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  Walking on Cinders
Posted by: Kameron8 - 09-05-2015, 11:27 PM - Forum: Bug Reports - Replies (7)

When you are standing on a cinder tile, walking off of it will first trigger the damage from the tile you are standing on. So even if you're not walking into more cinders, you will always take burn damage from walking out of it.

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  Vorpal Strike No Longer Declared
Posted by: Kameron8 - 09-05-2015, 08:56 PM - Forum: Bug Reports - Replies (1)

When you achieve a vorpal strike now, instead of saying Vorpal Strike! It just gives the traditional Critical Hit! message with more damage attached.

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  Narcus
Posted by: Sarinpa1 - 09-05-2015, 03:52 PM - Forum: Suggestions - Replies (11)

[Image: mVxvlbC.png?1]


Something caused by using Wretched oil and menovs fang at ~60 WIL Suddenly I can get smacked for ~200 damage, accounting for some RES and fire resistance. And I even presume that this is merely bonus damage, so the damage you'd normaly cause still applies.
The only requirement is to hit a person.
I feel this is far too strong without a cap, especialy if combined let's say with retaliate.
Suggesting a cap at 100-150. It'll still be decent enough to not render the sword garbage.

But Sarin, everyone has fire resist are you dum - It's true that everyone has (should have) 10% fire resistance from talents alone, but that doesn't make it any worse. And if you stack very high fire resist, well good for you, you're safe from the sword, mostly. But not all have the option to equip a comc or firewalker boots for one reason or another.

But Sarin, red letter is a thing. - While it might be sort of a logical asumption if we see someone suddenly burst in flames, we get a red letter, but red letter is rare, rarer than it used to be, so access to it is not an option for all that'd want to fight it. (And nihilist is a thing too mind you)

As it stands, without packing decent res, pretty good dodge, or high fire resist, you gon get rekt by that real bad. (unless you're me, B) )

Edit : For those that don't know. Get hit - aquire status. Hit someone - Deal lvl fire damage (It's pretty much like matadors retaliate)

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  Memes
Posted by: Rendar - 09-05-2015, 11:39 AM - Forum: Fruity Rumpus General - Replies (1)

[Image: 3Q59tD9.png]

[Image: F4m7LBU.png]

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  [Que] Narcus
Posted by: Sarinpa1 - 09-05-2015, 08:41 AM - Forum: Bug Reports - Replies (4)

[Image: mVxvlbC.png?1]

Wretched oil and menovs. Suddenly I get smacked in the face with that kind of damage. By anyone that can hit me.
Is this a bug, or just overlooked monstrosity?

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  Screaming in Etacof's Ear :x
Posted by: LadyLightning - 09-04-2015, 09:38 PM - Forum: Bug Reports - Replies (3)

Apparently the Screaming Tome's "Screamer" skill, that removes silence from the tome's wielder, is ~also~ removing silence backed by Strangling Etacof, which "prevents the target's silence from being removed, and causes it to also take 5% of the target's maximum HP and FP each round."

Something strikes me as being off about this.

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  Lighting System: Hour 23 daylight?
Posted by: LadyLightning - 09-04-2015, 10:04 AM - Forum: Bug Reports - Replies (2)

Hi Dev. New lighting system has it super-bright daylight at Hour 23. This is supposed to be 10pm-equivalent, yes?

EDIT: The superbrightness persists from the beginning of Hour 23 to the end of Hour 24, at which point it becomes midnight dark again as it should be, gradually brightening to dawn at Hour 6.

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  No toxic pizza for this pizza hunter
Posted by: Autumn - 09-03-2015, 09:10 PM - Forum: Bug Reports - Replies (1)

Cobra's snake dancer will attempt to evade Poison or burn at the start of each round, something that should be inflicted gradually and not be evaded completely.

Poison will tick Matador's Know no pain at the start of each round, this one I can sort of see making sense but thought I'd note it out just the same.

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  Lore Questions: September (2015)
Posted by: Neus - 09-03-2015, 04:49 PM - Forum: Lore Questions - Replies (4)

This is a new topic for Lore Questions because the old one was about 26 pages. The format is roughly the same, but some guidelines;

1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.

That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.

Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)

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  Spellsword: a class proposal
Posted by: LadyLightning - 09-03-2015, 04:40 PM - Forum: Suggestions - Replies (2)

Spellsword

Most magicians study magick so that they can wield raw elements or dark hexes. Some magicians, particularly in Karaten and Chaturanga, take a more martial approach, learning instead to infuse their magick into a sword. These magicians become Spellswords, and are capable of devastating close- to medium-range combat and teleporting assaults. They're rather fragile, but bolster their defenses with protective spells and illusions.

Unlock Requirements: As a Lv. 20+ Mage, win a fight using only sword skills, sword basic attacks, and enchant-type spells (Redgull, Nerhaven, etc.).

