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  v2.45b (Testing Server, presumably in v2.45c of Live Server too) Indomitable
Posted by: Fern - 06-04-2021, 12:18 AM - Forum: Bug Reports - Replies (3)

This test was performed in v2.45b of the Testing Server.
 
Indomitable is reducing damage by 7% instead of 10%. It is reducing by 14% when the attacker is Feared, and not 20%.
 
Damage vs Prinny:
[Image: kPpdd9D.png]
 
Damage vs 0 Defense, 0 Armor, 10 weight Heavy Armor target (has Indomitable) and no Fear:
[Image: unknown.png]
 
With Fear:
[Image: ChkuutH.png]
 
Attacker stats:
[Image: DwtjuJq.png]
[Image: eOPUD4U.png]
 
Target details:
Imperialist race with Mutated Galdric Blackheart with the Heavy tool quality so that it could hit 10 weight as Heavy Armor with 0 Armor. The target had 0 DEF.

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  Mysterious Mists- Mercana?
Posted by: Maksimum_Fire - 06-03-2021, 03:21 AM - Forum: Sigrogana - Replies (1)

The Arena's observers noticed some interesting magic, recently.  Some water kicked up inna the air, that made it hard to see much of anything.  Makes the hair stand on end, really.

It was hard to get a look for a while, but it seems like that magic was actually patchin' wounds, restoring what damage a fighter had taken.  Unbelievable!

"Isn't that mercana?"  Some would say.  "I've never heard of Mercana like that.  Isn't that Aquamancy?"  "Aquamancy's mercana, dingus."  The peanut gallery got into all sorts of a tussle over this kind of magic.

Tarson takes these concerns seriously.  The Arena takes these concerns seriously.  But we can't have our stand-sitters fightin' each other more'n the fighters, themselves, are.  So any more discussion about it this season is barred-  The misty stuff'll be allowed 'til a good look into the magic, and a consultation with the Church knights has been completed.

Keep brawling.  Put your hearts into it.  That's what it means to be in the badlands-  That's what it means to fight.

------------------------------


Mercalan Mists has not been designated as Mercana by the Leaderboards program-  And as such, it's not banned.  There is not a separate ban and allow list, only a ban list-  So please pay close attention to the ban list.  That said, player characters have spoken passionately about the Mists, and as such the Arena will be considering how to handle this going forward-  And entering communications with Lispool.  Depending on how communication goes, there may be an amendment in next month's leaderboards program.

Thanks everyone for your interest in the Arena Leaderboards program!  I hope we can see more players pairing off and getting spars done.  Remember to read through the leaderboards rules!  It's important for smooth operation for all involved players in a spar to provide logs of the situation.  If you're unfamiliar with logging;  A right click can pull up a small text prompt that allows you to log posts that have gone by over the course of your SL2 session.  Players on the official sl2 discord can give you a more in-depth tutorial for logging, if you're experiencing a unique problem.

Till next time!


-------------------------------

...In a shabby office, nowhere near a good city-  A messenger arrives, gasping for breath.  "-Sir!"

The red haired men at his tent-desk raises his head.  "...Did he mail us back?"

A stern expression conceals whatever nervous feelings might be there.  The messenger nods, catching his breath-  Handing over a letter with the Church Knight insignia.  "He'd like to see you, soon as you're able."

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  v2.45c Chaos Key bug
Posted by: Moku203 - 06-02-2021, 10:10 PM - Forum: Bug Reports - Replies (1)

When attempting to use a chaos key from the inventory, it will lock up and make the key un-useable which can be fixed on a re-log


I assume it is related to the bug with the inventory in which using items that bring up a menu or otherwise get consumed (fruits, eating when full already) that causes some form of hiccup


Steps to recreate:

Have a Chaotic Key
Use key with use button in inventory screen
game will say key has been used, no dungeon or menu to sacrifice a core will come up, and key becomes un-useable until a relog.

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  WHICH
Posted by: Sawrock - 06-02-2021, 04:25 PM - Forum: Fruity Rumpus General - Replies (2)

Tell us the truth, Dev. [Image: hWfAEcn.png]

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  Stepping Down
Posted by: Slydria - 06-02-2021, 03:57 AM - Forum: General Discussion - Replies (10)

Alright, I said it was my last month as a GM and I'm making good on that now. This is me officially stepping down from the post.

To be 100% clear, I do still have my GM powers, this is because Dev felt more comfortable with me still having them in case of emergency situations that other GMs aren't available to handle at the time.

