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stormbreaker101 · 2 days ago
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W101's Advanced Combat 101: Hanging Effects, Symbols, & How to Read Them
Over the past few years, Wizard101 has been trying to add more variety to gameplay by introducing Advanced Combat, which focuses less on raw damage and more on hanging effects, the additional 'things' that can be present in battle. Because the cards have limited space on them, the developers have decided to use symbols to represent each hanging effect rather than type the entire word out.
This post should serve as a guide and dictionary to these hanging effects and their symbols. Later posts in this series will dive further into the nuances of Advanced Combat, such as the logic of Roshambo and how Gambits and Clears work.
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Charms boost the power of outgoing spells. Charms are colloquially just called Blades (since most of time when you see a Charm it WILL be a Blade), but can also include spears, accuracy boosts like Precision or Lightning Strike, and heal boosts like Guiding Light
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Blades are a specific kind of Positive Charm that boost your outgoing damage.
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Negative Charms, also called Curses (not to be confused with the spell Curse, which is a Jinx), weaken the power of outgoing spells. They're often just called Weaknesses, but also include mantles (which lower accuracy) and infections (which lower outgoing heal).
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Weaknesses are a specific kind of Negative Charm that weaken your outgoing damage.
All Charms (positive and negative) appear around the Wizard's head.
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Wards reduce the power of incoming damage. These include both Shields which reduce damage by a percentage and Absorbs which nullify a set amount of damage.
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Absorbs. Wards that nullify a set amount of damage taken. Rather rare.
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Negative Wards, also called Jinxes, increase the power of incoming damage. Like 99% of the time, they're just Traps or Prisms. There used to be spells that Jinxes that weren't either Trap or Prism, but these spells have either changed (like Lord of Night) or only exist as retired Treasure Cards (e.g., Lifebane)
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Traps increase the amount of damage you take from an incoming spell.
All Wards (positive and negative) appear around the Wizard's legs.
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Heal over Times (often abbreviated to HoTs) heal you over a series of rounds (typically 3 to 5, depending on the spell)
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Damage over Times (often abbreciated to DoTs) damage you over a series of rounds (3 to 6 rounds, depending on the spell) Some spells are purely DoT while others have a main hit and DoT component (B Path Fire Dragon is the former, while A Path Fire Dragon is the latter).
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Bombs are a variant of DoT that don't do their damage incrementally, but rather go off all at once after a few rounds. A handful of B-Path Myth spells use Bombs, but the only A-Path spell to use them is Blast Off. They're generally not considered good in regular PvE contexts.
All OverTimes appear at the Wizard's feet.
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Auras give you a buff in one or two of your stats for a few rounds. Some Auras such as Frenzy and the Aztecan Auras do include a minor drawback.
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Negative Auras give you a debuff in one or two of your stats for a few rounds. The most well known Negative Aura is likely Impede, cast by a handful of cheating bosses, but now there are some Negative Auras that wizards can train and cast too
All Auras (positive and negative) appear as a ring or hemisphere of light around the Wizard.
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Some Hanging effects can be Chromatic, meaning that they either take on your own school or your opponent's school. They're always chromatic in a way that's meant to help the caster. Chromatic Blades, Spears, Traps, and DoTs will always take on your school (so that the DoT can be boosted by your school's damage, and the Blades/Spears/Traps can boost the next spells you cast). Chromatic Shields & Weaknesses will always take on your opponent's school (so that you can hinder their damage).
I'll finish this post off by showing a few spells and breaking down their symbols, as examples.
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seth-whumps · 3 months ago
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you mentioned that you like knight characters and i wonder if you have any tips on writing knight caretakers and whumpees? i like medieval, fantasy and knight whump but i have trouble creating ocs who are knights. i love the aesthetic, armors and whump potencial but i can't relate to them and figure out their motivation cause i'm a pacifist from modern times
Hi anon! I do love me a good medieval knight setting. Here's some tips for you!
-> Ditch the black and white.
Morality is a complex son of a bitch. Don't focus on a pillar of "normal" expectation, like "killing wrong, charity good". Try something more layered. For example, I have a knight character who will kill anyone in his way--however, he will do his utmost to send them to the afterlife with respect (leaving a flower on their chest, giving them a kind word, pressing a kiss to their forehead, etc). Don't be afraid to let a "good" character do "bad" things, and don't be afraid to justify the morally grey.
-> Make them like you.
If you're having trouble relating to your characters, a trick is to give them something of yours. For example, if you have a sibling, model their relationship to their siblings like yours--whether it's a love-hate or a die-hard loyalty--and reference that. Then, their thought processes have a point of reference, and you can feel for them.
