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| New Weapon: Kelsoaker! |
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Posted by: AkaInuHime - 09-24-2025, 07:57 PM - Forum: Suggestions
- Replies (2)
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A new thrower gun that's a supersoaker!
Attacks in a cone ala firthrower, inflicting soaked on hit for 3 rounds.
It could even come with a potential skill to spray yourself for 1-2m, applying soaked, curing or reducing burn, and extinguishing cinders on your own tile. (A way for theno to get their soaked buff!)
Aquatic scaling would make the most sense, 70% GUI + 40% VIT, possibly the tool tag if soaked in an area seems too powerful.
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| SL2 Version 3.03 |
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Posted by: Neus - 09-24-2025, 07:17 PM - Forum: Announcements
- No Replies
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3.03
Map Requests - Yokoshura Jojusho (Courtesy of Autumn)
- Geladyne Archive Expansions (Courtesy of Autumn)
Event Tools- Added party spawn markers to the spawner, and made it possible to move existing ones. (NOTE: Adjusting or removing default ones does not persist through reboots. If you want to set up custom spawn battlefield markers this way, keep that in mind.)
- Added a button in the Encounter section that lets you specify an encounter file that will spawn as allies for the PC party. (This also works for walking monsters spawned by the encounter tool.)
- Added Beyond Your Control skill to disable the ability to Total Control the unit when in a player party.
Crystal Terminal Upgrades- Added Deeper Sending II and Deeper Sending III, which grant 1 additional warp each during the 8 hour warp CD.
Support Shop- New Item; Grand Shard (Ninja Style). A Shinobi-inspired set, which contains the following parts:
Long Hair Over One Eye (2 Variants)
Bangs Over One Eye (2 Variants)
Shinobi Shokozu (M/F, Recolorable Parts)
Shinobi Face Mask
Shinobi Downswept Scarf (2 Variants, M/F, Animated)
Shinobi Sideswept Scarf (Animated)
Also gives access to: Kagebunshin, False Target Player Props
Curate- Pray status effect now counts for Devotion's Intervention subtalent.
Duelist- Sharpen; Now costs 2M if you have only 1 weapon equipped.
Mage- Auto Enchant; Max Rank is now 3 (from 5, still 100% chance at max Rank).
- New Innate Skill; Tome Specialist (Grants +5 Hit with Tome weapons. When dealing damage with a Tome of a damage type that matches the Tome's, or its material's element, grants an additional +5 Hit.)
Rogue- Relentless Strikes; Max Rank changed to 1. Effect now lasts for 2 rounds and grants a bonus to Hit equal to LV. (Max LV unchanged)
Soldier- Charging Strike; Max Rank changed to 3. Bonus changed to 10 + 5 x Rank. Now gives bonus Hit to the triggering attack/skill equal to its damage bonus.
Summoner- Youkai skills can now be used by any weapon. (No change to damage, only lets it gain the weapon's Hit/Crit.)
Aquamancer- Voyager of Rough Seas; Now provides +5 Hit against enemies standing on a Water tile.
Dancer- Doble Pirouette; Now also provides +LV Hit for Dance skills.
Demon Hunter- Gradient Blur; Secondary effect adjusted. (When Auto-Stance Swapping, you gain a stacking buff (until your next turn) that increases Scaled Weapon Power by 2, and you maintain the bonuses to SWA, Evade, Hit, Armor and Magic Armor given by the stance(s) you swapped out of (does not stack if you return to that stance).)
Evoker- Ephemeral Insight; No longer gives Worn Out when it ends. Ephemeral Insight duration now lasts until a spell hits an enemy, and effect adjusted: (-25% Akashic Resistance for enemies you attack. Evoker Spells' main effect deals Akashic damage instead of its normal damage type. Ends after an Evoker spell hits an enemy.)
- Evocation; Max Rank changed to 1. Additional effect; Damage you deal that an enemy is Weak! to gains +5 Hit.
Grand Summoner- Soul Chains; Max Rank changed to 3. FP cost changed to 14 minus 2 per Rank. Duration now 1 + Rank. Now halves FP Recovery (instead of negates) and ends when unit is defeated. Additional effect; When Soul Chains ends, the youkai used as chains is summoned next to the target with 3M.
- Evoke Mastery; Max Rank changed to 3. FP Reduction now 10% + 5% x Rank. Now also grants Hit equal to 4 + 2 x Rank when you or your youkai use a Youkai Evoke skill.