Beyond that, however, I won't be responsible for handling GM duties anymore... but I don't think that'll be an issue. We now have many new GMs that I believe will continue to be beneficial to the game and I hope you'll continue to give them your support.


It's been a long and interesting journey to say the least, having been GM between SL1 and SL2 for over 11 years and while it has certainly been challenging and occasionally frustrating, I am overall glad and think it's been a mostly invaluable learning experience, a great opportunity for me to make good friends and has made me a better person as a whole.

I want to thank everyone who has supported me throughout the years and even though I'm not a GM anymore, I do still plan to help improve the game but from a different role now.

Thank you again.

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Heart Race Suggestion Megathread
Posted by: Shadbase - 06-02-2021, 02:56 AM - Forum: Suggestions - Replies (6)

Yeah! I'm a bastard!
With the advent of our third flavor of Corbie, and with the suggestion I made in the most recent survey (as of the time of this thread), I wanted to suggest some ideas for races. Some of these have been floating around my head since 2017-2018sh and nobody really ever formally suggested them. So honestly, with three years behind it, I wanted to post them.
I'm just making this a megathread for race suggestions in general. Might make it easier to keep track of suggestions already in and everything, y'know?

NOTES:

  • I am not an almighty mid-max builder, so I have no idea what the base stats of races should be like. I can only suggest what I think their strengths and weakness are from an IC/lore standpoint.
  • I can in no way promise I have good ideas. These're just concepts I threw together for fun + to put some energy behind the suggestion I made in the survey!
  • I made the attempt to limit Kaelensians (because we have a lot already) + and avoided bird-like races (because we have a lot already).
  • The races are suggested with the idea that races that aren't humanoid aren't greatly welcomed and would require custom sprites that - more than likely - nobody is going to make.
  • Suggestions are welcome! Both to my ideas and races to add to the list. I'll add virtually any idea, as long as it's possible in lore and doesn't go against the rules. (I'm looking at you, yooou jammer degenerates-)
  • The formatting of my post is FUBAR because... the forums decided so, I guess. Sorry.
  • If you think a race could be unbalanced... cool! Give new ideas. Don't just yell in the thread without any actual fix. Please. These are simply ideas and not a balance-fu scream room.



URSIDAE
(Race Concept suggested by Nuclear & Cereza. Works best in Kaelensians.)
Lore: The Ursidae Kaelensia are a human-like race that posses bear-like ears. Much like Lupine, Ursidae are as strong as their bear counterparts and are hard even make flinch. Many Egwynian Ursidaes take charge as hunters and guardsmen for their tribes and prefer to stay in groups rather than be on their own. Many Ursidae outside of Egwyn find jobs as knights, mercenaries, Black Knights, and bodyguards very easily due to their impressive strength and loyalty.
Strength & Weakness: I would imagine STR and VIT as strengths, with their weakness being CEL and WIS. They're built similar to Lupine, but I find Lupine isn't RP-wise that great of a tank Kael, given that dogs aren't exactly tanking animals. But BEARS? Definitely.
How would they be sprited?: Just give them Lupine ears. Worked for me when I made my "Ursidae" characters as defection Lupines
Skill Ideas: (Cognitohazard) A bonus to fist-based attacks, or something like Leporidae's bonus to kicks.
(Raydon) Their instinct skill could be protection with a range, with a % chance to trigger based on thresholds.
(Cognitohazard) Some sort of "hibernation" skill, which gives a great HP boost but also puts them to sleep for X amount of turns.
-------------------------------------------------------------------------------------
DOLOROSE
(Race Concept suggested by Cereza, with edit suggestions from Raydon, taken from their own original universe. Works best in Ancients / Others.)

Lore: Spiritualists for years have studied the concept of the Dolorose - those with such strong wills to live that they've wedged a wrench into the cogs of death to keep themselves around just a little longer.
Dolorose are both alive and dead, similar to Vampires - but rather than powered by Huggessoa, Dolorose are people who died but due to their spiritual knowledge of the afterlife and strong willpower have possessed their own dead bodies. However, this makes them prime targets for Reapers, who see Dolorose as an affront to the cycle of life and death.
Dolorose are often confused for Umbrals, due to their ghost-like visage in the dark, but unlike such Dolorose are always loosely opaque, it just might take a keen eye to notice. Dolorose also often have a halo floating above or behind their head - which changes in shape to match the Dolorose itself (such as a classic halo or a unique one), their skin tends to be pale, and their hair is black or white - regardless of their original haircolor.

