As some of you may have noticed, I have quite a large number of crackpot ideas, so to speak. Many of them are ideas that I had never really bothered to mention over the internet (probably because the vast majority of them are running on pre-BB standards), stuffed in folders between scraps of paper that were written up during excessively boring lectures in high school and college.
As such, I figured that I might as well set up a thread for my ideas. Most of them are class-related, although I did come up with three new higher level areas, one of which was an area unlocked through a chain of quests extending from Level 30-160. (of course, all are running on pre-BB standards, though. So I'll fix those up before putting them up, if I ever get around to it.)
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Class-related ideas:
Archer Legend: Storm Shaman
(It's the same one that I posted in the other thread.)
A reference to the legendary Albatross/Eagle Eye figure in the Wind Archer skillset. She is the master of wind and lightning, and has quite a variety of support skills and a few offensive skills that are dependant on the terrain. Her unique ability involves transforming her bow into twin blades of lightning for melee strikes if necessary. As such, she can switch between two attack stances (both of which are skills that will be maxed in the 'beginner' stage):
- Sight Stance: The standard archery mode, used for ranged attacks. At max level, it grants Speed +18, Jump +9, Critical Hit Rate +45%, +9% Weapon Attack, and 30% bonus damage against flying enemies/targets tossed into the air.
- Strike Stance: The standard 'twin blade' mode, used for melee attacks. At max level, it grants Speed +27, Jump +15, Critical Hit Rate +30%, Duration of Status Effects -3 Seconds, and +15% Lightning Damage.
- Third 'Beginner' Skill: Arrows of Air: Summons unlimited arrows from the air around you. Duration: 210 seconds.
Because her skills will be dependant on which stance she is in, an option to switch between two different keyboard settings should be made available to everyone beforehand. The Archer Legend's keyboard settings will automatically change when she changes stances (and having her use two different settings would be required). For everyone else, they'd have to press an assigned button to switch keyboard settings (which isn't actually too different from pressing an assigned stance button, main difference is that it's optional in this case).
Notice how her third 'Beginner Skill' is essentially her Soul Arrow, a skill that already affects bows. Because the Archer Legend will be ideally using bows for the rest of the game, I don't see the point of giving the standard melee weapon tutorial to her. The tutorial should simply focus on use of her stance skills instead, and give her a bow at the beginning.
First Job:
- Storm Mastery: 50% Mastery, +120 Accuracy.
(Sight Stance skills)
- Repulsing Current: Launches a 150% damage arrow with a wind current that stuns and pushes up to 4 enemies away with a range of 250.
- Twin Bolts: Lightning strikes twice, inflicting 2 hits of 80% lightning damage on up to 4 enemies. (Strike Stance skills)
- Bolt Dash: The Archer dashes ahead and strikes up to 4 enemies for 70% damage with stunning lightning, followed by forceful wind that pushes them back. (Essentially a Rush that stuns. First hit is Lightning element, second hit is neutral.)
- Quad Strike: Strikes an unlucky enemy 4 times for 60% damage.
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Second Job:
- Renewal Breeze: Every 4 seconds, the HP and MP of all party members recovers by 15%. Duration: 200 seconds.
- Storm Booster: Weapon Speed -2. Duration: 200 seconds.
- Storm Current: All attacks are converted to Lightning element and add +10% Lightning Damage. Duration: 200 seconds.
(Sight Stance skills)
- Thunderstorm: Fires an arrow infused with lightning to strike up to 6 enemies for 330% Lightning damage. (Basically a Lightning Inferno/Blizzard without a secondary effect.)
- Tri-Bolt: Fires an arrow that strikes a single enemy with three bolts of lightning for 125% Lightning damage. (Strike Stance skills)
- Drawing Current: Summons a wind that draws up to 4 enemies within a range of 400 closer to the Archer (gathering them up about 20 pixels away from the Archer), then strikes for 250% damage.
- Arc Slash: Charges like a bolt of lightning, striking up to 6 enemies twice for 150% Lightning damage. (Basically a weaker Boomerang Step, except there must be enemies in front for this skill to be used.)
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Third Job:
- Resist Flow: A strong wind flows in to shoulder the burden inflicted on party members, reducing the duration of status effects by 50%. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Shelter: When party members duck, the wind rushes in to protect them, reducing damage taken by 30%. Duration: 200 seconds. (When this skill is cast, the effect is passively tied to the down directional button.)
(Sight Stance skills)
- Violent Current: Fires an arrow infused with powerful wind, hitting up to 6 enemies for 750% damage, but damage is reduced for each successive enemy hit.
- Storm Prism: Fires an arrow with chains of wind and lightning behind it, hitting for 200% lightning damage, lifting up to 6 enemies, keeping them suspended for up to 3 seconds, and with 75% lightning Damage Over Time each second. (Note that this simply lifts them up - they can still move and attack.) (Strike Stance skills)
- Dual Quad Strike: Hits an even unluckier enemy 8 times for 90% damage.
- Reversal Strike: Strikes an enemy in front for 400% damage, then quickly rolls backwards with a range of 450, slashing up to 6 enemies for 350% damage. (There must be an enemy directly on top of you or in front of you for this skill to work. The roll will work regardless of whether there are enemies behind you or not, and has invincibility frames tied with it.)
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Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Timed Breeze: The wind flows in protectively to give party members a chance to take a breather, extending invincibility duration when hit by +3 seconds. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Albatross: Summons an Albatross, a mythical bird with superb eyesight that is said to travel the world year-round. Grants HP and MP +15% while summoned, strikes up to 4 enemies for 250% lightning damage, and inflicts 100% Lightning Damage Over Time for 5 seconds. Duration: 300 seconds.
- Stance Mastery: Passive +10% critical hit rate, critical damage, and +50% resistance to being knocked back for both stances. Reduces damage taken by +20% when in Sight Stance, and +30% dodge rate when in Strike Stance.
(Sight Stance skills)
- Vortex Shot: Fires five arrows that hit for 235% damage.
- Cyclone Storm: Fires arrows that fall from the sky like blades of wind, striking up to 8 enemies 3 times for 225% damage. (Basically a stronger Arrow Rain.) (Strike Stance skills)
- Hurricane Wheel: Launches circular wind blades that roll along the terrain, striking up to 6 enemies for 240% damage up to 3 times. (If there's a hill in front of you, it will go up that hill. If it reaches the edge of a platform, it will fall off and continue when it lands on a platform below.)
- Bladed Tornado: The Archer dances with her blades at high speed and summons a tornado of lightning that roars through the battlefield, hitting up to 15 enemies 3 times for 550% lightning damage and stunning all that are affected for 6 seconds. Cooldown: 30 seconds.
Thief Legend: Time Keeper
My most recent crackpot idea, and probably the most crackpot I'll ever get. The idea behind this legend is that he has skills that record and take advantage of time, so to speak. He has quite a high number of skills with cooldowns, though. It's a bit difficult to describe in general terms, so hopefully you guys get a better idea of how he works as you look through the skills.
Story
Let's say there was an island below the Temple of Time, inhabited by people that worship the Time Goddess. Every year, there is a festival held in her honor. The Thief Legend is initially an ordinary citizen of the island that is asked to help with setting up the current year's festivities. He gets a lot of comments about his decision to train in the arts of the Thief, particularly in the use of claws and throwing stars, because most members of his family, including his younger brother and his older sister, tend to end up becoming Mages and Archers due to being attuned to the element of fire. (Again, since he's going to be fighting ranged, I see no point in the standard melee beginner tutorial at all.)
While running an errand, he notes that there's a lot of ice washing up on the island lately. He then finds a strange bag along the beach. He opens it to find a stone not unlike those found in the Temple of Time. Just then, a strange monster, definitely not from the island, attacks him. However... The stone seems to react, weakening it by slowing it down - and as with all Thieves, being faster is an advantage, so he manages to dispatch it quite easily. Afterwards, he finishes up his errand and tells his family what happend. His brother mentions that he talked to a kind traveler earlier, some sort of archer that said that she was chasing someone 'very, very bad'. His sister suggests going to see the Priest during the festival to find out exactly what the stone is.
During the festival, he speaks to the Priest in the town chapel, who seems absolutely shocked upon seeing the stone. The thief has no idea why, because it looks almost like any other stone from the Temple of Time. He even suggests that it might have fallen from the Temple somehow. The Priest stammers something about melted icebergs from Rien. The thief then remembers what the stone did during the attack, and mentions it to the Priest. Just then, the thief's sister runs up to the Priest, saying that she and her younger brother were attacked in the outskirts of the town. She says that the attacker was looking for a stone, the one that her eldest brother has, and that the kind traveler that her younger brother mentioned earlier chased off the attacker.
The three then hear some yelling from the guards, yelling for someone outside to halt. The guards are tossed aside like nothing, and a shadowy figure enters. The Priest tells the thief and his sister to hide while he deals with this outsider himself. The Priest also gets tossed aside like nothing - but at least he bought time for the kind traveler to enter. The thief overhears some of the conversation - something about the attacker being a member of the Black Wings, the kind traveler being a descendant of a legendary archer, and something about the Black Wings member wanting the stone that he found. The archer then proceeds to wipe the floor with the Black Wings member.
After everything is cleared up and the festival ends, the Priest tells the thief to go travel the world, become stronger, and prevent the stone that he holds from falling into the wrong hands. He wonders if the thief finding the stone is part of some divine plan by the Time Goddess. Could the thief already be attuned to the powers of the stone, and manipulate time? Did that stone even belong to that fabled hero..? The Priest tells the thief to start at Victoria Island. Right before the thief boards the boat to Lith Harbor, he gets a strange vision of what appears to be Kerning City.
(Notice how there's a stairway into the Temple itself? Perhaps there's another stairway down to the island itself. The island would have a boat that goes to Lith Harbor and a flight that goes to Orbis. Obviously there would be a high level quest to gain access to the Temple of Time through the island entrance, preventing low level characters, particuarly those of the Thief Legend, from entering the Temple of Time too early.)
Skills
The Thief Legend does not use throwing stars. Due to his family's affinity to fire, he is able to summon stars of fire (more like lava) and throw those instead. (Figured it'd be too freaking cruel for the economy if there were three throwing star classes.)
'Beginner' Skills:
- Endurance: Recover 6% HP and MP every 12 seconds.
- Sharp Object: Pick up and throw something. Anything. Preferably sharp. Inflicts 40 damage.
- Beginning Throwing Mastery: Weapon Attack +9, Critical Rate +30%
- Journal Entry: Records the HP, MP, casted buffs (including remaining duration, excluding this skill), and current status afflictions of all party members (except death). Used with the third job skill 'Previous Chapter'. Duration: 600 seconds. (Obtained after the 3rd job advancement.)
First Job:
- Flame Booster: Claw Attack speed -2. Duration: 200 seconds.
- Flow of Time: Either the flow of time around you is slowing down, or you're speeding up. Either way works. Speed +40 and Jump +23 for 200 seconds.
- Three o' clock: Throws three stars that inflict 65% Fire Damage.
- Slow Burn: All attacks have a 50% chance to slow the enemy to 50% of their original speed as well as inflicting an additional 50% Fire DoT for 10 seconds. Duration: 200 seconds. Cooldown: 300 seconds.
- Flaming Boomerang: Throws a flaming boomerang that inflicts two hits of 70% Fire Damage on up to 4 enemies.
Second Job:
- Flame Mastery: Claw Mastery +50%, Accuracy +120.
- Flame Thrower: Tosses a whip of fire that inflicts two hits of 175% Fire Damage on up to 6 enemies.
- Next Chapter: You seem to be able to manipulate time to the point where you can disappear and reappear a short distance away from where you once stood. (Essentially Teleport, except it can be used in mid-air.)
- Cool Midnight: Fire Damage is converted to Neutral for 200 seconds. (Essentially Elemental Reset.)
- Burning Barrier: Surrounds the party in a barrier of flames that melt away incoming attacks (essentially block) at a 20% rate. All attacks that still connect will be reflected back at the attacker for 500% of the damage taken. Duration: 200 seconds. Cooldown: 300 seconds.
- Obsidian Shower: Sometimes fire alone isn't enough. And who cares about those stones lying on the ground when you can make sharp versions instantly? Inflicts 300% Fire Damage on up to 6 enemies with a 50% chance to stun for 3 seconds.
Third Job:
- Intermediate Throwing Mastery: Weapon Attack +19, Critical Rate +45%, Damage +10%
- Timed Efficiency: For the next 200 seconds, all party buffs and attacks with a cooldown timer will have their cooldown durations reduced by 50%. (Obviously doesn't include itself.) Cooldown: 300 seconds.
