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New Traits Compilation & Suggestions
#1
This will be a thread to archive the heard traits from Dev just to organize the stuff. Things are subject to change anytime and what-not so don't follow this as a bible of confirmation.

When a new trait is added, the description and traits listed here will be updated accordingly (hopefully).

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Racial Traits

Eyes of Elimination; Reduces your maximum HP by an additional 4%. Grants access to a special attack with a long cooldown, but only with martial weapons and daggers. During this attack, a line will appear on the screen. Successfully tracing the line (by dragging your mouse along it) will increase your critical rate with that attack based on the accuracy of your movement (if you mouse over something that isn't the line, it counts as 1 mistake. Bonus for successfully tracing over the line is +50 Critical, minus 10 per mistake.), as well as your critical damage by 25% if you complete the line properly. Cannot be used if Blinded. Melee range only. Lines generated when using a Dagger weapon are larger and easier to trace. - Human

Revolver Raid Cannon; Mech Type Trait (only 1 can be selected). Exclusive to Raid Mechanations. True Unarmed basic attacks are replaced with a Gun-type attack that has Range and a Rampaging effect. - Mech

Pseudoelemental Revive; Phenex only. Revive Trait (only one can be selected.) Increases the cost of Revive by 10 FP. Using Revive instead uses the Latern Bearer's Phoenix skill as it were maximum rank and grants you Eternal Flame LV X (X=Scaled SAN/8) for 5 rounds

Play Cute; Felidae only. Grants a special skill. Roll around on the ground in a cute manner, granting you a chance to Charm enemies within 5 Range. Any special effect tile on the tile you are standing on is also destroyed. If you have a Burn status, the rolling is less cute, losing its Charm chance, but reduces the duration of the Burn by 2 rounds.

Pack Alpha; Lupine only. Pack Trait (Only one can be selected) Improves HP and FP recovery post-battle for all pack follower party members, as long as there is not another Alpha in the party. Furthermore, Pack followers can benefit from you hunted statuses at 50% effectiveness (divided by the number of additional Alphas in the party.

Synthetic Hair; Mechs and Lich only. Highly durable synthetic hairs protect what it covers, giving you a +3 armor bonus.

Stomper; Leporidae only. Using rabbit leap while Rabbit Foot is active causes your landing to be more dramatic, dealing earth magic damage to all enemies within 2 range. However, rabbit leap will always end in your airborne status being removed if one is active.

Welcome Corruption; Corrupted races only. APT no longer increases SAN.

Intoxicating Fangs; Vampire fangs trait (only one can be gotten.) When you use Banquet on an enemy, you also have a chance to inflict Charm LV X (X = LV/2, min of 5) for 3 rounds.
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'General' Traits

Guardian Spirit; Grants you 1 Youkai ally with a high initial friendship value; this ally can be summoned even if you aren't a Summoner, however the summon and maintenance costs are increased if you are not.

Arcane Tattoo (Barrier); Requires a race that has skin. Req Will 20. -1% max HP. At the start of each battle, consumes 5 FP and grants a barrier that reduces the first instance of damage taken by 50%.

Ninja Training; Unlocks the Shinobi talent tree, which has talents relating to Ninjas and Shuriken
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Feel free to post your thoughts or more stuff Dev has said. And if you're here Dev pls add ninja training first tbh.
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#2
There was that madness mantra thing, if I remember, but I don't have the specifics, so if anyone has the information on that-
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Ending 145: Disappointed in Humanity
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#3
Suggestions:

Astrological Focus (Human Only): Your Starsign will change the corresponding elemental attack to WIL scaling, as opposed to the stat your starsign is based off of. For example, having 40 WIL and 10 STR with the Mars Starsign will have your Fire elemental attack be based off of WIL, not STR.

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Mixed Heritage (Human only. Only one can be taken): Switches your highest base stat with another of your base stats, depending on which trait is taken. Imperialists count APT as being their highest stat. Tannites counts SKI as being their highest stat. Hyoyan counts VIT as being their highest stat.

Imperialist: APT
Chataran: DEF
Karatynn: WIL
Onigan: CEL
Tannite: SKI
Lispoolian: RES
Hyoyan: STR
Alstalsian: GUI
Dormehan: VIT

For example, if you were a Chataran and you picked Karatynn, you would take your DEF (your highest base stat at 8) and WIL (Karatynn's heritage stat), so instead of having 8 base DEF and 2 base WIL, you would have 8 base WIL and 2 base DEF.
You cannot pick your race's own heritage.
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#4
Some racial traits for the available section.

Nocturnal Creatures (Vampire only) - Upon activating Lunar Lunatism and reaching 75 essence or below your weakness to Holy enchanted weapons and light damage is removed for 3 turns. Furthermore the damage you deal with vampiric weapons is increased by 10%. This can only proc once per battle.

