#stat point ~ gauntlets+1
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dungeon-strugglers ¡ 1 year ago
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✨New item!✨ Ebonclaw Wondrous item, rare (requires attunement by a monk)
These black iron gauntlets menace with spikes along the knuckles. While you are wearing these gauntlets, your unarmed strikes deal an extra 1d6 piercing damage. 
If you kill a hostile creature of CR 1 or higher with an unarmed strike while wearing these gauntlets, you draw some of the creature’s life energy into yourself and regain 1 ki point. 
Curse. Each time you regain ki using these gauntlets, a darkness begins to take hold of you. When you do so for the 7th time, your spirit becomes addicted to the life force of others. You can no longer regain ki points when you take a short or long rest, but the ki points you siphon from each creature you slay is now equal to one roll of your martial arts die. Additionally, your maximum number of ki points is doubled. When you finish a long rest you lose all remaining ki points if you haven’t regained ki points using these gauntlets since your last long rest. 
When this curse takes hold, the gauntlets undergo a transformation, revealing their truly sinister nature. They now deal extra necrotic damage equal to one roll of your martial arts die on a hit instead of the extra piercing damage. Ebonclaw, forged of infernal soul-stealing iron, shackles the wearer to the pain they can inflict with their clenched fists. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for almost 200 magic items (wow!), printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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thecoolerhuntermaximoff ¡ 12 days ago
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The Nature of W.D Gaster, the Royal Scientist
Today we'll be serving dark roast with some Olympic chocolate muffins, and a dive into the Darker, yet Darker.
A R E Y O U T H E R E ?
A R E Y O U L I S T E N I N G ?
OK, at this point it's undeniable that Gaster is involved in Undertale and Deltarune. But I have so much fun putting little pieces of evidence together to string conclusions of Gaster's appearance and who he really is.
So, this post isn't gonna go over the obvious Gaster stuff (the Gaster Followers, Gaster's Theme, room_gaster and Entry 17, Deltarune), but rather take even more damning pieces of evidence and putting them together to create new theories about who Gaster really is.
Gaster is the Mystery Man
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Mystery Man carries that Gaster vibe. Yes, that's an actual point. But the shape of the eyes, and the strange coat-like body invoke a scholarly character, perfectly fitting the bill of a Royal Scientist like Wing Gaster.
Moreover, the piece of Gaster in the second Gaster Follower's hand bears a resemblance to the Mystery Man's face, fancy the noise in room_gaster being known as mus_smile, implying Gaster's relation to smiles and such. Mystery Man looks pretty smiley to me.
And the most damning piece of evidence is that Gaster's unused stats in the game files repeat the numeric 666, which is not only Gaster's value numeric for his typeface in room_gaster, but 66 is the FUN value that'll summon the Mystery Man room.
And at this point Mystery Man is way more recognizable than [REDACTED] as Gaster's iconography.
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Gaster is somehow related to Sans and Papyrus
OK, BUT LIKE HEAR ME OUT---IT WOULD BE REALLY SHOCKIN' COOL.
Gaster talks in a distinctive typeface being Wingdings, as does Sans and Papyrus, with their typefaces being. . .comic sans and Papyrus respectively. So it wouldn't be too far off if they were related.
Not to mention if Gaster built the CORE it would explain Papyrus' flare for complex puzzles and elaborate mechanisms like the Gauntlet of Deadly Terrors, and Sans' knowledge of science.
Gaster is an aberration to the Undertale universe
Gaster's association with the number of the beast paints him as sort of a devilish entity, but Ralsei also has a lot of demonic allusions (the goat often representing the Devil + the red horns) and he's a perfectly good boy. With how 666 is often highlighted as a societal sacrilege that must remain unspoken, it's possible Gaster isn't a demon, but rather an aberration in the timeline.
That's why if Gaster's name is entered in Undertale or Deltarune in the naming sequence, the game resets. Gaster's been so detached from the timespace continuum of Undertale, he's become a sort of blasphemy, his own existence has become an aberration that the timeline must fix by a hard RESET.
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What is Gaster's role in Deltarune?
At this point it's undeniable that Wing Gaster the Royal Scientist is prevalent in Deltarune. The voice in the prologue of Chapter 1 bears the same speech patterns as Gaster does in room_gaster, and the allusions to the content of Entry 17 in the game are rampant.
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Not to mention that during the prologue, the track ANOTHER_HIM plays, which is literally a remix of Gaster's Theme which is known as mus_st_him in the game files, carrying the same leitmotif and everything! And furthermore, before Deltarune came fully into form, the website bore this heavily darkened image;
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WHICH IS A LITERAL EXCERPT FROM ROOM_GASTER'S ENTRY NUMBER SEVENTEEN. GASTER IS ABSOLUTELY IN DELTARUNE, AND THIS IS JUST INSANE, AND PEOPLE STILL DARE DENY HIS PREVALENCE?
But what truly is Gaster's role in Deltarune? Is he a friendly face who guides the heroes on? Or. . .is he something far sinister? A 666-coded, creepily smiling amoral scientist orchestrating lives and deaths for his own knowledge, who drove formerly thriving citizens to insanity?
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Well, I don't think Gaster's a malicious entity, at least not entirely. Yeah, the relation to the 666 numeric is rather concerning, but take into account what I mentioned that it doesn't mean Gaster is necessarily demonic, but rather an aberration that the world of Undertale cannot fathom.
From what we've gathered so far, Gaster plays the SOUL's guide, allowing them to design their own Vessel, until it's cut abruptly by [TOTALLY CHARA], who represents the antagonistic principles in Deltarune of "your choices don't matter, and no one can choose in this world".
