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  Intelligent Discourse: Evoker
Posted by: MegaBlues - 08-17-2015, 08:32 PM - Forum: Balance Fu - Replies (2)

Here's a thread about everything wrong (and right) with the aforementioned class.

Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.

(http://www.neus-projects.net/viewtopic.p...8004#p8012, as this was recent enough for me to remember and bring back up.)

Potential Topics: FP Costs, Invocation breaking, invocations overall, elemental resistances, unresistable damage (or lack thereof), Elemental Overtime, Mind Charge, Silence, Telegraphs (tl;dr click the link)

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  SL2 Version 1.34
Posted by: Neus - 08-17-2015, 07:08 PM - Forum: Announcements - No Replies

[float=left][Image: talkav_96.png][/float]

Week two! Hope you like the forest. This week is mostly 10* items, with the first of a few tricks level 61+ enemies will get. As usual, a new static dungeon for the dungeon theme has been added.

1.34
10* Equipment - Added 6 new 10* items that drop from level 61+ Forest enemies.
New Static Random Dungeon - The Forgotten Forest, a level 65 Forest dungeon, has been added to Sigrogana.
Aspecting Enemies - Level 61+ enemies now have a chance to become Aspected. You will be able to tell when an enemy is aspected as their name will change, and they may have a slight difference in appearance.

  • Aspected enemies are slightly rare occurrences (slightly more common during Motivated Iahsus mood).
  • There are two types of Aspect for enemies; True Aspect and Fated Enemy.
  • True Aspect gives a small number of bonus stats depending on the aspect chosen (randomly selected).
  • Fated Enemy enemies are treated as having a Fated Enemy of certain player races, meaning they will deal 10% more damage to them. They will also greatly prefer to try and take down their fated enemies first and will stop at nothing from going after them in battle!
  • Enemies who become aspected have a higher chance of dropping randomly generated items of 9* rarity or lower.
Adjusted - Went through all of the animations and shifted forced deletion to the garbage collection. (Small optimization that may increase performance, especially for animation heavy things like the Jackhammer. Let me know if any issues occur.)
* Bug Fixes
- Bandits have stopped the strange head-shaving hazing and now have hair outside of battle again.
- Quest stamp resistances are now properly applying again.
- Know No Pain now grants its bonus Rage Energy regardless of it reduces the total damage taken to 0 or not.
- More Tannis map adjustments to prevent unwanted spawning locations.
- HUDs should no longer be hiding status effects when a party member changes their face-icon state/etc.
- Black Beasts facing or at the edge of battle maps should no longer just stand around and will use Dark Calling more aggressively, and only on alive targets.

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

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  Critical weakness! It's not very effective..
Posted by: Soapy - 08-17-2015, 06:04 PM - Forum: Balance Fu - Replies (10)

"[url=http://neus-projects.net/viewtopic.php?p=8860#p8860' Wrote:Soapy ยป Sun Aug 16, 2015 7:02 pm[/url]"]When landing a critical and hitting a weakness in the same attack, only the critical provides bonus momentum.
Hitting a resist with a weapon (even on-hit effects) lowers your momentum, so I see absolutely no reason why hitting a weakness shouldn't raise it.

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  So... Karaten is at the forefront of both magic and tech....
Posted by: Ranylyn - 08-17-2015, 05:23 PM - Forum: Suggestions - No Replies

... so why do we only have mages and engineers, but the closest thing to a hybrid is Magic Gunner?

So I started working on this because I was bored. it's still a work in progress. Just sharing what I have.


Class Suggestion: Magnetech

Years of study into arcane fields and the more recent surge of technological advancements has enabled some more creative mages to synergize and hybridize. Specializing in manipulating Magnetic Fields, these mages deploy and manipulate small machines to play more of a utility role in battle. Between their mastery of magnetic fields and machinery, these individuals are welcome allies.

