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#pre respawn arc
level-1-slime · 1 year
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There is a message written on the wall. It looks like your handwriting (slimewriting?), but you have no memory of writing it. It simply reads: "note to self: commit crimes".
Brrrb?
(Slime knows what he’s about to do probably isn’t legal, but it’s worth it for effective immortality.)
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criminal-sen · 5 months
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mayurigetsfuckedinhell.doc ... um!! hello??? :D :D What IS that! Is it a szayel/mayuri wip or is it just fun hell shenanigans? I am deeply intrigued. Also hojikozai.doc! The name of a regenerative medicine in the title can only mean either LORE BUILDING or an occasion to use said medicine. I am extremely 👀👀 at both possibilities.
Hahaha omg so I really have no right to call these wips since they're both like. one sentence. and the rest lives in my brain. But you are correct about fuckedinhell being Szayel/Mayuri - i think i've talked about it a tiny bit on here before, it's just... the absolute Worst shit happening to a post TYBW yet pre Hell arc Mayuri... like no one is having a good time in this story tbfh. And hojikozai is uhhh not lore building so much as a weird plot hole/ unintentional possibility? that can't be confirmed or denied? (I'm sorry for being so mysterious, as if I'm actually gonna write it:p) well I hope I write it, at least... who knows. That one art I did of Mayuri respawning his head has a lot to do with it>:3c
But yah both are heavy on gore, body horror and uhmm really dark and nasty subject matter that I very much want to explore but gaghhhaagh Imperfect T_T ... .. then again, I'm taking a short break from Imperfect anyways.. so maybe it's a chance to chip away at one or both... anyway ty for giving me a chance to babble about them, at least:3
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respawn-system · 3 months
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Pinned post
Info: don't ship me. don't ship the character. Respawn looks like a humanoid silhouette of green and black, with black eyes. forgot to update this uogh-
This post will be updated with any important information.
DNI: Basic DNI criteria. (Link)
This blog will heavily use text colors and effects, and doesn't provide plaintext. Guide, tags and arcs under cut.
Guide:
{In character commands and/or abilities look like this.}
{Error: In character commands and/or abilities that fail look like this.}
In character text looks like this, and can use any color or effect for some words.
(Narration looks like this.)
《Ooc text looks like this.》
visible code looks like this.
Tags:
Universal tag is #epprbcu.
Asks - #asks
Ooc - #ooc
Starter calls - #awaiting input
Interactions - #respawning
Interaction end - #respawned
Non-canon interaction - #despawning?!
Gimmick(?) - #default action
Arc tags:
#just code - Pre-sentience arc, also the first arc.
#hidden in the files (The current arc.)
More tags will be added when more arcs happen.
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duskwingmoth · 9 months
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notes and highlights from reading my discord message history (2016):
girl u used to be so sillay. I should get silly with it sometimes
2016 me was a little confused but was also so fucking right about lars steven universe
ough. Failure to recognize imminent trump presidency. You stupid fucking liberal ffs
do u rember enjoying overwatch. I rember...
Liveblogging the sonic 2016 stream like "this new charmy bee album is bussin"
"I just saw the quintessential torb potg"
"beginning with him dying"
hanging on his corpse for the full respawn timer"
"while his turret did the hard work"
"predictably nowhere onscreen"
I was the first drop dash hater. If there are no more drop dash haters i am dead
attempting to read through this sexting now KNOWING FOR SURE i was absolutely faking it is. cringe
S. Skoop. I forgot that i called skype "skoop" (and that there was a brief period where i had it on my phone while discord was on my pc)
Talking about multiple story/game concepts i have since abandoned. Death
Doesn't matter if it's 2013, 2016, or 2024; somebody somewhere is complaining about JJ Abrams. It is probably me
There was a dang stevenbomb when these messages start and tbh I was right on the money abt steven universe in general. More ppl should have listened to me instead
huniepop lmao
I was still in iPhone Hell
Making comments to friends about things i refuse to share or elaborate on. I have learned nothing
playing ALL the hits tbh we even got Complain About Family in here
Scoutposting but it's overwatch
"defense shouldn't have left the point undefended"
Bitch shut UP about Pokémon
Oh my GOD just Shut Up About Video Games in general
The Sword Art Online hater has logged on
All these tumblr links that don't work anymore. Sad
How did i make it to 22 without realizing i was experiencing caffeine withdrawal
Yes yes past robin you've got nintendo diagnosed as fuck can you not sound rude and elitist and also cryptoracist about it
(three hours worth of messages just ranting about nintendo jfc. 2009 youtube would have loved me)
The Traumadumping,
Watch watch. You can see the exact moment steven universe rips her heart in half
Reading through basically all the previous things in varying order. Knowing what's coming up.
The moment
Oh no... The Federation Force announcement. The five stages of grief logged in real time
girl your dick was not out for harambe you did not even know what that meant
Hare-brained game concepts part 3027498: radio station with hundreds of hours of recorded dj voice lines
360 controller sucks send post
It is so easy to tell what youtube poop i was hyperfixated on at any given point
girl u really went looking for and personally banned specific slurs in your twitch chat and proceeded to NEVER STREAM. Self-harm champion. Self-harm's strongest warrior
Oh my god. The inception of steam user gofasthog was on my birthday
Is sent jerma rumble live-action with no prior knowledge or context. Complains
Affirming my girlfriend's life choices and gender. Rare pre-crack based moment
Not long now
The PSVita Chronicles. Very short-lived
"Why is twitter orange" wtf are you on about
September 26th, 2016; 09:00 AM PDT:
Tumblr media
There really is like. A shift in my tone after this. Immediately so much performative anger is just gone
"I'm trying not to think about it tbh" no you should be thinking about it more. More please for your health pLEASE think of the hips you are going to lose your chance
Lesbian Gay Bacon Tomato Quiche Ice Arson. I cracked the code
Impostor syndrome. Envy. Jealousy. Girlthing you need to chill
Posting through having my shoes disintegrate instead of asking for a new pair. Lol. Lmao even
Finally watched the jerma rumble series and enjoyed myself. The redemption arc we all deserved and didn't know we needed
Utterly failing to code basic game functions. I needed my girlf frend to help me she is so smart and cute and lovely
the wii u woes
And the switch jokes. They're bad! They're very bad
I had played the paladins beta. You can tell because i complained about torbjörn overwatch again
Civ VI release date, or: how i learned that having good CPU was actually really important
Also the day i committed to my new name
More coding failure
Mere hours before the election polls are called it dawns on us both that we really are going to get a trump presidency and i weep with despair while trying to convince us both that the worst won't happen
(It didn't. We are alive and together)
You can see me desperately struggling with the growing reality that i am not as politically reasonable as i consider myself
A dark pall over the holidays. I won't elaborate. I don’t think it's necessary
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Wyrd Ability Descriptions
⚠️⚠️⚠️ Warning: gameplay and story spoilers for my indie Metroidvania Wyrd⚠️⚠️⚠️
note: certain abilities are required* for certain endings, and are indicated by colour. if an ability is required for a particular ending, it is also required for further endings, as indicated by their numbers.
🔴 Required for Ending 1: Repose
🟠 Required for Ending 2: Sacrifice
🟡 Required for Ending 3: Escapism
🟢 Optional
🔵 Technically optional, but the game may be more difficult without it
🟣 Technically optional, but the game may be unbeatable (or extremely difficult/cumbersome) without them
alright, ability descriptions, GO!
Innate abilities (abilities that you start with on all new save files):
Move: move left and right, simple enough, right?
Look: move the camera to look at things far away from you
Jump: jump while touching the ground or for a brief moment after leaving it (coyote time). the height of your jump is variable based on how long the jump button is held
Dash: Quickly move either left or right based on the direction of movement. if jump is pressed immediately after dashing, long jump, which significantly increases the distance traveled when dashing
Pre-Game abilities (abilities acquired within the first few minutes of the game):
🔴 Glide (Tattered Scarf): Slow your descent. the speed at which you fall while gliding is changed depending on whether you are holding up, down, or neither. found in the player's house in The Lonely Hill
🔴 Various Abilities (Weathered Blade): found in the player's house in The Lonely Hill
Parry: Prevent incoming damage by pressing the bound button at the perfect time
Slash: Release the bound button to attack
Slam: a charged heavy attack that deals extra damage
Thrust: a long, thin attack
Spin: spin your blade, damaging everything around you
🔴 Wall Climb (Climbing Claws): jump when touching a wall and slow your descent while touching them. found in the caves in the lonely hill
🔵 Respawn (Shard of Soul): Allows the player to keep their progress after dying. found in the caves in the lonely hill.
note: this item, while important, can be skipped. it is difficult to do so, however, and causes the player to start over from the beginning of the game upon death, losing all their progress
🔵 Restore Anima (Crystallised Anima): Consumable item that restores a portion of the player's Anima (Health). regains uses when resting at a sapling, and increases number of uses between resting by finding more Crystallised Anima (there are 12)
🟣 Restore Essence (Crystallised Essence): Consumable item that restores a portion of the player's Essence (Energy). regains uses when resting at a sapling, and increases number of uses between resting by finding more Crystallised Essence (there are 12)
🔵 Upgrade (Crystallised Ichor): Spend Crystallised Ichor to acquire various upgrades. You can also gain Crystallised Ichor by finding Motes of Ichor which are dropped by enemies and found in various locations.
At a runestone: spend one Crystallised Ichor to increase max anima or essence by one, or to increase the amount of anima or essence restored by Crystallised anima or essence respectively
There are additional planned upgrades, but they have not been finalised at this time
Early Game Abilities (Abilities acquired in the first arc of the game
🔴 Flap (Moss Cloak): Jump while airborne. found in the conservatory
🔴 Bash (Gravity Glove): Suspend yourself in midair while held adjacent to certain objects and launch yourself in any direction when released. found in the mining pits
🔴 Grapple (Magnet Glove): quickly pull yourself towards certain objects found in the forge
🔴 Tether (Serpent's Fang): Lodge into an enemy or object. this object can be grappled to and bashed off of. found in the Serpent's lair in the conservatory after acquiring the Moss cloak, the gravity glove, the Magnet glove, and defeating Jormungandr
🟢 Bow (Shard of Wind): Fast-firing low damage projectile that costs a small amount of essence. found in the conservatory after acquiring the Moss Cloak and defeating mossheart
🟢 Spear (Shard of Lightning): charged high damage projectile that explodes on impact and costs a large amount of essence. found in the forge after acquiring the Magnet Glove and defeating Ancient Automaton
🟢 Fling (Shard of Thunder): When bashing, press the bound button to launch the bashed object in the direction aimed. found in the mining pits after acquiring the gravity Glove and defeating The Stranded
Mid Game Abilities (Abilities found in the second arc, requiring all the required abilities from arc 1):
🔴 Flash (Shard of Light): While bashing, press the bound button to charge up and fly continuously in any direction. found in the opal tower
🟢 Dodge (Shard of Shadow): every few seconds, dashing grants you invincibility for a moment. found in the sewers after acquiring the shard of Light and defeating The Maw
🟢 Shield (Shard of Earth): While holding the bound button, you are immune to damage, but you lose one essence for each damage prevented this way. also significantly increases the window to parry. found in the forsaken desert
🔴 Channel (Shard of Sea): You no longer reset when touching water, acid, quicksand, etc. in addition, you can now swim and burrow through many substances by using bash. found in the oasis after finishing the encounter with niddhog
🔴 Freeze (Shard of Frost): While bashing, press the bound button to fire a projectile that freezes objects and enemies. also grants you immunity to extreme heat. found in the frozen wastes
🔴 Flame (Shard of Fire): While bashing, fire a projectile that melts and ignites objects and enemies. also grants you immunity to extreme cold. found in the deep forge after acquiring the shard of frost and defeating The Architect
🔴 Flight (Shard of Sky): allows the player to bash at any time at the cost of essence. found in the howling peak after defeating hugin and munin
Late Game Abilities (Abilities found in the third arc, requiring all the required abilities from arcs 1 and 2):
🔴 Delve (Shard of Mind): has many effects. once this item is acquired, ending 1: repose is attainable
When bashing on a delvable object or enemy and having neutral directional input, has a variety of effects depending on the target:
🔴🟠Wells: Enter the well and face its challenges. there are four in the game, but only one, the well of fate, is required to attain ending 1: repose
🟢 Previously defeated bosses: enter their mind and challenge them once again
🟡 Runestones: attempt to purify these vessels of knowledge and uncover lost history
🟢 Enemies and NPCs: peer into the mind of another and reveal their secrets
🟡 The Standing Stones: a reconciliation before the end. requires having purified all 12 runestones
When bashing on an object, has various effects based on the direction of input
Down: creates a gate at the player's location that can be returned to
Up: return to your gate
All other directions: if the object being bashed is a runestone, a well, or the standing stones, assign that location to the direction selected. otherwise, return to the previously marked location
🟠 Broken Shard/Empty Shard: Can be acquired at essentially any point, but must be repaired by completing each of the norn’s gauntlets at the well of memories, the well of wisdom, and the well of dreams
*Disclaimer: Whether I have indicated if an ability is required or not is based on the intended play experience of Wyrd, and does not take into account the possibility of exploits being used to skip items that are intended to be required, including intentional exploits that I include to encourage speedrunning but that are not meant to be used in casual playthroughs.
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dreamsclock · 3 years
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Thinking of cdream :(
thinking of c!dream!
warnings: prison arc, exile arc, suicide mentions, torture, angst (hurt no comfort)
thinking of pre-smp c!dream. thinking of c!dream who has just started the smp. thinking of c!dream who get annoyed c!sapnap and c!george are too busy bickering and messing around to help him build the community house. thinking of c!dream jailing and banning c!tommy when he first joins, only to unban and un-exile him because ugh, the kid’s entertaining and wheedling. thinking of c!dream beginning to extend his invitations to loads of other people :O thinking of c!dream thinking this will be his new family :D
thinking of c!dream fighting against people he’d cared about for his own land they’d taken - thinking of c!dream relinquishing hold over that land for disks that mean nothing to him. thinking of c!dream, restless and uneasy in this new, jaded land where the people don’t trust him. thinking of c!dream, who kept his distance for the majority of season one, only to pledge his loyalty to c!tommy, only to be promised a revive book and to turn on the people he wanted to help. thinking of c!dream laughing manically as the city he hated is destroyed, thinking of c!dream feeling a kindredship in c!wilbur and c!techno.
...thinking of c!dream trying to ally with new l’manburg. thinking of c!dream getting fed up with c!tommy, thinking of him beginning to taunt him, thinking of him egging him to bad behaviour and rule-breaking and ruining his chances of a lighter punishment.
(thinking of c!dream who found his best friend’s house in flames when he went to bring him flowers. thinking of c!dream who hardened his heart against the world and decided then and there that caring is not an advantage.)
thinking of c!dream who planned exile - who always knew what he would do in exile, who justified it to himself with an ‘ends justify the means’ even if that means is a child slowly losing the will to live.
thinking of a c!dream who didn’t plan exile - who started off just wanting c!tommy gone and slowly became so unstable that he fell down a hole he never intended to; a c!dream who was frightened of himself in his most lucid moments, who sometimes finds himself at the edges of mountains and at the edges of cliffs leading to lava ready to throw himself over.
thinking of c!dream at doomsday. at the disk war finale. thinking of c!dream who planned the finale, right down to his own prison sentence. thinking of c!dream who did not plan the finale, who thought he was winning until he comes face-to-face with his only ally-turned-betrayer.
thinking of c!dream in the prison that night. and the next. and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and
thinking of c!dream who is scarred and broken in every way after torture.
thinking of c!dream who isn’t scarred after torture but still is just as traumatised, because respawns heal physical damage but never the wreck of a person it’s left him emotionally.
(thinking of c!dream who loved the community house.)
(thinking of c!dream who loved spirit. who loved his friends openly. who fell in love with the world and the world that loved him back.)
thinking about c!dream spending his birthday in a torture cell.
...thinking of c!dream.
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pegasister60 · 4 years
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Purpled can kill Dream and Tubbo can kill Techno, as a treat.
If it’s pre-prison then Purpled’s hunting down Dream like it’s a goddamn Minecraft Survivor vs Hitman.
Why does he wanna kill Dream? Could be a number of reasons.
Dream’s fucked with his good friend Tubbo and his frenemy Tommy so often that he just has it coming.
Dream might end up coming after Purpled and try to get him to break his neutrality or just mess with him like he has all the others.
Someone pays him to and he uses that as his excuse to be brutal about it. He was already going to kill Dream but now he has outside justification and a scapegoat in case he fails.
He just wakes up one day and chooses violence.
Could be anything.
If it’s during the prison arc, he just pays Dream a visit in the prison to everyone’s surprise. Sam tries to stop him because of what happened to Tommy even if Tommy’s back again, but Purpled is having none of it.
Dream has no idea how to react to the visit until Purpled’s already thrown the first punch.
And another.
And another.
He’s used to pushing through mining fatigue to crush beds and bed defenses with a wood axe or even his bare hands. He is more than capable of landing more hits on Dream than Dream can land on him.
And he succeeds. Even if Dream just drops into his puddle of water after respawning and asks what his problem is. He just does it again.
And again.
Until Dream manages to kill him and he respawns in the bed where Sam is waiting. Where Sam is shouting at Dream through the lava and trying to check Purpled over to see if he’s alright.
But Purpled just asks to go right back in to finish his round 4. Sam says he’s nuts and refuses. Purpled says he’ll fight Sam until he lets him in.
Sam lets him in.
And he ends up going at it with Dream for hours. Until Dream realizes he’s killed Purpled more than twice already.
And he starts scooting away from Purpled in confusion and disbelief.
Purpled knows he’s noticed it so he stops pummeling him but does not explain. He just tells Sam he’s done here now and steps into the water.
“Glad you understand now that there’s at least one person outside of this place who doesn’t need you and never will. Somebody who can kick your ass and has done it for sport.”
“And I’m not talking about BadBoyHalo. As much as you wish I was.”
“I think I’ll come by again soon sometime. Just to remind you that you’re human.”
“And that I’m very much not. Not in here. I’m like your foil Dream. You think yourself a god that can revive the dead? You’re just a joke on your last life.”
“But me? All I do is kill people, Dream. I leave your server to go do it for money and fame and sport. If I really wanted to I could convince Sam to let me break your bed so I can end you for real.”
“You know how good I am at that, Dream, don’t you? It’s been a while since we’ve played together, but I know you haven’t forgotten.”
