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  Now that we can click on skills to see their descriptions, would it be alright if we
Posted by: Sawrock - 04-13-2021, 02:37 AM - Forum: Suggestions - No Replies

[Image: k09TT2a.png]

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  History/Class Traits
Posted by: Yashatari - 04-13-2021, 02:25 AM - Forum: Suggestions - Replies (1)

These do nothing but add +3 to your stat. We used to have 210 total, but now that we have 240, i feel like we can rework history traits to be more unique rather than them just giving more stat, Or remove them entirely.

History: Assassin
While behind the enemy +10 Flank, +5 from the sides.
History: Faithful
When you pray, You gain +3 Level to your dieties blessing.
History: Fencer
While the only unit on your side +10 evade
While there is only 1 enemy +10 hit
History: Gambler
If you would be afflicted with a Status ailment, Reroll a 2nd time with +10 Status Resist
(You get both calculations in battle log)
History: Ghost
+5% evasion regardless of armor type as the attack seems to pass through you.(So heavy armor would have a solid 5%)
History: Hero
You always do Stylish damage, But your attacks always crit.(This one might break the game, or it might be a crippling nerf to the PC. if you can think of something better, Then please do.)
History: Knight
+1 hp regen
+2 armor
History: Magician
5% less fp used to cast spells
+1 fp regen
History: Marauder
Gain 1 extra item after battle with +10 item drop rate, Display in logs.
History: Myrmidon
+1 hp regen
Melee skills cost 5% less fp(Min of 1 less)
History: Priest
Healing dealt and received +10%(5% if you cast on yourself)
History: Shaman
+10 Status infliction, But only if you've inflicted a status effect in the past 2 rounds.
History: Spellblade
Basic attacks do 5 magic damage(Armor ignoring)
History: Survivor
10% chance to survive a fatal blow(1 round cd)
History: Thief
5% chance on basic attack to steal a buff(2 round cd)
History: Ward
5% chance to reflect spells
History: Warrior
Your attacks do 5% more damage, but -20 hit
History: Witchhunter
If you are hit with Magic, Gain +5 SWA but only against that target.


Personally i'd do something similar with Class traits, But i can't think of anything for class traits, So i'd say remove them entirely. If you're really worried about 1 point, Just be a human or destiny. +1 class point isn't a trait, it's merely a conversion.

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  v2.42 Combination Fighter affects Bellowing Stag's damage
Posted by: Fern - 04-11-2021, 08:17 AM - Forum: Bug Reports - Replies (1)

[Image: tFCUWvl.png]
 
Combination Fighter lowers Bellowing Stag's damage in spite of it not being a Soldier Offensive skill or a Demon Hunter Sword skill. To test, perform a Reaver Stance combo with Combination Fighter on and have enough momentum leftover to switch to Matador Stance then use Bellowing Stag. It will do far lower damage. I had a sword in my main hand when this happened to me, could it be that it's assuming it's a Sword skill because of that?

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  [2.42] Stuck after using inventory
Posted by: Huby - 04-10-2021, 05:59 AM - Forum: Bug Reports - Replies (2)

Several times when I use an item from my inventory, my entire game setup (inventory, character info, class board, etc) is unable to be accessed. I cant click to open inventory again, cant open preferences or whatever. I can't even walk around. 
Most of the time this happens when I use any prayer tools, but it has happened again now when using a Pie of Forgetfulness. I can only resolve it when I close the game and open it again.

Using version 2.42

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  [2.42] Whirl-Cross of Full Clear Death
Posted by: Miller - 04-09-2021, 08:03 PM - Forum: Bug Reports - No Replies

[Image: 9c695c301226126276634cb2e2fa081e.png]



It has become increasingly common for whirlpools to generate with a cross-shaped area that is completely inaccessible at random. Mobs can occasionally spawn here without any means for the player to engage them.

No idea how to recreate since I believe it's entirely random, but I've only ever seen this happen to Whirlpool BDPs on occasion.

