#Caster Upgrade
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equalonline · 8 months ago
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How to Replace Office Chair Casters | How to install caster wheels
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In this video, we have demonstrated how easy it is to install and use our caster wheels, and also much smoother than regular ones. Our office caster wheels will protect your expensive floors from damage is Important, our wheels are safe to use on hardwood, tile, carpet, laminate, bamboo, and more. These casters are available in sizes 2 inch - 5 inch.
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plenary-indulgence · 1 year ago
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misc tohka stormblood shots
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cerastes · 8 months ago
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can i get other examples of gamepress being wrong about arknights? i've been using them as my main source since i started and now i'm worried i'm missing out on some operators i haven't bothered to upgrade 🙃
We could be here literally all day because it's not like they have one or two outliers, Gamepress is just mainly edited by people that live in an echo chamber and that have authority in their own circle so it's just off-the-hip, all too often wrong biased takes based on their own really reductive metrics. Chiefly, Gamepress ranks characters 1) as if they were the sole unit in the battlefield almost exclusively, and 2) using the single most broken units currently live as the barrier of entry. The unit you are looking up can't clear a chunk of map in one tap? Worthless and sub-optimal, according to Gamepress. Their only metric is Mlynar, Ch'ung the Hung, Surtr, that kind of Press To Win philosophy, and if a unit can't do that, Then It's Bad And Not Worth It.
Now, you may be thinking, "goodness me, Dreamer, you are being awfully harsh to call them complete dogshit at every angle of the game in this manner!", well, see, it's not just their Operator "reviews", they have articles sometimes. And they are god awful dogshit as well, such as "What Happened To Blaze?"
You can't see the comments anymore, but the author was getting reamed. I have one screenie at least:
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Comments were mainly of this nature. Because, well, the article is straight up awful, especially since it reduces Blaze to "laneholder" and compares her to "competition" like Thorns, Mudrock, and Mountain, who, yes, they all can hold a lane, but Blaze has her own space of "infinite duration, high statline, healable 3-block with 2 tile range" that has historically allowed for Funny Tricks like clearing enemies through "walls" on tiles that could shred Thorns even with a healer, or, you know, in conjunction with any of Mudrock or Mountain, given you have 12 whole slots for you team. Again, Gamepress editors rate characters as if they were your main in a fighting game and not one of 12+1 characters you can throw in at any time. They also tend to shit on non-specialist characters (generalists; more versatile units that can do a bunch of things without really breaking the game in any regard), which is very interesting because those usually will make up a strong backbone of any competent Integrated Strategies team, so the specialists in role can do their thing while the other needs of the map are being met.
"Ebenholz is nothing special." "Goldenglow is nothing special." These are takes they genuinely held until, you know, it turned out that Eben and GG are the most relevant Casters, up there with Eyja. To be fair, it wasn't just them being wrong on Eben, but how do you look at the global blasting of GG with her numbers and don't immediately realize that's an ICBM button? All it takes is having the game installed.
The biased nature of Gamepress is also blatant:
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Imagine rating April as "Really Good" while relegating Dorothy as only "Really Fun". Even before her Module3, Dorothy was absolutely devastating, bringing huge damage multipliers, crowd control, one of the single best class autoattacks in the whole game at 6* stat weight, and a Talent that gives her even more Attack for basically using her as intended. I'm not saying April isn't good, mind you, I'm just trying to highlight how biased the hands behind Gamepress are: They can't figure out Trapmasters? Then surely they are merely "really fun". Can't drop and forget them like April or Surtr, after all.
About the only thing Gamepress is good for is objective, in-game info: Dates, mat requirements, what skills do, that kind of stuff. It's got a good interface and is a good place to just quickly look up what you need to know that can otherwise be found in the game. The moment their personal opinions come into play, though? The most absolute dogshit takes. Unless you are a "unga bunga drop Surtr and Mlynar and win instan-- WAIT WHY IS INTEGRATED STRATEGIES AND RISK 23+ KICKING MY DAY 1 PLAYER ASS...!?" kinda player, then you don't really want to follow Gamepress advice.
Because they simply do not give good advice as a whole.
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tohwitchesduels · 2 months ago
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LOSERS BATTLES OF WITCHES DUELS - Battle 35: Emira Blight vs Edric Blight
Disclaimer: This is not a popularity contest or which character you prefer, in this tournament, you decide who is stronger/better/smarter/etc. opponent.
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information for both opponents under the cut to those who don't know what they can do in their battle:
Emira Blight:
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Emira naturally specializes in Healing and Illusion magic, hardly showing spells beyond those.
While it is confirmed that Emira possesses a palisman (either moth or butterfly, it was never specified) since we never saw it in the show. We have no idea how proficient Emira is with it, I shall not include this in the tournament, and anyone who fights her will also not have their palismen to even the chances.
One must remember that Emira can be smart, clever, and mischievous but also level-headed. She prefers to outsmart and outwit her opponents during the battle can be pretty sneaky and has good reflexes.
Emira knows her brother and she knows he has no shot against her, so she's not going to let him win.
Telekinesis - Emira can move objects with ease using it, granted the objects usually were small and not the size and weight of the person so she can use them directly on her opponent, but she can pick up random stuff from the arena to use them as projectiles and be decently quick with them (the only instance I recall of Emira using telekinesis is her swapping the books constantly in her debut)
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Snow Magic - Emira showed capacity in snow magic, creating a snow hand to attack Amity. I can also imagine her creating simple blasts of snow during combat or as a distraction
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Healing Magic - Emira knows a healing spell that allows her to heal wounds. For this tournament, I will enable Emira to be able to heal her own wounds even though she never demonstrated to be capable of using said magic on herself in the show. Emira's healing spells however take a lot of time and concentration for the time being so while she can heal herself, she would need a minute or two for that with no interruptions when it comes to serious injuries. However, she can quickly heal minor ones. She can also heal other people of course.
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Restraining Magic - Emira is capable of creating a lasso made out of light that can be used to restrain her enemies. She attempted it with Slitherbeast granted at the time she also had Edric's help and Slitherbeast proved to be too strong for her, so it's hard to tell whether or not Emira's restraining spell is overall very effective, as it certainly isn't if her opponent is particularly large and strong.
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Glamour - Emira is capable of altering her appearance with her illusion magic. She usually uses concealment stones for passive altering of her appearance which is usually used to enhance Emira's looks (like braiding her hair or removing zits) but Emira showcased in illusion class to be able to alter her appearance by herself, extending her legs ridiculously. Thus this power is upgraded for Emira to be capable of somewhat shape-shifting into extending her limbs however she likes.
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Illusion Cancel - Emira is capable of temporarily canceling out illusions of other spell-casters. She demonstrated it in LR, granted she had the help of Edric and the Illusion teacher to properly do it, though justified since it was Gus's illusion. This means that while Emira can cast out illusions of other users, the better illusionists that outclass her may be resistant to this (like Gus for example who is a prodigy).
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Illusion Casting - Emira naturally knows illusion magic and creates whatever illusion she likes. Her illusions can interact and affect the real world and be touched and she can create multiple at a time. Usually, it will extend to an object or imaginary living being. However, her illusions can be fragile and enough force can cast them out.
