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  Shrooms Galore
Posted by: Exxy - 05-21-2019, 02:23 PM - Forum: Suggestions - No Replies

Could we get a new harvestable dungeon node in the form of mushrooms? These would produce various different types of mushrooms found in the Snakeman Lairs and the regular variant as well (maybe each given a weight of 1 and the regular variant having a weight of 2?- as in the drop rate would be 1/x in all cases except the regular variant where x equals the total of all the weights added together). This new resource node would piggyback on the existing Sub-Talent in Alchemy for Gatherer and spawn in both Forest (low-moderate chance) and Cavern (higher chance than Forest) BDPs.

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  Blade Dancers Tournament is now sponsored!
Posted by: Irene - 05-20-2019, 04:05 AM - Forum: Sigrogana - No Replies

It was a success! A success, I tell you!

Rumors say that the tournament was loved so much by the people that Colby had little choice but to make it a regular thing. A few flyers soon confirmed that.


Blade Dancers are now being sponsored by the Red Dragons dojo!

...and may not be a swordsmen-only tournament anymore, but a tournament that happens (every OOC month) with a different thematic and different rules each time. Thank you not just to Barra, but also to the people who came to watch, the people who guarded it and the people who participated.

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  Sacred Poo
Posted by: Akame - 05-20-2019, 03:07 AM - Forum: Balance Fu - Replies (5)

Sacred Art's elemental damage is in a spot right now where it hinders more than it helps in a lot of cases. The elemental damage against any heavy armor is commonly reduced to 0 because it doesn't ignore armor/protection, and can currently trigger Eviter and Evasion!.

I think to make the damage useful, would be to have it ignore armor/protection, and allow it to not trigger Evasion! or Eviter, and perhaps switching its damage to magic as well.

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  Feline Trickery [v.2.03b]
Posted by: MakeshiftWalrus - 05-19-2019, 03:34 AM - Forum: Bug Reports - Replies (1)

It's possible to trap people in the housing districts in Cellsvich by catching the cat in front of the east and west housing districts' entrance. The cat is dense, preventing people from leaving through the one-tile corridor.

[Image: 68NaUz1.png]

Making the cat non-dense would probably fix this.

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  On the subject of Roleplay[TM]
Posted by: pizzatime - 05-18-2019, 01:24 AM - Forum: General Discussion - Replies (19)

whats up gamers,
my name is steven callahon, and i felt it was important to talk about the subject of roleplay, IC, and other earthly considerations that may or may not extend into referring to your character as a build type or obnoxiously and or unironically using ingame titles (hitting hard on this doomwall thing, as you'll come to find) as an IC for your character.

BY NO MEANS AM I TARGETTING, WITCHHUNTING, OR SLANDERING ANYONE WITH THIS POST, AND KINDLY ASK SUCH CONSIDERATIONS EXTEND TO EVERYONE ELSE.

im not any authority to dictate proper rp or improper rp, but for the past month or so ive noticed a trend of players referring to themselves by build names or other strenously tight titles (shes a ghost, bro!) or flatout mechanics (hes a eviter, bro). while i cant wave a wand and demand everyone drop what they're doing and change their IC, it is important to understand and differentiate the two key aspects to a roleplay setting;

the in-character, in universe aspect
and the
out of character, out of universe aspect.

at this point you might ask yourself, "but steven, its obviously a use of in-universe lore concepts and theyre phrases that exist, so obviously it CANT be that bad"
in one perfect world, you might be right -- but the blatant use of these words -- and or job titles -- is thrown around so loosely that it feels more like a common staple (an obnoxious one at that) than the reputation theyre supposed to represent. in ye olden times, you didnt call duke lastname "the duke" to his face, you referred to his role in a status befitting of it's reputation, 'your humble grace befits you, ser lastname, duke of randomshire, greatest of all tapdancers in the land.' jobs, easy to obtain mechanically, hold a much greater significance ICly due to the feats/skills that are common to their profession (just because focus allows you to stomp with the force of a contained earthquake doesnt make it any less impressive, you know), but are met with such flatfaced and almost expressionless praise more akin to trading pokemon cards;
Quote:whoa bro are you using boardshaker? i didnt know you were a Chauturan Black Knight, dudebroski
obviously you can see where some dedicated rpers would knit their brows and wonder what in fresh hell these vocaloid mannequins are doing out of their box, but the problem itself isnt contained to simple player dissatisfaction -- it involves the rp mandate in the server. it's hard to consider such flat responses or bland build jockey talk being considered even remotely realistic human behavior. unless, you know, you live in the dimensions where humans speak like bastardized romulans or smth (star trekkies, please spare me, i only watched some of the movies and the run with patrick stewart)

so a real genuine question is how people can begrudgingly type - in an rp mandate - such blandless character communication and talk in a manner befitting of players who showed up for their first larp session;
Quote:"greetings traveller--can i--offer you some infffformation?" -chosen well of souls, game dungeon
(related: https://www.youtube.com/watch?v=j_ekugPKqFw)

a final point of contention is the obnoxious use of ooc builds as ic character jobs/titles. i don't think i need to write a 2000 page essay on why using the word "doomwall" IC, unironically, isnt exactly what id consider solid rp; it just sounds like one of those 'le epic 4th wall surrealism' things you'd find on those new age gaudy deadpool comic books.

