Recent posts by axlkoegoskyeg on Kongregate

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Topic: Cardinal Quest 2 / Things need to be improved little bit.

Intersting enough. A few small notes, though:

6: While it would make the talent usefull, I dont know if it would THEMATICALLY make sense, as the whole point of the talent should be that you wouldnt need to rely on the Bow anymore. My own personal approach, as you might recall, was a larger defensive boost and a addicional boost to Attack at the cost of dishing Bow altogether, but I dont know if I overdid it there.

13: Intersting idea, but I DO have to point out that it would allow Gunslinger alchemist to reeeeeally easily one-hit-kill most enemies in early game, when the main strenght of Alchemist is suppose to be how it grows over time.

14: 1/3 seems a bit… Extreme. Then again, you dont get experience for hiring enemies. … Wait, maybe it could give you experience for hiring enemies just as if you had killed then? Or would that be overpowered.

8 and 12: … Am I the only one who finds these two talents usefull? I mean… Axe isnt bad for a starting weapon, as it can clean through weaker enemies if you have a decent Attack stat, and you will probably get something better later on anyway( Then again, the same can be said about most packs that give equipment ). And your version of Forbidden Arts seem like it could be a bit TOO good, combined with Prayer of Life-Which is already a insanelly powerfull pack once you learn to build around it… Just saiyng, I can totally imagine myself using Forbidden Arts to recharge Heal, and using Heal to get my health back for Forbidden Arts, and doing it over and over again…

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Originally posted by awesomesause175:

for prankster, while the logic is not inherently flawed in some way, its really unbalanced, as you wont be hit by an attack about 20-50% of the time, so its essentially a passive smoke bomb

dark paladin wouldn’t be broken because he would be a mixed spellcaster, mania INCREDIBLY broken without the damage return, i know because there was a bug that stopped mana burn from working if you were windrunning, it was the equivalent of the destrids ax tinkerer runs basically

I got that part for “Dark Paladin”. As I said before, I barely know why I made this perk, honestly: I was just taking perks that I hear people complaining about not being good enough and asking myself how could they be buffed. Divine Magic is flat-out a perk I would like to see much better: Mage has nothing actually punishing him from using Faith-based magic, so there should be a option for Paladin that makes it into a bit of a mixed spellcaster. And it lowers you ability in direct combat, preventing you from being flat-out good at everything.

As for Prankster… To be fair… You kind of have to consider, the Thief class isnt exactly known for being a tank. Against many enemies( Ex: Ogres, Acid Blobs, Dragon Knights etc. etc. ), its hit-and-run antics are the only thing that let it stand a fighting chance. And the 50% health boost would make these same enemies actually HARDER to take down. -Prankster-Thief would probably need something that lets it fight back against these enemies…

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Originally posted by awesomesause175:
Originally posted by axlkoegoskyeg:

Hmmmmm, maybe…

Thief:

Prankster( Perk: Replaces Bosh ): Whenever a attack against you misses, or you land a critical hit, or you land a sneak attack, your enemy will be briefly blinded. However, all enemies have +50% Health

Ranger:

Bows are overrated( Perk: Replaces Closer Quarters Ranger ): “Archery” is replaced with “Vital Strike”. You gain +2 Attack, Defense, and +1 Stealth

Who doesnt have a dog…( Pack ): Dog is replaced with a Cat. Cat is, for most relevant purposes, similar to Dog: However, its starting Health and Defense are significantly lower, but its base Stealth and Speed are much higher. The Cat AI is generally programmed to approach enemies slowly but carefully, and to attemp to get away of enemies sight line upon taking damage, UNLESS currently under the effects of “Animal Bond”. The Cat “claw” attack( Its counterpart to the Dog bite ) is treated as a Stealth weapon. For all other relevant effects( Perks and skills that buff it ), Cat is treated as being the Dog. ( Meant as a combo with “Bows are overrated”, though hopefully should still be a decent pack on its own right )

Wizard:

Cursed( Perk ): -1 to your starting Attack, Defense, Speed, Intellect and Faith. However, any debuffs caused by you upon a enemy( Be through spells, itens or any other source ) will have twice the usual duration, and you have a 50% chance to negate any debuff caused by a enemy-But not Damage

Paladin

Cleric( Pack: Replaces Devotee ): +3 base Faith: -1 base Attack and Defense

Dark Paladin( Pack: Replaces Forbidden Arts ): You no longer suffer the effects of Magic Burn: Instead, however, you will suffer from Holy Burn upon casting Holy spells( Which is for all relevant effects Magic Burn with Holy Spells ). You also start with Mania instead of Holy Shield. +3 Intellect, but Purity is locked.

prankster procs on an enemy not hitting you? what?!

Dark paladin removes the barrier on mania which makes it completely broken

Actually, yes. The logic of Prankster is simple: The rogue will take every possible opportunity to somehow briefly neutralize a target( For a example: Throwing a bit of sand on his eyes right after he misses a attack against you ). Needless to say, it would be much easier to take the opportunity while your enemy is attacking, if the attack MISSED, then if you have actually had to deal with the pain of a axe blow. But, to make up for it, you are not quite “aiming to kill”, which is why enemies have more health.

As for Dark Paladin… Actually, you are right on this one. “Divine Magic”, that turns Paladin into a mixed spellcaster, is probably a superior replacement anyway. I was just looking at some perks that are commonly accused of being underpowered and asking myself whether they could be somehow buffed, but that one was going overboard.

