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  Fitting Form Buff
Posted by: Sawrock - 09-09-2018, 06:50 PM - Forum: Suggestions - Replies (12)

Fitting Form's effect is currently as follows:

Quote:Ghosts, as in the spectres, do not typically carry a lot of weight in their appearance, so it is only fitting when Ghost duelists follow suit. Increases your Hit and Critical when using weapons with 5 weight or less based on Rank.

Add the following effect and note to the end of the paragraph:

Quote:At max Rank, weapons with 5 weight or less count as being as 20 or more weight for the purposes of Two-Hand.

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  Dense Doors
Posted by: Noxid - 09-09-2018, 02:14 AM - Forum: Suggestions - Replies (3)

Pretty simple one. These prison bar doors block vision. Could it be made so they don't? As it would make more sense.
[Image: unknown.png]

An example. As you can see the door blocks vision despite having holes in it.

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  Rosa Scarlatta
Posted by: Lonestar - 09-06-2018, 01:16 AM - Forum: Sigrogana - No Replies

IC

Cellsvich currently opened a new bar around the city, providing a more comfortable and a large variety of drinks than the normal, while also being the perfect place for parties and such.

OOC


The bar can be found to the right of Risu's bar and also the Church, being the middle house on the image below:
[Image: eJa4D4q.png]

Those that also wish to make a party in the bar (for whatever reason), should inform me beforehand so it can be organized. My Discord is Lonestar#8191.

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  Inventory - View Equipped Items
Posted by: Yark - 09-05-2018, 06:58 PM - Forum: Suggestions - Replies (2)

Just a quick suggestion that we should be able to double click the names of our equipped items and view them from the inventory UI. Normally one can preview his or her own equipped items by double clicking on the character itself, but if you take the Plain talent, this is not possible. This means that to check your equipped items, you must remove them from your person. It's mildly annoying to have to do this in general, but it's especially annoying to have to remove a tome and watch your skills be forcibly removed, if they were placed there by the extra slots afforded by the Spellbook talent.

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  Brute Ymir
Posted by: Shujin - 09-05-2018, 10:43 AM - Forum: Bug Reports - Replies (2)

The description text for Ymir says, that it's 150% ice magical damage. It is however physical.

So there is a slip up in either Description or more likely the on hit effect itself.

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  The Monastery game broke
Posted by: Skullcatrons - 09-05-2018, 02:24 AM - Forum: Bug Reports - Replies (6)

https://prnt.sc/kqpf89

So yeh. monastery's broke af. Skullcatrons#keyslot.1

Been like this for probably 3 days at most.

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  Lupine stuff
Posted by: JoseJoseRSD - 09-04-2018, 03:42 PM - Forum: Balance Fu - Replies (11)

This post is to talk about Lupine stuff that could probable be changed for better, here are some points that I want to talk about (Also, gonna redo the other posts I have made, because they seem to have too many posts to talk about, so I want to do them better so we get a clearer debate)

1. Lupine base stats

Lupine get buffs for both WIL and RES, but the bases for theses stats are too low, meanwhile... Celetiry and Guile have 2 base stats for some reason, Felidaes have about 1 point in WIL, DEF and RES, so why Lupine do not get theses two stats, Celerity and Guile, decreased for one point each one, then get their resistance buffed at least to 5 base resistance? they are not magic users, but that does not mean they should die when a fire burns, would it not make sense that they have shamanic traditions which for some reason increase their resistance against magic things but dont make them mages by default? also, what is the usage for thoses 2CEL and 2GUI? if I wanted theses stats, I could have just picked Felidae.

So the suggestion is, decrease the base CEL and GUI of Lupine from 2 to 1, then use it to increase RES, it makes no sense that they get heavy buffs to resistance (and WIL but RES is much better), but have such a bad base for a stat that Lupines want.

Obviously, Dev kind of configured the base stats of Lupine to be based around using Ghost, they get 3LUC, 0FAI, 4SKI, tons of STR, 2CEL and GUI to still make dodging and critting viable, but I think Ghost and stats overall need some tweakings before being a us

2. Lupine Warcry

It does not deal great damage, the status effects are Fear and Celerity, Fear is bad, why would I want to build around dodging in a character with 2base CEL? more importantly, the Fear is often excused with the fact that there are classes which make usage of the fear, so that means my character is pigeonholed into using a class with bonus against feared opponents to make usage of Warcry, Hunted LV of Warcry is too low, YOU NEED 70 POINTS IN SAN TO GET TO THE HUNTED LV OF BLOODY PALMS, EVEN THEN, YOU ALSO HAVE TO TAKE INTO ACCOUNT THE STATUS INFLICTION CHECK.

The skill requires a massive buff or change to be meaningful, because as of right now, Warcry feels a total skill slot waste unless you build a lot of things around it (Aka, Hexer and a lot of SKI/WIL/SAN to make usage of it, bonus effect against feared opponents or make usage of dodge, TOO MANY THINGS)

3. Lupine Instinct

Yeah... they get WIL... for some reason... Faith? well, it has crit evade and status resist... but no, it gives WIL... while WIL have many usages and is a versatile stats, theses usages are also class locked, BK and Boxer has great usage for them, but again, should Lupine be pigeonholed into theses classes?

While Faith is much more better of a tank stat, JUST LOOK AT IT, STATUS RESIST AND CRIT EVADE.

Willpower by itself... gives elemental damage... status infliction which I guess is ok for trying to use Warcry? outside of combat, it gives FP and WIL but inside of combat, FAI would be much more productive.

Also, how does it makes sense that Lupines are supposed to not be good with magic, but still get Willpower as one of their racial stuff?

I know FAI also has a very low base, a 0 base, but seriously, unless you pick specific stuffs to make usage of WIL, in combat, it has no better usage than FAI, which is much more of a tank stat.

So yeah, theses are three points that I want to talk about, hopefully everyone talks about it in different points and not focus in one single thing.

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  New Recruits placed on Top
Posted by: Shujin - 09-04-2018, 02:15 PM - Forum: Suggestions - Replies (1)

Militia training is all fine and dandy, but when you have monster recruits already you need to manage and move you trainees to top everytime. Since they donot really stay much longer than one fight, thats a bit annoying so either:

1.) Have recruits always move to the top of you companion list.

2.) Have an option to decide bottom or Top.


Reason: I spend more time organizing my Militia Trainees, than actually training them.

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  No dummy creation
Posted by: Shujin - 09-04-2018, 10:59 AM - Forum: Bug Reports - Replies (2)

[Image: 9c53ba436ed4e0484daa69d72d7d323b.png]

It says that you can create it via tool creation. You can't however, even with the talent.

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  Mutation adjustment
Posted by: Lolzytripd - 09-04-2018, 02:05 AM - Forum: Suggestions - No Replies

1 =Dagger
2=Fist
3=Sword
4=Axe
5=Polearm
6=Tome
7=Bow
8=Gun

Currently if you mutate a 4* axe, it remains a axe, ect, ect.

My suggestion when mutating a weapon if it would become the same weapon type mutate as if +1 rarity if odd or -1 rarity if even.

a 4* axe becomes a sword, a 6* tome becomes a polearm, ect.

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