This second voice doesn't seem to be Gaster as the Prophecy in Chapter 1 leaves the first hero very ambiguous and undefined, suggesting that the Vessel was intended to be the first hero before [Absolutely Chara] slam dunked that [SOUL] into Kris.
And considering the SOUL is needed to dispel Dark Fountains, and thus, the Roaring, fulfilling the Prophecy and spelling the Knight's undoing, it's clear Gaster's on the heroes' side, and clearly wants the Prophecy fulfilled which would save the world.
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But how virtuous really is he? He drove Jevil and Spamton insane, and that's not a very good look for him.
Well. . .to be fair, Jevil seems to be fine for the most part, and his ramblings made him an enemy of Card Castle, which is a place influenced by the Knight---being imprisoned did technically free him from the Knight's thrall.
And Spamton? Well, it's possible that his former prosperity had come from an ungodly deal with the Knight, and later on. . .HE was used up. Gaster is the one who caused him to suddenly invest in the NEO form, which would grant him freedom from his destiny and the thrall of the Knight. It seems Gaster is helping, but doing a measurable amount of harm in the process.
I wouldn't want Gaster to be the devil himself, a completely rapacious and deplorable villain with no morals---but more like a Miguel O'Hara or Cecil Stedman, a character who's mostly friendly and heroic but has to make the hard choices with his foot down and that gets in the heroes' way. Wait. . .sort of like Ralsei, keeping crucial information from the Fun Gang---like a sacrifice of some sorts in the Prophecy---because he doesn't want them to get hurt, choosing only himself to get hurt instead.
Gaster must've taken it upon himself to fulfill the prophecy by directly engineering the third hero Ralsei as a disposable guide, calling upon the SOUL to fill the bill of the first hero (and engineer a Vessel before that was sabotaged by [Chara trust]), and the second hero had to have been Dess Holiday before she was captured and replaced with Susie.-
It's entirely possible that because the Dark Worlds are moreso a reconstruction of reality through the power of shadow, Ralsei is a manifestation of Kris' subconscious desire to fit into their family. But that doesn't really seem to be a huge part of Kris' character and it makes even less sense when you take into account that Kris was probably never even supposed to be here.
(. . .What if Ralsei was modeled after Asriel because Gaster wanted to model the third hero off the second hero's presumed boyfriend? That'd be a funny sight, innit?)
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OK, but we're getting off track.
Gaster is one of my favorite Undertale characters and he hasn't appeared for squat. But his mysteriousness and his personality has consumed the Undertale fandom and made people like myself obsess over him, his mystery, his true nature, who he really is. But I think we know a good bit already and hopefully my predictions come true when Deltarune is fully realized.
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duchaisruin ¡ 3 months ago
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April 2025 - excavation
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◈ Points Obtained
• Monthly Check ┊ [ any +1 ]
Total Points: +6 ➜ +7
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◈ Stats Obtained | Tracker
• Heavy Armour: [ E ] ➜ [ E+ ]
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◈ Mission Board | Tracker
+4 new threads
toa-verse • old moons, young souls - [ n/a ] ┊ egittae • participation medals aren't plated with gold - [ heavy armour ] +1 ┊ roseaurea • something new, something bruised - [ gauntlet ] + 1 ┊ landslioness alt. universe • man's best friend, hound's worst foe - wolf hunter au ┊ deadlyminded
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◈ Asks Answered | Tracker
• sitri inbox ┊ petuniasblessing
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p5x-theories ¡ 1 year ago
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Queen in P5X
(last updated 7/4/25!)
Makoto Niijima is primarily present as a Phantom Idol, or cognitive teammate. She has not yet made any appearance in the main story, outside of her lines during the Sae Palace escape intro cutscene.
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In the P5 Collab's Bank chapter, Queen is first seen refusing to explore the bank with just herself and Closer, fearing it's too high a risk when they're not sure where their teammates are. When the rest of both groups (minus Joker) meet up with them, she quickly impresses everyone with how much she was able to figure out just from what Closer told her about how these places work, to the point that Cattle attempts to recruit her to his team (to everyone else's shock). She turns him down, but the two teams continue to work together to explore the bank and search for Joker.
Queen primarily acts as a voice of reason/substitute leader in the absence of Joker, and does a lot of the reasoning to figure out what their next move should be as they explore.
Makoto can also be found in Leblanc in the real world, which Wonder is for some reason capable of crossing worlds to visit. She won’t appear until Wonder has met her in the Bank Chapter, but seems to have been looking forward to meeting him when they are eventually at Leblanc at the same time, though she starts out by mentioning everyone else looks forward to chatting with him. She talks about the things she's gotten used to since becoming a Phantom Thief- including the pairing of coffee and curry for a meal, which seemed strange to her at first, but now she can't imagine one without the other- as well as academics, suggesting she and Wonder study together sometime, and can even be found working on the crossword puzzles.
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Queen's Persona Johanna is categorized as a Nuclear type, and resists Nuclear while being weak to Psychokinesis.
Johanna is an Assassin Persona, meaning she’s good at targeting single enemies, and her trait gives her a level of "Tenacity" after using a skill to attack an enemy. If she has five levels of Tenacity at the start of her turn, she can enter the "Iron-Blooded Will" state, at the player's discretion (originally this was automatic, but it became manual after complaints when she was first added). Her first nuclear attack skill deals five hits to random enemies, prioritizing those that haven't been hit yet (doing less damage with each subsequent hit to the same enemy, and doing more damage if the enemy has an elemental status effect) and afflicting one enemy with radiation; her heal skill heals one ally based on Queen's attack stat, then buffs Queen's attack and gives her at least two levels of Tenacity (potentially more based on the elemental status effects enemies are afflicted with); her second nuclear attack skill hits one enemy, dealing extra damage if they have an elemental status effect, and gives Queen two layers of Tenacity (If Queen is in the Iron-Blooded Will state, this attack instead does even more damage, and extra damage for each elemental status affliction the target has, counting up to three status effects). Her passive skills increase her attack based on the number of elemental status effects on the field, and cause her to take slightly less damage at the start of combat, which is further reduced every time she enters the Iron-Blooded Will state.