Unlock Requirements:

20 Mage
Engineer Unlocked
Trigger Astral Belt's Damage condition on an enemy.

Alternate 3rd condition: Rank 3 Geomancy

Growths And Bonuses

(Distribution is just a reshuffled engineer)

Strength: 0%
Will: 40% +2
Skill: 30% +1
Cel: 10%
Def: 20% +2
Res: 40% +2
Vit: 20%
Fai: 0%
Luc: 20% +1

Weapons: Guns, Tomes


Offensive Skills:

Attack Drone (5 ranks - Augment Compatible)

Deploys a single attack drone adjacent to the Magnetech. Attack Drones deal damage based on the type of elemental enchantment cast upon it, provided they pass a hit check. If not enchanted, it won't fire, and it will be destroyed after two rounds of not being enchanted. Any ailments last for 2 rounds. The turret has a range of 4.
Fire: Fire damage. Skill + Lv/2 - Enemy Res. Causes Lv/2 Burn
Ice: Ice Damage. Unresistable 5% of opponent's HP. Causes Lv/20 Slow.
Wind: Wind Damage. Unresistable Skill/2. +5 Range.
Earth: Earth Damage. Will + Lv/2 - Enemy Def. Causes Lv/3 Magnetism.
Lightning: Lightning Damage. Damage is unresistable Momentum*10 (60 damage if it doesn't move, 30 if it does.)


Rank 1: 30 FP, Max 1 Drone
Rank 2: 25 FP
Rank 3: 20 FP
Rank 4: 15 FP
Rank 5: 10 FP, Max 2 drones.


Copy Bit (5 ranks) Range = 4

Places a Copy Bit at the target location. Anyone standing within 1 range of that location will have their actions replicated at 50% efficiency (Example: 40 damage resulting in an extra 20 damage) once per turn for 3 rounds. Multile bits can be placed for multiple allies, but each party member can only benefit from one bit of the same type per turn. The bit is destroyed once the affected party member takes damage.

Rank 1: 50 FP, max 1 Bit
Rank 2: 47 FP
Rank 3: 44 FP, Max 2 bits
Rank 4: 41 FP
Rank 5: 38 FP, Max 3 Bits

Bombard (5 ranks, Requires: Magnetic Flux) 3 range

Sometimes, you just need to throw everything at them! Sacrifice all your drones and bits within 10 range of your target to slam them all into it for Rank * 5 unresistable pierce damage per drone/bit.

Rank 1: 100 FP
Rank 2: 90 FP
Rank 3: 80 FP
Rank 4: 70 FP
Rank 6: 60 FP

Defensive Skills

Decoy Bit (5 ranks) Range = 4

Places a Decoy Bit at the target location. Allies within 1 range will have the decoy absorb a flat of the damage taken for them, until the decoy is destroyed. The decoy can only protect one ally per turn, but multiple decoys can be placed. The reduction applies to every hit of multi-hit attacks, but only once per single hit attack. For example, an attack dealing 50 total damage will deal 10 to the decoy and 40 to the player, while an attack dealing 200 damage would do 10 to the decoy and 190 to the player.

Rank 1: 10 FP, Reduces 2 damage, 10 HP Max 1 Bit
Rank 2: 12 FP, Reduces 4 damage, 15 HP
Rank 3: 14 FP, reduces 6 damage, 20 HP, Max 2 Bits
Rank 4: 16 FP. Reduces 8 damage, 25 HP
Rank 5: 18 FP, Reduces 10 damage, 30 HP, Max 3 Bits


Attractive Bit (5 ranks, Elemental Compatible) Range = 5

Places an Attractive Bit at the target location. Enemies within X*2 range will be pulled towards the bit X tiles every turn, where X equals rank. Enemies affected are affected by Magnetism LvX until the bit is destroyed. The bit can be attacked directly. Once destroyed, it explodes and deals Rank*10 damage to all targets affected by magnetism.

Rank 1: 30 FP, 30 HP
Rank 2: 27 FP, 60 HP
Rank 3: 24 FP, 90 HP
Rank 4: 21 FP, 120 HP
Rank 5: 18 FP, 150 HP


Support Skills:

Covering Drone (5 ranks)

Deploys a Covering Drone. The drone hovers around for 3 turns using "Covering Fire" from the Magic Gunner tree, which reduces the target's hit chance against allies other than the user. This drone is particularly frail and will be destroyed in a single hit.

Rank 1: 30 FP, Max 1 Drone
Rank 2: 25 FP
Rank 3: 20 FP
Rank 4: 15 FP
Rank 5: 10 FP, Max 2 Drones.

