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Old 07-09-2005, 03:50 AM   #1
Desirus
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Default Homonculus Thread

Ok, im sure we all know that the Homonculus has just been (or is about to be) put into kRO.
Prity much what i made this thread for was to gather infomation about it.

The main questions are things like ''How do my stats affect it?'' and ''how do i get one''
If you have any infomation about them, please post it here.
Heres what ive mannaged to find out so far.

Apparently the alchemists stats dont affect the humo, it has its own stats (i dont know if u can choose them) depending on what one you are using.
However like potions DEX/INT affect the chances of creating one. Also more INT heals more with ''Heal Humo''

-Homunculus can level up along with the Alchemist, and experience gained from kills is split between both. The Alchemist gains 60%, and the Homunculus 40%.
-Homunculus will have an advanced AI system
-Homunculus will be a separate character.
-Homunculus can only recover HP through the Alchemist skill Heal Homunculus.
-There are three types of Homunculus: attack, magic, support (self, party, and guild).
-Homunculus will support it's master.
-The Homunculus can either die or be killed by the master via Sabbath.
-The maximum level a Homunculus can attain is 50, and only one Homunculus can be out at a time.
-The strength of the Homunculus is thought to be dependent on DEX, and INT will be also needed to support the Homunculus.



First is what the skill is known to do from the vague description, followed by my thoughts on it. However, it's entirely possible this skill tree is removed in favor of a completely different one, so don't plan anything around these.

Bio Ethics, passive. 1 level.
Prerequisites : None.

Prerequisite to the Homunculus skill tree, but no known purpose beyond that.

Bio Technology, passive. 10 levels.
Prerequisites : 1 Bio Ethics.

Increase the chances of successful creation, and max HP of the Homunculus. Looks like your basic mastery type skill.

Flame Control, passive. 5 levels.
Prerequisites : 3 Bio Technology.

Increase the chances of creation and resistance to fire element attacks. It's like some sort of Bio Technology/Skin Tempering hybrid!

Create Life, active. 5 levels.
Prerequisites : 7 Bio Technology.

Create the embryo of a Homunculus. So first you must create an embryo, then raise it to a Homunculus via Cultivation. Perhaps to create an embryo you need certain items? This could be how the type of Homunculus you end up with is determined...

Sabbath, active. 1 level.
Prerequisites : 5 Bio Technology.

Kill your Homunculus. (Remove the "E"?) Permanently, as in "I lost my +8 Crown!" permanent, not "I lost 1%!" permanent. You can only have one Homunculus at a time, so conceivably with no way to store it or cycle between different kinds, you'd be forced to kill it off and start anew if you're dissatisfied with your current minion.

Call Homunculus, active. 1 level.
Prerequisites : 1 Sabbath.

Summon your Homunculus. Is this similar to the way MVPs summon their mobs back when separated?

Cultivation, active. 5 levels.
Prerequisites : 3 Flame Control, 3 Create Life, 1 Call Homunculus.

Create a Homunculus out of an embryo. Pretty simple, but there may be a catch such as a low success rate at a high cost or something of the sort.

Heal Homunculus, active. 10 levels.
Prerequisites : 5 Cultivation.

Heal your Homunculus. The formula for this skill is the same as the one for the Acolyte/Crusader Heal, which is [(Base Level + Int) / 8] * (4 + 8 * Skill Level). This means that you'll probably need a good amount of intelligence to keep it up and running.

Drill Master, passive. 10 levels
Prerequisites : 3 Heal Homunculus.

Increase the attack of your Homunculus, with the total resulting in +30 damage at level 10. This skill confuses me; what do drills have to do with the Homunculus? Can the Homunculus equip a new class of weapon? If they can equip weapons, does that mean they can use cards? And armor? Your Homunculus will obviously need a lot of armor-style defense to stay alive just like everything else, so unless they have a completely different stat system than your average character, that would make sense. However, considering that the strength of the Homunculus is dependent upon your dexterity, it seems odd that every single factor of the creature would be determined by a single statistic. Or are they simply endowed with them upon creation? The one picture of a Homunculus from the comic, which is seen above, shows a large golem covered with screws and wielding a giant club, so take what you can from that. This skill also wouldn't be useful for a magic or support based Homunculus if it simply increases the physical damage.