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Hmmmmm, maybe…

Thief:

Prankster( Perk: Replaces Bosh ): Whenever a attack against you misses, or you land a critical hit, or you land a sneak attack, your enemy will be briefly blinded. However, all enemies have +50% Health

Ranger:

Bows are overrated( Perk: Replaces Closer Quarters Ranger ): “Archery” is replaced with “Vital Strike”. You gain +2 Attack, Defense, and +1 Stealth

Who doesnt have a dog…( Pack ): Dog is replaced with a Cat. Cat is, for most relevant purposes, similar to Dog: However, its starting Health and Defense are significantly lower, but its base Stealth and Speed are much higher. The Cat AI is generally programmed to approach enemies slowly but carefully, and to attemp to get away of enemies sight line upon taking damage, UNLESS currently under the effects of “Animal Bond”. The Cat “claw” attack( Its counterpart to the Dog bite ) is treated as a Stealth weapon. For all other relevant effects( Perks and skills that buff it ), Cat is treated as being the Dog. ( Meant as a combo with “Bows are overrated”, though hopefully should still be a decent pack on its own right )

Wizard:

Cursed( Perk ): -1 to your starting Attack, Defense, Speed, Intellect and Faith. However, any debuffs caused by you upon a enemy( Be through spells, itens or any other source ) will have twice the usual duration, and you have a 50% chance to negate any debuff caused by a enemy-But not Damage

Paladin

Cleric( Pack: Replaces Devotee ): +3 base Faith: -1 base Attack and Defense

Dark Paladin( Pack: Replaces Forbidden Arts ): You no longer suffer the effects of Magic Burn: Instead, however, you will suffer from Holy Burn upon casting Holy spells( Which is for all relevant effects Magic Burn with Holy Spells ). You also start with Mania instead of Holy Shield. +3 Intellect, but Purity is locked.

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Originally posted by dragon_of_celts:

How about this?

Warlock Wrath (perk): Whenever you take damage equal to or greater than 40% of your max HP, gain a temporary boost to int, speed, and Magic skill cooldown time, but faith, magic resist, and def are set to 0 for as long as the boost lasts.

Cheater (pack): Start with a potion of invincibility and a sleep powder. Whenever you use any item, there is a 25% chance that item will appear on the ground nearby (read: visible on-screen). However, you gain 50% less morale and gold, and 15% less XP for the entire run.
(…might be better as a perk this way, though…)

Apprentice (perk): You find Magic spells more often than normal, and gain bonus XP for each new one that you acquire (once you get that spell, if you drop it and get it again, you don’t gain any more). However, spell cooldown times are longer, and there is a chance that any spell cast will fail (chance of failure reduces as you level up). “Spell Damage” and “Ice Blast” skills cost double.
(So Apprentice has retained Fireball — I had toyed with reducing damage and spell effect durations, but I think this fits better.)

- – – OR – – -

Apprentice (pack or perk): Start with Sparks (basically, a melee-range spell that functions as the Flintstaff when it activates, with almost immediate cooldown) instead of Fireball. Dodge chance and chance to find Magic spells are increased, and you gain bonus XP when you acquire a new Magic spell, but “Spell Damage” and “Ice Blast” skills are locked.

Hmmmm, the only thing I am unsure about right now is the new version of Warlock Wrath., as it seems WAAAAAY to specific in how it can activate, especially considering how health recovery is somewhat hard on this game… Oh, well. For now, changing topics, a few new perks:

Ranger:

Scout( Pack ): Starts off with a Spyglass

Alchemist

Dont bring a sword to a gunfight( Pack ): Double the damage dealt by “Pistol”, but half the damage dealt by any meele weapon you happen to own

Dont bring a gun to a swordfight( Pack ): You start off with +2 Attack and Defense, but “Pistol” is locked.

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Originally posted by awesomesause175:
Originally posted by axlkoegoskyeg:
Originally posted by awesomesause175:
Originally posted by

Warlock Wrath( Perk ): Whenever you are hit by a critical hit, a randon Magic spell will automatically recharge. “Inspiration” is locked.

i dont know if you realise, but some enemies crit for all of your health as a mage, way worse than inspiration

I did( Without Toughness, at lesat ). It is just that I kind of thought that being able to have this AND Inspiration could be a bit of a overkill. Unless you can think of a different setback?

so whats the point? if you never going to get hit or crit then this perk is useless, how about killing enemies reduces cooldown by 20%?

Hmmmm, not sure. Thematically, I was inspiring that perk on the classic “surge of power” that mages sometime get in fiction in times of extreme anger or pain( On that topic: It is possible to actually make a surprisingly bulky mage, with the Fencer talent, and a couple of points in Forcefield and Toughness. It is just that, even though I find this to be a relatively solid build, the Mage is just flat-out better if build as a glass canon. ) I had a different idea for the talent, but I am not sure if that version could be a bit too complex( And would also still suffer from the same problem that it relies on taking damage when you dont have that many lifepoints to spare to begin with ). Caham…

Warlock Wrath( Perk ): -1 to basic Intellect. However, by each 20% of your Health you are currently missing, you gain a +1 boost to your Intellect( Maxing out at effectivelly +3 if you are missing over 80% of your HP, already including the constant -1 penalty )

Perhaps if it was to also grant a boost to max health as well?

Edit: Were I to say two of my own packs that would be on the underpowered side, they would have to be: Cheater( … Kind of a large penalty for a couple of itens that, while extremely usefull, can still only help you on a couple of fights at best. ), and Apprentice( Wizard without Fireball. I… Dont even know what to say here. You are the Wizard, and you dont start off with any form of ranged attack. ) I still put then on here because I thought they could be thematically intersting, but I really wonder how to buff then…

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Originally posted by awesomesause175:
Originally posted by

Warlock Wrath( Perk ): Whenever you are hit by a critical hit, a randon Magic spell will automatically recharge. “Inspiration” is locked.

i dont know if you realise, but some enemies crit for all of your health as a mage, way worse than inspiration

I did( Without Toughness, at lesat ). It is just that I kind of thought that being able to have this AND Inspiration could be a bit of a overkill. Unless you can think of a different setback?