- Youkai Tamer; Max Rank changed to 1. Power bonus now 15 and applied regardless of weapon type. Additional effect: When you inflict non-status damage to one of your summoned Youkai, they gain Hit Mod (LV 25, 2 rounds).
- Spirit Well; FP per Rank increased to 5.
- Chain Unsummon; Can now target an enemy affected by your Soul Chains to force the effect to end, and then applies the skill on the Youkai summoned by it.
- Reihou; Max Rank changed to 3. HP Recovery changed to 100 + 50 x Rank. Now has a 5 round CD when successfully invoked. Now also affects Youkai summoned by the caster.
- Summon Storm; Max Rank changed to 3. Youkai summoned changed to 3 + Rank. Effect adjusted (Create a massive explosion of focus around you, summoning X unsummoned Youkai (based on Rank) at random with 3 Momentum, and deal damage equal to 1.5x their level (damage type varies based on youkai). The Youkai will be summoned adjacent to enemies (up to 1 per enemy), or to random tiles otherwise.)
- New skill; Work Harder (Whip skill. An alternative bit of 'encouragement'. Targets 1 of your summoned Youkai within 7 Range and whips them, dealing 10 Kickback Damage, but giving them +3 Momentum. (A youkai can only be affected by this skill once per round.))
Kensei- Sharenzan's Knocked Down effect now only applies if the attack hits.
- Sakki, Touki, Kenki; Base application LV is now 5 (from 10).
- Katana Master is now only lost on weapon swap or discard if you fail to meet the conditions afterwards.
Lantern Bearer- Eternal Flame; Max Rank changed to 3, LV to 2 + Rank, duration to 5 rounds, FP to 12 minus 1 per Rank. Effect changed to Auras enabled as long as Eternal Flame is equipped, regardless of main/sub class. Active effect now grants Eternal Lantern Flame (LV Rank, 5 rounds. Increases Power and Hit of Lantern Flame skills by LV x 2.)
- Guiding Light; Now also gives allies in the area Guiding Light LV X (X = 1 + 3 per Rank, 5 rounds), which increases Hit and Status Resistance by LV.
- Hard Light; Max Rank changed to 3. Elemental resistance is now 10% + 5% x Rank.
- Raging Flame; Max Rank changed to 1. Damage changed to 10. Eternal Lantern Flame triples its damage while active.
- Bask In Light; Max Rank changed to 3. Elemental resistance is now 4% + 2% x Rank. Eternal Lantern Flame extends its duration by 1 round. Instead of overwriting a single status effect, now applies as a general elemental resistance status effect, allowing different elements to stack.
- All Lantern Flame Spells; Max Rank is now 3. Elemental ATK scaling now 100% + 10% per Rank. FP Cost now 24 minus 2 per Rank.
- Quetal; Interference duration reduced to 2 rounds (from 3).
- Focused Beam; Max Rank now 3. Elem ATK ratio is now 110% + 10% per Rank. FP cost now 14 minus 1 per Rank. Now has a 1 round CD.
- Skyhigh; Max Rank now 3. FP cost now 14 minus 1 per Rank. Range now 2 (from 1).
Performer- Performer's Heart; Now also grants +5 Hit while Singing.
Ruler- Tyrant's Throne; Hardiness is now 2 (from 1).
Shinobi- Ryumai Suikan; CD lowered to 2 rounds (from 3).
- Stalagmite Seekers; FP cost changed to 5 (from 25).
- Killing Clone, Obscuring Clone, Marking Clone; Sakki/Touki/Kenki LV is now always 5 (from 5 or 10 if appropriate Kensei skill active).
Verglas- Stance-based basic attacks are now available for Fist sub-weapons.
- Ice Point Guard; Deployed IPG can be picked up by entering the same tile as it. Duration no longer extended when deployed. Using the skill to pick up an IPG resets its duration.
- Permafrost; Now also grants +5 Hit when attacking enemies standing on Ice Sheets.
Void Assassin- Voidveil; Max Rank changed to 1 (no change to total reduction/max energy). No longer carries between battles, but begin each battle with 30 Void Energy.
- Voidgate; Max Rank changed to 3. Duration changed to 5 + 1 per Rank. FP Cost adjusted to 10 minus 1 per Rank.
- Absorb Veil; Now grants full LV when absorbing Veil Off.