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Illusion Clone - Emira is capable of creating a clone of anyone she desires, granted it's usually one clone at a time as proven in EGF when she created a clone of Eda. The clone could potentially mimic the abilities of the people they took shape from but it's more than often just an illusion. They could also take upon the personality of anyone they were cloned from.
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Camouflage - Now I'm not sure whether or not Emira can cast it on her own or if it requires a team effort, but in LR once Bump made a stand against the EC, all the other students would appear after the illusion of camouflage was dispelled, so I'll allow all illusion casters that were part of this to be capable to at least hide out of sight temporarily, so Emira now can use this ability to stay hidden for short time during the battle.
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Edric Blight:
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While it is confirmed that Edric possesses a palisman (either moth or butterfly, it was never specified) since we never saw it in the show and we have no idea how proficient Edric is with it, I shall not include this in the tournament, and anyone who fights him will also not have their palismen to even the chances.
Edric Blight is pretty chaotic and airheaded but can also be clever and sneaky. He can both focus on offense and deception. Granted at times he tends to not think things through and can make rash decisions that can and will blow up in his face. He specializes in Potions, Illusion, and Beast-Keeping magic, making him a pretty strong and skilled all-rounder even if he can be pretty impulsive.
Edric doesn't like Emira underestimating him so he's going to take her down and prove his strength.
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One of the tools Edric can use during his battles independently of whether or not his opponent also possesses any, is fireworks. That's right, Edric brings fireworks to the battlefield and can use them offensively. Due to how illegal and unstable they are and how Edric landed in the healing coven multiple times due to them, they're noted to be particularly destructive and unpredictable meaning any outcome can be achieved (either they hurt only Edric, they hurt his opponent or both or neither - the rule of random applies here so do whatever you want with it).
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Restraining Magic - Edric is capable of creating a lasso made out of light that can be used to restrain his enemies. We saw it when he tried this with Slitherbeast. However, Edric can also enhance any lasso or tie to specifically bind a particular target he has in mind as of Reaching Out, meaning it can be very difficult even for stronger opponents to break away from his bonds.
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Explosive Potions - Edric is capable of brewing potions that explode upon shattering, thus can be used offensively, but also as a distraction and defense (the best defense is offense and the best offense is defense after all). Edric can throw multiple potions at once or in a row. He will usually have multiple at hand.
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Transformation Potion - Edric improvised and created a potion that can alter the appearance of the drinker. Edric has the recipe and antidote (plenty of ice packs) at hand to either use this potion or on himself to transform into a stronger and "draconic" version of themselves (demonstrated on Warden Wrath though aside from his appearance and enhanced abilities, he didn't seem to display new ones). The potion allows the user to gain immense strength, sharp claws, spikes, and horns and is much bigger in size, however, it comes at the expense of rational thinking turning the user into a wild animal. So Edric either transforms and hopes and prays he can quiet down his instincts enough to apply ice packs on himself, or he uses it to confuse his enemies and hope they won't hurt him too much. After the potion's effects get canceled, the user of it gets nauseous and is incapable of further fighting. He will usually only have a few at hand though.
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Truth Potion - Edric brewed those before battle with enough patience to not mess them up so he can use them safely. Their capacity on the battlefield usually extends to tricking the enemy into either drinking them or inhaling them and making them confess their weaknesses out loud. He will usually have a few at hand though.
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Snow Magic - when training with Amity he did display he can use snow to his advantage, though he only used it to sink Amity into the ground, which would be only possible if the area's ground was always snow, but for that, I have a different spell in mind. Edric can create simple snow blasts with it or use it to immobilise his opponents by creating enough snow around them to burrow them in it.
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What I imagine Edric doing with snow magic
Sinking Magic - Edric is capable of making the ground sink beneath the feet of his opponents if they're distracted enough. He demonstrated it when training with Amity and I'm making it a full-blown ability that can be hard to counter but not impossible if the opponent can dig through any surface. Be it snow or ground (though probably not metals considering how solid and refined they are).
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Telekinesis - Edric displays an ability to move objects at ease. He can, in fact, lift his opponents and move them through great distances just fine, granted it works best on distracted opponents. He can also use this ability to throw projectiles of various sizes (though the biggest one probably won't be bigger than your average person who can be tall).
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Glamour - Edric can alter his appearance through either concealment stone or even by himself as demonstrated in the illusion classes. The way Edric used glamour in the show however isn't exactly useful on the battlefield as he would usually just enhance his appearance like switching clothes or making himself look posh. So for the purposes of this tournament, I allow Edric to be able to completely alter his appearance to look like someone else. Since he's against another illusionist and both of them like to use clones and other tricks, Glamour should work for Edric normally. Edric also doesn't gain any new abilities from such a transformation, though it can't be easily dispelled.
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Illusion Casting - Edric is capable of casting any illusion of any object or even a living being. Said illusions can interact with the real world just fine (so he can for example create ammo as Amity threw at him "Hex me" papers he created himself and knocked him out with it). His illusions normally are fragile but with his beast magic, he can strengthen to make it harder to dispell them.
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Illusion Clone - Edric is capable of creating a clone of anyone he desires, granted it's usually one clone at a time as proven in EGF when he created a clone of Eda. The clone could potentially mimic the abilities of the people they took shape from but it's more than often just an illusion. They could also take upon the personality of anyone they were cloned from.
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Illusion Cancel - Edric is capable of temporarily canceling out illusions of other spell-casters. He demonstrated it in LR, granted He had the help of Emira and the Illusion teacher to properly do it, though justified since it was Gus's illusion. This means that while Edric can cast out illusions of other users, the better illusionists that outclass him may be resistant to this (like Gus for example who is a prodigy).
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Trap Illusions - Edric can create illusions that can transform into barriers upon contact with them. This can restrain his opponents while still allowing Edric to be able to touch and affect them (like Venetian mirror)
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Camouflage - Now I'm not sure whether or not Edric can cast it on his own or if it requires a team effort, but in LR once Bump made a stand against the EC, all the other students would appear after the illusion of camouflage was dispelled, so I'll allow all illusion casters that were part of this to be capable to at least hide out of sight temporarily, so Edric now can use this ability to stay hidden for short time during the battle.
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Bat Companion - now Edric may not possess a palisman, but he can use his pet bat during battles, sending him out of the attack to attack his opponents or distract them with it. To how much extent the bat will listen is however limited, though enough for the bat to not attack Edric.
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Beast Luring - this was more or less proven in Reaching Ou how easier it was to lure out beasts Edric needed using his beast-keeping magic, so Edric could bring back any beast to the battlefield with his knowledge. However, said beasts will probably not listen to Edric at all.
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Link to their character profile which they share to see more of the capabilities of both Edric and Emira
Return to Masterpost
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ravendruid · 1 month ago
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Speaking of theories… I’m not the only one who’s wondering where the hell is the Spire of Conflux.
And I have a thought about that.
I wonder if Raishan is in possession of it, as both a spellcasting focus AND a trophy from the caster that cursed her. And that when Keyleth finds it, she intends on using it to finish the job.
Either that… or Keyleth’s had the Spire all along. It’s her staff. It just has yet to be “exalted” until the eleventh hour. And I wonder if her selfless conviction (as demonstrated by that line) is what unlocks it.
At this point, it’s just as unknown to me as LOVM’s roadmap in general, and I am excited for it!
