Yesterday I ran into some topic considered a not-suggestion category suggestion, created by @DarkMage . It was named Weapon-specific trainers. Some mfs said he used ai to generate that, I don’t know is it true or not.
I got my own ways to prevent suggestions out of suggestions. Ima be stealing simular topics for myself and then upgrade them to be hella long. And the creators of original topic must read it whole. Im not making this as suggestions, Im just evil (:<
Introducing weapon-specific trainers with unique challenges. It encourages players to explore different weapon types and engage with specific NPCs for rewards and opportunities.
There are predermined spawn spots for Trainer NPCs around the world. They are friendly to everyone and can’t be attacked. They also hold their respective weapon and have their armor style as knight/samurai/bounty hunter/pirate/sailor/barbarian/archer/fighter/cowboy.
You can talk to a trainer and he will say:
T: “Hello, Adventurer! Didn’t see you there”
Player: “Hello there, what are you doing?”
T: “Nothing much, have just been training with my (weapon) for years on this island”
P: A. “(watch)” B. “Okay, good luck with your training! (leaves the dialogue)”
To be able to learn from a trainer, you need to have at least one skill available on the weapon type you want to train with. For example, if it is a katana, just 20 points for Sword Draw: Flash Strike of old katana would be enough. Therefore, non-weapon builds won’t be able to get any use from these trainers. You also need to equip the weapon of the type the trainer wields.
Talking with the requirements met (quest mark will appear above the trainer’s head):
“Oh I see you have a (weapon), you seem to be strong enough for my training. Let me teach you (gives quest)".
Talking without the needed weapon equipped:
“Hmmm, you look strong, but I don’t think you would benefit from my mastery, maybe you will find yourself a weapon like mine?"
Talking while having the weapon needed, but not meeting the points requirement:
“Hmm, your (weapon) looks fine, but I don’t see enough skill in you to wield it. This is just an accessory for you, I guess?”
Talking when already having that weapon’s upgrade:
“Oh, I see you have these skills already. It feels good to know the (weapon upgrade name) is still popular”.
Talking while not meeting the requirements:
"Anyway, it was nice chatting with you. If you know anyone who wishes to learn some new skills, I got something that might interest them.”
The quest given doesn’t count for exploration of the island, but counts for overall quests completed statistic. To complete the quest, you simply need to defeat the trainer with the weapon only (your other items will be disabled for this fight). The trainer will become a fightable npc with the same level as max huntable criminal level. After completing the quest, the trainer says:
“It seems that you have learned well how to wield the (weapon). Now, I will tell you about the (weapon upgrade name)”.
Shortly after, the trainer despawns. If no one has spoken to the trainer for a half of an hour, they also despawn.
The upgrade for each weapon ONLY GIVES VISUALS - there are unique weapons existing to be normal weapons with better skills, and upgrading an unique weapon with functional bonuses would not be fair. The upgrade is not assigned to the exact weapon item you used in the fight with trainer: if you did a spear quest once, you can use upgraded weapon wielding skills with any spear you come across. Weapon types that are just reskins of one another, like cutlass and sword, have different upgrades and different trainers. Unique weapons have different upgrades, but don’t have their own trainers. Atlantean weapons (excluding mace, greatsword and scald tooth dagger) just add their colors to their weapon type’s upgrade.
Now the list of upgrades. Each upgrade gives visual effects to all swings and skills. All effects are not that vivid as imbuement ones to make difference.
Axe: Lumberjack Frenzy: Bark and rubble fly away after each your attack. Their color is based on material you have hit. If you hit the air or another player, it will just be wood bark.
Bow: Tracing Shots: Arrows fired will have a short trail of bow’s color what can help to see where an attack went. Sound of a shot will also become clearer and longer.
Claws: Wild Tearing: Each m1 swing leaves a claw mark simular to Primal Swipe or Fire Claw from AS. This mark lasts for a second and then disappears. Skills that already do that will have the mark bigger. Movement skills (for now only Beast Instinct) get silhouettes of a player following the swings.
Cutlass: Sound of the Waves: Small wave afterimages appear after attacks. Attacks also receive slight water splash sound, though no water effects.
Dagger: Shadow Backstab: your character becomes slightly darker while holding the dagger like of they were standing in the shadow. All wounds and thrown daggers would more likely appear on the back of your target. Shadow trail is following the dagger
Dual flintlocks: Sheriff’s Quickshot: Wind streams, feathers and dust follow the bullets while they are flying through the air. Gun spin sound is added to the reload.
Dual swords: Slice Twice: Creates afterimages of your swords/swords skills that come from the place where attack landed to the place where it has started.
Flintlock: Captain’s Promise: Wind and water streams follow each bullet shot. Slight sea sounds are added to each gun shot.
Greataxe: Viking’s Might: Snowflakes and debris fly from each hit made and follow the greataxe on swings. Devastate creates extra debris.
Greathammer: Meteorite Strike: Debris and sound from each hit are doubled. Mini-explosions occur when the hammer strikes the ground. Slight fire trail follow the swings. Screen shakes more often.
