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  Arcanist (Unofficial Mage Promote)
Posted by: Kiranis - 01-13-2018, 05:24 PM - Forum: Suggestions - Replies (4)

SO a running theme of promotions in this game is Expanding upon the ability's of the base class

Mages turn into evokers which give them stronger nukes or hexer's which turn into status affliction nightmares for example

Which leaves me to wonder Why did we never get a better Blink or Elemental Buffs for Light Dark Water

ARCANIST with a Grimoire by their side allowing them to do even more complex incantations and spells they can meddle with space and time to fuel their magic

Grimoire: Level 1 Passive A gateway skill into the arcanist tree much like how summoner's need contract In battle It give's you an ability to summon your grimoire to the field if it is already out it desummons it and resummons at a new location for 3M

Level 5 Blink Other. With the Flip shot skill we were introduced to a new kind of targeting so let's make use of it by targeting one person with one end and somewhere else with the other end you can force someone else to reappear probably very far away from YOU Increase Range per level

Level 5 DIMENSION RIP! Target one enemy and a Location you rip their asses from spatial causality and force them to reappear at a site your your choosing doing damage basically an offensive Blink Other

Level 5 Enchant Dark (dev can think of a better name) does what it says on the tin works like the other mage element buffs +Resist

Level 5 Brief Respite Gain 1 FP per rank when transporting yourself with Blink Blink Other Swap Position or Mass Blink.

Level 5 Mass Enchant Allows you to hit an area with your enchant spell this is a huge support skill freeing up accessory slots from badge users and giving mages a reason to turn auto cast OFF allowing the arcanist to select the right buff needed.

Level 1 Enchantment Override allows Arcanist to Override other enchantments the point of this ability is twofold #1 to change enchantments at a whim #2 to apply enchantments already on someone refreshing duration when it's convenient or when you can do nothing else

Level 5 Shadow Bind A Dark Damage "beam" type attack if enchanted with dark you can bend the beam up to twice to allow for trick shots may inflict immobilize

Level 5 Trident Bolt Causes a Fissure in space to fork one projectile into three the space between the tridents forks can be expanded or decreased

Level 1 Double Cast. Causes any projectile spell to be replicated by your Grimoire (you can change the direction it fires this spell the same way you can toggle which target your aiming when you use flip shot) the projectile cannot be altered (so shadow bind would fire as if unenchanted)

Level 5 +will. a skill that gives you more Will the arcanist's main stat

Level 3 Spacial Fold gives + Range to Arcanist Skills

Level 5 Implosion deals untyped magic damage drawing all enemies to the Center if enchanted with light they are hit with a corona of light damage if enchanted with dark they are hit with the same except dark damage

Level 5 Sunder a One range spell that knocks down the target Casting it on a knocked down target sends them flying backward any enemy they collide with on the way take untyped magic damage.


Sorry had an Idea and needed to share let me know what you think of some of the abilities. and sorry it's not in depth as my geomancer attempt.

Current Total Estimated SP 56

Edit. TIELS changed to Tiles. DERP

Edit removed Enchant Light and Hearthlight Skills. Added Brief Respite A skill which gives the arcanist a bit of "Rest" when leaping through space to new locations I mostly stole the idea from a book where every wizard has a interdimensional hide away that they can stop at before arriving with their translocation spells. Added levels to the skills.


Suppose i should go over what I want Arcanist to do. Well Battlefield Control literally the ability to move things about and arrange them as you wish
That one monster out of range of your allies charged mind Vydel? reposition that booty directly in the line of fire ally surrounded by black beasts on seto stage 2? yank them up to you or just out of the line of fire in general team struggling because they are fighting enemies that resist them? untyped magic damage deals with that

It also gives the mages a Sniper Archetype which they currently don't have (explosion does not count) I suppose you could use Rye maybe.