these are just my thoughts and opinions and would gladly appreciate feedback, thoughts, or otherwise. hit me up on my discord - Phoenix#9665 - if you feel as if im a wrong dumb baby man but are too unsure if saying it here is a good move
if this is in the wrong thread, please dont smite me moderators, im just a poor boy

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  STAND CRASH! Spirit Guardian won't summon anymore! [v2.03]
Posted by: GameMaster85 - 05-17-2019, 08:44 PM - Forum: Bug Reports - No Replies

[Image: UehTEWk.png]

Here's an image of my Bonder's Spirit Guardian Lilu being greyed out. For some reason, this disables the ability to summon them, but installing them makes me install an "empty name" Youkai which I have no idea what properties that has. (It could simply be installing them as usual.)

I didn't record how it happened, but I remember putting all of my Youkai on the hotbar (which isn't something that works) then summoning her in it. After the next battle, the hotbar buttons didn't work anymore as usual, but it seems this might have happened right there. I -think- this is reproduced by attempting to summon the SG via the hotbar (which doesn't work at all after the first battle) and disables the ability to summon them.

It also fucks Lilu in general in this case too, removing the trait, getting a new Lilu (No SG) didn't solve the issue. Trying to get a new one now after entering battle with only two Youkai and no SG but the Lilu itself. I'll post if Lilu still is gone despite attempting to "reset" everything.

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  Pet Kit Fix
Posted by: Raigen.Convict - 05-16-2019, 09:15 PM - Forum: Suggestions - Replies (3)

As of currently, the profiles for pet kits are just a wonky mess, utilizing an older system we've moved away from. So in the near future, could we have an update to the pet kit for those who spend their hard earned money on it? So it's at least functioning a bit better than it is?

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  Local Soldier Krabolds Too Clingy Shells
Posted by: Tamaki-Kun - 05-16-2019, 08:41 AM - Forum: Bug Reports - Replies (1)

Knocking down Soldier Krabolds doesn't remove their shells. Instead, the Krabold enters a stun but not a stun, and loses their turn.

Ex:
Turn 0:
Player 1 knocks down Soldier Krabold.
Soldier Krabold doesn't get a turn.
Next turn immediately after Player 1's turn.

Turn 1:
Player 1's turn.
Soldier Krabold has a turn again, except they don't have the knocked down status anymore.
Player 1 knocks down Soldier Krabold.
Soldier Krabold loses its turn again.
Next turn immediately after Player 1's turn.

Turn 2:
Player 1's turn.
Soldier Krabold has a turn again, except they don't have the knocked down status anymore.
Next turn immediately after Player 1's turn.

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  New Trait: Elemental Fists
Posted by: Ryuzaki - 05-15-2019, 10:12 AM - Forum: Suggestions - Replies (3)

Let's go ahead and give bare hands an interesting niche, shall we? This was brainstormed out earlier, while I was thinking about punch velocity for some reason. It could also be used as an elemental impact based MA skill with some tweaking.

Elemental Fists:
Requires: 40 STR, CEL, DEF, RES, VIT, FAI, or LUC + Starsign
------------------------------------------

Your fists have become the stuff of legend. Your punches so attuned to your starsign's element. When attacking with your bare-fist, and critical hitting, you deal elemental damage equal to your elemental attack of your starsign/2, you also have a (STATLV%) chance of triggering an effect based on your starsign.

Fire: Create a line of cinders at FireATK/2LV 4 tiles long behind your opponent. 3 rounds
Ice: Create a line of ice tiles 4 tiles long behind your opponent that last for ice atk/10 rounds
Wind: Range changed to 6 tiles, leave behind air shafts for Wind atk/10 rounds.
Earth: Pillage the ground beneath your opponents, inflicting pillaged equal to your earth atk/10 rounds.
Dark: Dark water spews from your palms, leaving dark water tiles on the ground leaving darkwater tiles behind for Dark atk/10 levels (4 tiles)
Holy: Light shafts are generated from your palms in a 4 tile line behind your opponent, lasting Light atk/10 rounds
Aqua: Rain tiles are created by your fists, in a 4 tile line for Water ATK/10 rounds
Lightning: Lightning damage on the 4 tiles behind, no tile effects, crit chance

While this trait is equipped, you cannot equip any weapon besides bare fist, even with talents/classes.

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  New trait for wild elves
Posted by: adamkad1 - 05-15-2019, 01:00 AM - Forum: Suggestions - No Replies

Wild elf unique trait (hunter's elegance, because spotted is not a unique thing, just standard resistances) is awfully niche, i dont think there are much oppurtunities to draw use from it.
So i thought of a different idea.
According to lore, they have magic that purifies water so heres the idea
Name: Purification
Description- purify a 3x3 square of dark water/whirlpool terrain to make bright/pure water
Ideas for pure water:
1.Opposite of dark water, increases faith instead of nullifying it.
2.Consume the tile to remove a debuff from an ally that passes over it

Ideas/suggestions/discussion welcome

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