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  Verglas' Jank
Posted by: Cogster - 01-04-2024, 12:25 AM - Forum: Balance Fu - Replies (6)

Verglas' special attack replacements (Sub-attacks?) aren't usable if you don't have a main-hand fist weapon. While this follows the same logic behind similar things such as Crazy Coyote's bonus attacks. It doesn't feel appropriate that an class' special property can't be relied upon with a fist sub weapon through things like Mixed Martial Artist

While I acknowledge that Verglas tends to be the ire of a lot of people. It's a little disheartening that the class feels a little neutered if you want to combine those special sub attacks with another classes skills.

I would like to see a change where Verglas' special attack replacements are not restricted as long as the user has a fist weapon (Be it subbed or through MMA).

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  The PVP Area
Posted by: Poruku - 01-03-2024, 06:04 PM - Forum: Suggestions - Replies (15)

The Cursed Land AKA My Dream For The Future Of SL2
Hello friends, and welcome. In this thread, I will detail my idea for a new SL2 concept and area. I'm calling it the "Cursed Land" here, but know that this is a complete placeholder. My intention is that Dev would take this idea, and implement it into the world organically, with his own lore and his own methods. However, I'm going to give my idea, and he can do whatever he wants with it.

In short, TL;DR
The cursed land is a large zone in Korvara where player-versus-player is more impactful and more frequent. To achieve this, the zone has the following rules:
1: In the wilds, you cannot avoid conflict unless the other party lets you go. This means that when you go there, you must be prepared to fight. Escaping is possible using the normal fleeing rules.
2: The wilds contains certain desirable resources and services, meaning there is an incentive to go there.
3: The zone is divided between a "fair" area and a "savage" area. In the fair area, battles must be done with equal numbers. In the savage area, unfair battles (4v1) can occur.
6: When you defeat someone in the wilds, you gain infamy, and your enemy will lose a little. Being defeated will incur some penalties
7: Infamy can be used to buy things from the wilds shops, and use certain services in the wilds.
8: Sometimes, timed events with rewards will occur in the wilds, which will drive people to gather in a certain location, potentially fighting for resources or ambushing people... Think black beast raid, but pvp. This will be the main hotspot where battles occur more reliably.

Cursed characters (yeah the name is a bit lame but it works for the sake of example): 
1: It is possible to create pvp-focused characters, called "cursed". These special characters start out at level 60. The goal of this system is to provide a unique gameplay experience for people who enjoy pvp and wish to be bad guys without having to orchestrate anything complex or grind a character through the normal channels.
2: They cannot use nemalyth crystal (thus cannot LE or gather shards).
3: Each cursed character begins with a small amount of murai and infamy which they can use to get starting equipment.
4: Cursed characters need to use infamy and gold they earn through combat in the wilds to get gear and such, beyond their starting equipment.
5: They gain murai and infamy when they manages to defeat someone. Combat among themselves yields a much smaller amount.
6: They are marked by a certain IC and OOC "curse" or "mark". They can be identified via a clear warning in their profile.
7: Cursed ones that leave the wilds are open season. They automatically gain danger level 4 and can be captured. They cannot hide their nature because the curse is obvious and impossible to conceal.
8: Cursed characters slowly corrupt and kill life around them, and cause a great feeling of discomfort to normal people. For that reason, they cannot exist in normal society.
All in all, these characters are made to be pvp only, and the RP restrictions are there so they can't simply exist as part of the other korvara nations. They can travel if they wish, but they cannot simply assimilate. This is to make sure cursed characters remain pvp-focused and antagonistic.
By now, I think you probably get the gist. It's a zone where pvp is encouraged and rewarding. Due to the fact it's an area, it's opt-in by nature, which means you fully know the risks when you get in there. Now, I'll elaborate a bit more on the elements of this system.


The map
Everything starts with a location. The cursed land would be one of two things: Either a part of the ruins, or a standalone area. Though, it being central would just make sense from a usability perspective. Here's what it might look like:
[Image: u12kt8RIlnCQYMOpnOeQ3ccCJ5jfJn2VinRzjbop...KRCci1ySwY]
People could access the ruins via boat, and enjoy whatever content the ruins have to offer. I'm assuming Dev has stuff planned for the future with those. PVE and PVP areas of the ruins would be divided, and the "cursed land" would be a clearly marked area, with a different vibe, and certainly different lore.
It would be large enough to accomodate a few things, but without being so big that it's difficult to find people. The following map is obviously just to give a basic idea of what it would contain.
[Image: aBKL1fCksEGBGDEqANTCyMETArPCrSLqdy_AUUdz...ud_Mf0n-xg]
As you can see by the stunning art on display, the map would contain a few important points of interest that give an incentive to move about the isle. By moving around to places that are useful, people have a chance to meet, and that may lead to encounters, especially by cursed people.

