Quote from Psy;1155406:
Consolidation of my previous and new holy arts and medicine ideas.
General Changes:
[Image: http://imageshack.us/a/img843/2994/78b8.png]
[SPOILER=Thaumaturgy]
Thaumaturgy Talent now includes the skills:
[Image: http://wiki.mabinogiworld.com/images/b/b5/Production_Mastery.png]
Production Mastery
[Image: http://wiki.mabinogiworld.com/images/7/76/Herbalism.png]
Herbalism
[Image: http://wiki.mabinogiworld.com/images/b/ba/Potion_Making.png]
Potion Making
[Image: http://wiki.mabinogiworld.com/images/9/9d/Study-_Potion_Lore.png]
Study: Potion Lore
[Image: http://wiki.mabinogiworld.com/images/e/eb/Shyllien_Ecology.png]
Shyllien Ecology
[Image: http://wiki.mabinogiworld.com/images/a/ab/Magic_Craft.png]
Magic Craft
[Image: http://wiki.mabinogiworld.com/images/d/d6/Enchant.png]
Enchant
[Image: http://wiki.mabinogiworld.com/images/3/32/Mushroom_Gathering.png]
Mushroom Gathering
[Image: http://wiki.mabinogiworld.com/images/7/76/Herbalism.png]
[SPOILER="Herbalism"]
- There is now a rare chance to find a Clover in a dungeon. Rate of getting a clover increases with rank. Clovers drop WITH herbs, not instead of herbs.
[/SPOILER]
[Image: http://wiki.mabinogiworld.com/images/b/ba/Potion_Making.png]
[SPOILER="Potion Making"]
- The following recipes potions had their recipes swapped (before the arrow is the what the recipe previously made, after is what it now makes):
HP/MP/SP 50→100
HP/MP/SP 100→300
HP/MP/SP 300→500 (Five of them per success. Downside, they take up 2x2 room instead of 1x1 so they're not as inventory efficient as RE/SE 500s.)
Wound 10→Wound 50
Wound 30→Wound 100
- Marionette Potions are unaltered. Poison Potions use the same recipe but now give 5 potions per success.
- New Recipe: 1 Four-Leaf Clover, 1 Wound 100 Potion, 1 Water = 5 Wound 300s (Seriously, why was this a synthesis-only potion until now?)
[/SPOILER]
[Image: http://wiki.mabinogiworld.com/images/9/9d/Study-_Potion_Lore.png]
[SPOILER="Study: Potion Lore"]
- Potion Lore now permanently increases the effects of potions, rather than a random chance of increased effect. I'm not entirely sure how much of an increase would be balanced.
- Potion Critical Hits no longer increase effects of potions, they instead prevent the player from gaining any intoxication from the consumption.
- Drinking Water now has a detox value, which helps cure you of Potion Poisoning. (Not as much of a rate as Poisonous Mushroom Stew.)
- Rank of Potion Lore now increases detoxification rate of drinking a Bottle of Water and Poisonous Mushroom Stew.
- Drinking water can now lead to Water Poisoning status effect (yes, that is a real disease). When water poisoned your running speed is lowered. Only way to cure it besides over time or sitting in the hot springs is to eat drinks made with cooking (potions, water, or milk do not count).
- Rank of Potion Lore decreases the speed penalty of Water Poisoning and increases your tolerance to the effect.
- Poisonous Mushroom Stew cannot Water Poison you.
[/SPOILER]
[Image: http://imageshack.us/a/img849/6872/ipyx.png]
[SPOILER="Elemental Harvesting"]
Still not a skill, but a few changes made to it:
[/SPOILER]
[Image: http://wiki.mabinogiworld.com/images/a/ab/Magic_Craft.png]
[SPOILER="Magic Craft"]
- New Recipe: 1 Mass Fire Elemental, 5 Lightning Elementals, 1 Elemental Remover, 1 Base Potion = 1 Holy Flame
- New Recipe: 1 Mass Ice Elemental, 5 Lightning Elementals, 1 Elemental Remover, 1 Base Potion = 1 Holy Water of Lymilark
- Effects of Holy Water and Holy Flame crafted with Magic Craft are unaltered, however, holy water now has a Star Quality. There is a random stat roll for star quality, similar to other items made with Magic Craft. As other items, increased rank in Magic Craft and master title increases rate of a higher quality. Items of similar star quality stack together. Holy Water/Flame from Part Time Jobs are 2 star grade. More stars, less chance of the blessing/sanctification to wear off on death. Base success rate for making Holy Water/Flame is 70% at rF and 78% at r1 (significantly less than other magic craft recipes).