 
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Topic: Cardinal Quest 2 / Alchemist in tower still possible in v1.16?

Originally posted by awesomesause175:

tinkerer was so heavily butchered to stop destrid ax being op that he’s incredibly underpowered, bad stats, tinkerers terrible etc

Wait, I didnt played the older version of the games, but I am confused… I thought legendary itens werent suppose to be affected by Tinkerer?

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Warrior:

Dual Duelist( Perk ): Your attacks will never critic, but upon attacking, you will automatically attempt a secound attack.

Tricks of the Job( Perk ):You start off with Fireball instead of Berseck, as well as a 3 points boost for your Intellect. “Frenzy” is locked, but “Enrage” will also recharge Magic skills

Rogue

Professional Killer( Perk ): Upon killing a enemy that hasnt noticed you, while no other enemy can see you: You will automatically become invisible for a brief period of time, just as if you had activated “Shadow Walk”

Cheater( Pack) Starts with two Potions of Invencibility. You gain 25% less Experience, Gold and Morale for this run.

Mage

Apprentice( Pack ): You start off without Fireball, but you will find Magic spells more often then normal, and you gain bonus experience for each Magic spell you find. “Spell Damage” and “Ice Blast” are locked.

Warlock Wrath( Perk ): Whenever you are hit by a critical hit, a randon Magic spell will automatically recharge. “Inspiration” is locked.

Glass Canon( Perk ): Your Magic Resistance will never be above 0,but your Magic spells will ignore the Magic Resistance of enemies. All physical damage took and dealt will be critical

Paladin:

Witchhunter( Perk ): You refuse to use Magic spells at all, but your base Magic resistance will be 2 points higher then usual. Spellcasters will appear more often then normal.

Divine Magic( Perk ): Where would magic hail from, if not from the Lord? You no longer will suffer from Magic Burn, and the “Purity” skill will addicionally give you one extra point of Intelect per rank, but you will start off with a one point penalty to your Attack, Defense and Magic Resistance.

 
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Topic: Cardinal Quest 2 / Post your weapon or/and armor ideas

Eh, I guess I can try and post these ideas.

Rune Armor( Very rare, but technically not a legendary, kind of like the King set. Treated as a body armor )
+3 Def
+1 Magic Resistance
+Runes( When you use a Reinforcement Patch on this armor, it will also gain +1 Magic Resistance and Intellect )
A ancient outfit, designed apparently by battlemages.

Kingslayer( Cutting weapon, very rare )
3-6 Damage
+Usurp( Whenever you kill a enemy, there is a X% chance a randon ’King" piece of armor will be retrieve, which is equal to the enemy highest stat. )
A sword that is said to have made empires rise and fall…

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Hmmmmm, not bad… The only skill I have my doubts about is Headhunter… Oh, well. For a couple other “perks/packs” that I have though up myself:

Wizard

Grimoire( Pack ): You start off with a Spellbook. You also have a 10% chance to retrieve a Spellbook whenever you kill a spellcaster. Spellbooks will only grant Magic skills.

Paladin

Gift from God( Pack ): You start off with a randon legendary weapon( Check the wiki for the list of legendaries ), which you cannot unequip. Consecrate is locked.

Pugilist

Monk( Perk ): All of the Pugilist class skills will recharge based on Faith. You receive a +3 boost for your starting Faith.

 
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Topic: Cardinal Quest 2 / Possible perks and packs

Now, this is something that has been swirling around in my head for quite a while, and it is MOSTLY for the kicks and giggles… But I just feel people should hear it. Basically, these are thoughts for perks and packs that some classes COULD have had, either in addition, or instead, to the packs they actually HAD. They are all suppose to be ( Mostly ) balanced and open new options for each of the classes, but needless to say, I am always open to feedback, and you can feel free to post your own ideas.

That said… Let us get it started

Warrior:

Barbarian( Pack ): You start off with no armor. For as long as you remain with no armor, you receive a +3 boost to speed.

Heavy Metal( Pack ): You start off with the “Full-body armor”, a new piece of equipment that increases your HP by 4 and your Defense by 2, but also lowers your Speed by 2. Trashes for 10 gold.

Thief:

Scavenger Friend( Pack ): You gain no gold, itens, or experience from killing Scavangers. However, all itens from Scavengers will have a 25% gold discount.

Mage:

Old, Wise Master( Perk ): You gain +1 Inteligence each time you level up, but also lose 1 Health and Attack permanently upon levelling up.

Blood Magic( Perk ): You can use Magic spells while they are still recharging. Whenever you do, however: You take damage equal to the amount of turns it would have took for the spell to fully recharge

Summoner( Pack ): Starts off with the addicional spell “Elemental Pact”

Mind Games( Pack ) Starts off with the addicional spell “Charm Monster”. In addition: You can use the “Enslave” spell on how many enemies you want: However, the amount of experience required to recharge it will be doubled.

Ranger:

Daredevil( Perk ): You refuse to leave a level until all enemies on it have been killed. However, when you kill a enemy: There is a 20% chance you will receive a “Potion of Rage” buff.

Harmony with Nature ( Perk ): Most animals( With the exception of otherworldy beings, such as the Horrors and Raptors, as well as bosses ) will refuse to attack you if unprovoked, and may even attack other enemies that try to attack you, but you gain no experience from killing then.

Paladin

Crusade( Perk ): If you kill a enemy: There is 20% chance a randon Holy spell you have will be recharged.

