KR Arena

Anything and everything.

KR Arena

by AerisDraco » Sat Oct 24, 2015 3:13 pm

Welcome, one and all, to another thread also titled KRA. For some reason.

You have come to Coliseum of King Pellferr. The greatest coliseum of the world, and only the best heroes are invited. You have been sent an invitation, and you will not deny the chance for glory.

You have been granted 150 gold to start with.


To register, just state your current upgrades, gold count, and name.

This thread is a combination slaughter and (I guess) civ-style upgrade tree.

The tree is here:

Image

The Main Rule
-No jumping back in time, unless you wield teleportation, timelapse, or dodge. I.E, Forumer(?) A attacks forumer B. Forumer B then replies with "No, you can't do that, because I just did this."
That is not (generally) allowed.

Turn Rules
A turn consists of 12 hours, from approximately 12 AM Uruguay time to 12 PM Uruguay time and vice versa. (7 PST, 10 EST, 3 GMT)
During a turn, each player gets 25 skill points to use.

Upgrades
Upgrades are bought using gold.
Upgrades may enable a basic attack, secondary, or passive.
YOU MUST FOLLOW THE TREE. If you don't understand, the tree basically starts in the 1st column, and to get the power you want, you must have prerequisite powers unlocked. Note: Follows the Civ:BE Tech Web style, i.e. only one prerequisite power is required, except for insta-kills, because.


Gold
Gold is the main currency.
It is found through killing enemies, players, or pickpocket.
Enemies are dropped in every 2 turns, and players who deal damage to them will receive a portion of the bounty as profit.
The amount of gold for killing players is determined by: b = (highest level power * amount of hlp) * 50 / 2, where b = bounty.

Skill Set and the Point System
So, this is the main change. The point system. Each move has a specified point value, and points determine how many moves you can make.
So if you have 30 points, you can use 3 10 point moves.
Obviously, the higher you go in the tree, the more points things tend to cost.
You can still have up to 3 basic attacks at any time, but only two insta-kills.

Attacking
Attacks come in a few types.
Basic- One must always be equipped. No cooldown.
Secondary- Generally has a cooldown, may have a status effect.
Special- Support move.
Passive- It's a passive. You can have up to 10 active at any one time.
Innate- Doesn't count for point values.

Now, onwards to the tech tree breakdown.

Image

Tier 1 (50 Gold)
[+] SPOILER
Circle of Life
Unlocks: Spear Throw (Basic), Circle of Life (Special)

Curse
Unlocks: Mage Bolt (Basic), Sorcerer's Curse (Passive)

Magic-Piercer
Unlocks: Mage Bolt (Basic), Magic-Piercer (Passive)

Splash
Unlocks: Bomb (Basic), Splash (Passive)

Dodge
Unlocks: Knife (Basic), Dodge (Passive)

Armor Pierce
Unlocks: Bow and Arrow (Basic), Armor Pierce (Passive)

Whirlwind Attack
Unlocks: Axe (Basic), Whirlwind Strike (Secondary)

Toughness
Unlocks: Greatsword (Basic), Toughness (Passive)


Tier 2 (100 Gold)
[+] SPOILER
Eerie Gardener
Unlocks: Eerie Gardener (Secondary)

Sylvan Curse
Unlocks: Rock (Basic), Sylvan Curse (Special)

Pestilence
Unlocks: Pestilence (Special)

Burst
Unlocks: Burst (Secondary)

Chain Strike
Unlocks: Lightning (Basic), Chain (Passive)

Large AoE
Unlocks: Mega AoE (Passive)

Stealth
Unlocks: Invisibility (Passive)

Hunter's Mark
Unlocks: Hunter's Mark (Special)

Holy Strike
Unlocks: Holy Strike (Secondary)

Shield of Valor
Unlocks: Shield (Passive)


Tier 3 (150 Gold)
[+] SPOILER
Wrath of the Forest
Unlocks: Wrath of the Forest (Secondary)

Necromancy
Unlocks: Necromancy (Passive)