- Previous Chapter: Resets the party's status to a state recorded by the Journal Entry. Consumes the Journal Entry buff when used. Cooldown: 60 seconds.
- Burning Noon: Summons a hail of firey crystals to attack monsters around you, inflicting three hits of 150% Fire Damage on up to 8 enemies. (Essentially a fire-elemental Arrow Rain.)
- Six o' Clock: Throws six stars that inflict 95% Fire Damage each.
- Impeding Obsidian: Forms lava into a dark copy of the Time Stone emitting a force field that sucks out the flow of time within, inflicting 200% Fire Damage on 6 enemies caught inside as well as preventing them from acting while they take 50% Fire Damage over Time for 5 seconds. (The freeze effect is different from the actual Ice Freeze status effect, so it'd work on bosses.) Cooldown: 40 seconds.
- Next Preview: You see a preview where two hits of 220% Fire Damage are inflicted on 6 enemies between the current chapter and the Next Chapter. Duration: 200 seconds.
Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Master of Flames: Claw Mastery +60%, Weapon Attack +29, Critical Rate +60%, Damage +20% (Pre-requisite maxed Flame Mastery and Intermediate Throwing Mastery)
- Copying Frenzy: All damage from your attacks will be copied to instantly inflict the same amount of damage yet again. Does not include damage inflicted by Instant Replay. Duration: 30 seconds. Cooldown: 90 seconds.
- Instant Replay: Throws a copy of the Time Stone at a monster that records all damage that the monster takes for 5 seconds. At the end of the 5 seconds, it explodes, inflicting all of that damage yet again. Cooldown: 20 seconds.
- Solar Flare: Throws a bomb of fire so heated that it inflicts 615% Fire Damage to 6 monsters with 75% Damage Over Time each second for 5 seconds.
- Overclocking Supernova: Your inner flame bursts out, increasing your Fire Damage by +20% as well as increasing your maximum HP and MP by 30%. Duration: 100 seconds. Cooldown: 250 seconds.
- Explosion Caldera: Magma explodes from the ground, quickly solidifying into sharp gem crystals in the air that would normally take eons to form that rain back down, showering up to 15 enemies with two hits of 750% Damage. Cooldown: 30 seconds. (First hit is Fire element, second hit is neutral.)
(Yeah... The skill names and descriptions are kind of overkill to the max. I had to, though, I just took a Geology class this past semester. >_>)
Be A MapleStory Designer Contest Entry
Introduction
Throughout the Maple World, there exists towering structures that are commonly referred to as the Regional Lighthouses. They have existed long before recorded history, their shining beacons of elemental light always serving as ancient landmarks for travelers.
There are six known lighthouses, although it is theorized that there is a seventh lighthouse. It is said that each lighthouse harnesses a different elemental power, leading some to believe that they were originally designed to be more than just mere beacons for travelers. Those who have personally seen the lighthouses note that their designs appear to reflect that of the element in which they harness.
Several historians are now issuing a call for Maplers around the world to enter the lighthouses and learn their secrets. This is much easier said than done; some of the lighthouses are in very remote locations that are rife with obstacles, and of those that are not, many of the nearby locals are wary of letting just anyone enter them for varying reasons.
Aero Lighthouse (Wind)
Level Range: 45-55+
- Every boat that intends to dock at Lith Harbor passes this lighthouse shortly before landing. It seems that the shining green beacon and the winds that swirl all around Victoria Island beckon the newly arriving Explorers. The same winds could even play some role in how Ereve is able to float. The lighthouse itself appears as a swirling light green stone spire.
The same winds make it difficult to approach the small rocky islet that the lighthouse was seemingly carved out of, although Vikin had recently made a successful attempt to brave the treacherous winds and reached the rocky islet. He mentions that the winds inside the lighthouse are nowhere near as treacherous as those swirling around the islet. They actually seem to bless all inhabitants and visitors of the lighthouse with faster movement.
Frost Lighthouse (Ice)
Level Range: 60-70+
- This lighthouse lies in the center of the flight path between Victoria Island and Orbis. The lighthouse is usually shrouded in thick fog, the piercing light blue beacon being the only clue as to its location along the flight path. Incidentally, most of the Crimson Balrog attacks happen close to the lighthouse.
It is foolhardy to fly directly to the lighthouse in the fog. The only reasonably safe means of access is through the Aqua Road, although the long and winding path leading to the lighthouse may prove challenging and even deadly to the unprepared. The residents of the Aqua Road may know of a shortcut. The lighthouse itself is said to consist of two parts, an underwater portion with walls covered in coral, and the portion above sea level is made of a crystalline structure that resembles ice crystals.
Mirage Lighthouse (Poison)
Level Range: 90-100+
- This lighthouse lies somewhere in the far northern reaches of the Nihal Desert. Describing the exterior of the lighthouse is almost impossible, as it is called the Mirage Lighthouse for a reason. The only part of the lighthouse that may not be distorted by the confusing nature of the desert is its bronze beacon, but even then, the beacon itself may appear as a mirage to those without any sense of direction.
The privileged few who have successfully visited the lighthouse and returned alive mention that the lighthouse is nothing more than a ruined tower now, the lower part of it encased by an ancient castle, seemingly almost decaying when compared to the pristine palace of Ariant. Poisonous traps and monsters all over the castle section have been successful in keeping intruders away from the interior of the actual lighthouse thus far.
The path to the lighthouse is extremely treacherous, if only because no defined path really exists. The dunes continuously shift, and the mirages continuously thwart would-be mapmakers and navigators. For this reason, Queen Areda has issued a decree that no one disturb the castle and the lighthouse ruins. The Sand Bandits suspect that the stench of Areda and her royal guards already pollute the ruins, and may be preparing to explore the ruins themselves.
Volt Lighthouse (Lightning)
Level Range: 110-120+
- This lighthouse to the west of Edelstein looks the least like a lighthouse. It could be more accurately described as a series of seven electric blue diamond-shaped stone structures made of Rue, of which six are suspended in mid-air. The only stone that is not suspended in mid-air lies half-buried in the ground, channeling energy to four hovering small stones above it. These four stones continuously rotate around and funnel energy into a large central stone that also rotates. That large central stone, in turn, channels energy towards a medium-sized stone directly above it, which makes up the lighthouses beacon.
The historians of Edelstein were baffled as to why this lighthouse would be constructed in such an odd way, until it was discovered that the rotation of the middle stones generates additional high amounts of electrical energy. The stone that lies buried in the ground also appears to be able to convert anything to pure energy if you walk into the energy beam that radiates from it. That energy is then taken inside the lighthouse and converted back to its normal state. Some note that this could be the inspiration for the Mechanics portal skill.
The lighthouse was closely guarded by the citizens of Edelstein in the past. It is now closely guarded by the Black Wings that now occupy Edelstein, and this is something that the citizens deeply resent. The Resistance is likely to make a move to retake the lighthouse soon. Freeing the lighthouse from the grasp of the Black Wings could require outsiders to assist in the effort, which is something that the citizens of Edelstein would prefer to avoid, but may very well be necessary.
Phoenix Lighthouse (Fire)
Level Range: 130-140+
- Located close to Lionheart Castle and the mines of El Nath, this lighthouse draws the power of fire from the magma found in the deepest parts of the mines. The historical texts imply that the lighthouse had been carved out of black obsidian, although there are red magical runes that glow all around its walls. It had been carved into three sections, a central section anchored to the ground, and two attached smaller sections anchored into the cliff walls, presumably to support the weight of the lighthouse. However, the texts also mention that all three sections glow brightly, implying that it uses three beacons. Its said that from afar, the beacons looked like a fiery phoenix rising out of the mountains.
The fiery beacons of the lighthouse have not been clearly visible since the time in which Lionheart Castle and its kingdom had been taken over by the Black Magicians minions. Settlers in the further reaches of El Nath sometimes mistake the beacons as the evening sun. They even claim that the beacons have become even dimmer since the time that Zakum was discovered within the deep mines. Alacaster and the Explorer instructors have turned down everyone who has suggested that an expedition be sent to rediscover the lighthouse, since they believe that such an expedition will only result in disaster for El Nath, one way or another, although many of the other citizens of El Nath believe that disaster will come if nothing is done.
Sol Lighthouse (Holy)
Level Range: 140-150+
- Located between Cave of Life and the town of Leafre, it is said that the Nine Spirit Dragons power is linked to the lighthouse in some way. The history books describe this lighthouse as a tree-like light-colored stone shrine, dedicated to faith in the power of nature. Numerous vines crawl up every level of the lighthouse, and the pure white shining beacon itself at the summit of the lighthouse appears to radiate in a cross between a star and a sunflower. The beacon may very well be responsible for the growth of all life in the Minar Forest region.
Ever since Horntails appearance, though, access to this lighthouse has been virtually cut off by the rampaging monsters. The residents of Leafre are worried about the state of the lighthouse, and wonder if the monsters are capable of shutting off the beacon. However, they also mention that if you have the means to fly, magical flight in the area is possible as it is close enough to the area where the Dragon Rider resides.
Luna Lighthouse (Darkness)
Level Range: 150-160+
- Knowledge of this lighthouses location was lost during the Great War against the Black Magician. The few remaining survivors of the war refuse to comment on its assumed existence. Some believe that the Black Wings may know more about this lighthouse, but if they knew anything, this knowledge would obviously be restricted to all but the highest-ranking members. Aside from whatever knowledge that the Black Wings may have, it is said that one resident of Leafre, considered to be a mad being by most, has a radical theory about the lighthouse of Darkness
Structure of the Lighthouses
Aero Lighthouse
Aero Lighthouse:
- Simplistic in design, as this is the first lighthouse that players are expected to enter, although it should not be a requirement to visit this lighthouse before visiting later ones (the exception being Sol Lighthouse for Luna Lighthouse).
- 6 floors. Exterior of the lighthouse not included.
- Vikin should give you a quest to reach the lighthouses beacon (Level 45+) before taking you to the lighthouse.
(Interior of the Lighthouse)
- There are magical stones on each floor that players can interact with to receive a +40 Speed and +23 Jump buff that lasts for five minutes (essentially achieving maximum speed and jump).
- Monsters in this lighthouse are generally wind spirits of sorts. They are all flying monsters. They are considered undead, so heal can hurt them, but they should not be weak to Holy, as they are not true undead or dark beings. (Just give the Clerics another place to train.)
- There is a locked door on the third floor that leads to the fourth floor with locks that seem to require some magical stones to open. The player character notes that the magical stones found on each floor seemed to be magically charged emeralds.
- To open this door, players should accept a quest given out by the door to collect 3 Emerald Ores (which players may already have, but if they dont, the lighthouse monsters should drop them) and 30 ETC items from each of the three monsters found in the lighthouse to charge the ores.
- The fourth floor consists of a jump quest with moving platforms and springboards. No damage should be taken from falling here, much like the chimney in the Haunted Mansion. The speed and jump buff can be used here, but no movement skills are allowed.
In the fifth floor, players run into a Chief wind spirit of sorts, who is friendly. He explains that all of the wind spirits found within the lighthouse were roaming criminal spirits from long ago. He was actually a living warden for them, until one day, the prisoners somehow managed to reach the beacon room and killed him. Thankfully, those magical stones act as some sort of wind barrier, preventing these spirits from escaping but it meant that he could not leave the lighthouse as well. Just then, a member of the Black Wings enters, apparently a stowaway on Vikins boat. He announces his intention to take the lighthouses power for the Black Wings, and starts off by casting magic that binds the spirit to his will.
Players must defeat the Black Wings agent, but they also must contend with the wind spirit, who is level 200 with avoid in the thousands (therefore harming him should be impossible).
- Upon defeating the Black Wings agent, the spirit disappears. Players are instructed to go onwards to the next floor to check on the beacon.
- You find the spirit hovering close to the shining beacon and his dead body. He thanks you, and tries to think of a way to reward you. He then tells you that he wants to test a theory, the theory being that the only way for a spirit like him to escape from the lighthouse is for him to bind to something of a more physical nature. He decides to bind to his old boots, knowing that there probably wont be a way for him to undo the process, and asks that you allow him to accompany you on your journeys.
- (Although when the player character questions the spirit if he really wants to do this, he states that itd be much better than being holed up in the lighthouse forever, and its the only way he can really thank you. Besides, the lighthouse apparently no longer serves any purpose since no new criminal spirits are being funneled into the lighthouse, and he wants to see how the world has changed for the lighthouse to no longer be used in this way.)
