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The Typo Thread
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[v3.03c] Engineer MAP
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Pocket Sand (Rogue)
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Bring Seiryuu Back
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Pickaxe Selection
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[v3.01f] Mid-Battle Crash...
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[v3.03c] Work Work
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Fasting Vampire |
Posted by: Slydria - 12-30-2018, 12:39 AM - Forum: Bug Reports
- Replies (1)
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The trait Fasting Vampire does not set your Essence to 0, as stated in the description. The other effects seem to work as intended.
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Papilion Traits 2 Electric Boogaloo |
Posted by: Grandpa - 12-29-2018, 08:00 PM - Forum: Suggestions
- Replies (2)
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Pigeon Mirage - For whatever reason, your warped psyche's illusions always show up and act like pigeons. Invite Insanity's butterflies become pigeons instead, and will only ever try to inflict Blind. The success rate is boosted by 10%, the duration by 1 rounds, and the LV of it by 10, as a result.
Specter Mirage - For whatever reason, your warped psyche's illusions always show up and act like specters. Invite Insanity's butterflies become specters instead, and will only ever try to inflict Fear. The success rate is boosted by 10%, the duration by 1 rounds, and the LV of it by 10, as a result.
Drowning Mirage - For whatever reason, your warped psyche's illusions always show up and act like someone drowning. Invite Insanity's butterflies become a drowned person instead, and will only ever try to inflict Silence. The success rate is boosted by 10%, the duration by 1 rounds, and the LV of it by 10, as a result.
Butterfly Phantasm (Requires one of the Mirage traits) - Your psyche has become so warped that the effects of your Mirage skills have seeped into your Aposemagika. Depending on which Mirage you have chosen, your Aposemagika is changed to have the same effects when an enemy basic attacks you. Unfortunately, your psyche has become so warped that it becomes difficult for you to tell friend from foe... Inflicting you with confusion as long as Aposemagika is enchanted on you.
An idea to toss along with the Aposemagika change would be that depending on which mirage, your overlay might change, but that's really not necessary - and would take a lot more icons than anyone has, more than likely.
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Too Sultry, Too Seductive |
Posted by: Autumn - 12-29-2018, 02:33 PM - Forum: Balance Fu
- Replies (4)
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Blow Kiss' charm level is pretty strong currently, the damage reduction might just be a bit too strong and really promotes just throwing it onto a target you're currently ignoring and then focusing on other targets, deleting the threat of a damage dealer while working on other members of the opponent's team, or being REALLY strong on passive priests who don't really do all too much.
This future problem can be addressed by lowering the LV on the Charm itself to 1/2 WIL and giving the skill a very minor cooldown in place, however this could facilitate a small buff in another way as well to make up for it, here's what I think should happen:
-Charm LV is reduced to 1/2 Scaled WIL instead of Scaled WIL
-The skill is given a 2 round cooldown, to prevent spam, and give a window in where you cannot abuse your victim TOO much.
-Charm duration is increased to 4 Rounds (5 rounds If you are slower than your opponent, similar to doriad immobilize)
I think this would help set it in line.
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Guile - And flanking |
Posted by: renowner - 12-29-2018, 08:35 AM - Forum: Suggestions
- Replies (1)
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So to put it bluntly, my recent character was designed to make use of the new Eye traits for humans. As a result I decided to build an alastasian with 60 scaled guile. After doing so, I learned a few things.
Firstly: Flanking caps at 15, and;
Secondly: Getting a lot of guile isn't very efficient.
I personally think the flanking bonus should have no cap, or at least have a cap of thirty. It seems that most people only get 15 guile for the reason of the flanking bonus, because any more just becomes very much not worth it. (Generally speaking. Some weapons do scale with guile, though even then I Don't think people tend to go over 30. )
For example:
You have a 130% crit multiplier weapon (Most daggers) and 15 guile. Your crit multiplier is now 145% for an 12% total boost. You have 15 flanking, so if you attack from the side, you get the hit bonus of 15 luck. Or if from behind, 15 skill. That's a net worth of 1-2 hit per point, and 0.8 crit multiplier per point.