One of my theories is about the Spire of Conflux and Raishan's demise.
I think that Raishan stole the vestige of Melora and that is how she got cursed, and I think she has it in her possession (perhaps in her lair), and that Keyleth is going to find it and, perhaps, use it to defeat Raishan.
I want to believe they did not forget about the Spire of Conflux in TLOVM.
I also think we might have another "magic girl" transformation for Keyleth when she finally gets the staff. The antlers in the cemetery scene were larger, and I think that is foreshadowing to her becoming stronger. I think whenever Keyleth receives the staff, she is going to have another look upgrade, and I'm here for it.
But of course, these are all theories. I have absolutely no certain knowledge of what's to come, and I have been wrong before in this season.
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theoutcastrogue · 10 months ago
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This is petty but that's never stopped me.
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In the Vox Machina campaign, Scanlan Shorthalt's resounding success in matters of tactics [this post isn't about roleplaying] was partly due to Sam Riegel's skill, and mostly due to the fact that 5e Bards are just that good. However! The "gnome bard" combo was famously chosen by Liam, after Sam, who'd never played d&d before, asked what's the silliest, least powerful and least badass thing he could play. That was his character concept. And at the time, Liam was not wrong to answer "bard". In 3rd Edition/Pathfinder, Bards DID suck, at least out of the box. You could build a strong Bard in Pathfinder, but you had to optimise to high heavens with carefully selected feats and spells and items from various sources. It didn't just happen spontaneously, and it was still nowhere near the raw power and versatility of a Wizard or Druid. Bards played support.
So at lvl 9, they started streaming and switched from Pathfinder to D&D 5e. Scanlan got an ENORMOUS power boost at that point, but Sam was still harbouring under the impression that his chosen class is not powerful or badass at all. And as they kept playing and he kept killing it (he was brilliant at it, no doubt about that!), he presumed that he was killing it with one hand tied behind his back, because he was just a silly little gnome bard. And, he emphatically wasn't silly. He was a whole-ass full caster, top tier class right there.
Pathfinder Bards are half-casters. If they hadn't switched to 5e, Scanlan wouldn't have access to 7th and higher level spells: no Mordenkeinen's Magnificent Mansion (a signature spell), no Dominate Monster (this is how he made the goristro fight Vorugal), no Reverse Gravity (big moment in the first Ripley fight), and no Wish (kind of a big deal!). Other spells aren't in the Bard list, and there's no Magical Secrets in Pathfinder: he wouldn't have access to Bigby's Hand (another signature spell), Otiluke's Resilient Sphere (how he got rid of the efrit, and Ripley), Lightning Bolt and Stinking Cloud (his standard damage spells), Polymorph (that's several giant eagles including the "now smarter" Grog (this will never stop being funny), and of course the legendary triceratops), or Counterspell (kind of an enormous deal). And all the other spells would have come later: no Seeming at lvl 11 = no cows. (What a loss! No cows!)
And it's not just access to spells, it's also "likelihood of spells to work", which depends on the DC, which in Pathfinder depended on spell level. Lower level spells had a lower chance of doing anything, by virtue of being easier to resist. And half-casters got a slower spell progression, and ended up with significantly less power overall. Whereas in 5e spell level is irrelevant, spell DCs depend on your character level, and that's that. Even (Bardic) Inspiration got a boost from the switch. All in all, we're talking about a spectacular upgrade.
So a tragic misconception happened: Sam got it into his head that he's so good at d&d that he can gimp himself and still kick ass. Well, he can't.
When he played a Rogue (no big spells, huh? no cheat sheet!) he sucked at it and he hated it. And now that he plays a Cleric and actually, actively gimps himself (he said in a 4-Sided Dive that he deliberately avoids cleric spells that others have used before in CR, which by now is most of them, and certainly the best of them), he very predictably sucks at it too (I mean relatively speaking; it's still a full caster), and he doesn't love it. The one time he was BRILLIANT was when he had a top tier class to work with, and used it to its full potential. But he thought he was gimping himself, because he was thinking of a different game/edition than the one he was playing!
I wanna grab him by the shoulders and shake him up and say my good man, you gotta stop this "I gimp myself" -> "I fail to kick ass" -> *surprised pikachu face*. CHOOSE. Either gimp yourself and accept you won't be kicking any ass, but it's okay because you enjoy roleplaying someone like that more than you enjoy kicking ass, OR stop gimping yourself and kick ass, because you do enjoy kicking ass, don't you?
Both are great! I approve either way! But choose.
I also wanna grab Liam by the shoulders and tell him "Wizard or Sorcerer! For the love of all that's green and good in this world, next time Sam asks you what class to play in D&D, tell 'im Wizard or Sorcerer!". But then I remember that next time they'll probably play Daggerheart and not D&D unless WotC makes them an offer they can't refuse, so the whole thing is moot.
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dailycharacteroption · 3 days ago
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Pact Witch (Witch Archetype)
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(art by HollyBell on DeviantArt)
The nature of witch magic is that the witch is granted their power through a pact with a patron of some kind, offering magical knowledge that taps into the oldest arcane secrets that were made known to mortals. Sometimes these patrons are fey, sometimes they are powerful magical entities, and sometimes they are even the servants of the various outer planes.
While they may still have a specific entity that acts as their patron, there are some witches that bind themselves not just to the patron but to an entire plane of existence, tapping into the energies of which to empower themselves and to gain the aid of its denizens.
In this way, the witch essentially swears an oath to the ideals that reflect that plane, from the righteousness of heaven to the selfish whims of the Abyss. Moreover, since they also get to pick their improved familiar later on, their specific oath may vary slightly. An abyssal pact witch with a quasit familiar has very different goals to one with a cynthigot.
Some may seek this pact merely for the power that aligns with their purposes, but others may see it as a higher calling to devote oneself to a cause. Either way, we’ll see what that looks like momentarily!
Getting right into it, the witch must choose one of the outer planes to bond with, and must maintain a similar moral compass to keep on the good side of their patron and keep their patron spells and their upgraded familiar (which, depending on how you interpret that, might either revert their familiar to their original form or outright deprive the witch of their familiar and therefore ability to prepare spells until atonement is offered).
Speaking of which, the patron does not offer the typical spells of a patron, instead offering a specific set tied to this archetype. These include protection against an opposing alignment, distortions in time, imbuing oneself with planar energies, conjuring aligned outsider allies for long-term services, as well as planar travel, banishing foes, and even opening up entire gates for a short while.
Additionally, the witch gains cosmetic features that reflect the plane they have bonded with, marking them as otherworldly even though the specifics vary even between witches of the same plane.
Finally, their bond also infuses their familiar, causing them to transform into an appropriate minor outsider familiar native to the plane, retaining all memory and intelligence, but in a different form. The options are not just vanilla celestials/monitors/fiends either. You can get a cassisian angel, a tripurasura asura, cynthigot qlippoth, or doru div if those suit your philosophy better.
This archetype gives up the customization of your patron spells, but gets you a free improved familiar, so that’s nice. As it stands, your exact hex and spell list will vary based on what plane you are bonding with, but the nature of the planar patron spells means you can benefit a lot from calling upon extra planar firepower ahead of time, as long as you’re willing to put up with the cost of doing so. If that appeals to you, give it a shot!
