Satchel Update
[h2]New item type: Satchels![/h2][p]It's not a purse, sheesh![/p][p]Shout out to player Zanerus for the suggestion.
[/p][p]Satchels will appear in the silver rare chests in biomes 1-4 and the gold/red equipment chests in biomes 5-6. They are also available for purchase once you unlock either of the last two Accessories upgrades.[/p][p][/p][p]Any character can equip a satchel. The idea behind this equipment type is to give more versatility to all classes at the cost of a shield slot or an offhand weapon slot (you can purchase either the shield slot or the offhand weapon slot versions, or when you earn one in a chest you get the option of either version).[/p][p][/p][p]Each Satchel grants three entirely brand new skills (brand new to the game and to the character when they equip it). Each satchel has a 10RP, a 40RP, and a 90RP skill which slots in between the weapon skill RP costs.[/p][p][/p][h3]Battle Satchel[/h3]
[/p][p]Satchels will appear in the silver rare chests in biomes 1-4 and the gold/red equipment chests in biomes 5-6. They are also available for purchase once you unlock either of the last two Accessories upgrades.[/p][p][/p][p]Any character can equip a satchel. The idea behind this equipment type is to give more versatility to all classes at the cost of a shield slot or an offhand weapon slot (you can purchase either the shield slot or the offhand weapon slot versions, or when you earn one in a chest you get the option of either version).[/p][p][/p][p]Each Satchel grants three entirely brand new skills (brand new to the game and to the character when they equip it). Each satchel has a 10RP, a 40RP, and a 90RP skill which slots in between the weapon skill RP costs.[/p][p][/p][h3]Battle Satchel[/h3]
- [p]10RP Barbed Wire - Single target Low attack that cannot miss. Not too much power, but it inflicts Tied Down status. This lets anyone remove a target's evasion or magic reflection (looking at you Banshees).[/p]
- [p]40RP Acid Vial - Single target attack that deals no damage but makes all attack types (High, Ranged, etc.) deal 50% more damage for 3 rounds. This stacks with already existing weaknesses, so it can be used to add a little weakness to whichever attack type you need or make an existing weakness even greater![/p]
- [p]90RP Pepper Spray - Single target attack with no damage that has a 100% chance of inflicting Stun! The only skill in the game with a 100% chance of Stun. Remember some enemies have resistances to various status effects. 100% chance can still fail especially on mini bosses and bosses.[/p]
- [p]10RP Adrenaline - Goes first in the round. Target has their agility multiplied by 2 for 3 rounds. A skill recommended by players in the discussions. The idea is to be able to make sure a character goes first in the round for a few turns as long as they don't have terrible Agility.[/p]
- [p]40RP Mana Leaf - Restores 50% of target's max MP and cures Head Injury.[/p]
- [p]90RP Dark Matter - Same effect as the Time Flux spell (All characters get an extra turn for the next round). Now you don't HAVE to have a Wizard in your party to TIme Flex (see what I did there) on your enemies.[/p]
- [p]10RP Vaccine - Same effect as the Inoculate spell (target resists almost all status effects for 5 rounds)[/p]
- [p]40RP Spirit Surge - Heal all allies equal to 5 times the user's magic resist.[/p]
- [p]90RP Mending Gas - Remove all Injury status effects from all allies. Also, allies gain 20% of their max HP per round for 10 rounds. This gives characters another way to get rid of pesky injuries and also sets up the Regenerate status effect.[/p]