What content would you like added?

Itachun

Well-Known Member
Apr 1, 2021
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One would be forgiven for thinking it was added for a specifically-equipped NPC and not anything else.


He's had a bust for ages and is feature complete.
Well I mean, I want more content with him. He's one of my fave characters. I like his bust. xD
 

Itachun

Well-Known Member
Apr 1, 2021
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he was written For bk, and tobs doesn't take comms, so he's pretty much done, near as i can tell
I see. A shame.
Still, would be fun to have a kid with him. Give him the Tetsuya treatment. Cute dad vibes.
Or at least have the ability to help him deal with the corruption.
 

Nino

Well-Known Member
Jan 14, 2025
429
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Jizzconsin
Very tiny and minor thing I thought of. When Garth first approaches you for Dog Days and you are prompted to ask him the three buttons Location, Troubles, Garret, I think the Location button should be optional/skippable because the dialogue right before it Garth explicitly tells you the west side of the forest, on the west bank of the river, is the West Logging Camp lmao
 
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GhostlyAdm

Member
Aug 25, 2025
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I think some Water-Based Powers/Spells would be a cool addition to the game.

Here's some names for what the Powers/Spells could be called:

At-Will: Healing Waters (You form water around the wound, Healing the target for X% of their Maximum Health.)

Recharge 1: Water Wave (You send a water wave forward, Dealing X% of Water Damage to the Target.)

Recharge 2: Shielding Waters (You form water around the target, Granting them X Shield.)

Encounter: High Tides (You create high waves and send them forward, Dealing X% of Water Damage to all Enemies.)

Ultimate: Blood Control (You take control of the water in the target's blood, stunning them for X turns.)
 
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GhostlyAdm

Member
Aug 25, 2025
22
14
21
I think some Water-Based Powers/Spells would be a cool addition to the game.

Here's some names for what the Powers/Spells could be called:

At-Will: Healing Waters (You form water around the wound, Healing the target for X% of their Maximum Health.)

Recharge 1: Water Wave (You send a water wave forward, Dealing X% of Water Damage to the Target.)

Recharge 2: Shielding Waters (You form water around the target, Granting them X Shield.)

Encounter: High Tides (You create high waves and send them forward, Dealing X% of Water Damage to all Enemies.)

Ultimate: Blood Control (You take control of the water in the target's blood, stunning them for X turns.)
Adding on to this, A new Non-Hostile character could be added to the game who has these powers and will teach them to the Champion through training. Kind of like what Zo does with the powers/spells she teaches to the Champion when training with her.

OR

The powers could be given to Nihara and she can teach them to the Champion through training. This would make the best sense since Nihara is just about the only (If not THE only) water-based character in game. Plus it would give her more content since all she has as of right now is Sex Content, Corruption Content, Pregnancy Content, and the One Quest that many people most likely skip over. Heck, Many people most likely skip over her first encounter too.
 
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TheOnlyTal

New Member
Nov 18, 2025
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At-Will: Healing Waters (You form water around the wound, Healing the target for X% of their Maximum Health.)
You got me thinking of making water powers a bit more interesting. Let's start with at-will one: base heal is 30% (plus spellpower) with extra condition: if you are poisoned/bleeding/burning: remove DoT effect, gain regeneration for two turns, add additional 15% heal for each DoT removed. might tweak the numbers

Recharge 1: Water Wave (You send a water wave forward, Dealing X% of Water Damage to the Target.)
Should be an AoE with physical damage cos it's a mass of water. crushing, i guess?

Recharge 2: Shielding Waters (You form water around the target, Granting them X Shield.)
Needs fire resist and physical resist effects. 15% resist for both? can make it higher but offset it by frost and/or storm vulnerability?

Encounter: High Tides (You create high waves and send them forward, Dealing X% of Water Damage to all Enemies.)
This one should affect everyone: allies are healed, enemies are damaged. for allies: cleanses DoTs, heals depend on missing health. for enemies: stagger effect, dmg also depends on missing health. Also, again, damage should be physical cos it's water.

Ultimate: Blood Control (You take control of the water in the target's blood, stunning them for X turns.)
This one is tricky. Enemies such as ghosts, elementals and constructs are immune cos there's no blood in them. Keep it single-target. Stun duration depends on target size: 2 for goblin, 3 for human, 4 for anyone larger? might reduce duration or reverse size dependancy? also after stunn ends: place sunder, disarm, blind, silence for two turns (cos the target needs time to retake/readjust control of their body)
 

Tide Hunter

Well-Known Member
May 4, 2019
945
1,328
I think some Water-Based Powers/Spells would be a cool addition to the game.

Here's some names for what the Powers/Spells could be called:

At-Will: Healing Waters (You form water around the wound, Healing the target for X% of their Maximum Health.)

Recharge 1: Water Wave (You send a water wave forward, Dealing X% of Water Damage to the Target.)

Recharge 2: Shielding Waters (You form water around the target, Granting them X Shield.)

Encounter: High Tides (You create high waves and send them forward, Dealing X% of Water Damage to all Enemies.)

Ultimate: Blood Control (You take control of the water in the target's blood, stunning them for X turns.)
I would love water themed spells. That said, does Healing Waters have any side effects? If it's just pure healing, then how does it compare to heal or great heal? If it had a side effect but with less healing than great heal, it could be reasonably added as a side-grade.
 

GhostlyAdm

Member
Aug 25, 2025
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I would love water themed spells. That said, does Healing Waters have any side effects? If it's just pure healing, then how does it compare to heal or great heal? If it had a side effect but with less healing than great heal, it could be reasonably added as a side-grade.
You make a great point. Maybe the side-effect could something like reduce burn damage or maybe make the target immune to burn damage for X amount of turns. I'm no master at writing, so I'm all for someone piggybacking off this and coming up with their own ideas for what the side effect could be for this spell or for any I have proposed.