As in P5, her melee weapon is fists/gauntlets, while her ranged weapon is a revolver. Her Highlight is shown from 0:44-0:55 in this video, and it starts by giving her two "Heat Quality"; one Heat Quality causes one elemental status effect on the target, and Heat Quality will be consumed in this way until the target has two elemental status effects. After, any remaining Heat Quality is used to increase the damage of a single-target nuclear attack.
Her recommended card sets are 1) 6 of Swords (Science) + Page of Cups (Awareness), 2) 4 of Coins (Power) + Page of Coins (Growth).
The game recommends teaming her up with 1) Vino, 2) Leon.
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dollandour ¡ 2 years ago
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Desperation pushes starving villagers and stranded merchants to unscrupulous means to survive. As you finish up one of your patrols, a band of thieves manage to catch you by surprise and take one of your colleagues hostage. Holding a knife to their throat, they demand gold and supplies to help them survive the storm. They are still inexperienced civilians in the end though. An experienced warrior like yourself would cut them down easily, if that’s what you choose to do. [Grants Gauntlets +1]
"Hey girl, wait just a second-"
Drat. She should have known better than to step out to town alone at such a late time. Not her fault that she was the new girl in town and wanted to get her own look at what this place had to offer. Her search bore fruitful results - both in entertainment on the side and potential components for her main "work." But now it will be her new girl nature that will get her in some unoriginal trouble.
Sonya starts with the most natural instinct one would have in this instance; continue on her way forward without turning back. The town's exit is only steps away - or it would be, if several men didn't step ahead to block the path. In response, she finally turns around only to see another small group that were previously on her tail. Great. These hooligans knew how to trap an innocent mouse.
But Sonya is no innocent mouse. And there is still the question of if they can capture this mouse.
She gets a quick check on their numbers - only around 8. Good for surrounding someone on all sides, at least at base value. The way they all move toward her leaves no backup if she were to somehow slip through the front layer and make for an easy retreat. Judging by their rugged garb, they don't even seem to be experienced thieves like the ones she had to deal with. Maybe slipping away and denying them the time of day is the simplest choice.
On the other hand...these cute men worked oh so hard to track her down. What's the harm in putting on a little show?
"Excuse me..." Sonya lightly sighs, attempting to put on her best naive accent, "I'm simply trying to be on my way. Must you really stop me at this dreadful hour?"
"We won't take long," the same man who started this from before speaks once again, Sonya noting his lack of muscle pairing well with his rather unintimidating voice. "You look like a pretty little lady, huh? Drop the gold."
"D-drop?!" she releases a gasp and steps back. "But sir, if a knight were to catch you out here, this won't be pretty..."
@corvuschriisti
hit the streets!
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saechnn ¡ 11 days ago
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🌌 Ultimate Wuthering Waves OC Template
Use this template to create a rich, lore-driven OC set in the world of Solaris‑3—with Resonance, Echoes, and ties to the Lament's mysteries.
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1. Basic Information
Name:
Codename / Title: (e.g., "The Echo Reader")
Age / Birthday / Zodiac:
Gender / Pronouns:
Region / Base: (Septimont, Rinascita, the Wastes…)
Role: (Rover, Resonator, Explorer, Performer Guild, Tacet Researcher…)
Affiliation: (Faction, Guild, Nomad group, Private lab…)
2. Resonance Profile
Element / Damage Type: (Aero, Havoc, Fusion, etc.)
Weapon Type: (broadblade, rectifier, gauntlet, blade, pistol)
Resonance Skill: (Intro/Outro, Forte Circuit, Resonance Liberation)
Echo Abilities: (Which monster Echoes absorbed and effects)
Combat Style: (Parry master, aerial specialist, burst AoE…)
Strengths / Weaknesses:
3. Appearance and Gear
Height / Build:
Hair / Eye Color:
Clothing Style: (Post‑apocalyptic chic, tactical, lore-inspired)
Armor / Accessories: (Rune‑engraved gear, shield‑cloak, Echo‑infused weapon)
Distinctive Markings: (Tacet Mark, scar, glow patterns, Echo aura trail)
4. Background & Lore
Backstory: (Pre‑Lament memories, family, faction, tragedy)
Discovery Moment: (When awakened as Rover/Resonator)
Major Milestones: (Unlocked Echo, critical mission, survived field anomaly)
Key Relationships: (With other Resonators, NPCs, Mentor figure)
Secrets / Motivations: (Revenge, discovery, memory recovery)
5. Personality & Temples
MBTI / Enneagram / Temperament:
Behavior during Exploration: (Curious, cautious, reckless)
Behavior in Combat: (Calm tactician, reckless attacker)
Likes / Dislikes:
Fears/Phobias: (Of Tacet Discords, losing self to Echo overload)
Quirks / Habits: (Talks to Echo, collects fragments, midnight patrols)
Philosophy: (“Memory defines us.” / “Power must protect.”)
