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Maenad wrote on 2012-07-22 05:23
Oversoul - Non-element Magical skill
A magical ability that allows you to generate a new spirit to replace the soul that has only just left a monster's body. Due to the rapid degeneration of the body after death, this skill must be used immediately. Unfortunately, once the degeneration has begun, it cannot be stopped. A new soul will only slow it. The larger an enemy, the faster its body will deteriorate.
Allows you target a dead enemy, similar to Shadow Spirit. The enemy will then become an ally and act like a tamed animal. The skill must be used within a certain amount of time after an enemy's death, time which is increased by ranking. The more CP an enemy has, the faster the enemy disappears. The success rate of the skill is not CP based, but for a monster like Red Dragon or Arc Lich, mo matter what, it'll immediately disappear with the message "You're not yet skillful enough to prevent the deterioration of a monster this strong."
Rank F:
Must be used within 3 seconds of monster death.
Monster CP Efficiency: 1.00
Duration bonus: +0%
Rank 9:
Must be used within 10 seconds of monster death.
Monster CP Efficiency: 2.00
Duration bonus: +12%
Rank 5:
Must be used within 15 seconds of monster death.
Monster CP Efficiency: 2.50
Duration bonus: +20%
Rank 1:
Must be used with 20 seconds of monster death.
Monster CP Efficiency: 3.00
Duration bonus: +30%
Obtaining the skill:
-Talk to Berched about skills after clearing G11.
-Enter the Tara Shadow Realm and talk to Cai in Shadow Rath.
-Absorb 300 souls with Shadow Spirit.
-Enter the Tara Shadow Realm and talk to Cai in Shadow Rath.
-Enter Ghost of Partholon and successfully use Spirit Crystals 50 times.
-Enter the Tara Shadow Realm and talk to Cai in Shadow Rath.
-Kill 100 each of Ghosts, Zombies, and Skeletons using Brionac.
-Enter the Tara Shadow Realm and talk to Cai in Shadow Rath.
-Talk to Berched with the things you've learned.
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Elleanior wrote on 2012-07-22 09:02
Quote from Kenero;914595:
Housing Board is now updated. You can now see which district the house is in.
You can also now search for item categories. For example:
Head, Body, Left Hand, Right Hand, Shoes, Accessories, Robes, Event Items, Ducat Items
...
You can now party preview items at the housing board, i.e. try it on without the need to go to that house.
---
Partner Preview is now available. You now have a choice to preview the items on a partner (if applicable).
Do want!! :T_T:
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Gune wrote on 2012-07-22 13:41
The things I'd like to see are relatively simple -
Change metal ores to the same size as ore fragments (1 sq instead of 2x2).
Add a sword-wand. This would basically be a shortsword with about 15 dura that gives the same abilities as a combat wand, but would recieve the sword mastry effects also.
Add Steel tools (if not steel, then mythril). A new set of gathering tools from knives to lumber axes that have a base of 30 dura before upgrades (instead of 10 like the normal tools). These would lose dura at half to a third of the current "normal" rate before blessings and Steel tools should not be able to break from having 0 dura, they should only become less effective. Ideally, Ferghus should not be able to break a steel tool.
To balance the Steel tools, they should not be eligable for upgrades to make them effective weapons and should only available through high rank blacksmithing. Also, restoring/repairing would have to be a little harder than just taking the tool to the local Ferghus, kinda like how magical clothes have to be taken to Fleeta (in most cases) for repair.
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Darkboy132 wrote on 2012-07-22 18:37
Quote from Araria;915015:
Oversoul - Non-element Magical skill
A magical ability that allows you to generate a new spirit to replace the soul that has only just left a monster's body. Due to the rapid degeneration of the body after death, this skill must be used immediately. Unfortunately, once the degeneration has begun, it cannot be stopped. A new soul will only slow it. The larger an enemy, the faster its body will deteriorate.
Allows you target a dead enemy, similar to Shadow Spirit. The enemy will then become an ally and act like a tamed animal. The skill must be used within a certain amount of time after an enemy's death, time which is increased by ranking. The more CP an enemy has, the faster the enemy disappears. The success rate of the skill is not CP based, but for a monster like Red Dragon or Arc Lich, mo matter what, it'll immediately disappear with the message "You're not yet skillful enough to prevent the deterioration of a monster this strong."
So basically necromancy?
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Maenad wrote on 2012-07-22 18:55
Quote from Darkboy132;915336:
So basically necromancy?
Pretty much, except less dark sounding.
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Darkboy132 wrote on 2012-07-24 00:22
-Increase stack limit of Wyvern Claws.
-Every Wyvern kill adds X amount of their claws to your inventory, which is evenly distributed to members aboard the hot-air balloon.
