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A simple one for EXTRA FISHING CAPABILITIES could also be added. If only because "lolwhynot"
I don't like how both of those are literally tied to 1 type of dungeon. I'd sooner prefer them being able to call a tidal wave or something silly.
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"[url=http://www.neus-projects.net/viewtopic.php?p=1048#p1048 Wrote:Rendar » Sun Nov 23, 2014 1:28 am[/url]"]A simple one for EXTRA FISHING CAPABILITIES could also be added. If only because "lolwhynot"
I don't like how both of those are literally tied to 1 type of dungeon. I'd sooner prefer them being able to call a tidal wave or something silly.
One type of monsters and one type of dungeon. Why would fish people need to fish if they're already underwater??? They'd just hunt with their hands, dummy! (okay, I'm getting silly here)
I
suppose they could have the sandshark's (I think that's what its called) actual dive ability, but lowered so isn't totally OP'd.
Or, hell, this:
Aquarius Might:
The Minas' power of water magic makes is that any weapon that does water damage is doubled. (only x1.2 for tomes)
I could probably come up with more in the morning.
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Terrible idea. Free double damage with a river sword? No thanks.
I would say that any source of water damage they deal to a target
deals extra damage equal to their Level / 10, so a max of 6 bonus
damage. Would still be worth more on a coral autopistol than on a
melee weapon or spell, though, since it has a chance to deal more
than one instance of 10 water damage, which would become 16.
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Right, alright, I didn't take into account how much a river sword would do in terms of water damage.
I feel like a +1/4 WIL would probably make it slightly better with other weapons. Which, with perfect growths, would end them with 64 and grant them 16 extra damage. Although, that might make it overly more useful for mage-orientated class than everything else. So, really, your suggestion seems to be the most neutral on those grounds.
And, yeah, I promised a few more ideas:
Coral Mastery:
The most commonly used material of the underwater kingdom for the Minas is coral, so the difficulty of making any coral-based item is lowered by 1 (to a minimum of 1). They also gain +1 CEL for ever coral item equipped.
Polluted Gills:
Most Minas are deathly afraid of poison, and for good reasons. They gain +1 movement and +10 evade, but also suffer a -10 (15?) hit.
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Polluted Gills:
Most Minas are deathly afraid of poison, and for good reason. They gain +2 Movement and LVL/5 Evade when poisoned, but also take 25% more damage from poison.
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"[url=http://neus-projects.net/viewtopic.php?p=1056#p1056 Wrote:Rendar » Sun Nov 23, 2014 1:18 pm[/url]"] Polluted Gills:
Most Minas are deathly afraid of poison, and for good reason. They gain +2 Movement and LVL/5 Evade when poisoned, but also take 25% more damage from poison.
Fantastic.
Although, should probably make it have a minimum of 1, so we don't get Oracle's "100.5%" things. (And it serves slightly as a "Take that!" towards Devy's "fish people died from pollution" thing.)
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"[url=http://www.neus-projects.net/viewtopic.php?p=1058#p1058 Wrote:catabur » Sun Nov 23, 2014 1:31 pm[/url]"]"[url=http://neus-projects.net/viewtopic.php?p=1056#p1056 Wrote:Rendar » Sun Nov 23, 2014 1:18 pm[/url]"] Polluted Gills:
Most Minas are deathly afraid of poison, and for good reason. They gain +2 Movement and LVL/5 Evade when poisoned, but also take 25% more damage from poison.
Fantastic.
Although, should probably make it have a minimum of 1, so we don't get Oracle's "100.5%" things. (And it serves slightly as a "Take that!" towards Devy's "fish people died from pollution" thing.)
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