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  Guidelines: Playing a character affiliated with noble houses
Posted by: Neus - 09-17-2015, 10:56 AM - Forum: Factions - No Replies

If you've seen or been brought here by one of the posts containing information on the noble houses of a certain region, and thought to yourself, 'I want to play a character that belongs/is associated with that house', good news! You are totally allowed to do that and are encouraged to give it a try. However, I must ask you carefully follow the listed guidelines when doing so, lest you run into problems IC and OOC down the line.

Guidelines & Rules
1) No immediate relation to those listed under Important Members.

  1. In each noble house's list, there's a small section listing some names and positions of important people within the house. You are not allowed to make a character with a direct blood relation to those NPCs. For example, you cannot be the head or heir's son, grandfather, wife, brother, and so on.
  2. You are also not permitted to make a character with direct influence or interaction with the important members without GM approval, which can be obtained by PMing one (not me) with your concern or wishes. The simpler the question/request, the faster the response time will most likely be.
  3. You are allowed to be a distant relative, provided it makes sense in the context of the house. For example, you couldn't be a distant relative of the Azanbe clan, due to the unique traits of their offspring.
2) Honor thy house and family.
  1. Keep in mind the values, goals, and history of the house your character represents. Acting in a way that betrays them, making an embarrassment of yourself, or gaining a dark, violent, and terrible reputation (provided that isn't what the house is known for, at least) could result in unpleasant IC consequences, including expulsion from the house, if they become common knowledge.
  2. Most characters, especially those belonging to vassal houses, would consider their position important and value it, rather than run the risk of being stuck on their own with few allies. There are exceptions, however.
3) Vassal Houses
  1. If you are the type of person who would rather be in full control of a house, but still want to be associated with a particular noble house, you are permitted to create or be a member of a vassal house. Vassal houses are lesser houses that pledge service and are loyal to one of the larger noble houses. For example, the Kusanagi clan is a vassal house to the Yut clan.
  2. Since these are smaller houses, you are free to play the head, heir, and so on, provided it does not violate the first rule. Consequently, they are less powerful, not as large, typically not as wealthy, and don't command as much influence until the patron house gets involved. Keep this in mind if you create your own vassal house.
  3. Exception: Vassal houses pre-established in lore follow the same rules as noble houses. For example, you cannot be the head of the Kusanagi clan.

The above guidelines and rules are subject to change at any time; if they do change, I will make a post in this thread.

---

Suggestions
1) Fly the flag.
  1. Displaying your house's colors and sigil is very common and can be a good hook to roleplay opportunities with others.
  2. For colors, clothing, cloaks, and shields are good ways to display them.
  3. For sigils, you can be creative. However, common places to display it would be sewn into your cloak, as a brooch, painted on your shield, as a piece of jewelry.
  4. Vassal houses can use the patron house's sigil and colors, or a variation of them. There's no hard and fast rule there.
2) Maximize your roleplay venues.
  1. You can use your patron house's values and goals as an excuse to weasel your way into situations you might have had trouble doing so on your own, or as a way to start roleplay with someone you don't know or would have little reason to otherwise.
  2. Collecting your character's actions (as part of their house or involving another character from a house) into an In-Character forum post is a good way to gain exposure to the GMs, to other players keeping up or involved with your house, and can help encourage other players to create characters of the house, or seek you out in-game for roleplay regarding the events.

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  An Empire's Response
Posted by: Chaos - 09-17-2015, 03:32 AM - Forum: Sigrogana - No Replies

As of recently, the following changes have occurred at the Badlands Arena:

Several squads of guards have set up around the Arena, with at least half of their numbers on patrol at any given time. Each squad appears to be somewhat varied in the members' specialties, and if anyone was to inquire about their credentials, they would find each member to be quite skilled.

Around the Arena, some kind of make-shift fencing has been erected, besides a large gap around the southern end that passerby are expected to go through. Anyone could get rid of or bypass the fencing if they tried, but if the numerous signs of an 'Alarm' are any indication, the fencing appears to be more of a deterrent than anything.

Activity in the Arena is normal; while there is now a lot of Guard presence, both Tarson and the squads have been forward that beyond tackling obvious crimes, the Guards will not interfere with daily business. However, anyone coming in is advised to make any 'spars' sufficiently clear to everyone else, so that the Guards don't get the wrong idea and attempt to break up the fight.

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  Clarity List (Will update as I find more)
Posted by: Raigen.Convict - 09-16-2015, 03:41 PM - Forum: Suggestions - Replies (1)

For player clarity, Ryemei needs a specification of how far away ryemei can hit. isn't it like 8 tiles or so? Or 6? One of the two.
Wind Slasher needs an update in its description to say 3-6 tiles in a line instead of 2-5.

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  Limited Needle Works
Posted by: Soapy - 09-15-2015, 11:25 PM - Forum: Balance Fu - Replies (3)

Needle spam has been way too strong, especially since the buff.