Ressurect Homunculus, active. 5 levels.
Prerequisites : 5 Heal Homunculus.

Ressurect your Homunculus. The thing that's confusing about this skill is the amount of levels. The Priest skill only has four; perhaps at level five the Homunculus will be revived with full hp?
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Old 07-09-2005, 10:03 AM   #2
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Homonculi, in the comic version of RO, were these hulking, Frankenstein-esque death machines covered in drills, explaining the drill mastery. Now, you have the choice of a goat, a blob, and two others that I can't remember. I assume they'll change the name of the skill "Drill Mastery", unless that goat can somehow sprout a drill.
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Old 07-09-2005, 11:18 AM   #3
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Filir

Amistr

Lif

Vanilmirth

Some of the Creator's homunculus.This ones are still in it's baby size,theres an adult size. XD I will post their attack stance later
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Old 07-10-2005, 12:14 AM   #4
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Thumbs down um......thats really old info...

There are only 4 official Homoculus Skills released for an alchy/biochem

Basis of Life -Starter Skill - you must do a quest in Lighthalzen to get it.
Call Homoculus - Summons a Homunculus from an Embryo, if u have a current homunculus in peaceful rest, it will summon that instead.
Peaceful Rest - Allows Homunculus to "take a break" (doesn't destroy it. It's like "return to egg" for pets)
Ressurect Homunculus - If the Homunculus dies, use this to revive it.

Also, the max level of the Homunculus is 99!!!! not 50!!

I'll just copy and paste the info cause im tried of trying to remember it. x___X

* To the Homunculus, you can see its state, then order it to either - attack, move, stay, feed, name change, and delete. Right click on the Homunculus to gain access to this menu.

[Status]
This shows variety of information about your Homunculus. This is where variety of command can be given to your Homunculus.

[Attack]
Select an enemy via Alt + Right click, then press Alt + Right click one more time to set the Homunculus to attack that target. To cancel, simply give it order to move or stay.

[Move]
Click Alt + Right click on ground to let it move there. This command overrides all other commands. Homunculus cannot move too far away from you.

[Stay]
While doing other motion - [Move] or [Attack] - right click on the Homunculus to bring out the menu. Choose [Stay], then it will cancel all it was doing, then will stay by your side in idle state.

[Feed]
Select this, or click [Feed] in Homunculus status window, then you will feed the Homunculus with appropriate food.

Homunculus eats following food:
Lif: Pet Food
Armister: Zargon
Filir: Garlet
Vanilmirt: Scell

* Warning: Homunculus is an artificial lifeform. If you do not feed it periodically, it will simply disappear. So, take extra care in its feeding time!

[Name Change]
Just like Cute Pets, you can assign a name to your Homunculus -once-.

[Delete]
Pernamently delete current Homunculus. After this, you will need Embryo to summon a new Homunculus, and begin raising a new one.

- Embryo can be made via Pharmacy skill. This ability is currently included in normal potion creation book, and later on it will have its own book. Ingredient for this is: Yggdrasil Dew 1 EA / Seed of Life 1 EA / Glass Beaker 1 EA.

So ya, most of those skills you listed are the old ones. For example there is no use for Sabbath when u can just use "delete" on the status menu of the homunculus. =/ Also, Heal Homunculus..Why would they make this skill if Gravity just said you can use Aid Potion on your Homunculus?...

Also, the homunculus DOESN'T share exp with the master. It has to gain it's own EXP by killing monsters, same as the master. The last thing is how the 4 different homunculus increase as they level. IT IS SET IN STONE. There is no choosing of their stats. Although i don't know about skills. Atm, each Homunculus has 4 skills.

- LIF -

* Healing Touch (Original: Touch of Heal)

Active Skill

Description: Heals HP of the player character, and it works exactly like Acolyte's Heal skill. It can also heal HP of a target player as well. The amount healed also takes in account of the caster's LV and INT.

LV | SP Taken
1 - 13
2 - 16
3 - 19
4 - 22
5 - 25

* Emergency Evasion (Original: Emergency Avoid)

Active Skill

Description: Helps players to avoid dangerous situation by temporarily increasing player's and Homunculus's moving speed.