-> Relax into the genre.
Explore the parts you enjoy of the aesthetic. You like armor? Make your OC from a blacksmithing family. You like fight scenes? Have them train classically in a sword-style you enjoy. Is the royal-servant dynamic a favorite of yours? Design them a prince friend, and develop their relationship. Delve into the parts that intrigue you, first and foremost.
-> Symbolism!
I said it in my previous advice post and I'll say it again--assign your characters opposing symbols. The ocean and the sky and a sailboat between them, and how they interact, gives a flowery poetic description between them all. It's definitely a stylistic choice, but even just keeping the symbol in your head will help with interactions.
-> Do some research.
Watch a relevant show (might I suggest Merlin?). Take a rabbit hole down Wikipedia pages. Scroll a cosplay account. The things you find might inspire you, and if not, the stuff you like can make a very fun small detail!
*Also: there are different kinds of settings to play in. You can go high or low fantasy, high or low magic (LOTR is high fantasy low magic; Percy Jackson is a medium between the two). These terms are from a different post, I'll endeavor to find it. If magic doesn't inspire you, don't include it. If it does? It's everywhere now. Go wild.
-> Hypeman it.
Just have fun with it. Choose the things that excite you, and then get really fucking excited about it. Anything that bores you gets tossed out the window. You really can just say "it's three weeks later now" and move on--classic authors did it all the time. Go crazy and do it shamelessly. Don't care about the things you don't care about.
I hope these help! If you'd like, I can do a series of medieval prompts to help you get started. Thank you so much for the ask!
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thewatcher727 · 2 months ago
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Writing Description Notes:
Updated 9th September 2024 More writing tips, review tips & writing description notes
Facial Expressions
Masking Emotions
Smiles/Smirks/Grins
Eye Contact/Eye Movements
Blushing
Voice/Tone
Body Language/Idle Movement
Thoughts/Thinking/Focusing/Distracted
Silence
Memories
Happy/Content/Comforted
Love/Romance
Sadness/Crying/Hurt
Confidence/Determination/Hopeful
Surprised/Shocked
Guilt/Regret
Disgusted/Jealous
Uncertain/Doubtful/Worried
Anger/Rage
Laughter
Confused
Speechless/Tongue Tied
Fear/Terrified
Mental Pain
Physical Pain
Tired/Drowsy/Exhausted
Eating
Drinking
Warm/Hot
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novlr · 1 year ago
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The symbolism of flowers
Flowers have a long history of symbolism that you can incorporate into your writing to give subtext.
Symbolism varies between cultures and customs, and these particular examples come from Victorian Era Britain. You'll find examples of this symbolism in many well-known novels of the era!
Amaryllis: Pride
Black-eyed Susan: Justice
Bluebell: Humility
Calla Lily: Beauty
Pink Camellia: Longing
Carnations: Female love
Yellow Carnation: Rejection
Clematis: Mental beauty
Columbine: Foolishness
Cyclamen: Resignation
Daffodil: Unrivalled love
Daisy: Innocence, loyalty
Forget-me-not: True love
Gardenia: Secret love
Geranium: Folly, stupidity
Gladiolus: Integrity, strength
Hibiscus: Delicate beauty
Honeysuckle: Bonds of love
Blue Hyacinth: Constancy
Hydrangea: Frigid, heartless
Iris: Faith, trust, wisdom
White Jasmine: Amiability
Lavender: Distrust
Lilac: Joy of youth
White Lily: Purity
Orange Lily: Hatred
Tiger Lily: Wealth, pride
Lily-of-the-valley: Sweetness, humility
Lotus: Enlightenment, rebirth
Magnolia: Nobility
Marigold: Grief, jealousy
Morning Glory: Affection
Nasturtium: Patriotism, conquest
Pansy: Thoughtfulness
Peony: Bashfulness, shame
Poppy: Consolation
Red Rose: Love
Yellow Rose: Jealously, infidelity
Snapdragon: Deception, grace
Sunflower: Adoration
Sweet Willian: Gallantry
Red Tulip: Passion
Violet: Watchfulness, modesty
Yarrow: Everlasting love
Zinnia: Absent, affection
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writers-potion · 8 months ago
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Words to Use Instead Of...