6. Resonator Progression
Intro Skill: (What triggers on switch in battle)
Outro Skill: (What ends combat)
Forte Circuit: (Name, effect, gauge mechanic)
Resonance Liberation: (Ultimate: visual, effect, duration)
7. Echo Spectrum
Primary Echo:
Secondary Echoes:
Echo Set Preference: (e.g., Clawprint, Heartscales, Molten Rift)
Synergy with Party: (Elemental combo, support role)
8. Gameplay Role & Team Synergy
Ideal Team Composition: (Sub-DPS buffer, shield bearer, melee combo…)
Preferred Play Style: (Aerial combo, parry-counter, support rotations)
Struggle vs. Tacet Discords: (Fast mobs, shields, stun…)
9. Stats & Ratings
Trait Rating (1–10) Description
Damage Output:
Survivability:
Mobility / Traversal:
Team Utility:
Echo Synergy:
Build Complexity:
Visual Appeal:
10. Narrative Arc
Starting Scenario: (Awakens as Rover/Resonator at Lament site)
Conflict: (Echo corruption, faction betrayal, identity loss)
Turning Point: (Unlocks new dissolution Echo, recovers memory)
Climax Encounter: (Boss Discord, ex-ally reveal)
Conclusion / Post‑Arc Role: (Stabilizes, becomes mentor, seals rifts…)
11. Equipment & Echo Build
Preferred Weapon: (Name, star rating, unique effect)
Echo Set Used: (Pieces, sub-stats, set bonus)
Accessory / Rune Info: (Necklace, glove, tattoo)
Play Demo: (Ideal skill rotation, engagement cycle)
12. Alternate Versions/AUs
Future / Time Skip (after solar event):
Villain-turn (Echo-twisted arc):
Roveless Explorer (Echo harness specialist):
Academy Instructor AU:
13. Visual / RP Hooks
Profile Card Text:
Battle Animation Description:
Dialogue Sample:
Banner Titling: (“Echo of the Fallen Sky”)
Fan Reaction:
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noneatnonedotcom ¡ 2 years ago
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ALTERNATE BUILD FOR SHADOW KNIGHT PATHFINDER EDDITION
@heliosthegriffin i was bored so i thought i'd show you an alternate build for jaune in pathfinder stats for this will be heroic, meaning I roll 2d6 and add 6 to it. str: 18+2 (human bonus) 20 dex: 14 con: 12 int: 9 (bad roll on those dice there jaune) wis: 11 cha: 18 (jaune's a very pretty boy) so there's the stats for all the jaune's builds (ones I will be doing in the future to help our boy move around he will be given the mythic ability impossibly fast pushing his base speed up by 30ft to a respectable 6ft of movement and the mythic feat run which multiplies that by 7 when he's running, with just this he'll be running at 40ish miles per hour though he'll need to stop and rest if he does it for too long. for the tldr: all together at level ten jaune would be doing 1d8+15+6+9 from power attack to a total of 30 fucking damage per hit, I should tell you that it's a strong fucking attack, add in vital strike on combat patrol and jaune can effectively wipe out hords of people in a single round each with just 1 punch with all the bonuses to his speed applied he can run at almost 80mph and most of that would be roof jumping too so he can get around really fucking fast. one thing to note is that because his stype requires he wear no armor he's kinda a glass cannon, his boosts to his ac are great and all but some bracers of armor would be really helpful, also gunns will fuck him up
first up, the sinister Mr fister gear: monks robes (his super hero costume), masterwork handwraps (+1 to hit unarmed) human vigilante/avenger, warrior poet/ order of the songbird lv1: Dual identity, seamless guise, social talent, vigilante specialization Dancer’s Grace, Flourish, first level feats (dodge, mobility (they'll be important later)) social talent: Social Grace, diplomacy vigilante specialization: avenger
florish: Exodus of Jinin (+10 to movement speed)
lv2: Versatile Performance, vigilante talent
Versatile Performance: string
vigilante talent: fist of the Avenger, gain improved unarmed strike feat and add half your vigilante level to the damage done with fist or gauntlet to a max of +5 LV3: feat, Social talent, unshakable, flourish feat: dragon style (jaune's starting to learn how to punch really good at this point, social talent: Entrepreneur diplomacy (jaune gets the skill abilities of the unchained rouge for anything he got social grace for, he can also use it in place of profession to make money, not sure how one uses diplo to make money but if you have an idea let me know) florish: Exodus of Jinin (+10 to movement speed)
lv4: Vigilante talent, ability score improvement (+1dex), graceful strike.
vigilante talent: Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand. combined with Graceful Strike (Ex): At 4th level, when the warrior poet uses Weapon Finesse to make a melee attack that adds her Dexterity bonus to attack rolls and her Strength bonus to damage rolls, she also adds half her samurai level to damage rolls
means that now jaune's doing his level + half to all unarmed strikes, this is a lot of static damage, I'll show it at the end but it's a fucking doozy LV5: Social talent, startling appearance, flourish, feat
florish: Exodus of Jinin (+10 to movement speed) social talent: renown (jaune's now making a name for himself in vale. mainly just the 1 neighborhood and all but it's still important.
feat: stunning fist lv6: vigilante talent and battle dance
vigilante talent: Shield of Blades add minus to attack to ac when using power attack. free power attack bonus feat battle dance: free spring attack LV7: challenge 3/day, social talent, feat social talent: great renown (jaune's making a real splash) feat: dragon's ferocity lV 8: vigilante talent: combat skill: combat reflexes, poetic inspiration from order of the song bird ability score improvement +1 dex
Poetic Inspiration (Ex) At 8th level, an order of the songbird samurai can speak a few words as a swift action, inspiring allies to great deeds. Allies within 30 feet who can hear the samurai gain a competence bonus equal to her Charisma modifier on attack and weapon damage rolls for 1 round.
This ability can be used once per combat.
LV9: social talent: safe house (jaune now has a safe place to lay low and recover as well as keep his stuff since the hunt is now on for the vigilante)
feat: combat patrol
LV10: vigilante talent: vital punishment (can now use vital strike on attacks of opportunity.) combined with combat patrol this means jaune can now wipe out entire hords of bad guys singlehandedly though he only gets two attacks per turn right now since he didn't get two weapon fighter, I like to imagine this is because a lot of his dragon style relies on big kicks for knock outs.
