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Mo' Traits.
#6
A few more:

Apprentice Toolmaker
Requirement: LV 1 Tool Creation
You have undertaken a dedicated study and/or tutelage towards the art of making farming equipment. Increases your base Tool Creation level by 1, and tools you make last twice as long before breaking. On the other hand, this focus has left you wanting in other crafts, increasing the difficulty of all non-Tool Creation crafts by 1.
(Only one Apprentice trait can be taken at any time)

Master Toolmaker
Requirement: MAX LV Tool Creation, Apprentice Toolmaker
After an endless amount of dedicated study and application, you have perfected the Toolmaker's art, allowing you to create battle-ready traps, and further methods to improve equipment. You gain recipes to traps that can be used in battle, and you also gain the recipes for Quality Tools that further bolster existing Qualities. Unfortunately, this single-minded path has made you only suited for the Toolmaker's art; as such, you will automatically fail any non-Tool Creation recipe from now on.
(Only one Master trait can be taken at any time)


Apprentice Chef
Requirement: LV 1 Cooking
You have undertaken a dedicated study and/or tutelage towards the art of making sustenance that doesn't taste like feces. Increases your base Cooking level by 1, and makes the meals you craft last for (Cooking LV) more battles. On the other hand, this focus has left you wanting in other crafts, increasing the difficulty of all non-Cooking crafts by 1.
(Only one Apprentice trait can be taken at any time)

Master Chef
Requirement: MAX LV Cooking, Apprentice Chef
After an endless amount of dedicated study and application, you have perfected the Chef's art, allowing you to cook up culinary masterpieces in every sense of the word. Food you cook gains +5 to HP and FP Regen, and any additional effects gained from meals you make are twice as effective. Unfortunately, this single-minded path has made you only suited for the Chef's art; as such, you will automatically fail any non-Cooking recipe from now on.
(Only one Master trait can be taken at any time)


Apprentice Alchemist
Requirement: LV 1 Alchemy
You have undertaken a dedicated study and/or tutelage towards the art of turning junk into not-junk. Increases your base Alchemy level by 1, and doubles the chances of receiving materials and/or catalysts when breaking down items. On the other hand, this focus has left you wanting in other crafts, increasing the difficulty of all non-Alchemy crafts by 1.
(Only one Apprentice trait can be taken at any time)

Master Alchemist
Requirement: MAX LV Alchemy, Apprentice Alchemist
After an endless amount of dedicated study and application, you have perfected the Alchemy's art, allowing you to not only get more from your work, but also turn things into gold. All Alchemy recipes produce twice as many items as normal, and once per (OOC) day, you can sacrifice a piece of equipment and gain a number of Gold Bars equal to its rarity. Unfortunately, this single-minded path has made you only suited for the Alchemist's art; as such, you will automatically fail any non-Alchemy recipe from now on.
(Only one Master trait can be taken at any time)

....And a quick note regarding Master Alchemist's 'turn into gold' trick:
But Chaos, that can turn a tidy profit! It'll break the economy!
1. The most you'll get per OOC day is 2000 Mura, assuming you're bonkers enough to sacrifice a 10-Star Equipment.
2. A high-level dungeon run easily outweighs the Mura this trick can make, between not only Mura gained from battles, but monster drops and the numerous chests raided.
3. Robot Merchants allow a good number of equipments to be sold for better, and Raremetals will usually take priority when it comes to high-rarity junk equipment.

tl;dr It will not break anything regarding Mura nor Economics.

Also, here's a few more.... fanciful traits. Be warned, these are much more 'High Stakes' in nature:

Prismatic Enchant
Requirement: Elemental Versatility, MAX Rank Enchant (Talent)
Harnessing several elements, while potent, wasn't enough for you. Your pursuits towards mastering all suites of magic have led you to create an Enchant spell that (recklessly) enchances your multi-purposed capabilities. Grants access to the 'Prisma' Enchant Spell. (Can only target self. 10% FP cost. For 3 Rounds, you gain +8 to all Elemental ATKs, and can not only trigger enchant-based effects on spells, but also trigger Elemental Impacts on relevant skills. (You choose which element to apply for both Elemental Impacts and Elemental Augment) However, triggering Elemental Versatility's penalty will end Prisma and place the spell on a 5-Round Cooldown, and all Elemental Resistances you hold are set to -20%.) This spell is affected by the Enchant talent, and cannot be used with another Enchant effect active, or vice versa.

Prismatic Overdrive
Requirement: Prismatic Enchant
Being able to manage all of the Elements in one package was great, but you still aren't satisfied. Like a true mad(wo)man, you strived to make all the elements hit at once. While under the Prisma Enchant, Elemental Impact skills gain the effects of all elements, rather than just one. Additionally, if you have the 'Elemental Augment' skill equipped, the additional damage will instead trigger once for each element, at (2*Rank)% Elemental ATK. Keep in mind, however, that this power is incredibly unsafe and leaves the user open to the elements on a very brutal level, causing Prisma to set all of the user's Elemental Resistances to -50% instead.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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