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  So guys. I wondered.
Posted by: Skullcatrons - 01-13-2018, 06:33 AM - Forum: General Discussion - Replies (7)

is Sigrogana big enough?

[Image: MonasteryBigEnough.png]

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  Rangers Buffs Nerfs and QOL (as told by Kira)
Posted by: Kiranis - 01-12-2018, 06:21 PM - Forum: Balance Fu - Replies (9)

QOL

Cherry Tree Buff needs an icon and maybe an range indicator
Expert's Aim tool tip should tell you that the Longdraw buff is REAPPLIED next turn
Androcobra give it an attack range indicator Ive been using it AND I STILL can't tell where it's going to fly.
Make Cherry Tree A valid target for forest walk
Give Rain Trap a "thing" a bonus or something for using hand trigger with it out?

Buffs?
Nest range increased to 11 Two reasons for this #1 Otherwise forest walks max range of 11 is kinda a waste of points #2 Forest Walk is kinda a joke when ranger has other mobility options all of them can be considered better TLDR Forest walk seems way too situational
Might not want to do this if you make cherry tree a viable forest walk target Also might want to put these buffs as extra levels on nest of nests

Forest Fiend Buff Annorum Damage increase per plant object burned give it a little love and this way using it is to obliterate people swarming your nest locations


Nerfs?

Slight decrease to gentle garden's healing output

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  Appeal S-S-Streak!
Posted by: Egil - 01-12-2018, 10:45 AM - Forum: Unban Requests - Replies (5)

Game you were banned from: SL2
In-game name (key): Masterdarwin88? Probably?
Reason you were banned: I requested PVP from people who were RPing
The length of the ban, if you know: Until 1978, according to BYOND
Who banned you, if you know: Sly? Probably?
Why we should unban you: Because it's been five or six months and my rare appearances really don't cause any harm. My friends are playing again and I'm just interested in playing with them and not bothering anyone else.

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  Companion Base Stat Visibility
Posted by: Inconspicuous Kitty - 01-12-2018, 06:24 AM - Forum: Suggestions - Replies (2)

Could we be able to hover over the numbers in our Companion's statsheet?

[Image: 1ceb80f9784b6e229a935009767850bc.png]

This usefulness is mostly in knowing exactly what we're getting when we install our youkai without having to basically math everything, but could probably help with knowing some variables about basic mobs, as well.

Similar to this.

[Image: 638572b5bac776a7cbb7224c4b4c9c3f.png]

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  Intensify Cold
Posted by: MegaBlues - 01-11-2018, 11:15 PM - Forum: Balance Fu - Replies (7)

Can Intensify Cold's ice weakness and frostbite durations be increased to 5 turns each? Nearly other (if not every other) buff/debuff invocation has a 5 turn duration, making it feel as if Intensify Cold is outdated.

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  Trolololo-BOOM!! [Super Bomb, again]
Posted by: Snake - 01-10-2018, 08:27 PM - Forum: Bug Reports - Replies (2)

[Image: YPj_ZUckTK2VW9I8GIbeFA.png]

The game lied to me. The bomb seems to be exploding two rounds (or one? m-math) earlier for some reason.

I want my 460 Murai back. >: (

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  Jamancer
Posted by: Musicka - 01-10-2018, 07:35 PM - Forum: Suggestions - Replies (2)

Jamancer

/Summon
Summon Gamma: Summon a Jammer Gamma. This Jammer as Jamarmor grants +4 STR and DEF. This Jamweapon deals 55% Fire ATK on Hit. [JELEMENTAL] FIRE

Summon Beta: Summon a Jammer Beta. This Jamarmor Grants Flexible and Acid Armor. This Jamweapon deals Acid DMG based on Lv/. This weapon also lowers Def by 3 and stacks. [JELEMENTAL] ACID

Summon Alpha: Summon 3 Jammer Alpha. This Jammer armor is the basic but grants 30% Blunt Resistance. This Jam Weapon deals lv as water dmg. [JELEMENTAL] WATER

Summon Epsilon: Summon a Jammer Epsilon. This Jamarmor Grants 6 Res and Poison bell. If you move you also activate poison bell. This Jam Weapon inflicts poison. [JELEMENTAL] EARTH

Summon Delta: Summon a Jammer Delta. This Jamarmor grants 7 Will and restores 15% of [JELEMENTAL] DARK

Summon Omega: This is an Incantation. Summon a Jammer Omega [Dev could tot Nerf it clearly so its not the real boss]. This weapon can not be targeted by your jammer skills.