Utility Skills:

Cling (2 ranks)

Passive: Casting a Bit next to an ally causes it to follow them as they move.
Active: 3M. Clings a bit to an adjacent ally, so it follows them as they move. If used on an alkready clinged bit, it will uncling.


Mobilize (5 ranks, 6 range)

Allows the Magnetech to reposition their drones and bits manually. A single drone or bit can be moved up to 5 tiles per use.

Rank 1: 5M
Rank 2: 4M
Rank 3: 3M
Rank 4: 2M
Rank 5: 1M

Passive Skills:

Corrosive Fumes (1 rank)

Gun Skill. Only usable by Throwers. The harsh smoke generated by throwers cause the target to have difficulties breathing due to inhalation, which can also, often, be painful. After taking damage from the Magnetech's thrower, the target continues to take half that damage per turn over the next two turns. While this effect does not stack, using a thrower again will reset the duration.

Rank 1: learn Skill

Innate Skills:

Magnetic Flux (1 Rank)

What sets the Magnetech apart from the Engineer is their use of magnmetism to manipulate their machines. Without this ability, you're just another engineer.

Rank 1: Able to use the following skills: Cling, Mobilize, Bombard

Attunement (3 ranks)

All that messing with polarity can really disorient someone. If "End Turn" is selected without taking any action at all, the Magnetech recovers FP.

Rank 1: 10 FP
Rank 2: 20 FP
Rank 3: 30 FP

Perpetual Flux (3 ranks)

Adaptability is key. Allows you to overwrite one elemental enchant with another. Additional Ranks also increase the duration of elemental enchantments by 1 per rank. Astral Belt also gains a further Rank*2 defense boost.

Rank 1: Learn Skill
Rank 2: +1 duration to enchant spells.
Rank 3: +1duration to enchant spells.

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  Faster! I Want to Hit Them With my Sword!
Posted by: catabur - 08-17-2015, 03:48 PM - Forum: Bug Reports - Replies (3)

Being backattacked by enemies defaults their speed to "Slow" instead of what you have (which, in this case, is Fast).

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  Critical weakness! It's not very effective..
Posted by: Soapy - 08-17-2015, 12:02 AM - Forum: Bug Reports - Replies (3)

When landing a critical and hitting a weakness in the same attack, only the critical provides bonus momentum.

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  Covering the Bases (Base Class Skill Suggestions)
Posted by: Slydria - 08-16-2015, 04:18 AM - Forum: Suggestions - Replies (8)

A long list of ideas I've been thinking up for new Skills for Base Classes.

This is mostly because there isn't a lot of variation between what Skills players get for Base Classes, this is especially true for Soldier which only has a total of 10 Skills.

The main goal I had in mind when coming up with this list was to make it so each Base class had at least 15 Skills. (Sorry, mages, you already have 19 so you don't get any.)


Soldier (9 Skill Ideas)

Offensive:

Criss Cross
Sword Skill. Slash twice in a X-shape pattern in the direction you are facing. This deals Slash physical damage equal to 50% of your STR, 50% of your SKI, Weapon Power and a bonus based on Rank to all enemies in the area. If an enemy is in the center of the attack, this deals an extra 25% damage to them.

Rank 1: Learn Skill, 16FP, +3 Power
Rank 2: 15FP, +6 Power
Rank 3: 14FP, +9 Power, +1 Area Range
Rank 4: 13FP, +12 Power
Rank 5: 12FP, +15 Power, +1 Area Range


Revolution
Sword Skill. An aggressive attack for those that need to overcome unfavourable odds. Performs a basic attack, if it hits an opponent that has more HP than you, it deals a large amount of bonus damage based on Rank, however your weapon's Durability is reduced by 2 points.

Rank 1: 4M, 7FP, Bonus Damage: 10
Rank 2: 9FP, Bonus Damage: 20
Rank 3: 11FP, Bonus Damage: 30
Rank 4: 13FP, Bonus Damage: 40
Rank 5: 15FP, Bonus Damage: 50


Grand Lance
Spear Skill. Elemental Compatible. Performs a basic attack that deals bonus damage to all enemies in a straight line 3 tiles long. If you're under the effect of Charge, you gain a bonus to Hit equal to Rank*4 and will move along with the line and be positioned 1 tile past the end of it.