Alchemist

Frankenstein( Perk ): There is a 10% chance that, when you use your Craft skill, you will produce a “Potion of Carapace”. If this activates: Your “Craft” and “Combine” skills will be permanently swapped by “Berserk” and “Charge”.

Potion shop( Pack ): When you sucessfully Combine a new iten, you will also receive 25 Gold.

 
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Topic: Cardinal Quest 2 / Classes and Pros/Cons

WARNING: The post you are about to read is based solely on my personal opinion/experience with these classes. As such, my own plaiyng style and builds probably will have a effect upon it.

So, warning said, allow me to say my two cents. This is kind of a class guide/strategy guide, as I will also try to observe good builds and strategies with each class… But, again, this is based mostly on opinion.( Also, for some reason, I can never get the Alchemist class to work for me, what is ironic, because I find it to be the most fun class to use. )

Fighter:

Advantages: Fighter has high base HP, attack, and defense, what means that, in meele combat, Fighter can take down most meele oponents with very little problem just by repeatedly hitting then with your weapon of choice. It is a ridiculously easy class to use, so it is recomendable for beginners. Its “Intimidate” perk can be usefull on boss fights by letting you focus yourself just on the boss.

Disadvantages: … Sadly, Fighter cant do much BUT just keep on fighting on meele, what makes it a pretty boring class to use, and not the best on higher difficulties. Also, due to its low speed, Fighter is likely to struggle against ranged enemies. Charge can help with that, though… If you wouldnt mind sacrificing “Intimidate” that is. So, when picking equipment, try to focus yourself on boosting your speed and magic resistance to make it so you arent completely humiliated by ranged enemies.

Thief:

Pros: Thief starts off with high Speed and Stealth. This means the ideal build for a Thief is to sneak in a oponent, hit it, kill it with one hitt( Most of the time: See Cons ), and run away before its oponents get to hit you. Even if you dont want to invest a lot on Stealth, you already START with the skill “Shadow Walk”, what means you may not even NEED a high Stealth stat to use this tactic. And, just to make it a bit better, you can get the “Shadow Mastery” skill later on, allowing you to vanish of the enemy sight almost immediatly after hitting it, making most fights almost ridiculously easy unless you either do something really stupid, or get really unlucky. “Ghost Run” and “Merchant Pack” also both provide new, fun, alternative plaiyng styles, though whether it is TACTICALLY a good idea to use then, I will leave up to you.

Cons: It is somewhat hard to find high-damaging weapons that can boost Speed or Stealth, so you will probably NOT be able to kill the tougher oponents, such as Ogres, in one hit. This is usually not a problem, as you can just run away… Just try not to run right into ANOTHER room that is currently filled with monsters. While the “Dash” and “Flash Bomb” skills can both make a quick escape much easier, if you do find yourself cornered, you are pretty much done for.

Wizard:

Pros: Wizard starts off with “Fireball”, but, even more importantly, it also starts off with “Spell Damage”. Invest enough points into it, and you will find yourself killing most enemies with one or two hits of Fireball. Then there is the wizard high basic Intellect… And its “Inspiration” skill. If you particularly feel like plaiyng more of a “battlemage”, Fencer gives you a option to make Wizard more useable in meele combat… Not that you will be needing to do a lot of meele combat. On my own personal experience, one of the best strategies you can use with Wizard is: Start with “Classicist”, and “Trust Fund”… Then try to get all Arcane skills you can… Invest in “Spell Damage”, “Inspiration”, and maybe, on the beggining, “Forcefield”… And just spam Fireball.

Cons: Due to its low base Speed, HP, and Defense, Wizard is kind of a glass canon early on, so you may want to get carefull not to get killed. Luckily, you also have the powerfull “Force Field” skill to make up for the frailness, so invest on that on the beggining. As pointed out before, Wizard can also struggle with magic resistant enemies, so you will need to invest on “Willpower” to deal with those: Though, enemies with a VERY high magic resistance might resist your spells every so often anyway, what I find to be incredibly annoiyng.

Ranger.

Pros: The Dog, basically. The Dog is a highly bulky ally that you start with in the beggining, that charges at the enemies. It doesnt deal much damage AT FIRST… But, if you invest on “Well Trained”, the Dog can hit for crushing amounts, especially on the Tower. Heck, I once had a Dog one-hit killing a Ogre… But that is not the point at hand. Caham… Basically, let the meele fighting for the Dog, while you fight with your bow from afar.

Cons: Do NOT choose the “Close Ranged Ranger” perk. It just isnt worth it. That said, the Ranger is pretty frail, and as strong as the Dog may be, he isnt immortal, so if the Dog dies, you will probably find yourself in a very hairy situation until you can get it back. And keep in mind, the Dog can only distract so many enemies at a time, so try not to walk into a room filled with enemies.

The Pugilist.

Pros: Well… Here is where my bias comes, but here is the thing: In my opinion, the Pugilist is kind of like the Warrior… But better in every possible way. It has similar amounts of bulk, Attack, and Defense… But much higher speed to catch up with ranged enemies. It also starts off ith the “Sweep” skill, which briefly stuns nearby enemies AND buffs your Attack and Defense, and can get a couple of other skills that are good to have when surrounded, namely Fatality. If you like plaiyng more carefully, though… The Pugilist has that too: Its “Reflexes” talent, its “Footwork” talent, and its high base Speed means hit-and-run tactics are just as possible. And by last, to deal with annoiyng Summoners with zero effort… “Come at Me”

Cons: As much as I love the Pugilist, I have to try to be impartial, so here it goes: Most of Pugilist skills demand somewhat of a good timing for you to take the best of then. It is usually not worth to even consider using “Sweep” unless there are at least two or three enemies surrounding you( Except, maybe, as a alternative “Uppercut” if you have the “Wrecking Ball” perk ), and “Uppercut” is better off either as a finishing move, or if your oponents are currently in a line right next to eachother. Also, Pugilist has no actual way to scale up its damage except with the “Unarmed” skill… And, if you happen to choose the “I Travel Light” perk… Well, let us say, you might be able to kick some ass on lower stages, but your defense will REALLY suffer on higher stages, which is why this perk is, on my opinion, not worth it.

