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SL2 Version 2.40 Update Notes |
Posted by: Neus - 03-17-2021, 12:48 AM - Forum: Announcements
- No Replies
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New Races
Salamandra- A type of homunculus, artificially created life, made by infusing a shell with divine energy of Nairyf's blood and wyvern blood. Given the overwhelming danger of even approaching Nairyf's blood, they are risky to create, but one only needs a small amount.
The resulting homunculus takes on an appearance similar to dragon-like Serpentkind, typically with a thick, red or black, lizard-like tail protruding from the base of their spine. Similarly colored thin horns protude from the sides of their head upwards, stopping just above the head. They also have elongated ears, similar to elves.
Salamandra have profound pyrokinesis abilities, capable of igniting intense flames near them at will, similar to magic. The fire they conjure this way is extremely dangerous, capable of stripping magical protections or taking on other unique properties.
Salamandra Racial Skills- Homunculus Physique; An artificially created lifeform. Received healing reduced by 15%. HP per point of VIT reduced by 1. FP per point of WIL increased by 1.
- Drop of Nairyf; Created from the divine energy of the dead elemental Nairyf. +15% Fire Resistance, -15% Cold Resistance. Immunity to Burn status.
- Wyvern Assimilation; Infused with the blood of a wyvern. +30% status resistance versus Poison.
- Salamandra Flame; Conjure flames from will at an enemy within 3 Range, dealing Fire magic damage equal to 100% of Scaled Weapon ATK + 100% of Fire ATK. Afterwards, gain 1 stack of Nairyf Energy (max. 3), which increases the Range of this skill by LV and allows it to be ignore certain types of protection.
LV 1 - Salamandra Flame ignores damage immunity.
LV 2 - Salamandra Flame ignores damage reflection.
LV 3 - Salamandra Flame ignores damage absorption.
Chimera- Chimeras are types of magical beasts that combine the aspects of several races. The Homunculus version is a humanoid which is capable of gaining these various racial aspects as additional or modified appendages by consuming the remains of monsters. The physiology of the Chimera reacts and adapts by absorbing the remains into the body and gaining their power.
Often these homunculi are created using various combinations of monster blood and Black Beast corpses. While they do not have any shapeshifting powers as the origin of the Black Beasts do, it provides them with the adaptive evolving body that they have.
The appearance of a Chimera varies depending on the types of monsters they consume. While initially appearing relatively normal, but with beast-like eyes, they may eventually develop monster-like claws and feet, wings, and so on, essentially gaining new appendages and transforming their extremities while the core of the homunculi keep them from becoming more monster-like, like an actual Chimera monster.
Chimera Racial Skills- Homunculus Physique; An artificially created lifeform. Received healing reduced by 15%. HP per point of VIT reduced by 1. FP per point of WIL increased by 1.
- Chimera Evolution; Chimeras are magical 'beasts' which can evolve themselves by eating compatible monsters. When interacting with a corpse left behind by an enemy, you will have the option to eat it; doing so requires some physical stamina, but restores some HP and FP. If the remains belong to a race you have not consumed before, you also gain a new permanent racial skill(s) based on the race.
Amalgama- Amalgama were originally created as an ill-fated attempt to bring the dead back to life by binding souls to a homunculus. The instability of the subject created a glorified zombie that killed its creator. However, later attempts saw the fusion and binding of several souls rather than just a single one, creating a stable, intelligent homunculus.
The downside of this approach is that it completely neglects the original intention, as Amalgama do not share personality nor memories of the souls used beyond fragments and shades. Instead, Amalgama represent a new being, with a new personality. A far cry from what was supposed to be restoring a dead lover to life.
Still, the spiritual and scientific interest has kept the practice alive in Albedo. Amalgama are more in-tune with spirits than most, capable of observing them and having sensitivity to their emotions.
The development of an Amalgama is highly unpredictable. As time passes, they develop new spiritual abilities that is speculated to reflect the souls used in the Amalgama in some way.
Despite their appearances not giving away their true nature, those who are spiritually sensitive can easily tell an Amalgama is not a normal person. As a being created by necromancy, even if not by choice, they run afoul of those such as the Mercalan Church and even Reapers, who see them as an afront to life itself and the dead used to create them.
Amalgama Racial Skills- Homunculus Physique; An artificially created lifeform. Received healing reduced by 15%. HP per point of VIT reduced by 1. FP per point of WIL increased by 1.
- Amalgama Mutation; The unique nature of the Amalgama will gradually cause their body to 'mutate', giving them new abilities and weaknesses. While the body may not be visibly changed, the Amalgama will know the difference. Grants up to 11 random Amalgama skills, one every 5 character levels. (While the skills you gain are random, you will always gain a certain amount of a specific category, IE Attack, etc.)