LV | MoveSpeed Bonus | Lasting Time
1 - 10% - 40 Sec.
2 - 20% - 35 Sec.
3 - 30% - 30 Sec.
4 - 40% - 25 Sec.
5 - 50% - 20 Sec.

* Brain Surgery

Passive Skill

Description: By increasing brain capacity of Homunculus, Lif, this increases her Max SP and SP natural regeneration rate. It also increases healing amount of the Healing Touch skill.

LV | SP Increase / SP Regen Bonus / HT Bonus
1 - 1% / 3% / 2%
2 - 2% / 6% / 4%
3 - 3% / 9% / 6%
4 - 4% / 12% / 8%
5 - 5% / 15% / 10%

- AMISTR -

* Castling

Active Skill

Description: Instantaenuously switch the location of the player and the Homunculus. The monsters that were attacking the player will now attack Homunculus instead.

LV | Success Chance
1 - 20%
2 - 40%
3 - 60%
4 - 80%
5 - 100%

* Defence

Active Skill

Description: Temporarily increase DEF of the Homunculus and the player.

LV | DEF Increased | Lasting Time
1 - 2 - 40 Sec.
2 - 4 - 35 Sec.
3 - 6 - 30 Sec.
4 - 8 - 25 Sec.
5 - 10 - 20 Sec.

* Adamantium Skin

Passive Skill

Description: Pernamently add DEF to the Homunculus, and also increases Max HP / HP regeneration ability.

LV | HP Bonus / Regen Bonus / DEF Bonus
1 - 2% / 5% / 4
2 - 4% / 10% / 8
3 - 6% / 15% / 12
4 - 8% / 20% / 16
5 - 10% / 25% / 20

- FILIR -

* Moonlight

Active Skill

Description: For the immediate near target that you assign, attack it with its beak.

LV | Times Hit | Damage Bonus
1 - 1 - 220%
2 - 2 - 330%
3 - 2 - 440%
4 - 2 - 550%
5 - 3 - 660%

* Fleeting Move (Original: Fleet Move)

Active Skill

Description: Temporarily increase ASPD and attack power of Homunculus Filir.

LV | ASPD Bonus | Damage Bonus | Lasting Time / After-cast Delay
1 - 3 - 110% - 60 Sec. / 60 Sec.
2 - 6 - 115% - 55 Sec. / 70 Sec.
3 - 9 - 120% - 50 Sec. / 80 Sec.
4 - 12 - 125% - 45 Sec. / 90 Sec.
5 - 15 - 130% - 40 Sec. / 120 Sec.

* Over Speed (Original: Overed Speed)

Active Skill

Description: Temporarily increase FLEE rate of your Homunculus.

LV | FLEE Bonus | Lasting Time / After-cast Delay
1 - 20 - 60 Sec. / 60 Sec.
2 - 30 - 55 Sec. / 70 Sec.
3 - 40 - 50 Sec. / 80 Sec.
4 - 50 - 45 Sec. / 90 Sec.
5 - 60 - 40 Sec. / 120 Sec.

- VANILMIRTH -

* Caprice

Active Skill

Description: Randomly use one of the Bolt-type spells. Which one you will use, you will never know until it is used. The skill level used for the random bolt-type spell depends on skill level of Caprice.

LV | Description
1 - Can use LV 1 Bolt-type spell.
2 - Can use LV 2 Bolt-type spell.
3 - Can use LV 3 Bolt-type spell.
4 - Can use LV 4 Bolt-type spell.
5 - Can use LV 5 Bolt-type spell.

* Benediction of Chaos (Original: Chaotic Venediction)

Active Skill

Description: It randomly uses Heal skill to either one of the following: Player (you), enemy that you are attacking, and Homunculus itself at following success rate.

LV | Heal LV Used | Enemy / Homunculus / Player
1 - 1 - 50% / 20% / 30%
2 - 1 ~ 2 - 40% / 50% / 10%
3 - 1 ~ 3 - 25% / 25% / 50%
4 - 1 ~ 4 - 36% / 60% / 4%
5 - 1 ~ 5 - 33% / 34% / 33%

* Change Instruction

Passive Skill

Description: Increase your Homunculus's INT and STR.

