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  The Great Drinkening (Drinkable Items thread)
Posted by: Snake - 09-13-2022, 07:45 PM - Forum: Suggestions - Replies (3)

Everyone's welcome to pitch in their ideas and icons, I'll offer a format and my own ideas.

As for Dev, if this thread ends up interesting enough, sticky it up so others can see this without being dug into the torrents of PvP buff requests.

The Main Idea ™:

- Drinks are the counterpart for Food. Unlike food, a drink does not fill you, only refreshes on top of your full belly, so it does not grant EXP, but in exchange, it can be drank multiple times, but only one Bonus Effect can be had per drink

- Additionally, it will always recover 5% of your maximum HP and FP.

- Once you become Hungry (read: Food duration reaches 0), any drink Bonus Effect will also be removed.

- You cannot gain a drink Bonus Effect while Hungry.

- On use, you will display an automatic emote saying:

Ren Brown drinks a Jamba Juice.

- A small sound effect will be played. Sip, sip.

- Afterwards, you also immediately recover Physical and Mental Stamina equal to the values mentioned.

EXAMPLE TEMPLATE:



Icon (or Reference for Iconners):

Name:

Description:

Crafting Station:

Ingredients Needed:
- ?x ?
- ?x Pure Water (Recommended)

Phys. Stamina recovered: 1-40%
Mental Stamina recovered: 1-40%

Bonus Effect: If possible, balance bonus effect vs how much it restores. Higher recovery values = weak or no effects at all.



CONCRETE EXAMPLE:

Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Jamba Juice

Description: A juice made extra juicy for juicefying a good description for Devourer Of Neus, which doesn't need to be very huge for the sake of space so don't make it needlessly wordy. This may also turn you into Exodia, so be careful to not be flung in the sea.

Crafting Station: (Placeable) Large Wooden Mixer

Ingredients Needed:
- 5x Tangerine
- 5x Banana
- 5x Grape
- 5x Apple
- 5x Milk
- 5x Pure Water

Phys. Stamina recovered: 40%
Mental Stamina recovered: 40%

Bonus Effect: Fruity Obliteration - You're happy to have drank the Exodia of all drinks, increases all your stats by 100, and looking at an enemy will instantly defeat them. The drawback is that this is just an example and will never see the light of day.



Anyway, here's my personal pitch.

Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Water Ration

Description: Refreshing water in a bottle. Simple, yet both essential for survival and effective at easing one's dry lips after any arduous labor.

Crafting Station: Mixing Bowl

Ingredients Needed:
- 3x Pure Water

Phys. Stamina recovered: 8%
Mental Stamina recovered: 2%

Bonus Effect: Hydrated - Feeling good and refreshed. Increases FP regeneration by 2.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Black Coffee

Description: A bitter, energetic beverage which can easily keep you awake for hours. The favorite of skeptical scholars and jaded mages.

Crafting Station: (Placeable) Large Wooden Mixer

Ingredients Needed:
- 3x Coffee Powder
- 3x Pure Water

Phys. Stamina recovered: 5%
Mental Stamina recovered: 20%

Bonus Effect: Wide Awake - Grants immunity to the effects of skills that induce you to sleep. (Ex: Slithering Slumber, etc.)



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Glass of Milk

Description: Sometimes warm, sometimes cold. All the times will be the best friend of your bones.

Crafting Station: Mixing Bowl

Ingredients Needed:
- 3x Milk

Phys. Stamina recovered: 4%
Mental Stamina recovered: 8%

Bonus Effect: Calcium Intake - Healthier bones increase your Armor and Magic Armor by 2.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Coffee Au Latte

Description: A warm, fancy drink which goes quite well on a cold morning moments before you start your day.

Crafting Station: Mixing Bowl

Ingredients Needed:
- 1x Black Coffee
- 1x Glass of Milk

Phys. Stamina recovered: 10%
Mental Stamina recovered: 15%

Bonus Effect: Cozy - A warm drink which made your day a little comfier. Grants 10% Ice Resistance and +1 Move.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Choccy Milk

Description: A drink more commonly known to be given to kings and champions, for they are epic.