/Altering
Kinging: Target a Jammer and another or yourself and place a King Jamcoat on them. The coat grants 50 HP and restores 30% of Max HP.The Jammer glows yellow. Destroy the first Jammer. If a King Jammer is used for Jarmor it grants 100% of the effects. If used as a sword it grants 100% of the effects and 20 Hit.[JELEMENTAL] LIGHT/LIGHTNING

Queening:This is an Incantation Target a Jammer. Transform the Jammer to a Jammer Queen. Jammer Queen summons a random jammer every turn and can use Jamagic the user has equipped. This Jammer Can not be used for any weapon but Defend the Castle. This Jammer can not be used for

Summon Jammer Alpha Omega: Create a fusion of 3 Jammer Alphas creating an Alpha Omega. This Jammer is able to equip other jammers like the user. This Jammer Can not be used for any weapon or armor.

Summon Jammer Charlie: Target a Jammer Alpha or Jammer Beta and transform it with focus into a Jammer Charlie. Jammer Charlie is gifted with Evasion and ghostwalk. If Jammer Charlie is used for armor it grants 5 Cel and Gui and you do not trigger tile effects. If this is used asa weapon it deals 40% of Dark Atk. If used for rescue the princess and turn it into the Princes Bodyguard. Making it a Cursed Katana. This weapon is Demonic granting 3 STR.[JELEMENTAL] ICE/WIND

/Utility
Jam Tamer: Jammers that you convert have a 50% chance to convert. Your summoned Jammers Lvl is Rank*20. Jammers you converted can be summoned for Rank FP in combat.

Jelementals: Each Jamer has an elemental effect. Depending on the Jammer the Effect is Different. When used in a weapon the weapon now takes on that JELEMENTAL EFFECT.

Battle March: Gain 3 FP when your jammers move while charging.

Jam Masta: Restore 10 FP when you personally equip a Jam item.

/Jamagic
Jambolt: Fire a bolt of Jam dealing Liightning/Acid dmg with a bonus Blunt DMG. Inflict Jamify on Enemy

Jam Charge: Charge a jamer in one range the Jammer Gained Jamdonate. Deal Magical Blunt DMG equal to Jammer Lv*2. If JELEMENTAL inflict elemental dmg. Your Jammer under Charge effect can move for free once per turn but has a -2 to move.

JamKnighting: Incantaction. Target the two jammers close to you knighting them. When the spell is done target 3 random Jammers 2 become A Jam Helm and Jam Armor the 3 a Jamweapon. while using an incantation Jammed enemies deal 50% Less DMG.

Knighting: Target a Jammer in 8 Range that Jammer Gets 10 Def and 20% Phsyical Defense.

Jamfir: Sacrifice a Jammer and fire a Bolt of gooy magic. It deal Fire DMG and Blunt Magic DMG based on Rank. Inflict Bonus DMG based on JELEMENTAL. If you use a Jammer Gamma Inflict Burn.

Jam Armor: Sacrifice a Jammer and use it to gain Jam Armor based on RANK

Jam Helm: Sacrifce a Jammer and use it gain Jam Helm which counts as Jam Armor based on Rank.