“Even if I die by your hand a thousand times, you’ll never get a final on me. I guarantee it.”
There’s nothing else he wants to say, and the harming pots don’t give him the chance to think of anything else.
Instead he just points upwards to where he knows Dream’s bed is. And he stares at Dream.
Then he’s out, leaving, and gone.
Tubbo’s ready for this, he knows he is. He’s completed his training arc and everything!
He takes his place crouched along the river and waits.
He hears Techno before he sees him. All part of the plan.
He wait and wait and waits.
And then he’s moving. Bursting out of the foliage as Techno splashed into the river, already half-aiming his next riptide shot into the distance.
Tubbo’s taken at most two steps before he stops and throws.
One harming II pot. Two Harming II pots.
Techno’s pulled out his damned crossbow. It’s taken him not time at all to equip himself while in mortal peril.
But it’s too late.
A couple more splashes have Techno’s items burst out of him like he was a piñata. Tubbo leaves the candy in a half-buried barrel for someone else to find and starts running.
It’s such a simple trap.
A remote controlled pitfall into a small hole full of minecarts.
Not long enough of a fall to prep an mlg, not long enough to react to the minecarts in any way really.
He sips on invisbility potions and waits for Techno to come home.
He chose to have it wired to a lever hidden on the trunk of the tree he was leaning on because he didn’t want Phil or Ranboo or anyone else to trigger it by accident.
He shouldn’t have worried. Because everything went so perfectly.
He’d play a clip of the startled, awkward scream that Technoblade made that night every chance he gets.
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aion-rsa · 3 years
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Venom: Let There Be Carnage – The Comics History of the Symbiote Rivalry
https://ift.tt/3APMTrk
Something that impresses me with a superhero movie like Venom is when it doesn’t rush directly into the expected villain. When there are four different Fantastic Four movies, and they’re all about emphasizing Dr. Doom, it’s a breath of fresh air when, say, Man of Steel only makes an Easter egg reference to Lex Luthor instead of going directly for that confrontation. The MCU Spider-Man has yet to meet an Osborn, guys like Thanos and Darkseid started out as ominous benefactors, and the existence of Heath Ledger Joker was merely a cliffhanger tease in Batman Begins.
Much like how the Justice League movie decided to take its time by giving us Steppenwolf of all people, the first Venom movie had Carlton Drake (who hasn’t appeared in the comics since the early 9’0s) and Riot (the most forgettable of all of Venom’s comic children). By letting Venom build himself up on his own, flanked by some rather mundane villains, it gave more meaning to Cletus Kasady showing up in the post-credits. Carnage, Venom’s main villain, gets more fanfare by appearing in the sequel where our hero is fully formed.
Since Carnage’s first appearance in 1992, the idea has always been to make a darker, scarier Venom. Venom was a villain at the time, sure, but he was also on the border of becoming more. Outside of his personal delusions and anger issues, he still claimed that he wanted to help the innocent and punish the guilty. Even when he was able to accept that Spider-Man was good, they couldn’t co-exist due to their different natures as vigilantes. Carnage was simpler because he was full-on evil and had no potential for redemption. He was something so sinister and malevolent that both Spider-Man and Venom knew it was worth it to put aside their differences and take this creep down.
Venom: Let There Be Carnage has hyped Carnage up as being out of Venom’s league and that was the initial push of the character. Over time, the two became roughly equals as Carnage became the go-to bad guy for Venom to punch.
So let’s take a look at the history of Venom vs. Carnage. For the sake of simplicity, I’m going to define “Venom” and “Carnage” as characters wearing their respective symbiotes (excluding Peter Parker), or the symbiotes themselves. I’m not going to count Eddie Brock as Toxin, or Flash Thompson as Agent Anti-Venom or whatever.
Carnage’s Debut
Not counting cameos and build-up, Carnage’s first major appearance was in Amazing Spider-Man #361, starting off a three-parter. Spider-Man came to realize that he wasn’t enough to stop Carnage and he was going to need help. Specifically, he was going to need Venom. This was an awkward decision as Venom was at the time living his best life on an empty island, thinking that he had succeeded in killing Spider-Man.
Once Venom fully understood the situation, he accepted the temporary alliance. In the very first Venom vs. Carnage confrontation, Venom and Spider-Man tackled Carnage, got slammed into each other, then thrown into opposite walls. Carnage then caused a distraction by putting a baby in danger so he could escape. While he was dominant in that very brief scuffle, he still needed to run off, so I’m calling this a draw.
The handicap match continued into the last issue of the arc at a rock concert. In one-on-one exchanges, Carnage had Venom’s number, but Spider-Man was always there for the save. Spider-Man was able to use the sonics from the amplifiers to take out both of them. Technically a draw again, but it’s also a situation where Carnage regularly kicked the shit out of Venom and Venom only survived because he had help.
Maxium Carnage
Insert your Green Jelly cassettes and press play because it’s time for Carnage’s big ’90s crossover story. After the previous story’s popularity, Marvel decided to add more heroes, more villains, and make the whole thing a whopping 14 issues!
As Venom was a San Francisco vigilante at the time, he flew to New York to stop Carnage’s reign of terror. The first fight wasn’t even shown, as after the reveal that Carnage had Shriek and Doppelganger on his side, it cut away. A brutalized Venom was later found passing out while knocking on Peter and MJ’s door.
As Maximum Carnage was filled with so much filler and extra characters, there were various fight scenes of a group of heroes brawling with a group of villains. Venom and Carnage talked smack a lot, but nothing much ever really happened in terms of fighting. The story finally kicked into gear when Venom used a stolen sonic gun and blasted Carnage while Firestar assisted with her microwave blasts. This would have done the job, but Spider-Man got in the way and Shriek simply cut Cletus’ face open, causing his symbiote to respawn and bring him back to 100 percent health. Carnage and Shriek overwhelmed Venom and carried him off, along with the sonic gun.
Venom spent several issues being tortured until coming up with the plan to sneak some of the symbiote into the sonic gun so that Carnage would splatter Venom with more Venom. He punched Carnage down and escaped with gusto, hiding the fact that he was in no condition to fight.
It isn’t until the last issue that we FINALLY got a real Venom vs. Carnage fight. Venom was physically busted a bit, but Carnage was mentally busted. The heroes hit him with some MaGuffin device that caused him to be haunted by those who screwed him up in life. Venom pretty much just kicked Carnage’s ass around the city while Carnage tried in vain to escape. Every now and then, Spider-Man would appear and go, “B-b-but Eddie! Killing is wrong!” for the sake of giving Carnage a second wind.
Eventually, Venom punched Carnage so hard that Carnage’s brain ghosts went away. Knowing Carnage was more of a threat this way, Venom tackled him into a transformer. After the explosion, Cletus was knocked out and Venom got to weakly sneak away. Hey, good for him!
Venom: Carnage Unleashed
Venom was so popular that we got Carnage. Carnage’s initial storyline was so popular that we got Maximum Carnage. Maximum Carnage was so popular that we got a Maximum Carnage video game. Then we got Venom: Carnage Unleashed, a comic based on the popularity of the Maximum Carnage video game. It…wasn’t all too popular.
Still, it did give us the rarely used plot device that symbiotes can travel through phone lines and the internet! Symbiotes really are like pre-Crisis Superman where you can give them whatever power and people will just go with it no matter how ridiculous. As Carnage escaped from Ravencroft and commandeered a security tank, Venom eventually caught up with him and they had a fight on a runaway vehicle through traffic. Carnage eventually won when Venom got slammed by an oncoming train.
Their final battle here is a big pile of “That’s not how any of this works!” The two characters send symbiote tendrils into the internet, which were rendered on the Times Square big screen as the two brawled in cyberspace. Venom destroyed a nearby heatsink, which blasted both and knocked them out of the internet.
Carnage was ready for another go, but his kidnapped psychiatrist set him on fire and caused him to fall out a window. Venom reached through the phone lines and out the window to catch the falling Cletus because dying is WHAT HE WANTS. Which… no, that’s not true at all. Hell, even in Maximum Carnage, Cletus was freaked out about the possibility of dying.
Venom: On Trial
So there was a big Spider-Man/Scarlet Spider/Venom team-up called Planet of the Symbiotes that culminated in a 40-foot-tall Carnage, but there was never a specific Venom vs. Carnage moment, so I won’t go into it. Venom’s ’90s antihero run did have a storyline where Eddie was arrested and put on trial for all of his many crimes. Cletus Kasady was brought in as a star witness, which was an invitation for him to freak out and go on a killing rampage. I mean, seriously, guys. Come on. You should know better.
This story went all-in on Venom wrecking Carnage. Again, Spider-Man would interrupt and give Carnage a chance to turn things around. This time though, Venom decided to ride the wave by sneaking away while Spider-Man and Daredevil took on Carnage. Realizing that the two didn’t have a chance, Venom picked up a couple syringes filled with dopamine blocker and sprung into action. He smacked Carnage around, injected the blocker into his neck, and watched as the symbiote retracted into Cletus’ body.
Venom Triumphant
Howard Mackie wrote Spider-Man comics for a long while and he had an annoying tendency when it came to storytelling. He would come up with an interesting, if nonsensical, idea that would shake up the status quo, but instead of following up on that and using it to tell an actual story, he would just forget about it and move to the next idea that popped into his head. He was one of the main reasons why the Spider-Man Clone Saga was such a mess.
In the 10th issue of Peter Parker, Spider-Man, Venom broke into the prison where Carnage was being held. Despite the legion of heavily armed guards with flamethrowers and sonic guns, Venom killed them all so quickly that the artist didn’t even show it. Cletus, for some reason, figured Venom was trying to break him out of prison, but instead Venom was there to absorb the Carnage symbiote. Carnage barely put up a fight. Pieces of the symbiote were on him, but he didn’t fully transform or try to defend himself. Venom simply pulled the symbiote off of him and ate it, becoming stronger.
After this issue, there was barely any follow-up to this.
Venom vs. Carnage
This miniseries came out at a really weird time for those involved. Carnage was just a couple months away from being torn in half by the Sentry and being written out of comics for years. Venom was appearing in Marvel Knights Spider-Man where Eddie Brock got rid of the symbiote and it bounced around to different hosts until landing on Mac Gargan. Meanwhile there was a Venom ongoing that was more about a symbiote clone where Eddie Brock only appeared for a couple late issues.
In other words, in the Venom vs. Carnage miniseries by Peter Milligan and Clayton Crain, even the creative team had no idea who Venom’s host was supposed to be. Luckily, the story wasn’t about Venom or Carnage, but a new character who would quickly fall into obscurity anyway.
Venom and Carnage swung around New York City, giving the exposition. The Carnage symbiote was pregnant and Venom was explaining that there was nothing to do to stop the creature from going into labor. Venom was all about protecting the new spawn while Carnage wanted to destroy it, immediately. Carnage got the better of Venom by flinging him into the distance. Regardless, the explosive birth wore out Carnage so much that he could only plant the baby onto a nearby cop and escape to rest up.
When the two had a rematch, Venom was there to save the baby symbiote (Toxin) and its host (Pat Mulligan). As if getting revenge for that Carnage Unleashed story, Venom brought the fight to the subway and pushed Carnage into an oncoming train.
And… that’s really all the Venom vs. Carnage we get in Venom vs. Carnage! Once Venom sees that Toxin is a good guy and capable of kicking Carnage’s ass, he gets afraid of Toxin befriending Spider-Man and decides to team up with Carnage for once.
Carnage, USA
Carnage returned from his maiming at the hands of the Sentry, albeit without a bottom half. By then, a lot had happened with Venom. The symbiote was removed from Mac Gargan and joined with war hero Flash Thompson. Agent Venom went on to join the Secret Avengers.
Carnage, USA told the story of Cletus expanding his symbiote to overtake an entire town in the middle of nowhere. When various heroes went to oppose him, the Carnage symbiote ended up taking over Captain America, Wolverine, Hawkeye, and the Thing. When gaining a moment of clarity, Cap called in Agent Venom for help.
Read more
Movies
Venom 2 Trailer Breakdown – All the Marvel and Carnage References
By Gavin Jasper
Comics
Venom: Who is Carnage?
By Gavin Jasper
In their first meeting, Agent Venom easily took down Carnage with some explosive projectiles that came with sonic shrapnel. Then when getting ready for the kill – say it with me everyone – Spider-Man got in his face and went, “No! Don’t kill!” Carnage recovered, and overwhelmed Venom with his army of Carnage’d heroes. Then another obscure symbiote hero, Scorn, popped in to run Venom and Carnage over with a bulldozer and bring them into a facility that would blast their symbiotes off the hosts.
While Cletus and Flash had a fight based around the novelty that both were legless, the Venom symbiote latched onto a gorilla and ran for its life against an entire zoo full of animals with the Carnage symbiote. After almost being taken down by a Carnage lion (Spider-Man with the save), the gorilla returned to Flash and gave him the power to bring Cletus into custody.
As for the town-wide Carnage symbiote, most of it was taken out by an airstrike.
Minimum Carnage
Following up on Agent Venom, he had his own team-up arc with Scarlet Spider (Kaine) with the fun dynamic of a Venom who doesn’t want to kill and a Spider-Man who does. The two chased Carnage into the Microverse, where Carnage was able to create an army of symbiote clones. While Agent Venom was able to decapitate Carnage, the villain had attained some level of power where his body is more overall fluid and animated. In this case, Carnage could just reattach his head with no problem.
Although Flash had sedated his own symbiote and lacked the monstrous advantage, he was able to wipe out a bunch of the clones by amplifying his own inner sorrow outward through the Venom symbiote. Strangely, that’s not the first time Venom was able to do that. What’s left of Carnage slinked away, cackling.
Carnage and the clones returned to Earth and Voltron’d themselves into a giant Carnage. As Carnage tried to devour Agent Venom, Venom shoved a sonic grenade down Carnage’s throat and let the blast do the rest, taking out the enlarged Carnage symbiote almost completely. In the aftermath, Scarlet Spider jabbed one of his claws through Cletus’ eye and lobotomized him.
Venomverse
Venomverse is about a series of Venom hosts from different realities coming together to fight beings called Poisons. Under normal circumstances, Poisons are harmless. If one of them makes physical contact with a symbiote and its host, it transforms them into a nigh-unbeatable crystal-like creature with the Poison in control. By this point, Eddie Brock was Venom again and joined with all sorts of random symbiote heroes to the point that he came off as just a regular dude.
With their back against the wall, Eddie came up with an idea. They brought in Carnage from an alternate universe as a ringer. At first, Carnage fought against the Venoms, but they were reluctant to fight back. Once he saw the Poisons and understood that the Venoms wanted him to kill an army of twisted superheroes, he gladly joined their ranks. He just let them know that once he was done with the Poisons, he’d kill them next.
He ended up being a huge help, especially since the Poisons had a hard time bonding to the Carnage symbiote. Carnage died in an explosion fighting Poisons alongside Poison Deadpool (who was able to bypass his Poison’s mental control).
There was a sequel to this called Venomized where the Poisons returned and tried to invade Earth. They kidnapped Cletus, forced him to bond to an alternate universe Venom, and then bonded that to a Poison. While he was referred to as “Carnage” at times, the Carnage symbiote was never involved, so I’m going to skip this one.
But where was the Carnage symbiote during all of this?
The Red Goblin
At one point, Norman Osborn became the host for Carnage to give us a climactic villain to finish off Dan Slott’s lengthy run on Amazing Spider-Man. Knowing that Spider-Man was out of his league, J. Jonah Jameson decided to fight fire with fire by calling up Eddie Brock and blackmailing him into aiding Spider-Man. This led to a brief fight of Spider-Man, Venom, and repulsor-wielding Mary Jane against the Red Goblin.
Venom and Red Goblin brawled for a bit, but Red Goblin appeared to be immune to the usual symbiote weaknesses, so only Venom took damage. While he got some hits in, Eddie was too exhausted to continue. Instead he offered the symbiote to Spider-Man to give him the extra boost. This brief team-up allowed the two vigilante enemies to finally bury their lengthy rivalry.
Absolute Carnage
Now we get to Donny Cates’ bonkers run on Venom. Cletus had been resurrected and turned back into Carnage via a bunch of cultists who worshipped Knull, God of Symbiotes. Carnage then started going around eating the spines of those who were once host to a symbiote, getting stronger by the meal. Dark Carnage first fought Venom in a subway and easily overpowered him. Still, Venom got the win by grabbing onto the third rail while holding onto Dark Carnage. It was enough to knock Carnage loopy while Venom could get away and seek out help.
Venom and Spider-Man sought out Norman Osborn (who believed himself to be Cletus Kasady after the Red Goblin episode) and were ambushed by an army of inmates possessed by Carnage symbiotes. Overwhelmed, the two heroes broke through a wall and swung off into the night.
Venom got involved in another big fight against an army of Carnages and could have killed Osborn, but instead chose to save a wounded Mac Gargan nearby and brought him to safety. The Venom symbiote wasn’t happy with this and later left Eddie for Bruce Banner, giving us a fight between Venom Hulk and Dark Carnage. This turned out to be a dire choice, as Dark Carnage tore into Hulk’s brain, caused him to shrink back to Banner, then ate his spine. Carnage was stronger than ever.
Meanwhile, mad scientist the Maker had a machine that took the “symbiote codex” stuff Carnage was looking for out of former hosts without the nasty “tearing out their spinal column” part. Eddie unleashed the codex collection onto himself, turning him into a more powerful version of Venom. As he took on Cletus one last time, Carnage made note that Venom was screwed no matter what. Either Carnage killed and ate Eddie’s son Dylan or Eddie killed Carnage, which would wake up Knull and drive him to Earth.
Venom summoned the Necrosword to cut through Carnage, destroying him once and for all. For a time, at least.
Prelude to Knull
Wouldn’t you know it, killing Dark Carnage caused Eddie to absorb the Carnage symbiote into himself. Soon he was separated from Venom and stuck on an island while being bonded against his will to the Carnage symbiote. Dylan was able to remotely control the Venom symbiote and transformed it into a giant Venom T-rex. Like it wasn’t even bonding onto a dinosaur or anything. It was just the size and shape of a tyrannosaurus just because.
Eddie and Dylan had a dreamlike meeting in their minds while Carnage Eddie chopped down at the Venom dino. Eventually, the power of familial love was enough to overpower the Carnage symbiote and blow it up. Eddie rejoined with the Venom symbiote, and a little piece of Carnage latched onto a nearby shark to swim off and fight another day.