Beautiful
stunning
gorgeous
breath-taking
lovely
jaw-dropping
pretty
glowing
dazzling
exquisite
angelic
radiant
ravishing
excellent
ideal
sightly
wonderful
elegant
bewitching
captivating
mesmerizing
enthralling
magnetic
impressive
tasteful
charming
desirable
enchanting
Interesting
stricking
unusual
appealing
absorbing
srresting
gripping
riveting
alluring
amusing
exceptional
fascinating
impressive
provocative
prepossessing
exotic
readable
refreshing
entrancing
exceptional
Good
honest
upright
dutiful
enthical
pure
guiltless
lily-white
reputable
righteous
tractable
obedient
incorrupt
respectable
honorable
inculpable
irreprehensible
praiseworthy
well-behaved
uncorrupted
irreproachable
Awesome
wondrous
amazing
out-of-this-world
phenomenal
remarkable
stunning
fascinating
astounding
awe-inspiring
extraordinary
impressive
incredible
mind-blowing
mind-boggling
miraculous
stupendous
Cute
endeaing
adorable
lovable
sweet
lovely
appealing
engaging
delightful
darling
charming
enchanting
attractive
bonny
cutesy
adorbs
dear
twee
Shy
modest
self-effacing
sheepish
timid
way
reserved
unassured
skittish
chary
coy
hesitant
humble
introverted
unsocial
bashful
awkward
apprehensive
If you like my blog, buy me a coffee☕ and find me on instagram! 📸
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stormbreaker101 · 6 months ago
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insert witty intro here. Under the cut is an in-depth guide for all things Shadow mechanically. It's long but touches on everything I can think of. If anyone has any questions about mechanics, feel free to send me an ask!
Shadow Pip Acquisition
You first gain access to Shadow Pips either upon completing the quest Shadow Dancer (Khrysalis Part 1) or Walpurgisnacht (Darkmoor), whichever comes first. The game grants you a base Shadow Pip rating, which can be increased by certain pieces of gear. You can see your Shadow Pip rating on the second page of the Advanced Character Statistics tab in your spellbook.
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When in combat, you will see a small meter with the Shadow magic symbol on the top of where your HP is. If you mouse over your HP and the, it'll display your Shadow Gauge: the measure of how close you are to gaining a Shadow Pip. The higher your Rating is, the faster that the Gauge tends to increase.
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You can gain anywhere from 1% to 100% on the Gauge in a single turn, but and when the Gauge is over 100% you gain a Shadow pip, and the Gauge empties again (with no overflow.)
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Once you get your Shadow Pips, you can use them to cast a variety of spells, which fall into one of a few categories. I will introduce these categories in the order of when they were released.
Shadow Self Spells (released in Khrysalis Part 1)
These spells transform your Wizard visually and give you a set of buffs and debuffs for three turns. They also give Backlash, represented by an orb that goes around the Wizard's head.
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When your Shadow Self expires, the Backlash will burst on the Wizard, dealing a percentage of the Wizard's maximum health. You can decrease the amount of backlash you take by casting spells that your Shadow Self spell "likes", and increase the amount of backlash you take by casting spells that your Shadow Self "dislikes". Each of the different spells' likes and dislikes, varies from spell to spell. Both the spell's likes & dislikes as well as the stats they buff and debuff on you cater to a different playstyle.
Shadow Self spells give you a base of 40 Backlash, and casting a like or dislike decreases/increases it by 10.
Because each of the four Shadow Self spells play so differently, I will also provide a breakdown for each one.
Shadow Shrike
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The Shrike encourages aggressive play, increasing the offensive stats of Damage and Pierce, and decreasing your incoming healing. The Shrike likes when you cast blades, traps, and attacks (the latter of which will give you and your teammates a bonus +10% pierce blade). It dislikes when you cast heals, shields, and minion-sacrifice spells, as those are defensive maneuvers.
Shadow Seraph
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The Seraph bolsters healers, giving you boost in your outgoing heal stat while also making you more vulnerable to damage, the logic being that as a healer you can easily heal back whatever extra damage you take. It likes when you casts heals (both decreasing backlash and giving your team a shield that absorbs some extra damage) and when you sacrifice minions. It dislikes when you play aggressively by casting blades, traps, or attacks.
Shadow Sentinel
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The Sentinel is built for tanks, encouraging players to redirect damage to themselves. It naturally bolsters your critical block and resist, and it makes you intercept 25% of the damage your allies take (so for example, if an enemy targets 1 ally with a spell that does 100 damage, your ally would only take 75 and you take the remaining 25). It likes when you cast shields, intercept damage, and when you Taunt the enemy (so that they can only target you), and dislikes when you cast heals or attacks.