Lightning Rod (Mech only) - Being made of unnatural materials grants you special resistances to fire and ice, however, with that comes a weakness to lightning. When hit by lightning damage your move/celerity is increased by 5 for 3 rounds. This cannot stack.

Shadow Blessing (Umbral only) - Due to your natural affinity to the dark you accept the shadows as a part of you. Increases your dark attack by your scaled resistance divided by 2.

Dark Zone Soldier (Shaitan only) - When wearing items made of carapace your physical def. is increased by 5% each. (caps at 20%)

Deepwood Curse (Papilion only) - As a being from the living magical forest you have been reborn with old magicks at work. Increases your status infliction by 10% per butterfly you have summoned. (caps at 30% thus 3 butterflies)
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#5
== Shared Trait Suggestions ==

Enhanced Ears (Kaelensian) - Whenever within 2 range over the whisper range of people who are whispering, you can hear their talk normally, but in exchange, people shouting will appear in a bigger font size, bolded, and have a small chance of inflicting a minor ear injury.

Ghost's Presence (Reaper/Appertaurus/Papilion/Umbral/Lich/Ninja) - Type 'traitaction'. Your icon will get a lot more harder to be seen. (aka, their alpha get halved), type it again to toggle it off.

Serpentine Physiology (Serpentkin) - Monsters will no longer aggro you or your party, as your serpent-like looks may make them confuse you for one of them.

Living Dead (Lich, Dullahan, Vampire) - Whenever you are defeated in a Serious fight, you get inflicted with 'Living Dead', Interference and Confusion for 2 rounds. While under 'Living Dead', your health won't drop below 1 HP, and you'll be locked to 3M. (All statuses inflicted by this passive cannot be cleansed by any means.) Once Living Dead ends, you'll be 'kicked out' of the fight and inflicted with every injury in the wounds table, at 'crippling' level.

Limit Breaker (Everyone) - Over the course of a long battle, between maybe 10 and 10 rounds, you can utilize this skill. Which will require seven coin flips to be made, and for every successful flip, the damage and effectiveness (healing potency, debuff duration, damage) of the next skill/attack/magic used is increased by 50%, for every failure, your HP is decreased by 10% of its maximum amount.

== Kaelensian Suggestions ==

((Skipping Lupine because there are already solid plans for them, I think?))

All-Fours (Felidae) - There is a Scaled LUC% chance that you will bounce back to your feet after being inflicted with Knockdown, removing the status right after getting inflicted with it, but reducing your Momentum by 2.

Primal Scourn (Grimalkin) - Whenever taking damage, attackers are inflicted with 'Payback' status, regardless if you are a Hexer or not.

Isesipian Radar (Leporidae) - Type 'traitaction' in the chat bar to activate this. In a BDP, you can slam your foot on the ground in some sort of echolocation, and receive information of where the next monster pack is. (Like 'Nebula' tells you where the exit is, but at the current monster packs in the floor.)

Helondis's Mantra (Phenex) - Transfers your 'From The Ashes' passive to the selected ally within 4 range, until the end of the fight.

== Corrupted Suggestions ==

((Skipping a general trait, as they got it anyway. I like that, Dev.))

Hardcore Shell (Shaitan) - The Shaitan's carapace can be as tough as a shield. While not using any armor, and not using a shield, you can use the 'Black Guard' skill for 2M, which gives a flat 25 damage reduction to all damage, but immobilizes you until your next round.

True Hand Laborer (Shaitan, Sharp Claws(?)) - You can type 'traitaction' to get a prompt with 'Dig', 'Pick' or 'Chop'. Using your claws so much adapted them to do the same labor as general tools, allowing you to perform field tasks. In combat, it will increase the amount of durability you'll use per attack by 200%.

Night's Embrace (Umbral) - At night time, you will passively regain FP per step taken, akin to 'March'. Furthermore, in combat, you'll absorb Darkness damage as FP (or HP, if the former is full, like Silvermists)

((Skipping Oracle because there are already solid plans for them, I think?))

Quasidementia (Papilion) - Being within 2 range from an Invite Insanity butterfly will passively have a luck-based chance to inflict Confusion on the enemy every round end.

Reality Glitch (Papilion, Quasidementia) - Type 'traitaction' to toggle this on/off. While on, you can click around to spawn a random roaming monster mob that disappears after a while. (It does nothing, nor it starts combat, nor it gains aggro.), limited to 4 at a time.

Reality Break (Papilion, Reality Glitch) - Type 'traitaction2' to toggle this on/off. While on, you can click around to spawn a random roaming boss mob that disappears after a while. (It does nothing, nor it starts combat, nor it gains aggro.), limited to 4 at a time.

== Ancient Suggestions ==

Enthrall (Vampire) - Whenever Charm is inflicted by you, there is a SAN% chance that Confusion will also be inflicted with the same duration.