Okay, then! Phew! Going by every Venom vs. Carnage fight, I’ve judged them so that there have been six draws, eight victories for Carnage, and nine victories for Venom.
Congratulations, black ooze. Here’s hoping your red offspring doesn’t turn the tide at the box office.
Venom: Let There Be Carnage will be released in theaters on Oct. 1.
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dyinginlava · 4 years
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4/7, explanation of writing process for Febuwhump fics
Day 13, Hiding Injury:
- Titled ‘Oh, Hell No!’ - Wilbur Soot
- There were a few characters I could do this with, but Wilbur-resurrection was still on the brain
- I merged the idea of him not wanting to come back with how artists often draw Ghostbur keeping the wound that killed him
- Technically Dream should have been there as well, but he wouldn’t have done anything for the story but make it more complicated so in this AU he escaped and they had to find another way
- He’s alive for a bit but that’s not enough to convince him it’s worth it
- Foolish was trying to tell the others that his wound would still be there even with the resurrection but Tommy didn’t stay around to hear that
Day 14, “I didn’t mean it”:
- Titled ‘those who are betrayed do feel the treason sharply’ - Shakespeare
- Another obvious choice
- I also decided to make it a bit of a nightmare sequence
- The scenes in the dream jump between each other based on associations: first he’s in the community house after a fight with Techno there, which reminds him of the pit, which reminds him of Wilbur, which reminds him of the start of the exile arc, which reminds him of Dream, then Doomsday, then the duel, then the tower in exile (falling into water)
- The ‘mutual distrust’ came from imagining Tubbo’s side of the story
- Tommy doubts Tubbo because he feels he’s caused enough harm for Tubbo to hate him, Tubbo doubts Tommy because of his actions with Techno
Day 15, “Run. Don’t look back”
- Titled ‘let's go hand in hand, not one before another’ - Shakespeare (The Comedy of Errors)
- Look I am a firm believer in Dreamboo brothers&necromancy family alright?
- Like day 8, this required two characters running from something
- @dreamsclock was an inspiration for parts of this fic
- For most of this fic, Ranboo is in his enderwalk state which, like in canon, is basically just him with another set of memories
- Enderboo supports Dream and believes Regularboo will as well once he gets through to him
- No manipulation in this AU, they have ideals in common and Dream helped Ranboo out
- Puffy wants Dream to get therapy (unlike in canon) while Foolish just wants to meet his new brother
- Awesamdude tries to get Tommy to head back to protect him
- The manhunts are pre-canon in this AU
- ‘For my eyes only’ is Enderboo’s memory book
- He left it there so if he did respawn and switch states, Regularboo wouldn’t just get captured on sight
Day 16, Broken bones:
- Titled ‘the sense of death is most in apprehension’ - Shakespeare (Measure for Measure)
- This fic was playing around with the idea that a totems healing isn’t perfect
- It heals vital organs and stitches up wounds, but bones are more complicated than that
- Techno will not be getting the rest he wants at home due to a certain raccoon
- At least he has regen potions?
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grimmmedic · 4 years
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A Nurse and a Not-Doctor
@steampunksteph
The bright white lights of Respawn gleamed overhead as Aldrich strode into the room, where the rest of the RED team he had been temporarily assigned to was readying themselves for battle. A locker at near the end of the row had been set aside for him, between the Spy’s and the resident Medic’s.
His sigil was not on it, but the ARC Medic was not overly concerned about that fact; it mattered little to him. He opened the door with one hand, hinges squeaking slightly. The Spy, perusing his equipment, glanced sideways at the tall Austrian, before finishing selecting his loadout for the match and stepping away to give the other mercenary a wide berth. While Aldrich was not hostile towards his new team, his overall demeanor made Coldfront seem temperate in comparison.
Aldrich ignored the Spy completely, filing away his presence as non-aggressive, while he looked over printed out reports from Respawn (to ensure it was working at correct capacity) before the paperwork was placed in his locker, exchanged for ammo for his pistols and the heavy shoulderbag that carried his medical equipment. He opened up the satchel and began to look through it; even if he knew the exact contents to the most minuscule of details. It was his pre-battle ritual, one he had always done while the team waited for the Announcer to begin her countdown.
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thesevenseraphs · 5 years
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Update 2.7.0
Below are the patch notes for Update 2.7.0 Season of Dawn. It’s a pretty lengthy list of changes!
COMBAT SYSTEMS
Finishers
Improved the finisher camera experience when using mouse and keyboard
Finisher Multi-Equip
In your inventory press R3(if using controller) or the Shift Key(if using mouse and keyboard) to mark a finisher as a "favorite"
When triggered, a random finisher you've marked as a "favorite" plays
If no finishers are marked as a "favorite", which would be pretty crazy because we all know you have favorites, your default class finisher plays
ABILITIES
Titan
Sunbreaker Code of the Fire-Forged (Top Path)
Vulcan’s Rage
Made Vulcan’s Rage much more angry
Increased detonation time minimum from 0 seconds to 0.5 seconds
Increased cluster spread
Hammer of Sol
Impact damage decreased from 70 to 5
Detonation damage increased from 205 to 270
NOTE: These changes also affect bottom-tree Sunbreaker
Sunbreaker Code of the Devastator (Middle Path)
Throwing Hammer
Increased impact damage from 100 to 120
Increased hammer pickup radius from 2 meters to 3.5 meters
Roaring Flames
Increased damage bonus
From 20% per stack to 30% per stack in PvE
From 10% per stack to 25% per stack in PvP
Increased duration from 15 seconds to 20 seconds
Burning Maul
Increased idle super duration from 21.2 seconds to 28.5 seconds
Light Attack
Reduced super-energy cost from 5% to 3%
Tuned movement and player feedback
Heavy Attack
Slightly reduced speed of heavy slam projectile
Slightly reduced tracking radius of heavy slam projectile
Increased height of projectile hitbox to more easily hit airborne opponents
Increased super energy cost from 6% to 8%
Slightly increased terminal explosion size
Sunbreaker Code of the Siegebreaker (Bottom Path)
Mortar Blast
Increased explosion radius from 5 meters to 6 meters
Sol Invictus
Burning targets you kill also make Sunspots
Burning targets killed now trigger the heal
Kills with the Sun Warrior buff active can now make Sunspots
This is based on weighted enemy killed and a sunspot is created when the threshold of "1" is reached
Players/Bosses add 1
Majors add 0.5
Minors add 0.25
1 second cooldown on creating Sunspots
Sun Warrior
Increased ability recharge scalar by 35%
Touched up the FX and audio for allied Sunspots
Striker Code of the Missile (Middle Path)
Thundercrash
Increased base damage from 2700 to 3200
Increased in flight damage from 100 to 200
Slightly increased the amount of time you have in the air after activation
Hunter
Gunslinger Way of the Outlaw (Top Path)
Explosive Knife
Changed to Proximity Explosive Knife
Sticks to surfaces
Fuse time of 14 seconds
Adjusted impact damage to 14
Adjusted Detonation damage to 105
Six Shooter
Adjusted damage falloff of this Golden Gun Super variant
Damage falloff starts at 30 meters when firing from hip and at 40 meters while in ADS
Gunslinger Way of the Sharpshooter (Bottom Path)
Knife Juggler
Changed to Weighted Knife
Damage changed from 120 to 140
Precision modifier changed from 1.3 to 1.5
Headshot is a one-hit kill in PvP
Updated throw animation to be longer to compensate for the one-shot capability
Knife projectile moves faster and with less drop than previously
Knife bounces once after impacting the environment
Practice Makes Perfect
Super energy granted reduced by 16%
Increased the buff duration by 50%
Precision kills now grant 2 stacks
Crowd Pleaser
Original perks (precision damage, precision hits with Golden Gun generate Orbs of Light) have been moved to "Line 'Em Up"
New Perk: Knock 'Em Down
Precision kills increase weapon stability and ADS speed
Buff duration starts at 10 seconds and each kill or assist adds time, with a cap of 25 second
Time added is variable weighted on the enemy killed and whether it was a precision kill
While the buff timer is above 20 seconds your Golden Gun does 30% more damage (determined upon moment of cast and lasts the whole super)
This burns the buff
Does not stack with Celestial Nighthawk
Line 'Em Up
Now has a passive bonus to aim assist and range while aiming
Now has the precision damage and precision hits with Golden Gun generate Orbs of Light perks originally included with “Crowd Pleaser”
Nightstalker Way of the Pathfinder (Bottom Path)
Vanish in Smoke
Added a short period (0.8 seconds) after the invisibility is applied where firing weapons or performing other actions will not break the invisibility
This should help prevent allies from accidentally breaking the invisibility the moment it is granted to them if unexpected.
Warlock
Dawnblade Daybreak (All Paths)
Reduced the speed of Burst Glide activations while in super
Dawnblade Attunement of Sky (Top Path)
Swift Strike
Changed to Celestial Fire
Shoots three spiraling, homing projectiles
Approximately 35 damage per projectile
Winged Sun
Also allows Celestial Fire activations
No longer gives grenade energy for aerial kills
Gives more melee energy for aerial kills
Heat Rises
Perk redesigned with new gameplay
Consume grenade to gain Heat Rises buff
Dramatically reduces in air accuracy penalty
Changes movement mode
Reduce Glide upkeep cost by 99%,
Reduce Glide activation cost by 99%
Set Glide velocity and agility to a combination of Strafe and Burst glide
Icarus Dash
Now has two dodges per 5 seconds
Dodge now has a slight upward velocity
Dodge in super is now one long dodge per second
Dawnblade Attunement of Grace (Middle)
Guiding Flame
Doubled the range that the empower effect is applied from 12 meters to 24 meters
Divine Protection
Increased radius that the healing grenade is applied to friendly targets from 1 meter to 3.5 meters
Benevolent Dawn
Buff can now be refreshed if additional friendly targets are healed/empowered while you still have the buff
Removed cooldown (can continuously proc)
Reduced energy regeneration by 15%
This was needed as it is much more consistent, procs more often, and for longer
Well of Radiance
Standing in the well now grants 20% damage reduction against damage from other players
Sword object no longer takes precision damage
Dawnblde Attunement of Flame (Bottom Path)
Phoenix Dive
Now heals a fixed amount over time
Healing is interruptible from incoming damage
While in super, returns super energy depending on how much you healed
Has diminishing returns the longer the super is active.
Voidwalker Attunement of Fission (Middle Path)
Handheld Supernova
Adjusted grenade charge time so that it lines up with the animations and effects. This is to make it feel more consistent to activate.
Stat Values
Class ability cooldown is now governed by player stats.
Hunter Dodge cooldown is modified by their Mobility stat
Titan Barricade cooldown is modified by their Resilience stat
Warlock Rift cooldown is modified by their Recovery stats.
Paragon Mods have been deprecated as a result.
WEAPON CHANGES
Exotics
Divinity
Divinity's weaken effect no longer stacks with other weaken effects. The "cage" will still appear in these cases and act as a precision weak spot, but the weaken multipliers themselves will no longer stack.
Xenophage
Increased PvE damage by +50%
Increased PvP ammo from heavy ammo crates to 4/6 (previously 3/4) on shared/non shared crates, respectively
Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon
Leviathan's Breath
Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon
Cerberus+1
Fixed an issue where repeatedly pulling the trigger would give you a faster fire rate while the "Focused Fire" Catalyst was enabled
Eriana's Vow
Increasing the reserves for this weapon via armor perks no longer increases starting/respawn ammo in The Crucible
Monte Carlo
The "Monte Carlo Method" no longer has a 100% chance to trigger on Guardian kills and now matches the combatant chance
Archetype changes
Linear Fusion Rifles
Precision damage increased by +20%
This change does not affect Sleeper Simulant
Significantly increased target acquisition at close to medium ranges
Sidearms
Increased target acquisition across the board
Perk changes
Master of Arms
Removed the precision damage function
This weapon still provides a damage bonus, but non-precision damage is no longer disproportionately increased
Magnificent Howl
Fixed a bug that was causing the perk to apply to two bullets over the network instead of just one
Sticky Grenades (Grenade Launchers)
Fixed a bug that allowed players to stand on grenade launcher projectiles
Misc changes
Fixed "Shield Piercing"/"Anti-Barrier" rounds not penetrating Scorn Lurker bucklers
Chip damage behavior removed from "Shield Piercing"/"Anti-Barrier" rounds
A selection of year 1 legendary weapons have had a face lift and have joined the engram reward pool to keep Edge Transit company
Reduced Arc Logic's muzzle blast size when aiming
ARMOR CHANGES
Exotics
Wings of Sacred Dawn
Now grants 15% damage resistance while in the hover state
One-Eyed Mask
No longer grants an overshield on killing your marked target
Peregrine Greaves
No longer disproportionately increases the damage of Hammer Strike
Damage is equalized to ~300% the damage of a normal shoulder charge against a single target
Claws of Ahamkara
Fixed an issue where both melee charges could be consumed on one melee hit
Armor Mods
Removed stacking restrictions on many armor mods
Similar mods can now be stacked for improved effect. However, stacking mods with similar effects provides diminishing returns, granting less relative benefit than two different mods would.
Reduced the efficacy of Ammo Scavenger mods to their pre-Shadowkeep levels to accommodate mod stacking
Generalized Ammo Finder and Ammo Scavenger mods are unlocked for all players in the Head Armor Mod and Leg Armor Mod sockets, respectively
Added Season of Dawn Armor Mod Sockets
Vanguard, Crucible, Gambit, and Iron Banner armor sets will drop with this season's armor mod socket, allowing them to use the new Dawn Armor Mods.
The Mercury destination armor set has also received the Dawn Armor Mod socket
Fixed various stacking exploits with mods related to the Garden of Salvation
General
Fixed an issue where orange bar enemies would display a sliver of health when they died.
Fixed an issue where players would go into first person if they placed a raid banner while in their super. Going forward, if a player places a banner while in their super, their super will be canceled.
Fixed an issue where Stormtrance Lightning attack would fail to fire if attack trigger was held while casting super, or after Blinking.
Players can no longer push Vex Cyclops
REWARD SYSTEMS
Power and Progression
Powerful and pinnacle reward caps have been increased
Powerful Cap: 960, up from 950
Pinnacle Cap: 970, up from 960
Rebalanced some sources of XP on Mercury to align with newer destinations
Fixed an issue where some chests weren’t granting any XP
Fixed an issue where Iron Banner bounties were rewarding more XP than other weekly bounties
The XP required to level up the seasonal artifact has been slightly adjusted
Some levels had a much higher increase in XP required from the previous level, and this increase has been distributed throughout all levels to smooth out this curve
Quests and Bounties
Merged Strike/Crucible/Gambit objectives on the Gunsmith weekly bounty "Field Calibration" into a single objective that shares progress from all sources
Removed Valor/Infamy and Vanguard Tokens from "Field Calibration" as there is no longer a requirement for any of these linked activities
Added repeatable bounties to the Gunsmith
Added new mode-specific daily Crucible bounties (one per day, selected from full-time playlists and active rotators)
Reduced the completion requirements of several daily and repeatable Crucible bounties
Removed grenade and melee bounties from the Crucible bounty repeatable pool
Fixed a rare issue where the “??????” quest item from mission "A Mysterious Disturbance" could get stuck in inventory; it has been removed from affected players
Lowered the daily bounty target for defeating Nightmares in K1 Lost Sectors to 3 (previously required 7)
After the Vex Invasion ended on the Moon, the number of Vex kills required to cleanse the "Essence of Servitude" has been reduced from 100 to 30
Removed weapon requirement and changed objective display to a float instead of a percentage on Eriana's Vow Catalyst Pursuit
Benedict and Werner will no longer display the Lumina Exotic quest chain steps (bounty/perk steps) if the player is already on, or has completed, the steps.
Lore
Fixed an issue where pages from the "Letters from Eris" lore book couldn't be unlocked
Each of the eight Nightmare Hunts now unlocks one page upon completion
Season Pass
The Season Pass now displays its active bonuses in a new Season Pass Bonuses section, visible on the main Season Pass window in the Director
The Season 8 Nostalgic Engram has been retired, and in its place players can now obtain the new Season 9 Fond Memories Engram
Fixed an issue that prevented Season Pass armor from displaying the correct stats and energy type when previewed
(Korea Region Only) Fixed a bug that caused the Season Pass purchase item to be referenced as "Get Season Pass" on the purchase confirmation and completion screens
Exotic Engram
The Exotic Engram and the Fated Engram have been collapsed into a single new Exotic Engram item
When opened it will award a new Exotic if any remain to be collected; otherwise, it contains a random piece of Exotic armor
Note: contents are still class-specific
Eververse
A new consumable is available in Eververse for 200 Bright Dust, the Concentrated Mattergem
When used, this item causes bosses to have a chance to drop an Upgrade Module when defeated
The effect will last until an Upgrade Module is found
Note: Only one Concentrated Mattergem can be active at a time
The Eververse store no longer permits purchasing an item that is already in your Collection
Fixed a bug that prevented year one Vanguard shaders from being a potential drop in the Vanguard rank up reward
Fixed an issue where the Riskrunner “Electric Violet” Ornament lost its pink glow
Fixed an issue that caused The Last Word ornament Laconic to be purchasable when Forsaken was not owned
Ghosts
Fixed a bug that prevented the Banshee's Favorite ghost perk from dropping a higher volume of Weapon Telemetry
Fixed an issue that caused Ghost particle effects to be hidden when a Ghost Projection was active
The following Exotic Ghost Shells now have Ghost Projection sockets: Arc Shell, Solar Shell, and Void Shell
Fixed an issue that prevented Black Armory forge activities from granting Glimmer upon completion
Collections and Triumphs
Fixed a bug that permitted multiple copies of the same combat finisher from being acquired through the collection
Fixed a bug that caused Universal Ornament items to display in an improper order from what is intended (head, arms, chest, legs, then class)
Removed four erroneous collection entries for the below items that were not obtainable:
Shade at the Gates (Season 3 Legendary Ship)
The Ruinous Flame (Season 3 Legendary Ship)
Shrinking Iris Shell (Season 3 Legendary Ghost)
Shining Shield Shell (Season 3 Legendary Ghost)
Fixed an issue that prevented the Season of Opulence versions of the Optimacy armor from unlocking their corresponding collection entries
The Black Armory Platinum Starling Ship in Collections > Equipment > Ships > Season 5 now correctly states that a player must complete the "Master Smith" Triumph.
Fixed an issue with the Perfect Gambit triumph. Previously, the triumph was checking for player deaths instead of dropped motes. The triumph now correctly checks for dropped motes and will ignore players that die without motes.
