My list of Bugs for "GaiasORPG_v1_2A(8)"
First of all the king of bugs, or whatever... But every time I Lv up my character suffer... He says "Great! I leveled up! I'm weaker now!" XD (Critical Chance, Critical Damage, Evasion and Spell Haste all are reduced) How can I be more strong if Str gives me 1% Critical Damage and the Lv take me away that 1%? ¬¬
Example of my Squire Lv 25 with "White" crappy items = 169% Critical Damage
Berserker Lv 35 with more STR and Blue/Green items = 164% Critical Damage... ???
Berserker Lv 46 with much more STR and Blue items = 167% Critical Damage... So???
Monk Lv 46 153% Critical Damage increased XD (More Stronger than 150% from Lv 1 Cleric at least after 32 more STR gained) XD
Same for Evasion and Critical Chance, all go down :/
It happens because your game won't consider "Base stat grow", just increase the values for the stat points that you spend or the bonus the equipment gives
Example 1: 50 STR Base + 0 STR Stat Points Spend = 150% Physical Critical Damage
Example 2: 1 STR Base + 49 STR Stat Points Spend = 199% Physical Critical Damage
Example 3: 1 STR Base + 0 STR Stat Points Spend + 1 SRT by Weapon Equipment = 151% Physical Critical Damage
However the Armor Penetration works and it increases with the Base STR gain per level, too the Spell Power
But Critical Chance, Physical/Magical Critical Damage, Evasion and Spell Haste won't work
Please! Remove the base stats (5 for Evasion and Critical Chance) and make them 0, better use something more precise for the game, like:
Armor Penetration 0,5 x STR (Base STR + Bonus)
Physical Critical Damage 1% x STR (Base STR + Bonus)
Attack Speed 0,5% x AGI (Base AGI + Bonus)
Critical Chance 0,10 x AGI (Base AGI + Bonus)
Evasion 0,10 x AGI (Base AGI + Bonus)
Spell Haste 1% (Base AGI + Bonus)
Magical Critical Damage 1% x INT (Base INT + Bonus)
Spell Power 1 x INT (Base INT + Bonus)
It won't give so much stat, so maybe you like the idea...
STR Characters are Based in = Armor Penetration + Physical Critical Damage
AGI Characters are Based in = Attack Speed + Critical Chance + Evasion + Spell Haste
INT Characters are Based in = Magical Critical Damage + Spell Power
Crusader is the "Special" here hahaha XD (Main Stat STR but is INT Based)
Items
You must add at least 1 item type for all characters from Bosses
Hardened Dagger 15% attack speed won't work
Gladiator's Helmet (from Quest Lv 32) Gives just 7 Armor and not 10
Healing Salve from Squire Class change quest didn't work (Incorrect class message)
Hunter's Net won't work for any character/class (tested with every class) (Incorrect class message)
Shroud of the Faithful & Linen Hood Recipe has a text mistake
Sapphire Glyph is very weak compared with other more "weak" Glyphs and others same quality weapon too, the Fire "weak" Glyph is much more Powerful, the Sapphire Glyph need a buff!
The "Magma Rage" needs at least 5 to all stats like the other Glyphs and why "Rage" if the item is defensive? XD
Every NPC in the city (included the first city) must sold a teleport portal to all cities like the NPC in Mytargas (Yes I go to Riversdale from Mytargas for quest and I have to walk again to Mytargas because I forgot to buy an stupid piece of paper called teleport what in Riversdale no one sold ¬¬)
Skills
Goblin Lv 40, Bloodstone Golem Lv 37 and Stone Golem Lv 29 some skills in this guys didn't work (Example: Gaping wounds, Coup de Grace) (Organic Units Message) If it is correct (Because they are stones except the Goblin) then the Golems Lv 16, the boss Golem Lv 20 and the Hill Giant are wrong because they are affected by Gaping Wounds
The Spider Lv 12 and 13 are very resistant to Gaping Wounds just taking 3 - 4 damage per tick, but the spiders Lv 33 and 34 takes normal damage...
Berserker Rage buff sometimes end before the battle ends (Example: vs. Stone Golem Lv 29) Maybe the other Golems Lv 27 count like another battle... However this won't happen so often with the Bloodstone Golems Lv 37
In the Miner's Camp or whatever was the name, if you attack the Hill Giant with the Mercenary and retreat when activate Berserker Rage you can maintain the buff in that entire place for free with max Attack Speed and Damage
Remove Shield usage + One Handed Weapons to Berserker, these are for Crusader, and Berserker uses a Trophy!