Shadow Trickster
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The Trickster also encourages an aggressive, glass-cannon playstyle like the Shrike, but in a different way. It increases your Critical, decreases your Critical Block, and gives you a chance to steal 1 pip from your opponent every time you target them (called Trick). As such, it likes when you target your opponents with traps or attacks, and dislikes shielding or healing yourself.
Shadow Creature Spells (Released in Khrysalis part 2)
When you cast a Shadow Creature spell, it will rise up from behind you, and in two turns it'll attack your foes. Shadow Creature spells give you a base of 30 Backlash, and casting a like or dislike decreases/increases it by 10.
All three of the Shadow Creature spells like when you buff your damage up (casting blades and traps), and dislike when you heal or shield yourself. When you cast a Like, these spells will also cast spells to buff themselves (first a Shadow blade on yourself, and then a Shadow trap on all enemies). As such, they encourage an offensive but patient playstyle.
These spells only differ in what kind of damage they do. Dark Nova attacks a single target (like your basic attacks). Dark Fiend attacks all enemies (like your AoE attacks). Dark Shepherd, like Fiend, attacks all enemies, but does less damage and instead gives you health equivalent to half of the damage it does (like the Death school's AoE drain spells of Scarecrow and Khrulu).
Shadow Enhanced Spells (First released in Darkmoor)
These spells are probably the most familiar. They function like any other attacking spell you use; they simply require a Shadow pip to cast. They give no backlash.
Like the majority of spells in-game, Shadow-enhanced spells now have Spellements. Specifically, the Arc 3 Shadow-enhanced spells (Darkmoor, Polaris, and Mirage) can be converted from being banned in Advanced Combat scenarios (PvP, raids, Challenge mode fights) to being allowed ONLY in Advanced Combat by making then require 2 Shadow Pips rather than 1.
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The Arc 4 Shadow-enhanced spells (Karamelle and Lemuria) have branching paths. When looking at the Spellement branch menu, the top path will always be the path intended for PvE (regular gameplay), and the bottom path will always be the path intended for PvP, though aren't banned from PvE. The top path will increase the amount of damage and the number of regular pips it costs, and not change any secondary effects the spell may have. The bottom path will also change the damage (typically an increase, but lesser) and make the spell cost 2 Shadow pips, and sometimes change the spell's secondary effects.
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Because these spells technically aren't Shadow school spells, but rather school-specific spells given by spell quests, it is impossible to train a Shadow-enhanced spell outside of your own school. In other words, on my Fire wizard I can never learn a single Ice-school Shadow-enhanced spell, even if I have the spellements for them. (Yes I am forever bitter about this.)
Shadow Utility Spells (First released in the middle of Arcs 3 and 4)
Currently, there are two other Shadow Spells that players can learn: Donate Shadow and Dark Surge. These spells don't give any Backlash.
Donate Shadow costs 2 Shadow Pips, and lets you give one Shadow Pip to an ally (assuming they are able to acquire Shadow Pips in the first place). It became available in Empyrea Part 1. Technically you could also cast this spell on yourself, but that would be a waste of a Shadow Pip.
Dark Surge costs 1 Shadow Pip, and lets you give 2 Power Pips to yourself or an ally. It was released in late 2023.
I don't know how shadow magic works and at this point I'm too scared to ask
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mayasaura · 1 year ago
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Obsessed with that bit where P— told John to be a bad wizard. That they could write the history books later to say he was good, but what he needed to do now was to scare the shit out of people. What he needed was leverage.
Because that's what he did! That's exactly what he did. He got his leverage, he played the bad wizard, he scared the shit out of everyone. And then after the dust settled, when he was the last man standing, he wrote the history books to say he was good.
And like. The thing that gets me is. After all that, he named her Pyrrha.
They won. It wasn't worth it.
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stormbreaker101 · 1 day ago
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W101's Advanced Combat 102: School Identity and The Roshambo
Over the past few years, Wizard101 has been trying to add more variety to gameplay by introducing Advanced Combat, which focuses less on raw damage and more on hanging effects, the additional ‘things’ that can be present in battle.
In a previous post, I went over each hanging effect and their symbol, as an intro to reading spells. This post will dive further into the inner workings of Advanced Combat's logic. It's somewhat of a tangent from the topic of learning how to read the spells, but I believe it's a necessary one. Simply reading spells is one thing; understanding why they work the way they do is another, and far more important in my opinion.
School Identity
In Advanced Combat, each school is represented by a hanging effect, except for Balance, because Balance is All Things. As such, when we talk about schools interacting with other schools (via synergy or countering), what's really happening is that the spells are interacting with the hanging effects associated with other schools.