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Kenero wrote on 2012-07-24 02:00
Mercenary Party is now a system function.
Mercenary function allows a merchant to form a contract with another player known as a mercenary. When set, the mercenary can ride on the merchant's wagon/elephant/cart and travel on whatever transportation the merchant player is using.
When a merchant party is made, it has to be in the same general area as the starting place where the merchant player starts aka... to hire a merchant, if you start in Dunbarton, you can only make a mercenary party in the Dunbarton area. Once a merchant party is made, a window will open up for the merchant and the mercenary(ies) involved.
The window will show the following:
Ducat Profit Percent given as payment: 0% - > 50% (max)
[_] Toggle - Give all bandit badges to mercenary
---[_] Additional Toggle Option: Rotate Between Mercenaries
---[_] Additional Toggle Option: Most Damage Dealt to Bandit Badge is awarded too
---[_] Additional Toggle Option: Free-for-all Badges Among Mercenary
[Accept] [Decline] [Propose]
The first option, the percentage of ducat profit to give to the mercenary is percentage based and based off PROFIT alone. Meaning that a terrible mercenary who failed to protect items will get less ducats than a capable mercenary who is able to get items. It is toggable between 0% to 50% (max) of profit gain. Note this is PROFIT GAIN, not how much you trade in. So if the % was set to 50%, and the merchant only makes 10k ducat profit, 5k of it will be given to the mercenary as payment. Note, it is possible to have more than 1 mercenary (up to 6), HOWEVER the more mercenary available, the more divided up the ducat is. For example, the ducat reward is set to 50%. Player makes 10k, 5k of it will be given to the mercenaries. There are 5 mercenaries, so each mercenary will be given 1k each.
Completing Mercenary Missions will also award EVERY mercenary in the party the SAME EXP reward that a merchant is given. So if a merchant makes 110k exp for turning in their trade, all mercenaries will also receive 110k exp as well.
When bandits appear, the mercenary player automatically gets off, and bandits will prioritize their attack on the mercenary over the merchant player. Unlike the merchant player, the mercenary has 100% of his/her damage.
The toggle option allows the merchant to give all the badges drop to the mercenary... and if there are multiple mercenaries, there's additional toggle-able options that allows which mercenary gets the badge. If this option is turned off, then the badges is free for all set to the natural party standard.
The [Accept], [Decline], [Propose], is where both the merchant and mercenary, before they start their journey, make an agreement that on what reward the mercenary gets. [Accept] means the mercenary accepts it, and will form a party immediately with the merchant. [Decline] well means, to decline, in which the mercenary will decline the merchant's party. The [Propose] option allows the Mercenary to propose a change to the system. A 2nd window will pop up, showing the changes the mercenary wants. The original proposition will be in white, and the changed proposition will be in blue text. For example. The merchant offers 10% of the profit to the mercenary, however the mercenary wants only the badges... so he/she proposes that the profit ducat will be set to 0%, but all the badges go to him/her.
Once the deal is complete through the [Accept] option, a contract is made, and the mercenary enters "mercenary" mode, in which they form a party with the merchant and an eye, similar to bandit hunting, will be given to the mercenary. The mercenary then can "see" all the bandit spawns the merchant player can see, as well as mount the transportation the merchant player is using, with the exception of the handbag.
Once you leave the designated town area, the merchant CAN NO LONGER accept or form mercenary parties! So merchants, remember, once you leave a town area, or the merchanting docks in each town, you can no longer form or change your mercenary parties. Remember Mercenaries, once you form a party with a merchant player, you cannot leave the party nor be kicked out.
To prevent mercenary players from taking advantage of merchant to just AFK, when the merchant changes area (such as a map threshold) and the mercenary player is not nearby the merchant, the merchant player will then have the option of kicking the mercenary out of party for "lack" of performance. Also, bandits take PRIORITY in attacking mercenaries over merchants, so they will attack mercenary players first and with gusto.
Hopefully this is an interesting idea.
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Maenad wrote on 2012-07-24 02:31
New skill: Mana Guard - Advanced level Mana Shield:
This skill allows you to cast the Mana Shield status on your allies. Damage done to them will be deducted from your own MP. The skill loads immediately. Selecting a friend with it loaded will toggle the status on/off(Similar to Petrify status, you can see the icon over their head when it's activated). Ranking the skill increases the mana efficiency, the maximum number of allies that can be affected at once, and the distance they can go from you before the status is removed.
