were to be expelled to Aasha--though as far as most in Hate's Refuge knew, this was to their inevitable death. With the help of Rachika, the unwanted were safely relocated, along with a handful of females who had disguised themselves to remain with their loved ones. It would be these Grimalkin who would establish the small colony of Last Light.
 
 
Last Light would serve to harbor the 'normal' residents of Aasha, a sanctuary from the monstrosities meant to lurk nearby. Over time Aasha would harbor its own factions, legions led by powerful figures who came to appreciate Rachika's efforts to provide for those the world scorned: Lord Abraxis, who led The Annihilators; Lord Raksaka, who led The Death Knights; and Lady Valyerie Puralekhapala, who led The Sin Eaters. Far later in Aasha's lifespan would a fourth legion emerge, led by High Seer Arianne--The Sculptors.
 
 
Rather than any concise role given to each faction, all served their own purposes, yet acted in the best interest of their unified survival beneath Mandira and Sigrogana. Some sought justice, some sought chaos.
 
 
 
With the decline of Mandira acting within Egwyn's border and the rise of Aasha as an almost independent colony, a neutral embassy was established near the coast on Egwyn, known as Jigyaasa. Situated nearby an unpleasant forest and kept contact with natives to a bare minimum with security maintained by Mechanations and creatures of Aasha to limit the upkeep of those stationed there whilst discouraging attacks.
 
 
One very notable creature used in the defense of Jigyaasa is known only as the Wyvern Horror- the result of a Sanguine Parasite infesting a Wyvern, known to be among the greatest of Yamraj's tools and are often kept to roam Egwyn until they are needed.
 
 
To better support the interests of Aasha in Egwyn, the Egwyn Liberation Front was established by a Wyvern Horror of substantial intellect: Mizar. Still able to mostly conceal its form unlike most Wyvern Horrors. The ELF was to act as an open enemy to the Redrayders, and any other threats to the liberty of tribes within Egwyn in order to secure food and potential captives by countering attempted raiding.
 
 
Though recent times have proved these efforts to be in vain. A new approach would be necessary if the future were to be preserved indefinitely...
 
 
OOC Note: This is largely a summary of what Mandira and Aasha are, with a bit of new info in regards to the ELF. The documents I'll link further below detail everything I've wrote regarding people/things of interest within the two.
 
 
Writing all that down in one post would be a bit much, but hopefully this synopsis helps paint of picture of what Mandira and Aasha are.

 
 
Reason why you are making this request (if applicable) - First and foremost I want to make it clear this was brought up to GMs in private before recently, and a small portion of what I wrote generated concern and need for change--which I'm more than happy to adjust (in fact, I even adjusted a point of contention: the number of Mechanations Mandira would have). Nothing else to my knowledge was directly forwarded to me as a concern, beyond the logistics of remaining hidden with X number of people. I can't really give a de facto answer to that one without the GMs say, hence why I'm here.
 
 
Essentially, this request is to solidify the background I've created with Mandira and Aasha over the 6 years I've played this game, now that applications are a thing. Originally, I had planned to have this sorted out in private, but that wasn't working out. I feel it for the best to finally lay out what I'd been doing all these years.
 
 
I understand there's a lot to digest with this project and it may seem odd that I'm trying to get this all processed at once, but for context I've been in contact with the GMs several times and presented Mandira as early as Q1 2015, it was simply a time where approval was ambiguous and often times infeasible. Without being able to get the time of day, I simply wrote and repeated the cycle of requesting approval and informed as many GMs as I could whenever I updated what I had written--this went on for years.
 
 
So here I am today to finally ask the GMs again (and all the new ones) to review what has served as a backbone for many of my character's background, as we now have a public outlet to do so.
 
As a disclaimer: I never did anything absurd without making sure it did have GM approval, outside a few fringe events (that were run through GMs) all Mandira and Aasha have done is acted as a backdrop for where characters came from. I'll list the examples in the next section.
 