LV | INT / STR Bonus
1 - 1 / 1
2 - 2 / 1
3 - 2 / 3
4 - 4 / 4
5 - 5 / 4

The last thing....*deep breath* I don't understand why Gravity had to "REWORK THE ENTIRE GAME CAUSE THIS IS ADVANCED A.I. TECHNOLOGICLY".....Lame....There is hardly any A.I. involved with the current Homunculus. The player controls everything about it, with the exception of increasing stats. The kRO main servers just got Homunculus a few days ago. It is still hard to tell what will change. They may revamp, keep, or totally give up on the Homunculus.
I'M DONE
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Old 07-10-2005, 12:34 AM   #5
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Quote:
Originally Posted by Monk3yTang0
I don't understand why Gravity had to "REWORK THE ENTIRE GAME CAUSE THIS IS ADVANCED A.I. TECHNOLOGICLY".....Lame....There is hardly any A.I. involved with the current Homunculus. The player controls everything about it, with the exception of increasing stats. The kRO main servers just got Homunculus a few days ago. It is still hard to tell what will change. They may revamp, keep, or totally give up on the Homunculus.
Hmm... let's see...

* Pets have only one action you can actually control: their "play" function (you know, the cute things most of 'em do...). Otherwise they just follow their master and sometimes just stay annoying...

* Pecopecos, Carts, and Falcons are considered part of a player's gear, and therefore do not need a separate A.I. for each of them (they're used as part of skills, and would not need to "think").

* The only real summons would come from Dead Branch, Hocus Pocus (Abracadabra), Summon Flora, and Summon Marine Sphere.

DBs and Hocus Pocus, however, summon aggressive opponents, which may or may not kill the summoner.

Summoning a Flora would be like Dead Branch, except that [1] only specific monster(s) are summoned, and [2] you are not considered as a valid target... only other opponents are (note that only recently did they implement the summoning of more than one type of monster via Summon Flora; they likely had problems with regarding how to properly implement monster skills on players).

Summoning and blowing up a Marine Sphere would basically be summoning a Marine Sphere via DB and having it blow up on your opponent's face (instead of your own; however if I understand correctly you can die from your own Marine Sphere). Only recently were they able to implement "targetting" and other, more complex features of Summon Marine Sphere.

- - - - -

For you to have an NPC (non-playable character) summoned, attack, support, level up, and distribute its own stats would require new features that far surpass the abilities of the A.I. currently available in RO. Other games may have similar or even better features, but still, to implement it in the RO environment can be a big challenge (especially since the original dev team lost their codes to some pissed off hackers and eventually ended up quitting the company... the new dev team had to work from scratch, and are only recently making up for lost time and effort...).
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Old 07-10-2005, 12:46 AM   #6
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Smile

Oh ok, i understand.

I guess i just assumed by A.I. they meant a character that was practically a bot and would act without orders.

I see now, thanks for relieving my anger towards how loooooooong it has taken to get homunculus.
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Old 07-10-2005, 12:14 PM   #7
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Are Yggdrasil Dew, Seed of Life, and Glass Beaker new items?
If so, any idea on where to obtain them?
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Old 07-10-2005, 06:28 PM   #8
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some npc is currently selling those stuff i think in kRO
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Old 07-10-2005, 06:40 PM   #9
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Default Homunculus website.

Click here for my website about Homunculus (basically it makes the above information prettier, and with pictures). I'll be updating it as soon as more information arrives.
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Old 07-10-2005, 06:57 PM   #10
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@YukiKawa: cool! great job there~!!

One question, if you check the filir's skills; the moonlite says "duration 20 secs" its an aggressive skill rite o.O
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Old 07-11-2005, 06:44 AM   #11
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ok...i have been reading this thread and i have a question...