Rank F:
1 Ally maximum.
Mana Efficiency: 1.00
Maximum distance: 1000
Rank 9:
3 Ally maximum.
Mana Efficiency: 2.40
Maximum distance: 1800
Rank 5:
5 Ally maximum.
Mana Efficiency: 4.00
Maximum distance: 2500
Rank 1:
7 Ally maximum.
Mana Efficiency: 5.00
Maximum distance: 3500
Master title:
Mana efficiency +2.50
Maximum distance +1500
Affected allies in deadly status will not be knocked out by attacks provided that you completely absorb attacks on them.
New skill: Emergency Heal - Advanced level healing spell:
This skill allows you to instantly completely recover you or a ally's HP and wounds at the cost of all of your MP. Once used, the skill enters a large cooldown. Ranking the skill reduces the cooldown and the minimum amount of MP you need to be able to activate it. All ranks are trained through books and quests.
Rank F:
Cooldown: 500 seconds.
Minimum MP: 300
Rank 9:
Cooldown: 350 seconds.
Minimum MP: 200
Rank 5:
Cooldown: 200 seconds.
Minimum MP: 120
Rank 1:
Cooldown: 120 seconds.
Minimum MP: 75
Able to toggle option to immediately load and use skill on yourself if deadly status is entered.
Able to use while stunned.
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Tropacat wrote on 2012-07-24 02:57
Quote from Kenero;916370:
[SPOILER="Spoiler"]Mercenary Party is now a system function.
Mercenary function allows a merchant to form a contract with another player known as a mercenary. When set, the mercenary can ride on the merchant's wagon/elephant/cart and travel on whatever transportation the merchant player is using.
When a merchant party is made, it has to be in the same general area as the starting place where the merchant player starts aka... to hire a merchant, if you start in Dunbarton, you can only make a mercenary party in the Dunbarton area. Once a merchant party is made, a window will open up for the merchant and the mercenary(ies) involved.
The window will show the following:
Ducat Profit Percent given as payment: 0% - > 50% (max)
[_] Toggle - Give all bandit badges to mercenary
---[_] Additional Toggle Option: Rotate Between Mercenaries
---[_] Additional Toggle Option: Most Damage Dealt to Bandit Badge is awarded too
---[_] Additional Toggle Option: Free-for-all Badges Among Mercenary
[Accept] [Decline] [Propose]
The first option, the percentage of ducat profit to give to the mercenary is percentage based and based off PROFIT alone. Meaning that a terrible mercenary who failed to protect items will get less ducats than a capable mercenary who is able to get items. It is toggable between 0% to 50% (max) of profit gain. Note this is PROFIT GAIN, not how much you trade in. So if the % was set to 50%, and the merchant only makes 10k ducat profit, 5k of it will be given to the mercenary as payment. Note, it is possible to have more than 1 mercenary (up to 6), HOWEVER the more mercenary available, the more divided up the ducat is. For example, the ducat reward is set to 50%. Player makes 10k, 5k of it will be given to the mercenaries. There are 5 mercenaries, so each mercenary will be given 1k each.
Completing Mercenary Missions will also award EVERY mercenary in the party the SAME EXP reward that a merchant is given. So if a merchant makes 110k exp for turning in their trade, all mercenaries will also receive 110k exp as well.
When bandits appear, the mercenary player automatically gets off, and bandits will prioritize their attack on the mercenary over the merchant player. Unlike the merchant player, the mercenary has 100% of his/her damage.
The toggle option allows the merchant to give all the badges drop to the mercenary... and if there are multiple mercenaries, there's additional toggle-able options that allows which mercenary gets the badge. If this option is turned off, then the badges is free for all set to the natural party standard.
The [Accept], [Decline], [Propose], is where both the merchant and mercenary, before they start their journey, make an agreement that on what reward the mercenary gets. [Accept] means the mercenary accepts it, and will form a party immediately with the merchant. [Decline] well means, to decline, in which the mercenary will decline the merchant's party. The [Propose] option allows the Mercenary to propose a change to the system. A 2nd window will pop up, showing the changes the mercenary wants. The original proposition will be in white, and the changed proposition will be in blue text. For example. The merchant offers 10% of the profit to the mercenary, however the mercenary wants only the badges... so he/she proposes that the profit ducat will be set to 0%, but all the badges go to him/her.
Once the deal is complete through the [Accept] option, a contract is made, and the mercenary enters "mercenary" mode, in which they form a party with the merchant and an eye, similar to bandit hunting, will be given to the mercenary. The mercenary then can "see" all the bandit spawns the merchant player can see, as well as mount the transportation the merchant player is using, with the exception of the handbag.
Once you leave the designated town area, the merchant CAN NO LONGER accept or form mercenary parties! So merchants, remember, once you leave a town area, or the merchanting docks in each town, you can no longer form or change your mercenary parties. Remember Mercenaries, once you form a party with a merchant player, you cannot leave the party nor be kicked out.