- Blotch; Max Rank changed to 3. Range changed to 5 (from 4). LV changed to 4 + 3 per Rank. Blotch (Bad) now also reduces Dark Resistance by LV%.
- Advancing Flow; Effect now activates at a similar timing to Flottement / False Target.
- Fray; Max Rank changed to 3. SWA ratio changed to 100% + 10% per Rank. FP cost changed to 14 minus 2 per Rank. Gains +3 Range while Throwing Daggers are active, but uses 1 if target isn't in 2 Range.
- Eliminate; Max Rank changed to 3. SWPN Ratio changed to 140% + 10% per Rank.
- Dark Shield; Max Rank changed to 3. Dark Resistance passive now 5 x Rank. Range increased to 5. Void Energy cost now 15, LV now 1 + Rank x 3, duration now 5 rounds. Dark Shield now lets you use the Guard skill.
- Vanishing Strike; Max Rank changed to 3. FP cost changed to 16
- 2. SWPN Ratio now 110% + 10% per Rank. Range changed to 4 (from 7), but +3 Range if Throwing Daggers active and uses 1 if any target isn't in 4 Range.
- Backstab; Max Rank changed to 3. Bonus Damage/Critical changed to 1 + 3 x Rank. Now also grants +15 Hit when attacking an enemy while you are Sneaking.
- Cutthroat: Max Rank changed to 3. Hit Penalty changed to -20/-10/0.
Talents- Added Dimness subtalent to Altermancy, which increases Darkness tile duration.
Items- Dual-Blade now deals its damage over 2 hits.
- Ninja Scroll; Now has 2 scroll slots (from 1).
- Skill/aux cards can no longer be dropped on defeat.
- Item material descriptions now also list its associated element.
- Locking Guard; Hit reduction changed to -3 (from -5).
ETC- Swap Main Weapon and Swap Sub Weapon can now be used to equip items from your item belt into empty weapon slots, or unequip an equipped item into an empty item belt slot.
- Added a new target indicator for skill targeting, and directional indicators for Magical Feathers (Wind) tiles. (Courtesy of Pilcrow)
- Added buttons for Hands, Legs, and Accessory items to the inventory filter bar.
- Lost Beach's boss rematch now has its reinforcements spawn closer to the center of the map instead of bunching up in the corner.
- NPCs in Geladyne, Meiaquar, and Yokoshura now sell Blue Potions (just like Duyuei and Telegrad do).
- Multifront changed to 3M (from 4M).
- Added mini-icons for about 198 status effects that didn't have them.
- Added some different footstep sound effects for wood floors, sand, and snow.
- Fixed a bug where Firebird's Magical Feathers (Wind) were not applying Aero Shift (1).
- Fixed a bug where Oaring would not trigger field objects on the moved target when the airborne version was used.
- Fixed a bug where Windmill Shuriken was considered immobile for Aero Shift effects.
- Fixed a bug where monsters were always treated as having Special Suppression toggled on.
- Fixed a bug where Cougar Strike could use weapons other than Cougar Claws with Ambidexterity.
- Fixed a bug where logging out mid-combat and being defeated would cause your bogus mob to respawn on the map, and a bug where logging back in after this would place you back in the dungeon instead of your respawn location.
- Fixed a bug where the 'turn start' sound effect would play for those allies' turns while Total Control was turned off.
- Fixed a bug where Soldier's Shinken was not receiving bonus damage based on its Rank.
- Fixed a bug where Soldier's Shinken projectile was not receiving bonus damage from Charging Strike.
- Fixed a bug where Lantern Bearer's Raging Flame wasn't ignoring protection.
- Fixed a bug where Lantern Bearer's Skyhigh was using an extremely antequated damage formula.
- Various forum bug fixes.
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| Chimera Hit |
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Posted by: pilcrow - 09-22-2025, 09:13 PM - Forum: Balance Fu
- Replies (4)
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So, uh, the abilities given by Chimera Mutations don't use weapon hit, which means they can lose a massive amount of hit when using them. My chimera using starlight gaze vs basic attack gets 215 hit vs 240 hit, which is especially fucked for starlight gaze because it's explicitly an anti-dodgie tool by effect.
Not using the weapon means they likely miss a bunch of other synergies, too!