[/SPOILER]
[Image: http://wiki.mabinogiworld.com/images/d/d6/Enchant.png]
[Image: http://imageshack.us/a/img713/623/cjlc.png]
[SPOILER="Enchant"]
- Players may now entrust Holy Water Blessing or Holy Flame Sanctification to party members.
- The effects of Holy Water and Holy Flame are now influenced by Enchant rank. rF, rank novice, or lack of the enchant skill is equivalent to using these items prior to this update. In the case of Holy Water, higher Enchant rank reduces the decay rate of durability even further. In the case of Holy Flame, it reduces the penalty on decay rate with Enchant rank, and at rank 1 actually reduces decay rate by an amount slightly less than rF Holy Water. It also increases the effects of holy flame by a small amount, 20% increase at r1, rounded up.
- Star Quality of Holy Flame/Water has no bearing on Enchanting or its effects. And Enchant rank has no bearing on the likelihood that the blessing/sanctification wears off on death, only star quality does.
- Success rate for Holy Flame/Water is still 100%.
- Enchant success rate is now capped at 99%, not 90%. (Why should the cap of enchant success rate be the minimum for repair success rate?. . .)
- Enchant scrolls may still be used when expired, but have 20% lower success rate when expired, and regardless of Enchant rank, all of the scroll's durability will be used on failure. On success, the enchant will apply the same stats and act like normal, but it will add a (Sensitive) tag to the item. If an item has a (Sensitive) tag on it's prefix enchant, and the item is burnt, there is 0% chance of getting that prefix enchant back.
- Enchant rank now increases success rate of Enchanting, 2% per rank. (So r1 gives 30 success rate, which would be beneficial because r2 scrolls, even with ancient powder, max int, and on Thursday, is only 14%.)
- There is now a chance that Enchant Burning won't destroy the item burned, however, the enchant will be removed at a 100% rate. (This does not mean you will get the enchant as a scroll.) The rate of not losing the item on burning is 3% per rank, 45% at r1. The rate of getting a scroll and not losing the item aren't connected.
- The benefits of Int to Enchanting success rate is cut in half, however, the cap for success rate from int is raised from 200 to 800. That being said, it'd be twice as beneficial, assuming you have high int, and is less generous to those with lower int.
- Rank F enchant may now only use rank F scrolls, you cannot use rA Enchants until rA Enchanting, etc.
- "Horrible Result" is no longer a thing, worst you can do is fail. At rF, get a failure now gives 1.5 training. At rE, it gives 1.
- "Great Success"s now have an increased rate to provide a higher roll for enchants that have a stat roll range. Chance of a great success rather than a regular success, assuming you roll a success, is increased by 1% for every 100 int, with a limit of 15%. ([1500-10]/10=14%, so it's not currently possible to reach 15% because the cap on int is 1500, not 1510, and the first ten of all stats do not actually exist. [Going into potion poisoning with 0 Int will be -2 magic attack, not 0, because those first ten int aren't real.])
- r6 and higher enchants no longer have destroy the item on failure, but they have a durability loss roll greater than previous ranks, of course.
- Durability loss on failure is now halved from what it was before, rounded down. (So failing a rF enchant no longer reduces durability, rF reduces 0~1, r7 is 1~4, etc.
- Burning items with enchants that are r6 and higher now has a chance of giving ancient magic powder.
- You may use scrolls four ranks under you without the need of previously ranked enchants. (At r1, it's you don't need steps for r5 and lower scrolls.) However, success rate will be lowered by 20%.
- Training Requirement Change: Rather than get a success or a great success, training is now dependent on getting a Success on X rank scrolls.
- New Training Requirement: Blessing/Sanctifying, provides up to 20 skill exp per rank.