To prevent mercenary players from taking advantage of merchant to just AFK, when the merchant changes area (such as a map threshold) and the mercenary player is not nearby the merchant, the merchant player will then have the option of kicking the mercenary out of party for "lack" of performance. Also, bandits take PRIORITY in attacking mercenaries over merchants, so they will attack mercenary players first and with gusto.
Hopefully this is an interesting idea.[/SPOILER]
Quote from Araria;916389:
[SPOILER="Spoiler"]New skill: Mana Guard - Advanced level Mana Shield:
This skill allows you to cast the Mana Shield status on your allies. Damage done to them will be deducted from your own MP. The skill loads immediately. Selecting a friend with it loaded will toggle the status on/off(Similar to Petrify status, you can see the icon over their head when it's activated). Ranking the skill increases the mana efficiency, the maximum number of allies that can be affected at once, and the distance they can go from you before the status is removed.
Rank F:
1 Ally maximum.
Mana Efficiency: 1.00
Maximum distance: 1000
Rank 9:
3 Ally maximum.
Mana Efficiency: 2.40
Maximum distance: 1800
Rank 5:
5 Ally maximum.
Mana Efficiency: 4.00
Maximum distance: 2500
Rank 1:
7 Ally maximum.
Mana Efficiency: 5.00
Maximum distance: 3500
Master title:
Mana efficiency +2.50
Maximum distance +1500
Affected allies in deadly status will not be knocked out by attacks provided that you completely absorb attacks on them.
New skill: Emergency Heal - Advanced level healing spell:
This skill allows you to instantly completely recover you or a ally's HP and wounds at the cost of all of your MP. Once used, the skill enters a large cooldown. Ranking the skill reduces the cooldown and the minimum amount of MP you need to be able to activate it. All ranks are trained through books and quests.
Rank F:
Cooldown: 500 seconds.
Minimum MP: 300
Rank 9:
Cooldown: 350 seconds.
Minimum MP: 200
Rank 5:
Cooldown: 200 seconds.
Minimum MP: 120
Rank 1:
Cooldown: 120 seconds.
Minimum MP: 75
Able to toggle option to immediately load and use skill on yourself if deadly status is entered.
Able to use while stunned.[/SPOILER]
Great Ideas, love them very much.
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ashkanz wrote on 2012-07-24 03:06
Quote from Azareel;914386:
...No. Just...no.
Although a slight increase in AP gain per level would be nice. Although, I wouldn't be surprised if AP count wasn't stored as a float-type.
1.2 ap per level, at lv 100 you would get 20 more ap.
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Spaghedeity wrote on 2012-07-24 09:58
Quote from Araria;916389:
New skill: Mana Guard - Advanced level Mana Shield:
This skill allows you to cast the Mana Shield status on your allies. Damage done to them will be deducted from your own MP. The skill loads immediately. Selecting a friend with it loaded will toggle the status on/off(Similar to Petrify status, you can see the icon over their head when it's activated). Ranking the skill increases the mana efficiency, the maximum number of allies that can be affected at once, and the distance they can go from you before the status is removed.
Rank F:
1 Ally maximum.
Mana Efficiency: 1.00
Maximum distance: 1000
Rank 9:
3 Ally maximum.
Mana Efficiency: 2.40
Maximum distance: 1800
Rank 5:
5 Ally maximum.
Mana Efficiency: 4.00
Maximum distance: 2500
Rank 1:
7 Ally maximum.
Mana Efficiency: 5.00
Maximum distance: 3500
Master title:
Mana efficiency +2.50
Maximum distance +1500
Affected allies in deadly status will not be knocked out by attacks provided that you completely absorb attacks on them.
.
This makes regular mana shield useless.
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Maenad wrote on 2012-07-24 11:39
Quote from Spaghedeity;916582:
This makes regular mana shield useless.
Can't use it on yourself.
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Spaghedeity wrote on 2012-07-24 11:42
Okay let me rephrase. In anything that's not solo (which is most of the content, excluding a few generations), this makes mana shield useless. Have two people with r1, and you now have double the mana efficiency of mana shield.
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Maenad wrote on 2012-07-24 11:45
Quote from Spaghedeity;916612:
Okay let me rephrase. In anything that's not solo (which is most of the content, excluding a few generations), this makes mana shield useless. Have two people with r1, and you now have double the mana efficiency of mana shield.
Fairly certain that since the damage is TRANSFERRED, not simply deducted from your own MP, if two people used it on eachother, it'd completely cancel out the individual effects.
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Spaghedeity wrote on 2012-07-24 11:56
The way you wrote it says that damage done to an ally is deducted from your MP. Basically your mana shield affecting them, with double the effiency of regular mana shield.