The Hub
A small area where cursed people have a sort of settlement. There are a few NPC shops (probably ghosts and shit) that allow cursed characters to function and use basic features of the game. In addition, it acts as a safe zone, but for cursed characters only. This is so they have a place they can sit and relax while logged in. It's not actually a safe zone IC, but OOCly, the rule that forces pvp is not enacted.

The Infamy Shop
A fundamental feature of the Cursed Land, the infamy shop allows people to turn pvp glory into useful rewards. More detail in the infamy section

Docks
These are connected to the rest of korvara via little boats that let you fast travel to other docks. NO PVP ON THE DOCKS. It's forbidden to camp the docks or fight there as it's a travel location.

Event Zones
The event areas are where the events take place. It can happen in one of two locations randomly. More in the event section.
The Material Shop
This is a shop that allows people to buy secondary materials for crafting such as metal plate, beast fang, etc. The stock is limited, and refreshes periodically. It's a very useful and advantageous shop, so korvarans may wish to peruse it despite the risks...

The Mine
This is an indoor area that contains a wealth of mineable veins. A great place to mine, if you think it's worth the risk. There is also mobs inside, probably. Would be too easy otherwise, wouldn’t it?

Food and Fishing Shop
This handy shop contains a few food items that are better than tomato soup, cheap cooking ingredients, and fishing gear. Mostly for cursed ones to have a food source, though it may be attractive to outsiders. Might contain some things you can't find elsewhere (beef wraps?...)

Trees
Wood source

Hostile Mobs
Some monsters roam the cursed land in certain small, dedicated areas, usually a passage. It might be dangerous to pass through there, but maybe there's less chance of encountering someone even worse than those monsters... 

Tower
Well, the place is a ruin after all. There must be old ruins scattered around the landscape, providing shelter, or a hiding place for an ambush...


Infamy / The Infamy Shop
The main reason people go to the cursed land is so they can stack up some infamy, and then use it. It's an advantageous thing to do due to the generous rewards of the shop, which creates an incentive to visit the cursed land in the first place. Incentives are important, as the entire point of this area is the concept of risk versus reward. There is risk, and as such, there must be reward.

Infamy Sources:
As non-cursed, defeat any player in a serious battle while on the isle: +100 infamy
As a cursed character, defeat a normal character in a serious battle: +200 infamy
As a cursed character, defeat a cursed character: +10 infamy
Lose a serious battle on the isle: -10 infamy, loss of murai, other drawbacks
You cannot go below 0 infamy.
It's strictly against the rules to "farm" infamy by meeting up somewhere to fight without a good reason. All infamy gains must be completely IC. Some systems might be put into place to check for these things. However, you can still spar freely.

Infamy Shop
Some cursed undead guy who watches the isle. You can purchase mutated cores from this shop, giving you a bunch of random items. There are also a variety of goods and equipment you can buy outright. There might even be some unique items in there if dev feels like it. Overall this shop should have a nice selection of things that are difficult to obtain otherwise.


The Events
Think of these “Events” as when a loot crate spawns on the map in a battle royale game. Everyone knows it’s there, red smoke and everything, and there’s something valuable to be gotten there. This is likely to be the main place where all-out PvP will occur. Just like a lootcrate, only one party can reap the rewards of this event. This means if more than 1 party gets there, they need to fight.
How it works is this:
1: The event announcement is sent. In 5 minutes, the event will spawn.
2: The event spawns. People have 5 minutes to get there, but they can’t interact with it just yet. They need to be inside the zone of the event in order to have “control” of it when it activates.
3: The event activates and people can now interact with the thing. If there’s only one party? Then they get to do it. If there’s more than one party, they need to fight to know who will claim it. Basically, the event interactable(s) will just not function if there is a battle in the zone or 2+ parties.



Event 1: Rare creature
A rare creature spawns on the cursed isle. It’s perhaps a random level 60/80 boss, but scaled to level 70 and with a random modifier. Defeating it grants gold bars, cypelle, and a nice chunk of infamy.