The Paladin

Pros: First of all: With a bit of creativity, Paladin is a amazing tank, much better then the Warrior. Yes, it has much lower health, but, see: With the “Prayer of Life”, “Devotee”, and “Purity” perks( Or even just “Devotee” and “Purity”, and reliyng on finding “Heal” ), Paladin can keep healing itself, over and over and over again, as well as using “Holy Light” to cause enemies to potentially die out of HITTING you. And this is only one way you can use the Paladin: “Wrath of God” can make some boss fights( Namelly Asterion and Shiurath ) into sweeps, especially alongside the “Storm and Thunder” talent. Alternativelly, if you ever find yourself struggling with the game, well… “Non-Combatant” actually REWARDS you for rushing through a level while avoiding combat( Though, as it wont give you any equipment, this might not be the best use for Paladin ).

Cons: Paladin is highly dependent on Faith skills, and, for painfully obvious reasons, using Magic at all is not a very good idea with this class. While it can be build in many different ways, it is also a bit dependent in how you build it: Particularly, keep in mind: Paladin can ONLY be a tank if you especially build it to be so: Otherwise, its durability is only a bit superior from the one of the Ranger.

Alchemist

Pros: The best class for tower runs by far, Alchemist simply has everything a class needs to get more powerfull at each stage, at each level. Namelly, the Tinkerer talent, but also a few other things. Having both Wits and Precision Attack, Alchemist can also be build to be either a far-ranged Magic user, or a close-ranged meele fighter… Though, he is unlikely to be as good as either as the Mage or the Pugilist. What is really… Fun, about the alchemist, though, is its “Craft” and “Combine” talents: For all relevant effects, you can make your own consumable itens, INCLUDING artifacts, such as Tomes and the Potion of Carapace( Which, by the way, is a amazing combo with Tinkerer ). “Now Hiring” with “Fat of the Land” is yet ANOTHER option in the area of “Fun, but not really pratical”: You will be sacrificing the highly usefull “Craft” and its upgrade “Construct”, but I just find it flat-out entertaining to have my own personal horde of monsters.

Cons: The Alchemist, however, takes a while to unlock its true potential, so it can die pretty easily if you are careless with it on the beggining. Due to this same reason… It is not as good in Act runs as it is in a Tower run. Its “Pistol” ability is not useless, but not quite as usefull as, say, “Fireball”… And “Gun powder” would mean sacrificing the forever usefull “Tinkerer” talent. Also, as entertaining as Combine might be, you need a high Intelect stat to be able to craft anything truly powerfull, and it is somewhat unpredictable: It should be self-explanatory enough which itens are “Paper”, "Dry’, and “Wet”, and if it ISNT, the Wiki explains, but that doesnt change the fact that each of the three cathegories is fairly wide… Overral, it is a amazingly powerfull class when you pull it off right, but… With me, for some reason, it just keeps diyng before I get to actually USE any of the powerfull builds people talk about :/

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

I apologize in advance if this is something that has already been done, but I will suggest it anyway:

Name: Blackguard.

Description: If Paladins are guardians of the force of good, there are those who have similar abilities, but gained from a different source… The Blackguards were once great warriors who, for one reason or another, fell into the darkness abyss… And became one with it.

Stats:

Very High: Attack.

High: HP, Defense

Average: Inteligence

Low: Speed

Very Low: Faith

Starting spell: Smite( A damaging spell that only works on meele range. Its damage is equal to the damage of your weapon, plus 1 by each 2 points that your Inteligence. It is technically considered a Arcane Spell, and as such it recharges based on Intellect, with a base recharge time of 10 turns: However, it is also technically a physical attack: So, a magical resistant enemy that “resists” it will simply take the weapon damage part instead. … Not sure if it is too complex )

Abilities:

Rank one: Toughness( Infinite ranks, +5 HP per rank… You get the drill )

Hatred( Passive ): “The heart of a Blackguard is filled with darkness and hatred… Which manifests upon its attacks”
Level 1: +1 to attack and damage whenever health is below 50%
Level 2: +1 to attack and damage whenever health is below 50%( All boosts stack )

Dark affinity( Passive ): “A blackguard very soul is filled with dark energy, what gives him a affinity to the darker side of magic…”
Effect: +2 to intelligence. However, you take 2 damage whenever you cast a “Faith” based spell.

Tier 2

Bloodlust( Passive ): “The pleasure you feel upon feeling your foes fall to your blade is so great, your very body is re-energized”
Pre-requisites: Level 4, “Toughness”. Cannot be chosen if you have “Destruction”

Effect: Whenever you sucessfully kill a enemy, you gain +2 HP. However, you will no longer regain health at the end of the level( Tier 1 )

Wrath( Active skill. Treated as a “Magical” skill, so recharges with Intelect )“By giving in to its own inner wrath, a Blackguard can wreck havoc upon the battlefield, seemingly becoming more terrifiyng by each foe it kills”

Pre-requisites: Level 4, Hatred.

Effect: When you activate this skill, for the next five turns, you will gain +1 to Attack and Speed. However, sucessfully killing a enemy will reset the duration and increase the boost by one additional turn. The base cooldown is 15 turns.