But now let's say you have 30 guile.
Your crit multiplier is now 160% a 23% increase from the base total crit damage. And your flanking remains at 15. The equivilent of at best, 15 skill for 30 guile. 0.5-1 hit per point with flanking, and .76% total critical damage boost per point.
And now at the most extreme end of the situation: 60 guile.
Crit rate goes up to 190%, a 46% increase over the base level. Flanking remains 15, so at best, 15 skill worth of hit from behind for 60 guile. 0.25-0.5 hit per guile flanking. And a .76% total critical damage boost per point.
To put it simply, even without diminishing returns, the more guile you put in, the less and less useful it becomes. Since crit multiplier is additive not multiplicative, after awhile the crit damage you get as a boost is likely outweighed by choosing some actual damage stats. And if you invest into guile more than 15, your hit rate will suffer. As will your survivability considering you also have to still invest heavily into skill and luck. After all, critical multiplier is useless if you can't land a hit, as well as crit.
And only two weapons in the game scale heavily with guile. One being a spear that is almost never used. The other being an arguably very very strong dagger, making it not that useful of a damage dump stat. Every other weapon as far as I know is a 50% scaling of guile or lower, making the other stat better to dump into generally, unless its strength. Which arguably also has very little going for it if it weren't for the fact that so many strong weapons scale with it. (Conveniently enough, the two weapons that scale heavilly with guile [more than 50%] scale with str too.)
TLDR: Guile becomes very unuseful 90% of the time after 15 due to criticals being additive, and getting less bang for your buck the more points you put in, and flanking capping at only 15. Making most people take 0 or 15 and not ever more than 30, leading to a lot less build variety from what I've seen.
In my opinion I have two possible solutions that would fix my perceived problem.
Originally i'd have said no cap on flanking. But now that we have 240 total points, splashing guile to get more hit in the form of flanking would just trump dodgers for the most part, now that they lost their dodge traits. With more points to throw around, its not as build destroying to invest in guile. So I don't think no flanking cap is good.
One possible solution is to cap flanking at 30 instead, making it so that 30 guile now is quite beneficial. However I dislike the idea of a flanking cap in general, as it promotes the idea of getting a certain amount of the stat, and never any more regardless of build. So instead, my idea is simply:
No flanking cap. But instead of 1 flank per guile, you get 0.5 flank per guile. So in order to get the 15 flanking you had, you'd need 30 guile. But if you were to meme 60 guile, you'd be rewarded 30 flanking. Which would be a whopping 60 hit from behind. as much as 30 scaled skill, for your 60 scaled guile. . . From behind. Still no benefit from the front of course.
As a result Guile is still able to be countered by dodgers who buff up and dodge their attacks, people who have massive crit resist, and by people who have their backs to the wall, or wear armor of eyes. (Which by the way, armor of eyes is very "Meta" And widely used in general.)
For the most part, skill and luck just do more than guile. Less of a waste to get most of the time. As obtaining a lot of guile usually comes at the cost of not being able to dodge things, or being extremely paper thin.
Now a disclaimer: My 60 guile character actually seems decently strong. I don't think he's uselessly weak or anything. And I don't think guile is a uselessly weak stat, even if you have 60 of it. I just think guile is weaker than it should be and having a flanking cap of 15 stifles a lot of build creativity, by making most people just take 15 of it due to efficiency's sake. 15 is basically no splash at all. Especially now with 240 points.
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Eye of Divinity |
Posted by: renowner - 12-29-2018, 07:04 AM - Forum: Bug Reports
- Replies (2)
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So this new patch seems to have bugged out Eye of Divinity, as it seems impossible to hit the maximum damage number anymore.