Jamotion: Sacrifice Up to 2 Jammers. Restore HP by a Rank% of the Jammers HP. The second one becomes a Potion used in combat.
/Jamapeons

Help the Queen: Sacrifice a jammer to summon a Jam Weapon. Help the queen has Power/Hit/Crit based on RANK. This weapon is a Medium Sword. This weapon is a spelledge. If you have a Jammer Queen Summon Heal her based on half the DMG you deal with this weapon.

Save the King: Sacrifice a Jammer to summon a Jam Weapon. Save the King is a Axe. If you use a Kinged Jammer for this Summon this becomes a Sword Treated as an Axe. If you land a crit with this weapon move Knighted Jammers next to you.

Rescue the Princess: This weapon is a Spear that counts as a Sword. This weapon has a chance of inflicting silence on hit and interfernce on crit.

Guard the Castle: Summon a heavy sword using 2 Jammers or a Jammer Queen. This Greatsword is considered a spelledge. If you use a Jammer Queen this weapon deals Blunt Magical Damage and is able to cast Jamagic as basic attacks. Summon or Knight a Jammer on Crit Also.

Rob the Rich: Summon a bow out of a Jammer. The bow has range and stats based on RANK. Instead of basic attacks this Bow can cast Jamagic that sacrifice jammers for damage.

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  The Preacher [Wilson]
Posted by: Skullcatrons - 01-10-2018, 07:01 PM - Forum: Character Biographies - No Replies

ACT: Preacher’s homebound

Setting: The individuals are placed inside the log cabin, near the city of Lispool. There is table in center of the room, with candle located on it. Four chairs surround the table. There is also drawer in back of the room, with portrait of a couple in their prime.  There is also three paintings on the wall that resemble three young children.
ENTER Father

Father is at least fifty-eight years old, his feature seem be weary. These face wrinkled, and his hair is already balding. He seem to sport these dark blue eyes, and a very dull expression.
Father seats himself on a chair.

ENTER Mother
Mother’s already nearly fifty-five. Her hair is starting to turn gray, much loss of her beauty drying up thanks to brutal reality of life. Her expression flat, and uninviting. Almost an evil old hag stereotype, although she seem to demand respect with her intimidating presence.
Mother: Dear, is it the time to sit down, and relax?
Father: I’m sorry, honey. I’m just exhausted. The winter’s hardly improving, and gradually getting worse. Afraid I cannot go chop tree with harsh blizza-
Mother: Speaks no more, dear. I shouldn’t have asked such ignorant question. I should’ve looked outside the window a moment ago!
Mother walk toward the drawer, and pulls it open.
Father: It had been years, has it?
Mother: It’s definitely been years. All these years, and we’ve been occupied. By  Mercala’s goodness, I would’ve gladly repeated all that again. Just because it’s for greater things, dear.
Father: Even if the children disagreed, or didn’t consent with this?
Mother: Look, Jordan. You expect a Child to make a logical decision. They’re young, and their emotions are so run amok. That you just must Discipline them. To put them on the right Path! Why do you want me to repeat this?!
Father: The last child we had before he left. He doesn’t want this. He wanted something different, but he doesn’t want to go on Path you laid out for him.
Mother: Look, sweetheart. The World isn’t gonna just be gentle. The boy have no choice, and I need him to be strong. He need to just appreciate that we’re doing what is in his best interest!
Father: Even if the interests isn’t what he wanted? The first two children, they were able to be given a choice. What’s made you change your mind on the third child?
Mother: Jordan! I cannot help it. A mother grows, and change. She just become more considerate of her decisions. Why are you so lax?
Father: Hannah dear. I cannot help it. It’s just Father pauses It’s one of these day. Why did you change your decisions when we had our third? We gave other two freedom. Why cannot we do the same for the thir-
Mother: Look. I’ll not argue with you. It is that, and that. I simply wanted what is best for my Son. He is simply supposed to be very excellent role model. Especially since other two doesn’t contact us as much.
Father: But wh-
Mother: Enough, Jordan. I will not accept another protest.
Father frowns. He takes one look at the Painting of his third child. Then he stand up.
Father: I’ll go split firewoods for the night.
Mother nods her head in acknowledgement. She pulls an envelope from the drawer. Opening it, and begin reading. Father went through the door, and left the log cabin to gather firewood for the tonight’s furnace.
Early midnight

