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Old May 25th, 2009, 03:26 AM   #16
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Default Re: Templar Knights Social Gathering Thread

Double turns is mentioned in the "How do battles work?" section, so that's ruled out.
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Old May 25th, 2009, 04:17 AM   #17
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Default Re: Templar Knights Social Gathering Thread

How about the Talents, their uses and how to level them.

What are Talents?
Talents are the stats that are used outside battle. These are Alchemy, Welding, Arcane, Combat and Charisma. You can use SP to increase these stats. You get 1 SP every time you level up.

I Alchemy – This determines what potions you can fuse. You can level this up by fusing potions.
II Welding – This determines what components you can combine. You can only level this up by putting SP on it so use SP very wisely.
III Arcane – This determines the arts that you can get. You can level up this skill by using arts.
IV Combat – This determines the sleights that you can get. You can level up this skill by using sleights.
V Charisma – This determines the allies that you can get. You can level up this skill by making your ally successfully do an action.
???

Last edited by cookingattorney; May 25th, 2009 at 05:40 AM.
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Old May 25th, 2009, 05:22 AM   #18
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Default Re: Templar Knights Social Gathering Thread

Quote:
Originally Posted by cookingattorney View Post
How about the Talents, their uses and how to level them.

What are Talents?
Talents are the stats that are used outside battle. These are Alchemy, Welding, Arcane, Combat and Charisma. You can use SP to increase these stats. You get 1 SP every time you level up.

I Alchemy – This determines what potions you can fuse. You can level this up by fusing potions.
II Welding – This determines what components you can combine. You can level this up by crafting items.
III Arcane – This determines the arts that you can get. You can level up this skill by using arts.
IV Combat – This determines the sleights that you can get. You can level up this skill by using sleights.
V Charisma – This determines the allies that you can get. You can level up this skill by making your ally successfully do an action.
???
I like talents as the name honestly it makes alot more since.

I say, turn "you can level this up by crafting items" to you only can level this up by putting SP on it so use SP very wisely.
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Old May 25th, 2009, 05:26 AM   #19
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Default Re: Templar Knights Social Gathering Thread

Yea :/ Only thing is welding only being done by SP. Kinda sucks but *shrugs* I like all the ideas guys. Great job so far.
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Old May 25th, 2009, 08:42 AM   #20
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Default Re: Templar Knights Social Gathering Thread

Magic

Leveling magic: To level magic all you have to do is use it by expelling mp. Using magic raises your arcane lvl as well.

Miss chance: Magic start out at level 1 when you first obtain them via NPC or shop. When magic levels up generally the base upgrades or the miss chance decreases. When looking at magic you should see a miss chance.

*example: 28% miss chance you should also see -7% right under it*

This means that when you get to level 2 the miss chance goes to 21% the more you level the lower the miss chance. Some spells usually much stronger than the basic will have a miss chance regardless of how much you train them. most weaker spells will be a perfect cast after fully trained they will never miss.

Effected stat: This tells you what stats are effected when casting this magic on a target.

Effected Player: This tells you who is effected when you cast the magic.

Stat change: When you see this it should have a positive if it's a buff cure protect etc. Meaning it adds on to your stats. Or you will see a negative magic meaning it damages your enemies or debuffs. Fire, thunder and blizzard have -2 under stat change and another -2 under it per level up. This means the moore you level it up the more damage it will do so a level 1 thunder base is 2 damage but a level 5 thunder base is 10 damage (not counting your magic stat or the enemies spirit or magic defense). If it is a buff it will add more onto your stat. Cure has a base of 7. Going up 2 per level. So when you heal yourself at level 1 with the minimum magic you will heal for 7, but when it's lvl 5 the lowest you will heal yourself is 15. Buff spells used on yourself or allies doesn't take your SPR into account. When you cast it on yourself, you will be casting very high numbers than if you cast on your opponent.

*BEWARE: When casting any magic on yourself or allies the SPR doesn't kick into effect. Just your magic stat. Try not to cast fire on yourself or you might end up dying!!

Nullify: When casting magic on an enemy or yourself it may nullify the effects of a magic. Example: Poison on you casted by enemy you use poisona to lift it's effects. The thing Poisona is nullifying is poison. Using fire blizzard or thunder will nullify the effects of vanish on the enemy which increases their eva by 60+.

Leveling means more damage and accuracy: When You hit the cap, of leveling generally your damage will be higher (-2 per level) and your miss chance will be 0% when it comes to buff magic generally the amount of turns the effect will last will increase and sometimes the base does to! so level up your magic.

Why can't I buy magic: Some magic you cannot buy unless you have a certain amount of Arcane. This means you need to use magic to level up your arcane. Just using magic over and over again, even if it's already leveled, will still raise your arcane. When you meet arcane requirements you may buy in the shop.