Event 2: Artifact
An old ruin activates. You need to complete a simple puzzle, after which your party gains infamy and a random item with a boss enchant or divine/vorpal.

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  Trickery
Posted by: Rendar - 01-02-2024, 03:49 AM - Forum: Balance Fu - Replies (2)

The ability to turn whether you proc Trickery Effects as a passive would be lovely.

Sometimes I want to do Unholy Diver, and not spend another 20 FP playing Dawr of Defense. Or do a quickslide without leaving a trap.

Or do crazy riff and not spend 20 FP on a poorly made Pyrotechniques that will literally not hit anyone.

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  Weaponry Changes
Posted by: Rendar - 01-01-2024, 06:39 AM - Forum: Balance Fu - Replies (7)

Just a SMALL change to weaponry. Itty bitty. Miniscule, even.

Can we please put Tome's Weapon talent, Fluency, inside of Weaponry?

I'd also ask for Two-Hand to be put in there. But I'm not going to hold by breath on that one, since I think Ninjutsu is put in there for Dagger's weaponry talent.

Now you might be thinking.

"This is just a buff for Mastery of Weapon Arts isn't it?"

ANd you'd be right. It's dumb that I have to sink 25 talent points into abilities I, literally, will never use to gain access to a trait. Frankly, I'd prefer MoWA just. Not take 25 points. But I'll take a lightening on the requirements via fluency being shifted over there from Arcane.

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Exclamation The Power of Normalcy & The Power of Bugs.
Posted by: Kiyo Takamine - 12-31-2023, 11:29 PM - Forum: Bug Reports - Replies (3)

I feel the power, or not!
Hello NEUS Project fourms and Sigrogana Legends viewers. I've just started playing Kovara and honestly I really enjoy this game and the magic roleplaying moments there have been so far. Now let's move on to the bug I accidently found.

On my second LE and trying the normalcy build out which I really enjoy so far, I decided to grab the Talent: The Power of Normalcy first before spending any points on stats. Now, this boosted all my stats +8 including the APT. Now, I've learned since I started playing this game since my character's "race" is human, I should always make sure my APT is at 42 first. As I started adding in the points, the +1 for all stat boosts did not go up normally. When I attempted to get to 42, I did not recieve any stat boost, making it go to either 44 or 38. Usually 42, boosts it. I set it to 38 to be safe, but I feel like I didn't get all my boosts. So I feel like my points have been ruined after grinding to level 60 just to ruin my stats with a bug. The points are off, no matter how much more I add to it, and the numbers don't add up. When toggling between "Yellow" and "Green" to show the scaler, the APT section also has it's numbers reduced which isn't correct. I've taken a screen shot of what's going on, before I added in the points.
[Image: dOXS9mZ.png]Now here is the most recent screenshot, when I add my points in to go to 42 for my last +1 Stat All boost, nothing happens, take a look for the bug:
[Image: 6rG4NcC.png]

I hope this isn't much, but I humbly ask for a free Fruit of Fluidity and a Fruit of Blandness. So I can reset my stats and traits. This way I can add my points in first then re-equip The Power of Normalcy second so that I can add my stats back in properly before I start leveling my character again. I've gotten to level 60 twice to LE by grinding my character all day long without really any breaks over the course of a few days last week and it's disheartening and tiring that I ruined my stat points because of a bug. I'd hate to have to do this all over again the long and hard way. I'll make sure to ping the discord so that the thread can be read, the fourms here aren't as lively as it is there. Thank you for your time.

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  I'm Back!
Posted by: RoboCat - 12-31-2023, 07:46 PM - Forum: Fruity Rumpus General - Replies (1)

New year, new me, new memes. I can't wait to have plenty of fun with all of you guys again!

[Image: dsa6skl6l0ga1.jpg?ex=65a438ad&is=6591c3a...64aa1b62f&]

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  [Version 2.80 v3] Not Bait
Posted by: Cogster - 12-31-2023, 07:17 PM - Forum: Bug Reports - Replies (1)

It seems bait for fishing has been broken for some time now? Apparently using any kind of bait to try and narrow the pool of what you fish doesn't actually increase or decrease the odds of receiving anything. This has been said to be broken for almost a year now though whether or not that holds true isn't really something I know. 

No. I'm wrong about the bait part. It's not that bait is bugged. After testing it a bit more. It seems that the Super Rod just doesn't acknowledge what bait you use, while the Old Rod does. Its the Super Rod that is bugged.