Crafting Station: Mixing Bowl

Ingredients Needed:
- 2x Cooking Chocolate
- 1x Sugar
- 1x Glass of Milk

Phys. Stamina recovered: 8%
Mental Stamina recovered: 12%

Bonus Effect: Feeling Epic - You feel unstoppable. Increases Status Resistance by 15%. Increases the chance of activating Die Hard by 25% and recover 2x more HP from it.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Lemonade

Description: When life gave you lemons, you sure made the best out of it with a bit of water, ice and a dash of sugar. Goes well with hot climates.

Crafting Station: Mixing Bowl

Ingredients Needed:
- 10x Lemons
- 5x Pure Water
- 1x Icicle

Phys. Stamina recovered: 20%
Mental Stamina recovered: 10%

Bonus Effect: Chilled Drink - A cold drink in a hot day, what's there to not like? Increases Fire Resistance by 10%, but lowers your Ice Resistance by 10%.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Fizzy Drink

Description: A wonderful accident in Alchemy, at first. Figures out you can make any water become carbonated when you mix an Icicle with Sugar, making it release tiny bubbles of cold air. Very popular with children and manchildren alike.

Crafting Station: Mixing Bowl

Ingredients Needed:
- 5x Lemons
- 3x Sugar
- 10x Pure Water
- 2x Icicle

Phys. Stamina recovered: 20%
Mental Stamina recovered: 10%

Bonus Effect: Hydrated - Feeling good and refreshed. Increases FP regeneration by 2.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Beer

Description: An alcoholic drink made out of fermented hops. Faster to be made, but suffers from lower quality. Drink in moderation.

Crafting Station: (Placeable) Fermenting Barrel

Ingredients Needed:
- 40x Hops
- 10x Pure Water

Phys. Stamina recovered: 10%
Mental Stamina recovered: 10%

Bonus Effect: Brave Inebriation - You feel a little drunk, yet braver. At the start of every round, you are inflicted with Confusion. Ending your round next to an enemy will remove and grant immunity to Fear and Hesitation until your next round.

Outside of combat, when using Say or Shout, it may sometimes be replaced by funny drunken speech. When using Emotes, it may be replaced by a hiccup instead.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Ale

Description: An alcoholic drink made specifically out of fermented corn and malt. Unlike its counterpart, the Beer, it is extra creamy. Drink in moderation.

Crafting Station: (Placeable) Fermenting Barrel

Ingredients Needed:
- 40x Corn
- 10x Pure Water

Phys. Stamina recovered: 10%
Mental Stamina recovered: 10%

Bonus Effect: Tough Inebriation - You feel a little drunk, yet tougher. At the start of every round, you are inflicted with Confusion, and your Armor and Magic Armor are increased by 2 per enemy in the battle.

Outside of combat, when using Say or Shout, it may sometimes be replaced by funny drunken speech. When using Emotes, it may be replaced by a hiccup instead.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Wine

Description: An alcoholic drink made specifically out of fermented grapes. Takes a long time to be made, but it doesn't make you too drunk. Drink in moderation.

Crafting Station: (Placeable) Fermenting Barrel

Ingredients Needed:
- 40x Grape
- 10x Pure Water

Phys. Stamina recovered: 10%
Mental Stamina recovered: 10%

Bonus Effect: Modest Inebriation - You feel a little drunk, yet flirty. At the start of every round, you are inflicted with Confusion, and gain +20 to the LV of any Charm you inflict, or are inflicted by.

Outside of combat, when using Say or Shout, it may sometimes be replaced by funny drunken speech. When using Emotes, it may be replaced by a hiccup instead.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Saké

Description: An alcoholic drink which is similar to Wine, but made of Rice instead. Takes a long time to be made, but it doesn't make you too drunk. Drink in moderation.

Crafting Station: (Placeable) Fermenting Barrel

Ingredients Needed:
- 40x Rice
- 10x Pure Water

Phys. Stamina recovered: 10%
Mental Stamina recovered: 10%

Bonus Effect: Disciplined Inebriation - You feel a little drunk, yet deadly. At the start of every round, you are inflicted with Confusion, and gain 25% Critical Damage, but lose 50 Critical.

Outside of combat, when using Say or Shout, it may sometimes be replaced by funny (JAPANESE) drunken speech. When using Emotes, it may be replaced by a hiccup instead.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Vodka

Description: An alcoholic drink made by your Komrades, which burns all the way down to your stomach and leaves an immediate warm feeling. Drink in moderation.