[/SPOILER]
[/SPOILER]
[Image: http://i.imgur.com/UrryTaP.png]
[SPOILER=Holy Arts]
Holy Arts Talent now includes the skills:
[Image: http://i.imgur.com/mgTKC44.png]
Magic Mastery
[Image: http://i.imgur.com/Ux5MfE5.png]
Healing
[Image: http://i.imgur.com/6LWqB7y.png]
Party Healing
[Image: http://i.imgur.com/crNDexc.png]
First Aid
[Image: http://i.imgur.com/ZwEJRbF.png]
Meditation
[Image: http://i.imgur.com/w9qhjRN.png]
Mana Shield
[Image: http://i.imgur.com/oQbF9iw.png]
Fire Shield
[Image: http://i.imgur.com/msbx67m.png]
Ice Shield
[Image: http://i.imgur.com/bcXeNnM.png]
Lightning Shield
[Image: http://i.imgur.com/H6pHk2w.png]
Natural Shield
[Image: http://wiki.mabinogiworld.com/images/6/65/Shockwave.png]
Shockwave
[Image: http://wiki.mabinogiworld.com/images/7/74/Shield_Mastery.png]
Shield Mastery
[Image: http://wiki.mabinogiworld.com/images/6/66/Defense.png]
Defense
[Image: http://imageshack.us/a/img268/20/dfkx.png]
Magic Guard
[Image: http://imageshack.us/a/img707/3447/jcr7.png]
Party Mana Shield
[Image: http://img14.imageshack.us/img14/370/28sr.png]
Magical Clothing Mastery
[Image: http://wiki.mabinogiworld.com/images/e/e1/Resurrection.png]
Ressurection
[Image: http://wiki.mabinogiworld.com/images/a/ac/Hide_%28pet%29_icon.png]
Hide
[Image: http://img443.imageshack.us/img443/4181/6td9.png]
Taming Wild Animals
[Image: http://i.imgur.com/Ux5MfE5.png]
[Image: http://i.imgur.com/6LWqB7y.png]
[SPOILER="Healing and Party Healing"]
- You may now heal monsters if equipped with a Healing Wand. You cannot ctrl-target monsters while heal is cast but you can ctrl target them then cast it while in ctrl target to keep the targeting. Healing monsters increases the taming success rate of taming wild animals, provided they were not at full health when healed.
- If equipped with a healing wand, you may heal Marionettes, Summoned Golems, Tamed Monsters, and summoned monsters.
- If equipped with a healing wand, Healing now scales to the target player's health.
[/SPOILER]
[Image: http://i.imgur.com/crNDexc.png]
[SPOILER="First Aid"]
[/SPOILER]
[Image: http://i.imgur.com/ZwEJRbF.png]
[SPOILER="Meditation"]
[/SPOILER]
[Image: http://i.imgur.com/w9qhjRN.png]
[SPOILER="Mana Shield"]
- Using Mana Shield with a Healing Wand (not a regular staff or wand) does utilize def/mdef/prot/mprot in damage calculation. In cases like thunder, it only applies if you had the healing wand equipped during the initial attack, not switching to it mid-thunder.
- Mana Shield mana drain is reduced when equipped with a Healing Wand.
- Mana Shield may be activated mid enemy combo.
[/SPOILER]
[Image: http://i.imgur.com/msbx67m.png]
[Image: http://i.imgur.com/oQbF9iw.png]
[Image: http://i.imgur.com/bcXeNnM.png]
[Image: http://i.imgur.com/H6pHk2w.png]
[SPOILER="Magic Shields Skill"]
[/SPOILER]
[Image: http://wiki.mabinogiworld.com/images/6/65/Shockwave.png]
[SPOILER="Shockwave"]
- Shockwave may be used during other skills without cancelling them.
- Shockwave stuns the monster for five seconds after knocking them down. (Them being hit during this stun will reset their knockdown gauge.)
- Shockwave may be used in Hide.
[/SPOILER]
[Image: http://imageshack.us/a/img268/20/dfkx.png]
[SPOILER="New Skill: Magic Guard"]May only be used with a Healing Wand, Staff, Shield, or Guard Cylinder equipped. Cannot be used with a lance equipped, and Spellbooks don't count as a shield. (Lances do not allow regular Defense so it wouldn't make sense to allow this skill to be used by Lances, especially since that'd be another hidden giant advantage over humans.)