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slanax ¡ 1 year ago
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re lrb but in a new post bc it kinda derails from the original point of the post but
FE3H really dealt a blow to the concept of unique characters that Engage didn't manage to fully recover from
like as units, most characters start in the exact same class at the exact same level. Great start. Their class progression gives them all the same options for the same requirements outside of a handful of genderlocked classes which is the stupidest possible point to put your single distinguishing feature. The Tier 0 classes Noble and Commoner are different classes but are identical in gameplay. Why not make that your distinguishing feature that locks class access to characters? Would fit better with the story themes anyways.
Nominally some characters are better at some weapons and worse at others. This does not matter except maybe your Tier 3 promotion on Maddening gets delayed by a chapter or you need to rig the exams a bit more (luck based promotions by the way. Also terrible. Costs resources to even try. I digress.) The high end S+ ranks are functionally unreachable anyways.
Also doesn't help that outside of exactly two exceptions (magic, and gauntlets on mounts) every Tier 1 class can use every weapon type exactly as well as each other. There's no reason for a brawling character to go Brawler. Just go Brigand, they have more Str ("Just go Brigand" applies to every unmounted melee class by the way)
Then there's the mastery skills. Brigands get Death Blow. Everyone wants Death Blow. Archers get Hit +20. Everyone wants Hit +20. So you already have characters that all play the same, in classes that all play the same, but now every one of them cycles through Brigand and Archer to truly be. the same.
And then even if you want to sandbox and go "I'm gonna make a cavalier that uses swords instead of lances" Tier 2 shows up and tells you "what are you, stupid? Paladin is a lance class. See, they get Lancefaire. Put a lance on that guy you fucking moron. Who told you sandboxing was okay."
You'd think Tier 2/3 getting -faires would solve the issue of every class being the same weapons wise. Course it doesn't. Falcon Knight has Lancefaire, Wyvern Lord has like 2 less lance damage through raw Str. It does not matter and only serves to make you feel bad for not using the "correct" weapon type and losing out on the +5 boost.
The thing that actually distinguishes characters is their personal skills. Except most of those fall off and stop mattering after the earlygame bc they're like +2 or +4 boosts to stats that'll be in the 20s soon enough.
No, the thing that actually actually distinguishes characters is what skills and arts they learn. Shockingly, half the cast learns no skills that outclass the generic ones. So those don't matter. And of course, the game doesn't tell you about any of these, doesn't tell you if there will be a payoff for training a character in a certain skill over another or god forbid if that payoff will be worth it.
Engage gets a little better about this, at least the characters have a base class again, but it falls flat around midgame when reclassing is fully available. There's a lot of neat and unique class/emblem combos you can make, so at least the class samey-ness of 3H is fixed, but the characters become little more than warm bodies that carry that class/emblem combo into battle and some of them might have more optimal numbers for one of them.
anyways the way I think this can be fixed (outside of just getting rid of universal reclassing or going back to the Fates system of passing around class sets through supports) is to place more emphasis on personal skills. Class skills are generally just better in SwitchFE, and I don't get why. If personal skills give you a big boost that stays relevant throughout the game, even only in specific classes or circumstances, that encourages players to make use of that, use this specific unit for their personal skill, and create a tailored class build that specifically brings the best in that unit out. Or give them a specific gimmick. This hack I'm playing has a Cav that gets Brave but can't double when he moves his full Mov while mounted. That's a cool payoff. That makes him stand out. Do shit like that, intsys. In 3H this would just be the Cavalier mastery skill, and in Engage it'd be an Emblem skill, so everyone could do it. Just make it unique.
also make growths more distinct I'm tired of everyone having the same 35-45% slop in every stat god I wonder why every character feels the same when their statlines are fucking identical
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rosymourning ¡ 1 year ago
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The Blaze of Glory - a Karlach build
"GODS, it's HOT in here!"
Karlach is a Wildheart Barbarian and Champion Fighter, doing what she does best: charging into battle as a frontliner with a greataxe and setting herself and her enemies a little bit on fire.
[check out my other builds!]
Gameplay Notes
This build makes use of the Hellfire Greataxe, Karlach’s propensity to munch on Soul Coins, and the Heat condition to deal lots of physical and Fire damage. Early game, the build will itemize towards the Wrath condition as well.
Barbarians need high STR, DEX, and CON, which is difficult to manage in game, so I think Karlach is the best party member to put the Gloves of Dexterity on, to ease this burden. That way, you don’t have to put any resources into increasing DEX (+4 is plenty for Initiative rolls and AC). Also, the Amulet of Greater Health will help CON down the line as well. 
Stats and Leveling
Final build: Level 8 Wildheart Barbarian, Level 4 Champion Fighter
Level 1 - Barbarian Level 1
Level 2 - Barbarian Level 2
Level 3 - Barbarian (Wildheart) Level 3
Bestial Heart: Bear Heart
Level 4 - Barbarian (Wildheart) Level 4
Feat: ASI+ STR>18, CON>16 [my campaign against odd stats continues]
Level 5 - Barbarian (Wildheart) Level 5
Extra Attack [talk about a power spike]
Level 6 - Fighter Level 1
Fighting Style: Great Weapon Fighting
Level 7 - Fighter Level 2
Action Surge [another power spike]
Level 8 - Fighter (Champion) Level 3
Level 9 - Fighter (Champion) Level 4
Feat: Great Weapon Master
Level 10 - Barbarian (Wildheart) Level 6
Animal Aspect: Bear [you can carry anything!]