Remove the 15% Damage from Talent with One-Handed Weapon to Berserker, is useless, who want 15% more Damage in One-Handed Weapons in exchange for lose two abilities? :/
Shield Slam skill used in a Berserker with no shield equipped generates thread (Other Incorrect skill works like this too)
Lightning Blade not work properly, sometimes just spinning around the target doing NO damage include passing through nearby units doing NO damage too
Sometimes Crucify won't hit any unit that is inside the cross
Berserker's Rage 10% Attack Speed won't work (Tested and won't work, I have 39 AGI and need 1 AGI point to reach "Very Fast" but it never change, always say "Fast")
Berserker's Rage 20% Damage penalty is too high, 250 Damage boss + 20% = 300 Damage - 40 Armor = 260 Damage (Or more + "Invisible" Armor Penetration of Boss), Alchemist kill me in 3 hits (Attacks super fast too, not like my girly skill Berserker's "Rage" who always attacks "Very Slow", you must call it "Suicide’s Rage") XD
Coup de Grace must be at least x2 Attack Damage, has an high CD to do just x1,5 (You know that the Thief class won't have higher Armor Penetration like the Squire class, doing less damage)
Mercenary
Magician Mercenary needs a revamp! Is the worst mercenary, very low damage, very low spell haste, and the Attack Speed skill is to support? Hahaha XD
Troll Mercenary needs an improve on Attack Speed or a low cooldown ability this Mercenary is the "DPS" but between the Warrior and the Troll, the Warrior does more Damage and is more useful, Bash, tank + Mini Taunt +10% Damage Reduction
When fighting vs. the Hill Giant, the stupid and hated, very hated for me Shaman (Mercenary healer), sometimes go up to the razormane camp and end up passing through the rocks near the Hill Giant, I don't know why he start running and does that! I don't know! I die too many times because of this, please fix this bug! The stupid Mercenary never stops running! I hate it!
Quests
Sergeant Gaspode quest in Mytargas is almost impossible if 4 or less peoples are in the game, the mobs have very high attack for a Lv 22 / Lv 30 quest and high armor too! And all wave of mobs coming "focus" the Sergeant killing him before someone can do something (Think that no one want to play a game full of clerics/bishops just to constant heal the stupid sergeant + other hero :/)
The worst of all is that WE NEED TO DO THIS AGAIN IF WE WANT TO RE-ENTER THE DUNGEON! (Remove this please! It consume a lot of time, is boring and annoying, very very annoying!)
Drop
The game needs an advice message when an item is dropped from mobs/bosses to not lose any and play more freely and safely (Material for example are very smalls and corpses are annoying same for some Misc items are very smalls) The night, the fog, the ground, the bush and much more thing are annoying when you farm, this is why I’m requesting this
From the boss Sarash near the ogres outside Mytargas, the "300 Gold" from the chest reward, can you remove it? Is annoying see too many times the effort in vain! The respawn is very long too to see just gold!
Bosses
For low Lv dungeon Gaelas/Gealas Tar hit 500 - 550 damage is very high, yeah we need a "Stun" to kill it easily, but what if it "Freezes" the stunner? For the Lv of the Dungeon must low the damage of that skill.
A tip to easy kill it Alone is killing the magician and taking to the battle the Thieves or just 1 Thief that are near, they will hit you for 1 damage constantly but too will break the Ice Spell to "Stun" the boss every time he want to cast the "Fire" Spell... You must take away that thief mob or put more far the Boss to evade this
A question is... Why you add Armor Penetration to Bosses? I have a noob Monk with 51 Armor, and the Hill Giant normal hits takes me 190 - 196 HP and Critical of 280-288 HP, the Hill Giants average Attack Damage is 208 - 218, then 218 Damage - 51 Armor = 167 Damage, not 190 - 196 Damage, and my armor description says that "Cloth" armor takes NORMAL damage from any attack... So I must take just 167 Damage and not 190 - 196...
This is the same for the Gnoll Lv 20 and other mobs, remember that we can't see the "INVISIBLE" Armor Penetration from Mobs/Bosses
Suggestions
You never fix the "character select" bug that I tell you before, the characters shows wrongs stats, attack range, etc :/
When my character die, the text say "automaticlly" miss an "A" (I see this very often XD)
Limit some IMBA Stats
Extra Health Replenished by a Potion = Max 100%
Extra Mana Replenished by a Potion = Max 50%
Physical/Magical Critical Damage = Max 250%
Critical Chance = Max 25%
Evasion = Max 25%
Spell Haste = Max 50%
All Resistances = Max 50%
Maybe you disagree with Evasion and Critical Chance but if you see it well it's OK and will Balance a lot the entire game to make it a 2 - 4 party game!