Crafting Station: (Placeable) Fermenting Barrel

Ingredients Needed:
- 40x Flour
- 10x Pure Water

Phys. Stamina recovered: 10%
Mental Stamina recovered: 10%

Bonus Effect: Warm Inebriation - You feel a little drunk and warmer. At the start of every round, you are inflicted with Confusion, and gain 15% Fire Weakness and Ice Resistance. There is a 50% chance you will ignore Ice Sheets when walking through them.

Outside of combat, when using Say or Shout, it may sometimes be replaced by funny drunken (RUSSIAN) speech. When using Emotes, it may be replaced by a hiccup instead.



Icon (or Reference for Iconners):
[Image: unknown.png]

Name: Blue Matador (DONATION ITEM)

Description: Falsely advertised to give you wings. In truth, it gives your cabrone brain the horns, so it learns faster, or else...

Ingredients Needed:
- 10 Patrions

Phys. Stamina recovered: 15%
Mental Stamina recovered: 15%

Bonus Effect: Know All Gains - Increases EXP gained in combat by 25%. Increases Crafting EXP gained by 2.




.zip   the great drinkening.zip (Size: 3.86 KB / Downloads: 157)

[Image: unknown.png]

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  Watchful Eye
Posted by: JamOfBoy - 09-13-2022, 07:13 PM - Forum: Balance Fu - Replies (3)

With most movement skills changed to interact with special tiles and field objects, it would be nice to make Watchful Eye a bit more consistent with its interaction with movement skills, too. With how underwhelming it is, requiring the target to basic move, I don't think you can really go wrong.

Maybe anything that interacts with special tiles or field objects should trigger Watchful Eye, turning you to face the target?

Maybe remove the line of sight requirement?

I just want to look at people.

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  Logs written directly to physical Text file
Posted by: matthewmwps - 09-13-2022, 08:44 AM - Forum: Quality-of-Life (QoL) - Replies (4)

This has, in all likelyhood, been mentioned already, but i tried a quick search and nothing seemed to show up. so, here i am.

I request logs be written and saved as a physical text file in real time, rather than being saved server side for you to download later. I wish to be able to save cool roleplay moments and while i know you can do it currently, its based off client session only. I also think it can be helpful OOCly by clarifying details (for example, if a rp issue comes up where two sides saw different things).

I'm not sure if the reason its not done currently is technical restrictions or otherwise.

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  Protector Sub-Talent Buff
Posted by: Ray2064 - 09-12-2022, 03:49 PM - Forum: Balance Fu - Replies (5)

Ahem. As it stands, the Protector Sub-Talent of Chivalry is basically just points to get more HP regen on Avalon.

The Protect skill as of now is really lackluster, due to it rarely ever being useful- or properly functioning at all, really. Most of the time, it ends up as a wasted skill slot / Skill Point on the Soldier tree. (The fact the ranked upgrades are barely useful doesn't help)

That makes you'll rarely ever see Protector ever trigger.

So an idea I had would be to just apply it's effect to pretty much any skill intended to be direct protection to an ally :

Eg, Rescue, Castling, Sacrifice, and some other skills I'm probably not aware of ? It'd also  make the Sub-Talent not Soldier-Class exclusive anymore.

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  Demonic QoL change
Posted by: Lolzytripd - 09-12-2022, 10:51 AM - Forum: Balance Fu - Replies (4)

Instead of +3 strength, could it perhaps be changed to either 
A) +3 main scaling stat of the weapon
Or
B) +2 main stat of the weapon scaling, +1 substats of the weapon scaling

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  Boxer's Momentum Reallocation
Posted by: Pyro - 09-12-2022, 02:40 AM - Forum: Balance Fu - Replies (6)

With the newest update to field effects causing Geist to trigger what it crosses, Geist Drei is not in a particularly good position. It's one of boxer's few movement abilities and it can cause more damage to the user than it's worth.

[Image: eedjDya.png]

When Geist Drei activates, it is one of the first actions to be taken in a round, before any turns. This includes going before things like explosion, which means Geist Drei will frequently displace the user into an explosion. But not only that, boxers that don't focus on CEL essentially place themselves in front of an enemy to get beaten for free before their turn begins.