Me and at least one other person on OOC have been unable to land a perfect divine eye even once. After waiting for the first reboot to see if that cleared up the issue: It hasn't.
How to replicate:
Use Eye of Divinity a dozen times on various npcs, players, and anything you feel like trying against.
So far i've only managed 260 with Eye of Divinity, never even 280. Additionally, Eye of Elimination works fine. Leading me to believe that its a problem with the second or third string that's the issue.
Fifteen attempts now not above 260 even once, and with me being 100% sure I've made no mistakes. Prior to this update, my insta-kill success rate was 95%. and my failures were usually from the lag building up.
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Generic Traits |
Posted by: renowner - 12-29-2018, 03:49 AM - Forum: Suggestions
- Replies (1)
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Here's a list of some traits. Starting with some human and redtail traits to spice them up a bit!
(Sorry if typos or something, I typed up a massive suggestion and since i wasn't logged in it deleted the whole post when I tried to preview it.)
Tutored:
Requirements: Human
Effect: You spent a lot of your free time learning and being tutored, allowing you to excel in more than one area. Grants one extra level to be spent into a profession.
(effectively turns the +1 trait racial humans have into getting 7 total profession points to spend instead of 6.)
And now more special snowflake eye traits, since many races have multiple paths they can choose, and the divine eye path is freaking cool and fun.
Spiraling Eyes:
Requirements: Human
Effect: Your eyes make you a bit dizzy. Its hard to grasp why, but its as if you're seeing more than you can process. As if able to take in a wider field of view than most. Passively gives the user +5 evade when being attacked from the sides.
Circular Vision:
Requirements: Spiraling Eyes
Effect: You have learned to process what your eyes can see, granting you a three hundred sixty degree field of vision around yourself. Negates all flank and backstab bonuses of your enemies, as well as passively prevents back attacks much like the sixth sense trait.
Eyes of Rotation:
Requirements: Circular Vision
Effect: Your ability to see all around you has granted you extreme prowess in countering and redirecting the flow of battle. Your eyes have also adapted to seeing a thin membrane of focus around your foes, letting you know exactly where to strike. Passively doubles the effect of the dizzy, unarmed mastery talent. And grants the skill: Rotational Strike. A three turn CD technique requiring a fist weapon that does a basic attack on all enemies in the 9 tiles surrounding your character. Also applying the "Rotation" status to yourself until the next round, which reflects all projectiles that would hit you.
Red Eyes:
Requirement: Human
Effect: You've been cursed with some horribly irritated and swollen red eyeballs. Due to your affliction you suffer a permanent -10 to hit and evasion. However, due to pitying your crippling ailment, your relation with all nations increases by 5.
Kaleidoscope Eyes:
Requirement: Red Eyes
Effect: Your eyes have cleared up, granting you clear vision again. In fact, your vision seems more clear than before! Able to see things in slow motion, and able to keep track of many moving objects at once. Negates the penalty to hit and evasion of Red eyes, and grants a permanent +10 to both in its stead.
Reflective Geass:
Requirement: Kaleidoscope eyes
Effect: Your eyes have a bewitching, almost hypnotic gaze to them. Many find them quite charming to look at! And you've learned to use this against them. Applies the Reflective Geass status to you at the start of each battle. This status negates, and reflects the first charm that would affect you each battle. Additionally due to your hypnotic vision, charm affects you inflict are boosted five levels.
(This would also be a good time to nerf the lovely face trait, as its probably a bit too powerful. A slight nerf would make it decent. And its also the reason this trait doesn't have a charm move of its own.)
Redtails:
Fox's Gambit
Requirement: Redtail
Effect: Never gamble with a fox as the old saying goes. Turns out its correct! When gambling in the onigan casino you now win 75% of the time. (Or just double the payout if that's easier.)Flipping a coin also results in heads 75% of the time as well.