1. Since ther are 4 skill dealing with the Homonculus, what are the lvls they can go to? (Like Summon Flora has a max lvl of 5)

btw...great work on the site..added it to my favorites and will be looking for future updates...^_^
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Old 07-12-2005, 08:18 PM   #12
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What makes me happy about the newly made Alchemist skills dealing with Homonculi is that it "seemingly" takes a lot less points to obtain a Homonculus than the original, obsolete skill tree as shown in the first post. Like someone said on Ragnainfo.net (just to show proper due credit to Tango's info, it is from there), I'll be able to get my other favorite alchemy skills--mostly Prepare Potion, Potion Research (2 obvious 20pt chunks of my skill points @_@), Aid Potion, Acid Terror... heck, maybe even the new Summon Flora. From what I'm guessing, it will only require a few points to obtain all four skills:

[Edit: Yukikawa answers how many points each has 2 posts down.]

Basis of Life: This is the anchoring skill that unlocks the other Homonculus skills. Luckily, this is to be made into a quest, so not even one precious job point is used up. ------Quest Skill.

Call Homonculus: As explained, you create the Embryo by using its own Creation Guide and the skill Prepare Potion (aka Pharmacy). So just level 1 to summon one. However, it's vague to me how a person chooses what Homonculus they will summon. I've heard that males get Filir and Vanilmirth (bird and blob), and that females get Lif and Amistir (girl and sheep), but I am not sure at all. [Edit: Forget that, they're not gender-specific. ] Perhaps a menu comes up from which you can choose the Homonculus you want or the one you currently have dormant (like a pet egg), just like a menu comes up for Prepare Potion. You'd only need 1 point for that. It could also be a level 4 skill, in which each homonculus has a level it can be summoned from. I'm not sure, these are just lil hypothesese of mine. -------Level 1 Skill, I'm hoping. Perhaps more [Edit: Turns out it's only level 1 ].

Peaceful Rest: Putting the homonculus to rest, letting you not have to feed it. Remember? They gotta be fed too. This is good as I don't want mine to disappear while I'm vending . I imagine this will only be a level 1 skill. So ----- Level 1 Skill.

Resurrect Homonculus: Now this one I bet has more than 1 point. If not, silly me, how fantastic, just one! If yes, it makes sense. Resurrection of the Priest has four levels, each increasing level decreasing the casting time and bringing the person back to life with more HP per. I suppose this "can" be like Resurrection, with each level bringing back the Homonculus faster and with more health. Now I wonder if I'd need a blue gem or a similar item xD. If not, cool. ----- Level 1~4, possibly. [Edit: It is a Level 5 Skill.]

So all in all, the alchemist skills for Homonculus are very cheap to afford-- 1 quest and not even 10 points? Awesome. For the new guys, you'd still be able to max Potion Research & Prepare Potion, and if it was I, I would grab Acid, Aid, and as much as I could of the rest /gg. I wonder if these are all the skills that the developers plan to implement. They seem solid enough already, alongside the fact each Homonculus has a miniature skillset of its own. I like it... as one person stated, homonculi seem like they can and should become a standard in helping Alchemists level or even fight in WoE (Homonculi in War... don't die please x__X). We are the summoner class. This is what is to come, finally.

~Isagani (Don't hurt me, they're just thought-out guesses D: )

P.S. Everyone spelled resurrection funny, even me at first... It's 2 R's in the middle there! not 2 S's xD

P.P.S. Editing is fun Thanks Yukikawa [Read down]
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Old 07-13-2005, 03:53 AM   #13
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I hope that they cost less than ten points.... seems too good to be true though.

I think you can pick which homonculi you get . Females would have the good ones... >.<
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Old 07-13-2005, 07:59 AM   #14
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Just trying to clear a few things up.

Homunculus are not gender specific. I have seen plenty of screenshots going against that notion. Also, Resurrect Homunculus has five skill levels. Not sure why, but it does (information taken from kRO's website). All the other skills have one level. All in all the Homunculus tree looks to only take up seven job points, which would allow for plenty of the yummy alchemist skills. Yay! Also homunculus are available for both Alchemists AND creators.

Leaflord, Moonlight is an Active skill. I apologize if my website states something else. I'll have to check and fix it if so :3. Thanks for pointing it out, and thanks everyone for your compliments! They're very appreciated.