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  Guard Overhaul
Posted by: Chaos - 04-09-2021, 03:11 AM - Forum: General Discussion - Replies (23)

Hello, this is your local deadbeat GM here, with a big announcement to make.

As most of you may know, I've been in charge of the game's law enforcement group, aka the 'Guards', since the dawn of time. I have overseen and messed with this group and how they function for years, for better or worse. Over the past several months, however, I've undertaken a massive amount of brainstorming and drafting (with great contributions from the Guard players) to make the biggest change to the Guards yet.... or more appropriately, a big overhaul to the Guards as a whole. Today, I've come to present the fruits of our labor to the public.

This overhaul is meant to take the SL2 Guards and turn them into the SL2 Military, opening up the system and its roles like never before.

There's a big abbreviated document about this, but for those who don't want to dig through all that black and white, here's a basic rundown of what the overhaul entails:

Quote:-The 'Guards' are now considered 'Military', expanding their potential duties.
-Each kingdom/empire/etc. will have their own military branch, including special branches like Church Knights.
-These militaries will be player-run, using ranks to determine how much authority each character has, with GMs observing to ensure fair play.
-Players can apply to any branch at any time.
-Standard procedures, as well as how charges/sentences work, are detailed and made public.

The 'Military Document', in its white-and-black notepad glory, can be found here for further reading.

I encourage everyone to peruse this document (or just the thread) and provide their thoughts on this overhaul, as well as any feedback or suggestions they may have regarding it. If all goes well within 1-2 weeks time, the Military Overhaul will then be implemented!




In the meantime, allow me to provide a quick Q&A on several potential questions:

Quote:Q: This sounds cool, but how are we going to apply to these military branches?
A: Once the overhaul is implemented, a 'Role' subforum will be created in the Applications forum. You will be able to apply for a military role there, and once approved, you will be placed into the SL2 Military Discord and sorted into the proper roles/channels. All approvals will be done by GMs to start off... and yes, this will include opinions from the leader(s) of whatever branch you apply for.

Q: Do I have to apply for just the lowest rank to start, or can I shoot higher when applying?
A: You can try to start off at a higher rank, and it's possible to be accepted as such. However, your application will go under additional scrutiny/standards based on how high you're aiming to start.

Q: Okay, players are running the show, that's nice. But what about if they become inactive?
A: Higher-ranked characters are expected to be around at least every so often; if such a character becomes inactive, their role may be changed out with a more active character. Keep in mind that we are not expecting everyone to be around on the daily, but we are trying to prevent hang-ups due to someone being absent for a long time.

That being said, this standard is not held to lower ranks, particularly the lowest rank. They are not expected to do anything like mandatory patrols, though we do encourage them to show up at least every now and then.

Q: What measures do you have to prevent potential corruption within branches, i.e. Someone firing a character because they don't like their player?
A: All administrative actions within a branch, including promotions, demotions and terminations, will go through GM approval before they ever see the light of day. This should cut down any improper use of authority. (If this turns out to be wrong, we can implement further measures as necessary)

Q: Are all branches going to use the ranks shown in the Document?
A: While each branch (sans special cases like Church Knights) will usually follow the same 'categories', they will have different names for their ranks. These ranks will be shown once the overhaul is implemented.

Q: Are there any mechanical benefits to the characters taking part in the military?
A: At this moment, there are no mechanical benefits to being a military character. Payment was considered, but due to the drastically more open nature of the proposed military branches, we will be holding off consideration for payment systems until the overhaul is implemented and some time has passed. Same goes for any other potential mechanical benefits.

Q: What about the militias?
A: Militias have been considered, but they will be addressed post-overhaul. Rest assured, however, that we are not going to force any of the Militias to retire or anything like that. Ideally, we'll find a way to provide some level of integration between Military and Militias, but that's a topic for later.

Q: This 'document' burns my eyes. Aren't you going to do something a little less notepad-y?
A: I'm going to sound like a broken record here, but later on, this whole thing will go into a google doc, where people don't have to squint to read everything. For now, I deeply apologize for the mess.