Level 11 - Barbarian (Wildheart) Level 7
Level 12 - Barbarian (Wildheart) Level 8
Feat: ASI+ STR>20
Items
Armor -
Bloodguzzler Garb (1 Underdark)
Enraging Heart Garb (2 Moonrise Towers)
Bonespike Garb (3 Rivington)
Melee Weapon - Hellfire Greataxe (3 Ramazith’s Tower)
Ranged Weapon - [if you need handcrossbows for another party member, choose Giantbreaker (1 Zhentarim Hideout) instead]
Hellfire Hand Crossbow (2 Gauntlet of Shar)
Firestoker (1 Grymforge)
Amulet -
Fireheart (2 Reithwin)
Amulet of Greater Health (3 House of Hope)
Helmet -
Cap of Wrath (1 Grymforge)
Bonespike Helmet (3 Sewers)
Ring 1 - Crusher's Ring (1 Goblin Camp)
Ring 2 - Ring of Self Immolation (2 Ruined Battlefield)
Gloves -
Gloves of Dexterity (1 Creche)
Bonespike Gloves (3 Temple of Bhaal) [these gloves rock, but are VERY annoying to actually get… might be worth sticking with the Gloves of Dex]
Boots -
Linebreaker Boots (1 Goblin Camp)
Bonespike Boots (3 Rivington)
Cloak - Cindermoth Cloak (3 Sewers)
Lore and Flavor
One thing that always sticks out to me about Karlach’s good ending in Avernus (plus the coinciding epilogue) is how clearly and explicitly she returns to her “default” fighting style. Of course, Karlach is no longer a slave fighting in the Blood War, but she’s still running headfirst into battle with her greateaxe (regardless of how she was built in game, I’m nearly positive) - just like the Karlach that we find overheating in Act 1. Given this, I have a much stronger allegiance to keeping Karlach’s fighting style and general gameplay loop very close to her default than I do with other companions. (For example, Shadowheart could be nearly any class combination in game and moving to the countryside with her parents would still make sense. Wyll is going to become a Ranger after his pact with Mizora regardless, and losing his pacted magic feels like the type of thing that would realistically inspire a bit of a respec, so it doesn’t break immersion for me. Anyway, it’s the same with the rest of the companions - you get the point.)
So that’s why this build has Karlach with a greataxe and a commitment to using her overheating engine (aka the Heat condition/Fire damage) to her advantage, despite insanely strong meta builds like Throwserker. I think the Fighter multiclass still makes sense, considering she’s described as a bodyguard and soldier time and time again in the game, and adding one martial class to another doesn’t require too much imagination.
Switching gears to subclass and background, because Karlach’s Outlander background and default subclass of Wildheart always throw me for a loop. She was raised in the Lower City and seemingly spent all her time within the walls of the city - at least, we don’t hear of any extended time growing up in the wilderness like the Outlander background implies. So where does this implied connection with nature come from?
But then she gets sold to Zariel, and is suddenly thrown into the dangerous landscape of the Hells in the thick of the Blood War. Yes, she was a prized soldier of Zariel, but that doesn’t mean she was living in the lap of luxury. While I think it’s very likely Karlach used to have a slightly different backstory (potentially one that plays up her connection with nature more than what we currently have), there is still a lot we can read between the lines. If I found myself in the Hells suddenly, in addition to the loneliness we hear about during her dialogue/questline, I’d also be desperate to see trees and flowers and animals - the natural beauty of Faerûn - again. She cherishes her teddy bear named Clive, she loves the animals we see in the world and the animals that join the camp, and she just generally gives off Mama Bear energy. So I can buy a Wildheart subclass, even if it’s less explicitly obvious than other companions. She likely had to quickly develop a lot of survival skills when she was cut loose in the Hells, which matches with the Outlander background. (What I really want is a mod that remixes a Karlach-specific version of Wild Magic Barbarian with more fire effects that could be flavored as her infernal engine overheating. That would rock my socks off.)
All this to say, I’m sticking with Wildheart Barbarian for this build. There’s also a bit of a motivation on my end to not put Karlach into Berserker (unless doing a throwing build) because I always associate that subclass with Minsc, and this build was created with a No Party Limit run in mind, where I’d end up having both Minsc and Karlach in the party. The problem with this solution, however, is that Karlach’s Bear Heart Barbarian now overlaps (at least conceptually) with Halsin’s bear-focused Wild Shape as a Circle of the Moon Druid. For me personally, I think I’d rather have two characters with bear vibes than two characters in the same subclass, especially since the gameplay between the two will still be quite different. So.
As a final note, the above paragraph waxing poetic about why I don’t want to use Berserker also applies to why I don’t want to use the (incredibly strong) Battle Master subclass for Fighter: Lae’zel has that on lock.
[check out my build disclaimer for info about how and why I don't min/max or completely optimize builds, prioritizing lore and vibe instead]
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oneknightstand-if ¡ 2 years ago
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This game is fantastic, the amount of customization and interactivity is awe-inspiring and really impressive- It feels as if you must have put more than a novel's worth of text in the comp version alone, I shudder to think of how much work the branching routes in the future chapters will take.
I'm in love with my ray-of-sunshine (I almost imminently got my "sweetness" stat to 100) charming changeling MC who spouted off an entire Shakespearian monologue when she thought she was dying. Really a changeling after my own heart (I'm sure they watched a Midsummer Night's Dream and deeply identified with every character). Not sure who I'll romance yet-- I did decide that MC has a bit of a crush on both Merlin and Adrien, but I think that's just because my MC, like me, is a hopeless pansexual. Kinda waiting to meet more ROS. I love how protective Adrien gets over my MC, but I do tend towards femme ROs and Loralai sounds incredibly hot, so--
(all that to say! you're doing fantastic work!)
Thanks for the compliment! And yeah, the first chapter of One Knight Stand is already the length of some entire releases. I'm doing the popular 'branch and bottleneck' style of narrative branching (with some gauntlet style Dead Ends mixed in), so hopefully the story divergences shouldn't be spinning too wildly out of control as it continues. It'll basically be keeping a similar structure to how it was in Chapter 1.