Blazing (Creates Cinders. With 'Charge', instead inflicts Burn on enemies.)
Freezing (Creates Ice Sheets. With 'Charge', instead inflicts Slow on enemies.)
Quaking (Bonus Damage. With 'Charge', this bonus Damage is doubled.)
Raging (Increases the Range of the Line by 3 tiles. With 'Charge', the bonus to Hit is doubled.)
Swift (Bonus Critical. With 'Charge', this bonus Critical is doubled.)

Rank 1: 16FP, +2 Power
Rank 2: 15FP, +4 Power
Rank 3: 14FP, +6 Power
Rank 4: 13FP, +8 Power
Rank 5: 12FP, +10 Power


Hammer Drop
Axe Skill. A brute force method to dealing with a well-guarded opponent. Performs a basic attack that deals Blunt damage and bonus damage based on Rank, if it connects on a Guarding opponent, they will lose their Guard and are instead inflicted with Guard Break (LV = Rank*5) for 2 Rounds.

Rank 1: 16FP, +3 Power
Rank 2: 14FP, +6 Power
Rank 3: 12FP, +9 Power
Rank 4: 10FP, +12 Power
Rank 5: 8FP, +15 Power


Support:

Static Shock
Nature Spell

Imbues the target with an electrical charge. This increases the target's Critical based on Rank for 3 Rounds.

When cast a second time, this unleashes an electrical discharge, dealing magical Lightning damage to enemies within 3 tiles equal to their Critical (more specifically SKI/2 + LUC/2 + Critical Modifiers). The second cast costs no FP.

Rank 1: 8FP, +4 Critical
Rank 2: 10FP, +8 Critical
Rank 3: 12FP, +12 Critical
Rank 4: 14FP, +16 Critical
Rank 5: 16FP, +20 Critical, +1 Duration


Passive:

Auto-Charge
Requires Rank 1 Charge

Well trained Soldiers are always prepared to charge into the front lines. You begin each battle with the 'Charge' effect for free.

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


Innate:

Charging Strike
Requires Rank 1 Charge

Using the momentum from a Charge to carry you makes your attacks all the more dangerous. While Charging, you gain an increase in Damage with your Melee Weapon Attacks and Soldier Skills based on Rank.

Rank 1: +2 Damage
Rank 2: +4 Damage
Rank 3: +6 Damage
Rank 4: +8 Damage
Rank 5: +10 Damage


Weapon Discipline

Soldiers are taught the importance of properly maintaining their weapon, a broken sword leads to a broken Soldier. Whenever you Attack, there is a chance based on your Rank for your Weapon to not lose a point of Durability.

Rank 1: 10%
Rank 2: 20%
Rank 3: 30%
Rank 4: 40%
Rank 5: 50%


Shieldbearer

For a Soldier, proper shield handling is an essential skill, it can mean the difference between life and death on the battlefield. When equipped with a Shield, you gain a bonus to DEF and RES.

Rank 1: +1 DEF, RES
Rank 2: +2 DEF, RES
Rank 3: +3 DEF, RES

Rogue (4 Skill Ideas)

Offensive:

Fluttering Hummingbird
Dagger Skill

Can also be used by weapons with the 'Fan' Sub-Type. Each hit requires an accuracy check, if a hit connects, it deals unresistable physical Slash Damage equal to the Weapon's Power.

The number of hits performed is based on Rank.

If you are equipped with two Daggers (or Fans), this performs additional strikes also based on Rank, using the off-hand Weapon for those strikes.

Rank 1: 4M, 20FP, 2 Hits
Rank 2: 18FP, 2 Hits
Rank 3: 2 Hits (+1 Bonus Hit)
Rank 4: 16FP, 2 Hits (+1 Bonus Hit)
Rank 5: 2 Hits (+2 Bonus Hits)


Flying Merganser
Dagger Skill

Can also be used by weapons with the 'Fan' Sub-Type. Swoop down at the target like a bird, striking them from behind and returning. This moves behind a target within tiles based on Rank and performs a basic attack with a bonus to Hit before returning to your original location. This cannot be used if there is no available space behind the target.

