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Maintaining Your (Battle) Weight |
Posted by: Grandpa - 02-02-2015, 12:39 AM - Forum: Suggestions
- Replies (8)
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I believe Battle Weight should have a base of ten, which should have every point of strength added on top of (AKA, not only increase after ten strength). Or changing the calculation to STR + VIT/4. The reasoning behind this is the fact that beginning players instantly go over the minimum from the base equipment that they buy. Along with the fact that it would just be nice for people with lower strength. You could argue that they should just get packrat and/or the weight reducing passives but even with all of that, it's just not enough for many. Some (most mages) don't even have more than 20 by the time they're level 60.
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Lore Questions: February (2015) |
Posted by: Neus - 02-01-2015, 03:42 PM - Forum: Lore Questions
- Replies (17)
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This is a new topic for Lore Questions because the old one was about 26 pages. The format is roughly the same, but some guidelines;
1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.
That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.
Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)
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Staff on... Nobody? |
Posted by: Ryu-Kazuki - 02-01-2015, 12:59 AM - Forum: Bug Reports
- Replies (4)
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[Character name here] uses Restrain (Staff) on !
That's the message I get when I use my staff on an enemy. It doesn't display their name, just a blank space. I'm not sure if it works on any other staves.
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Description Images |
Posted by: DoIl - 01-31-2015, 07:35 PM - Forum: General Discussion
- Replies (7)
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Hello hello ._.
So, I'm completely new to the game, but it seems to be very cool and interesting in its lore. I really want to play it, but I've got a question that may come out as very noob-ish too, so I'm already sorry .-.
I see that most people've got their description images and character's icon perfectly matched, and I felt very bad for not having the same XD
So I wanted to know like... Does everybody draw themselves their description images or do they ask somebody else to draw them or anything like that?
I'm sorry again, for this may be an extremely noob question. :|
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[QUE] Potions and Potion Sickness |
Posted by: Trexmaster - 01-31-2015, 09:16 AM - Forum: Bug Reports
- Replies (2)
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Two questions--
1. Are prescribed potions meant to use the health of the user, rather than the one actually receiving the potion?
2. Is being able to use a potion on someone with Potion Sickness intended? As it stands, the debuff only locks potion use on the person /with/ the debuff, and nothing more, so they can be potion'd again while still having the debuff.
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Racial Suggestions |
Posted by: Trexmaster - 01-31-2015, 09:03 AM - Forum: Suggestions
- Replies (44)
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Lupine
*Instinct (Lupine)
50% HP +(lvl/10) STR/SKI/DEF, MIN 3. Fear Immunity for X Rounds
25% HP +(lvl/5) STR/SKI/DEF, MIN 6. Hesitation Immunity for X Rounds
Humans
*Profession
Talent Traits cost 0 trait points
+1 Crafting Level Available
*Quick to Master
All classes get +5 Class Skill Points
+1 bonus Talent Point every 5 levels. ( Level 60 = 12 talent points )
Phenex
*From the Ashes
If Cur FP >= 50% Max FP when you hit 0 HP, revive and convert 50% Max FP to HP. Five turn cooldown.
*Revive
Lose 5% of your max HP and FP to revive ally within 1 square for LVL+FAI HP. Purges all negative status effects.
*Flight
Avoid Field Hazards/Traps
*Gain Air
Go Airborne for 1M.
*Flaming Feathers
15% Fire/Light Resistance, 15% Water/Wind Weak (Logic?)
Umbral
*Fade Out
Hide from enemies as if under "Sneak" effect. +(lv/2) Evade for 2 rounds, unless you attack or are hit.
Removes one negative status effect that pinpoints or brings attention. Cost is 3M, 2M at night.
*The Mark
Take Mgc Dmg, gain 10% damage to FP, 25% Dark Res, 25% Light Weak, At night all effects are doubled (including magic damaged converted to FP)
*Noctis Arcana
Spell cast at Night 25% off, Day 10% More ( To balance gameplay to not greatly impact it )
Shaitan
*Black Rend
(lv/2)+75% STR pierce damage to 1 enemy. Inflicts Fear.
*Dark Claws
All attacks gain +(lv/5) Pwr, dura dbl on Tome/Bow/Gun. Does not work with guns or tomes.
Oracle
*Preordinace
Immunity to Back Attacks (PvE) and if someone tries to attack you within melee, you turn to face them before the attack goes through.
( EX: A VA goes to cuthroat you, they'll be able to perform it, but won't get the +DMG/CRIT boost )
*Future Vision
If within 1, +20% Hit/Evade. Otherwise -10%
Papilion
*Invite Insanity
Status Effect Butterflies (Max 6), requires 1 FP to upkeep. Costs 2 FP.
Elf
*Spotless
25% Water/Light Resist, 25% Dark Weak
Zeran
*Superiority
Facing enemy: (Lv/3) -Evade, Otherwise (Lv/3) -Hit in 1 range
*Crown of Heaven
Grants +1 DEF. If you currently have FP equal to or greater than the listed percentages of your maximum FP, you also gain additional effects.
25% - You're used to gathering focus with your horns. Gain +3 FP regen.
50% - Your horns have their full color, not paling to black in the slighest, making them much more magnficient, and improves their function as
receptors. The effects of Superiority on enemies are increased by 1.5x.
75% - You sense the flow of focus within enemies, letting you see any spells they have equipped. Also, while at or above this amount of focus,
you get +5 to SKI/DEF/RES. This decays at a rate of -1 per 10% you are below 75%. (At 25% FP you lose these bonuses)
100% - The peak of focus and power, your ability to sense magic with your horns makes it much easier to enchant objects successfully,
increasing your Skill when doing so by 1.
Lich
*Focus Form
Being made of almost purely focus and ethereal, it hurts a lot for a normal person to touch you. Whilst being made purely out of focus, you
take 25% less damage from all sources. The damage you mitigate is converted into FP.
Glykin
*Golden Blood
Poison Immunity, 2% of max HP regen, Vampires who banquet fail to gain essence and instead take unresistable LVL+FAI damage.
FAI% Chance to remove one negative status effects per round.
Wyverntouched
*Absorb Poison
Target poisoned ally, transfer poison to self. Ally gains poison immunity for 3 rounds.
Hyattr
*Fire Wing
Fire Resist 50%, Wind Weak 25%, Water Weak 25%(Logic?)
Mechanation
*Mechanical Strength
+20 Encumberance, +10 Max BW.
Redtail
*Lucky Dice
You can toggle whether you roll your dice or not. This does not apply until a turn after you turn it off.
Doriad
*Wild Grass
If your target is near a flower, you get a +10% chance to immobilize them. If near a large, double that. If you successfully immobiilize
them, the duration is increased by +1/+2 respectively.
*Forest Family
+15% Water and Earth Resist, +15% Fire and Darkness Weak
+1% HP/FP regen during day MIN:1
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