Can there be a small chance when you kill a pale lauder without fire that it spawns three to six minilauders, which act like lauders but have less health? I think that'd be great.
When sitting at exactly 5.5 feathers (5.5 achieved through spending feathers attempting to get up with less than 6 feathers beforehand.) Roc's Rise will trigger and display a momentum counter far above what it normally should be, being a bit inconsistent with the result:
Realistically you still only have 7m with this as your turn ends normally, but you shouldn't have 7m when you get up with Roc's Rise with less than 6 feathers anyways.
So as it stands runes take quite some time in a turn to place, and people probably don't like waiting for a rune mage to sit there and slap down 6 runes one at a time.
Could we have configuration options that could allow us to make preset rune builds of 1-6 where the 4-6 size configs require swift crafting active prior to working.
This way no one sits there for a week while you go "Uhm..elemental rune...Chrono rune...Razor rune...A-Anchor rune!"
This idea primarily draws from SL1 where runes were pre-built from a set of things, where in this case would be of the 12 current runes.
When used with Excel Crash, Ritual Sword no longer gains any damage bonuses with excel charges anymore. I'm not sure on if this is a bug or not but considering that Ritual Sword is a basic attack and Excel charges boost pretty much every basic attack, I thought it might be.
Okay so, is it possible to make the chat not reset if you disconnect or relog? Or many a little command that display previous logs that was said around you? Like, it's hell knowing that people RP at you and because you D/ced or relogged, you can't reread what was said. Especially if it's a big group RP.
It gets really annoying after sometime if you have not so great connection.
The new trait, Exaggerator, is far too accessible and far too free to use in the circumstances that it's most powerful.
Because we have an abundance of trait points and Exaggerator has no prerequisite, nearly every character in the game has this skill. The effectiveness of the Hesitation does not scale with any stats, and infliction checks are more often than not successful on characters that rely on basic attacks to deal damage. Because basic attack builds usually can't afford high status resistance, the only archetype that's punished by Hesitation usually cannot stop it from being inflicted.
A level 20 Hesitation on potentially the entire Battlefield is generally useful -- of comparable usefulness, in my opinion, to Motivate (Charisma). However, because of the aforementioned difficulty of getting Status Resistance that can compete with an 80% infliction rate + 50% scaled STR%, Exaggerator almost always ends up being free to use when in combat with three or more enemies.
This ability is far too powerful to be a free cast. The Momentum cost should never be refunded, because even a 3 momentum, 3 round, mass-Hesitation is extremely efficient in the right situations. The strength bonus to the infliction check is thematically pretty neat, but I would also like to see a stat prerequisite to the ability: either Strength, Will, or Guile. It's a cool trait, but EVERYONE having it makes it less unique, and, in my own biased opinion, less interesting. When it's a 'fire and forget at the start of every team fight' button, it's no longer nearly as cool of a trait. It's just mandatory power.
TL;DR:
I believe Exaggerator should lose the refunded Momentum on successful Infliction, and should have a minor stat prerequisite to learn the trait. Optionally, but not in place of the previous suggestions, have the Hesitation level scale with the relevant stat like Motivation (Charisma) does.
So, this was an idea I came up with one night at random because I decided to stay up too late, and I decided to share it here since I think it's an interesting idea, and we need more Manuevers anyway. Thissun throws your weapon, as the title implies, but I also came up with the concept of it having 'Throw Mastery' traits that you can only get one of. So I'll list the main course, and then three Mastery Traits afterward, and I'm curious to see some opinions. I have more than three, but I'd rather gauge interest in an idea like this first.
Maneuver: Throw Weapon
Grants the ability Throw Weapon in combat, which enables you to throw either your Main or Sub Weapon.
You throw your weapon at an enemy in hopes of hitting them from a range you'd normally not be able to reach.
Makes a ranged basic attack effective in 5 range with the chosen weapon. However, when using Throw Weapon, the weapon that you threw is unequipped (similar to hot potato - it's put into your inventory after combat). Additionally, there is a 20% critical hit penalty, since it is hard to aim for just the right spot like you normally could. The weapon is left on the ground where it was thrown, and can be picked back up at a cost of 1 momentum if you move over the tile at any time. Abilities that remove tiles instead prevent this weapon from being picked back up for one round. If you do not have 1 momentum, you still are able to pick the weapon back up and simply do not have the turn.
Additionally, enemies may use the Kick skill on the weapon, causing it to fly in a direction for tiles equal to 1+1 tile per 10 scaled strength, which refunds two momentum for the Kick action.
Axecutioner [Throw Weapon Mastery] Requires Maneuver: Throw Weapon, cannot be taken with another Throw Weapon Mastery
When using Throw Weapon with Axe weapons, you do not suffer a critical hit penalty. Additionally, if an enemy is below 25% of their health or feared, you gain 25% crit damage to the attack.
Strong Arm [Throw Weapon Mastery] Requires Maneuver: Throw Weapon, cannot be taken with another Throw Weapon Mastery
When using Throw Weapon, it's range is increased by one per 10 scaled strength, and has an additional 3 power per tile closer the enemy is to you from maximum range.