Destruction( Upgrade ) “A Blackguard cares only to destroy its enemies… This skill will allow him to attack with no regards for its own defense, allowing him to kill multiple enemies at once”

Pre-requisites: Level 4, “Dark affinity” Cannot be chosen if you have “Bloodlust”

Effect: Replaces Smite with “Destruction”. Destruction hits all enemies on meele range: However, it also lowers the user defense by 10 for the turn it is used only.

Tier 3

Demon form( Upgrade )“You actually got to the point on which your heart is so tainted… You can make yourself a demon in the outside as well as in the inside”

Pre-requisites: The “Wrath” skill: Level 6: Cannot have “Armaggedon”

Effect: Replaces “Wrath” with “Demon Form”. Demon form works similarly to Wrath, with some changes. It has a basic duration of 15 secounds, but a basic cooldown of 30 secounds. While you are on this form: Your “Faith” stat is treated as 0, but your “Intellect” stat is boosted by 10. You also take 20% less damage from attacks, and there is a chance that weaker enemies will flee upon you sucessfully blocking a attack( Not sure about the exact chance ). Your base Attack and Defense are also boosted by 5 points, and you gain a unarmed attack that deals damage equal to 25% of yout intellect +/- 2. However, while you are on this state: All your equipment will be rendered useless, including useable itens, and all enemies will be made aware of your presence, and as such, try to come to you.

Note: For those who didnt quite got how the unarmed attack works, it is actually pretty simple: If you you would have, say, 10 intelligence on your normal state, this gives you 20 intelligence in Demon Form, thus allowing your unarmed attack to hit from 3-7 damage( 10/4 +/- 2 )

Armaggedon( Ultimate skill, recharges based on both Intellect and Faith. Base recharge time: 60 turns )"The power that only the greatest of Blackguards can dream of, Armaggedon allows one to unleash hell on earth… Literally )

Effect: Upon activating this skill, you automatically deal to yourself damage equal to half your own Health, and then deal the same damage to all enemies currently on-screen. Addicionally, Armaggedon will inflict, to the enemies, one of four conditions, randonly determined: Sleep, Fear, Daze, or Poison, all lasting for 5 turns. The effects can be ignored by Magic Resist: But the damage of the spell cant.

So, basically, a dark version of the Paladin… Hope you like this take. Feel free to suggest possible perks and packs…

 
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Topic: The Arts / Writing Advice.

Before I post the thread itself: The story that I need advice with is NOT ready to be posted in a forum yet. So, I wont. I just need advice with one particular aspect of it…

Basically… It was recently pointed out to me… And now I noticed, rightfully, that I had accidentally left very implicit that two female characters of mine were in a relationship. I did not originally PLANNED then to be on one, but… Now that I noticed all the chemistry they DO share, there is a part of me that is kind of wanting to just roll with it.

Of course, I am not fully sure of how would my target audience react to a homossexual romance between a werewolf and a mermaid( … Long, LOOOOOONG story. I can give you more details on the characters and how they relate to eachother, if you think it would be relevant: I just really dont think the story ITSELF is ready to be posted in a public forum yet. ). That said, I am not very good with writing romance, so I COULD, instead, just try to edit the dialogues to make they look less like two closet homossexuals. I just really feel this is one of those things that I might need someone else opinion on.

 
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Topic: Off-topic / One thing that I really REALLY hate...

To a small extent, abreviations. I am fine with one or two, I even use then in casual contexts, but in a more “serious” discussion, or when half the dialogue is made out of abreviations, it begins getting ridiculous…

 
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Topic: Serious Discussion / Vampire Rights.

Originally posted by Immortal7777:
Originally posted by axlkoegoskyeg:
Originally posted by Immortal7777:

They would probably have to create a type of blood that doesn’t require draining humans. But we could create this we would have to monitor the vampire population. Kill most of them so that the population is too low to do some damage. Perhaps set up a blood tithe to keep them alive or just sell it to the vampires but be sure to keep most of them dead. Then administer the synthetic blood.

… What, would we be just killing randon vampires to keep the population low? Even if we completely ignore the fact they are sentient beings: Yeah, that totally wont end up with the survivors, including the ones who normally would love to live amongst humans without ever feeding on a human without its consent, rebelling against us. Totally.

Being sentient doesn’t exempt them from being killed. We might as well just kill them all then. They can’t live among us without killing a human for blood or else they would die themselves.

Besides that rebellion will be easy to put down. Just distribute garlic to all the soldiers and the vampires will be helpless.

Great, what is your argument now? For it cant be that they are killing people, so… What, what is it, really?

Elaborating on my post, as I got interrupted by IRL issues while I was writing it: My point is… Again, that I dont see where are you getting at. You made a point that was completely disproven by your previous post: They ARE able to live without killing people. So, if you do not see then as a threat, what is your objective on exterminating then? How does that makes us any better then then?

Addicionally, interstingly enough: If you exclude the fact they are a threat to humans, vampires can actually be used as a metaphor for… Basically any excluded minority, ever. If we were having this same argument about, say, people with HIV, I am absolutely sure the outrage would have already begun. Do we want to kill vampires because they kill people… Or just because they are different from us?

 
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Topic: Serious Discussion / Vampire Rights.

Originally posted by Immortal7777:

They would probably have to create a type of blood that doesn’t require draining humans. But we could create this we would have to monitor the vampire population. Kill most of them so that the population is too low to do some damage. Perhaps set up a blood tithe to keep them alive or just sell it to the vampires but be sure to keep most of them dead. Then administer the synthetic blood.