Being a pact witch feels a bit different than an ordinary witch since your patron’s goals are very expressly known. In this way it almost feels like an arcane flavor of cleric, the witch being a devotee of the appropriate philosophy. Now that I think about it, this archetype might have subtly helped confirm the development of the witch as a variable tradition caster in Second Edition.
The Silken Sanctuary is a rarity in the Darkness Below, a place of respite and comfort, though with it’s majority drider population surfacers may not immediately realize it. It was founded when it’s leader, a drider witch named Cynvali accepted a pact with The Kind Hand, goddess of benevolence and redemption.
To the worry of many, the a feud has erupted between the birelu (a spirit of both nature and humanity) and a local witch guardian named Grisela. The spirit is upset that Grisela has made a pact with the realm of the Free Wilds rather than a patron of “pure” nature, but Grisela argues that her pact will do just as well serving to protect the area she has sworn to protect.
Infernal runes and circles at each murder scene point investigators to some sort of occult activity in the latest spree of murders, but they are barking up the wrong tree by assuming that the killer worships a power of diabolic nature. In truth, they are just making use of it for their own ends, and it’s not even devils they are bargaining with, but rather, a rare pact with the plane of shadow and the pain-obsessed velstracs.
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beesmygod · 5 months ago
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Elden ring tips!
- have fun and be yourself :)
- the number of spell slots you get is determined by how many memory stones you get. The mind stat only affects fp amount.
-stats soft cap at 25 and 50. 60 vigor is a good amount for the dlc areas.
- horse :)
- horse good at cheesing things because you can just hit and run/circle strafe. It doesnt matter if you're over your equip weight when on horse, and lots of spells and incantations can be cast on horseback. Glintstone pebble can carry a caster the whole game if they want.
- you can buy smithing materials once you get specific bell-bearings, a key item (they also drop when you kill a merchant so you don't lose out on their inventory at time of killing said merchant) however there is a limited number of final tier upgrade materials in the game. There are also red marks on the map denoting caves/mines, and those tend to have a lot of smithing materials.
- upgrading shields usually just increases their damage if you hit someone with them and their guard boost (i.e. the amount of stamina blocking a hit takes).
- get 12 faith (or just find and get the faith boosting talisman) so you can use some of the really handy utility spells like flame cleanse me and bestial constitution. Most healing and utility spells don't scale depending on your stats or upgrade level, and flame cleanse me is fantastic when you get to the poison swamp areas. Also there's holy seals that don't have any weight so it's easy to include them in a build.
- expected progression seems to be limgrave, liurnia, then caelid.
- in classic fromsoft fashion, all the side quests are super easy to mess up. At least the wiki is pretty good
Have fun!
-hold on are you supposed to level vigor. i usually push it to 15-20 and leave it there
-i keep forgetting about pony....ive just been running everywhere like a schlub
-ty for the help with bells and shit bc it IS a little obtuse
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homestuckreplay · 7 months ago
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Shrinking Wormholes; Transferring Syllogism Twine
(page 134-137)
Homestuck is my worst enemy. These past couple days without updates left me time to transcribe the video on page 137, which took long enough that I never want to look at it again. Which is a shame, because it's a cool video, the shifting colors and the twisting spirograph are good to look at and I like the irregularity of the movement. And I do respect the attention to detail - the fact that Hussie took the time to write out 231 meaningless phrases about DIY and spread them unevenly throughout the video shows a real dedication to recreating the video game experience. It feels very real, I can sense the anticipation when the video gets stuck on a particular phrase for a full second, that feeling of just wanting to play the game but having to wait.
Below the cut at the end I've listed all the phrases in the video, but it's LONG, so be warned. I'm also not sure this was a good use of time, there's not loads here that seems relevant. We get a broad overall sense of the game, which seems to be a building/DIY simulator, maybe something like digital Lego, maybe something more like having to maintain a house day to day, perform repairs and give it 'upgrades' like new lighting or a new garage, as most of the nouns are tools you could buy in a Home Depot.
Here's a few exceptions that jumped out to me:
Observing Avenues, Analyzing Eyes - both of these relate to surveillance
Transferring Syllogism Twine, Auditing Nescience Passages - relate to knowledge/logic or the lack of it
Anticipating Gateways, Shrinking Wormholes, Referring Time Spools, Retrofitting Aesthetics Portals - these relate to time and space, perhaps to messing with the laws of physics
Transcribing Existence Rivets, Finalizing Atma Augers - relate to life and the soul
It's interesting to me how these phrases are hidden within a barrage of far more mundane ones. I think this game will seem on its surface to be very normal and simply a reflection of John's existing life, playing in a digital house not too different to his very real one, but that it has more and weirder stuff going on below the surface. The game will present opportunities to escape the trap of the suburbs in ways that John can't yet figure out in real life - but will be able to in the game, because he has experience with gaming and coding. It might take some mild hacking and exploiting loopholes in the mechanics, but these possibilities are clearly coded into the game, or they wouldn't be in the loading screen. It's a game that wants the players to push its limits and see what's possible, and rewards a player who tries to go beyond the mechanics as presented.
John's had a lot of practice messing with his sylladex for 130+ pages, and I think that's really going to pay off when he starts using a similar skillset in game. It's interesting, because most characters (or people) would have an arc of learning a skill in a game and then exporting it to real life, while I think John's going to have the opposite, with the supposed constraints of the game actually giving him freedom, and the supposed open world of real life just closing doors to him.
Anyway, no wonder TT is excited to play this game. I bet she's eating up all these long words.
Transcript of Flash animation, p.137. Spelling mistakes come from the original.