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Scrap Knighting(?) |
Posted by: Snake - 03-16-2021, 07:47 PM - Forum: Suggestions
- Replies (4)
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Scrap Armor
(D-Rank Invocation, 6M, 30 FP)
Can only be used if Engineer's Class LV is 40 or more. (Or is Wrench's potential? idk, both'd be cool.)
A very rudimentary spell which warps in enough resources to clad yourself in scrap and wires to a fitting form. Of course, it's very risky to do something like this and why the whole 'exploding' is left for standalone machines, but people tend to forget that Engineers share the same 'reckless' sentiment of his counterpart classes, for all of them are Rogues at heart.
How it works:
- On use, you start the invocation. Something like "Calibrating coordinates, commencing protocols..."
- Finishing the Invocation, you'll transform into a 'Scrap Knighting' state.
The specifics of the buff:
- Initially, it grants no bonuses and gives you an innate 25% Lightning and Acid weakness. It also grants two skills, Absorb Machine and Emergency Eject.
- The transformation lasts permanently, cannot be dispelled or stolen, but it has a LV (LV = Engineer LV * 12 or Wrench UL * 25). Every time an Engineer takes damage, it is reduced by 25% and the Scrap Armor's LV is reduced by the amount absorbed.
- If the Engineer procs Evasion, the LV is not reduced for that damage, since they're being cautious.
- If the Engineer is inflicted with Poison, Burn, Lingering Damage, the status is nullified but the Scrap Armor's LV is reduced by whatever nulled status effect's LV directly. (I.E, a successful LV40 Poison Infliction would be negated, but reduce the Scrap Armor's LV directly by 40.)
- While in the Scrap Armor, they're unable to use movement skills or movement spells. Since it's quite heavy to move in it.
The skills:
Absorb Machine allows you to dismantle and empower yourself with a buff depending on which Engineer Bot you assimilate to the Scrap Armor:
>> Turret grants both of its skills, and increases Hit/Critical by 25.
>> Metalaegis grants its skills, and increases the damage absorption to 50%.
>> Medicopter grants a single skill (Healing Spray) that (in this order) revives KO'd allies, cures Poison and Fear and heals for 200 HP in a 4 range circle. (4-8 round cooldown)
>> Railgan grants its spell, and increases SWA/Evade by 25.
--> Every time a bot is dismantled and used to upgrade, Scrap Armor's LV increases by either its LV or 60, whichever is higher.
Emergency Eject uses 6M to cancel the transformation, remove all buffs related to it and disengage (makes them leap backwards) the Engineer while leaving the 'Scrap Armor' behind as a bomb field object that explodes on the next round, dealing unresistable Lightning magic damage equal to its initial LV and leaving Cinders that damage allies and foes, that deals Fire damage which cannot be absorbed.
The funny kicker of why to not use it wrongly:
>If the Power Armor's LV reaches zero, it will explode on the Engineer's next round, dealing non-absorbable, non-resistable magic lightning damage equal to its original LV to the Engineer and its surroundings (4 tile diamond) while leaving Cinders (LV/4). The Engineer is sent off flying and is knocked down after it explodes.
> Once/if the Power Armor is destroyed (the buff is removed for the first time from the player), the spell is disabled for the rest of the fight.
Alternative for specifics:
We already have Dullahan. They're also very much what a Scrap Armor could be like for normal people trying to use one. Something that requires a lot of Focus to move in. (Performing actions could drain from someone's FP), while limiting them from using movement skills, but granting them poison immunity.
So giving a watered-down Dullahan's passive to the transformation (except the 'heavy armor', making it 'light armor', and allowing to use potions ((since it won't really 'heal' the scrap armor, in fact, nothing can heal it and I'd rather it doesn't so it's not a permanent nuisance but a new combat gimmick)), and making it go in a lockdown once FP is 0? Excellent.), together with the skills and it having its HP separated from the player's would be something fairly quirky and unique.
TL;DR for Blissey:
I want a Wraithguard that explodes in my face
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Spirit Shot and others |
Posted by: Senna - 03-15-2021, 10:08 PM - Forum: Balance Fu
- Replies (1)
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![[Image: unknown.png]](https://cdn.discordapp.com/attachments/555501778192433172/821142012525805648/unknown.png)
Okay so from my understanding, Spirit Shot on-hit is affected by resistance and magical defense and so on. Due to the fact it cap's out at 15 damage...it becomes very, VERY underwhelming at best. Sure, bonus damage is nice and all but comparing to how much it can be reduce, its perhaps one of the worst mutation to get.
You know it's bad when Grudge Claw, while bug at the moment, is a lot more reliable.
How to fix this? Simple, I'd suggest two things really.
- The damage being unresistable/unprotectable.
- Bonus scaling so it's a lot more noticeable.
Disclaimer: While for the second I didn't exactly gave a calculations idea towards how much scaling they should get, I believe that's something Dev will come up with on his own.
And finally, All Anima.