What actually happens is that you can equip any tier of bait, it gets consumed and you're likely to get the same results as if you had just used the normal worm bait. In 5 tries with Worms, I've gotten Large Eels, squids and trout. Yet in about 7 tries with Frog bait. I've only gotten TWO Pufferfish.
[Image: image.png?ex=65a4331f&is=6591be1f&hm=74d...f20334da3&]

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  Arcanist Mage Promo Idea
Posted by: MothEnthusiast - 12-31-2023, 06:04 PM - Forum: Class/Race Ideas - Replies (5)

I took it upon myself to rub my two braincells together and produce a spark. For what reason? I don't know, myself. Either way, allow me to introduce a class idea I had: Arcanist. A spellsword-esque mage promo with a heavy focus on short range, semi-low mobility, and high zoning potential.

I've always felt that certain classes are hard to properly personalize, so I tried to make at least a few of the skills easier to make your own, hence the odd elemental gimmicks. Also, if you're confused on what some aspects mean / do / are intended for, just read the rest. Everything should be self-explanatory once you've read every skill.

Either way, let me know what you think. Hopefully Dev thinks it's cool; I tried to strike a balance between unique mechanics and not being overly complicated to implement, should he so choose. I think a class like this would fill a niche that people have been asking for for a while. If you think a particular combo or skill is busted, I'm open to tweaking numbers on this original post. Also, good LORD I don't know what's happening with the spacing. Saving this as a draft has made it impossible to get the spacing between lines to work properly.
-- Offensive Skills / Spells --


Focus Flare - General Domain - Element determined by your highest elemental attack, dealt as magic damage. If highest is tied between two or more elements, becomes Null damage. 100% SWA, 120% highest Elemental Attack (randomly selected if tied for highest). Spawns a Focus Wisp on a random unoccupied tile in 3 range of the target. - 3 range, single target.

-

Guided Kaleidoscope - General Domain - D class Invocation, ("A stroke of the brush, a twist of the lens..." - 150% SWA, 50% of 3 highest elemental attacks - Connects a line of special tiles (based on elemental attacks, default Cinders) between each enemy and ally in the circle 3 times per, and splits the damage between the 3 chosen damage types upon enemies in the affected area. Spawns 3 Focus Wisps in the affected area. - 5 range circle in 3 range. If enchanted with an element, has a chance to inflict a status based on the element.

-

Focus Sigil - General Domain - 60% elemental attack - Travel up to 3 tiles in a cardinal direction. Upon reaching an enemy, stop and perform a basic attack on that enemy. On-hit, imbue the target with your focus, giving or powering up a status called Focus Sigil (Element) with a power of (60% of highest elemental attack) for 2 rounds. Once the status expires, the sigil explodes, causing the target and all other enemies in a 3 range circle to take protection-ignoring magic damage equal to the level of the status, with the damage type matching the element used for its scaling. Every 40 levels of the status also spawns 1 Focus Wisp in a random unoccupied tile in 4 range. 2 round cooldown.

-

Zakeru - Nature Domain - 60% Lightning attack - Perform a basic attack on an enemy in 1 range. As an on-hit effect, knock the opponent back 3 tiles and deal Lightning magic damage in a 2 range circle around the target. If enchanted with Redgull, this becomes a 3 range circle.
-
Jikeru - Nature Domain - 100% SWA, 100% Lightning attack - Target an enemy in 3 range, dealing Lightning magic damage to them. The lightning then bounces to the next enemy within 3 range, dealing damage to them and repeating until there are no more targets or until 5 targets have been hit. Focus Wisps can be bounced to without counting towards the target limit. If enchanted with Redgull, this damage can critically hit.
-

Gravirei - Isesipian Spell - D class Invocation ("Earthen tether, sever and reconnect.") - Deals 8 instances of Earth damage (120% SWA, 250% Earth attack, split between instances) to a single target in 4 range. Each instance adds airborne to a non-airborne enemy, or removes airborne from an airborne enemy, slamming them into the ground repeatedly. Each instance creates an earth pillar on a random tile in 5 range. If the target is magnetized, they are knocked down on the last hit. If enchanted with Galren, they are immobilized for 3 rounds.
-