Totem of Spirits
Unlocks: Totem of Spirits (Special)

Triple Shot
Unlocks: Triple Shot (Passive)

Supercharged Bolt
Unlocks: Supercharge (Passive)

Overcharge
Unlocks: Overcharge (Passive)

Pickpocket
Unlocks: Pickpocket (Passive)

Counterattack
Unlocks: Counter (Passive)

Hunting Nets
Unlocks: Net (Special)

Healing Light
Unlocks: Healing Light (Special)


Tier 4 (200 Gold)
[+] SPOILER
Clobber
Unlocks: Clobber (Secondary)

Totem of Weakness
Unlocks: Totem of Weakness (Special)

Ward of Disruption
Unlocks: Disruption Ward (Special)

Charging
Unlocks: Charge (Passive)

Cluster Launcher Xtreme
Unlocks: Cluster Bomb (Secondary)

Furnace Blast
Unlocks: Furnace Blast (Special)

Sneak Attack
Unlocks: Sneak Attack (Secondary)

Falconer
Unlocks: Falcon's Eye (Passive)

More Axes
Unlocks: Moar Axes (Passive)

Holy Grail
Unlocks: Holy Grail (Passive)


Tier 5 (250 Gold)
[+] SPOILER
Fiery Nut
Unlocks: Fire Nut (Special)

Ancient Oak Spear
Unlocks: Ancient Oak Spear (Passive)

Consecutive Boost
Unlocks: Consec. Boost (Passive)

Critical Mass
Unlocks: Critical Mass (Passive)

Dragonbreath Launcer
Unlocks: Dragon's Breath (Secondary)

Battle-Mecha
Unlocks: Mecha (Passive)

Shrapnel Shot
Unlocks: Shrapnel Shot (Secondary)

Slumber Arrows
Unlocks: Tranquilizer (Special)

Throwing Axes
Unlocks: Axe Throw (Passive)

Arterial Strike
Unlocks: Arterial Strike (Passive)


Tier 6 (300 Gold)
[+] SPOILER
Runed Bear
Unlocks: Bear (Passive)

Death Rider
Unlocks: Reaper (Passive)

Arcane Sentinel
Unlocks: Sentinel (Passive)

Timelapse
Unlocks: Timelapse (Secondary)

Wasp Missiles
Unlocks: Wasp Missiles (Secondary)

Waste Disposal
Unlocks: Waste Disposal (Special)

Barrage
Unlocks: Barrage (Secondary)

Poison Arrows
Unlocks: Poison (Passive)

Edge Mastery
Unlocks: Monk's Blades (Basic), Edge Mastery (Passive)


Tier 7 (350 Gold)
[+] SPOILER
Summon Elemental
Unlocks: Earth Elemental (Passive)

Polymorph
Unlocks: Polymorph (Secondary)

Death Ray
Unlocks: Death Ray (Secondary)

Teleport
Unlocks: Teleport (Special)

Twister
Unlocks: Tornado (Secondary)

Core Drill
Unlocks: Core Drill (Secondary)

Sniper Shot
Unlocks: Snipe (Secondary)

Perfect Parry
Unlocks: Perfect Parry (Passive)

Blade Dance
Unlocks: Blade Dance (Secondary)


Tier 8 (400 Gold)
[+] SPOILER
Eldritch Doom
Unlocks: Eldritch Doom (Secondary)

Crimson Sentence
Unlocks: Crimson Sentence (Passive)


Attack List (Alphabetical)

Basic:
[+] SPOILER
Axe (1 point)
Special Powers: None
Flavor Text: A normal-ranged melee weapon.

Bomb (3 points)
Special Powers: Can be set to a timed fuse.
Flavor Text: A simple bomb.

Bow (1 point)
Special Powers: Ranged
Flavor Text: The basic ranged weapon.

Greatsword (2 points)
Special Powers: None
Flavor Text: A long-ranged melee weapon.

Knife (1 point)
Special Powers: Can be thrown.
Flavor Text: A short-ranged melee weapon.