Strength & Weakness: I would say WIS and RES for strength, & VIT and STR for weakness.
How would they be sprited?: Vampire's ability to have any racial (since Dolorose keep their racial traits), halo doesn't need to have its own sprite, really.
Skill Ideas: N/A
-------------------------------------------------------------------------------------
LOCTISTA
(Race Concept suggested by Cereza. Works best in abominations.)

Lore: Legends from the darkest pits of society talk of a group of outcasted mages from Karaten, who were working in secret on learning the secrets of the Spaitals from Black Doors. Most monsters of Black Doors are rather normal, things we could see in Sigrogana if we'd tried hard enough, but Spaitals are an enigma, as there is nothing else in the world like them. These banished mages attempted to connect human test subjects to them, succeeding only in making horrific monsters from which there would be no return of the wrath of.
Loctisata are often found with markings upon their face, as well as an extra eye on their chest or forehead - or two on the palms of their hands.
Strength & Weakness: I would say WIS and SKI/RES for strength, & LUC and DEF for weakness.
How would they be sprited?: That'd be up to what Dev wanted if anything. They don't need anything.
Skill Ideas: (Cereza) Would be cool if they could summon Spaitals, or have their spells innately.
-------------------------------------------------------------------------------------
VESPER
(Race Concept suggested by Cognitohazard, lore by Cereza. Works best in Others.)
Lore: Often in modern culture, bats and Vampires are attached at the hip. Of course, not literally, but the myth that vampires can turn into bats from storybooks and plays comes often from the relationship between Vesper and Vampires. Vesper are a race of humanoids with bat-like ears and wings, who's screeches can be heard from miles away. Many Vampires use Vespers as thralls (whether willing or not), or squires, and after having a history of being in line with Vampires, of course, people would think they were one in the same.

Strength & Weakness: I would say VIT and WIL for strength, & LUC and RES for weakness.

How would they be sprited?: Lupine ears, Hyattr wings. If anything, they could use smaller versions of the wings, but... effort.
Skill Ideas: (Cereza) A sound-based innate attack skill for sure, although I feel like that might them start feeling same-y to Theno with the offensive skill - but a sound-based race that isn't about SINGING would be cool.
-------------------------------------------------------------------------------------
DAWACO
(Race Concept suggested by Cereza, taken from their own original universe. Works best in Others.)

Lore: Rarely seen by the outside world, Dawaco are a species of squirrel-like humanoids that live within forests for most of their lives. They're foragers by nature, and have low needs for survival - food, water, and sleep. Because of their roughing-it lives, they're naturally sneaky and natural survivalists. Typically those that leave their forest and family are going because of curiosity of the outside world, and may return at any given point in time.

Strength & Weakness: I would say GUI and LUC for strength, & RES and WIL for weakness.

How would they be sprited?: They would more than likely need a tail sprite but could use lupine ears.

Skill Ideas: N/A
-------------------------------------------------------------------------------------
IGZELL
(Race Concept suggested by Cereza, taken from their own original universe. Works best in Corrupted.)
Lore: Igzell are a type of Corrupted that have taken on a humanoid form of a single insect, for unknown reasons within a Darkzone. Igzell are often found in large groups of other Igzell of similar insects, called "Hives", in which they have their own primal society - almost like a tribe from Egwyn. Most Igzell never leave their hive for safety and comfort, and ones that leave are often cast out for one reason or another, and expected to expire in the outside world. But there's always the ones strong enough to survive outside.

Strength & Weakness: I would say STR and CEL for strength, & DEF and VIT for weakness.

How would they be sprited?: I'd say you could give them Pap's wings, the uni-horn and devil horns from Zeran, and Shaitan's claws just for flavor, but I don't think they'd need anything super special.
Skill Ideas: N/A
-------------------------------------------------------------------------------------
IRVIKUVA
(Race Concept suggested by Cereza. Works best in Ancients / Others.)

Lore: Irvikuva are a race of magical constructs made of stone, either possessed by malevolent spirits or powered by an immense amount of focus. In olden times, Irvikuva were made to be statues to scare off people from property - much like modern gargoyle statues, but with magical veins to move them around.. Because of the amount of focus they require to continue, most modern Irvikuva require repairs and recharge periods, or a 'Keeper' that allows them to borrow focus from them, since Irvikuva cannot generate focus on their own.


Strength & Weakness: I would say STR and CEL for strength, & DEF and VIT for weakness.

How would they be sprited?: Give 'em Hyattr wings for gargoyle-y ones, otherwise, they don't need anything. 