Fixed a bug where the Ennead emblem (for presenting gifts to all Cats in the Dreaming City) was no longer being awarded when claiming the Remember your Manners triumph.
Players impacted by this issue will find that they can reacquire the Emblem from their Collections > Flair > Emblems > Open World
Fixed an issue with the triumph 'WANTED: The Rifleman'.  It will now be completed on either Rifleman kill or associated mission completion. Players that are missing this triumph will need to play the mission again to earn the triumph.
Glimmer
The cost of slotting a Weapon Mod has been reduced from 5000 to 500 Glimmer
Fixed an issue that caused EDZ patrols to drop a slightly higher amount of Glimmer than intended
Fixed a bug that caused Mercury patrols to drop a slightly lower amount of Glimmer than intended
Fixed a bug that prevented Mars free roam treasure chests from awarding Glimmer when opened
Fixed a bug that prevented Mercury free roam treasure chests from awarding Glimmer when opened
Fixed an issue that prevented raid encounters from rewarding Glimmer upon completion
Vendors
Added additional Weekly and Repeatable bounties to Zavala, Drifter, Shaxx, and Banshee-44 to allow for Seasonal rotation
Updated completion requirements for some daily Crucible bounties
Repeatable bounties have been added to the Gunsmith
Fixed an issue that caused Benedict 99-40's Imperial Engram to display Armor 1.0 versions of its contents
Fixed an issue where Ada-1 could grant duplicate weapon mods
Fixed an issue where Eris Morn and the Drifter had vendor dialogue lines that would never fire
World Rewards
Fixed an issue that frequently prevented the Duke MK.44 Hand Cannon from being a possible world drop
Fixed an issue that frequently prevented No Turning Back, Terran Wind, and Death by Scorn from being possible world drops
This prevented Vestian Dynasty from being erroneously displayed in Legendary Engram previews
Rewards UI/UX
Fixed an issue where Gambit Prime and Revelry armor set icons weren't collapsing properly on the Character screen
New Light
Fixed an issue where New Light players were required to finish the Red War campaign to purchase Last Wish raid bounties
Fixed an issue where several Triumphs/Ghosts previously earned through the Red War campaign could no longer be acquired
Fixed an issue where 'Adventurous' triumph could not be completed on EDZ
Fixed an issue where weapons in Homecoming mission would cause other gear to drop at lower power levels than expected
Fixed an issue where some players could not complete the New Light 'Introduction: Crucible' quest
Player Identity Systems
Fixed an issue where Hawthorne’s icon kept flashing for players who were doing the Refer-a-Friend quest after it ended
The Armor 2.0 version of the Solstice 2019 armor will now correctly use the 2019 Drained and Renewed Ornaments and Eververse Glows.
Escalation Protocol
Changes and updates to acquiring Escalation Protocol activity rewards
Escalation Protocol Wave 7 chest no longer requires a key to open
Chest can be opened upon every successful completion of Wave 7
Each opening of the chest will award one piece of EP armor for your character class until you have the full set
After full set is acquired, subsequent opening of the chest will award a random piece of armor
Charged Decryption Keys and Key Fragments are being removed from the game.  These items will be removed from Player inventories
Armory Keys to spawn Valkyrie Javelins are unchanged and will remain
EP Weapons drops were not touched and are still cumulative stream Boss drops
Iron Banner Ornaments
Removed the Season 3 Iron Banner ornament Rank requirements. They can now be freely applied to Season 7 Iron Banner armor
ACTIVITIES
Nightfall: The Ordeal
Cabal invade The Ordeal –  three new strikes added to The Ordeal lineup, and removed three of the Season 8 strikes
Added two new Cabal modifiers, and three new strike-specific modifiers
Added Cabal modifiers to rotation
Vehicles now give Nightfall score for both Nightfall and The Ordeal
Fixed up the tooltip name for The Scarlet Keep on Legend difficulty
Strikes
Fixed an issue where Savathun’s Song did not count toward Vanguard Weekly Hive Boss kill bounty
The Vanguard Strikes weekly challenge description now correctly tells players to complete Vanguard Strikes while matching the weekly singe element
The objective line will continue to still say "0/3 Bounties" until Destiny 2 Update 2.7.1
Raids and Dungeons
Altars of Sorrow
Fixed an issue where if the boss phase timed out while the boss was immune, 2 Nightmares would spawn at another Altar location before the Tier 5 waves started again
Pit of Heresy
Fixed an issue where the dungeon incorrectly showed a pinnacle reward challenge for players who have already completed the challenge on a different character of the same class
Garden of Salvation
Fixed an issue where players could survive Voltaic Overflow while guarding as a Sentinel Titan or Arcstrider Hunter
Crown of Sorrow
Fixed multiple issues where Gahlran’s Deception could continue to deceive Guardians even after being defeated. Make sense? No? We need to go deeper…
Fixed an issue where Gahlran's Deception could defeat a team of Guardians even after the encounter had been completed, which prevented flawless runs
Fixed issue where Gahlran's Deception could respawn with full health after dying, specifically if killed at the last moment before teleportation
Scourge of the Past
Fixed the Best of the Best of the Best triumph so that it is hidden unless completed
Increased the drop rate of the Scourge of the Past raid exotic weapon 'Anarchy' from 5% to 10%.
Crucible
Playlists
Made Elimination a permanent Crucible playlist
Momentum Control
150 Scout Rifles will only 1 shot targets under 5 resilience
Map Rotation
Added Rusted Lands to appropriate playlists
Added The Dead Cliffs, Legion’s Gulch, Retribution, and Solitude to appropriate playlists.
Removed Emperor’s Respite, Equinox, Firebase Echo, and Vostok from all Crucible playlists.
These maps are still available for play in Private Matches
Midtown
Added invisible physics volumes to keep players from perching on walls
Legion's Gulch
Added invisible physics volumes to keep players inside the intended playable space
Dead Cliffs
Adjusted spawn points and weighting, especially around the edges of the map
Retribution
Adjusted spawning to improve map flow
Endless Vale
Added invisible slip volume to keep players inside intended playable area
Twilight Gap
Added invisible physics volumes to keep players inside the intended playable area
Widow's Court
Added invisible physics volumes to keep players inside the intended playable area
PC
Steam
Added controller support through Steam input for:
Steam Controller
Switch Controller
Steam Link and Remote Play will now work with supported controllers
Text Chat lobbies will now try to recover when Steam Servers come back up
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yharnamfog · 6 years
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corellianflyboy replied to your post “i kind of want to read the bloodborne comics but i’m sure they’d...”
I'm bracing myself to have half-formed headcanons about Eileen yoinked out from under me with the upcoming arc but Death of Sleep has some A+ Djura panels and a lore examination of the dreaming/respawn mechanic so I loved it. Healing Thirst was SO UNFORTUNATELY NAMED but gives a cool peak at pre-Hunt Yharnam. Who knows, there might be some stuff in the comics that fits into your things nicely, and you can disregard anything that doesn't! It's what I do.
seeing that djura made an appearance is what piqued my interest in the first place! i need more of my boy. it’s this weird double-edged sword where having so little canon information about a character makes me crave more info, but  it also means my fill-in-the-blank headcanons are more likely to diverge from what’s presented (not just lore-wise but also in terms of personality). i may decide to give them a read when i’m done with the current fic so that it won’t make me self-conscious as i’m writing. (also ... “healing thirst” ... i had no idea that was one of titles, lol)
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sir-troiden · 6 years
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Destiny 2 version 2.0.0
Hey kids. Just wanted to give you all a quick rundown of what's coming up in tomorrow's patch. I know we're all eagerly anticipating it but may not be 100% of everything that's happening. First up, weapon slot changes. 7 power weapons will become Kinetics and lose their elements:
Baligant
Shepherd’s Watch
Hawthorne’s Field-Forged Shotgun
Alone as a God
Perfect Paradox
The Frigid Jackal
Silicon Neuroma
Furthermore, a number of exotic power weapons will be locked to the Power slot. These are as follows:
D.A.R.C.I.
Legend of Acrius
Tractor Cannon
Whisper of the Worm
On top of that, both the IKELOS shotgun and Sniper will be locked to Solar elements, similarly, any elemental weapon you have will be locked to the current element you have it on. So if your IKELOS SMG is an Arc weapon when the update on 8/28 drops it will be locked to Arc and you'll need to grind for a new one with another element. Be mindful of that, Guardians.
Another major change to weapons is how precision damage will work. While the details around this are sketchy, the understanding is that weapons will do more precision damage as opposed to outright higher damage numbers. The result of this will be the much anticipated Hand Cannon 3 tap (though this may take effect on 9/4). In keeping with weapon changes, a new ammo economy will be active for Crucible. Players using a power weapon in the Kinetic or Energy slot will spawn with 2 rounds for the power weapon. If you choose to carry a power weapon in both slots, you get 1 shot. You can pick up more from enemies you kill and will be reset to default ammo count on respawn. Various grenades will also receive various buffs and behaviour changes. These are currently available on the TWAB update released on 8/23/2018 and will be detailed further in subsequent updates from Bungie before Forsaken goes live.
That brings us to Armour changes, or more importantly, armour mods. Armour mods as we know them are being taken away. All current Legendary mods in your inventory should be dismantled before Forsaken drops to guarantee Mod Components (big deal for Forsaken). All other mods will be rendered useless, including those already slotted in your armour. Their effects will be rendered null and void on September 4th when Forsaken goes live. As for D2 Y2 mods, these can be obtained from the following sources:
Exotic armours are guaranteed to have a mod slotted.
Non-raid specific weapons/armours have a small chance to drop with a mod slotted.
Mods will be returned to the player when dismantling the item they are slotted on (this may only apply to the item the mod was first slotted on).
Banshee will sell mods still.
Weapon mods will now feature additional perks such as Icarus etc from Destiny 1. These will slot in place of elemental damage weapons and increase variation of weapon performance and help players get that one weapon to be "perfect".
Now then, onto the anticipated discrepancies in UIs and item performance.
Exotic weapons, armour, and emblem collections will become unavailable until 9/4.
Players should grab their desired items before 8/28.
Updated collections will return on 9/4.
Some tooltips may not reflect actual item behavior during the 8/28–9/4 transition, examples include:
The perk description for Thin the Herd on Fighting Lion will incorrectly list old behaviour of dropping Energy ammo.
The perk description for Bring the Heat on Ashen Wake will erroneously list non-existent perk functionality mentioning recharging grenade energy.
The perk description for Triple Tap will incorrectly describe old behaviour of pulling ammo from reserves.
Exotic weapons will lose their +5 Power mods in preparation for 9/4.
All remaining Legendary and Exotic gear will lose their +5 Power starting on 9/4.
Year 1 armour mods will be deprecated entirely starting on 9/4.
Nightfalls will not feature strike scoring until 9/4.
Trials of The Nine and Faction Rallies are being retired for the duration of Season 4.
We also have some balancing changes in terms of classes and their exotics.
Marksman’s Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc.
Celestial Nighthawk: Will grant 33% of your Super energy back if a target is killed by the Golden Gun shot
Wormhusk Crown: Will no longer start regeneration of health and shields but instead will grant a larger health and shield bump at the beginning of dodge instead of at the end
Increased Healing Rift effectiveness (likely in tune with decreased TTK)
Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon’s precision damage in PvP)
Skull of Dire Ahamkara Increased Super energy gained from Nova Bomb kills and killing higher-ranked enemies will grant more Super energy
Transversive Steps Enhanced mobility as well reloading your currently equipped weapon while sprinting.
Rally Barricade no longer requires players to take cover to reload—it now feeds ammo to your magazine over time
Helm of Saint-14 now grants allies an overshield for a short duration when they’re passing through Ward of Dawn
Mask of the Quiet One now has increased energy gain from incoming damage, furthermore, while critically wounded health will be granted from kills of any kind.
Abilities such as rifts and barricades will also have small timers in the bottom left of your HUD to show when they expire.
Xur will also change his behaviour. He will not be featured on the map, nor will he follow the weekly flashpoint. Fated Engrams will grant only pre-Forsaken Exotics also.
Moreover, Fallen escapees will begin to appear in the wild but will not drop rewards until 9/4. Players are advised to keep their power levels higher (240+ should be okay) when encountering these escapees. Similarly Lost Sectors will have much higher power requirements.
And there you have it guys. Those are the changes coming in with the 2.0.0 patch which goes live at 6pm GMT, 10am PST.
Happy hunting, Guardians.
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kriatyrr · 6 years
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The many ways in which Fallout 4 could have been better.
I’ve had so many ideas run across my mind that I have no hope of getting them all in writing, but some of the big ones..
During the opening, when your spouse goes into the cryopod in Vault 111, instead of merely waving to you, they could signal “I love you” in ASL. Your character mirrors the gesture and whispers “I love you too, hon.” Even if sign language never comes up in the game again. Just that little thing could mean so much to some players.
The intimidate perk could be used to resolve some situations peacefully. In Diamond city when that guy pulls a gun on his brother, thinking him a synth, you can pacify him if you have the perk - and nothing happens. The security goons don’t arrest him, they just stand around doing nothing and the encounter does not resolve until you put your gun away or walk away, where it resumes as scripted and security shoots him. 
Not to mention in the Railroad ending... Haylen surrendered to me, and then Tinker Tom comes along and fucking murders her anyway. How awesome would it be if you could talk her into joining you, in order to reduce collateral damage. While you’re planting bombs on the Prydwen, Haylen rounds up the squires (+Emmet) and take them down to the ground and away from the blast radius. Or you could even tell Desdemona that no, we’re not blowing up the Prydwen, there are children on that ship. Your plan sucks and I will not do it until you come up with a better one. At least in the Institute ending they had some time to evacuate - the last thing I saw before being forcibly relayed away was Elder Maxson in power armor, running away.
Everyone has already mentioned actually fixing Danse’s dialogue post-Blind Betrayal. A redemption arc would be nice too. He doesn’t strike me as the type of hypocrite who would accept himself being a synth while still hating every other synth in the game.
You learn Danse’s synth designation, but you can’t do a damn thing about it. You can’t ask the Railroad about what happened (granted, they’d have a lot of personnel changes since 97 originally escaped, but Deacon at least was probably still around back then, or they might have records. Or maybe those were destroyed at the Switchboard)
You can’t ask anyone in the Institute. Not even Liam. Obviously he’s too young to have been involved back then, but he’s pretty good with computers, surely he could dig up information about old synth escapes.
you never actually get to see the intel that Quinlan decrypted. All you get to know is he was on the list of “missing or escaped” which Arthur Maxson can’t tell apart from “infiltrator unit” and they announce his synth designation to the entire division as if there is no risk of actual institute infiltrators who can then contact their superiors to get the recall code. So I get at this point that bringing Danse back isn’t an option, but surely there is no danger in Danse existing after the institute is destroyed. When Maxson tells you that we will never speak of this again, I wanted to tell him that I’ll obey that order until the institute is destroyed, but after the dust settles, we need to talk.
Or how about some delightfully awkward situations where BoS members see you with Danse and you run away instead of killing them. Have Maxson exposed as a liar. Undermine his authority. (They sure gave us a lot of fanfic fuel...)
How about being able to assign settlers to corpse disposal or general clean-up and slowly over time get rid of those trash piles that are everywhere and those infernal skeletons that you can’t even drag around. But no, we had to get a mod for that.
How about after getting rid of the raiders at Nuka World, they actually start wearing normal clothing and take off the damn shock collars and get someone to work in the radio station - it’s still on air, Red Eye just left the studio without turning anything off. I bet they meant for that guy in Cappy’s Cafe to take over and then just never finished it.
Also wouldn’t it be cool if you ran into Red Eye in a random encounter that could go many ways depending on what you say to him. I wanted to say I loved his station and it was the only thing I missed from before I killed everybody. Offer him a ton of caps to come back and work for me again.
If you let the raiders take over Commonwealth settlements before turning on them, they’ll randomly show up and try to kill you - again and again, long after you exterminated them at Nuka World. How do they keep getting new recruits when all their leaders are dead? How does the Brotherhood keep getting new vertibirds when they crash all the time? There are always more raiders. Where was this massive population when I was just thawing out? Encounters should get less frequent to reflect the dwindling population.
There is no sense of scarcity beyond the first few levels. Things respawn at a ridiculous rate. Just the other day I was picking up some scavenge, wandered into a different area, backtracked and went through the same area later the same day and everything had respawned. This is so upsetting to me. I want my efforts to mean something. I am cleaning up the commonwealth, one discarded beer bottle at a time, but all the clutter just keeps coming back! I hate it. I have yet to play a character who is a cannibal because I really can’t imagine needing to do that when the world is just full of food. I plant some crops and tell a settler to tend to them, and when I return a day or two later it’s ready for harvest.
Speaking of harvest, there are no seasons. The daylight hours don’t get longer in summer or shorter in winter, there is no sense of the passage of time, the date is just a string of numbers in your pip-boy with no meaning whatsoever, you get a quest and everything just waits on you, for months or years, Father doesn’t start to question your dedication to the Institute when you STILL haven’t relayed to Mass Fusion six months later, nor will he be a good boy and just die already from his rapidly progressing terminal illness, no he’s going to force you to kill nearly all of your friends before he’ll let you actually take over. Not that you get to do ANYTHING at all as Director. All you get is the institute power armor paint job and the ability to buy synth relay grenades. You don’t get to say “Oh by the way I’m abolishing slavery, have fun doing your own menial work from now on” (I keep thinking I’d be able to do more good for the synths as the leader for the institute than I ever could with the railroad) and why can’t I tell Desdemona to go deeper underground and I can just tell Father they had already left when he sent me there to kill them. Why can’t I tell Elder Maxson to go back to the Capital Wasteland because literally no one in the commonwealth wants him there. We have the Minutemen to defend the settlements and the Railroad to fight the institute and all he’s doing is making things worse.
And let MacCready stop being such a deadbeat dad and bring his son to live with us in the Commonwealth.
I loved the Far Harbor DLC, but it was so disappointing that none of the companions other than Nick had any new voice lines. 
Why can’t I bring my romanced companion to the Memory Den for a date in a simulation of the pre-war era? Danse would love that, I’m sure..
why can’t I pet cats? Why didn’t Bethesda spend a quarter of the effort they did on dog animations on making cats look more realistic. They should be napping on beds and chairs, rubbing up against settlers’ legs and tripping them and interacting with their environment too. Have you seen the animation that passes for a cat’s yawn? The first time I saw it, I thought Ashes was about to throw up a giant hair ball.