Also congratulations on the extra vertical space in your Stats Menu for a good while to come with that choice of final words.
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And no hurry with having to choose a RO (especially as the bulk of them haven't even shown up yet) .There's no lock-off points of doom where you have to gun for the romance or lose your chance and they'll all be around (well, most of them who aren't actually trying to kill your MC).
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hatariwildheart ¡ 7 months ago
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Activity Check (December)
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Classes Accessed:
N/A
Classes Mastered:
N/A
Stats:
Total Points: 5 -> 6 (+1)
Gauntlet: C -> C+ (+1) from Activity Check
New Weapons:
N/A
New Skills:
N/A
Threads:
Thread Tracker
Completed Threads:
Maybe Things Got A Little Too Zappy (1,820 words)
Press F To Pet The Dog (1,236 words)
Two Mimir (686 words)
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crystalelemental ¡ 7 months ago
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Unit Teambuilding - Winter Bugsy
I actually love that Bugsy got an alt. I love Johto, and I have a soft spot for Bugsy. The fact he's getting Kricketune is also delightful. I like this alt a lot.
General Overview Support/Field. I have mixed feelings. Bugsy can set Bug Zone one (1) time off his Buddy move, which is infinite use but only gets the Zone the first time. His buffing profile is pretty poor, getting +2 Def/Sp Def when he sets Circle, and +1 crit when Kricketune uses a move. His passive also doubles up the PMUN and SMUN on Circle, which is fine. His Buddy move needs a Circle to be up, but there's no extension effect anywhere. Overall, Bugsy is selling nothing particularly good.
Now, all that said, this is not Bugsy's main fixation. Bugsy's fixation is healing sustain. Something I shit-talked really hard with Eri. Bugsy I like, though. His healing involves a 2MP trainer move that can target anyone for Potion recovery, removal of status conditions and changes, and applies Endure and Gradual Healing. The Buddy move, on each use, recovers 10% HP for all allies. You know how Elaine is considered good in part because of permanent rotating 10% HP recovery? Bugsy is every action.
With that preamble out of the way, the tragedy. Field effect supporters are generally great, and Bugsy is the rare type that actually benefits both sides. He gives +2 to both PMUN and SMUN, and he has +2 Atk/Sp Atk for the team on entry on grid if needed. This should be great! Unfortunately. The state of Bug types right now is Dire. SC Barry can only nuke every other action. Noland does not have the self-buffing to manage. Winter Viola kinda helps out with persistent Bug Zone, but she's not really a damage dealer to make use of it so your third needs to be on point. Alder is an option, though he's not that strong. SS Hilbert's pretty good? SC Emmet is strong, though SC Ingo can't buff himself to make good use of this. There just aren't great bugs to make use of this.
EX and Role? Support so yes. The Field is iffy. I think it's decent, but he's not getting as much out of the Field effect in the current meta. Again, Bugs aren't that strong.
Champion Stadium Bugsy's healing takes a huge hit under typical CS parameters, so this is a rough one. Not that he can't manage it, but with lower stats, no Endure, and weakened healing, I feel like Bugsy is less potent in this mode than others. Though admittedly, with Winter Viola backing him up, there's a good chance to just deny actions. Strong enough partners also make great use of the Zone for quick clears, so your Alder or SC Emmet.
Legendary Gauntlet Persistent healing is an excellent trait to have, and Bugsy's Buddy move can debuff a random stat by 2, so there's a good chance to handle those kinds of gimmicks. It's not ideal, but he has a lot of small pieces that are nice.
Damage Challenge Nope. Absolutely nothing to value for this mode.
Battle Rally I actually think this is a decent one. Field is a rare one, and Bugsy with the role can make it work. I feel like I also tend to want for Supports when Field comes up. It's not like Tech or Strike are common for Support either, so he'll fill a relatively scarce niche.
Ultimate Battle Potential What are you nuts? Listen, he has a couple tricks for something like Gauntlet, but his stats are not high enough to handle the raw offensive power being thrown around by your average Ultimate Battle. Not to mention the healing is just not keeping pace. At best the repetitive Endure effect can keep him alive longer than other tanks, and allow a really solid offensive combo to take care of a stage, but even that's pushing it.
Final Thoughts Much like Lillie, I think Bugsy is more interesting than good. Bugsy's traits are interesting to me, and I kinda like this variation of sustain tank where you can Endure cheese and keep your allies alive with you. But I do think he suffers some pretty significant issues that will keep him from true prominence. Maybe when Alder gets an Arc Suit, eh? They're gonna do that, right? It's all Champions so far, so they have to, right? Please?
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#StellarCharm #SanrioFighterDigit #TCG
Rules:
1. Setup: Each player starts with a deck of 30 cards consisting of Medal, Modify, Fighter, Player, Artifact, Event, and Prestige cards. The deck must have at least 10 Fighter cards, 5 Player cards, and 5 Artifact cards. Shuffle the deck and draw 5 cards for your starting hand. Flip a coin to see who goes first.
2. Phases:
a. Draw Phase - At the beginning of your turn, draw 1 card from your deck.
b. Main Phase 1 - Play any number of cards from your hand (except for Fighter cards). You can also activate the effects of any Artifact or Event cards you control.
c. Battle Phase - Choose 1 Fighter card from your hand to attack, activate its effects if any. Your opponent can choose to defend with their own Fighter card. Compare the Power and Element of each Fighter card to determine the outcome. The loser is sent to the discard pile.
d. Main Phase 2 - Play any remaining cards from your hand, activate any remaining effects.
e. End Phase - If you have more than 5 cards in your hand, discard down to 5 cards.