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Old 07-13-2005, 08:50 AM   #15
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Not gender-specific? Excellent /gg--I had only looked at early screenshots and posts when it came out in kRO~ then kinda lost track, sorry xD. I'd love to be able to try out each homonculus. I might get out of hand with poor Amistir though xD--I level in minos, letting 2~6 gang up on me at a time and then Revolutioning them away in a fun frenzy. It hurts leveling like that, but I'm very liberous with my potions. Imagine if I used Castling at that point?

Quote:
Poor Amistir would be like: Whoa... watch out now.. you got 5 on you.. wait,... you're not going to castle are you?... Isagani...?
Isagani: Castling!!
Amistir: [Minos suddenly turn towards Amistir with raging eyes] WHOA, what the hell!! NOOooouuuu!! [Amistir gets smushed and disappears]
Isagani: Aid Potion !! Cart Revolution !! Hmm... woops, sorry xD Resurrect Homonculus !! [Amistir reappears] There you go
Amistir: I hate you! >:O
Isagani: No you don't
Amistir: yes... and I hate Chess too!
Isagani: D:
But this is really great, only 1 quest and 7 skill points. Everyone should be able to get a homonculus--like a training partner for life, making leveling much easier, catching up with the other faster classes. Having Lif would help two-person parties, especially if my friend isn't a priest. Amistir would be nice for places that hit really hard and never miss (We will meet again, Ms Loli Ruri >__>). Filir is nice, making up for the lack of attack power Alchemists have (no one would spam Mammonite or other bottle-consuming skills outside of WoE... usually). As for Vanilmirth... all alchemists should love chaos and explosions >:-D
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Old 07-13-2005, 01:19 PM   #16
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Yes, all of the homunculus seem nice in their own ways. I'm planning on making a pure pot chemist for homunculus just so I can see if it is truly possible to level with one. I really hope so since leeches are annoyingly expensive.

I really like Vanilmirth just because he seems to be the weakest skill wise, and I'm all about the under dogs. Lif is pretty though, so I might go with her. SO MANY DECISIONS. More updates need to come out!

Here are a bunch of screenshots I've gathered from ragnagate. I should be adding more once I have the time to browse around again.
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Old 07-13-2005, 07:01 PM   #17
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http://www.nyeh.net/homu/screen334.jpg
look at this screenie. According to the birdie's skill, it should boost its OWN walk speed - what i see is completely diff !_!
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Old 07-13-2005, 10:32 PM   #18
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According to the skills, Filir can increase its ASPD or Flee... but nothing much mentions walking speed, or even the master's speed. I think the reason why the alchy looks like he's moving fast is because of the mirage effect from Power-Thrust/Max Power Thrust. Notice he's partied with that whitesmith in the screenie.

I have some quieries too... Although it's listed up in the old info, is it still true that the homonculus recieves 40% of the master's experience recieved?

~I like how the discussion in this thread is growing ... so helpful, and not too newbish spammy yet
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Old 07-13-2005, 10:42 PM   #19
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Quote:
Originally Posted by isaalkemist
According to the skills, Filir can increase its ASPD or Flee... but nothing much mentions walking speed, or even the master's speed. I think the reason why the alchy looks like he's moving fast is because of the mirage effect from Power-Thrust/Max Power Thrust. Notice he's partied with that whitesmith in the screenie.
ohh okay.....my apologies ^^
also remembered that its lif that gives the wspd bonus....

anyways, i was thinking.....will the lif's level 5 heal do good? i mean its based on level, and homonculus i think at level 30 in the screenies needed 10k exp....if thaz so, then at a max maybe it will go upto level 80 o.O so the heal with 80 int will be 880... and not all make FS high int alchies /swt maybe will do for creators
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Old 07-14-2005, 05:17 AM   #20
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i made a skill build with homonculi... 7 points made it almost the same as any other build

Homonculi skills -7 (whee)
Potion research-10
Prepare potion-10
Summon Flora-5 (gonna use geo's a ton)
Bomb-5
Acid Terror-5
Aid potion-5
Summon marine Spere-2

Divest would be nice... but.....uhm... i don't like using it. i guess as a creator you could use the 20 extra skill points for those...
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Old 07-14-2005, 12:19 PM   #21
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Leveling wise, I'm extremely sure Summon Flora and those Homonculi skills are going to become standard for the Alchemist, just as Aid Potion and Cart Revolution are. The rest of the points can be put into the Divesting Tree or acid terror, bomb, and marine spheres. Homonculi Alchemists: Anti-Divesters or Explosion experts xD.
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Old 07-14-2005, 01:21 PM   #22
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Man Homunculus is going to be awsome and really bring alchemist some respect from blacksmiths ^_^
Any one know when it is going to be in iRo?
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Old 07-14-2005, 01:58 PM   #23
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Since I don't know how to quote multiple people *is slow*...