Spamming it makes faithless Shaitan priests do nearly as much dpt as Lich Evokers, while also healing a decent amount.. and that's before you count characters with actual RES.

I suggest raising it to 4M.

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  Crafting Overhaul
Posted by: Shujin - 09-15-2015, 11:05 PM - Forum: Suggestions - Replies (5)

The Crafting system right now is fine. But considering this is a RPG game were people are supposed to interact with each other, there could be some improvement to make Crafting more depending on different players and "Forcing" them to interact to get the best of the best gear. I see that this way people who make a shop can actually better interact in the rp with their employees aswell.

When we look at the current system you quickly notice a few things:

1.)Say, A metalworker can do pretty much everything he wants for himself at top quality. The only thing he might or might not need help with is a simple enchantment or maybe a toolmaker to get one of those special quality buffs. Same goes for the others.

2.)Material is either bad or good right now. people even call a item they find made from magmic/Ori/Arctic trash while Coral/rockdirt and the new light one are the best.

3.)While it´s cool that you can now, with the help of a toolmaker, always get the best quality you also lose a little the flair as a smith and the "Well done!" feeling.

So I came to think that the System could improve a little and maybe even go in the direction of making custom weapons/armors.

First the addition of two new "Jobs" and their purpose:
Tuning:
The Tuner is a person that brings out the best out of whatever material he is working with(Wood,Iron,Clothing). Perfection is his all and everything.
For example:
A Tailor will go to him with his cotton and lets the Tuner take a look on it, the Tuner will rework the cotton to it´s finest form. After work is done he will give it back to the Tailor to work with his advanced material.

I was thinking of a Level System with chances based on the Tuning Level(So nothing new):
Cotton: Difficulty:2 (I think the highest for materials in generel was 4?)
Tuning Level=Star=Chance(%)
1=1*-2*=50-25%
2=1*-2*-3*=75%-50%-25%
3=1*-2*-3*-4*=100%-75%-50%-25%
4=1*-2*-3*-4*-5*=100%-100%-75%-50%-25%
5=1*-2*-3*-4*-5*=100%-100%-100%-75%-50%
6=1*-2*-3*-4*-5*=100%-100%-100%-100%-75%

Depening on which Rank you are aiming for, you have to use up more of the material.
Formula: Star rank*2=Material cost
Example: If you want to tune a Material to 3 Star you need 6 of the original Material.

The Item for a 1* cotton or Cotton LV1 Item could look for Example like This[Image: 7cfea5b475268d2232e9b490b47d262f.png]. To keep it simple.

Depending on the stars/Level only a Tailor with a Tailoring Level Equal to the Stars/level+1 can work with.
Example: 3* Cotton or Cotton LV3 can only be used by a Tailor Lv4. This way perfecting Tailoring has it´s use.

What will does advanced Materials do?
Basiclly the same as the Original Material just slightly better.
Example. Nerif´s blood
Base Value
For Weapons:+2 power,-5% Crit,Fire damage (10)
For Armor:+1Def.+1 Weight,+5%Fire def.

Example. Nerif´s blood
Star/Level:1*/2*/3*/4*/5*
For Weapons:+3 p,-6% Crit,FD (11)/+4 p,-7% Crit,FD (12)/+5 p,-8% Crit,FD (13)/+6 p,-9% Crit,FD (14)/+7 p,-10% Crit,FD (15),Chance to inflict burn
Or make the Crit not be even worse but improve aswell, Was just thinking that maybe a downside is fine in trade for such power. else it would have -0% crit at Rank 5

For Armor:+2D,+2 W,+6%F def./+3D,+3 W,+7%F def./+4D,+4 W,+8%F def./+5D,+5 W,+9%F def./+6D,+6 W,+10%F def, Chance to be immune to burn

The idea is clear I think, not sure about the exact Values or if this is to OP, but I was thinking that it´s not that easy to obtain such a weapon and that way normal weapons might win more relevance.



Science:
A Scientist loves to take everything apart and reassembles them again. He can break down stuff in the alchemy station and in addition he can extract the recipe for something he breaks down there. This way he can get a low chance to rebuild Valuable Artifacts and maybe make them even more potent...With the help of someone who can actually build it together for him and with the right material.

Thats basiclly the idea...He will try to get his hands on rare items and break them down to maybe get a recipe, this recipe he will bring to his coworker who happens to be a metalworker maybe and he will learn the recipe and viola! They worked together for a great item.

(Secondary Idea which would make a Scientiest even better would be the way to create a own Recipe.
How that Works?
Basiclly he will have a kind of "Research note" which will be filled with effects from items he has broken down (A chance in % that it gets into your "Research book&quotWink From this book you have a kind of point system. The more points you use, so higher the difficulty.
You would have a "Base item" with certain stats depening on the Rarity the item will have and the type of weapon it´s going to be. More stars mean more Points to put in before the difficulty and Rarity raises.)
But that would take a while to balance that actually out so I leave it for now. Simply tossing it in to hear thoughts about it.