If you are caught pickpocketing, that’s it, game over. Diamond City Security doesn’t try to arrest you, it’s shoot to kill. Same in the institute. I’m sorry to say it, but that was something Skyrim did better. 
why can’t you romance non-companions like in Skyrim? I want to marry Arturo Rodriguez and be Nina’s step parent.
Synth relay grenades should not work after blowing up the Institute.
The AI should not fall off things quite so often. I should not go through an entire Research Patrol assignment for the Brotherhood only to have the Scribe I’m escorting fall to their death when I take the vertibird up to the Prydwen.
When an enemy panics and decides to run away, they should keep running and not turn around and go right back to trying to kill me seven seconds later.
my companion should not be quite so bloodthirsty. They should not attack a fleeing enemy, particularly a civilian like the institute scientists.
Every companion shouldn’t have all the same animations. Preston should not inhale Jet if you linger around on the top floor of Drug Den. Curie should not smoke.
The companions should have preferences as to what food they prefer to eat, which chems they take or under which circumstances. I gave Danse a whole bunch of different stuff to see what he’d use, and the first time I got in a fight he had taken med-x and berry mentats (fun fact: your companion takes berry mentats and you see the pink haze). You’d think Yao Guai ribs were his favorite things to eat, but no, it’s just that the AI will favor taking anything with damage reduction. Other companions do the same. Synths will not favor Fancy Lads Snack Cakes. Little things like that would have made the game so much more fun to me.
Damn it there should have been a terminal with journal entries in Danse’s quarters on the Prydwen. Or he should have continued to update his terminal at the Cambridge Police Station. Maybe wash his face once in a while after the Prydwen arrives.
You should be able to give people caps. I hate how caps only flow one way in the game. You can take your settlers’ measly pocket change, but you can’t pay them for working for you. You buy property in Diamond City but you never pay taxes or utilities. (that might help with the sense of passage of time).
You build a peaceful utopia at your settlements, but your settlers never form relationships or start having kids now that it’s finally safe to do so. The world could feel a lot more real. (I mean I love how absurd it is, but absurdity and realism can coexist, I promise)
“Crop’s been growing pretty good lately” - there’s never any crop failure, or natural disasters making food a scarcity. Rad storms don’t affect anyone but you, and people will not seek shelter.
Nick and Ada remind you that they don’t need to eat or sleep or anything, but neither does any other companion. I mean I guess they’re adults who can take care of their own basic needs, but they don’t have any money of their own unless you specifically tell them to pick up caps you find.
You never find out where Danse got that lovely suit of X-01 power armor from.
Hate me for this long post yet? I’m not even done but this’ll do for now. Uh, how do I do a Read More thing again?
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Ability Summary - Wyrd
⚠️⚠️⚠️ Warning: gameplay and story spoilers for my indie Metroidvania Wyrd⚠️⚠️⚠️
note: certain abilities are required* for certain endings, and are indicated by colour. if an ability is required for a particular ending, it is also required for further endings, as indicated by their numbers.
🔴 Required for Ending 1: Repose
🟠 Required for Ending 2: Sacrifice
🟡 Required for Ending 3: Escapism
🟢 Optional
🔵 Technically optional, but the game may be more difficult without it
🟣 Technically optional, but the game may be unbeatable, prohibitively difficult, or cumbersome without them
alright, ability descriptions, GO!
Innate abilities (abilities that you start with on all new save files):
Move: move left and right, simple enough, right?
Look: move the camera to look at things far away from you
Jump: jump while touching the ground or for a brief moment after leaving it (coyote time). the height of your jump is variable based on how long the jump button is held
Dash: Quickly move either left or right based on the direction of movement. if jump is pressed immediately after dashing, long jump, which significantly increases the distance traveled when dashing
Pre-Game abilities (abilities acquired within the first few minutes of the game):
🔴 Glide (Tattered Scarf): Slow your descent. the speed at which you fall while gliding is changed depending on whether you are holding up, down, or neither. found in the player's house in The Lonely Hill
🔴 Various Abilities (Weathered Blade): found in the player's house in The Lonely Hill
Parry: Prevent incoming damage by pressing the bound button at the perfect time
Slash: Release the bound button to attack
Slam: a charged heavy attack that deals extra damage
Thrust: a long, thin attack
Spin: spin your blade, damaging everything around you
🔴 Wall Climb (Climbing Claws): jump when touching a wall and slow your descent while touching them. found in the caves in the lonely hill
🔵 Respawn (Shard of Soul): Allows the player to keep their progress after dying. found in the caves in the lonely hill.
note: this item, while important, can be skipped. it is difficult to do so, however, and causes the player to start over from the beginning of the game upon death, losing all their progress
🔵 Restore Anima (Crystallised Anima): Consumable item that restores a portion of the player's Anima (Health). regains uses when resting at a sapling, and increases number of uses between resting by finding more Crystallised Anima (there are 12)
🟣 Restore Essence (Crystallised Essence): Consumable item that restores a portion of the player's Essence (Energy). regains uses when resting at a sapling, and increases number of uses between resting by finding more Crystallised Essence (there are 12)
🔵 Upgrade (Crystallised Ichor): Spend Crystallised Ichor to acquire various upgrades. You can also gain Crystallised Ichor by finding Motes of Ichor which are dropped by enemies and found in various locations.
At a runestone: spend one Crystallised Ichor to increase max anima or essence by one, or to increase the amount of anima or essence restored by Crystallised anima or essence respectively
There are additional planned upgrades, but they have not been finalised at this time
Early Game Abilities (Abilities acquired in the first arc of the game
🔴 Flap (Moss Cloak): Jump while airborne. found in the conservatory
🔴 Bash (Gravity Glove): Suspend yourself in midair while held adjacent to certain objects and launch yourself in any direction when released. found in the mining pits
🔴 Grapple (Magnet Glove): quickly pull yourself towards certain objects found in the forge
🔴 Tether (Serpent's Fang): Lodge into an enemy or object. this object can be grappled to and bashed off of. found in the Serpent's lair in the conservatory after acquiring the Moss cloak, the gravity glove, the Magnet glove, and defeating Jormungandr
🟢 Bow (Shard of Wind): Fast-firing low damage projectile that costs a small amount of essence. found in the conservatory after acquiring the Moss Cloak and defeating mossheart
🟢 Spear (Shard of Lightning): charged high damage projectile that explodes on impact and costs a large amount of essence. found in the forge after acquiring the Magnet Glove and defeating Ancient Automaton
🟢 Fling (Shard of Thunder): When bashing, press the bound button to launch the bashed object in the direction aimed. found in the mining pits after acquiring the gravity Glove and defeating The Stranded
Mid Game Abilities (Abilities found in the second arc, requiring all the required abilities from arc 1):
🔴 Flash (Shard of Light): While bashing, press the bound button to charge up and fly continuously in any direction. found in the opal tower
🟢 Dodge (Shard of Shadow): every few seconds, dashing grants you invincibility for a moment. found in the sewers after acquiring the shard of Light and defeating The Maw
🟢 Shield (Shard of Earth): While holding the bound button, you are immune to damage, but you lose one essence for each damage prevented this way. also significantly increases the window to parry. found in the forsaken desert
🔴 Channel (Shard of Sea): You no longer reset when touching water, acid, quicksand, etc. in addition, you can now swim and burrow through many substances by using bash. found in the oasis after finishing the encounter with niddhog
🔴 Freeze (Shard of Frost): While bashing, press the bound button to fire a projectile that freezes objects and enemies. also grants you immunity to extreme heat. found in the frozen wastes
🔴 Flame (Shard of Fire): While bashing, fire a projectile that melts and ignites objects and enemies. also grants you immunity to extreme cold. found in the deep forge after acquiring the shard of frost and defeating The Architect
🔴 Flight (Shard of Sky): allows the player to bash at any time at the cost of essence. found in the howling peak after defeating hugin and munin
Late Game Abilities (Abilities found in the third arc, requiring all the required abilities from arcs 1 and 2):
🔴 Delve (Shard of Mind): has many effects. once this item is acquired, ending 1: repose is attainable
When bashing on a delvable object or enemy and having neutral directional input, has a variety of effects depending on the target:
🔴🟠Wells: Enter the well and face its challenges. there are four in the game, but only one, the well of fate, is required to attain ending 1: repose
🟢 Previously defeated bosses: enter their mind and challenge them once again
🟡 Runestones: attempt to purify these vessels of knowledge and uncover lost history
🟢 Enemies and NPCs: peer into the mind of another and reveal their secrets
🟡 The Standing Stones: a reconciliation before the end. requires having purified all 12 runestones
When bashing on an object, has various effects based on the direction of input
Down: creates a gate at the player's location that can be returned to
Up: return to your gate
All other directions: if the object being bashed is a runestone, a well, or the standing stones, assign that location to the direction selected. otherwise, return to the previously marked location
🟠 Broken Shard/Empty Shard: Can be acquired at essentially any point, but must be repaired by completing each of the norn’s gauntlets at the well of memories, the well of wisdom, and the well of dreams
*Disclaimer: Whether I have indicated if an ability is required or not is based on the intended play experience of Wyrd, and does not take into account the possibility of exploits being used to skip items that are intended to be required, including intentional exploits that I include to encourage speedrunning but that are not meant to be used in casual playthroughs.
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simonjadis · 6 years
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Previously, on Dragon Age
I wrote a summary of all of Dragon Age (pre-Inquisition) off of the top of my head, including contents from a couple of novels, for a friend of mine
it’s 18 pages but here you go
Previously, on Dragon Age (pre-Inquisition Summary)
Backstory:
It is said that long ago, the humans who formed the early Tevinter Imperium grew jealous of the land and magic of the ancient elves and their city of Arlathan, so they used blood magic and demons to fuck up Arlathan forever and made those elves into slaves. The Imperium is one of my problematic faves. With the elves defeated, Tevinter expanded and conquered most but not all of the other human tribes.
The dwarves had their underground kingdoms and underground highways called the Deep Roads and they were just sort of that squidward suntanning meme about it all.
Later, some magisters, who are just fantasy senators who are all mages, decided: “Hey, you know how the Fade is the world of dreams, the realm of spirits, and it's also the source of our magic? Let's go there.” So they used a stupid amount of slave blood and lyrium—which is a blue substance that's mined and can be bonus fuel for magic, just like blood—to go into the Fade physically trying to go to this one tantalizing “golden city” in the Fade that's unreachable in spirit form, which is how normal mages who aren't The Most use the Fade. Anyway, it was a disaster. These seven magisters, who had been trying to serve their slumbering dragon gods by doing this, came back as super gross tainted creatures called darkspawn. The darkspawn went underground, wrecked shit for most of the dwarves, and came up with a horde of darkspawn.
This was called the First Blight and it wasn't as fun as it sounds. The darkspawn weren't content to just be directionless asshole monsters, and instead dug up—and tainted—one of those sleeping old gods that the Tevinter Imperium worships. So you've got this big-ass fucked up dragon with god-level powers, whatever that means, and it's also infected with the darkspawn taint. Oh, and even when the army works to fucking kill it, it just respawns, like it's the main character. So eventually, some clever folks came up with grey wardens, who are sort of inoculated against the taint, and because of Reasons they can kill an archdemon (fucked up dragon god).
Unfortunately, it turns out that having a live reenactment of The Return of the King right in the middle of your expanding empire is terrible for the economy. So the Tevinter Imperium was weakened. Oh, it's worth mentioning that they have good relations with the dwarven kingdoms in general, but most of those huge dwarven cities are just full of darkspawn and dwarf ghosts and obligatory video game spiders now.
However, a woman in Ferelden, which was never fully tamed by Tevinter—it's sort of old-timey Fantasy Britain, so picture Mud And Dogs And Freedom—named Andraste was like “hey this would be a great time to marry a warlord and to become Fire Jesus.” She's sort of inspired by Joan of Arc but she's just Fire Jesus. Anyway, she invented monotheism, which always ends well, and her warlord husband led their barbarian hordes to fight back against the Imperium. Also some elves helped because she promised to free the slaves. Eventually, her husband betrayed her (cue the “Judas, no!” vine) and she got burned to death, but the Archon who ordered that to happen put her down with a sword to be merciful. So large portions of southern Thedas, which is the continent where this is set and THEDAS is literally THE Dragon Age Setting, were suddenly freed from Tevinter thanks to barbarian hordes and a weakened Imperium.
That was like a thousand years ago.
There were some more Blights. The Fourth Blight was centuries ago and an elven twink named Garahel killed that Archdemon but honestly his sister was cooler.
Andraste's religion, the chantry, is super racist against elves and even led a crusade (“exalted march”) against the elven homeland because Bad And Naughty Non-Human Polytheists Must Be Cleansed. The Imperium still exists but they're stuck in the past and still have slavery and lack forward momentum tbh. But at least they're a magocracy. The chantry reveres Andraste but technically prays to the Maker, even though there's zero evidence that the Maker exists. In general, the chantry doesn't like mages and essentially owns all non-illegal mages who have to go live in internment camps called Circles, which are like Hogwarts if you had no choice but to go there and could only leave with special written permission and also if you were watched at all times by guards with special anti-magic powers. Templars are awful. Mages who don't go there or who escape are called apostates and technically they're supposed to be arrested but a lot of the time, templar squads hunt them down and kill them because that's easier.
Mages, it's worth noting, can be possessed by spirits and demons from the Fade. If they are, they're normally considered to be abominations which are dangerous and templars then kill them. But also, every Circle mage has to pass something called the Harrowing which is when they deliberately trap you in the Fade with a demon that will try to possess you. If you want to opt out, they make you Tranquil, which robs you of your magic and also your agency and emotions and dreams. In some Circles, templars use Tranquility on mages whom they view as political troublemakers. So that sucks. But some of these internment towers are nicer than others, I guess.
These days, the Tevinter Imperium has its own chantry which is very mage-friendly but otherwise worships the Maker. The biggest religious moment for them is when their Archon (mage-emperor) put Andraste out of her misery. Just about everywhere else follows the southern chantry, which is more anti-mage.
The Dalish elves are just the sad Trail Of Tears elves and they're regarded with suspicion and move from place to place to avoid human settlements. They worship the elven gods. Most elves live in cities, howeer, in ghettos called alienages, and they have a few distinct traditions but for the most part they're expected to worship the Maker—but aren't allowed to be part of the clergy or anything, heavens no.
Dwarves in the dwarven kingdom of Orzammar (one of only two cities that endures) revere their ancestors and believe that the Stone guides them all. They also honor paragons, which are just really good dwarves that did neat stuff one time. Surface dwarves generally “lose their Stone sense” and some may even follow the chantry.
Then there are the Qunari, who live mostly on this island north of the Tevinter Imperium. They want to conquer everyone and make them follow the Qun, which is their absolute garbage religion where everyone's life is planned out for them in advance. Even the leaders don't have real choices; they just live their lives according to what the Qun demands of them. Qunari believe that there's just one choice—whether to exist or not. People they conquer who won't yield are given a substance that turns them into drooling laborers. Qunari regard mages as dangerous things (literally call them saarebas, for dangerous thing) and use them as weapons instead of as people. They kill non-qunari mages because they consider them too dangerous.
Qunari refers to both the race of tall, gray horned giants and also to the adherents of a religion. Incidentally, they only arrived on Par Vollen a couple of centuries ago, after the Fourth Blight, so they're not super familiar with darkspawn. They immediately tried to conquer everyone, and they have some deadly technology like cannons to make that a real threat. But the opposition was a bit much and they don't like that people seem to want to die rather than, uh, become enslaved to a book, so they decided to back off but it's clear to everyone that they're just biding their time. They're still at war with Tevinter, though, and the two keep juggling who controls the island of Seheron.
Qunari who leave the Qun are called Tal Vashoth and it may be that the tall gray horned people as a race are called Vashoth but that's not clear, in game or on Twitter and maybe not even in the writer's room.
Aside from Tevinter and the Qunari, the most powerful nation in Thedas is Orlais, which is just Fantasy France. They're very into Andraste, there. Also, big into anti-elven racism. And pastels.
The only non-Andrastian humans seem to be certain people in Rivain, a city of people with brown skin and a lot of pirates. And, of course, the Avvar, who are sort of Fantasy Vikings and still follow the same polytheistic faith that pretty much all of Ferelden and the Free Marches once followed.
DRAGON AGE: ORIGINS
It's 9:30 Dragon, so 930 years since the foundation of the chantry. The Fifth Blight has begun at the southernmost point of Thedas, in a part of semi-uncharted Ferelden known as the Korcari Wilds. You're in Ferelden.
If you pick the mage origin, you can be an elf or a human (Surana or Amell is your surname), and you go through your Harrowing and help your disaster friend with his bid to escape the Tower. That doesn't go so well but you get recruited to the Grey Wardens because you're the best apprentice mage there.
If you pick the non-mage human origin, you're a Cousland, part of a powerful noble family in Ferelden. Your brother leaves to help the king as he prepares to confront the darkspawn. Your father is due to leave soon. Thankfully, is good friend Voiced By Tim Curry has arrived and will be accompanying him. Everyone goes to sleep and you can even do a gay hookup, but surprise! Voiced By Tim Curry isn't so nice and his troops attack the castle while so many troops are away. You and your battle-mom and your pet dog (super-intelligent mabari hound) murder your way through a whole bunch of people but, like, your sister-in-law and your nephew are murdered and your dad's dying so you join the Grey Wardens. Your mom also dies but she probably kills a lot more people before the end.
If you pick a Dalish elf, you and your friend go into a ruin in the woods and there's a tainted mirror and, whoops, the only cure is to be a Grey Warden.
If you pick a City elf, you're getting straight-married in an arranged marriage when Vaughn Urien comes by because he's a disastrous garbage guy who wants to rape some elves since elves don't have rights. He kidnaps the bride (which might be you) among others. Whether you're the bride or the groom, you're like 90 pounds of pure murder, so you kill a whole bunch of humans and free the women, but one might be dead. Also, the groom dies if you're the bride. You're arrested and then a Grey Warden is like “this elf is great at murder, you say?” And he conscripts you to join the wardens.
If you pick a dwarven noble, which I saw once, your rude brother is murdered by your smart brother, who frames you for it, so you have to be cast out in the Deep Roads to die fighting darkspawn. But a Grey Warden comes by and recruits you.
If you play a dwarven outcast, who live in the slums of Orzammar, I don't even know. You do some dwarf crimes? Dwarves can't be mages.