Since Youkai Evokes recently got that much-needed weapon hit boost, and pretty much every other racial attack is either an evade ignore (wyverntouched bite), just uses the weapon (amalgama spells), or has their own 'bare fist' type weapon (oni bite), it's definitely worth taking a look at Chimera abilities.
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| [v.3.03c] Combination Strike Damage Increase |
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Posted by: Latto - 09-22-2025, 12:47 PM - Forum: Bug Reports
- No Replies
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Combination Strike from Martial Artist is not giving a full 15% damage increase to moves but hovers inbetween 11 to 13% instead. Tested on Prinny in both testing server and live server on G6.
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| [Korvara] Jun Zhang - Special Ability Request |
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Posted by: Lonestar - 09-21-2025, 06:57 PM - Forum: Character Applications
- No Replies
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Applicable BYOND Key - Vibe Sheep
Character Name - Jun Zhang
Request Type - Special RP Ability Request - Shin (True) Ki Awoken
Request Details - Shin Ki Awoken is a forbidden technique passed from generation through generation by the most experienced monk, often titled 'Shifu' (Master) in the Sanctuary of Lost Minds. It's a technique refined for centuries, ever since the creation of the Sanctuary and the formation of the sect that is known as Sanctuary Monks. Due to the dangers the technique posing, and misuse/overuse of such technique may bring severe consequences, only specifically selected monks, judged by their experience and mind are able to use it, requiring years, sometimes decades to master and push its limits.
It uses the same principles and teachings of the normal Ki Awoken, but with a few changes. The body must always be in a healthy state, in form and the mind must always be found in equilibrium, where neither positive nor negative is heavier than the other. A difficult technique to master and is still in development to break its limits.
- Pros
- Compared to the normal Ki Awoken, Shin Ki Awoken in turn increases all parameters by five times, including Strength, Stamina, Speed and Endurance.
- It increases the generation of ki by the same amount, allowing the user to use more ki for enhanced versions of ki attacks, increasing in size and destruction.
- Cons
- The technique requires many years, sometimes decades to master, due to its dangerous nature.
- The duration that an user can stay varies, Jun, for example, can only stay in the Shin Ki Awoken form for about ten minutes.
- Like Ki Awoken, the self-destructive nature is well known, often ramping in internal and external damages to the user as time progresses, enduring pain is required for any user of this technique. The natural healing of the body, as well as external healing methods is rendered useless while it is activated.
- After the duration is over, the user is rendered crippled, the pain becoming unbearable to the point of requiring medical aid immediately afterwards.The circulation of ki stops for many weeks, as the user requires specific treatments such as acupuncture and many more in order to have a full recovery.
Roleplay & Lore supporting your request - Jun has been a monk in the Sanctuary for about six decades, starting his journey as a young teenager, and due to his discipline to train everyday, his reputation as a expert spiritualist, active during the Rogaku wars, as well as his age and experience as a monk, his late master bestowed him with the forbidden technique, honoring his image by promising to only use the technique in dire situations, where lives and his nation are at stake.
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| Bows |
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Posted by: Rendar - 09-21-2025, 02:15 AM - Forum: Balance Fu
- Replies (23)
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Bows are, in general, pretty awful right now. Their SWA is generally low, barring the Handshot,Filcherbird, and Kraken's Sigh.
They're barely cresting 100~110 SWA, and most of that is due to the fact that bows just.. aren't able to pack much of a punch because they're pure STR weapons, that also require GUI (long range penalty), and also require SKI to hit, and most bows will require a secondary stat that is going to usually have 40 scaled.
I've got a few ideas, mostly adjusting the base range Farshot Penalty, dropping it lower for Bows in general so that they can hit distant targets without dropping 60+ invested gui.
The other thing I'm wanting to see, and was curious about, was 'how does lowering each bow's STR scaling down by 30%, and adding 40% SKI do?' With exceptions not to be applied to the Crossbow and the Howling Handshot. Got the numbers for that down below. Most bows saw a 10~13 SWA increase, which put them onto an actual viable level. The stats assumed here are 54 scaled STR, 60 scaled ski/cel, and 40 in every other stat (for the purposes of a 'secondary' damage stat). No weapon parts/upgrade levels/qualities/enchantments were involved.
Does this really solve the issue of 'God damnit Handshot.' ? No not really, as it still puts the Handshot at 119 SWA when 2-handing, but it at least brings other bows up to a somewhat competent level that they aren't struggling to breach 110 SWA with everything available to them.
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