Crimson Dice:
Requirement: Redtail
Effect: You like to stack the dice in your favor. Removes Green and Yellow dice from your skillpool, but doubles the effects of your dice instead.
(This will make dice more powerful, but also if you roll a 1, its much more devestating ,as you can't turn your dice yellow or green to minimize the risk.)
Emerald Dice:
Requirement: Redtail
Effect: You like to stack the dice in your favor. Removes Red and Yellow dice from your skillpool, but doubles the effects of your dice instead.
Amber Dice:
Requirement: Redtail
Effect: You like to stack the dice in your favor. Removes Red and Green dice from your skillpool, but doubles the effects of your dice instead.
(You'd want to make these traits not able to be stacked unless you want diceless redtail, which is fine to me too.)
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And now for the special snowflake traits!
Cruel Fighter:
Requirements: 20 Guile
Effect: All is fair in love and war is a phrase you've taken to heart. You pull no punches, and use everything at your disposal in battle. In a PVP challenge that isn't a spar, the rate in which you inflict injuries is doubled. Additionally, basic attacks with daggers have a status infliction chance of applying poison level 5, or increasing the level of a poison by 5. (Doesn't refresh duration.)
Contract Negotiator:
Requirements: Cruel Fighter
Effect: Make an offer they can't refuse. When you capture a player character and win the battle, each captured player must pay half of their on hand murai (Reduced by any affects that would reduce the amount, like losing a monster battle) to you for their freedom.
Polearm Mastery:
Requirements: 15 skill
Effect: Your immense skill with long pointy stick things is legendary! Your polearms have one extra range in battle.
(Couler outclasses this fairly well, but its still a neat little not op Trait I think would be fun t have. Spears are pretty long after all!)
Long Con:
Requirements: Level 30
Effect: You like to play the long game. Grants the skill: Long Con to the user. The skill requires 7 or all of your momentum to use, and cannot be used if any other action was taken by the player that turn. It grants you three bonus momentum on the next round. Try not to die in the meanwhile!
(The reason it takes 7 or all momentum instead of just 7 is because of dullahan's soul rage, which would make the already fairly unfair soul rage, completely busted. Soul rage > Long Con > 13M next turn. Now in order to pull that off they'd need to soul rage the previous turn, then long con, then do their big turn. taking 20% max health damage in the meanwhile, or Long Con > Soul rage on their bonus turn, which makes it worse than soul rage to begin with.)
Loveless
Requirement: None
Effect: You've lost love in your life, and you can barely contain your sadness. Your jealousy of others relationships causes you to take 10% more damage from enemies if their party has two or more player characters in it. You also deal 10% less damage if you have more than one unit in your party due to your lonely nature.
Lifeless
Requirements: Loveless
Effect: Your sadness has evolved. You no longer feel you have any reason to live. As a result, all damage you take is increased by 20%. Why won't somebody just end this miserable existence?
Joyful
Requirement: Lifeless, not Scornful.
Effect: Your sadness has waned, and in its wake lies a new appreciation for the wonders of life. All healing you receive from party members is increased by ten percent.
Scornful
Requirement: Lifeless, not Joyful
Effect: Your sadness has evolved into hatred. You negate the effects of Lifeless and Loveless, and replace them with these:
You take 25% more damage from all sources, and due to your hatred for relationships, your damage is increased by 50% against enemies while their group outnumbers yours. Healing from allies is reduced 75% on you, due to your immense hatred for being helped by others.
Redgull gives you wings:
Requirements: Mage level 20
Effect: While under the effects of the redgull enchantment, you are permanently airborn unless knocked down or stunned.
(This is a joke trait, please don't print it.)
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Mo' Traits. |
Posted by: Chaos - 12-27-2018, 05:57 AM - Forum: Suggestions
- Replies (7)
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Looks like it's Trait Suggestion Season. So, without further ado, here's a (preliminary and likely unfinished) list:
Potion Addiction
You have taken one concoction too many, and your body now craves alchemical goodness, for better or worse. Reduces the Duration of all Potion Sickness effects by 2 rounds. However, due to your over-reliance on potions, skills and other effects that restore HP and FP are only 25% effective.