… What, would we be just killing randon vampires to keep the population low? Even if we completely ignore the fact they are sentient beings: Yeah, that totally wont end up with the survivors, including the ones who normally would love to live amongst humans without ever feeding on a human without its consent, rebelling against us. Totally.

 
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Topic: Serious Discussion / Vampire Rights.

Originally posted by Twilight_Ninja:
Originally posted by axlkoegoskyeg:

Errr… Why three posts?

Technical glitch, I guess. I don’t know why it did that.

And, well, never watched that series, but I heard of it, and it was honestly what inspired me to it XD. Honestly, I feel that, considering vampires are essentially human, peacefull convivence would be possible( … If they existed to begin with ), but I still think regulations would have to be made. For a example: I really feel a person that desired to turn into a vampire( Not me: However… Well, look at all the Twilight fans in our world ) would have to first be a adult, and also pass through a small battery of psycological tests, to know whether it has a good enough control of its impulses.

So the only problem I see with this logic is that it couldn’t possible encapsulate all of the humans that wished to turn vampire, or the vampires who wished to change humans. There would always be outlaws, so it is sort of like saying someone has to pass a battery of psychological tests to try meth. Those types of people are going to do what they’re going to do. I suppose those who wanted to go through the proper channels and get the state’s “blessing” to change could try to adhere to these rules.

Kind of true. However, keep in mind that meth users are, inherently, endangering only theirselves: Turning into a vampire when you are not mentally ready, however, would endanger both you and those around you. While obviously they wouldnt be ALLOWED to kill people, I just feel it is one of those situations on which prevention is a better solution.

 
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Topic: Serious Discussion / Vampire Rights.

^^Well, I feel this is a bit of a fake comparisson, honestly. After all, vampires ARE inherently dangerous to those around then: Immigrants are… Not. Even if you try to look at then as a threat to our culture… So what? No, really, let us be pratical about it: A culture is a very abstract, constantly evolving concept. It is actually EXPECTED it will change over time. So, would you really compare a perfectly natural process that happens in every civilization with the perspective of we being slaughtered by vampires?

I DO feel immigrants should learn our language if they want to live here, though, even if just for the convenience of all parties involved. Back to the vampires, though( For the record, I actually somewhat like vampires as a literary concept, although it is really hard for me to find anything pulling then right. Regardless, it is just a topic that, while purely imaginary, sounded like it could be used to test some values )… Sort of. I mean, what, exactly, would be a vampire “culture”? I know there are vampire communities on the real world, but vampires were once human: They would have been raised in a human society, by human friends, and it would be really unlikely a person would choose to renegate all of its old cultural values just because he/she is a vampire now.

And also, as for a hypotethical instatisfaction with being secound-class citizens: Well, be it happening with immigrants, aliens, or vampires, isnt such insatisfaction actually perfectly natural? I am not talking about desire for a takeover, although I imagine some would try that, no: I am talking about simply not being treated as secound-class citizens, rather being treated like people, just like anyone else. Of course, vampires would yet again be a bit of a different case, because security measures would have to be stabilished to reduce the chances of we having to deal with out of control vampires. And how far would the security measures be “fair”, and how far would they start getting absurd?

 
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Topic: Serious Discussion / Vampire Rights.

Originally posted by Twilight_Ninja:

Originally posted by axlkoegoskyeg:

This hypotethical vampire mythology said: What do you think that would be the more moral approach a government could take torwards these vampires? Should they be exterminated, or incorporated in society?

I feel they should be incorporated, because, well, it would be unfair to these 20% otherwise. But the government probably should keep a record on then, to know whether they actually arent hurting anyone. As for how should the incorporation happen… Well, this should be complicated.

Your question is fine, but these are basically the sort of issues that True Blood tries to tackle. In that series, vampires co-exist with humans, have their own special night clubs, drink synthetic blood that they can pick up in any convenience store, take blood from consenting human partners……and there are of course the thugs/outlaws who don’t follow the rules. So, yeah, probably that scenario and it’s setup would work if they actually did exist and wanted to benignly integrate into society.

Errr… Why three posts?

And, well, never watched that series, but I heard of it, and it was honestly what inspired me to it XD. Honestly, I feel that, considering vampires are essentially human, peacefull convivence would be possible( … If they existed to begin with ), but I still think regulations would have to be made. For a example: I really feel a person that desired to turn into a vampire( Not me: However… Well, look at all the Twilight fans in our world ) would have to first be a adult, and also pass through a small battery of psycological tests, to know whether it has a good enough control of its impulses.

Not to mention, there is also the prejudice factor. Humans are a racist species even against beings who ARENT inherently a threat in any level. However… Hypotethically: How many humans would trust a vampire as a nanny to its children, for one? I am pretty sure even I would feel… Hesitant, to say the least.

 
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Topic: Serious Discussion / Vampire Rights.

Originally posted by NeilSenna:

It’d probably be more unfair to the 100% of humans who’d have the other 80% of vampires chasing them around.

Also, if this is caused by a virus, would that virus not eventually, assuming these vampires are immortal to some degree, exterminate humans?

Sorry 20% of good vampires, but I can’t really see an alternative to just killing them all (and Mr Virus).

It is contagious through contact with their blood, but unless vampires go about turning as many humans as possible into then, it would be unlikely the virus would ever get to terminate humans. Humans DO reproduce, after all…

Even then, well… I cannot think of these 20% so much as a alien, dangerous species, as as people with a health problem. It IS essentially what it is. Do we go about terminating people with contagious diseases because they are a threat to those around then, due to something that they have no control over? Are these vampires REALLY any less human then us?

The 80%, though? Well: We dont accept HUMANS going about killing humans( Most of us dont, anyway ). Why should it be any different with vampires?