@rtzpower: No idea when Homunculus will actually hit iRO, but like transcendence, I would imagine fairly quickly because I know it'll keep SOME people around, and may draw more people into paying for the game. At least, that's what I'm hoping.

@Leaflord: I believe Lif's level five heal will be adequate seeing as she also has the passive skill Brain Surgery.

Brain Surgery [Passive]
Increasing Lif's brain capacity increases her max SP, her SP natural regeneration rate, and the healing amount of the Healing Touch skill.

Level SP Increase SP Regen. Bonus HT Bonus
1 1% 3% 2%
2 2% 6% 4%
3 3% 9% 6%
4 4% 12% 8%
5 5% 15% 10%

With Brain Surgery she gets a 10% bonus increase in Healing Touch. Yummy. So, it might not be amazing but I think it won't be so bad. Plus, I'm kind of thinking that the Heal relies on Lif's INT since she IS technically the caster. I'm really hoping that's the case, since she seems to have high INT.

@Isa: I think that anything the ALCHEMIST kills will not give the Homunculus experience, but if the Homunculus kills something it gains experience as WELL as the Alchemist. I find this nice because it means that the Homunculus will play a more integral part in its own furthering along. Makes me happy ^-^.

I also like how this thread seems to be filled with nice discussion. I really like all the questions. It might be nice to compile them all for my website, and when I know concrete answers I can post them because I'm sure we're not the only ones with these ponderings. Sound like a good idea?
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Old 07-14-2005, 07:15 PM   #24
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Homonuculus is gonna be awesome. We alchemists are finnally gonna get the respect we deserve. and others shall cower before us. MUHAHA
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Old 07-14-2005, 10:02 PM   #25
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Quote:
Originally Posted by exil3d0utcast
Homonuculus is gonna be awesome. We alchemists are finnally gonna get the respect we deserve. :laugh4: and others shall cower before us. MUHAHA :mellow:
In terms of brute power or sheer strength, alchemists are very low, outranked by every other class. However, I think alchemists are already famous for employing "status effects" no other class can do so easily (easily as in, "yes, a mastersmith destroys equipment with shattering strike, but you have to get to 99 first to do so @__@"). Alchemists are, if *anything*, famous and even infamous for breaking armor. Lose that armor, and you've lost your 700+ hp boost, a bonus point in strength, or resistance to freezing, just to name a few. This class is hated to be fought against, solely because of these conniving tactics. Melted armor, sizzled weapons, explosions killing not only foes, but friends too. In retrospect, yes, alchemists are weak, but it's nothing at which to roll over laughing.

The homonkies will have to settle into RO first before bringing in any respect. Theoretically, this is awesome. By practicallity... "Yes >:D !! Look at my brand new baby Filir! I'm gonna name him Hedwig, and he's gonna be my new source of attackpower. Behold my candilicous combo of M&M's, yes! [ ..... hunter stands up, double strafes Filir and *poof*, no more] ... I hate you! Dx"

Now.... that was all by PvP, WoE standards... Good old-fashioned roleplay gamewise--homonculi are *definitely* gonna make partying with or as an alchemist a hell lot more interesting, if not easier. I think it is in PvM--leveling, gathering items, completing quests--the "cooperation, not competition" part of RO most of all where alchemists lack much respect. They are just too difficult to play--they lack the ability to survive on rough terrain (surviving also means defeating what is attacking you, not only withstanding its attacks--look at the beloved Loli Ruri, in all her horrid might). Homonculi might become the godsend this class was seeking.

If you haven't gotten the candilicious M&M joke..
i'm sorry... it's Mammonite and Filir's new attack, Moonlight. xD


*edit* I forgot to quote :)
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