Apprentice Blacksmith
Requirement: LV 1 Metalwork
You have undertaken a dedicated study and/or tutelage towards the art of pounding metallic things with a hammer. Increases your base Metalwork level by 1, and allows you to Upgrade Metallic Weapons and Armor at any Anvil. On the other hand, this focus has left you wanting in other crafts, increasing the difficulty of all non-Metalwork crafts by 1.
(Only one Apprentice trait can be taken at any time)
Master Blacksmith
Requirement: MAX LV Metalwork, Apprentice Blacksmith
After an endless amount of dedicated study and application, you have perfected the Blacksmith's art, allowing you to create masterpieces with ease, and bolster them to further heights. All Metalwork crafts, when successful, gain all positive qualities. Additionally, Metallic Weapons and Armor that you upgrade at an Anvil gain +1 Upgrade Level. (This stacks with all other effects that increase Upgrade Level.) Unfortunately, this single-minded path has made you only suited for the Blacksmith's art; as such, you will automatically fail any non-Metalwork recipe from now on.
(Only one Master trait can be taken at any time)
Apprentice Fletcher
Requirement: LV 1 Woodwork
You have undertaken a dedicated study and/or tutelage towards the art of carving wood into objects. Increases your base Woodwork level by 1, and allows you to Upgrade Wooden Weapons and Armor at any Anvil. On the other hand, this focus has left you wanting in other crafts, increasing the difficulty of all non-Woodwork crafts by 1.
(Only one Apprentice trait can be taken at any time)
Master Fletcher
Requirement: MAX LV Woodwork, Apprentice Fletcher
After an endless amount of dedicated study and application, you have perfected the Fletcher's art, allowing you to create masterpieces with ease, and bolster them to further heights. All Woodwork crafts, when successful, gain all positive qualities. Additionally, Wooden Weapons and Armor that you upgrade at an Anvil gain +1 Upgrade Level. (This stacks with all other effects that increase Upgrade Level.) Unfortunately, this single-minded path has made you only suited for the Fletcher's art; as such, you will automatically fail any non-Woodwork recipe from now on.
(Only one Master trait can be taken at any time)
Apprentice Weaver
Requirement: LV 1 Tailoring
You have undertaken a dedicated study and/or tutelage towards the art of tying loads of strings into smallclothes. Increases your base Tailoring level by 1, and allows you to Upgrade Cloth Armor at any Anvil. On the other hand, this focus has left you wanting in other crafts, increasing the difficulty of all non-Tailoring crafts by 1.
(Only one Apprentice trait can be taken at any time)
Master Weaver
Requirement: MAX LV Tailoring, Apprentice Weaver
After an endless amount of dedicated study and application, you have perfected the Weaver's art, allowing you to create masterpieces with ease, and bolster them to further heights. All Tailoring crafts, when successful, gain all positive qualities. Additionally, Cloth Armor that you upgrade at an Anvil gain +1 Upgrade Level. (This stacks with all other effects that increase Upgrade Level.) Unfortunately, this single-minded path has made you only suited for the Weaver's art; as such, you will automatically fail any non-Tailoring recipe from now on.
(Only one Master trait can be taken at any time)
Apprentice Enchanter
Requirement: LV 1 Enchanting
You have undertaken a dedicated study and/or tutelage towards the art of making books flash when read, and making swords slightly more magical. Increases your base Enchanting level by 1, and allows you to Upgrade Tomes at any Anvil. On the other hand, this focus has left you wanting in other crafts, increasing the difficulty of all non-Enchanting crafts by 1.