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  Lore Questions: April 2021
Posted by: Neus - 04-08-2021, 06:12 PM - Forum: Lore Questions - Replies (7)

Guidelines for Lore Questions
1) You are limited to one question per topic. You may ask follow-up questions related to your initial question provided they are mainly 'yes' or 'no' questions.  For instances where you are clarifying lore details, or for minor questions, it is recommended to ask in the #lore-questions Discord channel instead of in this thread.
2) Questions should avoid being overly specific when the topic is unknowns. (IE: Was anyone on Sigrogana ever killed with a spoon? Has there ever been a scandal involving a noble family on Kysei?) For this reason, it's best to ask questions pertaining to subjects that already have some establishment in the lore.
3) Avoid asking questions on the basis that you are trying to invalidate someone's RP or otherwise harrass them, etc. If you have concerns that someone may not be RPing properly, or has an outlandish concept, please take them to a GM in private.
4) Refrain from asking questions that have always been answered. Use the forum search function, view the lore compendium, or the wiki pages for the specific races (both on wikia and this site's wiki) to double check.
5) If you notice any contradictions in answers, you are welcome to point them out. Note that established lore may be rewritten as time passes based on necessity or desire.

Expectation For Answers
Questions may be answered at any time, but the general expectation is that all questions will be answered during the first week of the following month. Answers will be added to the lore compendium, which will be updated after the topic is closed.

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  Battle Purgatory
Posted by: birchtreess123 - 04-07-2021, 06:06 PM - Forum: Bug Reports - Replies (1)

So I died doing the raid in Alstalsia's mines, At first i was near the Bottom then i moved towards the middle to just die to get out of it.
But when i died i ended up like sort of blacked screen.
   

And eventually i figured out it's like screen where battles take place and i would just end up in random people's battles.
   

Also i could still get into battles somehow and just auto lose.
   


The game Version is 2.42. I don't know if it can be reproduced as it has me stuck here, even when i log off and back on.

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  Staff subtype weapons
Posted by: Perdition - 04-07-2021, 05:39 PM - Forum: Balance Fu - No Replies

The gem staves are a recent addition, a series of polearms that are all spelledge weapons that also provide ele ATK to a weapon in particular corresponding to the gem the staff uses. These have been great additions to the game, but they've also stepped on some toes and made some things redundant.

For example, God Rod from Priest makes it so if you have a staff subtype weapon equipped, you can specifically cast Mercalan spells with it as a proper casting tool. However, with the staff weapons, why bother? Now you can get a light staff that not only gives you Light ATK, but it's a proper casting tool for ALL spells. The only real niche here with god rod is that you can use it with a heavier staff that can potentially get 20+ weight two handed bonus without having to do some jank like giant gene your weapon.

Still, I don't think that's enough to warrant God Rod remaining as it is. I think that instead, God Rod should be changed to perhaps provide bonus light attack or a boost in spell power to Mercalan domain spells while you have a staff subtype weapon equipped. 

Furthermore, I think it's time for staff subtype weapons to simply act as casting tools by default. At the very least, weapons like Overgrown Staff and Eternal Servitude are very clearly arcane weapons, the latter being dropped by a Necromancer that assumedly uses the weapon himself and casts spells of his own--it even grants you access to a spell this necromancer uses while not being a casting tool. 

I don't think changes like these would cause any balance issues either. Not using a tome for casting comes with the downside of losing 5 skill slots, which is actually quite relevant for most mages and it's something that's almost always taken into consideration even when it comes to using the gem staves mentioned at the start of my post.

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  [2.42] Intro Regalia + Mared Attack
Posted by: Perdition - 04-07-2021, 05:15 PM - Forum: Bug Reports - Replies (1)

I set my Intro Regalia to use a Dark Mared Attack seed, and the animation seems to be greyscaled/black and white rather than the expect black and purple used with the Dark version of Mared Attack. All I've done was select the seed to be used for my intro regalia and turn it on, so it hasn't been the proper color from the start basically.

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Sigrogana Legend 2 Discord