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This graphic is provided in-game by the prequest, and it is a higher-res and less comprehensive version of the post I made earlier.
Each school's representative hanging effect is based partly on its previous identities, the ways each school worked before.
Fire's hanging effect is Damage over Times, as it's always been since the game first came out with its iconic DoT spells like Fire Elf, Heck Hound, Fire Dragon, and Rain of Fire.
Ice's hanging effect is Positive Wards, derived from Ice always being characterized as the tank school and getting more defensive utility than any other school (Tower Shield, Legion Shield, Frozen Armor).
Storm's hanging effect is Positive Charms, easily remembered by the most infamous wizard101 player archetype Wolf Stormblade.
Life's hanging effect is Heal over Times, because Life has always been the healer school. Think back to the 1-pip Sprite spell.
Myth's hanging effect is Negative Wards, and it's certainly the most changed from how it used to play, partly because Myth has had So many different gimmicks over the years that aren't hanging effects.
Death's hanging effect is Negative Charms, since its old-school primary mechanic of draining HP isn't a hanging effect. An easy way to remember Death as the Weakness school is to remember its utility spells of Plague, Virulent Plague, Infection, and Bad Juju.
Roshambo
Rather than having pairs of schools that are both super-effective against each other (Fire/Ice, Storm/Myth, Life/Death), each of the two Triads (i.e., Element and Spirit) has a rock-paper-scissors dynamic going on now. This system was first introduced in Beastmoon, and introduces an updated version of the School Wheel:
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However, while this graphic is good enough for Beastmoon, I believe it can't be used to explain Advanced Combat's system unless you're already familiar with Roshambo. So I will be making my own graphics to introduce and break down the Advanced Combat Roshambos.
First, we have the Elemental Triad of Fire, Ice, and Storm.
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Storm douses Fire, and Storm's immediate and hard-hitting attacks overpower Fire's slower overtime method.
Fire melts Ice, and one turn of a DoT activating can remove the shields Ice puts up and leave the Ice user vulnerable to the remainder of the DoT's damage.
Ice freezes Storm, and a Shield can block most of the damage from an otherwise buffed-up Storm hit.
Then we have the Spirit triad.
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Death ends Life, and Death's many Negative Charms can hinder Life's ability to heal or attack.
Life surpasses Myth, and Life is able to heal back the extra damage that Myth would do with its traps.
Myth conquers Death, and Myth's traps can make up the lost damage that Death's weaknesses give.
And when we put the two triads together, we see relationships between Element and Spirit schools form:
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Death withers Storm, and Death's Negative Charms overpower Storm's Positive Charms.
Storm washes away Life, and Storm's immediate damage can knock out a target before they can try to heal it back.
Life survives Fire, and Life is able to heal back the gradual damage that Fire gives.
Fire burns Myth (think the Library of Alexandria), and Fire's overtimes can whittle away at Myth's traps the same way they plow through Ice's shields.
Myth shatters Ice, and Myth's infamous double-hits of old and trap spam of new can overpower Ice's defenses. (Think also of the old spell Shatter, which can remove multiple shields from a person)
Ice survives Death (think of prehistoric animals being preserved in glaciers), and Ice's defenses can keep Death from draining enough health to keep themselves alive.
Each school is able to counter two other schools, but can also be countered by two other schools. Except of course for Balance, which sits in the center of the wheel and has no arrows pointing to it. It doesn't directly counter any one school, but can't be fully countered by any one school.
A Note About Astrals
Auras (both positive and negative) aren't as immediately representative of any of the main seven schools. However, they are closer to some schools than others.
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Star is situated inside the triad of Storm, Life, and Death. Following this, the developers have begun to add Auras as supplementary parts of Life and Death's identities, with Life getting Positive and Death getting Negative.
We can see this new association with Spellweaving. If you weave into Life or Death, your exclusive weaving buff is an Aura that increases the damage of your main school and Life/Death damage.
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seth-whumps · 3 months ago
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Hey, for some reason my Tumblr's making it really hard to find WWE rn— so apologies if you'd rathered I asked there, but I'm considering running my own Whump event for one of my fandoms, and I was wondering if you had any like advice or tips for running whump-centric events or just in general??? /genq /nf
Hiya anon! Thanks for stopping by! (I'll reblog this post with the WWE account so you can find it in the notes.) So! Event-running! This is the first event I've ever done, but it was honestly such a blast. Here are some things I learned from it:
-> Have a separate event sideblog, please. You don't want your main account mentioned a thousand times. It's much easier to find everything when it's sorted all in one block of notifications. Set it up from the get go. Learn from my mistakes.