- This skill acts identical to defense, but provides magic defense and magic protection on activation (rather than defense and protection). Of course, it cannot be used at the same time as defense. Being hit by a melee, archery, or gun attack cancels this skill without activating it, but still going into cooldown. Like Defense, you are slowed to a walk in its use.
- When used against magic or alchemy, it activates like normal.
- If used against Ice Spear, you will take the reduced damage immediately and not be frozen.
- If used against Thunder, you will only take damage for the initial attack and not the final damage.
- When used against Beholder Beam, the skill will cancel and you will still be drained, but to a weaker extent and you are allowed to run. The explosion damage still takes full damage. You cannot use skills but you can now use normal attacks while being drained if Magic Guard was activated.
- Being hit with shock while the skill is activated reduces shock's damage but does not cancel the skill. You are still stunned.
- Firebolt and Water Cannon does not trigger this skill, like they do not trigger Defense. Blaze does not either, not that monsters will use blaze.
- Wind Blast triggers this skill and you will not be knocked back on use.
- When attacked with Flameburst with this skill on, damage is not reduced by this skill and this skill is not activated, but you are not stunned by flameburst and may walk out of its range.
- Shares a cooldown with defense.
- This skill is ONLY in the Cleric Talent, not Mage or Warrior Talent.
[/SPOILER]
[Image: http://imageshack.us/a/img707/3447/jcr7.png]
[SPOILER="New Skill: Party Mana Shield"]
[/SPOILER]
[Image: http://img14.imageshack.us/img14/370/28sr.png]
[SPOILER="New Skill: Magical Clothing Mastery"]Magical Clothing Mastery applies to Magical Clothing (those repairable by fleta), along with Magic School Uniform, Slim Inner Robe, Lymilark Nun Uniform, Endelyon's Lymilark Habit, Odelia Wizard Suit, Karis Wizard Suit, Star-shaped Magician Outfit, Trinity Wear, Gamyu Wizard Robe Armor, and Languhiris Chaser Armor.
Magical Clothing Mastery provides:
[Image: http://img62.imageshack.us/img62/175/oyzx.png]
*Typo, r1 to humans with dual guns should be 25%, not 35%.
*When I say Dual Guns, I mean Wands, Staves, and Dual Guns. It was just easier to just type Dual Guns since its shorter.
Other Changes:
- Magic School Uniform, Slim Inner Robe, Lymilark Nun Uniform, Endelyon's Lymilark Habit, Odelia Wizard Suit, Karis Wizard Suit, Star-shaped Magician Outfit, Trinity Wear, Gamyu Wizard Robe Armor, and Languhiris Chaser Armor are now considered Magical Clothing and may all be repaired at Fleta.
- All magical clothing can now receive Magic Armor Upgrades
- Gamyu Wizard Robe Armor and Languhiris Chaser Armor are considered both Magical Clothing and Light Armor.
[/SPOILER]
[Image: http://wiki.mabinogiworld.com/images/e/e1/Resurrection.png]
[SPOILER="Resurrection"]
Okay, to avoid confusion, I'm going to describe two different but similar concepts by different names, Revival and Resurrection. Revival is using a phoenix feather like we do now. Resurrection is using this skill.
- This skill is obtained by obtaining r6 (not r5, that'd be cruel) Healing and First Aid.
- Ranking Resurrection passively benefits Revival. At r1, it increases animation speed by 20% and provides some defense/magic defense/protection/magic protection during the animation. In addition, you will have auto-defense during the animation, up to 75% at r1. (This applies to Party and Advanced Feathers as well.)
- Resurrection has 400 range (the range of rF~6 windmill), but increases to 500 range at r1 (r5~2 windmill).
- When Resurrection is used and activated, it will consume five Phoenix Feathers and five Bandages. It will consume it from the bottom right of your inventory so if you want it to consume a certain type of bandage, organize your inventory like you would for potions. Resurrection CAN be used with a Party Feather or Advanced Feather provided they are in the bottom right of the inventory before any other type of feather, and only 1 Party/Advanced Feather is used per cast, rather than 5.
- If you click on a dead player asking for a phoenix feathers with this skill, they will be resurrected, and so will players a short radius around them, regardless of amount of players (provided they are all within range). Yes, this means using a Advanced Feather from out of map will have the Resurrection AoE around the target player, and using Party Feathers will have multiple Resurrection AoEs around each player in the party.