I'd like for Drei to refund the momentum invested when it procs. This would leave the user at 10 momentum at the start of their turn, provided they haven't been beaten to a bloody pulp for daring to use the skill.

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  Small Floating Adjustment
Posted by: Autumn - 09-11-2022, 07:40 PM - Forum: Balance Fu - Replies (5)

With the change to Blessed that makes it a higher reward hit enchantment for hitting spirited or holy weak fellows, a niche for a general hit enchantment has been left unfulfilled, Bloodhunt does take this spot but doesn't help you out when an opponent is high on health, and sometimes a bit of consistency is all that some people may ask for, I think that an enchant that often doesn't see use, Floating could use a small usability buff to it to make people consider it more.

Floating currently halves weight, that's it, most builds don't care about that, you can account for weight in most STR-less builds so like, why not also let Floating give just +10 hit, very simply, its not nearly as much as the potential of Bloodhunt or Blessed, but it does provide it all the time, consistently and without hassle.

Conveniently enough as well, this change would also offset the hit bonus by disallowing Two-Handed on setups that would run it anyway, giving it a Hit vs SWA kind of value for martial weapons.

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  (2.64) Divine Easeeeeee
Posted by: Shujin - 09-11-2022, 03:47 AM - Forum: Bug Reports - Replies (3)

Divine Ease works but it still makes you play the minigame, for no real reason.

It would be better (and more time efficient) if it just skipped the minigame entirely. please.

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  SL2 Version 2.64
Posted by: Neus - 09-10-2022, 05:16 PM - Forum: Announcements - No Replies

2.64
Map Updates

  • * Duyuei-Telegrad Highway Farmstead; Interior has been fixed up a bit, some crafting tables have been added. (Courtesy of Slydria)
  • * Geladyne-Duyuei Highway; Added Mid Tower interior. (Courtesy of Autumn)
  • * Meiaquar-Geladyne Highway; Added Lavish House interior. (Courtesy of Slydria)
  • * Telegrad-Meiaquar Highway; Updated northern village exterior. Added communal house interior. (Courtesy of Appo)
  • * Telegrad; Removed a tree. (Courtesy of Dev)
  • * Telegrad; Added Telegrad Infirmary interior. (Courtesy of Autumn)
  • * Telegrad; Graveyard & Farm Adjustments. (Courtesy of Slydria)
  • * Duyuei; Minor farmhouse change. (Courtesy of Slydria)
  • * Duyuei Outskirts; Minor farm plot changes. (Courtesy of Slydria)
  • * Geladyne; Added Research Lab interior. (Courtesy of Slydria)
  • * Meiaquar Library; Added backroom interior. (Courtesy of Appo)
  • * Meiaquar; Added Underground Courthouse interior. (Courtesy of Appo)

New Donation Items
  • - Rainbow Torch - This is a torch which you can customize the color of the light for. You can select a single color, or you can select two colors (which it will slowly pulse between).
  • - Orb of Mystery - This is an item which lets you set up profile variations for your current character. Profile variations are basically entirely separate profiles that you can customize the contents, colors, music link, picture, etc. of and swap between using the orb.
  • - Sticker Set 1 - Lets you use a set of Nemalyth and Kinu emotes (from the Discord server) in OOC and LOOC chat channels.
- Donation items which cannot be used in Korvara no longer appear in the Storage Chest's donation shop.
- Adjusted the send to global bank verb; it appears for all items now, but still only works on donation
items. (Let me know if any donation items do not play nicely with it.)
- Reduced the item weight of most donation items to 0 (excluding golden tools).
- Added a stickers button to the HUD to easily see/select a sticker in your chat message.

New Trait
  • - Divine Ease (You have mastered the art of cutting lines, to the point where it is a breeze. While you have this trait, you will automatically succeed tracing any line for the Strange Sight, Eyes of Elimination, and Divine Eyes skills, even if you do nothing.)

New Sandbox Objects
  • - 3 new Sign variants.
  • - Butter Churner.

Duelist
  • - Power Gradiation; No longer 4M. Now has a 1 round CD instead.

Priest
  • - Divine Shower;  Now goes on a 3 round cooldown after being successfully invoked.

Hexer
  • - Enma's Summons;  Now goes on a 3 round cooldown after being successfully invoked.