-> Also, have your participants mention the sideblog. Not every post will show up in the event tag.
-> Lay out the event rules before you start the prompts. Consider including an FAQ. Define what is in the theme of the event before designing the event. Keeping everything concise right away will help when making prompts.
-> Find a time and a length that works for you. Don't feel pressured to do a 31 day event just because it's long. Week-long events are beloved, especially in fandom communities. However, if you've got a solid amount of time and the motivation to commit, go all out and have a blast with it.
-> Participate in your event! If you're running it, you may not have the time, but the prompts should be something that inspires you too--so don't feel afraid to fill a few prompts and post them. (Unless it's a competition. Then, you're the judge.)
-> Make connections with people in the community. Having a friend along the way who will hype up your event goes for a lot. Shoutout to Bug and Mello for the WWE. The hype kept me going.
-> Spread the word! Ask for interest in the event, garner community support, post your prompts in advance and answer asks quickly and timely. Find a whump blogger to signal boost it (me! I will gladly!).
-> Relax and have fun. In the end, running the event seems like a bigger deal than it actually is--your job is to set it up and reblog. After that? You just watch the community go wild.
I hope this helps! And, side note: what fandom is this for, anon? Chances are I will happily participate!
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stormbreaker101 · 8 months ago
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The Catacombs fights were *not* made to be soloed while on-level. Blanket advice before I go and look up the boss fight on my phone (bc admittedly I havent done anything Catacombs in YEARS), get yourself a group of friends that you can communicate with and form a strategy for. Take the time to plan.
Ok so I just looked the fight up. It's somewhat RNG dependent. Basically, there are four groups of minions, and each group has its own minor cheats.
Fire and Ice - if you cast a blade on someone, it'll remove all weaknesses from the person you bladed and then give itself a blade. Easily the minions you want the most.
Life and Death - if you cast a shield on someone, it'll remove the shield and cast a Tower Shield on itself. Kind of annoying.
Balance and Shadow - if you cast a weakness on an enemy, it'll remove the weakness from the enemy and cast one on you. This cheat is less annoying than Life-Death's but it's lower on the list because these mobs' normal spells are just worse to deal with IMO.
Myth and Storm - if you cast a trap on an enemy, it'll remove the trap and put a Feint on the wizard who cast it. The worst of the minions.
Prince Viggor has some cheats as well, but they're rather standard.
Every 3 rounds he'll summon another minion (if all 3 slots aren't filled already, I assume)
If you cast a feint, he removes it.
At the end of Round 2 he always casts Mass Tower Shield
He can also cheat-cast an AOE weakness, mass feint, or bladestorm.
I suggest having a main hitter, a healer, and using a mix of blades and traps for buffs. Using blades when a Fire or Ice minion is present helps you, and traps are safe from his Earthquakes so long as a Storm or Myth minion isn't around. If a Storm/Myth minion is summoned before you have all your traps up, it's easier to just reset. You can also use Indemnity to keep a single feint on Viggor for some extra buffs.
pls help
i stopped playing wiz like 2 years ago (maybe less than that?) because (other than becoming extremely busy) i COULD NOTTTT get past the catacombs :'''( stuck on prince viggor specifically
i'm just trying to farm & craft my gearrrrrr
HOW DID YOU ALL get past prince viggor like is there a strat or did you just blind join team up? is it even possible to solo? my storm is level 139 so idk why it's struggle bus central over here :'/ maybe my stats arent good? i'm not a gamer girl i'm just a lowly wizard-wannabe pls help
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thewatcher727 · 6 months ago
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Writing Description Notes: Physical Pain
Updated 6th June 2024 More description notes
It was as if his bones were made of glass, shattering into a million pieces with every movement and sending waves of sharp, shooting pain coursing through his limbs.
His muscles screamed in protest with every step, each movement sending jolts of electric pain shooting through his body.
The ache settled deep into his bones, a dull, persistent throb that seemed to resonate with every heartbeat.
Every inch of his body felt tenderized, as if he had been used as a punching bag in a brutal workout session.
The sensation of blood trickling down his skin was a grim reminder of the violence he had endured.
His ribs screamed in protest with every breath, each inhalation a sharp reminder of the blows he had taken.
The world seemed to spin around him in a dizzying blur, his vision clouded by the stars of pain that danced across his field of vision with every movement.
A sharp, stabbing sensation shot through his lower back, making him wince.