Special Magics: some magics you cannot buy in stores and only get through quests. These magics do not follow arcane requirements. when you finish the quest you get the magic. *Leaf bracer is gotten from leveling up a Keychain as a quest*

Last edited by Griever!; May 28th, 2009 at 08:30 AM.
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Old May 26th, 2009, 02:22 AM   #21
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Default Re: Templar Knights Social Gathering Thread

Enemy

Enemy Status:

Weak Points: Points to the spot on the monster's body which affects the monsters stats negatively or positively.
Chest-Chest
Arm-Arm
Legs-Legs
Head-Heads

Things Weak Point Modifies:

Damage Reduction Modifier- Increases the amount of damage done by hitting that spot. Negative= Less damage done. Positive= More damage done

Attack Damage Modifier- Reduces the amount of damage the enemy can do. Negative= More damage. Positive= Less Damage

Drop Modifier- Increases the drop rate of either the component spoils or equipment spoils. Negative= Less drop rate. Positive= Higher Drop rate

Critical Hit Modifier- Determines your percentage of dealing a critical hit to an enemy. Negative= Less chance of doing a critical hit. Positive= Higher chance of doing a critical hit.

Instant Kill chance- The percentage that determines whether or not the enemy can be killed instantly once this spot is hot. Most likely always positive.

Defense Modifier- Reduces the defense of the monster. Negative= Increase of the monster's defense. Positive= Decrease in monster's defense.

Rage modifier- Determines the monsters percentage of dealing a critical hit to YOU. Negative= Less of a chance to deal the critical hit. Positive= Higher chance to deal the critical hit.

Items: The enemy's current inventory.

Arts: The enemy's spell inventory.

Component Spoils: Components that the enemy hold which can be dropped when the battle is won.

Equipment Spoils: Equipment that the enemy hold which can be dropped when the battle is won.
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Old May 28th, 2009, 12:05 AM   #22
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Default Re: Templar Knights Social Gathering Thread

Quote:
Originally Posted by Griever! View Post
Magic

Leveling magic: To level magic all you have to do is use it by expelling mp. Using magic raises your arcane lvl as well.

Miss chance: Magic start out at level 1 when you first obtain them via NPC or shop. When magic levels up generally the base upgrades or the miss chance decreases. When looking at magic you should See a miss chance.

*example: 28% miss chance you should also see -7% right under it*

This means that when you get to level 2 the miss chance goes to 21% the more you level the lower the miss chance.

Effected stat: This tells you what stats are effected when casting this magic on a target.

Effected Player: This tells you who is effected when you cast the magic.

Stat change: When you see this it should have a positive if it's a buff cure protect etc. Meaning it adds on to your stats. Or you will see a negative magic meaning it damages your enemies or debuffs. Fire, thunder and blizzard have -2 under stat change and another -2 under it per level up. This means the moore you level it up the more damage it will do so a level 1 thunder base is 2 damage but a level 5 thunder base is 10 damage (not counting your magic stat or the enemies spirit or magic defense). If it is a buff it will add more onto your stat. Cure has a base of 7. Going up 2 per level. So when you heal yourself at level 1 with the minimum magic you will heal for 7, but when it's lvl 5 the lowest you will heal yourself is 15. Buff spells used on yourself or allies doesn't take your SPR into account. When you cast it on yourself, you will be casting very high numbers than if you cast on your opponent.

*BEWARE: When casting any magic on yourself or allies the SPR doesn't kick into effect. Just your magic stat. Try not to cast fire on yourself or you might end up dying!!

Nullify: When casting magic on an enemy or yourself it may nullify the effects of a magic. Example: Poison on you casted by enemy you use poisona to lift it's effects. The thing Poisona is nullifying is poison. Using fire blizzard or thunder will nullify the effects of vanish on the enemy which increases their eva by 60+.

Leveling means more damage and accuracy: When You hit the cap, of leveling generally your damage will be higher (-2 per level) and your miss chance will be 0% when it comes to buff magic generally the amount of turns the effect will last will increase and sometimes the base does to! so level up your magic.

Why can't I buy magic: Some magic you cannot buy unless you have a certain amount of magic. This means you need to use magic to level up your arcane. Just using magic over and over again, even if it's already leveled, will still raise your arcane. When you meet arcane requirements you may buy in the shop.

Special Magics: some magics you cannot buy in stores and only get through quests. These magics do not follow arcane requirements. when you finish the quest you get the magic. *Leaf bracer is gotten from leveling up a Keychain as a quest*
Not bad at all really. But I would put under miss chance that there are some spells taht will have a miss chance regardless of how much you level them. Bolded should be changed to Arcane. Fits better. But that's all I found that was off.