- Players receive a set of Spirit Shoes. This completes the quest that Vikin gives you before allowing you to travel to the lighthouse.
Spirit Shoes:
- Level 50 shoes
- Equipped by all classes
- Weapon and Magic Defense +50
- All Stats +3
- Speed +10
- Jump +5
- 5 slots
- Since this item can only be received once and is untradeable without a Platinum Scissors of Karma, this item should be guaranteed to have unidentified potential upon receiving it.
Frost Lighthouse
Frost Lighthouse:
- The second lighthouse, more complicated in design. This lighthouse should be split into two sections, an underwater section with movement rules exactly the same as the rest of the Aqua Road, and an icy upper section with movement rules that are exactly the same as the El Nath region. Each section should consist of 6 floors.
- Players have to navigate through three new maps before reaching the lighthouse, or take a shortcut.
- Kenta should be the NPC that gives you the quest to visit the lighthouse (Level 60+). He wonders about why the lighthouse is the way it is. He visited the lighthouse before, but he made it to a crystal door before he had to turn back. He believes that only a true hero can make it to the lighthouses beacon.
- Optional Quest: Ask Muse about the lighthouse. She asks that you donate something to the aquarium, preferably blue and shiny, before she tells you anything. After giving her an Aquamarine, she tells you that the turtle swimming above the aquarium often visits the lighthouse, and knows of a shortcut to get there quickly.
- (As such, there should be a hidden portal on top of the uppermost turtle in the town that instantly takes you to the lighthouse entrance. That same turtle should appear at the entrance of the lighthouse with a hidden portal that takes you back to town. Attempting to use the portal on either end before completing the optional quest should result in failure, with the following in the chat box: The turtle doesnt seem to go anywhere.)
(Underwater Section)
- Consists of 6 floors with the exact same movement rules as the rest of Aqua Road.
- Obviously, since these monsters are underwater, they should be resistant to Fire attacks and weak to Lightning.
- On the sixth floor of this section, a boss guards a crystal door leading to the icy upper section. Defeat the boss in order to obtain an ETC item that can be used to complete the quest given out by the door to open it. (If the player character loses the ETC item and hasnt completed the quest, he/she can forfeit the quest and retake it but this will result in having to fight the boss again.)
- Upon completing the doors quest, the ETC item transforms into a Current Ring.
Current Ring:
- Level 65 Ring
- Equipped by all classes
- Weapon and Magic Attack +2
- All Stats +5
- The player will not take underwater environmental damage when this is equipped.
- 5 slots
- Since this item can only be received once and is untradeable without a Platinum Scissors of Karma, this item should be guaranteed to have unidentified potential upon receiving it.
(Icy Upper Section)
- Consists of 6 floors with the exact same movement rules as El Nath. The beacon is located on the fifth floor.
- Since this is a much colder and drier environment compared to the underwater section, monsters here should be weak to Fire attacks and resistant to ice.
- Upon entering this section of the lighthouse, there appears to be a stone mural on the wall, one of the only objects in this section of the lighthouse that is not covered in snow and ice. It resembles the world map, but upon examining it, there are strange lines all over the oceans of the Maple World and that all of the lines lead to the apparent location of the lighthouse.
- There is a window on the third floor. Interacting with it causes the player character to make a remark about a large black shadow looming outside of the lighthouse, but its mostly obscured by the dense fog.
- On the fourth floor, that looming object has crashed into the lighthouse. Its a Crimson Balrog ship. Interacting with the ship causes the player character to remark about how someone was foolish enough to fly to the lighthouse and that he/she should look for survivors. There is a heavily injured Crimson Balrog NPC nearby. Its weakened to the point where it knows that it wont win in a fight against the player character.
- Optional Quest: Give the Crimson Balrog an Elixir. Out of gratitude, it decides to tell you why the ship slammed into the lighthouse. The ship wasnt being piloted by the Balrogs, but a shadowy figure that jumped on board and somehow took over the Balrog ship after a failed raid on a boat heading to Orbis. The Balrog speaking to the player was the only survivor of the raid, just a simple pilot among their ranks, with the combat experience of only a lesser Jr. Balrog. It warns you that the shadowy figure is a master of fire and darkness that intends on reaching the beacon, which is something the Balrogs do not want to see happen. Of course, its something the player character doesnt want to see happen either.
- On the fifth floor, the player character catches up with the shadowy figure. Sure enough, its a Black Wings member. The player character catches her muttering something about the water currents of the ocean, but quickly notices the players presence. She shouts that the knowledge of the lighthouses belongs to the Black Wings only, and attacks.
- This member of the Black Wings fights at range. She can cast a spell that reduces the players visibility to a small radius around him/her, and also cast Seal. She should be able to teleport to specific areas of the map as well.
- After defeating the Black Wings member, the player character is instructed to check on the beacon. Apparently, her fire magic wasnt powerful enough to burn through the crystal door that guards the beacon room. The door opens for you, however, sensing that you have the Current Cloak.
- Upon interacting with the beacon, the player character observes raindrops of energy being emitted from the beacon that mold themselves into a set of shoulderpads.
Cold Shoulder:
- Level 71 Shoulder Pads
- Equipped by all classes
- Weapon and Magic Defense +10%
- Weapon and Magic Attack +2
- All Stats +3
- The player will not take cold environmental damage when this is equipped.
- 3 Slots
- Since this item can only be received once and is untradeable without a Platinum Scissors of Karma, this item should be guaranteed to have unidentified potential upon receiving it.
Mirage Lighthouse
Mirage Lighthouse (Poison):
- The third lighthouse. Its not as linear as the previous two lighthouses, where the only direction to go was simply up. This lighthouse dungeon is again split into two sections, a flat castle section and the vertical lighthouse section.
- The leader of Ariants Sand Bandits (Jano) should be the NPC that gives the quest to investigate this lighthouse (Level 90+). Whats the objective? If the player discovers anything important, come back and let the rest of the Sand Bandits know, especially if there are people affiliated with Areda inside the ruins as well.
- Considering Janos location, this would make completing the quests to join the Sand Bandits required.
- The path to the lighthouse isnt simple either Players should have to find and navigate through a hidden road consisting of four new maps, all of their portals not marked in the traditional way (instead being invisible portals, hiding behind landmarks such as a cactus that looks like a Bellamoa), before finding the ruins.
(Castle Section)
- The castle section consists of 10 rooms. Some monsters in the lighthouse could be considered undead, others are variants of the Sand Dwarfs seen elsewhere in the Nihal Desert, and others could be a mix of both.
- There are two paths to take, and either one will lead to the central throne room. There are also traps that will poison the player if he/she is struck by them.
- Interacting with the throne yields an observation that it has been recently tampered with. Interacting with the portrait behind it yields an observation that there appears to be warm wind blowing through, yet the portrait or its surroundings doesnt appear to have any apparent cracks in it. Theres no switch the picture is merely an illusion. Players can simply climb into the picture frame and proceed, as if it were an invisible portal.
- The picture portal leads to a small tunnel, which in turn leads to the lighthouse itself.
(Lighthouse Section)
- Rather straightforward vertical lighthouse structure. There are 5 floors, the last floor being the beacon room.
- Some platforms here do not actually exist at all; therefore jumping on them will cause the player to fall through them.
- More observant players will notice that fake platforms do not appear to be crumbling like the rest of the lighthouse ruins. Monsters will not be present on those fake platforms as well.
- Upon entering the lighthouse, the player is confronted by two suspicious individuals claiming that they are part of the Sand Bandits. The player believes that they are clearly Aredas henchmen, but with no way to prove that they are (the player asks them many questions about the Sand Bandits, all of which they answer with unnerving accuracy), the player is forced to follow along.
- The two individuals ask the player to scout ahead. The player character believes that he/she can still expose them anyways, starting a short chain of quests to attempt to do so, such as collecting enough ETC from the nearby monsters to craft into a trap, or find an interesting artifact and ask for their opinion on it.
- The trap that the player sets up on the fourth floor succeeds. However, three individuals appear. The two trapped individuals really were part of the Sand Bandits, acting spies within Queen Aredas group.
- The player character demands to know who the three new individuals are, asking if they are associated with Queen Areda. One just chuckles, the second calls Areda a fool, and the third mentions that they only answer to the Black Magician. The player has to fight off all three of them alone.
- One can Poison, another can Weaken and Stun, and the last can cast Blind along with inflicting a status effect where the player takes damage if he/she stands still for too long.
- The player character apologizes to the two spies after the fight, in which they say its fine, that Jano obviously never mentioned the two of them when he sent the player character out here. They say theyre going to have a long chat with him But theyll do that after doing some cleanup work, of course.
- The player advances to the beacon. From the outside, the beacon looked like a copy of the sun. Here, it is dark green. The two spies then enter, and give the Mirage Wrap to the player, saying that they found it on the throne.
- They then proceed to give some back story on the castle explaining the king of this castle was once a benevolent healer that founded one of the Nihal Deserts first successful kingdoms in the shadow of this lighthouse. He chose to build it here because he believed that the golden beacon, as seen from outside, was a symbol of good luck, and there was once a massive oasis where the unmarked path to the lighthouse is. For a while, the kingdom did seem to be blessed with good luck, until one day, the king disappeared, citizens and visitors to the kingdom alike also began to disappear, and the oasis began to dry up. Afterwards, a few traveling explorers that visited the kingdom to find out what happened found that the citizens had somehow changed, and advised everyone to completely avoid the kingdom from then onwards.
- The two then mention that they now have a theory, that the citizens could have changed into the Sand Dwarfs that are seen on the road to Magatia. They also suspect that the three Black Wings members that the player fought were likely looking for the power to recreate what happened to this kingdom elsewhere. Unfortunately, they still dont know how Areda fits into all of this, although how the three members responded to the player characters questions earlier suggests that she personally sent them here.
Mirage Wrap:
- Level 100 Face Accessory
- Equipped by all classes
- Avoidability and Accuracy +10%
- Weapon and Magic Attack +1
- All Stats +5
- 3 slots
- Since this item can only be received once and is untradeable without a Platinum Scissors of Karma, this item should be guaranteed to have unidentified potential upon receiving it.
Volt Lighthouse
Volt Lighthouse (Lightning):
- The fourth lighthouse. Unlike the previous lighthouses, the Volt Lighthouse is strictly a Party Quest zone, consisting of 6 stages.
- In order for the Party Quest to start, the party leader must be a member of the Resistance classes (Battle Mage, Wild Hunter, Mechanic), and the party must consist of three or more people.
- Players should either use the Dimensional Mirror or talk to Claudine in the Edelstein Resistance Base to be transported to the base of Volt Lighthouse, which serves as the Party Quest lobby. Resistance characters will have a quest to speak to Claudine in the Resistance base before theyre allowed to participate.
- Stage 1: Upon entering the lighthouse, the party is attacked by Black Wing guards. They drop Black Wing medals when defeated each party member must have one before they are allowed to proceed into the next stage.
- Stage 2: The Black Wings members in this area believe the party to be fellow Black Wing members, but they wonder what happened in the floor below. The portal to the next stage is locked, and a 5-digit passcode is required. The Black Wing members give out clues as to what each digit of the passcode is.
- Stage 3: The party comes across a jump quest where three switches placed in different parts of the room must be flipped to open the portal to the next stage. Some platforms are conveyor belts, while other platforms slide around. Amusingly enough, there is a Black Wings member that whines about why the ancients would ever design something that is as inconvenient as this, and hell also offer to take you out of the Party Quest area, ending it early if the player accepts.
- Stage 4: The party is confronted by a guard robot, which asks the party for their PINs. Of course, the party never had any PINs in the first place. The guard robot attacks, taking the partys silence as them being impostors.
- Stage 5: The party comes across a large platform with electricity funneling into the center and being sent upwards. There looks to be some sort of control panel nearby. When the party leader interacts with it, the panel responds with 3 Minutes until Ascent. Suddenly, guard robots begin pouring into the map, having received the message from the previous guard robot.
- Stage 6: After the three minutes pass, the platform travels upward for about 10 seconds, towards the crystal holding the beacon. Once the party reaches the crystal, they come face to face with the shining beacon of lightning and the member of the Black Wings that is apparently the commander of this operation.
- The commander instantly recognizes the party leader as a member of the Resistance. She exclaims that with her special armor, she has finally unlocked the secrets of the lighthouse, and is invincible. She believes that the Resistance has no chance. Edelstein will forever belong to the Black Wings, and soon all of the Maple World will follow the same fate.