ANYWAY, a warden named Duncan has recruited you to join the Grey Wardens. He takes you to Ostagar which is a semi-ruined fortress way to the south where King Cailan and Teyrn Loghain are waiting. King Cailan is like a Ken Doll with long hair. He seems to be a beautiful idiot whose father was a hero and, gosh, he'd love to do some hero stuff too. Teyrn Loghain is literally just Scar from The Lion King but less sexy. Loghain is his father-in-law. Also, Cailan and Queen Anora have zero kids.
There is literally a strategy meeting where Cailan says “It will be glorious” and Loghain says “Yes, Cailan. A glorious moment for us all.” So that's great to hear.
You're the warden recruit and you're paired with a couple of redshirts who are also warden recruits. You're paired up with Alistair, an awkward 20-year-old virgin jock whose heart is as big as his penis.
You do some minor quests and you fight darkspawn for the first time and they're awful. You get to cure a sick dog. Also, you meet Morrigan (a shapeshifting mage voiced by Claudia Black) and you even meet her mom, Flemeth, who's voiced by Kate Mulgrew and is clearly more powerful than she seems. Anyway, you head back and you go through the Joining. Duncan tells you that you have to drink a concoction that gives you the taint but in a safe-ish way, but half the people who drink it die. He tells you that you must “master your taint,” and I've seen this scene two-dozen times and never not snickered. Both redshirts die. But you're a warden now.
Now it's time for the Battle of Ostagar, which sure looks cool but, uh, doesn't go so well. The wardens are massacred. The king dies. Whoops, did Loghain forget to charge forward when he got the signal? He sure did. Half the army just opted out of the Battle of Ostagar, which is hard to sell as a strategic retreat because of his ominous dialogue earlier.
The Battle of Ostagar did feature some survivors who were with the King's army, but most were massacred. Or dragged underground by darkspawn.
During all of this, you're the one who braved a tower full of darkspawn and faced an ogre boss fight with Alistair and two new random guardsmen redshirts to light the signal that fucking Loghain ignored because he was too busy being prepared for the coup of the century and for the murkiest scam.
In the end, though, darkspawn burst in during a cutscene and just riddle you and Alistair and (gasp!) the redshirts with arrows. But then you wake up . . . in Flemeth's hut. You're totally healed. You're also naked. Life's like that sometimes. Anyway, Morrigan jokes that her mom transformed into a giant bird and plucked you and Alistair from the tower, which is probably a half-truth. Flemeth also healed you and Alistair. Flemeth is powerful enough that her magic can somehow keep darkspawn away from her house. I have no idea how she casts with Whoopi Goldberg spell but she's very powerful and clearly more than just a mage.
Flemeth sends Morrigan, who is a delightful goth who's still understandably bitter about having been homeschooled, along with you and Alistair. If you either chose the Human Noble Origin and got a dog that way or if you did the Cure The Dog stuff at Ostagar with one of the other origins, you find that this dog imprinted upon you and escaped the carnage. You can even name this dog. Remember the disaster mage friend from the Mage Origin? His name was Jowan. My Surana Warden names her dog Jowan.
Alistair is still sad about Duncan, who was his mentor or substitute father figure or whatever. Morrigan quotes the wise words of Gillian Anderson: I don't feel sorry for men. Anyway, you guys go to a village called Lothering and you see how news of the disaster at Ostagar is impacting people. There are refugees everywhere. The local lord abandoned his holding because it seems likely that the darkspawn horde will strike there next. People aren't sure that this is a proper Blight, because nobody's seen the archdemon, but Grey Wardens can sense it and you even see it in your dreams a couple of times. You do some quests in Lothering. You also find out that there's a bounty on surviving grey wardens, because they “betrayed the king,” according to Loghain. You're joined by a bisexual fwonch redhead named Leliana who is super into Fire Jesus but ALSO super good at murder because of her Mysterious Past. She believes that the Maker sent her a dream to tell her to help you. Sure, Jan. You can also recruit Sten, which is technically a rank because Qunari don't have names. He's in a cage. He also doesn't have horns because horns are too hard to render with helmets it's a rare trait to be naturally hornless and is akin to being a redhead in humans.
Leliana has been working for the chantry for a while but hints that her pre-chantry skills will help her kill folks. Sten wields a big ol' sword. Alistair discovers that the man who raised him before shipping him off to the chantry, Arl Eamon of Redcliffe, is sick and that knights have been sent to find the Fire Jesus version of the holy grail, which is just Andraste's ashes, for a miracle cure. As you leave, you rescue a couple of dwarves, one of whom is a savant at adding runes to weapons and the other of whom is a merchant. They'll follow you and show up at party camp from here on out.
You have Warden Treaties so you can go and remind factions that they're obligated to help you, but there's a smart order in which to do them. I'll just go with that.
First, you go to the Circle of Magi in Ferelden, which is on an island tower called Kinloch Hold. There are stat power-ups here that are more helpful in early game than later in the game. You want to secure the help of the mages, natch, but you get there and find out that, whoops, a Senior Enchanter named Uldred isn't as nice as his name makes him sound. So Uldred led a small rebellion against First Enchanter Irving and the other Senior Enchanters because of some deal that Loghain was making with Uldred. Long story short, whoops, a little bit of magic fights turned into a Demonstravaganza and the whole tower is a mess with abominations running all over. The templars are ready to use the Rite of Annulment which is when they kill every mage, including the children, but they need reinforcements to do so. You go in and you find Senior Enchanter Wynne, a Wine Grandma and skilled healer, protecting a bunch of apprentices and other survivors. She insists on going with you to cleanse the tower so you have to shuffle someone out of your party to accommodate her. You kill demons, a few renegade blood mages, abominations, possessed corpses. Then you get to a sloth demon who lulls you all to sleep so you do the Lost In Dreams thing but, if you're a mage, the Fade is your bread and butter. You do some simple puzzles and you get some permanent stat upgrades and you rescue your friends from some dreams. Alistair has a happy boring family life because he's just a golden-hearted jock. Wynne is like “oh no! All these apprentices are dead and it's my fault. Woe is me.” Morrigan's dream is just her not being fooled even a little bit and yelling at her spirit to at least do a better job if it expects to make her believe that she's at home with her mom. So you escape from the dream and the sloth demon's dead now and you keep on going. You kill some mind-controlled templars.
At the end, Uldred has a bunch of mages captured and he tortures them until they accept possession and become one of his fellow abominations. Uldred sees you and after some Villainous Dialogue he turns into a Pride Demon. You kill him until he dies and then First Enchanter Irving and the others are free and are like “yeah sure we'll help against the Blight but, um, first we need to clean up this mess.” There were some other survivors hiding in wardrobes and stuff so it's not like the Circle's all dead.
You leave and you'll notice on your map that Lothering has now been wiped out by darkspawn. Then you go to Redcliffe because not only is Alistair's other surrogate father figure sick, but he could be helpful in raising political support from the bannorn (lesser nobles; in Ferelden, it's the king, then the teyrns, then the arls, then the banns) against Loghain. And you guys are fugitives. Speaking of you guys being fugitives, there's a random encounter in the road where some lady's like “oh no! Help!” and it's a trap. And the leader of that trap is an assassin—a blond elven murdertwink named Zevran Arainai. You kill the fuck out of these would-be assassins but then there's a cutscene and Zevran's like “oh fuck you're scary; can I join you? I was literally bought by these assassins as a child and have never had any choice about this and also they'll kill me for failing, but you seem good at killing them, ALSO I'm bi and hella good at sex things.” Beyond his sluttiness he's basically Puss in Boots from Shrek. So yeah, you can recruit him.
Alistair will tell you that, whoops, it might come up, but while he knows Arl Eamon and views him as a father/bother figure, his actual dad was . . . King Cailan. The dead one. He is, in this and most other circumstances, just Smiley John Snow.
Then you're in Redcliffe and, whoops, the town is besieged by the undead each night. “But where are they coming from?” you ask. From Arl Eamon's castle. There are some quests you can do in town in the day to help everyone get ready. At night, everyone will be locked in the chantry while you fight off the undead outside. The fighting lasts a while but, I mean, they're just corpses with weapons so you kill them. Personally, I always kill Lloyd, the owner of the local tavern, because he's rude and he gropes his waitress Bella, who's very pretty and nice. You have to intimidate Lloyd into joining the fight, then make sure that he's caught in one of your area of effect spells. Anyway, you saved the day, but they all thank the Maker that they lived.
Then you sneak into Castle Redcliffe via a hidden passage through a windmill. Inside, the arl's son is possessed because it turns out that he was a secret mage and the arl's wife, ashamed of this, didn't want anyone—even her husband—to know. So she hired an apostate to tutor her son in magic. That apostate was Jowan. And, as Jowan tells you when you find him, Loghain, whom Jowan only knows as the war hero from years ago, learned of it and hired Jowan to poison the arl. The arl fell ill and the arl's young son, Connor, struck a deal with a powerful Desire Demon to keep his father from dying. That demon is now running amok.
From this point, you have a number of choices. You can, um, just kill this kid, if you want. You can have Jowan sacrifice the kid's mom to use blood magic to send you into the Fade to face this demon. Or you can ask the Circle mages, who owe you a favor, to help send you into the Fade. (Technically, if you're not a mage, you control a mage like Morrigan to do the Fade bit). So, the Circle sends you into the Fade. If you're playing as anyone but yourself, you kill the Desire Demon. If you play as yourself, you can also strike a deal. She can teach you blood magic, which unlocks the blood magic school for all mages in all future playthroughs. You can even save, make that deal, and then reload and choose a different boon. Anyway, her deal is that you don't kill her and she'll fake her death, making it seem that you've cured Connor's possession. And that she'll then come back one day.
But even after you save Redcliffe, the arl's still sick. And everyone seems really sure that the ashes of Fire Jesus are going to help, even though that sounds extremely fake.
If you haven't done so already, this is a great time to get Shale.
You buy a control rod off of a random merchant, which sends you to Honnleath, a lovely little town that's been overrun by darkspawn who are busy murdering the inhabitants. In the center of the town square is a “statue” posing like that guy saying “ART” in The Iron Giant. You kill some darkspawn and then you find where the survivors are huddled behind a magical barrier in the workshop of a dead mage. The survivors are glad that you're there, but this little girl has gone deeper into the Magical Experimentation Basement and everyone who tries to go after her has been killed by magical defenses that didn't seem to notice the girl. You get to the end and fight a Desire Demon named Kitty who's possessed the girl. You tell the guy that his daughter's dead and he gives you the activation code for the golem while you leave him alone in his grief. You still saved everyone else. Anyway, you awaken Shale, who is absolutely wonderful and I cannot emphasize that enough.
Shale hates pigeons because everyone would if they've been stuck in statue form for 30 years. Shale refers to everyone as “it” and “the its.” Shale is big and strong and made of murder and, as you later find out, was once a dwarven woman who was sacrificed to give life to a golem. In fact, she volunteered.
Okay, so after some side quests, you head to a quiet little horror movie village called Haven where nothing is fine.
Technically, there's some intrigue and shenanigans beforehand with some people trying to kill you that tips you off that Haven is a sub-optimal vacation destination, but once you're there, that becomes much clearer. You hear a child's horrifying nursery rhyme that sounds an awful lot like it's about luring a traveler to his death. You go into a house and there's blood on an altar and Morrigan says that it's human blood, and she would know. You go into an inn and make some purchases from the innkeeper, which is good, because as soon as you try to sneak a look into the back room, where there happens to be a Redcliffe Knight who's been tortured and murdered, the guy attacks you, which closes the store. Once you leave the inn, the cultists all drop their act and you kill them a whole bunch. Then you go up to their version of a chantry, which isn't any worse than a regular chantry but it does feature some bad dudes whom you kill.
In a secret side room in that chantry, you find this huge nerd named Brother Genitivi who writes about his nerdy travels because he loves geography and anthropology and stuff. He's injured but he comes with you and helps you enter the Temple of Sacred Ashes where Andraste's remains are allegedly interred. Leaving him to study what it feels like to have frostbite in a ruin at the entrance, you go in, killing cultists and some other things, including ash wraiths. You even kill some young dragons, which are like wolf-sized, and some boy-dragons called drakes, which are more like the size of polar bears. There are lots of traps and there's lots of treasure, and eventually you talk this cult leader named Kolgrim into escorting you to the Temple.
See, Kolgrim worships “the risen Andraste,” which is just a high dragon that he's decided is Andraste 2.0. Haven apparently was once just the regular sort of Andrastian cult before Kolgrim's ancestor went through a dragon phase and everyone got on board or died. Well, Kolgrim wants you to mix the ashes with dragon's blood from Andraste II, but the Temple's guardian won't let him or his followers pass. This is the easier route, and he even persuades the dragon to let you guys pass through her valley.
You have to chat about your feelings with a dumb ghost (the guardian) before you enter the temple proper. If you have Oghren with you (he's a consummate dwarf in the worst ways; picture Yosemite Sam with an axe), he will comment that he can feel lyrium throughout the temple, and that maybe it accounts for why stuff here is so strange and magical. The Guardian may have been some sort of Spirit of Faith or even a Spirit of Compassion who assumed the role of a devoted person when he died, but that's just speculation. There are some magical trials that you have to pass, such as Fighting Yourself, Solving Riddles, and Getting Naked. All important tenets of Andrastianism, surely. At the end, you find an urn with a dead lady's ashes in it. Since pouring the dragon blood into the urn has some less fun consequences, you really want to avoid doing that and just take a pinch of the ashes. When you leave (and there's a great XP bonus bug here, at least on PC, that you can exploit from here on out to level up quickly if you need to), Kolgrim is unhappy and tries to kill you, so you finish killing the cultists.
You can kill 2 Andraste 2 Furious here if you like, but it's probably better to do so later. High Dragons are a lot.
Oh, Brother Genitivi is totally excited to tell the whole world about this find. If Morrigan is with you, she will point out the obvious—that the chantry is likely to try to use this to leverage even further influence and power over the land. Genitivi cannot be convinced to stay silent, but you can murder him, which I have done every time.
You head back to Redcliffe and it turns out that what Morrigan calls “digging up the bones of a madwoman” was somehow the right call, as it does enable a healer to restore Arl Eamon to health. He's like “sure I'd love to help you against Loghain but you need to finish your treaty stuff.” Oh and he names you Champions of Redcliffe, which would be cool for a normal person but most people forget when they're listing the Warden's eventual titles.
Leliana has a personal quest to kill Marjolaine, her former lover who trained her in murdersinging (sorry, the bardic arts). You do that.
Morrigan has a quest for you to kill her mom, because she's discovered that Flemeth lives forever by possessing her “daughters” and Morrigan would like to keep her body, thanks. Flemeth knows why you're there but decides that she's going to make you work for it, even though she says that she'd be interested in seeing what Morrigan will do with her freedom. Then Flemeth turns into a dragon and you have to fight and kill this dragon without Morrigan's presence. All things considered, this if Flemeth going easy on you.
Your romance should be progressing pretty well at this point, and you may have even banged one companion and moved on to another at this point. If she likes you, Morrigan will give you a willpower ring that will let her find you if you're in danger. Leliana will probably have done something nice but I've never done that romance. Zevran gives you an earring that he took off of some hot guy he murdered as an assassin. Alistair gives you a rose and also his virginity.
Okay, so now you go to Orzammar, the dwarven city. It's one of TWO surviving dwarven kingdoms. There used to be, like, 12, or a similar archetypal number, but the darkspawn ate got rid of them. Orzammar was the only officially known one, but there's another called Kal Sharok that we've never seen in game except in text form. Kal Sharok has some serious goth vibes to it. Also, they hate Orzammar because Orzammar survived by cutting themselves off before it was too late back when the darkspawn first starting ruining things for everyone.
Anyway, Orzammar. There's political strife there because the old king is dead. There's currently a political battle between the late king's son, Bhelen, and the late king's trusted adviser and friend, Lord Harrowmont. Harrowmont is a traditionalist, but Bhelen is a populist who also murdered his own brother and framed his other sibling, leading to that sibling getting sentenced to death. The fandom has a bunch of opinions on this.
When you first enter Orzammar, you see a scuffle between loyalists of these factions, and some Bhelen Bros do some killing. Not a great first impression. Long, long story short, you have to Stop All Crimes in Orzammar and also fight as a gladiator on Harrowmont's behalf to give him a boost to try to make him king. Which is great, but Bhelen pulls some nonsense, so the dwarven Assembly that chooses the next king is deadlocked so they need a Paragon—dwarves revere ancestors and The Stone but they also revere their equivalent of Nobel Prize Winners even if they're shitty people. So Harrowmont says that he'll give you all of the help that you like . . . when he's king. But he can only be king if you find the Paragon to break the Assembly's tie.
Oghren, who is just drunken dwarven Yosemite Sam but he's voiced by Zeb so it could be worse, is married to Paragon Branka, who's been missing in the Deep Roads for years. So he insists on coming along with you.
I should note that no one should bring Shale too far into the Deep Roads (ancient darkspawn-infested highways, but don't worry, there are also giant spiders) because certain choices may lead to Shale fighting you. Also, in Orzammar itself, there's a dwarf who wants to open a chantry in Orzammar, a place untouched by Andraste-worship, and I consider it an oversight that the devs did not give players the option to tip him into some lava. There are some other people who ask you for favors.
Two of the best rings in the game are in Orzammar. One is the Key to the City and you get it by nerding out with codex entries. The other is Lifegiver and it just really, really helps your health in a way that no ring has since then. You can also visit Dust Town, where outcast dwarves live. You have to, in fact. It's even worse than regular dwarf places.
Speaking of worse than dwarf places, the Deep Roads. You go there and they're horrible carverns full of monsters. Darkspawn, giant spiders, and these things called deepstalkers that are shaped like little dinosaurs but are really just horrible worms with limbs. But while the Circle Tower was filled with stat boosts that make you more powerful, the Deep Roads make you rich, bitch.
You go through a number of thaigs, which are smaller dwarven settlements that they refer to as “like colonies.” But of course they're full of monsters. Also some ghosts? But dwarf ghosts. Ultimately, you find out how darkspawn are made, and it's awful. Every darkspawn that you see was born from a human or elf or dwarf or even qunari with a uterus who was dragged underground and turned into a big ol' Body Horror Ursula that can spawn thousands of darkspawn in her lifetime. So you kill the one that you meet.