Skill Ideas: (Cereza) MP steal ability. Yes yes yes.
-------------------------------------------------------------------------------------
DJINNI
(Race Concept suggested by Cereza. Works best in Others.)
Lore: Many are aware of Amiras's Redtails, a race that affects luck for themselves and everyone around them - as well as the lesser-known Omnia, which steal luck for themselves for unsuspecting people, but many forget a key part of Amiras's legends: her trickery. The Djinni are a race often found in unoccupied areas of the world, mirroring Amiras games of chance for unsuspecting victims, before twisting them into their own gain. 

Strength & Weakness: I would say WIL and LUC for strength, & RES and VIT for weakness.

How would they be sprited?: They don't really need anything special.

Skill Ideas: N/A
-------------------------------------------------------------------------------------
EENAR
(Race Concept suggested by Cereza. Works best in Others.)
Lore: The Eenar are a race of humanoids with unique, white unicorn horns on their foreheads, and hooves for legs - much like Appartaurus. Rare and mystical, the Eenar are often hunted by both scholars, slavers, and those who believe they can grant wishes due to their similarity to the unicorns of legend. This has many believing that the Eenar are extinct, or so small in numbers and in hiding that they're not going to be found anytime soon.

Strength & Weakness: I would say WIL and RES for strength, & STR and DEF for weakness.

How would they be sprited?: Give 'em the unicorn Zeran horn.

Skill Ideas: (Cereza) I'm going to stab people through with my horn and nobody can stop me.

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  (v2.45c) Links are wack
Posted by: Snake - 06-02-2021, 12:52 AM - Forum: Bug Reports - Replies (4)

[Image: unknown.png]

When you put a link in Say, Emote, Shout and its W and L variations, it outputs like this for some reason.

The same doesn't seem to happen to LOOC, or OOC.

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  Lets go Camping!
Posted by: Moku203 - 06-02-2021, 12:06 AM - Forum: Suggestions - No Replies

With the addition of the tent in the arena (love it by the way)

I was wondering if it would be at all possible to make a tent item that would load a small instance in a campsite, so we could have an actual campsite with a tent and furniture outside, it would make RPing in camps more organic I feel.

By which I mean, you'd be able to enter the tent and have a small space to be in much like a player home but much smaller.

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  Profile Suggestions Megathread
Posted by: Turadis - 06-01-2021, 07:11 PM - Forum: Suggestions - Replies (5)

Changes and updates to the profile features were posited in the most recent Dev Poll. I know a lot of people have ideas and suggestions for what new features they'd like to see in profiles, so let's use this thread to provide and support them.

For my money, it would be excellent if there was some sort of system that allowed players to quickly swap between multiple profile presets, including their profile picture and description pages.

It could be a donation item, or something we'd be able to tie to a magic mirror's existing outfit slots for the character sprite. It would be extremely helpful for those of us that portray characters in distinct casual and combat gear, such as plate armor users, as well as many others I'm sure. It would be far less tedious and/or immersion breaking than our currently available options for portraying characters like this.

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  RE: Survey and things I couldn't put there. (Muh opinions on the StAtE of balance)
Posted by: Snake - 06-01-2021, 04:45 PM - Forum: General Discussion - Replies (4)

Ahem, as the title said, more things came over to my mind after I put my survey's answers up. So it's best to log them somewhere, it may be useful, it may not, it may open good discussions or it may put me to walk in the plank. By all means, this is an open discussion so feel free to add your own woes if you want, or rebut my own opinions, but here goes nothing.

===

DEF and RES are fine the way they are. The real problem with the stat imbalance is the factor where people who invest in those two stats still have room to build enough, if not more damage than people who forsake defenses for the gamble of basic hits. This is to be -fully- blamed on equipment, which allows them to have high damage on their weapon despite not really building for it.
Mages are the more glaring issue, having the widest option of "thematic scalings" they can use and abuse just because "yeah why not".

===

The game should have at the very least six roles, when the term is 'adventurer type'.
- Assassins (or "DPS", "Damage Specialists"), who forsake all protection to go big on their numbers and hope to kill the enemy before their fragility gets to them. (Void Assassin being the prime example, Kensei for secondary and Evoker for a magic counterpart)

- Bruisers, who forsake some damage to have some protection and more reliable sources of damage, such as using auto-hitting skills. (Boxer and all of Martial Artist's promos being the prime example of 'well-rounded classes', followed by maybe Ghost.)