- Resurrected players will experience a decreased wound and experience penalty, and be in "hide" status for 3 seconds or until they attack something (this may be short but you'll understand later).
- Resurrected players will also experience Anti-Harm status, dependent on the resurrector's First Aid rank. They will also be mended by a small amount compared to First Aid, but it is still increased by better bandage type.
- Resurrection has a 3 minute cooldown can be reduced by healing and mending other players.
- If used without a healing wand, Resurrection has the same animation length as Revival and boost to defensive status. If used with a healing wand, players get up immediately and the revival animation length is added to the hide status length, but the animation is instant and you can run away or attack or w/e immediately after activating the skill.
- If used with a healing wand, the resurrected player(s) will be healed by a fifth of their wound recovery from the First Aid effect.
- If used with a healing wand, only one feather/bandage will be consumed per use, but the effects will not be reduced.
- Ranking Resurrection will increase exp given to both reviving players (not pets) and resurrecting them. Resurrection should ideally give more experience than revival, when this skill is at r1.
[/SPOILER]
[Image: http://wiki.mabinogiworld.com/images/a/ac/Hide_%28pet%29_icon.png]
[SPOILER="Hide"]
Okay, to avoid confusion, I'm going to describe three different but similar concepts by different names, Passive-Hide, Pet-Hide, and Elf-Hide. Passive-Hide is from being Resurrected, Pet-Hide is from using a Crystal Reindeer's Hide skill, and Elf-Hide is the current Elf action.
- This skill is only an active skill for Elves and Crystal Reindeer. It is strictly a passive skill for Humans and Giants.
- Elves start with rank novice Hide. Humans and Giants learn it after being resurrected at least once.
- Existing Elves are automatically given rank novice Hide.
- Rank novice of this skill is trained by talking to Atrata in Filia with the skills keyword (this skill comes before any other skills she teaches you).
- Rank F and up of this skill is trained by books, yes, another book skill like First Aid/Meditation/Musical Knowledge/etc. However, each book/item only provides 50 skill exp and the books themselves expire if not used (the skill exp does not expire). Each skill requirement may only be used once, however, having cleric as your active talent provides double skill exp so training it during the cleric talent, you will only need one of the two items. (Incentive to train during Cleric talent?)
- Ranking the skill will increase duration of Passive-Hide by 2 seconds per rank. (That'd be 2*15+3=33 seconds of hide status after being resurrected after r1.) It will also increase your mana by 3 per rank (45 at r1).
- While in Passive-Hide, you may load skills, charge magic or alchemy, and use feather and the resurrection skill without cancelling the effect, however, doing anything to an enemy other than healing it will cancel your status. (These advantages are not present in Pet or Elf-Hide.)
- While in Elf-Hide, you may load skills and charge magic or alchemy, but attempting to attack (this includes trying to hit a monster with archery and missing) will cause you to leave hide status and the hide cooldown to reset.
- You can use revive and resurrection in Passive-Hide, but for Elf-Hide, you must be equipped with a Healing Wand for both. You cannot perform either with Pet-Hide.
- While in any form of Hide, provided your hide rank is not novice, you can press space bar to teleport a short range forward (similar to Final Shot). This range is rather small at rF and is increased as you rank. Teleporation has a 3 second cooldown.
- You may now use potions and pick up items while in all three forms of Hide.
- While in any form of Hide status, your health will regenerate at a higher rate than normal. The amount increases with rank.
- While in Pet-Hide status, the pet's mana will still be consumed. The amount decreases with rank.
- While in Elf-Hide status, the player's mana will still be consumed. The amount decreases with rank.
- Rank of Hide will increase the health recovery rate of all three forms of hide, and for Pet and Elf Hide, it will decrease mana consumption rate.
- Stamina recovery is halted in all forms of Hide (yes, there has to be some nerfs to keep it balanced =<). Hide does not consume any stamina, of course.
- Rank Novice Hide is equivalent to the Hide action prior to this update.
- Yes, a Crystal Reindeer uses your rank of Hide, not it's rank of Hide, while mounted on the deer.
- Hide is moved to the Magic skill tab (obviously).