Rank 1: 14FP, 2 Range, +8 Hit
Rank 2: 13FP, 3 Range, +11 Hit
Rank 3: 12FP, 4 Range, +14 Hit
Rank 4: 11FP, 5 Range, +17 Hit
Rank 5: 10FP, 6 Range, +20 Hit


Utility:

Spin Around
Spin the target around, forcing their back to you.

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


Hand Trigger

Passive: Your traps will not trigger when stepped on.
Active: All of your set traps activate at once, applying their effects to all enemies within their effective Range.

Rank 1: Learn skill, 0M.
Rank 2: Equipping this skill does not take up a Skill Pool slot.

Curate (7 Skill Ideas)

Offensive:

Holy Cross
Requires Rank 3 Holy Arrow
Mercalan Spell

Deals Light Damage to enemies in a cross shaped pattern 4 tiles long surrounding the user. The width of the cross shape can be changed with the + and - keys, can be expanded twice but the FP cost increases with each expansion.

Rank 1: 18FP, WIL+6
Rank 2: 19FP, WIL+9
Rank 3: 20FP, WIL+12
Rank 4: 21FP, WIL+15
Rank 5: 22FP, WIL+18


Support:

Pacify
Mercalan Spell

Causes the target within 4 Range to be Pacified for 3 Rounds, it won't act aggressively to you or your allies.

(They won't move closer to you and won't attack unless you are within it's attack range, as if you were Sneaking, the Pacify effect does not work on 'boss monsters' or player characters.)

This also inflicts Hesitation of LV based on Rank.

Rank 1: 16FP, LV: 3
Rank 2: 15FP, LV: 6
Rank 3: 14FP, LV: 9
Rank 4: 13FP, LV: 12
Rank 5: 12FP, LV: 15


Regeneration
Mercalan Spell

Grants a healing boon that works slowly on a target ally, restoring their health each Round. Lasts 3 Rounds.

Rank 1: Learn Skill, 8FP, Regen: 8
Rank 2: 10FP, Regen: 11
Rank 3: 12FP, Regen: 14, +1 Duration
Rank 4: 14FP, Regen: 17
Rank 5: 16FP, Regen: 20, +1 Duration


Fortify
Mercalan Spell

Fills a target ally with enhanced resilience, increasing their DEF and RES for the duration. Lasts 3 rounds.

Rank 1: Learn Skill, 4FP, DEF/RES Bonus: +2
Rank 2: 6FP, DEF/RES Bonus: +3
Rank 3: 8FP, DEF/RES Bonus: +4, +1 Duration
Rank 4: 10FP, DEF/RES Bonus: +5
Rank 2: 12FP, DEF/RES Bonus: +6


Passive:

Everlasting Light

Increases the duration of your Curate Support Spells.

Rank 1: +1 Duration
Rank 2: +1 Duration
Rank 3: +1 Duration


Innate:

Respiration

It's important to not be frivolous with your gifts, instead you can take the time to focus. When you do not cast any spells in a Round, you restore FP at the end of that Round based on Rank.

Rank 1: +2 FP
Rank 2: +4 FP
Rank 3: +6 FP
Rank 4: +8 FP
Rank 5: +10 FP


Greater Enhancement

Increases the effectiveness of your Fortify, Invigoration and Quickness spells based on Rank.

(This does not increase the Move boost from Quickness however.)

Rank 1: +1 Stat Effectiveness
Rank 2: +2 Stat Effectiveness
Rank 3: +3 Stat Effectiveness

Duelist (4 Skill Ideas)

Offensive:

Accupuncture
Spear Skill. Jab into the target at a vulnerable point, piercing them and their defenses. This performs a basic attack that has a bonus chance to Critical based on Rank, if it hits, the target loses DEF. If it Criticals, the DEF reduction is doubled. Lasts for 3 Rounds. Range = 2.

Rank 1: 12FP, Bonus Critical: +8, -2 DEF
Rank 2: 11FP, Bonus Critical: +11, -3 DEF
Rank 3: 10FP, Bonus Critical: +14, -4 DEF
Rank 4: 9FP, Bonus Critical: +17, -5 DEF
Rank 5: 8FP, Bonus Critical: +20, -6 DEF


Reeling Hook
Spear Skill. Suddenly reach out, hook the target and pull them towards you. This performs a basic attack that deals bonus damage based on Rank on a target within 4 tiles in a straight line from you, if it Hits, the target is pulled towards you up to a number of tiles based on Rank (or until they are next to you). If used facing the side or behind the opponent and the pull is successful, the target is also Silenced for 2 Rounds.