If you don't want to "Nerf" any stats then add "Accuracy" and "Critical Chance/Damage Resistance" but the best is that you consider "Nerf" the stats
Sword = Attack Speed + Critical Damage (+ Accuracy if you add it)
Axe = Critical Chance + Critical Damage
Hammer = Armor Penetration + Critical Damage
Two-Handed = Splash Damage 50% + -10% Attack Speed (+ the property if it is a Sword, Axe or Hammer)
Dagger = Attack Speed + Critical Chance (+ Accuracy if you add it)
Bow = Spell Haste + Critical Chance (+ Accuracy if you add it)
Crossbow = Armor Penetration + Critical Damage
Staff = Spell Haste + Critical Chance
Rune = Attack Speed + Spell Haste
Shield = HP + % Block
Trophy = STR + Critical Damage
Offhand = Attack Speed + Critical Chance
Instrument = Critical Chance + Evasion
Quiver = Armor Penetration + Critical Chance
Totem = AGI + Spell Haste
Book = Spell Haste + All Resistances
Relic = Attack Speed + Evasion
Gem = INT + Critical Damage
Skull = All Stats
Gauntlet = STR
Ring = AGI
Amulett = INT
Mail Armor: 5% Resist Melee Attack / 5% More Damage from Spells
Leather Armor: 5% Resist Piercing Attacks / 5% More Damage from Melee
Cloth Armor: 5% Resist Spells Attacks / 5% More Damage from Piercing
Boss Armor: 10% Resistance to All types
Water does more damage to Fire
Lightning does more damage to Water
Magic does more damage to Shadow
Shadow does more damage to Magic
But...
Poison and Fire?
Maybe you must add "Grass" type Attack/Resistance and remove poison
So...
Fire does more damage to Grass
Grass does more damage to Lightning (I know... Nothing can do more damage to lightning... But well is better than Poison... ¬¬)
Other thing is that will be much more better if you put a - STR/AGI/INT Stat shop, sometimes I just want to reset some stat (for mistake) or just take a little points to spend in another, and not all like the stat reset does

I suggest a mini "guide" at least in F9 for the change class mission... (An advice at least to wake up and start the quest...)
Better or more precise information for some quest (Quest of Rune Hammer for example)
Maybe too information in F9 at least on how to play the game... Description for Material, Bosses, Mana Crystals, Tokens (not released yet I think...) Mercenary, Dungeons... Some information of characters/classes for the new people to not waste a lot of time and be disappointed...
In Lumberjack Encampment/Encamptment (Same of Gaelas/Gealas Tar) where is the Mercenary/Stat remove shop? XD
And the Dwarfs? The city? Y Candela? Y la moto?... Hahaha XD
The Crusader needs an AoE taunt like the Berserker has, the Crucify skill to me is the worst skill in the entire game
I suggest too a HP/MP Lv up to every class because the game need this to survive a little better in the start and change a little the same stat distribution that is mostly "Main Stat + Con Stat"
Squire 4 HP / 1 MP = 96 HP & 24 MP Bonus in Lv 25
Ranger 2 HP / 3 MP = 48 HP & 72 MP Bonus in Lv 25
Thief 3 HP / 2 MP = 72 HP & 48 MP Bonus in Lv 25
Magician 1 HP / 4 MP = 24 HP & 98 MP Bonus in Lv 25
Cleric 2 HP / 3 MP = 48 HP & 72 MP Bonus in Lv 25
Crusader 6 HP / 2 MP = 150 HP & 50 MP Bonus in Lv 50
Berserker 7 HP / 1 MP = 175 HP & 25 MP Bonus in Lv 50
Hunter 3 HP / 5 MP = 75 HP & 125 MP Bonus in Lv 50
Druid 4 HP / 4 MP = 100 HP & 100 MP Bonus in Lv 50
Assassin 5 HP / 3 MP = 125 HP & 75 MP Bonus in Lv 50
Bard 5 HP / 3 MP = 125 HP & 75 MP Bonus in Lv 50
Sorcerer 2 HP / 6 MP = 50 HP & 150 MP Bonus in Lv 50
Necromancer 4 HP / 4 MP = 100 HP & 100 MP Bonus in Lv 50
Bishop 3 HP / 5 MP = 75 HP & 125 MP Bonus in Lv 50
Monk 5 HP / 3 MP = 125 HP & 75 MP Bonus in Lv 50
It's not much HP/MP I think is OK with your "Base Game" but if you don't like it I understand, if you like the idea but not the values you can modify these values because is your game not the mine this is just a friendly suggestion.
Well that is all, thanks for the great map!
Oh I forgot! Please, don't judge my English, I do my best and never study the language! Thanks to all who read this!
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I was very busy last month and added this text yesterday because I take a little break in the work and play a little W3 again, but well I test the new map "GaiasORPG_v1_2A(10)" (alone, can't play with friends in the work XD) and sadly the "Fighters" characters are totally ruined! The Talent choices are somewhat obvious too... I see a terrible nerf to Attack Speed, now AGI is a terrible and useless stat... Why the nerf? The characters were "useless" before, why more "useless" now? Every battle in the beginning is like a boss fight... Hahaha Just kidding! But it longs a lot, making the game terriblre boring...
Horrible stats gain... The Attack Speed of "Fighters" characters makes the game really bored... The "Mages" are greats now! But well... I don't like it, the game was good like we really know it

So well good bye to this great game! Is very boooooooooing right now...
Oh! Zwiebelchen, you helped making Spell y System of "The World RPG"? Good work!
Tested the "GaiasORPG_v1_2A(12)" (Just because you say that redistributed the Stats and increases Attack Speed of some Chatacters) and I found a bug, when you take off your equipment and equip it again, the mercenary lose some HP/MP permanently