(Only one Apprentice trait can be taken at any time)
Master Enchanter
Requirement: MAX LV Enchanting, Apprentice Enchanter
After an endless amount of dedicated study and application, you have perfected the Weaver's art, allowing you to get more use out of enchanting materials, and further enhance your works. Whenever you successfully enchant equipment, there is a 25% chance that you won't lose the Catalyst. Additionally, Tomes that you upgrade at an Anvil gain +1 Upgrade Level. (This stacks with all other effects that increase Upgrade Level.) Unfortunately, this single-minded path has made you only suited for the Enchanter's art; as such, you will automatically fail any non-Enchanting recipe from now on.
(Only one Master trait can be taken at any time)
Reckless
You have more guts than sense, and your inability to resist the temptation of tackling violence head-on lends to quite a few unneeded injuries.... not that it stops you from continuing to charge ahead. All damage taken is 10% higher, but you gain +2 WIL and +1 VIT in return.
(You cannot take this trait if you have taken Cowardly, or vice versa)
Self-Sacrificial
Requirement: Reckless
You have WAY more guts than sense, and at least one person you care about more than your own life. Therefore, during battle, you have the option to intercept and redirect one offensive action against a teammate within 3 Range to yourself. (If you do, all defensive values, DR, etc. do not apply towards incoming damage; incoming damage is also affected by Reckless' +10% Damage Taken effect) You will also be unable to intercept another blow for at least 10 rounds afterwards-- no doubt a mix of recovery and a very worried peer.
Mutual Destruction
Requirement: Self-Sacrificial
At this point, the keen observer would say that you have no personal reason for living. Considering that you're more than willing to perform a suicidal charge to ensure an enemy's defeat, they aren't exactly wrong. Grants the 'Mutual Destruction' skill. (Consumes all Momentum. You charge at an enemy within (Momentum Consumed) range, performing a Basic Attack that will always hit. However, you will take the exact same damage(s) that the target takes from this attack. This ignores protections, DRs, etc., and is affected by Reckless' +10% Damage Taken effect. If you consume 6+ Momentum this way, the basic attack is also a guaranteed critical. (5 Round Cooldown).)
Cowardly
You are cautious-- too cautious, in fact. You aren't paranoid, but you certainly don't fancy yourself the type to run towards danger, much less stick around when danger rears its ugly head. All damage taken is reduced by 10%, but your inability to confront danger lowers all your base stats by 2.
(You cannot take this trait if you have taken Reckless, or vice versa)
Flee or Flight
Requirement: Cowardly
When the going gets tough, your instincts kick in to make space between you and whatever business end has invaded your personal space. Whenever you take damage, you will move 1 Tile away from the source, in a random direction. If you are Feared, you move 2 Tiles away instead. (You do not move away if you're under the effect of Courage or Surge)
Where Despair Ends, Hope Begins
Requirement: Flee or Flight
You are cowardly, that much is certain. Yet, when fear has run out, you show a decisive, more courageous side. The effects of Fear and Hesitation are twice as effective against you. However, when either effect expires, you gain Courage (Prevents Fear, +30 Hit/Critical) and Surge (Prevents Hesitation, +15% Damage Dealt) respectively for 3 Rounds.
Too Big to Miss
Requirement: Two-Hand Rank 5
You have a preference towards large, heavy weaponry. Normally, it would be rather difficult to utilize these titanic armaments, but you've come to realize that when a swing covers a peasant's house worth of space, you don't really need to aim. While Full Swing is in effect, and the weapon's weight is 20 or more, you gain Hit equal to your weapon's total Weight, but lose Critical equal to your weapon's total Weight.