Transforming Soffits Reorganizing Keys Formalizing Immersion Joints Justifying Kick Extractors Advising Aggregates Managing Elbows Recasting Connectors Achieving Aluminum Trowels Officiating Disks Exhibiting Absolute Spigots Progressing Coil Hydrants Jerry-building Reflectors Informing Casters Inventing Rubber Hoists Performing Wrenches Judging Chalk Adapters Upgrading Ignition Paths Regrowing Flashing Recommending Ratchets Approving Barriers Sweeping Impact Fillers Sewing Mirrors Detailing Collectors Enforcing Measures Distributing Systems Presenting Plugs Interwinding Registers Piloting Ash Diffusers Gathering Cranks Supplying Eave Pockets Undertaking Scroll Stops Accelerating Straps Designing Fittings Protecting Diamond Boilers Logging Downspouts Correlating Shingles Uniting Mallets Qualifying Electrostatic Lifts Sharing Clamps Obtaining Circular Fluids Ranking Foundation Gauges Sensing Miter Brackets Originating Space Networks Translating Drills Regulating Guards Selecting Gable Padding Utilizing Pellet Dowels Reconciling Artifacts Altering Pulleys Shedding Space Filters Determining Vents Representing Mortar Remaking Flash Rakers Supporting Funnels Typecasting Rotary Chocks Expressing Junctures Resetting Auxiliary Vises Professing Strip Treads Inlaying Matter Trowels Questioning Drivers Forming Edge Fittings Sketching Blanks Overshooting Spark Breakers Rewriting Controls Playing Tunnels Inventorying Buttons Enduring Joist Handles Effecting Ratchet Bibbs Unwinding Couplings Forsaking Vapor Conduits Defining Sockets Calculating Heaters Raising Grids Administering Tiles Measuring Resources Installing Ignition Remotes Extracting Corners Manufacturing Ventilators Delegating Consoles Treating Mounting Stones Enacting Jig Deflectors Intensifying Alloys Improvising Cargo Pinpointing Bobs Prescribing Arc Masonry Structuring Metal Chocks Symbolizing Lathes Activating Plumb Kits Adapting Coatings Fixing Channels Expediting Cordage Planning Compressors Enlisting Hangers Restructuring Keyhole Augers Shearing Ridge Hardware Collecting Reciprocating Bolts Maintaining Corrugated Dimmers Whetting Hole Collars Conducting Mandrels Comparing Assets Compiling Sealants Completing Paths Composing Equivocation Wheels Computing Dampers Conceiving Electrostatic Treatment Ordering Cotter Grates Organizing Ties Orienting Ladders Exceeding Materials Targeting Thermocouples Demonstrating Emery Stock Expanding Latch Bases Training Wardrobe Adhesives Overcomming Fasteners Streamlining Storm Anchors Navigating Springs Perfecting Turnbuckles Verifying Gate Pegs Arbitrating Arithmetic Lifts Negotiating Outlets Normalizing Strips Building Surface Foggers Checking Key Torches Knitting Grinders Mowing Planers Offsetting Stencils Acquiring Bulbs Adopting Rivets Observing Avenues Ascertaining Coaxial Grommets Slinging Wing Winches Instituting Circuit Generators Instructing Wicks Integrating Pry Shutters Interpreting Immersion Lumber Clarifying Coils Classifying Wood Bits Closing Cogs Cataloging Matter Strips Charting Holders Conceptualizing Push Terminals Stimulating Supports Overthrowing Shaft Spacers Quick-freezing Connectors Unbinding Ground Hooks Analyzing Eyes Anticipating Gateways Controlling Proposition Rollers [blank bar momentarily]
Converting Power Angles Coordinating Staples Correcting Benders Counseling Joist Gaskets Recording Gutter Pipes Recruiting Drains Rehabilitating Rafter Tubes Reinforcing Washers Reporting Guard Valves Naming Freize Sprues Nominating Rings Noting Straps Doubling Nailers Drafting Circuit Hoses Dramatizing Flanges Splitting Framing Compounds Refitting Stems Interweaving Patch Unions Placing Sillcocks Sorting Slot Threads Securing Mode Cutters Diverting Catharsis Plates Procuring Load Thresholds Transferring Syllogism Twine Directing Switch Nuts Referring Time Spools Diagnosing Knobs Discovering Locks Dispensing Hinges Displaying Hasps Resending Arc Binders Retreading Grooves Retrofitting Aesthetics Portals Seeking Stocks Shrinking Wormholes Assembling Blocks Assessing Divets Attaining Lug Boxes Auditing Nescience Passages Conserving Strikes Constructing Braces Contracting Saw Catches Serving Instantiation Irons Recognizing Fluxes Consolidating Fuse Calipers Mapping Shims Reviewing Chop Groovers Scheduling Lag Drives Simplifying Hoists Engineering Levels Enhancing Tack Hollows Establishing Finishing Blocks Estimating Adhesives Evaluating Mortar Examining Auto Turnbuckles Processing Foggers Servicing Avenues Transcribing Existence Rivets Revising Consoles Separating Absolute Stencils Budgeting Sheet Grommets Preparing Kits Realigning Cartesian Mandrels Painting Fasteners Filing Grout Hangers Finalizing Atma Augers Formulating Couplings Identifying Sillcocks Imagining Materials Inducing Shutters Influencing Wheels Licensing Chocks Lifting Extrinsic Mallets Overdrawing Ratchets Overlaying Ventilators Overriding Cardinal Soffits Specifying Element Aggregates Systemizing Divets Shaping Pockets Publicizing Aether Remotes Governing Archetype Dimmers Monitoring Assets Launching Manifestation Systems
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xenodile · 3 months ago
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I can definitely feel FFXIV reaching the limits of what its jobs can actually do now that we're level 100 in Dawntrail. I think every job got some variation on "Your big damage cooldown button turns into an AoE attack at level 100" because there's just not enough hotbar space for new moves and some of the upgrades we got this time around were like...passive upgrades to role actions. Rampart is better for tanks, swiftcast has a shorter cooldown, Feint, Addle, Reprisal last longer.
The one that stands out to me the most is Dancer, where the first upgrade Dancer gets at level 92 is a new button that is effectively identical to one of their existing buttons, but it can only be used after Standard Step. And another upgrade at level 96 makes Flourish give a buff that makes their next Standard Step instant, removing the little dance mini-game. Which feels like it kinda defeats the point of being a Dancer, that's part of the job's identity.
I've heard from my friends that Black Mage similarly gets a pretty lame upgrade in the form of Flare Star, a middling spell meant to be the new capstone of their combo that throws off the entire rhythm of the rotation, which is all the more frustrating when this is the same expansion that introduced Pictomancer, probably the strongest caster in the game to date.
I dunno, it's just a bit of a let down to not see anything really new or cool from the jobs at level 100.
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stevebattle · 11 months ago
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MicroMouse Mappy kit (1984) by Namcot, the Japanese consumer game division of Namco. "Namco, which is famous for its popular video game called Pacman, has now released a hobby/educational computer-based robot called MicroMouse Mappy Kit." The kit contains all the components needed to construct the MicroMouse device, including the chassis with two drive wheels and ball casters. It's based on the Z80 CPU with 2K of RAM, upgradable to 8K. Sensors include an array of infrared reflectance sensors aimed downwards at the maze walls, and two microswitches mounted at the front to detect contact with the goal.
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masterqwertster · 1 year ago
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So I made a list of possible tricks Ashton could pick up upon awakening the Shard of Ka'Mort.
This is my list of abilities I think Ashton should definitely get from Ka'Mort's Shard.
Increase to Ability Scores- Mainly into Strength. Though I don't think a little Constitution would be remiss, given Earth Elemental's have equally good STR and CON. Beef up my boi with titan strength!
Siege Monster- Given Grog barely used the siege function of the Titanstone Knuckles while owning them for a little over half of the aired campaign, I think it's safe to throw this in the pot without worrying about game balance. The worst this will do is give Ashton a really good chance of one-shotting Otohan's Echo Backpack. Which I'd give 50-50 chances he'd actually do, for "No more Echoes for her" vs "Loot her backpack!" reasons. After all, they just had an item attunement slot open up...
Earth Glide- I feel like this is what the Whitestone touching earth scene hinted at: solid ground, but also the feeling of water surface tension. Like maybe they can dive in and "swim" around in the earth.
Tremorsense- If Ashton gets Earth Glide, they're going to need Tremorsense to navigate being in the rock. I also think it's the better sensory upgrade vs Darkvision. Laudna and Chetney already have Darkvision covered, meanwhile, Tremorsense opens up some new Perception paths. Like trying to feel people through/on the other side of walls, around corners, or invisible observers, so long as they're moving on the ground.
Earth Tremor- Or more accurately, an ability to the spell's effect. Combat spells get tricky when barbarians aren't supposed to be able to cast or maintain concentration while raging. Anyways, I think an earth titan should be an earthshaker, so a small, localized quake makes sense as an ability for Ashton. Also, he might have already done this during the panic attack in Zephrah.