Then you find Paragon Branka. It turns out that she's an evil lesbian who left Oghren behind but took her actual lover, but ended up sacrificing the people with her so that the women would be made into broodmothers because, despite being a genius, she was unable to get past Paragon Caridin's traps that protect The Anvil of the Void, which is used for the lost art of creating golems, the ultimate anti-darkspawn weapons. She wants to use it to reclaim territory long since lost to darkspawn. You fight your way through the traps because it's kind of a puzzle but mostly just a murder-puzzle, and then you reach the Anvil. At this point, you meet Caridin himself, who is a giant steel golem and he's like “hey so I invented this a long time ago, but you have to murder a dwarf to make one, and after we plum ran out of volunteers, the king at the time started sending prisoners and his political enemies and I got weirded out so he had me made into one but, whoops, he didn't make a control rod for me.”
This is why you don't bring Shale: Shale will help Caridin, and personally, I always side with Branka even though she's a nightmare, because recovering the lost art of making golems seems worth it. It's not like there's any shortage of bad people in the world and the Warden slaughters hundreds of people anyway; this is just a more practical use for those lives.
Once Caridin is dead (when you get back to camp, you pick the lie option with Shale), Branka's like “hell yeah” and makes you a crown for whichever king you like. She gives zero fucks about politics. You come back, turn in a bunch of quests, and Bhelen and his Bros make a fuss so you kill them real good. Harrowmont is crowned and you're honored forever. Harrowmont makes it clear that he knows where his bread is buttered, and he pledges the dwarven support against the Blight. So now the mages and the dwarves are ready to help.
You head to Warden's Keep, which is where you learn some neat old history and make some choices. Personally, I befriend an ancient blood mage warden named Avernus who's amazing at summoning demons but not so great at controlling them. He helps you and you get a potion from him that gives you some DLC powers but mostly I just like him.
This is probably a good time to swing by Denerim and visit The Pearl, their best brothel. For some quests (long story) but also to meet Isabela, an important character and also one who knows Zevran very well. They are two peas in a pod and she's a delight and you can have a threesome with her and Zevran. Or her and Leliana. Or her and Alistair if Alistair has been hardened. Anyway, it's great, and Dragon Age 2 will remember that if you import this save.
There's some Denerim stuff to do but mostly it involves fighting Rundown Backstreet Boys, and you head to the Brecilian Forest to find a clan of Dalish elves. They're nomadic, and they're led by Tuvok from Voyager who was also the principal on iCarly. He's kind of grumpy but he's 300 years old, which is very unusual for elves who live human life spans. But since they say that elves were once all immortal, they figure that he's just, like, reclaiming his roots better than most. Somehow. Anyway, he's the Keeper of that clan so he's both mage and leader. Turns out that these elves are fighting some Big Sexy Werewolves. Eventually, Principal Tuvok gets you to promise to kill Witherfang, the boss wolf. There's a whole lot of nonsense in the forest including an entire set of Haunted Evil Armor that you can earn but it's not that great tbh. Wynne's old student is hiding in the woods also. You learn about the elves and the Creators, their small pantheon of gods whom they worship but they believe that they were sealed away by the Dread Wolf, their trickster figure who's regarded as a sort of devil but still honored. Oh, the Dalish have tattoos. It's worth noting that this is not the same clan as the Dalish Warden's, if that's your origin.
Also, there's a guy and girl trying to find love, and you can play matchmaker. You can also bang one or the other. You can bang one and play matchmaker. Video games are great.
So, you go into an old ruin where the werewolves are like “yeah okay we'll take you to our leader.” Yeah, they talk. Swiftrunner does most of the werewolf talking because he's the sexiest.
A naked planet lady spirit with POWERFUL Tilda Swinton energies about her is Witherfang, but they call her The Lady Of The Forest. She reveals that Principal Tuvok cursed some humans centuries ago by binding the spirit of the forest with blood magic and linking that spirit to a curse. So he turned a local spirit that was mostly just chill and, like, “hey look, trees” into a naked plant Tilda Swinton who is basically the horcrux to the werewolf curse. At the same time, Principal Tuvok (whose real name is Zathrian, btw) is also a horcrux to the curse, which is why he's lived so long. You fight him but you force him to lift the curse in the end. These werewolves, descendants of the bad humans from 300 years ago, are turned back into wildly less sexy humans. Tilda dies (really she just returns to her former state, maybe in a lesser form). Tuvok dies. The elves are chill about it though since their own people who were infected with the werewolf curse are cured.
So now the Mages, the Dwarves, and the Dalish Elves have pledged their support. But you need the human majority to form an effective army against the looming darkspawn threat, who by this point have razed like half of Ferelden. Oh, you can stop by Ostagar for some Closure and some cool gear too. It's snowier now.
Now it's time for the Landsmeet in Denerim. You go to the Arl of Denerim's estate where you learn that Queen Anora, Loghain's daughter and Cailan's widow, is being held captive by Arl Tim Curry so that she can't oppose her father's plans. Tim Curry has been doing Loghain's dirty work because he's a fucking monster, and Loghain's been giving a stupid number of titles to him.
Anyway, Anora's maid offers you some guard uniforms so that you can sneak in to see Anora, but, fun fact: you can't call the guards if there are no guards.
By this point you're an absolute nightmare to fight. My Warden uses blood magic to immobilize and damage entire rooms, then roasts the immobilized victims. It's a delight. The entrance to the torture chambers is in Tim Curry's bedroom, so that tells you a lot. You find a guy name Riordan who is a fellow warden from Jader (in Orlais, fantasy france). He's naked and not up for helping yet so you keep on killing some folks. You resolve a couple of quests while here, then you kill Tim Curry. It's what she deserves.
You rescue Anora, but then Ser Cauthrien, Loghain's warrior lady, comes with a small goddamn army to arrest you. You can apparently surrender but literally why would anyone ever surrender? Ser Cauthrien is a goddamn nightmare to fight; they should have just sent her against the archdemon she could fucking solo it. Anyway, her escorts die in fire and blood super fast, but she takes a while longer, but I always have two healers for this so you take her down in the end. Then you meet Anora back at Arl Eamon's.
Two things happen there. One, Anora tells you that her dad is doing some fucked up scheme stuff in the alienage, which is the elven ghetto. Two, you guys need to think about how you want the Landsmeet to go. For most players, the Best Ending is going to involve marrying a hardened Alistair to Anora. She's super competent, he's both nice and of royal lineage. A perfect combo.
Now you go the alienage, where there's a “plague.” That plague is in fact just a cover for some slavers from Tevinter to bring in new elven stock. They are paying Loghain a tremendous amount of gold to fund his civil war (not everyone was chill with him usurping the throne, natch) in exchange for who knows how many slaves. The elves figure that something is wrong but it's under the guise of a “quarantine” and they're elves, so it's not like they have rights.
But might makes right, so you show these “healers” your permit (it's murder) and then you kill your way through and free the slaves who were just about to be shipped off. That cuts off Loghain's flow of gold and also it's a thing that you COULD bring up at the Landsmeet, but the human nobles won't so don't.
Okay, so it's the Landsmeet. This can go down a few ways, but the best thing is to mention selective things after having curried favor with the right nobles during your Denerim shenanigans. Denerim is just the capitol city, if I didn't mention it. So one noble will be like “yeah Loghain had my brother tortured” and while Loghain will blame things on Tim Curry, it doesn't look great for him. Anora also puts him on blast.
At this point, it becomes clear that Loghain is paranoid that this is all an Evil Orlesian Plot because like 30 years ago Orlais had invaded and were shitty to Ferelden. Well, Orlais is under new management and Loghain is just a dick.
The Landsmeet votes, and Loghain wants to duel. If you're marrying Alistair and Anora to each other, you should do the duel. Only if you're planning to marry Anora (as a male Cousland) should you let Alistair duel Loghain, as Anora is fine with deposing Loghain but a little squeamish about marrying the dude who cuts off her dad's head.
Just as you're about to behead Loghain, Riordan comes in and is like “oh we have the stuff to do the Joining, we could make him a warden??” And the game let's you say no but doesn't let you yell obscenities at Riordan for even saying something so stupid to you. Because Loghain was a hero once but he's, um, the worst.
Like, Zevran tried to kill me, but only once, and that was before he knew me. I have limits on how many times you can try to kill me, and all of Loghain's attempts were after meeting and speaking with me. Avada Kedavra, bitch. (Keeping Loghain alive has various consequences and I don't want to get into it)
So after Loghain's beheaded, everyone makes haste to prep to fight the darkspawn, which involves rallying the bannorn at Redcliffe. You fight some darkspawn there, but it's not the main horde.
In the mean time, Riordan is like “oh by the way, Warden and also Alistair, whichever one of us kills the archdemon will also die, that's the only way to keep it from respawning.” So fuck. But then you go back to your room, and Morrigan is there because she's WONDERFUL. Anyway, she did know this all along, but she knows a magic sex ritual referred to in the fandom as the Dark Ritual. If a Grey Warden knocks her up that very night in this ritual, she'll conceive what the fandom calls an Old God Baby. Basically, the zygote will bear the taint (even though wardens can't usually reproduce at all), and when the archdemon is slain, she can draw the no-longer-tainted soul of the tainted old god into her womb and create a healthy, non-tainted child with the soul of an Old God. “Some things are worth preserving.” I agree but also I'd never turn down Morrigan, so I do it because I make good choices.
If you're a lady warden, you have to talk Alistair into it, which is just delightful. He and Morrigan don't get along but he takes one for the team.
So, after this, everyone marches for Denerim, where the darkspawn horde has headed. Denerim's seen better days. It's on fire. The archdemon is there, and it looks like a fucked up dragon with, like, some kind of spiky cancer? It's not good. It breathes purple fire which is honestly goals, though. Riordan manages to damage the dragon's wing during the battle, but then he dies. Alas.
But his sacrifice makes the archdemon need to land on the top of this huge-ass fortress, so you just have to murder every darkspawn in the city and the every darkspawn in the fortress until you get on the roof, where you fight the archdemon.
Your recruited allies are fighting along with the human army, of course. You can call for help on the rooftop. Personally, I call the mages because they're my boys. Anyway, you do eventually kill the archdemon. You can choose in advance who should do the killing blow, and if you didn't do Morrigan's ritual, that person dies. Yes, you can order Alistair to die.
Then there's a celebration. You can ask for a boon from King Alistair (I always ask for the teynir of Gwaren, which was Loghain's but he's dead now). Sten is going back to Qunari lands and Shale is planning to adventure with Wynne.
DRAGON AGE: ORIGINS: AWAKENING
Gonna keep this one extra brief. Like, six months after you ended the Fifth Blight in like a year, where most last decade at least, some new talking darkspawn show up in Amaranthine, the former arling of Tim Curry, which Alistair has granted to the Wardens. You head over to take over and the castle is under attack, which is honestly kind of funny because you killed an archdemon six months ago and you haven't gotten LESS powerful since then. Awesome Lady Who Will Die helps you fight, and you encounter Anders, an apostate mage who's a talented healer, and Oghren, who for some reason couldn't just live his dwarf life and had to show up in this fucking expansion, who's decided to become a Grey Warden.
So you kill darkspawn and you encounter one of these talking darkspawn which is unsettling, because that's not normal for these things. Once the castle is purged, Anders and Oghren take the Joining and so does Awesome lady Who Will Die, but she doesn't make it.
Oh, remember Arl Howe (Tim Curry?). Well, he had a son named Nathaniel who is real good at archery and sneaking, and he tried to break into the castle to kill you before you even arrived. He's under the impression that his dad was killed for, like, political reasons, and not because his dad was a fucking monster.
In a creepy forest, you meet Grey Delisle As An Angry Elf Mage and recruit her because she's trying to find her sister. You meet the Architect, a weird darkspawn spell-caster whose design is unique and who seems like a huge nerd. You even get the impression that he means well. But he does not join you, for sure.
In a haunted fucking swamp called THE BLACKMARSH there was this awesome Orlesian baroness who lived there but was Bathorying it up to stay young, and she cursed the whole place, but to be clear it was already called THE BLACKMARSH, fuck. This is the place where you find out what a BLIGHT WEREWOLF is and I cannot emphasize enough how absolutely unacceptable that is to me. You fix all of that stuff but it's still THE BLACKMARSH. Here, you met a spirit named Justice (it's literally an embodiment of Justice) that eventually possesses the corpse of a fallen Grey Warden.
By this point, it's clear that there are two factions of intelligent, “Awakened” darkspawn. One works for something called The Mother, the others work for The Architect.
You go into the Deep Roads (ahhhh) to an abandoned thaig that was used for making certain types of special golems back in the day, but is now full of darkspawn of course. You meet a member of the Legion of the Dead, a group of dwarves who hold a funeral service when they join because they exist only to fight darkspawn. Her fellows were slaughtered and she ran and feels weird about it but you let her join you and she becomes a Grey Warden, too.
During all of this, you're making political decisions and sitting in judgment and shutting down a rebellion by local nobles and doing some city quests in Amaranthine proper. (Amaranthine is on the northern coast, by the way)
Well, The Mother's forces attack the city and it's awful but you kill them. You go to fight her, and you can let the Architect help you. I can kill him but . . . eh. Oh, by the way, he can fly.
The Mother is a broodmother who was once human. The Architect “awoke” decades ago and was like “hmmm, why are other darkspawn so fucking dumb?” And he discovered that he could make them drink Grey Warden blood and it would give them awareness and, like, personhood. But when he tried it on a broodmother, who was not born a darkspawn but made that way, she was full of agony because she could no longer “hear the song.” So she's just being awful and lashing out.
(lots of things, from certain mind-control magic to lyrium to the call of the old gods, is referred to that way)
It is revealed during the final fight against The Mother that the Architect accidentally caused the Fifth Blight when he tried to safely awaken that Old God without tainting it but accidentally tainted it in the process. Shucks.
You kill The Mother and the day is saved. Again.
DRAGON AGE II
Remember the (doomed) town of Lothering that you visited in Dragon Age: Origins? Well, there was a buff af person named Something Hawke there who had younger siblings (twins) named Bethany and Carver. Bethany is a mage, Carver hits stuff with a sword, Hawke can be male or female and any class. No matter which Hawke you choose, they're a ridiculous disaster.
(Mine is a male mage)
The Hawke family's mages (your dead dad, Bethany, and anyone with a mage Hawke) are all apostates. Bethany and Hawke have never seen the inside of a Circle, and they've all hidden in plain sight in Lothering for all of their lives.
Carver is a buff warrior guy but he has a huge and arguably well-deserved inferiority complex from being Hawke's baby brother and, let's face it, from not being a mage in a family that has mages.
Bethany is absolutely darling and extremely easy to get along with. Just, like, be nice and don't oppress anyone.
The game stars with all three siblings and their mom (Leandra) fleeing from the Blight back in 9:30 Dragon. Darkspawn are on their heels. You fight mostly hurlocks, but then you run across a Big Strong Ginger Woman named Aveline and her husband, who is a templar but he's too Dying of the Blight (contamination caused by darkspawn blood) to care that Bethany and perhaps Hawke are mages.
Unfortunately, you guys eventually fight an ogre, and darkspawn got a redesign after Origins, so ogres are no longer quite as sexy as they once were. Anyway, if you are a warrior or a rogue, the ogre murders Carver. If you play a mage, as I do, Bethany gets murdered before your eyes, which is why I waited a year before playing DA2.
You also have to euthanize Aveline's dying husband because otherwise he'll either die super slowly or, more likely, become a ghoul which is just a tainted person who feels compelled to serve the darkspawn. It's gross.
Then even more darkspawn attack, but then a big ol' dragon flies in and roasts them and then shapeshifts and it's . . . Flemeth! She's no longer dressed like a poor old lady but like someone's slutty battle-grandma and it's amazing. Flemeth talks to you for a bit and then makes a deal with Hawke—you take this little necklace that's Totally Normal to Keeper Marethari of a Dalish elf clan that's near Kirkwall, since you guys are headed to Gwaren to catch a refugee ship to Kirkwall (a city-state in the Free Marches, which is north of Ferelden across the Amaranthine). In exchange, she'll escort you across Ferelden, incinerating any darkspawn that give you trouble. That's one hell of a deal.
You arrive at Kirkwall, which still has huge statues of slaves in anguish everywhere. The city was once the center of the Tevinter Imperium's slave trade, and it is full of yikes. The city's Circle is on an island fortress called The Gallows where slaves were broken, so the mages are, uh, not living their best lives. Like, there's no such thing as a good internment camp, but this is probably the worst one. It's gonna come up a lot.
So, you're a refugee, and there are plenty of people in Kirkwall who are like “Ferelden isn't sending their best. They're sending crime. They're sending drugs. They're rapists” etc so the gates are shut. But your mom's whole reason for coming here is because she's from Kirkwall, and she's like wait I have a brother who lives here and his name is Gamlen. Well, Gamlen is no longer a noble even though their whole family was. He is in fact a a gambler, which has to be where his name originates, right? So he lost the Amell Estate (her maiden name was Amell, the same surname as a human mage Warden) and he lives in a little hovel in part of Kirkwall that's called Lowtown. So basically, you make a deal to work as either a smuggler or mercenary for one year to get into Kirkwall and to get a Fantasy Green Card. Oh, and you're working off some of Gamlen's debts in the first place. Nice uncle.
Fast-forward one year, and it's the beginning of Act I. You're done working off your debt, but you're like “wait . . . I need a job, fuck.” You, your sibling, your mom, and your mabari hound (not a companion character this time, but an NPC whom you can summon into battle as a battle pet) are all living in Gamlen's little hovel. However, a smooth-talking dwarf character named Varric Tethras, recognizable for lacking a beard but having chest hair instead, has a proposition for you. He and his shifty, President Business brother are going on a Deep Roads expedition, and by now, Hawke has worked up a reputation for himself while Carver has impressed fewer people. Classic Carver. So he says that if you become an investor, you can come along and split the reward. Oh, Varric has a Super Advanced Crossbow straight out of, like, Hansel & Gretel: Witch Hunters.
If you've played The Witcher, Varric is just the gem fusion of Zoltan and Dandelion. He's a dwarf who talks too much. But he's also good at business. He's a surface dwarf. Very likable.
Well, you set about trying to make money. One thing that you also need is to contact a rumored Grey Warden in town. By this point, the Blight has been over for months and the legend of the Hero of Ferelden has spread to the local NPCs. You go into Darktown, old mining tunnels and sewers beneath the city where the homeless live, where a rumored Grey Warden apostate mage has set up a clinic to heal the needy. It's Anders, from Awakening!! He's a little—a lot—more serious, now. He still loves cats. Also, remember the spirit of Justice? He lives inside of Anders now, but it's voluntary.