Rupture - Isesipian Spell - 100% SWA, 120% Earth Attack - Target a 1 range circle in 2 range and deal Earth magic damage to all enemies inside. Dense tiles in this area created by you or an ally are destroyed, increasing this spell's damage by 5% per tile destroyed. If enchanted with Galren, the tiles instead have their duration reduced by 2 turns.
-

Crystal Garden - Aquarian Spell - 60% Ice attack - Perform a basic attack on an enemy in 1 range. On-hit, warp to a random empty tile in 1 range of the enemy, deal armor-ignoring Ice magic damage and leave an Ice Statue in the tile you struck from, and in 2 random tiles in 3 range. Tiles with statues also come with Ice Sheets. If enchanted with Kraken, create an additional statue. Statues made this way last for 3 rounds. 2 round cooldown.
-

Frosted Angels - Aquarian Spell - 100% SWA, 80% Ice attack - Deals Ice magic damage to every enemy within 1 tile of an Ice Statue. For every additional statue near the target past the first, increase the damage by 10%. If enchanted with Kraken, this increases to every enemy within 2 tiles of a statue. 2 round cooldown.
-

Wind Grip - Sylphid Spell - 60% Wind attack - Target an enemy in 3 range, dealing armor-ignoring Wind magic damage to them and pulling them to the tile in front of you. If the target reaches the correct tile, you perform a basic attack and grapple them. This does not apply additional Grapple effects. If enchanted with Talvyd, the range is increased to 5 tiles.
-

Nersbattere - Nerifian Spell - 60% Fire attack - Target 2 locations. The first must be a grappled enemy in 1 range. The second must be a tile in 1 range. Grab the enemy and swing them in the direction you selected, then push them along 4 tiles. At the end of the push, or until you meet a solid object or mob, dealing 225% Scaled STR blunt physical damage to them and 60% armor-ignoring Fire magical damage in a 2 range cone. If the target is slammed into a mob or dense tile, the blunt damage is increased by 20%. If enchanted with Nerhaven, leave cinder tiles in the explosion cone equal to 75% of your fire attack. 3 round cooldown.
-

Sky Blaze - Nerifian Spell - 100% SWA, 120% Fire attack - Target an airborne enemy in 6 range. Leap to that target, becoming airborne if you are not already. Deals Fire magic damage to the target and knocks them down. If enchanted with Nerhaven, end their airborne status and increase the damage by 10%.



-- Utilities / Support --



Wisp Conjuration - 1M, Utility - Target an empty tile in 6 range and create a Focus Wisp on that tile. If enchanted with an element, also create a special tile based on that element. (Tiles - Fire: cinder, Ice: ice sheet, Earth: Earth pillar?, lightning: shock tile, wind: air shaft)
-
Expanded Domain - General Domain Utility spell - Target a tile in 6 range and spread its tile effects (cinders, ice sheets, etc) that were created by you or an ally in a 3 range circle around the target tile. Tile strength remains the same and tile duration increases by 3 turns. Dense tiles targeted only spread to 5 additional random tiles within the area, as opposed to filling out the entire area. 2 round cooldown.
-
Snap Cast - 2M, Utility skill - Prepare a spell in advance. Give you the 'Prepared Spell' status, which reduces the Momentum cost of your next spell by 2, to a minimum of 1. Lasts for 3 rounds, or until used. 2 round cooldown.
-
Guiding Lights - Mercalan Domain Support spell - Consume all of your Focus Wisps, healing yourself for 25 + (50% of Light Attack) per Wisp consumed. Allies are healed for each Wisp within 1 tile of them.
-
Enchant Null - 2M, Utility spell - Sometimes, you make the wrong call. When used, removes your currently active Elemental enchant. (Nerhaven, Talvyd, Redgull, Galren, Kraken)
-
Enchant Renewal - Support spell - It's easier to repair than replace. Increases the duration of enchantment and transformation statuses of a target in 4 range by 3 rounds. 2 round cooldown.
-
Will'o'Wisp - Utility buff skill - Apply the Wisp Calling status to yourself, nullifying the effects of Arcane Blade, but giving your weapons the following effect: On-hit, 50% chance to spawn a Focus Wisp on a random tile in 4 range. Status lasts 3 rounds.
-
Cloud Envy - 1M Utility Sylphid spell - Not everything is better on the ground. Target yourself or a target in 6 range and make them airborne. Cooldown is reduced by 1 for every Focus Wisp on the field. 10 round cooldown.
-
Screaming Cant - Huggessoan Support spell - D'atram midarma. Target yourself or an ally in 4 range, curing them of Silence and/or giving them Conditional Immunity (Silence) for 4 rounds. If Silence was cured this way, deal 40 protection-ignoring Sound and Darkness magic damage to them.
Conditional Immunity (Silence) makes the target immune to the Silence status, but ends prematurely if they begin an Invocation. 4 round cooldown.