And a bonus few that I would like to see added to the pile:
Mold Earth- If Ashton gets a cantrip, I feel like this is the one that gets better use, because while Magic Stone is a useful bonus action, it's also a spell and concentration, neither of which Ashton can use while raging. So the utility spell of Mold Earth is more favorable for general use. And I think shaping earth (vs enchanting a pebble for a damage bonus) is more thematic for an earth titan
Conjure Minor Elementals- Give Ashton their own earth version of the Doompa Loompas!
Stone Shape/Wall of Stone- Just something strong enough that Ashton can carve out/create a little hidey-hole campsite since Bells Hells is lacking in camp making spells. It also has the bonus of potentially sparing Fearne and/or FCG from having to prepare or use such spells for travel and puzzle solving.
Guardian Pillars- I'm still really curious what extra protection this modified Bones of the Earth was supposed to offer. And my own wild fantasy version of this would channel Ashton's base rage effects into the pillars. Like a half-size radius from each pillar of the Temporal Morass, Orbital Decay, or Probability Matrix while Space maybe allows allies to walk in one pillar and out of another. But all that is overpowered, thus the wild fantasy label.
Earthquake- Of course I'd love to see the ultimate earth spell be added to Ashton's toolkit. Though if that ever happens, it'll probably be held back until they're at or much closer to Level 15, when the pure casters like Imogen and FCG get 8th Level spells.
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cerastes · 9 months ago
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As someone who hasn't touched it yet- how does IS4 stack up? How's first impressions been?
Ok, let me give my thoughts on IS4, now that it's been a week!
TL;DR -> This Rocks, I love it.
IS4 is far, far more polished than IS3. I feel a bit bad blasting and slamming IS3 so much, but the bottom line with it is that it's just very very flawed in ways that really make it hard to revisit it in the same way IS2 is always a fun romp.
If I had to point out flaws with IS4, it'd be that, on a personal level, I wish it had a few more Normal Arknights Maps. The vast majority of maps in IS4 are pranks and checks of some sort. This isn't necessarily a negative, but I do like playing some Tower Defense more frequently than what IS4 allows, since it's always got me worried about "oh god my team lacks X, Floor Y's Map Z checks X, if I get it, I'll D I E " so I try to go for my super tried and true team instead of daring to experiment all that much. This will eventually pass, but it's been a Thing for me.
Besides that, though? I just have a lot of good things to say about it. The systems feel like they were thought out this time: The Fordartals (sp?) system allows for a lot of player expression, agency, and just in general fun in a way the Light system of IS3 can simply never hope to compare to. About the only thing the Light system did right was the way it worked thematically: If you wish to confront The Corrupting Heart, you really, really gotta go in the dark, and for the best possible chance against, Izumik, Mizuki must find the Light again and be filled with hope. Yeah ok sure, thematically, these work, but the gameplay component sucks ass, because Light exists almost exclusively as a form of punishment and in basically no way as something you can use. It opens some roads, sure, but that Rogue Trader and Wish Fulfilled node are not worth having 9 out of you 11 Operators with Metastatic. Speaking of Metastatic, the single worst thing Arknights has done, even if you are maxed out on Collapse in IS4 and are packing four fully upgraded maluses, THAT STILL DOESN'T COMPARE to how bad Metastatic was. Let that sink in.
The endings are no longer RNG! Absolutely wonderful!
Eik is the first IS 2nd Boss I can say I think is good! Frozen Monstrosity was just annoying, Big Sad Lock is incredibly static, and The Last Knight, in my opinion, is the single worst and most boring boss in the entire game, not even just the game mode. Eik is like if The Last Knight didn't suck: Same principle, but done in a way that is actually not snooze-inducing. Mind you, the principle of the fight is still not something I enjoy, but unlike The Last Knight, that's wholly a me thing, as opposed to being an objectively awful and boring fight (like The Last Knight, the worst and most boring boss in Arknights).
Even though I said I'd like some more normal maps, the maps are good, to be honest! I can't think of any Fire and Water Unions or Out of Controls.
IS4 is the Smash of Arknights: (Almost) Everyone Is Here! Brush up on your gimmicks from various events, because they WILL appear.
The Midboss philosophy in IS4 is lovely, in my opinion: It's low HP bosses who can quickly fuck you up in their own way, be it stun, immense conditional damage, or simply supporting their team so well that you get overwhelmed. The Variant stages for the bosses are entire new maps, so that's also cool.
Collapsal enemies are congruent with the map design: Collapsals can be very quick, with a caveat: Normal Collapsal mobs speed up after they get hit, Casters speed up after not attacking for a bit, Aerials are fast but always have many loops and never directly go to the point until after a while. Shattered Champions are the exception, and they can either loop a while or just go straight for the jugular, making them apt Elite units for the faction.
There's much more I could say more concisely, but really, just try the game mode, get your ass kicked a bit, learn it, and then you'll see how coherent the design of IS4 is in terms of systems, maps, enemies, and features. Sorry, IS3, but you got your ass absolutely kicked like I did on my Waves 15 runs when you'd give my 2 main DPS units Metastatic on Floor 5.
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tohwitchesduels · 2 months ago
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REQUEST BATTLES OF WITCHES DUELS - Battle 44: Emira Blight vs Hunter Deamonne
Disclaimer: This is not a popularity contest or which character you prefer, in this tournament, you decide who is stronger/better/smarter/etc. opponent.
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information for both opponents under the cut to those who don't know what they can do in their battle:
Emira Blight:
Emira naturally specializes in Healing and Illusion magic, hardly showing spells that go beyond those.
One must remember that Emira can be smart, clever, and mischievous but also level-headed. She prefers to outsmart and outwit her opponents during the battle can be pretty sneaky and has good reflexes.
Canonically Emira and Hunter met only once with Emira saying Hunter looked sickly while looking both distrusting and concerned. At least to say it was not a good first impression. With headcanons, you can perceive Emira's relationship with Hunter, however. You could say she's either extra caring as either a love interest or step-sister depending on your headcanons; you could say Emira doesn't really like Hunter that much, or that she just doesn't take Hunter seriously unless his time as GG is brought up.
While it is confirmed that Emira possesses a palisman (either moth or butterfly, it was never specified) since we never saw it in the show and we have no idea how proficient Emira is with it, I shall not include this in the tournament, and anyone who fights her will also not have their palismen to even the chances.
Telekinesis - Emira can move objects with ease using it, granted the objects usually were small and not the size and weight of the person so she can use them directly on her opponent, but she can pick up random stuff from the arena to use them as projectiles and be decently quick with them (the only instance I recall of Emira using telekinesis is her swapping the books constantly in her debut)
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Snow Magic - Emira showed capacity in snow magic, creating a snow hand to attack Amity. I can also imagine her creating simple blasts of snow during combat or as a distraction. Or even a snowball stream or snow arm to attack.
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Healing Magic - Emira knows a healing spell that allows her to heal wounds. For this tournament, I will enable Emira to be able to heal her own wounds even though she never demonstrated to be capable of using said magic on herself in the show. Emira's healing spells however take a lot of time and concentration for the time being so while she can heal herself, she would need a minute or two for that with no interruptions when it comes to serious injuries. However, she can quickly heal minor ones.