Lightning (3 points)
Special Powers: None
Flavor Text: A bolt of high-energy plasma.

Mage Bolt (1 point)
Special Powers: Ignores armor.
Flavor Text: The basic magical weapon.

Monk's Blades (3 points)
Special Powers: Two attacks per point payment.
Flavor Text: A pair of Bladesinger blades.

Rock (2 points)
Special Powers: None
Flavor Text: Throws a rock.

Spear (2 points)
Special Powers: Ranged
Flavor Text: A simple spear.


Passive (A passive, Max of 15)

[+] SPOILER
Ancient Oak Spear
Effect: Ranged attack deal true damage.
Affects: Spears

Armor Pierce
Effect: Pierces armor.
Affects: Arrows and melee weapons

Arterial Strike
Effect: Bleed Damage
Affects: Arrows, melee weapons

Axe Throw
Effect: Melee weapons can now be thrown.
Affects: Melee weapons

Bear
Effect: Summons a bear. (4 turn respawn) (low attack, high hp, low armor)
Affects: All

Chain
Effect: Attacks chain up to 3 enemies.
Affects: Mage bolts and lightning

Charge
Effect: Can charge up to 3 attacks, but costs the point total, but halved, so 3 rocks would cost 5 points.
Affects: Bombs, mage bolts, rocks

Consecutive Boost
Effect: Boost damage for each consecutive hit on the same enemy.
Affects: All

Counter
Effect: Can counter melee attacks
Affects: Melee weapons

Crimson Sentence
Effect: A chance to insta-kill on each attack. Counts as an insta-kill.
Affects: Arrows, melee weapons

Critical Mass
Effect: Magic shots can blow up for splash magic damage
Affects: Mage bolts

Dodge
Effect: Can dodge attacks
Affects: All

Death Rider
Effect: Summons a death rider, which also boosts skeleton's power. (6 turn respawn) (moderate attack, moderate hp, and medium armor)
Affects: All

Earth Elemental
Effect: Summons an Earth Elemental, which has AoE damage. (7 turn respawn) (high attack, high hp, low armor)
Affects: All

Edge Mastery
Effect: Grants one extra attack beyond point cap for the respective weapons.
Affects: Arrows and melee weapons

Falcon's Eye
Effect: Boosts range and sight.
Affects: All ranged weapons

Holy Grail
Effect: A small chance to revive when killed.
Affects: All

Invisibility
Effect: The player becomes invisible when not attacking.
Affects: All

Magic Pierce
Effect: Pierces magic resistance.
Affects: All magical attacks

Mecha
Effect: The player now rides in a mecha.
Affects: None

Mega AoE
Effect: All attacks now deal damage in a 3 meter diameter circle AoE.
Affects: Bombs

Moar Axes
Effect: Boost damage
Affects: Melee weapons

Necromancy
Effect: The player can now summon skeletons of killed enemies and players.
Skeleton clauses:
-75% of former strength
-40% of former HP
-May not be healed.
Affects: All

Overcharge
Effect: All attacks deal AoE damage separate from the main attack
Affects: Lightning bolts, magic attacks

Perfect Parry
Effect: Has a chance to become invulnerable on each attack.
Affects: All

Pickpocket
Effect: Pickpockets opponents for 5 gold.
Affects: Melee weapons

Poison
Effect: Adds poison to attacks.
Affects: Arrows, melee weapons

Sentinel
Effect: Summons a ranged sentinel, which is unattackable.
Affects: All

Shield
Effect: Boost armor by 25%.
Affects: All

Sorcerer's Curse
Effect: Curses enemies, removing 25% armor and reducing attack to 1 per turn. (If higher)
Affects: Mage bolts

Splash
Effect: Adds splash damage
Affects: Bombs, rocks, greatswords, axes

Supercharge
Effect: Chains up to 5 enemies.
Affects: Lightning bolts

Toughness
Effect: Boost HP.
Affects: All

Triple Shot
Effect: Launches 1 high-damage and 2 low-damage shots.
Affects: Mage bolts, arrows