Bases and Growths
STR 0 0%
WIL 4 40%
SKI 3 30%
CEL 3 30%
DEF 0 0%
RES 0 0%
VIT 2 20%
FAI 0 0%
LUC 2 20%


~~Offensive Skills~~

Swordbolt (5 ranks)
Cost: FP, 3M
Target: Enemy, Range (4)
Tags: Elemental Impact, Sword skill, Spell, General Arcana

A thrust of your sword projects a bolt of energy at one enemy in 4 range, dealing magick slash damage equal to your WIL + a bonus based on rank. While enchanted with an elemental, this skill's Elemental Impact changes its Arcana and damage type to the element that matches your current enchantment spell, in addition to the typical Elemental Impact effects seen with other skills.

Rank 1: Learn Skill, Damage WIL+0 FP Cost: 20
Rank 2: Damage WIL+8, FP Cost: 17
Rank 3: Damage WIL+16, FP Cost: 14
Rank 4: Damage WIL+24, FP Cost: 11
Rank 5: Damage WIL+32, FP Cost: 8

( This spell counts as a projectile, and can be reflected by a Spirit Mirror or shot down by a Demon Hunter spending all their remaining Desperado Style bullet counter. )


Sword and Sorcery (5 ranks)
Cost: FP, 3M
Target: Line (3-5), Circle (3)
Tags: Elemental Impact, Sword skill, Spell, General Arcana

Swing your sword in a wide arc, casting a crescent wave in a resizeable line 3 to 5 tiles long. Extending the range increases the FP cost. Enemies in the line take magic slash damage equal to your WIL + a bonus based on rank. While enchanted with an elemental, this skill's Elemental Impact changes its Arcana and damage type to magical damage of an element that matches your current enchantment spell, and causes it to explode in a 3-radius circle when it hits an enemy or reaches the end of its range, in addition to the typical Elemental Impact effects seen with other skills.

Rank 1: Learn Skill, FP Cost: 36
Rank 2: Damage WIL+5, FP Cost: 33
Rank 3: Damage WIL+10, FP Cost: 28
Rank 4: Damage WIL+15, FP Cost: 24
Rank 5: Damage WIL+20, FP Cost: 20

( Can only hit an individual enemy once. )

( Rationale: These are both Spells and Sword Skills, meaning that they require a sword equipped to cast, but their power will be increased by a Spelledge weapon or a Tome in the main hand. Spellswords who want to equip gloves or a shield are thus advised to look for a Magickal Star -- those without will need to dual-wield a tome and sword to add a weapon's power to their Sword Spells.

Elemental Impact does typical Elemental Impact things as well as changing damage type and Arcana, so these spells might gain range and/or radius with Talvyd, or a chance to crit with Redgull, etc.

Because the Arcana changes, these spells respect -mancy talents and tome chapters if you're enchanted with an element for which you've learned a -mancy talent or are wielding a chapter-appropriate tome.)

~~Defensive Skills~~

Mirror Image (5 ranks)
Cost: 35 FP, 3M
Target: Self
Tags: Spell, Sylphid Arcana

Create mirror-image duplicates of yourself that mimick your movements and throw your targets' attacks off. For 3 rounds, you gain the Mirror Image status with a LV equal to Rank. Whenever you would take physical damage, there is a 1 out of Mirror Image LV chance that the damage actually happens. Otherwise, one of your mirrors takes the hit in your place, negating the damage but lowering the Mirror Image LV by 1. When the Mirror Image LV reaches 0, the status is removed. You cannot cast this spell while you have the Mirror Image status, and when the Mirror Image status is removed, you also gain the Illusive status for 2 rounds, preventing you from casting Mirror Image again until it ends.

( Mathy-bits: When you take physical damage, you roll 1dX where X is the Mirror Image LV. On a roll of 1, you take damage as normal. On a roll of 2-X, you negate the damage and your Mirror Image LV decreases by 1. )

Spell Shield (5 ranks)
Cost: 35 FP, 3M
Target: Self
Tags: Spell, General Arcana

Create a magick barrier that blocks a portion of hostile damaging spells cast at you. For 3 rounds, you gain the Spell Shield status with a LV equal to Rank. Whenever you would take magick damage, that damage is reduced by Spell Shield LV*10%, but lowers the Spell Shield LV by 1. You cannot cast this spell while you have the Spell Shield status, and when the Spell Shield status is removed, you also gain the Broken Shield status for 2 rounds, preventing you from casting Spell Shield again until it ends.