- She starts off the fight by casting a buff that draws the electrical power of the lighthouse into her armor, which reflects damage back to attacking players. However, her armor has her limits the buff only lasts for 10 seconds. Shell occasionally recast the buff, but in the meantime, she can still attack, seal, and stun players.
- Upon her defeat, she appears again nearby. Her armor is broken, and without it, she doesnt stand a chance. Speaking to her then yields surrender on her part, and she mutters something about how the armor could still be salvaged. She feels theres nothing wrong with letting you know that you can salvage a part of the armor, as even if the player manages to make something out of this scrap metal, she believes that the Black Wings will still be victorious.
- The party then leaves the lighthouse, each obtaining a Rue Armor Fragment.
- The reward for completing the Party Quest 20 times (thus having 20 Rue Armor Fragments) is a Rue Belt, obtained from Claudine in exchange for the fragments.
Rue Belt:
- Level 115 Belt
- Equipped by all classes
- HP and MP +5%
- Weapon and Magic Attack +1
- All Stats +6
- 3 slots
- Untradeable without a Platinum Scissors of Karma
Phoenix Lighthouse
Phoenix Lighthouse (Fire):
- The sixth lighthouse. This lighthouse is split into three sections.
- The central section consists of 7 floors, while the two side sections consist of 5 floors. Additionally, each of the other two sections has a bridge (more like moderate-sized bridges of stairs) extending from the central section that leads to them.
- Alacaster should be the NPC that gives the quest to reach the lighthouse beacon (Level 130+). You must complete a series of three quests beforehand to prove that you are strong enough to brave any possible challenges within the lighthouse.
- The first quest involves defeating the Hob King during the Resurrection of the Hob King Party Quest, the second quest involves collecting ETC items from the Lion Kings Castle mobs, and the last involves defeating Zakum. Only then will Alacaster believe that the situation in El Nath has settled down and that you are strong enough to be allowed an expedition to the lighthouse. Alacaster gives you directions on how to reach the lighthouse.
(Central Section)
- The central section is the one that is entered first. Occasionally, players will come across hot steam shooting up from the floor and walls, damaging players if they are too close.
- Players will eventually come across a door on the sixth floor that will require them to cross the bridges to the other two sections to activate switches that opens the door. It does not matter which section the player decides to clear first.
(Left Section)
- Upon reaching this section of the lighthouse, the player character remarks on how cold it is in this section cold enough to possibly burn. The energy of the lighthouse does not appear to extend to this section for whatever reason. The player will take the same cold environmental damage that is present in the other areas of El Nath unless the player takes steps to prevent cold damage.
- Movement rules in this section are also the same as the rest of El Nath.
- Monsters in this section, unlike the other two sections, are more attuned to cold, and thus weak to fire.
- On the fourth floor is a jump quest of sorts, where the goal is simply to reach the fifth floor, since the ladders to the various platforms appear to have been destroyed. Players will have to contend with the movement rules here as well, unless they are using snowshoes.
- On the fifth floor, players discover a round stone that is encased in ice. It appears to be one of the lighthouses three beacons. Also encased in the ice is a warrior of sorts. The player character wonders if its possible to break the ice and revive him somehow.
- The player is then attacked by an Ice Golem that is similar to those that accompany Ice/Lightning Archmages. Something is different about this one, though
- With no way to break the ice around the beacon, all the player character can do is to flip the switch to open the door to the central section. A portal appears that will warp the player back to the sixth floor of the central section.
(Right Section)
- The beacon of this section appears to be working as intended, as none of the hazards that were present in the left section are seen here.
- Then again, while this section is working as intended, it appears that it could be overcompensating for the lack of power from the left section. There are a lot more steam geysers and fires in this section, and there appear to be more monsters here as well.
- Once the player reaches the fifth floor, the player is instructed to flip the switch to open the door in the central section. A portal then appears that takes the player back to the sixth floor of the central section.
(Central Section, continued)
- Upon reaching the beacon room, the player character notices that dark ice appears to be trying to overtake the beacon, almost like what happened in the left section of the lighthouse. There is also a skeleton lying close to the beacon.
- The player character believes that he/she can delay or even prevent the beacon from being snuffed out this time, but then the ice begins to emit intense cold, far more intense than the cold in the left section.
- Players have to attack the beacon (or more like the ice surrounding the upper parts of the beacon). The ice has a fixed attack pattern, emitting a full-screen blizzard attack three times, a frost bolt that stuns, uses the blizzard attack three more times, regenerates 5% HP, and then starts the process all over again.
- Eventually, enough of the ice is chipped off to the point where the beacon melts the rest. The warmth of the beacon restores the players HP and MP. The player character wonders if something has changed in the left section as a result of all this.
(Left Section, continued)
- The player takes the portal on the sixth floor back to the beacon in the left section. Upon arriving, the player notices that the ice has begun to melt, and so far, it has melted enough to the point where the man that was frozen inside is now free.
- The man has already woken up he was a royal knight from the Lion Kings Castle, apparently right before Von Leon pledged his soul to the Black Magician, and he believes the player to be a manipulating witch with an ice cold heart sent to harm the lighthouse. He boasts that the power of the lighthouse is too much for cold curses to grip the beacon for long.
- Despite the player characters attempts to convince him that he was frozen in the ice for centuries, the knight attacks. The knight is capable of casting Super/Magic Defense Up, Reflect Damage, and is capable of knocking the player far away (and clear across the area, considering the floor is still as slippery as the rest of El Nath, although theres no more cold environmental damage).
- By the time the player defeats the knight, the rest of the ice surrounding the beacon has melted away. The beacon instantly comes back to life, rushing heat into the room. The player character observes that it may take some time before the beacon is strong enough that the heat melts the rest of the ice and drives out the ice monsters in this area.
- The player character walks over to the knight to see if hes okay. He wakes up and gets ready to attack the player again, in which the player character asks how many times he/she is going to have to defeat him before he figures out that hes been frozen for centuries and that the player character actually saved the lighthouse and his life. Apparently, no more times, as the knight finally looks out the window, and immediately questions exactly what in the world happened to El Nath just now.
- The player character simply tells him, Von Leon pledging his soul to the Black Magician happened, the Black Magicians defeat happened, several hundred years passed, Zakum and the death of many miners of El Nath happened, the Hob King being resurrected happened, and again, I just saved you and this lighthouse. And now the Black Wings seek to resurrect the Black Magician. To which the ancient knight falls silent.
- When the player character talks to him again, the knight apologizes for the earlier attack, saying that he and several other knights had been tasked with protecting the lighthouse when monsters, led by what appeared to be a powerful ice mage under the banner of the Black Magicians forces, somehow managed to break into this section of the lighthouse. He remembers striking a critical blow against her, and her summoning some sort of ice golem, but nothing else after that.
- (The player character wonders if the skeleton he/she saw in the central beacon room belonged to that ice mage.)
- He then ponders about everything the player character said earlier. He ponders even more about that last part, about the Black Wings wanting to resurrect the Black Magician. The knight says that since the Black Magician may be the one responsible for this whole mess, he pledges to help in any way he can.
- The knight decides that if he is actually the only knight still alive, then the player should become an honorary knight. He hands the player the Phoenix Guard, and assures the player character that he will do everything in his power to drive the rest of these monsters out of the lighthouse. He also hopes that the player may recruit more potential knights in El Nath to guard the lighthouse and fight the Black Wings for generations to come.
Phoenix Guard:
- Level 135 Helmet
- Equipped by all classes
- HP and MP +250
- Weapon and Magic Defense +350
- All Stats +5%
- 10 slots
- Since this item can only be received once and is untradeable without a Platinum Scissors of Karma, this item should be guaranteed to have unidentified potential upon receiving it.
- When the player character returns to Alacaster, he remarks that the beacon has suddenly become brighter, and that it now looks like a Phoenix, hence the name of the lighthouse. He then becomes shocked upon seeing the helmet. The player character explains what happened, in which Alacaster replies that he would love to meet the knight as soon as possible and that the citizens of the town will do everything in their power to protect the Phoenix lighthouse from then onwards.
Sol Lighthouse
Sol Lighthouse (Holy):
- The last of the truly known lighthouses. Since this lighthouse is near the area where the Dragon Rider resides, flight is possible here.
- The path that leads to the lighthouse should actually be accessible from the Dragon Rider Party Quest lobby area.
- The ability to fly will be required inside the lighthouse. While there are a lot of vines inside the lighthouse, many of them are covered in thorns, meaning that grabbing hold of them is impossible. Players that actually fly into these spiked vines will take a small amount of damage. This also means that completing the Dragon Rider pre-quest to acquire the Soaring skill will be required.
- This lighthouse has little in the way of puzzles, as all 21 floors are teeming with monsters. Some have been affected by the lighthouses holy power, while others remain relatively unchanged in terms of appearance.
- The entire lighthouse is a Party EXP Bonus area. Many of the monsters here are considered bosses, having upwards of 20+ million HP and giving out 125,000+ EXP, much like Lion Kings Castle.
- The NPC that gives the quest to check on the lighthouse should be Chief Tamato. Chief Tamotos quest actually involves killing 200 of every type of monster inside the lighthouse, as well as checking on the beacon.
- The beacon itself actually generates crystals of light, constantly renewing the lighthouses structure, and the player character decides that breaking off one of these crystals and showing it to Tamato is just about the only way to prove that the beacon is okay.
- The chief is not convinced that the beacon really is okay. He wonders about what was happening to the monsters inside, and hopes that this is just something temporary. But Tamato fears that the predictions from a certain individual that he calls the Mad Dreamer may be coming true.
- Tamato then uses the golden shard and crafts it into a Sol Wing.
Sol Wing:
- Level 145 Cape
- Equipped by all classes
- All Stats +15
- 10 slots
- Soaring skill level +1 (Level 2 Soaring results in no continuous MP consumption)
- Since this item can only be received once and is untradeable without a Platinum Scissors of Karma, this item should be guaranteed to have unidentified potential upon receiving it.
Luna Lighthouse
Luna Lighthouse (Darkness):
- The final lighthouse. This lighthouse is actually the Sol Lighthouse, but with its beacon shut off. As such, it is required that you clear the Sol Lighthouse quests before being allowed to participate in the Luna Lighthouse Expedition.
- Players that are Level 150+ should be contacted by a new NPC in Leafre, a local commonly nicknamed The Mad Dreamer. He pleads for you to return to Sol Lighthouse, because he believes that the worst fears of every citizen of Leafre are about to come true, and the Luna Lighthouse will appear as a result but not in the way that he would prefer.
- Talk to him again to be sent to the base of Luna Lighthouse.
- With the transformation from light to darkness, the entire interior of the lighthouse has changed. Luna Lighthouse is filled with decay. The crystals of Sol Lighthouse are crumbling as they are being replaced by the newly generated dark crystals, causing the light crystals to fall and potentially damage players. There are fewer monsters inside, but they are much stronger.
- Players will have to fight their way to the beacon in order to find out why this happened, and try to turn the lighthouse back to Sol before it completely crumbles and Leafre is completely overtaken by darkness.
- The Luna Lighthouse Expedition has a 20 second potion use cooldown in place. Players will have to fight through 7 floors of bosses before reaching the beacon, where they will have to fight the real boss.
- There is an hour and a half time limit for this Expedition, and a maximum of 12 players is allowed.
- Because the location of the lighthouse has not changed, flight is still possible. Equipping the Sol Wing is highly advised, as it upgrades the Soaring skill to a point where it no longer consumes any MP for continuous use.
Floor 1 Boss:
- 90,000,000 HP
- 5,000,000 EXP
- 15% Magic and Physical Defense
- Ability to use Super Defense/Magic Defense Up.
Floor 2 Boss:
- 120,000,000 HP
- 10,000,000 EXP
- 25% Magic Defense, 75% Physical Defense
- Ability to teleport around the map and stun players that are too close to its landing point.
Floor 3 Boss:
- 150,000,000 HP
- 15,000,000 EXP
- 75% Magic Defense, 25% Physical Defense
- Ability to cast a buff that increases avoid rate by 50%.
Floor 4 Boss:
- 190,000,000 HP
- 20,000,000 EXP
- 25% Magic and Physical Defense
- Occasionally casts a defensive spell where all attacks inflicted on this boss heals it instead.
Floor 5 Boss:
- 240,000,000 HP
- 25,000,000 EXP
- 25% Magic and Physical Defense
- Ability to Stun, Poison, and inflict a status effect where players take damage if they stand still for too long.