Secondary: (A secondary attack, generally with an effect)

[+] SPOILER
Barbed Vines (7 turns) (8 points)
Effect: Deals damage and slows an enemy in a line. May not be used to ensnare enemies.
Cooldown: 4 turns

Barrage (17 points)
Effect: Barrages an enemy with arrows, magic bolts, or bombs. Approx. 6 shots. Each projectile deals a little less than normal damage.
Cooldown: 4 turns

Blade Dance (17 points)
Effect: Teleports to an enemy and deals melee damage.
Cooldown: 6 turns

Burst (7 points)
Effect: Creates a burst of magic.
Cooldown: 4 turns

Clobber (12 points)
Effect: Clobbers a small AoE, dealing damage and stunning for a turn.
Cooldown: 5 turns

Cluster Bomb (12 points)
Effect: Launches a cluster bomb, which explodes to deal fragmented AoE damage in random places.
Cooldown: 7 turns

Core Drill (19 points)
Effect: Drill to kill. Can't hit jumping/flying enemies.
Cooldown: 10 turns

Death Ray (19 points)
Effect: Insta-kill.
Cooldown: 10 turns

Dragon's Breath (14 points)
Effect: Launches a missile at a certain point.
Cooldown: 6 turns

Eldritch Doom (20 points)
Effect: Insta-kill + AoE.
Cooldown: 10 turns

Holy Strike (7 points)
Effect: Unleashes a holy, true-damage, AoE strike.
Cooldown: 3 turns

Shrapnel Shot (15 points)
Effect: Creates an AoE of grapeshot.
Cooldown: 6 turns

Sneak Attack (13 points)
Effect: Deals single-target true damage, with a small chance of insta-kill.
Cooldown: 4 turns

Sniper Shot (18 points)
Effect: Deals high single-target damage, with a moderate chance of insta-kill.
Cooldown: 7 turns

Tornado (18 points)
Effect: Creates a tornado which takes nearby enemies away and deals some damage.
Cooldown: 6 turns

Wasp Missiles (17 points)
Effect: Calls down an air strike.
Cooldown: 9 turns

Whirlwind Strike (5 points)
Effect: AoE damage for melee weapons.
Cooldown: 2 turns.

Wrath of the Forest (11 points)
Effect: Traps enemies for 2 turns and deals some damage. An opponent is able to do nothing, unless they have a heat-based attack.
Cooldown: 6 turns


Special: (Support move)

[+] SPOILER
Circle of Life (7 points)
Effect: Heals you and your allies for a little HP.
Cooldown: 3 turns

Disruption Ward (12 points)
Effect: Stops magic use for 3 turns among 2 enemies.
Cooldown: 7 turns

Fire Nut (12 points)
Effect: Throws a fire nut, which creates a patch of flame, dealing a heavy burn to any units that step on it.
Cooldown: 5 turns

Furnace Blast (14 points)
Effect: Creates a large AoE of flame, dealing a light burn to any units that step on it.
Cooldown: 6 turns.

Healing Light (10 points)
Effect: Heals you for some damage.
Cooldown: 4 turns

Hunter's Mark (8 points)
Effect: Makes an enemy take double damage for 3 turns.
Cooldown: 7 turns

Net (10 points)
Effect: Throws a net which traps an enemy for 1 turn. The enemy make escape if they have a melee weapon. A trapped enemy may not re-equip a Melee weapon.
Cooldown: 3 turns.

Pestilence (9 points)
Effect: Creates a poison cloud which gives a moderate case of poisoning to any enemy in it.
Cooldown: 6 turns.

Polymorph (18 points)
Effect: Transforms an enemy into a sheep.
Cooldown: 10 turns

Sylvan Curse (8 points)
Effect: Ditto the normal KRO effect. Lasts for 3 turns.
Cooldown: 7 turns.