- Using Pet or Elf-Hide with a summoned monster (like ragdolls or mercenary scrolls), summoned golems, or tamed monsters will make them unable to attack but still able to be hit until you turn it off. This does NOT apply to Marionettes, pets, or partners. Marionettes will go into Pet/Elf-Hide status with you, and Pets/Partners are still able to follow their regular AI and be controlled while in Hide, like it is now. Summoned doll bags are still able to pick up gold while you are in Hide.
- Elf-Hide still has a 30 sec cooldown after being last hit. However, it now has a visual indicator like other skills with cooldowns.
- Elf-Hide may now be used during the "get up" animation of Fake Death.
[/SPOILER]
[Image: http://img443.imageshack.us/img443/4181/6td9.png]
[SPOILER="Taming Wild Animals"]
- Taming wild animals moved to the magic skill tab.
- As previously mentioned, healing monsters increases success rate of taming provided they had health to be restored.
- Every 10 magic attack (equivalent to 50 int) adds 1 taming effect.
- Taming canes may now be equipped in the shield slot, rather than just the primary slot. You can dual wield them to have increased taming rate but otherwise it makes no difference.
- Taming bait is now consumed form the bottom right corner of the inventory.
- If you are equipped with a taming cane, you can tame up to three monsters. You can only have one of each monster type. (You can have Shadow Lancer and a Shadow Warrior but not two Shadow Lancers.) Switching away from the taming cane will cause the earlier two monsters to die.
- While still equipped with a Taming Cane, you can control the actions of the tamed monsters. You can choose to set them on autoattack mode like normal, or you can directly control their actions. A window similar to the dual cylinder summoned golem window will pop up, but without the option to switch point of view. You'll be able to have them target a monster, and control their attacks.
- Tamed monsters do not share commands, three separate columns of actions will appear in the 1 command window.
- You may give tamed monsters toggle-able AIs you save and are carried over different uses of taming
- You can have some monsters in autoattack mode and some in direct control.
- Here's the thing, if you tame a second and third monster during the duration of a first monster, they will inherit the duration of the first monster and not gain additional time. (So if there's like only 1 minute left on the first monster, the second and third monster will also disappear after a minute.)
- Summon time duration is increased by the magic attack stat.
- Summon golem doesn't cancel or interfere with Taming Wild Animals and vice versa.
- You can still control tamed monsters command window while being in golem point of view mode.
[/SPOILER]
[/SPOILER]
[SPOILER="Weapon Changes"]
- Taming Canes, Combat Wands (not including Savage Elemental Wands), and Healing Wands may now be equipped in the shield slot, in addition to the weapon slot, PROVIDED you have a weapon of the same type in the regular slot. This would increase the blaze modifier for combat wands, increase the taming success rate for taming canes, and increase the heal recovery for healing wands.
- Taming Canes are now considered magic weapons and benefit from Magic Weapon Mastery.
- Taming bait is now consumed from the inventory, not the shield slot. You may now equip shields with a Taming Cane. (Like the Life Exploration Taming Cane is at the minute.)
- Life Exploration Taming Cane is now a Healing Wand as well.
- Healing Wands (not other magic weapon types) lathered with Poison Potions or Poison Bottles now make all forms of attacks poisonous. (This includes bolt magic, blaze, and alchemy if a guard cylinder is equipped.)
- Staves are now treated as shields and have been given additional defense/magic defense upon Defense/Magic Guard activation, like shields. This also means charge is enabled with staves.
- Shields are now given passive magic defense, similar to their passive defense.
- You may now equip a magic spell book in the shield slot with a staff, but not a shield, guard cylinder, or ineffective shields such as cooking pots.
- Staves may now cast Party Heal, but with a slight nerf to their effectiveness, in both healing and defense buffs.
[/SPOILER]
[SPOILER="New Weapons"]
Holy War Wand
- It does not have an element.
- It can only be obtained by crafting it with r4+ Magic Craft.
- Can preform Party Heal, Fusion Bolt, Blaze, and Taming Wild Animals.
- Cannot perform Fireball, Ice Spear, Thunder, Meteor Strike, or Hailstorm.
- Has the base blaze modifier of a Combat Wand or Savage Wand.
- Random stat roll from magic craft quality toggle magic attack, healing multipliers, blaze multipliers, and taming success rate.
- Can only be equipped in the Weapon slot, not Shield slot. But a regular Combat Wand, other Taming Canes, or other Healing Wands can be equipped as a shield. In addition to, of course, Guard Cylinders, Shields, and Spellbooks.