 
Roleplay & Lore supporting your request -
 
 
1. First off, here's the reference document which contains all the relevant documents I've written regarding the lore of Mandira and Aasha - here
 
 
It's a lot to read and I've done my best to organize it so as to make it less of a pain to find everything. Keep in mind this is a project that I've actively updated for 5+ years.
 
 
2. Here's my (approved) application that was formerly done in private with (former) GM Slydria - here
 
 
This character is tied directly to Hate's Refuge and the existence of Aasha. It wouldn't be impossible to rewrite to only include what's necessary for that character, but I find it strange this was never brought up before. I know it's infinitely easier to approve one character than it would be to approve and examine the entirety of Mandira but a good chunk of the GM team knew before I even made this app what I was doing with Mandira.
 
 
3. Events!
 
 
The very first interaction with Mandira, ever, was back when Bloeden got his butt kicked out of Law's End. A small contingent left with Reaper the Mech (yeah, that's where he vanished off to) - log here (It's worth noting for this event that Papillion de Nuit (Dyst) later wanted their character's involvement omitted.)
 
 
Paravir's Assassination. This was a big debacle way back when Paravir, a notable Hyattr wanted to make an expedition to Egwyn to attempt to find and eat whatever remained of Hyatt. Obviously, this ran directly against Mandira's goals should this actually grant a level of divinity, thus the plan was made to have her killed before she could even try. - log here
 
 
What the public didn't know was that the assassins disguised as the bad-guy-of-the-day Corpson Enterprises at the time were really hired by an associate of Yamraj. It served to throw blame at the then already reviled Corpson even should the attempt at Paravir's life have failed, which it didn't.
 
 
In hindsight I definitely could have run that one better, but at the time I was very concerned with keeping my operations on a need-to-know basis, so I had a friend relaying messages to Chaos on my behalf to keep him informed of what our plans were while the event for Paravir was being run.
 
 
You can even look way back in the SL2 public discord where I cleared up my involvement (around Feb 2016, search for Paravir).
 
 
The conclusion of Tzeek. It played a very minor role in the finale of this event chain hosted by former GM MakeshiftWalrus (before he was a GM if I recall), but had clearance from the GMs as at least one participated in the event personally. log here

 
If you don't want to read through the entire thing, skip to about halfway or CTRL + F 'Other Narrator'. That's me, and those narrations were an opportunistic attack on the parties' ship home by the Aasha forces stationed around Jigyaasa. I'd worked this part out with MakeshiftWalrus prior hence me being allowed to post as a narrator at the time. It was meant to present a dilemma to the party at the final moment of the event and a potential hook if what happened was ever looked into (spoiler: it wasn't). This played a major part in the victim of the boat attack's story, the PC owner of the ship, as they were eventually returned unharmed. Physically.
 
 
 
4. The tree. Not really an event, just a unique creature that was, to my knowledge, allowed to exist in the Law's End Graveyard (yes that graveyard). If you want more lore on it, dig through the doc I linked for 1. and go to the Aasha Legions doc then CTRL+F 'Hanged Man'. Unfortunately, the one time it did something is lost to the annals of history, but its existence can be verified by some of the GMs currently on the team still, it's been in Law's End for going on 5 years now.
 
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Conclusion:
 
 
 
Since this is a large and wide sweeping request, I'd like to make it clear my intentions for this. I want to make this project into something more publicly accessible. I have several plans depending on the reception of my request, but it hinges on Mandira and Aasha having existed in the first place. Otherwise, it'll be a lot of rewriting to tie together everything all over again.
 
 
 
As to what 'publicly accessible' means, without spoiling too much, it'll be a publicly operating group run by former agent(s) from Mandira. It'll be great, I swear. Blades 2.0, go. Seriously though, in regard to what I'll do with that group, the only Mandira/Aasha related things will be the people, but I can go over details in private for that need be, just because it's still a heavy WIP.
 