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Restraining Magic - Emira is capable of creating a lasso made out of light that can be used to restrain her enemies. She attempted it with Slitherbeast granted at the time she also had Edric's help and Slitherbeast proved to be too strong for her, so it's hard to tell whether or not Emira's restraining spell is overall very effective, as it certainly isn't if her opponent is particularly large and strong.
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Glamour - Emira is capable of altering her appearance with her illusion magic. She usually uses concealment stones for passive altering of her appearance which is usually used to enhance Emira's looks (like braiding her hair or removing zits) but Emira showcased in illusion class to be able to alter her appearance by herself, extending her legs ridiculously. Thus this power is upgraded for Emira to be capable of somewhat shape-shifting into extending her limbs however she likes.
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Illusion Cancel - Emira is capable of temporarily canceling out illusions of other spell-casters. She demonstrated it in LR, granted she had the help of Edric and the Illusion teacher to properly do it, though justified since it was Gus's illusion. This means that while Emira can cast out illusions of other users, the better illusionists that outclass her may be resistant to this (like Gus for example who is a prodigy)
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Illusion Casting - Emira naturally knows illusion magic and creates whatever illusion she likes. Her illusions can interact and affect the real world and be touched and she can create multiple at a time. Usually, it will extend to an object or imaginary living being. However, her illusions can be fragile and enough force can cast them out.
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Illusion Clone - Emira is capable of creating a clone of anyone she desires, granted it's usually one clone at a time as proven in EGF when she created a clone of Eda. The clone could potentially mimic the abilities of the people they took shape from but it's more than often just an illusion. They could also take upon the personality of anyone they were cloned from.
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Camouflage - Now I'm not sure whether or not Emira can cast it on her own or if it requires a team effort, but in LR once Bump made a stand against the EC, all the other students would appear after the illusion of camouflage was dispelled, so I'll allow all illusion casters that were part of this to be capable to at least hide out of sight temporarily, so Emira now can use this ability to stay hidden for short time during the battle.
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Link to more of Emira's capabilities here
Hunter The Golden Guard:
I will only mention moves by names rather than delve into specifics as they're too large for that. In the name (with a few exceptions for the sake of clarification for some), there's a link to more of Hunter's capabilities.
Hunter "Insert your preferred surname/s for him", also known as a former and the youngest Golden Guard in history, head of the Emperor's Coven, Emperor Belos's right-hand man. One must know that unlike other contestants (aside from Luz) he's not constricted to specific covens and tracks since as a former leader of the coven that allows all kinds of magic, Hunter will have expertise in all types of coven magic as well, and he's also very dedicated to studying wild magic.
Hunter canonically has no opinions on Emira so headcanon away how he approaches his battle with her. Of course, he's aiming to win but you can decide whether or not he struggles a lot or if he's fine with beating her up.
Hunter himself was also known as a genius teen prodigy and is undeniably a child soldier who was raised by both hell and the library to get to the very top. While he was born magicless, it did not stop him from earning his title as the right-hand man of the most powerful witch of the Boiling Isles. Hunter spends days and nights both training and learning everything about magic both as a duty and as fun. He's incredibly knowledgeable regarding all kinds of magic, meaning it's hard to actually surprise him with anything. And since he's a child soldier raised in a magical military with no magic by himself, Hunter had to survive hell even worse than some of the adults that also were part of this coven went through, and he survived it all. Hunter has already been to countless witches' duels beforehand, he made it several times through a maze full of traps, and judging by how he calls getting from the top to the bottom of the mountain alive "a classic", this might as well suggest that this Hunter's version of "summer camp", as he did that numerous times and he considers it "fond memories". Hunter without a doubt has the most experience among all participants when it comes to battling, because you know Belos never gave him a break or easy time and for Hunter to be where he is today is all thanks to his own strength, intelligence, and resilience.
Hunter certainly has one of the strongest wills among all characters in TOH, as despite going through a ridiculous amount of pain, he is capable of brushing it off and pushing forward, with his only weakness being Belos. Hunter's willpower was even able to withstand Gus's trauma bubble which specifically puts you through your worst memories and even renders you useless, but Hunter resisted its effect and calmed Gus down instead, despite his pain being very fresh and severe and Hunter in fact not being ok with it, but Hunter keeps on going anyway. One must know it's very hard to break him, trust Belos, he tried but didn't succeed. Hunter even managed to resist Belos's possession for some time, which is a lot considering Belos was his abuser and had power over him metaphorically and physically in that moment.
Hunter displayed throughout the series to have some great athletic skills and agility, being able to keep up pace with running Luz without breaking a sweat while proving he has experience in parkour and acrobatics as seen in him flying on staff. Certainly, he can use his skills to evade incoming attacks with his reflexes while keeping up with his opponents and close distance between him and his enemies. He also has plenty of brute strength at his disposal as well, considering he managed to shatter falling debris by just swinging his staff in one hand.
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Hand-To-Hand Combat - Hunter has proven to be efficient in hand-to-hand combat throughout the series. While Hunter overall plays more on defense as a protector rather than offense, he is not afraid to throw a punch. This post goes more in-depth about Hunter's proficiency in staff-wielding, but I will explain some of it here too. Hunter as a trained soldier and experienced martial artist has his body be his weapon. He knows how the body works and has great control over it. He defeated both Luz and Eda in his debut with a quick kick while evading their attack, straight-up toyed with Kikimora and had to be put to sleep to be restrained by coven scouts as he was still fighting and kicking. This also gives him a huge advantage against other competitors who are used to fighting across distance, whereas Hunter fights at a close range.
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Back in EC Hunter learned how to be smart, resourceful, and strong, and as I've mentioned before multiple times, he's a child soldier. His opponents usually underestimate him, but he's not the one to be crossed. His victories compromise of defeating Eda and Luz on 2v1 in his debut; immediately defeating Luz in HP once he's recovered; defeating Kikimora in HP; and Tying with Amity in EL after being physically and mentally exhausted, in 2v1 with King (who was rather defeated by Hunter in this duel), while wielding a completely new staff and restraining himself to not kill her but just getting the key; winning flyer derby game on his first try; catching Darius off-guard (which is a feat with Darius's great reflexes); making a strong glyph combo on his very first try; resisting Gus's trauma bubble; kicking ass during Hexside against EC battle; he was defeated twice by coven scouts, which while fair, was also due to his poor condition and the second time he had to be put to sleep to be restrained; handling abomatons and scouts with rest of the Hexsquad during S2 finale; standing his ground and protecting Hexsquad from Belos while being severely weakened in KT; breaking through Willow's vines in FtF with his freshly awakened powers.
Hunter now is sub-merged with Flapjack meaning he does not require staff anymore to cast spells as magic now comes from within. What's more, I allow Hunter to also levitate/fly without the help of any staff. This is more of a fanon ability, but it's supposed to connect him to having the powers of a palisman (but no, he can't turn into a staff, nor is wooden) and abilities of a palisman are usually just enhanced abilities of the holder, meaning flight is in capacity of any witch, but all of them utilise staff since flight on its own is probably hard spell to pull off, but Hunter should do just fine for the sake of this tournament.