Quote:
Originally Posted by Stark View Post
Enemy

Enemy Status:

Weak Points: Points to the spot on the monster's body which affects the monsters stats negatively or positively.
Chest-Chest
Arm-Arm
Legs-Legs
Head-Heads

Things Weak Point Modifies:

Damage Reduction Modifier- Increases the amount of damage done by hitting that spot. Negative= Less damage done. Positive= More damage done

Attack Damage Modifier- Reduces the amount of damage the enemy can do. Negative= More damage. Positive= Less Damage

Drop Modifier- Increases the drop rate of either the component spoils or equipment spoils. Negative= Less drop rate. Positive= Higher Drop rate

Critical Hit Modifier- Determines your percentage of dealing a critical hit to an enemy. Negative= Less chance of doing a critical hit. Positive= Higher chance of doing a critical hit.

Instant Kill chance- The percentage that determines whether or not the enemy can be killed instantly once this spot is hot. Most likely always positive.

Defense Modifier- Reduces the defense of the monster. Negative= Increase of the monster's defense. Positive= Decrease in monster's defense.

Rage modifier- Determines the monsters percentage of dealing a critical hit to YOU. Negative= Less of a chance to deal the critical hit. Positive= Higher chance to deal the critical hit.

Items: The enemy's current inventory.

Arts: The enemy's spell inventory.

Component Spoils: Components that the enemy hold which can be dropped when the battle is won.

Equipment Spoils: Equipment that the enemy hold which can be dropped when the battle is won.
I really like this, furthermore, liked that you explained the negative and positive and what it does for each specific one. Very well done.
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Old May 28th, 2009, 08:31 AM   #23
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Default Re: Templar Knights Social Gathering Thread

fixed * didn't even realize he said magic definitely meant arcane.*
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Old May 28th, 2009, 03:02 PM   #24
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Default Re: Templar Knights Social Gathering Thread

Good. Everything looks really nice <3 Any other things missing? Hmm.. I know people get confused a lot about what do to, where to go, they never really check the quests really :/ Nor do they know how to travel sadly. I think whats already there for battles and fighting is somewhat good. If there isn't a help file for haxing, I'd like to have one added along with the link to the hax stat checker. I think we've covered a lot tho.
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Old May 28th, 2009, 08:04 PM   #25
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Default Re: Templar Knights Social Gathering Thread

A question. About arcane, does your mag damage affect how much arcane increases?
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Old May 29th, 2009, 01:23 AM   #26
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Default Re: Templar Knights Social Gathering Thread

Quote:
Originally Posted by hektor9001 View Post
A question. About arcane, does your mag damage affect how much arcane increases?
no
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Old May 29th, 2009, 05:34 PM   #27
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Default Re: Templar Knights Social Gathering Thread

Quote:
Originally Posted by hektor9001 View Post
A question. About arcane, does your mag damage affect how much arcane increases?
All skills which increase in a means other than AP (Alchemy, Arcane, Combat, and Charisma) gain EXP based only on the amount of times you use the certain skill (Potion Fusing, Spellcasting, Sleight Slinging, and Pet/Ally Actions). The growth is independent of the damage you deal or the potions you fuse. :3 Hope that helps.

Don't need to be so mean, Duke.
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Old May 30th, 2009, 12:23 AM   #28
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Default Re: Templar Knights Social Gathering Thread

Quote:
Originally Posted by Igshar View Post
All skills which increase in a means other than AP (Alchemy, Arcane, Combat, and Charisma) gain EXP based only on the amount of times you use the certain skill (Potion Fusing, Spellcasting, Sleight Slinging, and Pet/Ally Actions). The growth is independent of the damage you deal or the potions you fuse. :3 Hope that helps.

Don't need to be so mean, Duke.
I wasn't trying to be mean.
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Old May 30th, 2009, 01:25 PM   #29
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Default Re: Templar Knights Social Gathering Thread

Squad Funds


Kain: 2,959
Ace: 2,100
Axie: 1,153
Dist: 1,000
Xylox: 568
Joker: 500
Igshar: 381


Total as of June 7nd 12:38 PM: 8661


Not bad guys. I half want to do an average thing, were I add up all the numbers then find the average and everyone must at least get to that number. Right now that number would be 910.. so basically 1k. I'd like to see that from everyone before the squad event :3 Also.. half of the munny i earn shall go to squad funds. So we should have about.. 9k as of right now.

Last edited by Avalon; June 7th, 2009 at 06:43 PM.
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Old May 30th, 2009, 09:20 PM   #30
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Default Re: Templar Knights Social Gathering Thread

o.o Wow 3rd highest so far. Once I get that achievement and every purchaseable equipment, most likely all my munny will go towards the Squad, then when Chapter 2 is about to be here I'll start farming till I have about 5k-10k
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