It seems powerful on paper but after a bit, it becomes somewhat underwhelming as well. Sure, if you dump a lot on an element, you'll get pretty good results with that +5 more but...What's the point in getting this when you could just go Chimera, eat all the remains that gives +5 provided element and completely disregard this mutation?
So with this mutation, it arises the question 'Why should I keep this when I could just create a Chimera or others and do the same thing.'
Considering what the others are capability off, I would of course suggest a small bonus for this.
- Instead of equal to the exact number of spirits, while not the exact number of spirits * 2.
While it would increase the reasoning to stick with this than remake and try again, I don't believe it would become a mandatory mutation.
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Snake-Tooth Necklace and Endless Quiver are severely underpowered |
Posted by: Snake - 03-15-2021, 05:02 PM - Forum: Balance Fu
- Replies (4)
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They're equipment slots that are too niche and grant no permanent benefits like other equips. Especially when we're talking about Snake-Tooth Necklace, which lasts a pathetic 3 rounds. Can they be amped just a little bit?
Snake-Tooth Necklace's buffs should be treated as enchantments, to benefit from Prolong Sub-Talent. They should also be able to persist over multiple fights, if they don't already, due to the third effect of the Argentyle Prayers that grants immunity to poison tiles out of combat.
Endless Quiver should make it so you restore 2 Durability from your Bow weapons every round, up to a max of the weapon's maximum durability.
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The unholy triad (Preferences menu request) |
Posted by: Snake - 03-15-2021, 03:56 PM - Forum: Suggestions
- Replies (1)
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Currently, the only way to manipulate what plays or not is through the Music tab. You can choose if you want to turn it on, off or have only 'custom' allowed.
Though there's a small grip I had since 6 years ago but never really thought about talking about it, so here it is:
- I like all of the vanilla SL2's combat musics, since it gives some climate to general combat, especially when someone has a marching band.
- I dislike all of the BGM out of combat. The reason being it's been six years so god please help me my brain have over-learned what it sounds like and the fact BGM doesn't rotate, it's only the same thing over and over and over, and also because I don't like a BGM ruining my concentration when I'm RPing, so I keep Music off for this reason.
And there you can see the impasse.
Can 'Music (Battle)' be its own tab to be toggled on and off? I'd like to have the game's music off, but all battle music on.
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Emote and spaces |
Posted by: Senna - 03-14-2021, 02:48 PM - Forum: Suggestions
- Replies (3)
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Okay so, this suggestion would be quite easy really. With the assistance of the emote pop up box, Is it possible to grant the players the ability to apply paragraphs to our RP? Like, make breaks between like...
Quote:All children, except one, grow up. They soon know that they will grow up, and the way Wendy knew was this. One day when she was two years old she was playing in a garden, and she plucked another flower and ran with it to her mother. I suppose she must have looked rather delightful, for Mrs. Darling put her hand to her heart and cried...
"Oh, why can't you remain like this forever!"
This was all that passed between them on the subject, but henceforth Wendy knew that she must grow up. You always know after you are two. Two is the beginning of the end.
Quote:
So it isn't just one bop of text when people type up a storm and all. To make it easier to read and all.
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Phase Change |
Posted by: Perdition - 03-14-2021, 02:36 PM - Forum: Suggestions
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Either an asago or patrion item that when used, you can upload a music file within the normal size limit and define a skill/spell similar to how you can in battle quotes. Upon using that skill/spell in combat, the battle music would change to what the uploaded file is. Perhaps you can even specify the music to trigger in specific scenarios like how you can for battle quotes (IE, the turn on Eclair, Graft only when Mass is used, etc.)
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[v2.40] Advanced Beyblade |
Posted by: Autumn - 03-14-2021, 01:33 AM - Forum: Bug Reports
- Replies (1)
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Currently, you can manipulate All Rush in a way to fling 1 rune multiple times in a row, the main rune in question being flung upwards to 8 times in a specific set up by linking it to another rune thats in order to be flung next.
This means that by setting up runes in a specific order, you can have your main rune be set up to be linked by another flung rune several times in succession, this is particularly notable with runes that have effects by simply moving, such as with Razor Rune.
Here is how it works, You need to set up a main rune, then set up another rune 6 tiles away from that rune, in this specific setup, All Turn is targetted on yourself to have the runes face the perfect way to all be flung into eachother, if you wish to replicate it the way I have, please order them like in this illustration:
![[Image: yHu0Yrq.png]](https://i.imgur.com/yHu0Yrq.png)
![[Image: ettXeSx.png]](https://i.imgur.com/ettXeSx.png)
![[Image: pU1ibyF.png]](https://i.imgur.com/pU1ibyF.png)
After you have set up the runes in that order, use All Turn on yourself and then All Rush, then the runes should collapse into the path of the ordered runes and allow the main rune to spin multiple times in succession.
Runes that have already been 'all rushed' should not be able to link, if this is somehow not a bug please let me know, but I wanted to err on the side of it being one this time around.
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