 
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Topic: Serious Discussion / Vampire Rights.

Before I get it started with the topic itself, I would like to clarify: This is mostly a hypotethical, absurd even, situation that flew through my mind, so I am not fully sure whether this is the right forum for it. However, I still think it would make a intersting… Moral, discussion, if nothing else, and I dont know if it was ever brought up before, so here it goes:

For the purpose of this discussion, let us assume a world where vampires exist. They would be generated by a virus that can spread through contact with their blood, and while they would keep their human memories, intelligence, and personality, they would of course thirst for blood( Imagine, being a heroin addict… Minus, worst. And you would literally rot to dust if you didnt got your fix ), preferentially human( Animal could keep they alive, but… It merely would taste worst. As in, repulsivelly so, and while it would reduce the pain of the bloodlust, it would give then no pleasure ), and their mindset is somewhat… Predatory, in the overral, with instincts that can be compared with the ones of a carnivore. That does NOT means they are literally uncapaeble of empathy or ethics, not more then humans anyway: Merely, that the desire to hunt humans would be something extremely strong to resist, at the point of being able to even eventually lead then to insanity. Hypotethically: If about 80% of then WOULD give up to their instincts eventually, and begin seeing normal humans as nothing but pray, the other 20% would still try to keep their humanity, and find some more moral way to sustent, be whether through voluntary donations, bloodbanks, animals, or criminals( Yes, I know vigilantism falls in the gray area, but one topic at a time please. ). That said, they would have their own abilities( A superior strenght and speed( More comparable to the one of a tiger, and it increases over time ), a impressive enough regeneration to give then a certain degree of immortality( Basically: For as long as their heart is intact, they can regenerate lost limbs, or even a lost head, given then a couple of days ), dont age, have a small degree of mind control( Not enough for they to be able to fully control someone, but they CAN alter how people around then perceive then ), a bite with tranquilizing properties, anesthising the victin but usually leaving it too lethargic to escape, sharper hearing and sense of smell etc. etc. ), and weaknesses( Rapidly burn when exposed to sunlight, sensible to strong sounds
and smells, not to mention the bloodlust itself, etc. etc. )

This hypotethical vampire mythology said: What do you think that would be the more moral approach a government could take torwards these vampires? Should they be exterminated, or incorporated in society?

I feel they should be incorporated, because, well, it would be unfair to these 20% otherwise. But the government probably should keep a record on then, to know whether they actually arent hurting anyone. As for how should the incorporation happen… Well, this should be complicated.

 
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Topic: Off-topic / Le My Immortal Dramatic Reading( Oh, I am back, BTW ).

Praticing on my own writing, essentially… That said… Eventually, OT begun getting a bit dull. And I am 99.99% sure Ebony is what is called a author avatar( What is… Well, the term speaks for itself ), and, honestly, if you are going to do THAT in a fanfic, you should at least be subtle enough so that people would NOT notice… That said, as you might recall, I have a history of bashing Twilight, but eventually, it got old, so I though this would be a nice way for me to re-introduce myself.

Now, should I proceed to the next chapter, or…?

 
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Topic: Off-topic / Le My Immortal Dramatic Reading( Oh, I am back, BTW ).

So… Yes, I decided I could make a dramatic reading of My Immortal. As I had nothing better to do with my day. I though it wouldnt be very fitting for the Arts forums, as technically, My Immortal is not my creation at all: I am just making a comic, dramatic reading of it. So, if any of you believe My Immortal should never see daylight again… Well, I am bored, and nobody forced you to click this title.

Hi my name is Ebony Dark’ness Dementia Raven Way and I have long ebony black hair (that’s how I got my name) Basic writing tip: If you cannot imagine a mother giving out this name to a newborn child, without laughing, out loud… It is not a good name with purple streaks and red tips that reaches my mid-back and icy blue eyes like limpid tears and a lot of people tell me I look like Amy Lee (AN: if u don’t know who she is get da hell out of here!). I’m not related to Gerard Way but I wish I was because he’s a major fucking hottie … Are you saiyng you wished that the guy you are attracted to, was your relative? What is the matter wi-No, wait, you wrote my Immortal, I shouldnt be surprised. I’m a vampire but my teeth are straight and white. I have pale white skin. I’m also a witch, and I go to a magic school called Hogwarts in England where I’m in the seventh year (I’m seventeen)* … And Dumbledore-Or anyone in his right mind-Would allow vampires into a school because….?* . I’m a goth (in case you couldn’t tell) and I wear mostly black. I love Hot Topic and I buy all my clothes from there I am a Asperger. I understand nothing of clothes. My mother has to choose my clothes for me. And even I know, no goth with self-respect would buy her clothes in Hot Topic. For example today I was wearing a black corset with matching lace around it and a black leather miniskirt, pink fishnets and black combat boots Congratulations. You have a worst sense of fashion then the Asperger kid whose mother has to choose his clothes for him. Here is your award. I was wearing black lipstick, white foundation, black eyeliner and red eye shadow. I was walking outside Hogwarts. It was snowing and raining Wut? so there was no sun, which I was very happy about. A lot of preps What is a prep? stared at me. I put up my middle finger at them.

“Hey Ebony!” shouted a voice. I looked up. It was…. Draco Malfoy!

“What’s up Draco?” I asked.

“Nothing.” he said shyly Draco doesnt say things shily. He wants something, and take it. Or… Tries to take it, fail, and cries to his daddy like a little spoiled bitch. That is pretty much how he acted during 90% of the books.

But then, I heard my friends call me and I had to go away.

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AN: IS it good? PLZ tell me fangz!No, it isnt.

I will be back to bring you more pain soon.