Rapid Retrieval [Throw Weapon Mastery] Requires Maneuver: Throw Weapon, cannot be taken with another Throw Weapon Mastery
When you have thrown your weapon with Throw Weapon, you do not suffer a momentum penalty to pick it back up, cannot be locked out of retrieving it via tile removal effects, and can pick it up from adjacent tiles as well as the primary tiles.
Posted by: Sarah54321 - 06-13-2020, 05:41 AM - Forum: Alstalsia
- No Replies
HORUN
Sigil: A butterfly which sits upon the bones of many a creature, a Zeran's crown in the forefront and positioned to overlay the insect.
The Sigil of House Horun carries with it a lethal connotation. Much like the major house it's connected to, Horun's sigil makes its own statement of threatening audacity. The bones the butterfly rests atop remain wholly intact, but without a shred of skin attached. A seemingly harmless creature achieving a total victory seems impossible, but for the members of House Horun it is what is to be expected.
Colors: Blue, Black, Purple
Usually wearing black with blue outlines, the Horun house tends to point towards a show of subtly- subtle on the standards of a Zeran, anyway. A member of the House is expected to wear their colors at all times; barring extreme circumstances or when discretion is key. For formal meetings between other members of the House, purple robes or dresses are customary.
Heirloom: Lebensverändernd (Life-Changing)
A harp made of obsidian, there rests an even blacker crest on the top of the instrument. The crest itself is weaved into the gemstone as though it were liquid, despite being made out slivers of Zera's spine. The harp is kept locked away in the manor that acts as House Horun's stronghold. Only when a new head for either House Horun or House Suran is Lebensverändernd taken from its resting place and played for the heir apparent.
Size: Small
House Horun, like the house it's vassal to, is a fairly small noble family. This is due to the fact they're not known to invite others into the family, at least not directly. House Horun is especially fond of using its wealth to contract mercenary services, or enlist the aid of spies for espionage. Rarely do these pawns know their true master; the majority of these deals are brokered by trusted servants, potential future members of the House. Because of this it can be hard to determine House Horun’s true size, or its capabilities.
Stronghold: Churndwarf Manor
Found south of the Ruined Bluff, past House Suran's own stronghold, is the Churndwarf Manor. It's not a large stronghold, but it's large enough to house most if not all of House Horun if need be. Made out of black brick and white marble, Churndwarf rests nearby Fairweather in order to assist in any battle if need be. It also resides closer to the original home of House Suran, though rumors have it they never dare set foot in the place known as Sea's Sin.
Gated off, the Churndwarf Manor remains closed to those who House Horun does not trust.
Values:
Despite being a Vassal to House Suran, House Horun is not near as ruthless with their ways of finding and taking opportunities. There goes a saying of 'Flutter like a Butterfly, Sting like a Bee'. Many of the family believe in a passive manner of thinking, as the idea of rushing head-first into any situation is a call for error. Similar to House Suran, the members of Horun are secretive almost to a fault. Their small size means that the wrong step could cause harm or even erasure.
The Head of House Horun operates as the guiding hand for the House, as they believe only a single all powerful leader with a vision may lead the House as it needs to be led. A council or some other kind of democracy in this kind of House would inevitably lead to backstabbing, coups and other troubles. To that end; only the Head of the House knows the totality of all the House’s secrets. They are expected to keep meticulous records of these dealings in such a way that the passing of titles need not erase all their hard work - though where this record is kept is highly secretive.
Individual members of the House are encouraged to perfect their crafts; so long as it is in service to the House. Of note is their significant prestige in Magecraft - many members of House Horun study or even tutor in Karaten. Most of the noble family work as mages first, espionage-experts and spies second.
History:
Similarly to House Suran, the Horun House successfully domesticated their own breed of creature. The giant insects known as 'Finale Butterflies' were not harmless, but they were much less harmful than the arachnids which their allied house managed to tame. The Finale Butterflies were used to harvest their wondrous scales which fell from their flapping wings, and also used to ride as transportation in dire times, as they were the size of large horses, if not larger. Despite this ability to tame the creature, House Horun really only came to be a decently known Noble house when House Suran itself decided to make it a vassal.
Up until this point, House Horun was merely a wealthy family known for their life-long dreams to create the 'perfect' spells. Starting with runes, they would begin to build from there, crafting and pulling apart and putting back together each line of a spell. It takes decades, if not centuries to create new spells. Thankfully, due to the Zeran's lifespan, it's not unknown for someone to at least finish one spell in their lifetime.
Perhaps it was due to their ever-curious nature that allowed it, or perhaps it was a realization that their inquisitive nature would eventually unveil things that House Suran rather have left in the dark. Either way, they were raised into a noticeable rank about thirty years ago, while the Horun name has been carried on throughout centuries, starting about fifty years after Heaven's Contention ended.
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If you're wanting to create a character as a part of this Vassal House, please contact Hoot#1195.
Roles:
Head of House: Free
Heir Apparent: Taken by Sarah
Wife of Head: Free
Eldest Younger Brother of Heir: Free
Eldest Younger Sister of Heir: Taken by SwiftKasura
Middle Younger Brother of Heir: Free
Youngest Little Sister of Heir: Free
Cook: Free
Servants: 3 Free