The furnace is already lit up, providing warmth and light. The Mother sits near the furnace on very comfortable chair.  Next to her, is another chair as well. There is a painting of the Couple, but in their younger phrases.
ENTER Father
Father: Sorry about that. I have to-
Mother: Hush, dear. I know. It’s a shame.
Father: It’s very shameful, really. I didn’t think that one would break.
Mother: Many things are not alway built to last, Jordan. Just like our time, we’re not permanent.
Father: So pessimistic, as alway dear.
Mother: A woman’s bound to go pessimistic if she had to put up with her husband’s sore thumb smacked by a hammer! Though, dear.
Father: Hm?
Mother: Do you remember that today, is the day. That He’s coming.
Father: Oh. Him? I don’t have high hope for him to actually come.
Mother: So faithless of you, Jordan! And you call me a pessimistic?!
Father: Look. There’s difference between -
Mother: He’ll be here by five minute.
Father: That’s outrageous. Why so late? Why even so late where Sun is gone, and moon is rearing right above us!?
Mother tighten her jaw for a moment. As if the Spirit of Irritations have made it appearance in the form of her expression.  With her strong determination, she held steadfast to the demeanor.
Mother: Jordan. I understands. But It’s better if nobody is to see Him coming to our Home. The Shadow will Shroud him from the undesired Sights.
Father: I  . . . I hope you didn’t regret this decision. But soon, We’ll both apologize for what we’ve pressured him to become.
Mother: Shush. It is better that he is to be acceptable of his Worship to Her Grace, and that he will brings the Family in Good Name. It is all that matters.
Mother looks up. Taking the moment to admire the the painting presented.
Father: I hope you can bears the consequences.

There is a knock.

With every knock, became a slightly more audible until it stops on the fourth.

Act: Preacher’s Homebound
END.

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  Class Idea Steamguard(Aquamancer/Spear?)
Posted by: Musicka - 01-10-2018, 02:29 PM - Forum: Suggestions - No Replies

Steamguard

Steampowered: While wearing light armor or heavy armor you gain a bonus to magical resistance based on Rank*2. You gain vapors equal to Rank every turn and lose 1 based on Rank every turn to a maximum of RANK*10. If you take lightning damage at the start of your turn gain 3 STR for 2 turns. Dullahans gain a bonus 5 Vapors at the start of the battle. You gain a boost to STR/WIL/FAI/VIT based on Vapors/10.

Refresh: If you have 10 or more vapors you can cleanse your system gaining an resistance to poison and negative status based on RANK. You use all your Vapors to gain FP and HP equal vapors*2. This is twice as effective on Dullahans.

Hard Boiled: You get twice as much effect from egg based foods. When you take fire or water damage gain 5 Vapors and reduce the damage of the next magical attack by 35%

Sweat: You sweat out steam dealing Wind damage based on Rank(uses fire scaling) to enemies in 3 range. Gain 9 Vapors. Enemies have a chance to be inflicted with interference and lose 3 to all stats for 3 turns. And lose 3 Movement for 2 Turns.

Releash Steam: You allow the steam to expand from out of your body or armor. Resetting your cooldown. Enemies in 9 Range take Fire/Water Damage based on rank. You lose HP equal too steam used in return you gain CEL/STR/DEF based on rank.

Healing Vapors: Using Focus you generate a aura that cuases your vapors to heal you. You gain regen equal to Vapors/2 for 3 turns.

Boiling: Water spells, and steamguard water skills gain Fire ATK based on Rank as a bonus

Holy Waters: Water spells and steamguard water skill gain a bonus to Rank equal to FAI/20.