Divine Providence (Elf) - Grants you an Elf-unique spell that increases all of your party's Status Resistance by your Scaled FAI for 5 rounds, but it doesn't affect you.

Elite's Prowess (Zeran) - Whenever you are hit for lower than SAN damage, or you evade the enemy, they lose 2M. Furthermore, you have a SAN% chance to ignore parry attempts. This doesn't work if you are feared.

((Skipping Lich because they have a full plate too.))

((Skipping Reaper/Appertaurus for now.))

== Serpentkin Suggestions ==

((Skipping Glykin, Wyverntouched, Hyattr, for now.))

Enhanced Wrap (Naga) - The 'Wrap' skill now has the same effects of 'Grapple', and costs 4M. It won't damage anymore, but on success, you'll automatically use Coil for no momentum.

== 'Other' Suggestions ==

Metal's Embrace (Mechanation) - Your body cannot be healed by normal means (potions/first aid) and is immune to Poison/Lingering Damage, but it can be upgraded with more things! (Only one Upgrade Trait can be applied.) Furthermore, 'Repair' from Engineer will recover 15% of your maximum HP, added to the normal value and 'Bashfix' can now be used on you. (Only if others fix you, these bonuses won't apply if you use on yourself.)

Full-Metal (Mechanation, Metal's Embrace) - Upgrade Trait. Your body is composed mostly of plating and metal, giving you a bonus 15% damage reduction to physical damage before calculating your defenses. If you interact with water (Diving, Rain), or receive water damage, you get a debuff called 'Rust', which will reduce the bonus damage reduction by 2% per LV stacked, (up to 15%). 'Rust' can be removed if the skill 'Bashfix', from Engineer, is used on you, or if you rest at an inn.

Aether Core (Mechanation, Metal's Embrace) - Upgrade Trait. You have a Focus generator installed inside you that is quite unfriendly to lightning, which grants you a passive 10% FP regeneration. Taking lightning damage, though, will also reduce your maximum FP by 5% for every damage instance.

Conduiz Core (Mechanation, Metal's Embrace) - Upgrade Trait. You have a Focus generator installed inside you that is quite friendly to lightning, and unfriendly to insulation. Taking lightning damage will heal you, instead of damage, giving you Lightning Absorption. In exchange, Fire and Ice Resistances are nulled, they cannot be increased.

((Redtail, Doriad and Dullahan all have their own plans set, so, skipping.))
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#6
On top of the shield talent tree suggestion I made a while back, here's one I really would like to see, admittedly inspired by Dark Souls here.

Shield Sheather - Grants you the ability to 'sheath' your shield, placing it upon your back and granting the following bonuses:

-Removes your hand slot item, allowing certain other skill effects to trigger (Like 2hand's effect)
-Your back is now covered more effectively, when being attacked from behind you gain an additional 15% DR.
-You can freely equip your shield back into your offhand at any time.
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#7
"Spoops" Wrote:On top of the shield talent tree suggestion I made a while back, here's one I really would like to see, admittedly inspired by Dark Souls here.

Shield Sheather - Grants you the ability to 'sheath' your shield, placing it upon your back and granting the following bonuses:

-Removes your hand slot item, allowing certain other skill effects to trigger (Like 2hand's effect)
-Your back is now covered more effectively, when being attacked from behind you gain an additional 15% DR.
-You can freely equip your shield back into your offhand at any time.

I cannot stress enough on how much I like and we need something like this. +1 from me.
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#8
Don't have a good name for this trait right now - You're able to take powerful magic and conjure it on your own terms. Taking this allows you to customise the chant of your invocations. (The text color remains the same.) (Probably just one, maybe all, idk.)
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Ending 145: Disappointed in Humanity
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#9
"WaifuApple" Wrote:Don't have a good name for this trait right now - You're able to take powerful magic and conjure it on your own terms. Taking this allows you to customise the chant of your invocations. (The text color remains the same.) (Probably just one, maybe all, idk.)
At first, this skill seemed impossible to me. To make your own invocations as described, you'd need to know a Divine Language outright. Or maybe you just can't do that-- Dev said that you needed to replicate the actual words in the lore corner.

That being said, I think I found a way around it. It might still not be lore friendly, but I'll try it anyways.
Knowledge of Divine Speeches - Your studies have led you to getting closer to understanding how Invocations work. Even if you have not learned a Divine language, you know the difference between the invocation's wording in the language of Herons, or in the Language of Dragons. Taking this allows you to customize the chant of your invocations.

If you want to make it have a mechanical impact, I thought of this:
"You can set the invocation style in your character tab, just like the Astronomy Talent's one. Choose between Dragon Invocations(+power), Heron Invocation(+hit chance and RES pierce), or Phoenix Invocation(???). This affects all Invocations."
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#10
Customized invocation text is not really something I want to pursue. I feel like it would get used just as often to try and trick people in PvP by using invocations of another spell of the same domain.
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