ETC
  • - The following skills now trigger field objects, traps, and runes, when they reach their destination; Flip Shot, Retreat Flight*, Wind Runner*, Forest Walk, Thunder Steps, Rescue (per ally), Sidecut, Sillcut, Disengage, Swooping Stroke*, Falcon Strike, Nest Flight*, Oarring, Haunting, Kagekiri, Blink, Any Shukuchi Teleport Skill, Heaven Kick, Crane Hop*, Korkenzieher, Backflip, Ice Skate, Rough Tumble, Jetpack, Voidgate*, Vanishing Strike (both), Black Bolt, Detogate, Turnover, Hanging, Crescent Rook, Castling, Retaliate, Aliagmato (all), Warp Strike, Pinball Strike, Shift Dimension (both), Rabbit Leap, Phase Fang, Flame Jetwing
  • - The following skills now trigger field objects, traps, and runes, every time they move (with appropriately reduced FOBJ damage modifiers); Ice Dance, Hirazuki, Peddling Wheel, Chaser, Beast Gait, Avian Glide*
  • * These skills may not trigger them if you go Airborne before/during the skill usage.
  • - The following Bow weapons are now classified as Shortbows; Guiding Shot, Hunting Bow, Spirit Bow, Adversity Annihilator, Filcherbird, Fae Bow, Fortune's Favor
  • - Cursed Wound; Can no longer be dispelled.
  • - Arcanic Potions; Scaling changed is no longer STR, but the basic stat for the weapon. (IE, STR for Swords, GUI for Daggers, etc.)
- New chat commands; emote-full, lemote-full, wemote-full. This can be used to send an emote that is only emote text; your character's name/alias will not be displayed.
- You can now use a limited number line breaks for in-character chat channels (6 max); extra line breaks will be converted to forward slashes as per usual.
- Removed the Zoa from the recipe to make Parasite Removal Kits.
- Battle timer icon now appears on the left side (instead of the right) so that it is not hidden by the typing indicator.
- Changed the battle ring's functionality and optimized it slightly; it will now act as if it is part of the unit it is attached to, meaning you can double click it to see their info/etc.
- Plushies and Style Seeds can no longer be dropped upon defeat.
- Doubleheaded coins can now be flipped via the coin flip function.
- Goblin Spears now have access to an existing Spear skill.
- Face-icon state selector no longer appears tied to your character. Instead, it will appear near the bottom middle of your HUD. (Mainly a change so that your character's location doesn't obscure some states, and the state selector doesn't move around while you do.)
- Added density, animation, and sound effects to daily resource nodes.
- Training Tools (combat dummies) can now be set up in maps that support dynamic objects (such as Korvara).
- You can now open up profiles with another menu open, and you can also move with a profile open.
- Fixed a bug where the Jetpack animation was not playing (again).
- Fixed a bug where emotion bubbles were not layering over certain objects properly.
- Fixed a bug where mercenaries with 0 HP would still attempt to spawn in battle.
- Fixed a bug where dragging/dropping a Battle Item which could be used out of battle (such as a stabilizer) did not work with the new party UI. Also fixed an issue where the item's offset would be messed up after doing so.
- Fixed a bug where Quick Slide, Retreating Swipe, Conduct: Avant, Conduct: Jete, Conduct: Plie weren't reducing damage from field objects based on distance traveled.
- Fixed a bug where using the Use button in the inventory screen on a Portable Smithy/Science/etc Kit did not open the item's conversation box.
- Fixed a bug where Bard songs used by the AI were affecting less units that they were supposed to. (Involved a change to the way get_target is determined, so if any other issues crop up, this is likely why.)
- Fixed a bug where the directional density for some cliff edges was incorrectly set, leading to characters getting stuck.
- Fixed a bug where status and damage effect overlays on big mobs (such as Frost Tyrants) were offset incorrectly.