Mystigaya; Summon a wave of cloudy steam lowering the defense and Res of everyone besides you inside of the fog based on RANK. Enemies and allies are treated as if they are in smokescreen. If you are in heavy armor this skill pushes all enemies 2 spaces back.

Yglade: Summon a water blade that has power/hit/crit based on Rank. The weapon inflicts soaked and deals 150% of your water atk. If you have a weapon this skill instead deals 50% of water atk and only last 3 rounds.

Steam Jet: Increase your movement based on your vapors/5. If you use Jetpack you this round you get refunded 2 M.

Gather Steam: You stand still gathering focus to create magical vapors. You gain Vapors based on RANK.

Purify Vapors: You purify your using them to enchant yourself with 2 Res and 2 Fai. If you have 10 or more Vapors increase this skill based on Rank. You take 50% of the damage from Steampowered

Duality: You are extremely skilled in using on than one element at a time even more so more than one weapon. If you are using two swords you gain 2 SKI and 2 DEF. If you use Yglade with no weapon you summon a fire sword aswell but it only deals 55% of your fire atk. If using two swords you attack with your second sword dealing 35% of the damage.

Temperature Proof: You gain 1% Fire and Water Res for each Vapor you have.

Leap: Leap high into the air gaining airborne and Leap. Your next melee attack has a bonus to damage based on WT and VIT/2. Your next basic attack or certain steamguard skill has a bonus to range based on RANK*2

Twin Sword
Flagamagun: You must be using two swords to use this skill. You attack in a complete circle dealing Slash Magical Damage based on Rank. If you have 20 or More Vapors you lose 10 and this skill gains 2 more range. All enemies inside also take 50% of your Fire and Water Atk. And have a chance to be either soaked or burned.

Qwerty: This skill must be used with two swords. Luanch one of your swords in the air. Before moving in a straight line based on RANK. enemies in 3 range of your moving path is inflicted with Guard Break. You use a faint forcing your enemy to trigger a defensive skill They can not trigger it again. Preform a basic attack that does not miss. If you have 6 Vapors you then a basic attack with your second weapon the second attack does Slash Magical Damage. If you used Leap and Vapors your attack deals Lightning and Water Magical Damage instead of Physical and Slash Magical.

Sahamada: You place one sword backwards getting into a stance. Enemies who do not use two weapons lost 10 Hit against you. You prepare to counter if you are attacked by an enemie with a sword counter it taking no damage and gain 60% Resistance to the next attack by the user. If you are attacked by a spell you move into attack range of the mage and inflict silence. If you have 50 Vapor this skill uses 25 and you attack dealing 30% of the damage Back. This skill reduces SS of the foe by 2.

Combo Magic: An art founded by ????? when using a steamguard offensive skill or a sword skill you gain combo lv based on Rank. At 5 combo lv you gain Gaurd at the start of the next turn for each 5 Combo Lv. Steamguard skills are reduced by combo lv% If you are inflicted with guard break or knocked down you lose 3 FP for each combo lv.

Shield
Chifvlam: A powerful holy water enchant for your shield. Raise your shield infront of you creating a wall of magic all allies behind you gain def and res and fire resistance based on rank. If you use a bash skill this skill has a chance to inflicts soaked and blind. If you have 10 or more Vapor gain Chifvlam status. Enemies who attack you take Light damage equal too vapors/2 and water damage equal too vapors/2. If you are enchanted with an elemental the bash skill does dmg based on the element.

Shield Toss: You toss your trusty shield at an enemy in 4 range+Rank dealing Def as dmg and bonus dmg equal too your Ski. If an enemy is in 1 range of a foe that enemy is also hit. This has a chance to crit. If you crit and have 30 Vapors you deal 10 bonus Wind damage to all enemies in range. If you have 50 Vapors you lose 20 and inflict knock down on the foes hit.