With that out of the way, I'll address what will likely be some of the first points of contention for those who wish to read through my documentation:
 
1. Secrecy - How does Mandira manage to maintain its secrecy with so many people operating out of it?
 
They wouldn't be a secret to everyone. Considering what little they do above ground and the pains they take to conceal themselves when they do it (docking at random locations, using very small, heavily armed ships for transportation) combined with pulling strings or performing favors to win over the presiding Houses if any issues arose, especially considering Mandira nor Aasha ever performed any negative actions on Alstalsian soil. Unless you want to count defending against hostile wildlife.
 
 
2. Population - How does Mandira (and Aasha for that matter) manage to retain so many people?
 
 
A combination of underground farming and goods delivered via what few ships they operate (3 tops). Trading with the Alstalsians is also not uncommon, but it is not made abundantly clear to the seller where the goods are going--not like every potato merchant is going to do a full background check, especially when it isn't done in bulk (which would obviously be avoided, even if it meant less efficient trips when being done on Alstalsian soil.)
 
 
3. Mechanations - How does Mandira have so many Mechanations? Wouldn't Karaten stop them?
 
This has been brought up before, and since we have no idea what kind of process Karaten has for registering and assigning Mechanations, it's safe to assume that those knowledgeable in Karaten's bureaucracy would know the limits and extent of how much you can get away with by the books. It's assumed the Mechanations living in Mandira, aside from certain ones, are registered to various affiliates of Yamraj and assigned to perform labor on their behalf in exchange for various forms of compensation--Murai, research assistance, whatever bits a morally grey alchemist might want, you name it. That's just how I imagine it though.
 
4. Spookies - How would all the awful things you created in Aasha even exist?
 
This heavily varies on a case-by-case basis, but I tried to justify all the assorted monsters I made up, largely through the write up on the Sanguine Parasite as a catch-all for a lot of them. Where the limit lies when it comes to abominations is vague. They're mostly just to add some variety to the spooks you might encounter if Aasha is relevant. 
 
5. Literally God - Krodh-Dil can't possibly be a god---what is he? How does he/it even exist?
 
It's debateable really, I intended for Krodh-Dil to be one of many lesser gods who abstained from Heaven's Contention, helping to provide the background by which Mandira was formed through his goal of preserving mankind. The moment I wrote him in I intended to come to a compromise on just what could have been Krodh-Dil to act as the founding figure that led Yamraj and Rachika to work on the founding of Mandira 200+ years after his dissapperance. This leads me to my last pre-emptive explantion:
 
6. Pre-Contention - Yamraj and Rachika can't be older than Heaven's Contention without an app!
 
You're right, this is effectively that app. If it comes down to this entire request collapsing, then I might end up submitting an app exclusively for those two once I've pain-stakingly rewrote everything into something that will, hopefully, not get rejected. Maybe.
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I know this a huge undertaking heavily rooted in much older times, but after all these years all I'm asking for is a chance. There's so much I could do with all of this, but it all relies on what I've written being acceptable.
 
I just want to say thank you to all those who worked with my project in years past, even if I did a pretty crap job of holding the whole thing together in the end, and I want to apologize to anyone who might've been negatively impacted by the events I had a part in or how I handled the project internally.
 
Mandira/Aasha was never meant to be a meta-goon squad that beat up people I didn't like, the whole reason I laid out the specific criteria Mandira would act on is so that it would be clear any moves they made would be in good faith and ICly motivated. Some people may have gotten this impression as I only stepped out publicly once to clear that matter up, due in part to my prior efforts to keep the entire project an OOC mystery for those not involved or a GM. For all the 5+ years of their existence Mandira has only ever acted against one person. Paravir.
 
So with all that said, thank you to anyone who reads through all of this, and I hope you at the very least enjoy what I've written.

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  v2.48 - Wraithguard Icon
Posted by: Kiss - 07-12-2021, 06:46 AM - Forum: Bug Reports - Replies (1)

Just a small visual bug, the upper half of the Wraithguard is UNDER the layer for players (and I assume any other monsters). Heres a visual guide for show.




[Image: KSgH9HM.png]

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Sigrogana Legend 2 Discord