Teleport (17 points)
Effect: Teleports an enemy or the player away.
Cooldown: 8 turns

Timelapse (16 points)
Effect: Slows time around the user, making all attacks have a dodge chance.
Cooldown: 8 turns

Totem of Spirits (9 points)
Effect: Places a totem which stops magic use around it. Lasts for 5 turns.
Cooldown: 7 turns

Totem of Weakness (12 points)
Effect: Places a totem which makes enemies around it take double damage. Lasts for 5 turns.
Cooldown: 8 turns

Tranquilizer (13 points)
Effect: Shoots a ranged dart which makes enemies sleep for 2 turns.
Cooldown: 6 turns.

Waste Disposal (15 points)
Effect: Slows all enemy attack speeds and speeds to 1 for 3 turns. Large AoE.
Cooldown: 7 turns.


Spell Mixing
There are a few rules.
1. Creating entirely new spells isn't allowed.
2. Before Combat, or BC skills, are made with one or more cooldown skills, and feature a mix of effects. Their point value is equal to their components, but their cooldown is the average. For example, Fire Nut and Cluster Bomb could be mixed to create Seed Bomb, which rains fiery seeds over the battlefield. Once a skill is mixed with another, it may not be used in another BC or IC mix until it is unmixed.
3. In Combat, or IC skills, are made by mixing one or more basic attacks, which may change or add an effect. Their point value is also equal to their components. For example, I have used a combo of my lightning and knife attacks to create Shock Stab, an electric Melee attack which may electrify opponents or cauterize wounds.
4. Mods may retract a mix if it is deemed OP or the combo makes no sense.[/quote]
Last edited by AerisDraco on Fri Jan 01, 2016 1:59 am, edited 4 times in total.
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 3:22 pm

Whoa!I'm kinda' overwhelmed
with all this info.I need time to
think about what I want to do. :?
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Re: KR Arena

by AerisDraco » Sat Oct 24, 2015 3:34 pm

None too surprising. It is a lot.
Which parts are the most confusing? I think I could explain them.

I'll provide an example on starting:

Name: Aeris
Gold: 50
Skill Set:
Basic:
-Knife
-Bomb
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 3:42 pm

AerisDraco wrote:None too surprising. It is a lot.
Which parts are the most confusing? I think I could explain them.


I think I get it now.But I still have
a couple of questions:
Are we allowed to back-track
on the tree and get two different
upgrades that are side-by-side?
(i.e.Are we allowed to get both
Counter-attack and Pickpocket once
on the 150 GP upgrade tier?)
Also,how do chances work in this game?
(i.e.Sneak-attack has a small instakill
chance.Also,does something like Sneak-
attack with a kill chance count as your
allowed instakill?)
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Re: KR Arena

by AerisDraco » Sat Oct 24, 2015 3:46 pm

Yes, of course. :)

For chances, most likely I'll use random.org, and then PM a player if their tiny chance worked.
Last edited by AerisDraco on Sat Oct 24, 2015 3:47 pm, edited 1 time in total.
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 3:47 pm

AerisDraco wrote:Yes, of course. :)


I have one more question;look
in the above comment to find it. :)

EDIT:
What is the tiny chance of instakill
possessed by Sneak-attack?
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Re: KR Arena

by The Kingmaker » Sat Oct 24, 2015 5:02 pm

Please please please pretty please can there be a way to get to a nearby power without using the tree, because while I like the tech tree and understand how long it must have taken, in places it is a little limiting.

Also does each power have it's own premade stuff or is it open to interpretation? Can we use multiple starting paths and combine them, or simply focus on one chain?

(Does greatsword also mean sword, or does your character simply gain muscles to use a greatsword and shield together.
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Re: KR Arena

by AerisDraco » Sat Oct 24, 2015 5:26 pm

@Ninja: The insta-kill chances are most likely as follows. (Tell me if I should tweak the numbers)
Sneak Attack: 1/30
Snipe: 2/5
Crimson Sentence: 1/15

@Kingmaker:
Sorry, but I'm not sure I want to. But, do tell, what areas of the tree are limiting? I know that some parts are just cobbled, because I couldn't find room :P, but still, what areas are troublesome? I'll do my best to correct them.