Grande Basher: Why use bash if you not going to use it right. Enchanting your shield with vapors ignite focus behind you dashing up to 4 spaces +Rank. You do not need to move before trigging the effects of charge. If you have enchant shield this skill does 50% of that element +WIL this skill does Magical Blunt DMG. If you have leap status Slam into the ground next to your enemy and lose 5 Vapors. Crush the ground below you dealing 120% of your earth attack in 3 Range.

Linikoga: Using 40 Vapors you create a dome this dome last based on Rank. As long as you remain in this dome you are immune to damage. The dome has a threshold of damage based on RANK*150. You can not attack while in this dome or be moved. if the Dome takes too much damage it still completely absorbs the damage.

Lance
Aqua Lance: Coat your lance in water before unleashing a powerful strike dealing damage based on rank + 25% of your water atk. If you are enchanted with Kraken or Ice Point Guard you gain Frozen Spear status for 3 turns. This skill inflicts Ice Damage instead and the spear gains stats based on RANK. If you land a critical it inflicts Frostbite. If the enemy is weak against ice they become Frozen.

Teslarak: Using Vapors coat the tip of your spear. You gain Lightning Rod Status. In this status Lightning damage taken instead increases STR/LUC/CEL based on 5% of that damage absorbed. If you are airborne and use this skill gain Thunder Bolt status. Your next spear attack deals 120% of your lightning attack. If you have a javalin equipped it gains power based on RANK passively.

Elemental Lunge: You must be enchanted to use this skill otherwise it deals Fire/Water Dmg based on Rank. You Lunge forward enchanting your spear with the elements attacking a foe in 3+Rank Range moving into melee distance. If you have 25 Vapors you deal bonus DMG equal too your STR.

Riveraid: Leap forward in a spinning attack coated in Vapors.Slam your spear into an enemy dealing dmg based on Rank. If you have 10 Vapors this skill gains 10 Bonus DMG. If you used Aqua Lance this turn gain Aqua Spear status this is similar to water blade status by Yglade. You soak the enemy in water dealing a bonus 5% Water Damage. If you land the attack and have Repel unlocked you perfom repel only dealing 15% of the damage but gaining 30 hit and 30 Crit for that attack. If you have 35 or more Vapors and 30 FP, and Teslarak status you lose it but cast Ryemei on Repel attack.

High Tide: Spin on tip of your spear kicking a foe dealing bonus damage based on RANK.This skill knocks them Airborne. If the enemy is airborne already when they land they will be knocked down and lose 10 FP. If you have Mixed Martial arts this counts as a KICK and a MA+MA Promotion skill. If you have 15 Vapors deal water magical damage based on Vapors/2. IF you are enchanted with Nerhaven this does fire dmg istead of water.
Low Tide: A lowly sweeping attack with a spear dealing DMG based on RANK. If you have 10 Vapors this skill gains a bonus 15 Water Damage. If the enemy is knocked down you inflict wound lv based on RANK*3. If the enemy is not knocked down they are knocked down.

Rising Waters: Unleash a flurry of three brutal enchanted attackeds. You deal dmg equal to RANK. Knock the enemy airborne if you have 30 Vapors this skill does bonus water damage based on Rank*4. All enemies in 6 range take water dmg and force it too rain in the location soaking enemies. If you are in the rain at any time you gain 10 Water ATK.

Harpoon: If used on an Engineer Bot this skill refunds 2M and grants them the skill. Toss your spear inflicting wound and Harpoon status. Increase hit against your foe based on RANK. If you use this skill again pull the enemy towards you spaces equal to str/5 and inflicting 50% more wound lv.

/UPDATED
Oceans Anchor: Summon a massive anchor formed out of water. Drop the anchor in an area soaking enemies in range 3-5. the anchor renders foes immobile for 2 turns and lowers Move by RANK for 3 turns.

Sweat Out: Enemies who are soaked and take fire damage lose FP equal to 25% of the damage taken but resist 5%

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Sigrogana Legend 2 Discord