You also recruit a pirate named Isabela. She's my favorite companion in DA2 because she's a treasure. Her ship crashed in Kirkwall a while back . . . around the same time that the Qunari shipwrecked and Kirkwall just gave them a walled off part of the city by the docks to live. Hmmm.
Aveline now works for the city guard, making her ideal for Kirkwall/Brooklyn Nine-Nine comparisons, and she'll help you with her sword and shield. She's great.
You also end up going to visit the Dalish to fulfill your end of the bargain. You recruit Merrill, from the Dalish Elf Origin Warden. She's the Keeper's First (apprentice) but Keeper Marethari is sending her away because she keeps trying to restore what the elves have lost, and Marethari doesn't trust Merrill to not fuck it up and doom them all. Which is unfair, because Merrill is WONDERFUL.
Merrill helps you fulfill your deal with Flemeth so she takes the necklace up to this cursed as fuck mountain and Flemeth pops out of the necklace. It was a horcrux. Remember when you “killed” Flemeth in Origins? Surprise bitch. Anyway, Flemeth has some vague things to say to both Hawke and Merrill and then she just jumps off the mountain and turns into a dragon to fly back to Ferelden to do whatever it is that terrifying dragon-witches do for fun.
Merrill, by the way, is a blood mage. Which is to say that she uses blood to improve the power of her spells and to perform some spells that an ordinary mage cannot do. Good for her.
You also recruit Twink Wolverine. He's a brown-skinned elf with platinum blond hair and lyrium tattoos all over his body which gives him special powers and he lost his memory as this special magical metal was implanted in him but now he can kill people by ripping out their hearts.
You get a quest from a handsome blue-eyed fellow named Sebastian, but he is arguably the least fun person that anyone has ever met in their lives. He'll join your party in Act 2. He was noble-born and he used to be a huge Party Slut but now he's dedicated to the chantry but not entirely a part of it he just really likes Grand Cleric Elthina but he's torn because his family back in Starkhaven (another city-state in the Marches) has been murdered so he's like Do I Love Fire Jesus More Or My Responsibilities???
You reclaim the deed to the Amell Estate, which by the way was never Gamlen's to sell he's just a little shit. Your home was bought by slavers because it's connected to an extensive wine cellar that they could use to smuggle captive slaves out. How nice. Anyway, that'll be great once you have money again.
Eventually, you amass enough gold to buy in to the Deep Roads Expedition. You get to choose which characters come with you, which is great, except that your choices are actually pretty limited. First of all, Varric is coming along, so there's your rogue. Anders is a Grey Warden, so it only makes sense for him to come along, and he'll be very important later. Finally, your sibling. If Carver stays behind while you spend weeks underground, he'll join the templars. Ostensibly to protect you from within, but really because his life is directionless and he's, bless him, stupid. Worse, if Bethany stays behind, she will be captured by templars and brought to The Gallows. The game does not dance around how absolutely appallingly awful the lives of the mages are there. Better for her to risk her life in the Monster Tunnels than get carted off to Sexual Assault Island. If you bring a sibling to the Deep Roads, you absolutely must bring Anders.
On top of those very practical reasons for taking a Varric-Anders-Carver squad, Merrill is used to living in the woods and Isabela gets claustrophobic and Aveline has a real job. Fenris could come, sure, but you'd have to leave someone behind and that sucks.
So, you explore for a while, and Varric's brother, President Business, is grumpy about everything. After a lot of exploring, you guys find a room with a curious red idol. President Business takes it and locks an old, rock-solid dwarven door to trap you guys in so that he can reap the profits. His name is Bartrand by the way and anyway he sucks. So you guys have to find your way out, which means a lot of fighting and nonsense. You do find some Big Treasure so that's cool, but not as cool as living, so you need to make it to the surface.
Unfortunately, Carver starts to get sick towards the end. The darkspawn taint. Not wanting him to die, Anders will guide you to some Grey Wardens and you persuade them to take him and give him the Joining before it's too late. But Carver leaves your party. By the way, DA2 is actually evil because when someone leaves your party, they just take all of the equipment that you were wearing, so you'll want to save often and, when the time is right, just strip Carver of his weapons and equipment.
So you return to the surface without your twin but you, um, hope he lives. But you're rich, bitch. President Business has fled, presumably with his riches. And you now have lots of money and move into the Amell Estate, which is now the Hawke Estate. Your mom is happy-ish. Honestly, the game was rushed, but I wish that the interior of the estate had been less symbolic because it's only like three rooms. You go into similar buildings elsewhere in Hightown and they're huge and nice and have courtyard gardens. Anyway, that's all fixed in Dragon Age Inquisition. And in our imaginations.
Act 2 begins, and you can get Sebastian to join you. He does Archery for Fire Jesus. The big issue this time around is the Qunari. They're still here. It's been three got dam years and they're still just loitering in that one part of the docks. Fuck. Also, the Viscount's son Seamus is almost certainly getting fucked by one and the Viscount is just like “look it's fine that he likes Big Horned Bois but it looks bad because the Qunari aren't Andrastian.” This bitch Sister Petrice also keeps trying to rope you into doing “good stuff” but surprise, it's bad stuff. Anti-Qunari sentiments are riding high. Seamus dies. Petrice dies. There are other shenanigans.
In Act 2 you can finally romance people. After three years. The timing of things in this game is odd and also Fenris is extremely difficult to romance for no good reason. He, by the way, is still on the run from his former owner, a Magister who gave him his tatoos. Again, Fenris is literally just Twink Wolverine on the run from Weapon X. Fenris, Isabela, Anders, and Merrill are all bi romances. You can choose whomever, but feel free to headcanon a beautiful poly thing going on with all of them. Sebastian, by the way, is a chaste romance for a female Hawke who sides with templars. Mind you, this isn't an ace romance, this is explicitly an “I'd love to bang you, I would, but Andraste doesn't want me to be happy” arrangement.
The biggest event is that a magical serial killer (for whom you've searched before) kills your mom. His name is Quentin and he cuts off her head and sows it onto a Frankenbody and is like “ah, yes, finally I've made my perfect wife” and so you have to kill him and then your frankenmom has a few moments of agonizing awareness as she dies in your lap. Fuck this.
By the way, Gamlen visits sometimes but he doesn't even live in the estate with you. Lol.
There's some other stuff. Hawke cleans the streets (murders thugs) on behalf of the Friends of Red Jenny, a mysterious organization for whom The Warden also once did a favor. Hawke explores the Wounded Coast, earns a stake in a mine called THE BONE PIT by killing the problems that arise there, and enters the Fade to help a young Dreamer mage. Those are mages who are just super good at Fade stuff. You help some mages with freedom stuff. There are also some Tal Vashoth (ex Qunari) hanging out beyond the city but some of them are up to no good because they've never been allowed to make choices before and aren't making good ones.
You help Isabela recover something from a former acquaintance, and then she leaves you. But she's wonderful and can do whatever she likes.
At the end of this Act, you have the unenviable task of making a demand of the Arishok. Because these qunari who have washed up here, though they haven't explained why they're here, are there with the head of one entire branch of their government. The Arishok is the head of the Qunari military, though of course he's every bit the slave to the Qun itself as everyone else. When you insist that he turn over some criminals, he's like “you know what? I guess it's time to murder everyone” so the Qunari go on a Big Horned Boi rampage and kill lots of guards. In the end, Hawke and Aveline and the templars and mages fight their way to the Viscount's Keep, where the Arishok has taken the Viscount's head. They're planning to forcibly convert the entire city-state but, if you think about it, they didn't have the numbers to hold that forever. It seems like the Arishok, who like all Qunari believes that existence is the only real choice, was committing suicide because he'd failed on his real mission: to retrieve the Tome of Koslun. Since the rules prevented him from returning empty-handed but he was losing his damn mind in Kirkwall, he waited for an excuse and went for it.
Isabela comes back and gives him her secret prize—the Tome of Koslun, which she had stolen to begin with and that's what she had when she and her Qunari pursuers were shipwrecked during a thunderstorm. She lost it and the Arishok didn't have it so they were both in limbo. Anyway, now Isabela's like “here's your fucking sacred book leave please, look at me I'm responsible!!” and Hawke's heart fills with joy but the Arishok is like “cool also we're taking Isabela we're gonna, you know, torture her until she dies or joins the Qun probably” so he and Hawke (if Hawke has earned his respect, which he has) will duel and it is TERRIFYING but you win eventually. You get declared Champion of Kirkwall just as Knight-Commander Meredith of the templars comes in. She's like a combat Jessica Lange if that makes sense. You can basically see the Kill Bill sirens going off in her head as she sees you getting celebrated by the nobles. She's the head of the worst group of templars in all of Thedas, so she's about what you'd expect. She's less openly sinister than some of her subordinates, because she seems like a true believer. More of a Mike Pence than a Ted Cruz, if that makes sense.
Act 3 technically has a lot of content (you see Carver again, now a Grey Warden—you also saw him during the Qunari thing—and you see Nathaniel Howe, also a Grey Warden) but it feels like it goes by faster than the previous two. This one is all about Mages VS Templars. Obviously, people are welcome to RP any kind of characters they like. Maybe one who would oppress innocent people for political capitol or whatever. But this isn't a “gray morality” situation. Literally one group is imprisoned for being born because they are, as people, potentially dangerous. The other group isn't a law enforcement group, they are literally just internment camp guards, with a side of a-youth-pastor-who-is-also-a-cop.
There are a couple of big DLCs, however. One is Mark of the Assassin, where Felicia Day thoroughly explores the Uncanny Valley as Tallis, an elf who serves the Qun. She wants you to join her on a HEIST. And Hawke is like “sure! Fuck rich people!” but Hawke is a rich people. Anyway, you go to Chateau Haine to a big ol' party by a fancy Orlesian noble, but this chataeu is in the Vinmark Mountains so it's still in the Free Marches. You're genuinely a guest. You seduce the host's son so that Fantasy Felicia Day can get some keys or something. There's a wyvern hunt. You fight some little gremlin things called ghasts that come up so little that you wonder if they're canon or just something that Hawke hallucinated. But in Inquisition, Blackwall mentions them in a bit of party banter, but you only hear that if you voluntarily take Blackwall to many places, so . . . I sure didn't hear the line. I just know that it exists. It turns out that Tallis lied to you, and this Heart of the Many thing isn't a gem, it's a list of Qunari sleeper agents throughout Thedas and your host is planning to auction it.
Now, fuck the Qunari, I'm fine with that, but she says that some of them are just retired. And technically, Iron Bull would be one of them, so whatever it's fine I guess. You fight some Tal Vashoth but also kill your host.
The other DLC is more Plot Important, because you and Carver are both being targeted by mercenaries who want to kidnap you because, like the Red Cross, they need your blood. Unlike the Red Cross, they're probably not a shady organization that can't seem to account for the donations that they receive. They're just straightforward kidnappers.
Anyway, some Bad Dwarves hired them to kidnap you, and these dwarves have lost their got dam minds and also have been drinking darkspawn blood to deliberately taint themselves because they've been hearing the call of some entity. You end up helping an old Grey Warden named Larius or something like that. See, Malcolm Hawke, your dead dad, was once kidnapped by Grey Wardens and forced to reinforce some old blood magic seals on a magical prison. No Grey Warden could do it. So he did and they let him leave. Now, these bad guys need your blood to break these seals. To solve this, you enter the prison level by level, discovering in the process that the reimagined darkspawn known as genlocks in DA2 are less like squat little hurlocks and are now more like magic-resistant gorillas. Yikes. Anyway, there's another Grey Warden faction in play but it doesn't matter. You reach the end and there's a unique-looking darkspawn who, in his dreams, had been trying to draw you to him. He was imprisoned during, like, the First Blight by Wardens in this special magical prison. His name is Corypheus, and he says that he was one of the Magisters Sidereal who entered the Fade in the flesh and found the Golden City empty, and felt tricked and betrayed by the Old Gods. He had been High Priest o Dumat. Now he's just super confused. He does get his wits about him and fight you, and it's one hell of a fight, but then you kill him. Then you see Larius walking away with a sinister smile for the camera. So, you know, that's fine.
Back in Kirkwall, the mages-vs-templars thing is even more intense because Meredith is the worst. Did I mention that Cullen, from Ferelden, is part of Meredith's group of templars? He's super anti-mage at this point because of what happened in Ferelden and he actually says “mages are not people like you and me” to Hawke. First of all, awful. Second of all, hilarious when speaking to a male Hawke. Anders has been doing Underground Railroad stuff which is more and more popular as the treatment of mages gets worse and worse.
Oh, and there's a haunted house where President Business was for a while. Varric has his brother, driven mad by the red lyrium idol, sent to a sanitarium, but it's clearly dangerous stuff and left a house feeling haunted.
Long, long story short, Meredith tightens her fist even further (all mages are confined to their rooms at all times, basically, and more and more are made Tranquil every day, it seems). But First Enchanter Orsino feels that he has no choice but to go along with it because otherwise she'll just kill him and maybe everyone else. Well, this is when Anders blows up the chantry with Grand Cleric Elthina, who's just sort of letting all of this play out instead of taking action, inside. Anders' goal is to force the mages to fight off their oppressors instead of going quietly to either die or to continue to live like this. Anders then offers to let Hawke kill him. You totally can, but my Hawke is always like “lol know I just wish you'd told me so that I'd know that I was helping you, but I get it.” Sebastian wigs out and vows revenge but literally who cares.
Meredith declares the Rite of Annulment, which is when you kill every mage in a Circle, including the children. Anders is not and never has been part of the Kirkwall Circle but that's hardly the point. You all go fight to defend the mages. There's a stupid thing where Orsino turns into a boss fight because EA felt that they needed another boss battle, but that's dumb. Anyway, you fight off Meredith and then you learn that she purchased that red lyrium idol from President Business and had it fused to the hilt of her sword. Templars use regular lyrium to fuel their anti-magic powers, but red lyrium clearly has different effects.
Meredith is the final boss fight, and her sword makes her tough to fight. It also lets her animate some nearby statues. Sure. She turns into a red lyrium statue at the end. Yikes. You guys can leave on Isabela's ship.
Varric has told all of this to his interrogator, Cassandra Pentaghast, a Seeker who answers directly to the Divine. Cassandra meets up with Leliana, who also works for the Divine, perhaps partially out of wlw solidarity. They're looking for the Champion of Kirkwall (Hawke), but just like the Hero of Ferelden, he seems to be missing.
DRAGON AGE: ASUNDER
A novel. In it, Wynne's son who is a mage and spirit healer like his mom (from whom he was separated as an infant because the templars are the worst) is in the White Spire, the #1 Circle of Magi situated in Val Royeaux, the capitol of Orlais. Unfortunately, there have been mysterious murders said to be carried out by some sort of Ghost Twink. Turns out, it's a boy named Cole and he's not invisible, he just makes people forget him. But Rhys, Wynne's son, remembers him. Everything is stricter now because of what happened in Kirkwall. So, a brief summary:
-Cole the Ghost Twink is a spirit who took the form of an abused boy mage who died because templars literally forgot that they'd locked him up in his cell. The spirit didn't know how to help him so it just became him. It's been killing people who want to die, which is a huge bummer.
-the Divine secretly ordered a Tranquil to investigate whether or not Tranquility could be cured. It can be
-Grand Enchanter Fiona, Wynne, and Shale help start the Mage Rebellion, which spreads all across Thedas and includes the knowledge that Tranquility can be cured. Shale personally smashes the phylacteries that templars would be able to use to track down mages when they leave.
-the Templar Order and the Seekers leave the chantry because they feel that the Divine is too soft on mages
-a nice templar (relatively) named Evangeline falls in love with Rhys. She gets killed but Wynne, who held a Spirit of Faith in her ever since the Bad Events in the Ferelden Circle during the Blight, transfers that Spirit of Faith into her to save her. Wynne dies but Evangeline lives.
-the current Lord Seeker is planning to crush the mage rebellion. Cole kills him. It's what he deserves.
DRAGON AGE: THE MASKED EMPIRE
A novel. Empress Celine is Orlais' ruling lesbian and she encourages art and scholarly pursuits and enlightenment. She, too, dreams of expansion—like any responsible ruler—but she wants to do it with diplomacy and alliances and the economy instead of just smash-stabbing. Briala is her elven spy chief and also her lover since they were both young. Her bodyguard is Ser Michel de Chalons, a skilled swordsman obsessed with honor and harboring a “terrible” secret. Her rival is her cousin, Grand Duke Gaspard, and he wants to Make Orlais Great Again by conquering Ferelden and Nevarra and beyond.
Michel's “terrible” secret is that he's, gasp, of elven lineage. Biologically, half-elves are just humans. This is meaningless but Orlesian culture is ridiculous and humans are even more ridiculous.
Briala's mentor for many years has been a mage named Felassan who is himself a spy and, despite his tattoos that would indicate that he is Dalish, really doesn't seem to be Dalish at all.
Well, Gaspard outs Celine's relationship with Briala, which causes a scandal. He then ambushes her and her forces while she's vulnerable, but does not succeed in taking her. Eventually, Briala, Celene, Gaspard, Felassan, and a couple of others are separated from their armies and go on an adventure through an eluvian, an ancient elven mirror. Gaspard is honorable but, like, having a code doesn't make you a good person, dude, it just makes you lawful evil. However, Briala and Celene have a falling out, Michel betrays Celene because of his own dumb honor code, and a Dalish clan gets wiped out by a demon named Imshael who insists upon being called a “Choice Spirit” instead of a Desire Demon. There's some really cool magic and lore stuff in this book and I strongly recommend it.
Anyway, Celene makes it to safety, but without her bodyguard or her lover/spymaster. Briala gets control of the Eluvian network (well, part of it) and plans to use it to instantly move groups of elves from place to place to make things better for her people. (Celene has gone out of her way to be pro-elf, by the way, largely from Briala's influence)
Felassan tells Briala goodbye and goes and sleeps and enters the Fade. An unidentified entity approaches him and asks if he got the access to the eluvians. He replies that he did not, by choice. The unidentified entity kills him instantly.
So there's an Orlesian Civil War going on and the elves are capitalizing on it (or trying to) during the Mage Rebellion and also there are some Other Shenanigans.
PS: at one point Imshael possessed a Dalish mage named Mithris. She appears in Inquisition, like many of these characters. But not Felassan because he's dead.
And that's what you missed on Glee.
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