I think this way people will more oftenly work together and making guilds to work together ICly and OOCly are far more attractive.
Also it makes Crafting a lot more intersting in my eyes and a legit alternative from dungeon item farming.

And well yeah, giving the players in a RPG game the option to work for something else is also always nice.

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  Shopkeeper Suggestions
Posted by: Slydria - 09-15-2015, 09:54 PM - Forum: Suggestions - Replies (1)

I recently set up a Shopkeeper for selling weapon parts and I've had a few little gripes about it.


First, if I ran out of an item, I couldn't reorganize it easily so the shop would look neat.

For instance, I ran out of Razor Blades which were the first item in my shop, adding new ones just puts them at the bottom but then they aren't mixed in with the other sword parts I was selling, so if I want to make it organized, I'd have to remove all the other parts and put them all back which is a big pain.


Secondly, when you add new items with an already existing one in it, they won't stack.

For instance, I'm running low on Onigan Hilts but if I just add new ones, they'll appear at the bottom rather than stack with the other ones. And I think it's silly to have two stacks of the same item being sold for the same amount.


So I think it would be helpful if we had a way to:

- Organize the shopkeeper's wares with some sort of manual sorting.

- Restock existing items like being able to click on the particular item and add a certain number of that item like how you click on the particular item and remove a certain number of the item.

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  How to Win Pvp
Posted by: Ignored Knowledge - 09-15-2015, 06:48 AM - Forum: Balance Fu - Replies (6)

In other words: Hitting harder than a semitruck

What you need is:

1. A way to gain massive weight. Example: Carapace body guard + giant genes
2. Heavy tackle
3. Movement boosting items and etc
4. Hexer (Optional)

Simply apply the list to yourself and use heavy tackle on the opponent. They’ll fly to the other side of the map; over 20 squares with around +160 damage per hit with the example armor. Wait for them to come closer to you, move a little bit away if you have to, and use your high movement to run towards them and repeat on your turn. They’ll be knocked too far away to hit you so they must use their turn to move somewhat closer a little (Unless they have that one spell from evoker that’s weak the farther away they are) while you use your turn to move to them and repeat knocking them away. Earthbound fog can be somewhat effective based on how you go about it to make them not attack you, but heavy tackle can knock them down which knocks their momentum down to 3-4 if they don't have knockdown immunity. They cannot escape if knocked down and they cannot do anything to you. Of course they can't even if there's knockdown immunity if you measure your distance anyways.

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  From The Ashes
Posted by: Kameron8 - 09-15-2015, 05:49 AM - Forum: Bug Reports - Replies (2)

From the Ashes seems to not heal for the correct amount, instead healing for too little. Furthermore, impact revive trait does not knock back or increase healing by the appropriate amount either.

Evidence:

Phenex Health: 371
Phenex FP: 295
Phenex Vit: 38

Without Impact Revive: On death, healed 119. (Half FP is 147)
With Impact Revive: On death, healed 139. (Opponent not knocked back in melee range) (Half FP with Vit would be 185)

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  Power Beasts
Posted by: catabur - 09-15-2015, 04:12 AM - Forum: Bug Reports - Replies (1)

[Image: db077e5ea0.png]

Black beasts seem to behave awkwardly with these new, flashy color things for mini-bosses.

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  A few Skill Ideas
Posted by: Ignored Knowledge - 09-14-2015, 11:02 PM - Forum: Suggestions - Replies (5)

I took the liberty of making some skill ideas for some classes that seemed a bit... lacking in some areas when compared to other things.



Void Assassin
Name: [Dirty Fighting]   [Image: rgAWNYP.png]
Type:|Passive|
A true assassin knows that taking advantage of perception, or a prone target, could make all the difference for precision. Back Attacks with Daggers receive bonus Hit. Bonus doubles if the target is Knocked Down or Blinded.
Rank 1: +3 Hit while Back Attacking, (Daggers Only)
Rank 2: +3 Hit while Back Attacking, (Daggers Only)
Rank 3: +3 Hit while Back Attacking, (Daggers Only)
Rank 4: +3 Hit while Back Attacking, (Daggers Only)
Rank 5: +3 Hit while Back Attacking, (Daggers Only)



Black Knight
Name: [Die Hard]  [Image: 76Fd13p.png]
Type:|Passive|
Black Knights have the reputation for being immortal warriors in the field of battle. Allows you to keep fighting to a maximum of -30 HP.
Rank 1: Learn skill
Rank 2: Equipping this skill does not take up a Skill Pool slot.



Engineer
Name: [Disable Trap]  [Image: XhV6eSb.png]
Type: |Support | Range: 3
Being able to tinker with machines and contraptions has its kicks. At a chance equal to SKI + a bonus based on Rank, you can disable a targeted trap.
Rank 1: 10 FP, Chance: SKI+10%
Rank 2: Chance: SKI+20%
Rank 3: Chance: SKI+30%, Can target hidden Traps
Rank 4: Chance: SKI+40%
Rank 5: Chance: SKI+50%

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