Floor 6 Boss:
- 300,000,000 HP
- 30,000,000 EXP
- 30% Magic and Physical Defense
- Ability to fly and cast Zombify.
Floor 7 Boss:
- 370,000,000 HP
- 35,000,000 EXP
- 35% Magic and Physical Defense
- Ability to fly and push players backwards very far. The surrounding walls emit dark lightning that damages players that are pushed against the walls.
- The ceiling of the beacon room has all but disappeared. In place of the beacon of light, a new beacon of darkness has begun to take shape, like a black hole outlined by silver.
- The Mad Dreamer has caught up with the expedition. On the ground is a robed man, who commends the expedition for making it this far. He goes on to explain that only the strongest Maplers could have made it this far, and then launches into a rant about how foolish one of the five legendary heroes was the hero Freed and his Onyx Dragon partner Afrien. He scoffs upon saying the word partner, and says that a true Dragon Master should be able to bind his slave to his will, and eventually become the dragon.
- The player character remarks that this guy has a major grudge against the heroes probably because he had been defeated by the hero Freed in the past. (If the player character is an Evan, Mir chimes in with his own thoughts.)
- The robed man apparently takes offense to the player characters observation. He declares that as one of the supreme commanders of the Black Wings, the one responsible for awakening Horntail (and expressing disappointment that Horntail and the Dragon Rider were not successful in eliminating the player), he will personally eliminate the expedition and end the threat to the Black Magicians true resurrection once and for all. He transforms into a dragon and takes to the skies. The expedition chases him into the skies above the dark beacon.
Expedition Boss:
- 450,000,000 HP
- 50,000,000 EXP
- 50% Magic and Physical Defense
- Ability to fly and nullify the potential effects of a targeted players equips.
- He has a projectile attack that damages MP instead of HP. He also has a different projectile attack that dispels the Soaring skill. Players that fall in this location lose half of their maximum HP.
- He has a status effect that binds a player with dark chains, preventing the player from acting for as long as 10 seconds. (Essentially Seduce without the forced movement associated with it.)
- Finally, he has another new status effect where all expedition members will have a 10 second cooldown placed on all of their skills (meaning that once a skill is used, the cooldown is applied to ALL of the players skills, much like the potion cooldown that is already in effect). However, this new cooldown will also override pre-existing skill cooldowns.
- Upon his defeat, the beacon of darkness appears to fade. However, the beacon of light does not return. The player, finding no way to restore the beacon, talks to the Mad Dreamer about leaving the lighthouse.
- Before the player leaves, the Mad Dreamer says that he had a theory, that the Sol and Luna Lighthouses are different phases of the same lighthouse. Horntails reawakening and the Expedition Bosss tampering apparently caused the lighthouse to begin the Luna phase much earlier than it should have.
- His research also led him to another conclusion, that Luna is not necessarily evil, just different from Sol, although the general public disagreed with him on this. This event probably wouldnt help his argument, but its clear to him that the Luna phase this time was only as powerful (read: quite weak) and as evil (read: very evil) as the life that brought it back. Finally, he says that the beacon likely wont be restored until the true Luna phase begins, if the beacon reappears at all. He admits that there is still a lot that is not known about the lighthouses.
- The expedition can only be attempted once per day.
- There is no EXP reward for successfully completing the expedition all of that comes from the bosses. The expedition boss drops Luna weapons.
- All Luna weapons are untradeable (requiring a Platinum Scissors of Karma to trade).
Luna Weapons
Luna Crescent:
- Level 155 Bow
- Bowmen only
- Requires 170 STR and 450 DEX to wield
- Weapon Attack: 135
- DEX +5%
- Normal speed
- 7 Slots
Luna Cross:
- Level 155 Crossbow
- Bowmen only
- Requires 170 STR and 450 DEX to wield
- Weapon Attack: 138
- DEX +5%
- Normal speed
- 7 Slots
Luna Lance:
- Level 155 Spear
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 142
- STR +5%
- Normal speed
- 7 Slots
Luna Horizon:
- Level 155 Polearm
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 142
- STR +5%
- Normal speed
- 7 Slots
Luna Descent:
- Level 155 One-handed Sword
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 138
- STR +5%
- Fast speed
- 7 Slots
Luna Tide:
- Level 155 One-handed Axe
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 138
- STR +5%
- Fast speed
- 7 Slots
Luna Radiance:
- Level 155 One-handed Blunt Weapon
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 138
- STR +5%
- Fast speed
- 7 Slots
Luna Rise:
- Level 155 Two-handed Sword
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 142
- STR +5%
- Normal speed
- 7 Slots
Luna Wave:
- Level 155 Two-handed Axe
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 142
- STR +5%
- Normal speed
- 7 Slots
Luna Crusher:
- Level 155 Two-handed Blunt Weapon
- Warriors only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 142
- STR +5%
- Normal speed
- 7 Slots
Luna Eclipse:
- Level 155 Staff
- Magicians only
- Requires 170 LUK and 450 INT to wield
- Weapon Attack: 110
- Magic Attack: 175
- INT +5%
- Normal speed
- 7 Slots
Luna Flight:
- Level 153 Wand
- Magicians only
- Requires 168 LUK and 448 INT to wield
- Weapon Attack: 105
- Magic Attack: 173
- INT +5%
- Normal speed
- 7 Slots
Luna Dusk:
- Level 155 Daggers (STR)
- Thieves only
- Requires 95 STR and 170 DEX to wield
- Weapon Attack: 140
- LUK +5%
- Fast speed
- 7 Slots
Luna Dawn:
- Level 155 Daggers (LUK)
- Thieves only
- Requires 170 DEX and 450 LUK to wield
- Weapon Attack: 138
- LUK +5%
- Fast speed
- 7 Slots
Luna Star:
- Level 155 Claw
- Thieves only
- Requires 170 DEX and 450 LUK to wield
- Weapon Attack: 76
- LUK +5%
- Fast speed
- 7 Slots
Luna Strike:
- Level 155 Knuckler
- Pirates only
- Requires 170 DEX and 450 STR to wield
- Weapon Attack: 108
- STR +5%
- Fast speed
- 7 Slots
Luna Sight:
- Level 155 Gun
- Pirates only
- Requires 170 STR and 450 DEX to wield
- Weapon Attack: 108
- DEX +5%
- Fast speed
- 7 Slots
You have the most brilliant Job/Story ideas in this forum.
After reading a bit of the back story on the thief legend, I'm amazed~ I could actually picture this going on within the maple UI.
I especially laughed a little at how you didn't want to harm the community further with a third throwing star class xD
The idea that you can go back to a previous status is amazing, and actually would be interesting to be seen in the live servers.
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Delicae Wrote:[COLOR="Magenta"]I support this thread.
You have the most brilliant Job/Story ideas in this forum.
After reading a bit of the back story on the thief legend, I'm amazed~ I could actually picture this going on within the maple UI.
I especially laughed a little at how you didn't want to harm the community further with a third throwing star class xD
The idea that you can go back to a previous status is amazing, and actually would be interesting to be seen in the live servers.
[/COLOR]
Can't do anything but agree with this. Can't wait to see the rest of what you made.
Alilatias Wrote:As some of you may have noticed, I have quite a large number of crackpot ideas, so to speak. Many of them are ideas that I had never really bothered to mention over the internet (probably because the vast majority of them are running on pre-BB standards), stuffed in folders between scraps of paper that were written up during excessively boring lectures in high school and college.
As such, I figured that I might as well set up a thread for my ideas. Most of them are class-related, although I did come up with three new higher level areas, one of which was an area unlocked through a chain of quests extending from Level 30-160. (of course, all are running on pre-BB standards, though. So I'll fix those up before putting them up, if I ever get around to it.)
---
Class-related ideas:
Archer Legend: Storm Shaman
(It's the same one that I posted in the other thread.)
A reference to the legendary Albatross/Eagle Eye figure in the Wind Archer skillset. She is the master of wind and lightning, and has quite a variety of support skills and a few offensive skills that are dependant on the terrain. Her unique ability involves transforming her bow into twin blades of lightning for melee strikes if necessary. As such, she can switch between two attack stances (both of which are skills that will be maxed in the 'beginner' stage):
- Sight Stance: The standard archery mode, used for ranged attacks. At max level, it grants Speed +18, Jump +9, Critical Hit Rate +45%, +9% Weapon Attack, and 30% bonus damage against flying enemies/targets tossed into the air.
- Strike Stance: The standard 'twin blade' mode, used for melee attacks. At max level, it grants Speed +27, Jump +15, Critical Hit Rate +30%, Duration of Status Effects -3 Seconds, and +15% Lightning Damage.
- Third 'Beginner' Skill: Arrows of Air: Summons unlimited arrows from the air around you. Duration: 210 seconds.
Because her skills will be dependant on which stance she is in, an option to switch between two different keyboard settings should be made available to everyone beforehand. The Archer Legend's keyboard settings will automatically change when she changes stances (and having her use two different settings would be required). For everyone else, they'd have to press an assigned button to switch keyboard settings (which isn't actually too different from pressing an assigned stance button, main difference is that it's optional in this case).
Notice how her third 'Beginner Skill' is essentially her Soul Arrow, a skill that already affects bows. Because the Archer Legend will be ideally using bows for the rest of the game, I don't see the point of giving the standard melee weapon tutorial to her. The tutorial should simply focus on use of her stance skills instead, and give her a bow at the beginning.
First Job:
- Storm Mastery: 50% Mastery, +120 Accuracy.
(Sight Stance skills)
- Repulsing Current: Launches a 150% damage arrow with a wind current that stuns and pushes up to 4 enemies away with a range of 250.
- Twin Bolts: Lightning strikes twice, inflicting 2 hits of 80% lightning damage on up to 4 enemies. (Strike Stance skills)
- Bolt Dash: The Archer dashes ahead and strikes up to 4 enemies for 70% damage with stunning lightning, followed by forceful wind that pushes them back. (Essentially a Rush that stuns. First hit is Lightning element, second hit is neutral.)
- Quad Strike: Strikes an unlucky enemy 4 times for 60% damage.
---
Second Job:
- Renewal Breeze: Every 4 seconds, the HP and MP of all party members recovers by 15%. Duration: 200 seconds.
- Storm Booster: Weapon Speed -2. Duration: 200 seconds.
- Storm Current: All attacks are converted to Lightning element and add +10% Lightning Damage. Duration: 200 seconds.
(Sight Stance skills)
- Thunderstorm: Fires an arrow infused with lightning to strike up to 6 enemies for 330% Lightning damage. (Basically a Lightning Inferno/Blizzard without a secondary effect.)
- Tri-Bolt: Fires an arrow that strikes a single enemy with three bolts of lightning for 125% Lightning damage. (Strike Stance skills)
- Drawing Current: Summons a wind that draws up to 4 enemies within a range of 400 closer to the Archer (gathering them up about 20 pixels away from the Archer), then strikes for 250% damage.
- Arc Slash: Charges like a bolt of lightning, striking up to 6 enemies twice for 150% Lightning damage. (Basically a weaker Boomerang Step, except there must be enemies in front for this skill to be used.)
---
Third Job:
- Resist Flow: A strong wind flows in to shoulder the burden inflicted on party members, reducing the duration of status effects by 50%. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Shelter: When party members duck, the wind rushes in to protect them, reducing damage taken by 30%. Duration: 200 seconds. (When this skill is cast, the effect is passively tied to the down directional button.)
(Sight Stance skills)
- Violent Current: Fires an arrow infused with powerful wind, hitting up to 6 enemies for 750% damage, but damage is reduced for each successive enemy hit.
- Storm Prism: Fires an arrow with chains of wind and lightning behind it, hitting for 200% lightning damage, lifting up to 6 enemies, keeping them suspended for up to 3 seconds, and with 75% lightning Damage Over Time each second. (Note that this simply lifts them up - they can still move and attack.) (Strike Stance skills)
- Dual Quad Strike: Hits an even unluckier enemy 8 times for 90% damage.
- Reversal Strike: Strikes an enemy in front for 400% damage, then quickly rolls backwards with a range of 450, slashing up to 6 enemies for 350% damage. (There must be an enemy directly on top of you or in front of you for this skill to work. The roll will work regardless of whether there are enemies behind you or not, and has invincibility frames tied with it.)
---
Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Timed Breeze: The wind flows in protectively to give party members a chance to take a breather, extending invincibility duration when hit by +3 seconds. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Albatross: Summons an Albatross, a mythical bird with superb eyesight that is said to travel the world year-round. Grants HP and MP +15% while summoned, strikes up to 4 enemies for 250% lightning damage, and inflicts 100% Lightning Damage Over Time for 5 seconds. Duration: 300 seconds.