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  SL2 Version 2.63
Posted by: Neus - 09-10-2022, 05:14 PM - Forum: Announcements - No Replies

Map Updates

  • - Added crafting tables and an Inn NPC to Beggar's Hole. (Courtesy of Autumn)
  • - Added small farm plot near an abandoned village in Meiaquar-Telegrad Outskirts. (Courtesy of Slydria)
  • - Expanded the Telegrad Prison a bit. (Courtesy of Appo)
  • - Added Geladyne Infirmary. (Courtesy of Appo)
  • - Updated a small farmstead in Duyuei-Telegrad Highway. (Courtesy of Slydria; this one has a side-entrance which might be a little tricky to see.)
  • - Updated the Duyuei magic shop to be even creepier. (Courtesy of Slydria.)
- Added plushies as rare drops to all of the boss enemies that show up on Korvara, and Mirror Knight (who does not). (Courtesy to Slydria/Autumn, and Kam for demanding it.)
- Added a function that allows the server reboot to be delayed.

Demon Hunter (New Skills)
  • - Double Down; Sword skill. Can only be used while Airborne. Swing down your weapon on a foe in a downward arc, using your fall to build up momentum. Performs a basic attack on a target within 1 Range; if it hits, inflicts Wear Down LV X (X = 2 + Rank) for 2 rounds (3 rounds on critical hit). If the target is Airborne, it also has a chance to inflict Knocked Down. This skill will bring you and the target down to the ground, ending Airborne.
  • - Quick and Wild; Desperado stance. A fast burst of bullets to lighten up your enemy's day. Targets 1 enemy within 3 Range and performs a basic attack on them with an equipped Gun weapon, which deals only 20% of its normal damage.
  • - Snake Lash; Cobra stance. Can only be used while Airborne, and must target an Airborne enemy. Applies the Grapple skill to the target (but does not activate bonus Grapple effects).
  • - Iron Bull; Matador stance. Prepare yourself to weather the worst, raising your arms to defend yourself; this skill behaves just like the Guard skill normally does, but does not require a Shield.
  • - Coyote Pack; Unleash the wild cries of the swift hunters of the night; coyotes hunt in packs, after all. While you are using two Shotgun weapons, you gain the ability to Twin Dance with them, even at range. If you have the Akimbo skill active, you can also gain the effect while wielding a Shotgun and a Handgun.