Her temples throbbed with a relentless, pounding headache.
He clutched his side, pain radiating from the bruise with every breath.
Her muscles screamed in protest, the soreness a reminder of yesterday’s workout.
A burning ache spread through his chest, each heartbeat intensifying the agony.
She bit her lip, trying to stifle the groan as pain flared in her twisted ankle.
His knuckles were raw and throbbing, evidence of the fight.
She pressed a hand to her forehead, a dull ache settling behind her eyes.
A searing pain lanced through his knee, nearly buckling his leg.
She gripped the edge of the table, knuckles white as pain shot through her arm.
Her trembling hands betrayed the unyielding agony in her joints, a relentless companion.
Doubled over, he fought against the relentless cramps that seized his stomach.
A sudden, searing pain in her wrist forced her to relinquish her grip, the cup clattering to the ground.
Every step reverberated through her aching feet, a reflection to the miles she had traversed.
Rubbing his shoulder provided little respite from the persistent agony that gnawed at the joint.
A sharp sting on her finger brought fresh irritation, the paper cut a small but sharp reminder of vulnerability.
His tooth throbbed incessantly, a deep, pulsating ache that clouded his thoughts.
Each movement of her stiff and sore neck elicited a fresh wave of discomfort, a constant reminder of strain.
A stabbing pain in his chest made each breath a struggle, a reminder of mortality's grasp.
The throbbing in his hand, where the door had slammed shut, served as a relentless reminder of his own clumsiness.
A dull ache settled deep within her lower back, rendering even sitting a feat of endurance.
His leaden legs protested with every step, each movement a symphony of agony.
His head spun, the pain behind his eyes making it hard to focus.
Sharp pangs in her side served as a reminder of the physical toll of her exertion, a stitch from pushing too hard.
His throbbing ankle, swollen and tender, made each step a test of willpower.
Gritting her teeth against the shooting pain, she cursed the strain from overuse that tormented her wrist.
Pressing a hand to his chest, he felt the pain radiate outward in relentless waves, a reminder of vulnerability.
Her burning shoulder protested each movement, the pain a constant reminder of her injury.
He winced as sharp pains flared in his elbow, each movement a reminder of his body's fragility.
A deep ache throbbed in her hip, a persistent discomfort that refused to be ignored.
His fingers tingled with pain, a result of gripping the tool too tightly for too long.
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novlr · 1 year ago
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How to Write Betrayal
Betrayal is a powerful plot element that is represented in countless stories. The gravity of betrayal brings a profound depth to character dynamics, plots, and themes alike, making it an indispensable tool for writers to explore emotions, conflicts, and the complexities of human nature. Let’s explore some quick tips on how to write betrayal!
Behaviour
Secretive actions
Dishonesty
Becoming emotionally distant
A sudden change in routine
Pushing people away
Nervous or fidgety movement
Frequent lying or making up stories
Unexpected aggression or irritability
Unjustified mood swings or emotional outbursts
Increasingly defensive
Interactions
Disturbed interpersonal relationships
Frequent misunderstandings or fights
Withholding information
Avoiding personal discussions
Insincerity in conversations
Frequently cancelling or missing plans
A sudden shift in relationship dynamics
Quick to deflect or place blame
Frequent subject changes
Gradual emotional detachment
Body Language
Avoiding direct eye contact
Defensive stance and crossed arms
Covering mouth or touching face
Shuffling or restless movements
Forcing smiles or laughter
Constantly looking around or at the ground
Stiff, tense posture
Heavy breathing or frequent sighing
Avoiding touch or skin contact
Exaggerated gestures
Attitude
A lack of concern or empathy
Increasingly personal and hurtful arguments
Erratic or unpredictable reactions
Self-centeredness
Insincerity
Dismissive or negative attitude
Callous disregard for other's feelings
A negative or pessimistic outlook
Inability to handle criticism
Withdrawal from relationships
Positive Story Outcomes
In the wake of a betrayal, a story can manifest various positive outcomes that add depth to the plot and its characters. Relationships can be strengthened, showing their resilience. Characters may discover newfound self-reliance and learn valuable lessons about trust and forgiveness, leading to an increase in empathy and understanding, personal growth, and the reinforcement of personal values. These experiences can encourage a clearer understanding of personal boundaries, prompt self-reflection, introspection, and the development of healthier coping mechanisms. Ultimately, these positive outcomes can bring about improved communication and honesty, forming the silver lining in the cloud of betrayal.