( Mathy-bits: Having Spell Shield LV 5 reduces the damage taken from the first spell by 50%, but then becomes LV 4, only blocking 40% against the second, and so on. Damage reduction applies after your RES. 100 damage - 20 RES = 80 damage, reduced by 50% = 40 damage. )

( Rationale: The Spellsword requires active spell effects to mitigate damage. These defenses erode over time as they do their thing, and when they're removed, no matter ~how~ they got removed, you need a 2-round cooldown period before you can cast them again. This leaves the Spellsword vulnerable to Rogues who might Steal their Spell Shield or Mirror Image, and to Magick Gunners who may strip their defenses away with Null Shell.)

~~Utility Skills~~

Haste (5 ranks)
Cost: 20 FP, 3M
Target: Self
Tags: Spell

For 3 turns, the caster gains +1 Momentum and a bonus to Move based on rank.

Rank 1: Learn Skill, +1 Move
Rank 2: +2 Move
Rank 3: +3 Move
Rank 4: +4 Move
Rank 5: +5 Move

( Rationale: Allows the Spellsword to get a third action in during the next few rounds, provided that one of their first two actions crits or hits an elemental weakness, and allows them to do it without Fleur. This makes other classes besides Kensei and Ghost attractive as a subclass for Spellsword, and allows other classes who want to be crit-fishers a non-Duelist choice for this effect. Also increases Move, because thematics. Might be a little OP to allow the Move to stack with Talvyd, but I'm perfectly willing to simply add a "does not stack with the Move bonus from Talvyd" clause. )

Inverse Elemental (5 ranks)
Cost: 20 FP, 3M
Target: Enemy, Range (4)
Tags: Spell, Huggessoan Arcana

Inverts your elemental enchantment to impart an elemental weakness to an enemy. For 3 rounds, target enemy gains a Weakness, based on rank, to the element that matches your current Enchant-type spell, causing them to take more damage from that element.

Rank 1: 5% Weakness
Rank 2: 10% Weakness
Rank 3: 15% Weakness
Rank 4: 20% Weakness
Rank 5: 25% Weakness

( Rationale: Sometimes you just can't use the target's weakness, because doing so would make you weak to elements used by the target or its allies. This spell allows you to create a weakness where there wasn't one before, or negate up to 25% of the target's resistance. It's comparable to Absolute Death, except it's limited by elements and not by who caused the debuff. )

~~Slotted Passives~~

Blink Blade (5 ranks)

When you cast Blink, if your destination tile is adjacent to an enemy, you have a percentage chance equal to your SKI + a bonus based on rank to make a free basic attack with a sword against one such adjacent enemy.

When you cast Swap Position on an ally, if your destination tile is adjacent to an enemy, you have a percentage chance equal to your SKI + a bonus based on rank to make a free basic attack with a sword against one such adjacent enemy.

When you cast Swap Position on an enemy, you always gain a free basic attack against that enemy.

Regardless of circumstance, one casting of Blink or Swap Position can only generate one free basic attack.

Rank 1: SKI+5% chance
Rank 2: SKI+10% chance
Rank 3: SKI+15% chance
Rank 4: SKI+20% chance
Rank 5: SKI+25% chance

( Rationale: Movement and damage in one action, at a chance that scales decently. Basically turns Blink / Swap Position into an impromptu Hanging. )


Ensorcelled Blade (2 ranks)
Tags: Toggle Skill

While this skill is toggled on, your basic attacks with swords use your WIL for damage calculation instead of your STR, and their damage type changes to magick slash damage. If you are enchanted with an elemental, the damage type changes to magick damage of your current Enchant-type spell's element instead.

Rank 1: Learn Skill
Rank 2: Equipping this skill does not take up a skill pool slot.

( Rationale: The real bread and butter of the class. This is what lets Spellswords use swords with their WIL. It works on basic attacks, and basic attack skills like Sidecut, Wazabane, Ritual Sword or Shinken. It also changes the damage type to magick, so in effect, the Spellsword turns Swords into Tomes, minus the spell power boost, unless the Sword in question is a Spelledge. )

~~Innate Passives~~

Elemental Imbuement (3 ranks)

You can cast Enchant-type spells on targets already enchanted with an elemental. Doing so will end the previous effect and replace it with the new one. Furthermore, your Enchant-type spells gain bonus duration.

Rank 1: Learn Skill, +1 duration
Rank 2: +2 duration
Rank 3: +3 duration

( Rationale: For a class whose effectiveness is based on choosing the right Enchant for each battle, the ability to swap enchantments is vital. It also tacks on a bit of extra duration, but not too much, because we already have a talent for that. Think of this like Wind Dancer only for Enchant-type spells. )

Elemental Accuracy (5 ranks)
Requirements: Elemental Augment 1 rank

While enchanted with an elemental, you gain a bonus to Hit based on rank. This Hit bonus also applies to spells that are checking against the Evasion skill used by enemies such as Rogues and Vorpal Bunnies.

Rank 1: +5% Hit
Rank 2: +10% Hit
Rank 3: +15% Hit
Rank 4: +20% Hit
Rank 5: +25% Hit

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