The powers have premade stuff, but you can edit them, as long as they preform the same function. For example, if you have an Arcane Sentinel, but like mechanical things, you could make a mechanical Sentinel.

And the greatsword is just a large sword, probably midway between the paladin's and templar's swords.
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 5:36 pm

I think 1/30 is too low.(Sneak-attack)
How about 3/30?
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Re: KR Arena

by AerisDraco » Sat Oct 24, 2015 5:45 pm

I guess that's good.
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Re: KR Arena

by Big Bad Bug » Sat Oct 24, 2015 5:46 pm

Ninja wrote:I think 1/30 is too low.(Sneak-attack)
How about 3/30?


You mean 1/10? ;)

I will try to play along, but I don't know what my setup will be yet.
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 6:09 pm

Big Bad Bug wrote:
Ninja wrote:I think 1/30 is too low.(Sneak-attack)
How about 3/30?


You mean 1/10? ;)


Yeah.Saying 3/30
is just as correct as
saying 1/10. ;)
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Re: KR Arena

by RZRider » Sat Oct 24, 2015 6:53 pm

Exept it is not simplified when it could be
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 7:04 pm

To RZ:
No-one said it had to be simplified.
It could also be non-simplified,which
it is.Also,simplifying it would take
just as long to type,so there's no point.
Again,3/30 is the same as 1/10;so it
doesn't matter which one you
write. :roll: ;)

To Aeris:
Ninja's earlier post wrote:Also,does something like Sneak-
attack with a kill chance count as your
allowed instakill?
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Re: KR Arena

by AerisDraco » Sat Oct 24, 2015 7:43 pm

Yes. There are only 6 IK's after all. 2 per game.
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Re: KR Arena

by The Kingmaker » Sat Oct 24, 2015 7:59 pm

AerisDraco wrote:@Kingmaker:
Sorry, but I'm not sure I want to. But, do tell, what areas of the tree are limiting? I know that some parts are just cobbled, because I couldn't find room :P, but still, what areas are troublesome? I'll do my best to correct them.


Just that the whole Assassin's path just ends entirely with sneak attack. A link to Moar axes would give interesting results, even if it was less good as a true assassin RP, or that if I don't want a specific power (for instance Consecutive Boost) my entire power line stumbles and falls, just things for far into the future.

And I haven't found anything to RP as yet was my main complaint about the tree.

Actually, I've found an RP now.
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Re: KR Arena

by AerisDraco » Sat Oct 24, 2015 8:11 pm

As I am not completely caught with online lingo, RP is roleplay, right?
Perhaps I could add a reward to following the assassin's tree. Perhaps a skip (the only skip) to Blade Dance?
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 10:13 pm

AerisDraco wrote:As I am not completely caught with online lingo, RP is roleplay, right?
Perhaps I could add a reward to following the assassin's tree. Perhaps a skip (the only skip) to Blade Dance?


I think it should be a skip to a
50/50 chance between Poison
& Tranq. Dart effects. :idea:
It would be cool if the Assassins put
different poisons on their knives. :twisted:
Last edited by Ninja on Sat Oct 24, 2015 11:31 pm, edited 1 time in total.
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Re: KR Arena

by Big Bad Bug » Sat Oct 24, 2015 10:42 pm

How about a 10G discount for each consecutive power in a branch, making the path to certain abilities a little easier?
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Re: KR Arena

by Ninja » Sat Oct 24, 2015 11:05 pm

Does a barrage perform 10 attacks,
like how it works for the maxed
Crossbow Forts in KRF?If so,it's OP,
but awesome like Barrage in KRF. :twisted:

EDIT:Wait a minute,Aeris.
Why does your character
have only 50 GP's to start
with?Do basic attacks cost
gold or was it just a typo? :?

DOUBLE EDIT:Nvm about the
EDIT.I get it now.*facepalm* :roll:
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