Elemental Versatility
Requirement: 40 Base WIL, Rank 5+ in all Elemental Talents
A vast majority of mages tend to focus on one element; maybe two, rarely three. You, on the other hand, have several elements under your belt, and are only too happy to show them all off. WIL's universal Elemental ATK boost is doubled, and you gain +1 Spell Power for every Spell Domain within your Skill Slots. However, if you cast any one spell twice in a row, or if you cast a spell from one Spell Domain, and your next spell cast is from the same Spell Domain, all Magical Damage you would deal is halved (before defensive calculations) for 5 Rounds. (This debuff cannot be removed by any means, except expiration)
(You cannot take this trait if you have taken Luminary Element, or vice versa)
Born in a Blizzard
You have lived in very cold conditions for a long time, and your reaction to certain elements is affected by it. +10% Ice Resistance, -10% Fire Resistance.
(You cannot take this trait if you have taken River in a Dry Land, or vice versa)
Warmer than a Yeti
Requirements: Born in a Blizzard
You are extremely adapted towards living in the cold. Doubles the resistances/weaknesses gained from Born in a Blizzard.
River in a Dry Land
You have lived in very hot conditions for a long time, and your reaction to certain elements is affected by it. +10% Fire Resistance, -10% Ice Resistance.
(You cannot take this trait if you have taken Born in a Blizzard, or vice versa)
Cactus in a Drought
Requirements: River in a Dry Land
You are extremely adapted towards living in the heat. Doubles the resistances/weaknesses gained from River in a Dry Land
Further Apprentice/Master Craft traits, as well as any other additions, will be added at a later date.
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Spo's trait suggestions. |
Posted by: Autumn - 12-26-2018, 11:57 AM - Forum: Suggestions
- Replies (16)
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Here's the actual trait suggestions, a second parter to these threads, pick and choose however you'd like, I thought most of these were pretty unique and don't exactly draw a line of 'being mandatory.'
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Elemental Affinity - Requires 15 WIL
You gain a slight elemental ATK bonus (15) when standing on a tile you own, the tile you are standing on decides the elemental attack you gain, however you trigger your own tile effects from now on, this trait will negate any absorb effects you have. (standing in your own cinders makes you take cinder damage for example.)
Cinder Tiles = Fire
Ice Tiles = Ice
Light Shafts = Light
Dark Water Tiles = Dark
Rain Tiles = Water
Air Shafts = Wind
Vines = Earth
Poison Tiles = Acid
Dark Cinders = Dark and Fire
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Parry Fighter
While you are dual wielding weapons, any parry type ability has extra effects:
-Parry Chance is increased by a flat 10%
-Parrying a weapon also decreases the enemy's durability by 1
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Bloody Accel - Requires Monster Hunter
You revel in the joy of bloodshed, on monsters that is, whenever you kill a monster (that is a non-summon type enemy) you will gain 3m, this can only activate once per turn, against your fated enemy the momentum bonus is doubled
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True Dark - Requires Blind Fighting
You have been stricken an unfortunate curse, you are completely blind, whether you were born with it, had your eyes gouged out or damaged, or any other natural means, one thing is clear however, and that is the darkness in front of you, however this does not mean you are without any strengths for your weakness.
-You incur a hit penalty due to your disability, -50 hit similar to if you were blinded originally.
-You cannot trigger certain skill effects for yourself such if you were blinded before, such as Flottement, Snake Dancer.
-Your hit cannot be reduced by any other source. (Example: Blind, Kensei Passive, Blotch, Smokescreen, fear.)
-You are immune to gaze type attacks, such as Absolute death/fear, death gaze, spatial eyes, etc.
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Tectonic Sensitivity - Requires True Dark
Your weakness will not stop you, you are able to sense your enemies through the earth, the cap on magnetism's hit bonus increases per 1 earth ATK you possess, this bonus does not apply to airborne enemies or enemies with the flight tag.
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Shield Hero - Requires Hero history (Or not, this is purely flavor reason)
When you are equipped with a shield in your off hand and no weapon in your main hand, you are granted a special skill in place of your basic attack, Shield Slam, which lets you target an enemy in 1 range, dealing blunt damage equal to Scaled STR + 50% DEF, additionally this attack may stun a target if you are airborne, this attack is not available while you are guard broken.
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