- Stance Mastery: Passive +10% critical hit rate, critical damage, and +50% resistance to being knocked back for both stances. Reduces damage taken by +20% when in Sight Stance, and +30% dodge rate when in Strike Stance.
(Sight Stance skills)
- Vortex Shot: Fires five arrows that hit for 235% damage.
- Cyclone Storm: Fires arrows that fall from the sky like blades of wind, striking up to 8 enemies 3 times for 225% damage. (Basically a stronger Arrow Rain.) (Strike Stance skills)
- Hurricane Wheel: Launches circular wind blades that roll along the terrain, striking up to 6 enemies for 240% damage up to 3 times. (If there's a hill in front of you, it will go up that hill. If it reaches the edge of a platform, it will fall off and continue when it lands on a platform below.)
- Bladed Tornado: The Archer dances with her blades at high speed and summons a tornado of lightning that roars through the battlefield, hitting up to 15 enemies 3 times for 550% lightning damage and stunning all that are affected for 6 seconds. Cooldown: 30 seconds.
Thief Legend: Time Keeper
My most recent crackpot idea, and probably the most crackpot I'll ever get. The idea behind this legend is that he has skills that record and take advantage of time, so to speak. He has quite a high number of skills with cooldowns, though. It's a bit difficult to describe in general terms, so hopefully you guys get a better idea of how he works as you look through the skills.
Story
Let's say there was an island below the Temple of Time, inhabited by people that worship the Time Goddess. The Thief Legend is initially an ordinary citizen of the island that is asked to help with setting up the festivities. He gets a lot of comments about his decision to train in the arts of the Thief, particularly in the use of claws and throwing stars, because most members of his family, including his younger brother and his older sister, tend to end up becoming Mages and Archers due to being attuned to the element of fire. (Again, since he's going to be fighting ranged, I see no point in the standard melee beginner tutorial at all.)
While running an errand, he notes that there's a lot of ice washing up on the island lately. He then finds a strange bag along the beach. He opens it to find a stone not unlike those found in the Temple of Time. Just then, a strange monster, definitely not from the island, attacks him. However... The stone seems to react, weakening it by slowing it down - and as with all Thieves, being faster is an advantage, so he manages to dispatch it quite easily. Afterwards, he finishes up his errand and tells his family what happens. His brother mentions that he talked to a kind traveler earlier, some sort of archer that said that she was chasing someone 'very, very bad'. His sister suggests going to see the Priest during the festival to find out exactly what the stone is.
During the festival, he speaks to the Priest in the town chapel, who seems absolutely shocked upon seeing the stone. The thief has no idea why, because it looks almost like any other stone from the Temple of Time. He even suggests that it might have fallen from the Temple somehow. The thief then remembers what happened during the attack, and mentions it to the Priest. The Priest stammers something about melted icebergs from Rien. Just then, the thief's sister runs up to the Priest, saying that she and her younger brother were attacked in the outskirts of the town. She says that the attacker was looking for a stone, the one that her eldest brother has, and that the kind traveler that her younger brother mentioned earlier chased off the attacker.
The three then hear some yelling from the guards, yelling for someone outside to halt. The guards are tossed aside like nothing, and a shadowy figure enters. The Priest tells the thief and his sister to hide while he deals with this outsider himself. The Priest also gets tossed aside like nothing - but at least he bought time for the kind traveler to enter. The thief overhears some of the conversation - something about the attacker being a member of the Black Wings, the kind traveler being a descendant of a legendary archer, and something about the Black Wings member wanting the stone that he found. The archer then proceeds to wipe the floor with the Black Wings member.
After everything is cleared up and the festival ends, the Priest tells the thief to go travel the world, become stronger, and prevent the stone that he holds from falling into the wrong hands. The Priest says to start at Victoria Island. He wonders if the thief finding the stone is part of some divine plan by the Time Goddess. As the thief leaves the island, he gets a strange vision of what appears to be Kerning City.
(Notice how there's a stairway into the Temple itself? Perhaps there's another stairway down to the island itself. The island would have a boat that goes to Lith Harbor and a flight that goes to Orbis. Obviously there would be a high level quest to gain access to the Temple of Time through the island entrance, preventing low level characters, particuarly those of the Thief Legend, from entering the Temple of Time too early.)
Skills
The Thief Legend does not use throwing stars. Due to his family's affinity to fire, he is able to summon stars of fire (more like lava) and throw those instead. (Figured it'd be too freaking cruel for the economy if there were three throwing star classes.)
'Beginner' Skills:
- Endurance: Recover 6% HP and MP every 12 seconds.
- Sharp Object: Pick up and throw something. Anything. Preferably sharp. Inflicts 40 damage.
- Beginning Throwing Mastery: Weapon Attack +9, Critical Rate +30%
- Journal Entry: Records the HP, MP, casted buffs (including remaining duration, excluding this skill), and current status afflictions of all party members (except death). Used with the third job skill 'Previous Chapter'. Duration: 600 seconds. (Obtained after the 3rd job advancement.)
First Job:
- Flame Booster: Claw Attack speed -2. Duration: 200 seconds.
- Flow of Time: Either the flow of time around you is slowing down, or you're speeding up. Either way works. Speed +40 and Jump +23 for 200 seconds.
- Three o' clock: Throws three stars that inflict 65% Fire Damage.
- Slow Burn: All attacks have a 50% chance to slow the enemy to 50% of their original speed as well as inflicting an additional 50% Fire DoT for 10 seconds. Duration: 200 seconds. Cooldown: 500 seconds.
- Flaming Boomerang: Throws a flaming boomerang that inflicts two hits of 70% Fire Damage on up to 4 enemies.
Second Job:
- Flame Mastery: Claw Mastery +50%, Accuracy +120.
- Flame Thrower: Tosses a whip of fire that inflicts two hits of 175% Fire Damage on up to 6 enemies.
- Next Chapter: You seem to be able to manipulate time to the point where you can disappear and reappear a short distance away from where you once stood. (Essentially Teleport.)
- Cool Midnight: Fire Damage is converted to Neutral for 200 seconds. (Essentially Elemental Reset.)
- Burning Barrier: Surrounds the party in a barrier of flames that melt away incoming attacks (essentially block) at a 20% rate. All attacks that still connect will be reflected back at the attacker for 500% of the damage taken. Duration: 200 seconds. Cooldown: 500 seconds.
- Solid Stones: Sometimes fire isn't enough. In that case, bring on the stones! 300% damage on up to 6 enemies with a 50% chance to stun for 3 seconds.
Third Job:
- Intermediate Throwing Mastery: Weapon Attack +19, Critical Rate +45%, Damage +10%
- Timed Efficiency: For the next 200 seconds, all party buffs and attacks with a cooldown timer will have their cooldown durations reduced by 50%. (Obviously doesn't include itself.) Cooldown: 300 seconds.
- Previous Chapter: Resets the party's status to a state recorded by the Journal Entry. Consumes the Journal Entry buff when used. Cooldown: 60 seconds.
- Burning Noon: Summons a hail of firey crystals to attack monsters around you, inflicting three hits of 150% Fire Damage on up to 8 enemies. (Essentially a fire-elemental Arrow Rain.)
- Six o' Clock: Throws six stars that inflict 95% Damage each.
- Next Preview: You see a preview where two hits of 250% Fire Damage are inflicted on 6 enemies between the current chapter and the Next Chapter. Duration: 200 seconds.
Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Master of Flames: Claw Mastery +60%, Weapon Attack +29, Critical Rate +60%, Damage +20% (Pre-requisite maxed Flame Mastery and Intermediate Throwing Mastery)
- Copying Frenzy: All attacks used by the Time Keeper will be copied to instantly inflict the same amount of damage yet again. Does not include damage inflicted by Instant Replay. Duration: 30 seconds. Cooldown: 90 seconds.
- Instant Replay: Throws a copy of the Time Stone at a monster that records all damage that the monster takes for 5 seconds. At the end of the 5 seconds, it explodes, inflicting all of that damage yet again. Cooldown: 20 seconds.
- Searing Burn: Throws a bomb of fire so heated that it inflicts 625% Fire Damage to 6 monsters with 75% Damage Over Time each second for 5 seconds.
- Overclocking: Your inner flame bursts out, increasing your Fire Damage by +20% as well as increasing your maximum HP and MP by 40%. Duration: 100 seconds. Cooldown: 250 seconds.
- Crystal Eruption: Lava erupts from the ground, solidifying into sharp crystals in an instant, showering up to 15 enemies with two hits of 750% Damage. Cooldown: 30 seconds. (First hit is Fire element, second hit is neutral.)
*Nexon Lurker thinking* "Holy pineapple, can we just steal these ideas or should we pay for them so we don't get sued..... Damn, I'd better call Lloyd Korn......"
Delicae Wrote:[COLOR="Magenta"]I support this thread.
You have the most brilliant Job/Story ideas in this forum.
After reading a bit of the back story on the thief legend, I'm amazed~ I could actually picture this going on within the maple UI.
I especially laughed a little at how you didn't want to harm the community further with a third throwing star class xD
The idea that you can go back to a previous status is amazing, and actually would be interesting to be seen in the live servers.
[/COLOR]
Alilatias Wrote:As some of you may have noticed, I have quite a large number of crackpot ideas, so to speak. Many of them are ideas that I had never really bothered to mention over the internet (probably because the vast majority of them are running on pre-BB standards), stuffed in folders between scraps of paper that were written up during excessively boring lectures in high school and college.
As such, I figured that I might as well set up a thread for my ideas. Most of them are class-related, although I did come up with three new higher level areas, one of which was an area unlocked through a chain of quests extending from Level 30-160. (of course, all are running on pre-BB standards, though. So I'll fix those up before putting them up, if I ever get around to it.)
---
Class-related ideas:
Archer Legend: Storm Shaman
(It's the same one that I posted in the other thread.)
A reference to the legendary Albatross/Eagle Eye figure in the Wind Archer skillset. She is the master of wind and lightning, and has quite a variety of support skills and a few offensive skills that are dependant on the terrain. Her unique ability involves transforming her bow into twin blades of lightning for melee strikes if necessary. As such, she can switch between two attack stances (both of which are skills that will be maxed in the 'beginner' stage):
- Sight Stance: The standard archery mode, used for ranged attacks. At max level, it grants Speed +18, Jump +9, Critical Hit Rate +45%, +9% Weapon Attack, and 30% bonus damage against flying enemies/targets tossed into the air.
- Strike Stance: The standard 'twin blade' mode, used for melee attacks. At max level, it grants Speed +27, Jump +15, Critical Hit Rate +30%, Duration of Status Effects -3 Seconds, and +15% Lightning Damage.
- Third 'Beginner' Skill: Arrows of Air: Summons unlimited arrows from the air around you. Duration: 210 seconds.
Because her skills will be dependant on which stance she is in, an option to switch between two different keyboard settings should be made available to everyone beforehand. The Archer Legend's keyboard settings will automatically change when she changes stances (and having her use two different settings would be required). For everyone else, they'd have to press an assigned button to switch keyboard settings (which isn't actually too different from pressing an assigned stance button, main difference is that it's optional in this case).
Notice how her third 'Beginner Skill' is essentially her Soul Arrow, a skill that already affects bows. Because the Archer Legend will be ideally using bows for the rest of the game, I don't see the point of giving the standard melee weapon tutorial to her. The tutorial should simply focus on use of her stance skills instead, and give her a bow at the beginning.
First Job:
- Storm Mastery: 50% Mastery, +120 Accuracy.
(Sight Stance skills)
- Repulsing Current: Launches a 150% damage arrow with a wind current that stuns and pushes up to 4 enemies away with a range of 250.
- Twin Bolts: Lightning strikes twice, inflicting 2 hits of 80% lightning damage on up to 4 enemies. (Strike Stance skills)
- Bolt Dash: The Archer dashes ahead and strikes up to 4 enemies for 70% damage with stunning lightning, followed by forceful wind that pushes them back. (Essentially a Rush that stuns. First hit is Lightning element, second hit is neutral.)
- Quad Strike: Strikes an unlucky enemy 4 times for 60% damage.
---
Second Job:
- Renewal Breeze: Every 4 seconds, the HP and MP of all party members recovers by 15%. Duration: 200 seconds.
- Storm Booster: Weapon Speed -2. Duration: 200 seconds.