Greatsword: Suppression Assault: Hits are getting louder and louder the longer you are attacking one target without switching to other damage source. After a while the blade will start glowing dimly.
Hammer: Pray to Thor: Lightning strikes with each hit. Sound of thunder is played on impact. When idle with hammer in your hands, lightning can strike it sometimes, just as visual effect.
Katana: Bloodweave: Blood effects follow the swings. Each attack landed makes more blood to drop from the enemy. If used for long time, user start visually bleeding as well. Blood also drops when you sheathe your katana after using it more than 5 seconds.
Mace: Morning Sunshine: Slight warm glow is emitting from the mace. Rays of light go from impacts. The player becomes slightly brighter when holding the mace (like if they are staying in rays of sunlight).
Musket: Dead Eye: Mark appear of target you point your musket at. Wounds from shots mostly appear on the head. Sounds of the shots are longer, with additional smoke coming from the musket after each bullet fired.
Rapier: Duelist’s Grace: Visual amount of hits with each attack increases. While moving, rapier’s tip gets its own glowing trail. It can also emit sparks occasionally.
Shield: Immovable Array: When blocking attacks, slight glow emits from the shield. When block gets hit, it makes hard blunt sound. When parried, the sound becomes very metal-like and sparks start fly in different directions. All shield skills make opponent’s screen shake.
Spear: Guard’s Might: Blade of the spear receive “high speed” effect. When thrown, the effect applies to the entire polearm. Screen shakes when hitting the enemy or an obstacle.
Staff: Old Monk’s Blessing: When standing still, bamboo visually starts growing around you. The staff itself receives slight glow that also serves as a trail while moving. By landing hits you strenghten the glow, but on misses it faints.
Sword: Squad Swing: Creates afterimages of your sword/sword skill coming from random directions to the place where attack landed, like it was a whole squad attacking.
Trident: Poseidon’s Wrath: Fierce water currents follow the tips of the trident. When hit, emits water splash. Entire weapon now glows underwater.
Club (both): Caveman’s Rage: Attack destruction visually greatly increases. By slamming opponent into the ground you create enormous amount of debris and make their screen shake.
Sunken sword: Eternal Coral Reef: Corals and seaweed start growing from each hit. Fish swims alongside your skills. Rising Tide leaves short visual whirlpool after using.
Poison/Scald tooth dagger: Monster’s Bite: Shark jaws follow your skills and attacks, closing oh hit. “High speed” effect also gets added. The dagger receives water current trail of its color.
Stormcaller: Soul of the Storm: There are now rain streams following each arrow. First arrow fired with each skill is visually followed with lightning. Shots now have thunder sound.
Sanguine: Bloody Laugh: When using skills, quiet laughter can be heard. Blood puddles from attacks are now more frequent. Blood trail now follows the dagger.
Silent blades: Steps from the Shadows: Swing sound is now much quieter. You become decently darker while holding the blades (like if you are standing in shadow), but lose this effect for a second if you attack. Beast Instinct creates a shadow area for a few seconds, where you will be darker even if you attack.
Scimitars of Storm: Lightning Strikes Twice: Swings are followed with electical afterimages of the scimitars. If both swords hit the same place in the same time, then two visual lightnings strike it.
Vindicator: For the Valor: Ground slams now leave a Grand Navy’s symbol on the ground for a short while. Hits in the air have short blue aura surrounding you.
Triasta of Bronze: Long Live the King: When embedding the Triasta into someone, a Ravenna symbol appear above their head. Aether trail now follow each hit.
Commodore Kai’s Sabre: Red Secret: All skills receive “high speed” effect. When hitting Grand Navy member, crimson rays spread from their body. When hitting Assassin Syndicate member, blue rays spread, when hitting others, red rays spread.
Noble Thunderspear: Lightning rod: During the fight you may be struck sometimes by visual lightning. Getting struck makes your next attack to emit intense lightning and thunder. While not using that next attack, your spear gets a trail of lightning and “high speed” effect.
Sunken staff: Heart of the Deep: Fury of the Sea now sounds in a heartbeat way. So do water splashes from staff attacks. Water trail now follows the staff.
Atlantean mace: Tamed Toxin: Urchin needles now can be found stuck in the target after they are being hit. Their skin will eventually turn to intoxicated purple color the more times you hit them. Urchin gets poison trail.
Atlantean greatsword: Dread Boneblade. Targets now leave blood puddles much more often from your attacks. Also their wounds left by the greatsword are now much bigger. More wounds and blood puddles the target has, more often their screen will shake.
Siren bow: Voice of Serenity: Afterimage of siren wings (colored as not-transformed siren) now follow you while moving while holding the bow. Flying arrows play siren song in the air. When target has low hp, sounds and wings change to those of transformed siren.
Lion’s halberd: Lion’s Roar: All halberd attacks now shake the target’s screen. Sometimes the halberd can charge with red aura that follows all next attacks for a couple of seconds.Swings that hit a surface cause debris to fly away from the impact.
Lance of Loyalty: Lion’s Claw: Tip of the lance gets a red trail. On hit, a claw mark appear on the target. Red aura gets added to this on skills.