Rank 1: 16FP, Bonus Damage: +2, Pull: 1 Tile
Rank 2: 15FP, Bonus Damage: +4
Rank 3: 14FP, Bonus Damage: +6, Pull: 2 Tiles
Rank 4: 13FP, Bonus Damage: +8
Rank 5: 12FP, Bonus Damage: +10, Pull: 3 Tiles


Pinwheel
Spear Skill. Spin your spear around in a spiral motion to produce a gust of wind, this deals Wind physical damage equal to 50% STR + 50% SKI + Weapon Power + a bonus based on Rank. In addition, all enemies have their Move reduced for 2 Rounds. Range = Circle (3) around Self.

Rank 1: 18FP, 3 Power, -1 Move
Rank 2: 17FP, 6 Power
Rank 3: 16FP, 9 Power, -2 Move
Rank 4: 15FP, 12 Power
Rank 5: 14FP, 15 Power, -3 Move


Passive:

Swaying
Toggle. Whenever you successfully evade an attack, you'll move 1 tile away from the attacker, if possible.

(Since this works against Advancing Flow, you can't have both of them toggled on at the same time.)

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

Martial Artist (3 Skill Ideas)

Utility:

Touch the Sky
3M. Your body becomes incredibly light, allowing you to leap higher into the air. Boosts your CEL for 3 Rounds. In addition, while under this effect, the next time you perform Heaven Kick, you will deal additional damage equal to a portion of your STR and CEL based on Rank, then this effect is consumed.

Rank 1: 15FP, +2 CEL, Bonus Damage: 10% STR, 10% CEL
Rank 2: +4 CEL, Bonus Damage: 20% STR, 20% CEL
Rank 3: +6 CEL, Bonus Damage: 30% STR, 30% CEL
Rank 4: +8 CEL, Bonus Damage: 40% STR, 40% CEL
Rank 5: +10 CEL, Bonus Damage: 50% STR, 50% CEL


Passive:

Miyasi's Heavenly Heel
A popular martial art style that focuses on precise kicks. Increases the damage dealt by 'Manuever: Kick', 'Light Tomahawk', 'Peddling Wheel' and 'Heaven Kick' based on Rank.

Rank 1: +3 Damage
Rank 2: +3 Damage
Rank 3: +3 Damage
Rank 4: +3 Damage
Rank 5: +3 Damage


Innate:

Empty Handed
A Martial Artist needs no weapon, with proper training, they too can be tempered like a fine blade. Increases the overall effectiveness of your Bare Fists based on Rank.

Rank 1: +3 Power, +3 Accuracy, +3 Critical
Rank 2: +3 Power, +3 Accuracy, +3 Critical
Rank 3: +3 Power, +3 Accuracy, +3 Critical
Rank 4: +3 Power, +3 Accuracy, +3 Critical
Rank 5: +3 Power, +3 Accuracy, +3 Critical

Archer (4 Skill Ideas)

Offensive:

Arm Shot
Bow or Gun Skill. Aim precisely for the target's arm, hindering their strength. Performs a basic attack on the target; if successful, the target's STR and WIL is lowered based on Rank (1.5x if it's a Critical) for 3 Rounds.

(This fires only 1 Round for Guns but will treat a multi-round Gun like a 1 Round Gun for damage purposes.)

If Dynamic Shooting is at Rank 5, this may also Disarm the target for 1 Round (LUC% chance), randomly preventing either their Main Hand or Off Hand equipment from giving any benefits or being able to use Skills that require that equipment until the end of the duration. (Similiar to the 'Reloading' status.)

Rank 1: Learn Skill, 10FP, -2 STR/WIL
Rank 2: 12FP, -3 STR/WIL
Rank 3: 14FP, -4 STR/WIL
Rank 4: 16FP, -5 STR/WIL
Rank 5: 18FP, -6 STR/WIL


Utility:

Sticky Trap
Places an adhesive trap at an unoccupied square within 2 Range for 3 Rounds. If an enemy moves within 2 cardinal squares of the trap, it triggers, immediately stopping Movement then they will become Immobilized and suffer a penalty to CEL based on Rank for 3 Rounds.