- Tanks, who fully forsake direct damage and opt to use indirect sources of damage such as retaliation, damage over time and more reliable but weak sources of damage. (I can't quite tell if we have any of those in SL2 anymore, the closest example of what a Tank's gameplay could be is using Soldier and Incise only, while taking lowered damage from all sources as, hypothetically, you lack investment in damage stats.)

- Support, who can come in many, many flavors. They bring utility, buffs and debuffs to the game and thrive in weakening enemies to have their Assassins and Bruisers make a short work of it. (Curate and their promos, Spellthief, Tactician, you name it. Even Rune Magician counts as one, if not for its absurd damage potential.)

- Healers, who fully ignore dealing damage for the sake of keeping their teammates alive and running, while offering minor buffs to their performance. Currently and after the healing nerfs being half-baked with 'slap a cooldown on it', these became extinct. It doesn't feel rewarding to play a fully devoted healer, because cooldowns are not a fun mechanic. (It was supposed to be Priest using staves, and Lantern Bearer for its AoEs. But RIP them.)

===

Elemental ATK should not be dependent on your stat distribution (WIL), they should be a distribution of their own. The way they should behave after this proposed change is that for every 2 Elemental ATK you invest in one element, you gain +0.5% resistance to said  element, and 1% weakness to its opposite element. So let's put for example, a Hyattr with Fire ATK investment gains Fire Resistance, but gains Ice Weakness in exchange.

This way it allows a player to further customize what element they're more aspected to. And this will also allow celerity-based to use Earth, for example, and defense-based characters to use Wind if they want, since the counterplay of that is based on their element of choice.

===

Tanks should not be Bruisers, Assassins should not be Tanks. In a simple conditional, if you have high DEF and RES, you should have low damage, if you have high DEF OR high RES, it should give you room for damage investment. Likewise, you shouldn't expect someone with 0 DEF/RES to take things to the face and shrug them off because of their nat class mitigations.

This should be an easy fix if weapon scaling is standardized to only STR/SKI/WIL/FAI and GUI, really. Or I hope so.

===

All classes should be less homogenized in terms of what damage they're based on. Mages shouldn't be able to cast meteor fist for 500 physical damage, just as how Boxer shouldn't punch the ground and deal 500 magic earth damage.

Basically, all classes should focus on a single source of damage, be it either magic or physical, with only odd skills out to even out the grounds. Duelist is a good example of that, being solely physical damage-oriented, with one or two skills that deal magic damage for a change. (We all remember how painful a 3M Power Gradation was, essentially turning the class into melee mages.)

Sure, theme wise it'd be fair to call things magic or physical, but it's balance we're talking about. If we have things that are purely based on STR/SKI/GUI investment, we'll want it to do physical damage, same way with WIL/FAI and magic damage.

===

Critical Hits should not be mandatory for your gameplay, even if it's thematic for a class. Critical Chance should be lowered, and missing a critical hit shouldn't mean the end of your combo. Duelist being an example, and why we can't have fun things for other classes. I believe that critical hits should be decisive blows that leave a mark and cannot be easily mitigated, since it's the opponent's fault for being sloppy or wide open, or plain unlucky.

Keyword is 'luck/unluck' here. There's no dopamine produced when every critical you score is just 'eh, a critical, cool, next'. That's why many people love Vorpal Strike so much, because that's an -actual- critical hit, it feels like a decisive blow, and also doesn't feel like it was given to you for free. You rolled that 10%, or positioned yourself well with a Vorpal Fang. That's your reward, take it son.

If we remove all momentum economy gained or loss from hitting criticals, or being resisted!, we can afford having basic attacks costing 2M (maybe for melee weapons only), which will immediately make basics more viable across the whole class board, and even allow them to do more base damage, since GUI won't be as mandatory. (I hope?)

===

Your race should not majorly matter for your performance in combat. Amber put a good point. If power is being moved around, I'd rather all races get washed down to be only "RP flavor with minor boons", so distribution is more personal and more a player's choice, rather than the game dictating they'll 100% lose to something. Like for example, trying to play as a Vampire/Amalgama and 100% going to lose vs Holy, or playing a Theno or Mechanation, and 100% going to lose vs anyone with Splash + Idol + Mercalan Mist + Lightning Damage.

Or worse. Trying to play an archetype, like for example, making an Ice-based Hyattr and now suffering an absurd amount of Wind weakness.

At most, racial weaknesses and resistances should be like 5%.

===

I forgot the rest and I'm hungry- I'll edit this later.

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