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Palismen are not allowed during this battle
Flash Step
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Comet Charge
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Resistance Spell
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Block Spell
Underground Escape
Tool Creation
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Tying Spell
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Battle Armor
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Laser Bolt
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Lightning Strike
Barrier Spell - not demonstrated in the show itself but in storyboards of Yasmin Khudari, in which Hunter could create a force field to shield Willow from falling debris. In the final product, he just used his own brute strength and staff to protect Willow rather than magic, but I will allow this spell meaning HUnter can create barriers that can withstand heavy hits and create them anywhere he desires.
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Flesh-Eating Plant - - this is more of a speculation rather than a confirmed fact, but I rewatched ST, and Luz and Eda weren't originally standing in the flesh-eating plant until GG showed up, so I decided to be funny and say he actually made this plant himself to taunt them, especially since he also knew what it does (which also shows his expertise in plants among many things). Hunter in battles can utilise flesh-eating plants to set traps across the battlefield to both harm and distract his opponents.
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Telekinesis
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Sand Blast
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Sand Construct
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Rock Fist
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Earth Magic
Water Magic
Aqua Jet
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Water Hand
Wall Of Vine And Ice
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Return to Masterpost
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paragonrobits · 1 year ago
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thinking about Dak'kon in Planescape Torment (initially because Lae'zel's popularity in Baldur's Gate 3 has me thinking about how the contrast between her and Dak'kon is a pretty good description of how thier respective peoples have diverged and also why they hate each other so much) and specifically his statline in how that nicely corrosponds to his own personal conflicts
Dak'kon is a zerth, a sort of warrior monk that practices martial skill and magical ability and serve as guardians of the githzerai cities, and due to a partially manufactured crisis of faith, he no longer truly has certainty in anything; not in the teachings of his faith, and not in himself. This is reflected in him being the only multi-class character in the game in a traditional sense; he is a fighter/mage, leveling up one after the other.
Dak'kon's stat layout is, after he is fully upgraded: Strength 18, Dexterity 18, Constituion 18, Intelligence 13, Wisdom 13, and Charisma 13. On the one hand he has high stats across the board; mechanically, he's both a capable spell-slinger that can act in support or as a combat caster, and he's a frontline tank. In what is most likely intended to be the canon-ish playthrough, he is the ONLY front-line damage dealer in a traditional sense. He can hit like a truck, once you add him to your party he is likely to be your main damage dealer, and he's just very strong across the board. This is an excellent stat line... for a fighter.
But he is also a mage, and for this, his intelligence isn't AWFUL (in fact, he's significantly more intelligent than an ordinary person would be, which is also reflected in interactions) but its not as high as would be ideal for a more specialized mage. His intelligence is significantly lower than it should be for anyone that is taking any kind of levels in wizard (and Torment's mage class is very much a wizard); his spell slots are notably less numerous, and he's most likely to be a fighter with some casting capability.
This reflects his in-game story. Dak'kon's crisis of faith was exacerbated by a holy writ of sorts that takes the form of a complex puzzle, and one of the accounts is of how Zerthimon, the prophet revered by Dak'kon's people, deceived his illithid masters by pretending to submit to them. Dak'kon has his doubts because another such teaching concerns a traitor, and then what he assumes to be the final teaching is of Zerthimon's conflict with Gith, founder-queen of the githyanki, when their peoples split. Dak'kon has come to fear that Zerthimon gave in and became a slave to their illithid captors, which was why he divided their people at the eve of victory, and if you ask him about this, he gives one of the VERY FEW impassioned and furious speeches he makes in the game, when normally he is very calm and detached.
If you have a high intelligence and wisdom scores (significantly higher than Dak'kon's, in fact) you can puzzle out more combinations to the teachings and unlock further ones Dak'kon had not found; these provide him an answer to his crisis of faith and ease his soul; Zerthimon did not give in to the illithids, but he recognized that should his people follow the path of war and conquer all that might threaten them, they would lose who they are. But the mechanical bit is that Dak'kons stats are too low to do so; he has no idea these teachings exist at all.
Furthermore, to recruit Dak'kon at all, you must speak to him on philosophy; its not difficult to have a fairly high Wisdom and Intelligent stat combination to pass this without much trouble, and this further indicates how his statline is a bit sub-par for someone in his line of work. He expresses some profound philosophical attitudes and says them well, but he's hard pressed to defend them when you poke holes in them, and he just gloomily concedes. Part of this is that, again, he IS having a crisis of faith and he has difficulty reconciling these problems to other people.
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comicaurora · 2 years ago
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As a fan of D&D and animated shows, have you been keeping up with the legend of vox machina?
Yea! I haven't seen the very latest episode yet but I've watched the first five.
I continue to enjoy how it's treating the original game as a first draft and doing some rearrangements in the adaptation to improve pacing, flow, and general sense-making - like how Vax's extremely busted Boots of Speed have been integrated into the functionality of his god-champion-artifact armor, and why they changed Vex's near-death experience last season to Keyleth taking the bullet for her because Vex's actual-death experience this season was going to be very important story-wise but mechanically played out very similarly to the first one (one-shotted by dark magic in an area that suppresses magical healing) and having it happen twice would've weakened the impact. Personally I think in an ideal world we'd be getting a lot more time per season to let the characters breathe - the pacing of the original series is frankly very slow, bordering on unwatchable for certain attention spans, but the pacing of this season is kinda breakneck in comparison and characters are getting big upgrades and moments of revelation quite often, which isn't bad but feels like it could have a little more punch if they had a longer windup. Still, that's the nature of the level-based beast and it's not a complaint, just a little tickle in the back of my head.
The animation continues to be gorgeous, and while the 2D-3D blending of the visuals feels a little weird sometimes, I think it works in-story that the 3D-rendered dragons look very different to everyone around them, since it makes them feel more otherworldly and terrifying. I also like that they don't really look like their Official D&D Counterparts, and the way they've respec'd their breath weapons into things like "wings constantly leaking acid" is really neat.
I also think the way they've shifted the magic system is very interesting. D&D has extremely hard-magic rules on who can cast what spells at what time based on what they know or have prepared. The show dials that way back and treats it a little more hand-wavey, though they'll still hint at the spell slot system with casters being like "sorry I'm out of juice" or "I think I can only do it once a day" which is cute. But this shift to a softer magic system does mean the more versatile casters, mostly Keyleth, seem like they can kind of just do anything depending on the needs of the scene - which is obviously not what is mechanically happening, but because we can't see her spell list or class features it's kind of what it feels like. She has all the standard element-manipulation and druid shapeshifting/treehugging stuff, but we also see her bust out the power of the sun and turn into a giant fire monster, which doesn't feel quite as connected to the rest of her powerset - it makes sense if you squint, but in the moment there's a little lurch of "where did THAT come from?" Now that's not bad writing on the show's part, it's a holdover from the inconsistency of D&D's spell lists. It DOES feel weird that a wind magic specialist could cast Sunbeam just because they hit level 11. Narratively what this indicates is that Keyleth is frankly ridiculously reality-warpingly powerful and doesn't really know her own strength yet, which is top-notch characterization and very consistently demonstrated in-show, but it does invite that one storytelling bugaboo of "how are the heroes gonna solve this one? …………magic." It's subletting a townhouse in the suburbs of The Power Was Within You All Along.
Overall really liking it so far!
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