- Storm Current: All attacks are converted to Lightning element and add +10% Lightning Damage. Duration: 200 seconds.
(Sight Stance skills)
- Thunderstorm: Fires an arrow infused with lightning to strike up to 6 enemies for 330% Lightning damage. (Basically a Lightning Inferno/Blizzard without a secondary effect.)
- Tri-Bolt: Fires an arrow that strikes a single enemy with three bolts of lightning for 125% Lightning damage. (Strike Stance skills)
- Drawing Current: Summons a wind that draws up to 4 enemies within a range of 400 closer to the Archer (gathering them up about 20 pixels away from the Archer), then strikes for 250% damage.
- Arc Slash: Charges like a bolt of lightning, striking up to 6 enemies twice for 150% Lightning damage. (Basically a weaker Boomerang Step, except there must be enemies in front for this skill to be used.)
---
Third Job:
- Resist Flow: A strong wind flows in to shoulder the burden inflicted on party members, reducing the duration of status effects by 50%. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Shelter: When party members duck, the wind rushes in to protect them, reducing damage taken by 30%. Duration: 200 seconds. (When this skill is cast, the effect is passively tied to the down directional button.)
(Sight Stance skills)
- Violent Current: Fires an arrow infused with powerful wind, hitting up to 6 enemies for 750% damage, but damage is reduced for each successive enemy hit.
- Storm Prism: Fires an arrow with chains of wind and lightning behind it, hitting for 200% lightning damage, lifting up to 6 enemies, keeping them suspended for up to 3 seconds, and with 75% lightning Damage Over Time each second. (Note that this simply lifts them up - they can still move and attack.) (Strike Stance skills)
- Dual Quad Strike: Hits an even unluckier enemy 8 times for 90% damage.
- Reversal Strike: Strikes an enemy in front for 400% damage, then quickly rolls backwards with a range of 450, slashing up to 6 enemies for 350% damage. (There must be an enemy directly on top of you or in front of you for this skill to work. The roll will work regardless of whether there are enemies behind you or not, and has invincibility frames tied with it.)
---
Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Timed Breeze: The wind flows in protectively to give party members a chance to take a breather, extending invincibility duration when hit by +3 seconds. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Albatross: Summons an Albatross, a mythical bird with superb eyesight that is said to travel the world year-round. Grants HP and MP +15% while summoned, strikes up to 4 enemies for 250% lightning damage, and inflicts 100% Lightning Damage Over Time for 5 seconds. Duration: 300 seconds.
- Stance Mastery: Passive +10% critical hit rate, critical damage, and +50% resistance to being knocked back for both stances. Reduces damage taken by +20% when in Sight Stance, and +30% dodge rate when in Strike Stance.
(Sight Stance skills)
- Vortex Shot: Fires five arrows that hit for 235% damage.
- Cyclone Storm: Fires arrows that fall from the sky like blades of wind, striking up to 8 enemies 3 times for 225% damage. (Basically a stronger Arrow Rain.) (Strike Stance skills)
- Hurricane Wheel: Launches circular wind blades that roll along the terrain, striking up to 6 enemies for 240% damage up to 3 times. (If there's a hill in front of you, it will go up that hill. If it reaches the edge of a platform, it will fall off and continue when it lands on a platform below.)
- Bladed Tornado: The Archer dances with her blades at high speed and summons a tornado of lightning that roars through the battlefield, hitting up to 15 enemies 3 times for 550% lightning damage and stunning all that are affected for 6 seconds. Cooldown: 30 seconds.
Thief Legend: Time Keeper
My most recent crackpot idea, and probably the most crackpot I'll ever get. The idea behind this legend is that he has skills that record and take advantage of time, so to speak. He has quite a high number of skills with cooldowns, though. It's a bit difficult to describe in general terms, so hopefully you guys get a better idea of how he works as you look through the skills.
Story
Let's say there was an island below the Temple of Time, inhabited by people that worship the Time Goddess. Every year, there is a festival held in her honor. The Thief Legend is initially an ordinary citizen of the island that is asked to help with setting up the current year's festivities. He gets a lot of comments about his decision to train in the arts of the Thief, particularly in the use of claws and throwing stars, because most members of his family, including his younger brother and his older sister, tend to end up becoming Mages and Archers due to being attuned to the element of fire. (Again, since he's going to be fighting ranged, I see no point in the standard melee beginner tutorial at all.)
While running an errand, he notes that there's a lot of ice washing up on the island lately. He then finds a strange bag along the beach. He opens it to find a stone not unlike those found in the Temple of Time. Just then, a strange monster, definitely not from the island, attacks him. However... The stone seems to react, weakening it by slowing it down - and as with all Thieves, being faster is an advantage, so he manages to dispatch it quite easily. Afterwards, he finishes up his errand and tells his family what happend. His brother mentions that he talked to a kind traveler earlier, some sort of archer that said that she was chasing someone 'very, very bad'. His sister suggests going to see the Priest during the festival to find out exactly what the stone is.
During the festival, he speaks to the Priest in the town chapel, who seems absolutely shocked upon seeing the stone. The thief has no idea why, because it looks almost like any other stone from the Temple of Time. He even suggests that it might have fallen from the Temple somehow. The Priest stammers something about melted icebergs from Rien. The thief then remembers what the stone did during the attack, and mentions it to the Priest. Just then, the thief's sister runs up to the Priest, saying that she and her younger brother were attacked in the outskirts of the town. She says that the attacker was looking for a stone, the one that her eldest brother has, and that the kind traveler that her younger brother mentioned earlier chased off the attacker.
The three then hear some yelling from the guards, yelling for someone outside to halt. The guards are tossed aside like nothing, and a shadowy figure enters. The Priest tells the thief and his sister to hide while he deals with this outsider himself. The Priest also gets tossed aside like nothing - but at least he bought time for the kind traveler to enter. The thief overhears some of the conversation - something about the attacker being a member of the Black Wings, the kind traveler being a descendant of a legendary archer, and something about the Black Wings member wanting the stone that he found. The archer then proceeds to wipe the floor with the Black Wings member.
After everything is cleared up and the festival ends, the Priest tells the thief to go travel the world, become stronger, and prevent the stone that he holds from falling into the wrong hands. He wonders if the thief finding the stone is part of some divine plan by the Time Goddess. Could the thief already be attuned to the powers of the stone, and manipulate time? Did that stone even belong to that fabled hero..? The Priest tells the thief to start at Victoria Island. Right before the thief boards the boat to Lith Harbor, he gets a strange vision of what appears to be Kerning City.
(Notice how there's a stairway into the Temple itself? Perhaps there's another stairway down to the island itself. The island would have a boat that goes to Lith Harbor and a flight that goes to Orbis. Obviously there would be a high level quest to gain access to the Temple of Time through the island entrance, preventing low level characters, particuarly those of the Thief Legend, from entering the Temple of Time too early.)
Skills
The Thief Legend does not use throwing stars. Due to his family's affinity to fire, he is able to summon stars of fire (more like lava) and throw those instead. (Figured it'd be too freaking cruel for the economy if there were three throwing star classes.)
'Beginner' Skills:
- Endurance: Recover 6% HP and MP every 12 seconds.
- Sharp Object: Pick up and throw something. Anything. Preferably sharp. Inflicts 40 damage.
- Beginning Throwing Mastery: Weapon Attack +9, Critical Rate +30%
- Journal Entry: Records the HP, MP, casted buffs (including remaining duration, excluding this skill), and current status afflictions of all party members (except death). Used with the third job skill 'Previous Chapter'. Duration: 600 seconds. (Obtained after the 3rd job advancement.)
First Job:
- Flame Booster: Claw Attack speed -2. Duration: 200 seconds.
- Flow of Time: Either the flow of time around you is slowing down, or you're speeding up. Either way works. Speed +40 and Jump +23 for 200 seconds.
- Three o' clock: Throws three stars that inflict 65% Fire Damage.
- Slow Burn: All attacks have a 50% chance to slow the enemy to 50% of their original speed as well as inflicting an additional 50% Fire DoT for 10 seconds. Duration: 200 seconds. Cooldown: 300 seconds.
- Flaming Boomerang: Throws a flaming boomerang that inflicts two hits of 70% Fire Damage on up to 4 enemies.
Second Job:
- Flame Mastery: Claw Mastery +50%, Accuracy +120.
- Flame Thrower: Tosses a whip of fire that inflicts two hits of 175% Fire Damage on up to 6 enemies.
- Next Chapter: You seem to be able to manipulate time to the point where you can disappear and reappear a short distance away from where you once stood. (Essentially Teleport, except it can be used in mid-air.)
- Cool Midnight: Fire Damage is converted to Neutral for 200 seconds. (Essentially Elemental Reset.)
- Burning Barrier: Surrounds the party in a barrier of flames that melt away incoming attacks (essentially block) at a 20% rate. All attacks that still connect will be reflected back at the attacker for 500% of the damage taken. Duration: 200 seconds. Cooldown: 300 seconds.
- Obsidian Shower: Sometimes fire alone isn't enough. And who cares about those stones lying on the ground when you can make sharp versions instantly? Inflicts 300% Fire Damage on up to 6 enemies with a 50% chance to stun for 3 seconds.
Third Job:
- Intermediate Throwing Mastery: Weapon Attack +19, Critical Rate +45%, Damage +10%
- Timed Efficiency: For the next 200 seconds, all party buffs and attacks with a cooldown timer will have their cooldown durations reduced by 50%. (Obviously doesn't include itself.) Cooldown: 300 seconds.
- Previous Chapter: Resets the party's status to a state recorded by the Journal Entry. Consumes the Journal Entry buff when used. Cooldown: 60 seconds.
- Burning Noon: Summons a hail of firey crystals to attack monsters around you, inflicting three hits of 150% Fire Damage on up to 8 enemies. (Essentially a fire-elemental Arrow Rain.)
- Six o' Clock: Throws six stars that inflict 95% Fire Damage each.
- Impeding Obsidian: Forms lava into a dark copy of the Time Stone emitting a force field that sucks out the flow of time within, inflicting 200% Fire Damage on 6 enemies caught inside as well as preventing them from acting while they take 50% Fire Damage over Time for 5 seconds. (The freeze effect is different from the actual Ice Freeze status effect, so it'd work on bosses.) Cooldown: 40 seconds.
- Next Preview: You see a preview where two hits of 220% Fire Damage are inflicted on 6 enemies between the current chapter and the Next Chapter. Duration: 200 seconds.
Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Master of Flames: Claw Mastery +60%, Weapon Attack +29, Critical Rate +60%, Damage +20% (Pre-requisite maxed Flame Mastery and Intermediate Throwing Mastery)
- Copying Frenzy: All damage from your attacks will be copied to instantly inflict the same amount of damage yet again. Does not include damage inflicted by Instant Replay. Duration: 30 seconds. Cooldown: 90 seconds.
- Instant Replay: Throws a copy of the Time Stone at a monster that records all damage that the monster takes for 5 seconds. At the end of the 5 seconds, it explodes, inflicting all of that damage yet again. Cooldown: 20 seconds.
- Solar Flare: Throws a bomb of fire so heated that it inflicts 615% Fire Damage to 6 monsters with 75% Damage Over Time each second for 5 seconds.
- Overclocking Supernova: Your inner flame bursts out, increasing your Fire Damage by +20% as well as increasing your maximum HP and MP by 30%. Duration: 100 seconds. Cooldown: 250 seconds.
- Explosion Caldera: Magma explodes from the ground, quickly solidifying into sharp gem crystals in the air that would normally take eons to form that rain back down, showering up to 15 enemies with two hits of 750% Damage. Cooldown: 30 seconds. (First hit is Fire element, second hit is neutral.)
(Yeah... The skill names and descriptions are kind of overkill to the max. I had to, though, I just took a Geology class this past semester. >_>)
Gee, I didn't think the Time Keeper, particularly the Journal Entry/Previous Chapter skills, would be that popular. If anything, I expected to take some flak for him being a fire user instead of having a poison/darkness theme (although I wouldn't give any further legend classes a darkness theme since Evan and the Resistance Battlemage already has that nailed down).
I mainly designed that in response to the way the Cygnus fight was structured, what with the excessive pot cooldowns on top of ridiculously high damage and Zombify. In fact, I started designing the Time Keeper with the Journal Entry/Previous Chapter skills in mind - everything else came during the two hours that I spent typing all of that up to post here. (I mentioned that Time Keeper was my latest crackpot idea - how much 'latest' was it? I thought up the Journal Entry/Previous Chapter skills the night before I posted this thread.)