- It comes with 4 taming effect.
- Upgrades are the same as a Savage Elemental Wand, however, instead of chaincasting it has an upgrade for bolt/healing/blaze/taming range.
- Crafting ingredients include 1x Ancient Stone of Sun pattern, 1x Tikka Wood Healing Wand, 1x Tikka Wood Taming Cane, 20x Intact Shyllien, 20x Mysterious Herb Powder, 1x Mutant.
[/SPOILER]
[SPOILER=Other Changes]
[SPOILER="Summon Golem"]
- When equipped with a Healing Wand and Guard Cylinder at the same time, you are now allowed to use the dual-cylinder Summon Golem interface.
[/SPOILER]
[SPOILER="Life Drain"]
- Using Life Drain with a Healing Wand+Guard Cylinder also heals party members by a smaller amount.
[/SPOILER]
[SPOILER="Magic Weapon Mastery"]
- Magic Weapon Mastery now gives 1 magic attack per rank from rE through B, 2 magic attack per rank from A 6, 3 magic attack per rank from 5 through 2, and 4 magic attack at r1. This is a total of 30 magic attack that only applies if equipped with a magic weapon. (This gives magic attack, not int.)
- Magic Weapon Mastery now also reduces the casting time of party heal, like it does for fireball, thunder, and ice spear.
[/SPOILER]
[SPOILER="Rest"]
- Rank of rest now influences stamina recovery when in non-combat status. (Combat status is when you press spacebar and have your fists up).
[/SPOILER]
[/SPOILER]
Note:
- Mushroom Gathering is still in the Cooking talent, in addition to Thaumaturgy.
- Shield Mastery and Defense are still in the Close Combat talent, in addition to Holy Arts.
- Taming Wild Animals is NO LONGER in the Adventure talent.
- Magical Clothing Mastery is in the Magic and Dual Gun talents, in addition to the to Holy Arts talent.
- Magic Weapon Mastery is still Magic talent-only, not in the Holy Arts talent.
This is probably way too large to be considered two ideas, so if it is too large, only consider the Resurrection and Hide skill ideas. This idea would be great because it would make Clerics actually viable, instead of just being like two skills people sometimes use.
However, I want this last idea the most and want it in the game asap. . .
Quote from Psy;1145923:
[Image: http://imageshack.us/a/img13/5936/5n19.png]
Adding a fashion slot for Hats, Wigs, and Glasses/Goggles. Now, Glasses would be the easy part, would only take a bit of renaming. Wigs on the other hand, wigs unlike hair models only have the entire hair, not clones of the hair that have parts of the hair missing. (Such as when wearing a hat, when wearing a headband, when not wearing a hat/wearing glasses, or when wearing a robe hood. These are all different.) But, that would be easy to do even with my level of computer modeling experience.
Pose and suit. If you put a normal clothing in suit and it does not have a pose, and you put nothing in the pose slot, you'll just wear the suit as normal. If you have nothing in the suit or robe slot and put a clothing in the pose slot without a pose, you will just appear to be naked like normal. If you wear something with a pose, like the Kaito Suit, in the Suit slot, and a random poseless clothing in the Pose slot, you will have the default standpose. If you wear a Kaito Suit in the Pose slot and a Leymore Suit in the Suit slot, you will be doing the Kaito Suit's default standing pose with a Leymore Suit.
Robes in the fashion slot now only go in the robe slot, and wings only go in the wing slot. At the minute, you can wear wings with robes, but you have to wear the wings in the fashion slot an the robe in the normal slot (and having nothing else in the fashion slot besides the wings or you will become naked). Not like you're paying more money too have them not lose dur at the minute, so why not?
To clarify this last idea, the normal slots for hat still accepts all three types of hats/glasses/wigs, but it only accepts one of each, of course. And that means only the reforges/enchants of one.
This last idea would be great because not only would it allow more room for fashion and uniqueness in character design, it will also promote the fashion slots and persuade more to spend money on pons, so they can wear a hat, glasses, and/or wig at the same time. Not to mention not punish players for wanting to wear wings and robes at the same time, and make clothing with poses less limited in fashion, which would make players want future clothing with poses more than just weighing it on how it looks.