Negative Story Outcomes
The aftershocks of betrayal can reverberate throughout your story. This might include an irreparable fracture of trust and damage to relationships. Betrayal can trigger psychological trauma, leading to an increase in suspicion and insecurity. Feelings of inadequacy or self-blame may surface, and characters can experience a heightened sense of isolation. The fear of forming new relationships or trusting others can become overwhelming. There may also be an escalation of conflict or violence and the reinforcement of negative behaviours or patterns. Damaged self-esteem or self-worth may be another repercussion, and this can encourage destructive coping mechanisms.
Helpful Synonyms
Treachery
Deception
Double-crossing
Duplicity
Backstabbing
Two-faced
Disloyalty
Unfaithfulness
Infidelity
Falseness
Perfidy
Treason
Fraud
Deceit
Slander
Misrepresentation
Falsification
Chicanery
Double-dealing
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writers-potion · 9 months ago
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Said is dead, and so are some other words that we writers tend to overuse. Here's a brief list to aid your brain:
01. "VERY" ☆★⋆⭒˚.⋆
Very angry -> Furious
Very beautiful -> Gorgeous
Very bog -> Massive
Very boring -> Dull
Very poor -> Destitute
Very cheap -> Stingy
Very clean -> Spotless
Very difficult -> Arduous
Very dry -> Arid
Very quick -> Rapid
Very strong -> Forceful
Very ugly -> Hideous
Very calm -> Serene
Very huge -> Colossal
Very small -> Petite
02. "WHISPERED" 🤫
Murmurd
Mumbled
Muttered
Breathed
Sighed
Hissed
Mouthed
Susurrated
Intoned
Purred
Said in an undertone
Hinted
Said low
Said in hushed tones
Gasped
03. "BAD" 😈
Corrupt
Sinful
Depraved
Contaminated
Tainted
Irascible
Atrocious
Sinister
Snide
Deplorable
Detestable
Execrable
Ghastly
Noxious
Substandard
Despicable
Contemptible
Foul, rank, faulty
04. "BEAUTIFUL" 🦋
Dazzling
Splendid
Magnificent
Aesthetic
Delicate
Glorious
Stunning
Heavenly
Resplendent
Radiant
Glowing
Blooming
Sparkling
05. "BEGIN" ▶️
Open
Launch
Initite
Commence
Inaugurate
Originate
06. "BIG" ⚡
Immense
Gigantic
Vast
Gargantuan
Sizable
Grand
Mammoth
Astronomical
Titanic
Mountainous
If you like my blog, buy me a coffee! ☕
🖱️References
https://www.pinterest.com/pin/2603712279594924/
https://www.pinterest.com/pin/81627811987512761/
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stormbreaker101 · 7 months ago
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This translates to: "If there is 1 trap on the target, remove it and give the target 2 -20% damage weaknesses. Then do 135 Ice damage."
Here's the breakdown.
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Hey what the fuck does this even say
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captainhowdie · 1 year ago
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june 19 2023 trying
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rheas-chaos-motivation · 6 months ago
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YOU— YEAH YOU! DO THIS THING WITH ME!
THIS IS YOUR AGGRESSIVE SIGN TO CREAT EVERY DAY FOR ONE YEAR.
Okokokokok so the goal is essentially what I said above. Write/draw something every day for a year. I know that sounds like A LOT but even if you can spare 2 minutes in your day to quickly scrible something into your notes app that's perfect.
Why should you bother with this?
You will end up at 365 pieces by the end of the year
you will improve your skills
you are bound to find some gold
even if you miss 1/3 of the days you will still have 243 things!!!
helps you be more in tune with your feeling (especially if you treat it like a journal)
you can try out different styles in a judgement free zone
uhhhh you love me
you will learn how to be more creative
you will have content to post on your blog/publish/submit to contests
you will have something to keep you going/motivated
you won't be alone
AND LOTS OF OTHERS I DONT HAVE TIME FOR
So this is your sign to write with me
(don't worry about starting on the same day just start making stuff)
I will be posting the things I write on @rheas-poetry-motivation
JOIN ME 🫵
Tagging people for reach and cause i love my moots:
@mister-dirty-hands, @bamb1fawn, @outromoony, @themortalityofundyingstars, @garden-of-runar
@ancientpokemonrock, @ang3lic-t3ars, @justiceforplutoo, @albatris, @gayafaaryn
@lorelangdon, @imastoryteller, @chaoticcandle, @gildy-locks, @jamespotterbbg
@seekmemystar, @tequilaqueen, @picklerab23, @a-k-oblackhat, @leahnardo-da-veggie
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