(In addition, if you use Pulling Shot while you have a Trap in place, they will be drawn towards the closest Trap instead of you.)

Rank 1: 16FP, -3 CEL, Range 2
Rank 2: 15FP, -6 CEL
Rank 3: 14FP, -9 CEL, Range 3
Rank 4: 13FP, -12 CEL
Rank 5: 12FP, -15 CEL, Range 4


Passive:

Camoflague
Increases your Evade when within 1 tile of a 'field object'. (This can be the Archer's Nest, Rocks, Flowers, Ice Sheets, etc.)

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


Innate:

Power Draw
Requires Rank 1 Longdraw. Bows and Archer Bow Skills deal increased damage while 'Longdraw' is in effect.

Rank 1: +2 Damage
Rank 2: +4 Damage
Rank 3: +6 Damage
Rank 4: +8 Damage
Rank 5: +10 Damage

Summoner (3 Skill Ideas)

Offensive:

Attack Command

Requires a Summoned Youkai. Targets one of your Summoned Youkai within Rank*2 Range and orders them to attack. This will cause the Youkai to immediately perform a basic attack on a nearby enemy.

At low Friendship, the Youkai may ignore the Attack Command. At high Friendship, the Youkai may use their Evoke-Active Skill instead of a basic attack.

Rank 1: 12FP
Rank 2: 10FP
Rank 3: 8FP
Rank 4: 6FP


Defensive:

Defend Command

Requires a Summoned Youkai. Targets one of your Summoned Youkai within Rank*2 Range, ordering them to protect themselves, allowing them to gain access and use the Guard Skill for their next turn.

At low Friendship, the Youkai may ignore the Defend Command. At high Friendship, the Youkai also gains access to the Protect Skill while following the Defend Command, allowing them to protect allies too.

Rank 1: 12FP
Rank 2: 10FP
Rank 3: 8FP
Rank 4: 6FP


Innate:

Bonding Experience

It takes time for Youkai to warm up to their masters, but with some encouragement, it'll be easier to get through to them.

This allows Youkai to gain more Friendship and Experience for battles, this even applies if they did not participate (but they will only gain 25% of the total Friendship/Experience earned.)

Rank 1: +0.1% Friendship, +5% Experience
Rank 2: +0.2% Friendship, +10% Experience
Rank 3: +0.3% Friendship, +15% Experience
Rank 4: +0.4% Friendship, +20% Experience

(e.g. At Rank 4, this means Youkai that participate will gain 0.5% Friendship and 120% Experience but unsummoned ones will gain 0.125% Friendship and 30% Experience.)

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  Tails of borked icons: A Telltail games interactive adventur
Posted by: Ranylyn - 08-15-2015, 09:23 PM - Forum: Bug Reports - Replies (2)

Trying to change a Felidae Tail color turns it into stock, unchanging ears.

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  Something broke again, furniture on second floor missing.
Posted by: Tin Foil - 08-14-2015, 07:25 PM - Forum: Bug Reports - Replies (3)

The night before, all of my furniture was absolutely fine. I fell asleep at the keyboard, and as such, I ended up remaining on my second floor until reboot.

That persisted, too, into the morning when one of the people I had marked as a house editor was up on the second floor as well until they got DC'd. Now, after this DC, they said that they could not go up to the second floor anymore. When I logged on to fix the problem, and went up to the second floor? Well..

http://imgur.com/kXoXD2h,QctiQ4f,kOVuxUk,K04hOr7

(Or, alternatively..)

[Image: kXoXD2h.jpg][Image: QctiQ4f.jpg][Image: kOVuxUk.jpg][Image: K04hOr7.jpg]

Needless to say, there's an issue. Barring the normal aesthetic furniture that's easily replaced by an evoker, I also lost a bunch of crates in the storage room (the long, poorly-designed room) full of items I'd have rather kept. Any help with this would be greatly appreciated, if at all possible.

Edit: Just in case it's needed, zensuzai is the key and slot 1 is the space of the character.

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  HUduh
Posted by: Soapy - 08-13-2015, 07:40 PM - Forum: Bug Reports - Replies (4)

When changing face icon states, it seems to hide the status effects of all party members besides you, and disable the status expiration animation.

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