Admittedly, his attacks could be designed better - he's generally supposed to be a support character (about the same as, if not below the Warriors in DPS) that is still capable of holding his own for training purposes. However, from the way that I designed his attack skills, it's like he'd thereotically outshine NLs in almost every category but mobility and single target DPS. And even then, he'd have a larger role in boss fights thanks to Journal Entry/Previous Chapter and Instant Replay, although the effectiveness of those skills is tied to the preformance of the entire expedition. After all, you wouldn't want Journal Entry to record someone getting seduced/zombified or a tanking party member with low HP.
Right now, I'm trying to think up something unique for the Pirate Legend. In my mind, he's going to be a Holy Knuckler user (versus Poison - I've been thinking that none of the Legend classes should specialize in poison, just to leave something unique for the Adventurers, and that the Time Keeper already has plenty of Damage over Time skills), but I'm still trying to figure out something unique for the Pirate legend that hopefully stays as far away as possible from encroaching on any other classes' territory.
You all have probably noticed by now that I've been designing classes with support in mind - in a game in which the vast majority of classes more or less boil down to DPS and Survivability, I think we need classes with more support elements.
I thought the Time Keeper would be a Pirate Legendary, seeing how Buccaneers are the most time-related class (with skills like Time Leap and Speed Infusion). I don't like the idea of a Time Keeper using fire, I'd prefer something like Earth/Stones (but, I guess stones can be cooldowned lava). : P
I was thinking about making Time Keeper earth-based too, but decided against it since earth implies that he's going to be slow (definitely not fitting for a Thief), not to mention that it would have probably resulted in the creation of an entirely new element category. Instead, I decided to give the earth/nature theme to the Pirate Legend - Infighters may have some time-themed skills, but IMO, their skills seem to put far more emphasis on physical and spiritual growth.
I finally have some idea on what I might want to do with the Pirate Legend. It's not final though, I'm still trying to think of a unique system that he could use, and thus the theme could be completely changed once I figure out what that system could be.
- In gameplay terms, he's someone with a theme focusing around earth and nature, particularly the growth of living things. His elemental focus is Holy, which I would think is close enough to the nature theme without having to create a new element.
- In story terms, he could be the exact opposite of Aran. Instead of being cursed in the past and waking up in the present, he's someone from the same future as the cursed Cygnus, therefore already knowing about the discovery of the World Tree. The reason he gets thrown into the present is due to a massive (and fortunate in the long run) screwup by the Time Keeper, although the Time Keeper has nothing to do with the powers that the Pirate Legend gains.
Rough backstory as of now:
He was part of a different expedition sent by Kyrin to find the truth behind the World Tree, especially if it was already controlled by the Black Wings or not, this time being more careful than Cygnus was. The expedition still gets ambushed just like Cygnus's expedition upon finding the World Tree, with the expedition fleeing for their lives once they realize that they're completely outmatched. The Black Wings' attack quickly forces the expedition to scatter in different directions, with the Infighter Pirate Legend fleeing with the Gunslinger navigator, who exclaims that they're headed into unknown territory.
The Pirate legend trips on something, which then glows. The two pick it up and observe that it's a strange seed - and the seed suddenly releases magic on the two and disappears. The Pirate Legend notes that his arms are covered in strange vine-like green runes, while the navigator's arms are covered in gray runes. As the two try to figure out what the hell just happened, they forget that they were running from the Black Wings in the first place, until a member of the Black Wings catches up with them and prepares to strike a knockout blow on the two. A strange energy then ripples across the landscape, and it washes over the three.
When the Pirate Legend wakes up, he finds himself in what appears to be a different world. He quickly finds the navigator, although there's no trace of that Black Wings member at the moment. Upon seeing the first local monster (which the Pirate Legend doesn't recognize at all), the navigator forms a theory on what might have happened to them - but they would have to proceed further in order to verify it. The two proceed, running into more monsters that the Pirate Legend still doesn't recognize, and that's when the navigator mentions that these monsters were extinct in their time, meaning that they were most likely thrown into the past. Of course, they don't know how or why. Either way, the navigator also mentions that if his theory is correct, there should be a town nearby, one that also didn't exist in their time - and the theory proves to be completely correct, as they enter Edelstein. The navigator is worried, wondering which time period they were thrown into.
While asking around and observing the townspeople, they quickly learn that the town is swarming with Black Wings members, as the navigator feared - although luckily, it seems the Black Wings haven't found any fellow members that could have come from their time at the moment. They figure that the safest place for them to go to would be Victoria Island, back with Kyrin, assuming that her crew had already returned to Victoria Island in this time. As they head to where Ace the Pilot is, they find the Black Wings member from before staggering about the place. They fight, with the fight being noticed by a number of people - with the Resistance members quickly taking the two into their hideout before the Black Wings arrive to see a beat-up member that they don't recognize.
Alilatias Wrote:I was thinking about making Time Keeper earth-based too, but decided against it since earth implies that he's going to be slow (definitely not fitting for a Thief), not to mention that it would have probably resulted in the creation of an entirely new element category. Instead, I decided to give the earth/nature theme to the Pirate Legend - Infighters may have some time-themed skills, but IMO, their skills seem to put far more emphasis on physical and spiritual growth.
I finally have some idea on what I might want to do with the Pirate Legend. It's not final though, I'm still trying to think of a unique system that he could use, and thus the theme could be completely changed once I figure out what that system could be.
- In gameplay terms, he's someone with a theme focusing around earth and nature, particularly the growth of living things. His elemental focus is Holy, which I would think is close enough to the nature theme without having to create a new element.
- In story terms, he could be the exact opposite of Aran. Instead of being cursed in the past and waking up in the present, he's someone from the same future as the cursed Cygnus, therefore already knowing about the discovery of the World Tree. The reason he gets thrown into the present is due to a massive (and fortunate in the long run) screwup by the Time Keeper, although the Time Keeper has nothing to do with the powers that the Pirate Legend gains.
Rough backstory as of now:
He was part of a different expedition sent by Kyrin to find the truth behind the World Tree, especially if it was already controlled by the Black Wings or not, this time being more careful than Cygnus was. The expedition still gets ambushed just like Cygnus's expedition upon finding the World Tree, with the expedition fleeing for their lives once they realize that they're completely outmatched. The Black Wings' attack quickly forces the expedition to scatter in different directions, with the Infighter Pirate Legend fleeing with the Gunslinger navigator, who exclaims that they're headed into unknown territory.
The Pirate legend trips on something, which then glows. The two pick it up and observe that it's a strange seed - and the seed suddenly releases magic on the two and disappears. The Pirate Legend notes that his arms are covered in strange vine-like green runes, while the navigator's arms are covered in gray runes. As the two try to figure out what the hell just happened, they forget that they were running from the Black Wings in the first place, until a member of the Black Wings catches up with them and prepares to strike a knockout blow on the two. A strange energy then ripples across the landscape, and it washes over the three.
When the Pirate Legend wakes up, he finds himself in what appears to be a different world. He quickly finds the navigator, although there's no trace of that Black Wings member at the moment. Upon seeing the first local monster (which the Pirate Legend doesn't recognize at all), the navigator forms a theory on what might have happened to them - but they would have to proceed further in order to verify it. The two proceed, running into more monsters that the Pirate Legend still doesn't recognize, and that's when the navigator mentions that these monsters were extinct in their time, meaning that they were most likely thrown into the past. Of course, they don't know how or why. Either way, the navigator also mentions that if his theory is correct, there should be a town nearby, one that also didn't exist in their time - and the theory proves to be completely correct, as they enter Edelstein. The navigator is worried, wondering which time period they were thrown into.
While asking around and observing the townspeople, they quickly learn that the town is swarming with Black Wings members, as the navigator feared - although luckily, it seems the Black Wings haven't found any fellow members that could have come from their time at the moment. They figure that the safest place for them to go to would be Victoria Island, back with Kyrin, assuming that her crew had already returned to Victoria Island in this time. As they head to where Ace the Pilot is, they find the Black Wings member from before staggering about the place. They fight, with the fight being noticed by a number of people - with the Resistance members quickly taking the two into their hideout before the Black Wings arrive to see a beat-up member that they don't recognize.
Only one word in the english language describes this, and all of your ideas.
I hope you realize how ridiculuous it is to put names like "Explosion Caldera" in a game with names like "Sonic Roar".
The damage you're doing as a beginner is insane. It looks to me like all the classes have a throw/healing/speed skill, so you can probably just do that. Those beginner skills looks like they should be in second job.
The Thief Legend doesn't make sense to me. I understand Aran has Ice powers because of him being frozen and Mir is a goddamn dragon, but this Fire + Time thing doesn't make sense to me. They don't logically fit together. I feel like this would make sense if he lived in El Nath when Zakum was still worshipped and not feared, and a temporal anomaly at Time Temple put him at the time when Zakum was all "lol lava".
I was never that good with skill names. Or hell, names in general. It's why I haven't tried to name the Legends yet. Nor do I even want to. (The skill's original name was Crystal Eruption, before I decided to go overkill with the Geology theme, which may or may not have been a bad idea. You can see proof of it in Maping's first post, from before I edited the skills.) >_>
Maybe I could go with the earth theme as suggested earlier. I initally decided against it because it'd either require creation of a whole new element, or he'd be stuck with the generic poison theme again (and god would the F/P's rage). Fire was the next best thing that wasn't taken yet, and I tried to explain it by mentioning that his family was attuned to the element of fire (which I noted that it raised the eyebrows of some of the other NPCs when the Time Keeper decided to go Thief instead of mage or archer), although that's probably not a good enough reason.
I could have gone with a completely different route and make him Holy-based instead. I honestly don't know if that's so different it sucks or it's so different it's good. Then again, I could have just made him element-less too, but that seems quite boring, considering how Aran gets to wield ice and Evan gets to wield just about everything... Although one could argue that Fire is Evan's main element towards the end of the game. Hm.
The 'beginner' skills were just to start them off. The Archer Legend wouldn't really be able to function without the stances, as you have to activate the stances manually (they're like the Battlemage Auras in duration, and using one changes the key settings of your keyboard). Maybe I shouldn't have given the Weapon Attack and bonus lightning damage to the Archer Legend's stances (instead merging those effects with those already present in the 4th job stance mastery skill), and I could replace the Soul Arrow with the standard Recovery along with moving the Soul Arrow to 2nd job.
I'd think the Thief Legend's beginner skills would be justified though (except for the Endurance skill, I suppose it could be nerfed or replaced with the standard Nimble Feet, and I know his Sharp Object skill is quite redundant), seeing as he doesn't get a critical hit rate increase until 3rd job, not to mention that he doesn't gain any weapon attack from stars like Ilibis because his attacks don't use conventional throwing stars.
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EDIT: Thought a bit more about the Pirate Legend. Time to rant a little bit.
Alilatias pretends to be a developer
I've finally decided that he should be element-less or a whole new Earth element would be created for him. The reason being, the skills that I thought up for him became less and less 'holy' as I went on, and perhaps the Holy element should also be something else left to the Adventurers.
In order to have an earth element in the first place, I would think that its logical Wind counterpart would be made into an official element too, which would give the Archer Legend effective control of two elements - so if I were to go this route, I'd have to revamp the Archer Legend's skills to scrap the Lightning skills, and replace the Thief Legend's Fire theme with Lightning, reason being that it could be argued that Fire is Evan's main element in the endgame stages.
Some of you probably want to know what I have so far for the Pirate Legend in terms of skills. I'm still running with that rough backstory posted earlier. His theme is still earth/nature based, particularly the growth of living things. Some of you likely remember that his Gunslinger partner inherited some power from the seed as well. I would think that it'd be important to the Pirate Legend's story, as his Gunslinger partner inherits powers that are the opposite of what the Pirate Legend does - the aging and death of living things.
- I recall Buccaneers/Vipers having a skill where, when transformed, they could grab onto a monster that's further away and bring it in front of them. The Pirate Legend would have a skill that's the opposite of that - grab onto a monster that's further away and quickly propel himself towards it.
- The Pirate Legend's ultimate would not only act like a typical ultimate in the offensive sense, but it would also absorb 3% of the damage inflicted, restoring the HP and MP of party members by up to a capped 50%.
- I had thought about a skill for the Pirate Legend that would allow him to instantly grapple his way to a member of the party in the same map that was the furthest away from him. It would be quite silly for him to generate a vine that could extend clear across the map, so I decided that it could be a skill in the beginner category that the Archer Legend gains after a Level 60 or so quest instead.