Demon Hunter (Old Skills)
  • - Stance skills: Max rank changed to 1. Base Momentum cost changed to 1. Do not take up a skill pool slot to equip.
  • - Auto-Stance Changing; Skills that utilize or require a certain stance will change you into that stance at the start of the skill. For example, Chaser will change your stance to Reaver (if not already in Reaver). Soldier offensive skills will also put you into Reaver stance.
  • - Chaser; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Now applies on-hit effects of the weapon it uses to enemies who are hit. SWPN Ratio changed to 100+10% per Rank (120% max Rank).
  • - Rising Tide; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 110+10% per Rank (130% max Rank).
  • - Elemental Rave; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 100+10% per Rank (120% max Rank).
  • - Lead Storm; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 100+10% per Rank (120% max Rank). Base size of circle increased to 3 (from 2).
  • - Nitrogen Drop; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 100+15% per Rank (130% max Rank). Momentum cost changed to 3 (from 4). Cooldown is now 2 rounds.
  • - Wild Ride; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Range increased to 2 (from 1). Attack damage reduction changed to 30% (from 25%). Basic attacks can now target the enemy you are riding.
  • - Leaping Lizard; Base momentum cost changed to 1M. 5 FP. Now costs 0M if any enemy is within 1 Range.
  • - Winged Serpent; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Now costs 1M (instead of 0M) if not subject to Repeat Action. Max Distance changed to 4-6 (same as old maximum range).
  • - Descending Ouroboros; Base momentum cost is now 2M. 2 round CD. FP restored changed to 15 * Rank.
  • - Retaliate; Max rank changed to 1. Now gains +1 Range per 10 Rage Energy available, to a maximum of 10 Range.
  • - Crashing Bull; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Damage scaling changed to 100%+10% SWA plus 50% Dark ATK. Damage is no longer unresistable or evasion ignoring. Additional effect added - If you are Grappling an enemy: You throw that enemy to the ground instead, increasing damage to all enemies by 15%, and damage the Grappled target takes ignores evasion.
  • - Bellowing Stag; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Damage scaling changed to 100%+10% SWA plus 50% Dark ATK. Damage is no longer unresistable.
  • - Bonus Bloodshed; Now main class only. Effect changed; At the start of a new round, if you are in Reaver Stance, gain 1 round of an elemental (if you have none), based on your Starsign.
  • - Combination Fighter; Effect changed; While toggled on, using Demon Hunter Offensive skills (excluding skills with a base Momentum cost of 1, Retaliate, and Wild Ride) or a Soldier Offensive skill reduces the Momentum and FP cost of all skills of those types that you have not used this round by 1, but reduces their damage by 25%. This effect can stack up to 2 times (to a minimum of 1 Momentum and a maximum penalty of 50%).
  • - Bullet Barrier; Effect changed - Parry skill. The ultimate counter to bullets will always be more bullets; swords be damned. While you are in Desperado Stance and have a Gun equipped, you gain a chance to parry Gun and Bow weapons (skills & attacks). (25% + half of Scaled GUI chance to activate, 50% damage reduction.)
  • - Clay Pidgeon; Effect changed - Make your enemies into little more than targets to shoot. While you are in Desperado Stance:  Gun attacks against enemies who are Airborne deal extra damage. * Shotgun basic attacks will knock down enemies in 1 Range if they are Airborne or on critical hit.
  • - One-Punch KO; Removed. Effect merged with Clay Pidgeon.
  • - Snake Dancer; Effect changed - Dance around your foe's attacks, frustrating them. While in Cobra Stance, when you evade an attack; Trickery - All Cobra skills' Momentum costs are reduced by 1 for 2 rounds. (While the effect is active, it cannot be reapplied.)
  • - Enemy Climb; Removed. Effect merged with Leaping Lizard.
  • - Know No Pain; Effect changed - Block blows with your forearms, letting your enemies know you mean business. While you are in Matador Stance, you gain a chance to parry monster weapons & non-ranged weapons (skills & attacks). (25% + half of Scaled DEF chance to activate, 50% damage reduction.) Successful activation generates 15 Rage Energy.
  • - Goring Horns; Effect changed - Leave a mark your foes won't forget. Enemies damaged by Matador skills have their maximum HP reduced for X rounds (based on Rank). This effect can stack infinitely, but maximum reduction per damage instance is capped at 50 (excluding Retaliate, which has no cap).
  • - Stampede; Removed. Effect merged with Retaliate.
  • - Gradient Blur; Additional effect - Every time you Combo Stance Swap during a turn: Gain a stacking buff that boosts your SWA by 2 for this round.
Magic Gunner
  • - Arcane Gun; Effect changed to a flat passive +5 FP Regen.
Tactician
  • - Field Medic; Now applies its Trickery effect before the HP heal.
Sandbox Objects
Added a new system to support dynamically created/placed/destroyed objects. This is intended to be a **roleplaying** system, so any sort of abuse will be punished. Limitations are subject to be adjusted if needed; additional objects of this nature will be added in future updates. (Consider this a test of the system for now.)
  • - These objects persist through reboots.
  • - There is a maximum amount of objects that can be placed in a single area by a certain key (currently 5).
  • - There is a maximum amount of objects that can be placed in a single area in general (currently 100).
  • - Some objects can be attacked and destroyed (this requires physical stamina).
  • - Some objects can be dismantled and recovered (this requires physical stamina). Objects recovered in this fashion do NOT retain customizations or other statuses, so be careful if you're moving signs.
- Added a new crafting recipe to Tool Creation that allows you to create a Sign for use in this system.
- Campfires, Camp Meals, and Feast Tables now apply to this system in Korvara as well.
- These objects can be placed in most non-dungeon maps, including interiors.
ETC
  • - Parasitic (Curse); Effect changed to On Critical Hit. Now restores 3 Durability (instead of 1).
  • - Legend Extending will no longer remove copied skills/spells from your skill pool.
  • - Double Dao now works with Demon Hunter's Combination Fighter.
- Made efforts to fix a bug where Soundcloud players wouldn't properly set the volume when playing a song. (This is not 100% fixed, depending on latency with the Soundcloud API. Sadly, there's not really a great way to fix it either, to my knowledge; the volume is reset every time it tries to play a song. You can try toggling the music in the profile if it blasts your ears.)
- Fixed a bug where crossing over another player while inside of an area transition did not actually make you transition areas.
- Fixed a bug where certain interior windows were showing light while it was night time.
- Various other bug fixes.

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