-- Passives / Innates --
Arcane Blade - Innate When attacking or using a skill that applies on-hit effects, if there is a Focus Wisp in 6 range of your target, consume it and apply your on-hit effects a second time. Only applies once per attack. Excel weapon effects do not apply twice.
-
Spell Clash - Passive - Parry skill. When attacked from the front by a spell, you have a 25 + (Scaled RES/2)% chance to parry the spell, reducing the damage by 50%. Each spell parried this way costs 5 FP. Does not function when silenced. Can be toggled on and off.
-
Focus Wisp - Innate - Skills and spells that create Focus Wisps will not do so without this skill. Focus Wisps are battle objects (like Papilion Butterflies) that move 3 tiles towards the nearest enemy every turn. They cannot occupy the same tile as another Wisp. Every Wisp within 1 tile of an enemy deals 15 protection-ignoring Akashic damage at the start of each round. Focus Wisps have 10 HP, can be attacked, are not dense, and have a Hardness of 1. If Arcanist is your Main Class, Focus Wisp's Hardness is 2 instead.
-
Arcane Prowess - Passive - Anything's a casting tool if you throw enough focus at it. Your mainhand weapon counts as a casting tool regardless of weapon type or enchantment, but its SWA is considered 40% lower when casting spells with it. Main Class only.
-
Spell Hardening - Innate - You're used to being cooked by your own magical mistakes. Increases WIL and RES by rank. (Max 3 ranks for 3/3 WIL/RES)
-
Shielding Crest - Innate - Magic is a source of power for you, and serves to harden your body against magic and strikes alike. For every positive status you have, increases your Magic Armor by 1. For every 3 positive statuses, increases your Armor by 1.

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  Invention Request - Helping Hands
Posted by: CabbitNet - 12-30-2023, 07:48 PM - Forum: Applications - No Replies

Applicable BYOND Key - CabbitNet

Character Name - Tiara Terrarria

Request Type - New Technology

Request Details - Due to the studying of golems of Geladyne mines trying to replicate such and also trying to get myself an assistant via trade of robotics with Meiaquar. I have decided to go another venture using the knowledge of the things I studied to create A deferent type of Prosthetic arm. To Act as an assistant to hold things or to operate tools I Desired to try using Arm Prosthetics that do not need to be attached Fully to the body in order to work.

These Extra set of arms would be attached to the back of the shoulder and would reach down along the armpit to give easier use. These Arms are not strong enough to use weapons or be able to do advanced things such as fine detailed work. Things like holding a table or holding tools and using them for minor work Would fall more under it's categories.

How I explain my prosthetics to work require a bit of focus and training to use your focus to control the flow of the limbs within the prosthetics. Having extra ones however will mean using more focus to control them and also Allot more Brain power to use all four limbs at once "This includes your own hands."


The reasoning behind making such a Thing is actually very themed to her lifestyle and also to in her hopes help her with advancing her Knowledge in the field of Prosthetics to see if she can create Prosthetic Wings in the future for those that once lost there wings.

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  [v2.80 v3] Korvara Ice Palace Battle Map Bug
Posted by: Vivi - 12-30-2023, 03:11 PM - Forum: Bug Reports - Replies (1)

Howdy.

Earlier today I encountered a regular bug when beginning combat in any part of the Ice Palace, the lv40-60 Korvara dungeon. It was easily repeatable and occurred every single time we repeated the conditions, but wouldn't occur any other time.

Whenever starting a battle in the dungeon, if it was a back attack, it would spawn us off of the map and show us a scene of a different part of the dungeon, as shown in the image I've dropped in here. At the end of the first round of combat the game would register us as being out of bounds and send us to the "proper" battle map, so it was a temporary, but occurred every single time. We tested it a bit and this would occur in any area of the dungeon and only if the fight began as a back attack.

I've been informed there used to be an issue with the whistle (jade insect whistle, I think) and back attacks doing something similar, but our party composition didn't have that. We did have a Bard/Performer though, so I'm not sure if there's a connection there.


[Image: 16FKIJ5.png]

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