3. Types and Elements:
a. Types - There are 3 types of cards: Medal, Modify, and Fighter. Medal cards are used to modify the stats of your Fighter cards. Modify cards can alter the game rules or affect your opponent's cards. Fighter cards are used to attack and defend.
b. Elements - There are 5 elements in the game: Fire, Water, Earth, Air, and Cosmos. Each Fighter card has an element, and some cards may have effects that affect specific elements.
4. D21 Dice Element:
a. The D21 dice is used for random events and determining the outcome of certain card effects.
b. At the beginning of the game, each player rolls the D21 dice to determine their starting HP (Hit Points). The player with the highest roll starts with 21 HP, while the other player starts with the number they rolled.
c. Some cards may require a player to roll the D21 dice and follow the instructions on the card depending on the number rolled.
d. In the Battle Phase, if both players have Fighter cards with the same Power and Element, they must roll the D21 dice to determine the winner.
5. Winning the Game:
a. The first player to assemble their Fighter card using a combination of Medal, Modify, and Player cards wins the game.
b. A Fighter card is considered assembled when it has at least 2 Medal cards and 1 Player card attached to it.
c. If a player runs out of cards in their deck, they lose the game.
Stellar Charm is a strategic card game that combines elements of Magic the Gathering, Duel Monsters of Yugioh TCG, and the digital pet device game called SanrioFigjterDigit. With its unique D21 dice element and diverse types and elements, players must use their deck-building skills to craft a powerful Fighter card and defeat their opponent before their opponent can do the same. Will you be able to build the strongest Fighter and become the ultimate Stellar Charm champion?
 #SanrioFighterDigit
Artifact Cards:
1. Heart of Courage - Increases fighter's attack power by 20% for 3 turns.
2. Lucky Charm - Grants a 50% chance to avoid incoming attacks for 2 turns.
3. Shield of Protection - Absorbs 30% of damage taken for 3 turns.
4. Potion of Healing - Restores 40% of fighter's health.
5. Boots of Speed - Increases fighter's speed by 30% for 3 turns.
6. Sword of Justice - Deals 150% damage to opponent.
7. Wings of Flight - Allows fighter to dodge 2 attacks for 2 turns.
8. Staff of Wisdom - Increases fighter's intelligence by 20% for 3 turns.
9. Armor of Strength - Increases fighter's defense by 25% for 3 turns.
10. Amulet of Immortality - Revives fighter with 50% health when defeated.
11. Ring of Fire - Inflicts 100% fire damage to opponent.
12. Gauntlet of Thunder - Strikes opponent with 120% electric damage.
13. Bow of Accuracy - Increases fighter's accuracy by 30% for 3 turns.
14. Cloak of Invisibility - Allows fighter to avoid all attacks for 1 turn.
15. Orb of Chaos - Confuses opponent for 2 turns.
16. Book of Spells - Allows fighter to cast one random spell.
17. Mask of Deception - Disguises fighter's identity for 2 turns.
18. Key of Unlocking - Unlocks opponent's defense for 1 turn.
19. Horn of Summoning - Summons a powerful ally to fight alongside fighter for 3 turns.
20. Crystal of Reflection - Reflects all incoming attacks back to opponent for 2 turns.
Event Cards:
1. Superstar Appearance - Doubles attack power of player with the lowest health.
2. Power Surge - Increases all fighter's attack power by 10%.
3. Chain Reaction - Damages all fighters by 20% of their health.
4. Fury of the Fans - Increases fighter's attack power by 50% if their player gets a medal.
5. Fortune Surprise - Grants a random artifact to a random fighter.
6. Victory Celebration - All fighters heal by 25% of their health.
7. Dark Eclipse - All fighters' defense decreases by 20% for 2 turns.
8. Cosmic Alignment - All fighters' accuracy increases by 30% for 2 turns.
9. Guardian Angel - Revives a defeated fighter with 25% health.
10. Tactical Retreat - Allows player to switch out one fighter for another.
11. Time Warp - Revert all fighters' stats to their original values.
12. Light of Hope - Increases all fighters' health by 30%.
13. Shadow Realm - All fighters' speed decreases by 20% for 2 turns.
14. Wild Card - Allows player to draw 3 cards from the deck.
15. Fate's Blessing - Randomly boosts one fighter's stats by 50% for 2 turns.
16. Traitor's Betrayal - Steals an artifact from an opponent.
17. Ultimate Sacrifice - Sacrifices one fighter to increase the attack power of all other fighters by 20%.
18. Tempest Fury - Deals 200% damage to all fighters.
19. The Last Stand - All fighters gain immunity to damage for 1 turn.
20. Game Over - Ends the game with a draw if one player has only 1 fighter remaining.
Modify Cards:
1. Amplify - Increases the potency of an artifact card by 50%.
2. Weaken - Reduces the effectiveness of an artifact card by 50%.
3. Swap - Allows player to trade an artifact card with an opponent.
4. Duplicate - Creates a copy of an artifact card.
5. Disarm - Removes an artifact card from an opponent's inventory.
6. Overclock - Increases the duration of an artifact card by 1 turn.
7. Downgrade - Decreases the duration of an artifact card by 1 turn.
8. Sabotage - Reduces the effectiveness of an opponent's event card by 50%.
9. Bless - Grants an additional effect to an artifact card.
10. Reverse - Reverses the effect of an artifact card.
11. Overpower - Increases an opponent's attack power by 25% for 2 turns.
12. Deceive - Changes the target of an opponent's attack.
13. Redirect - Allows player to choose the target of an opponent's attack.
14. Switch - Swaps the position of two fighters.
15. Amplify All - Increases the potency of all artifact cards by 25%.
16. Suppress - Prevents one opponent from using an event card.
17. Disrupt - Cancels an opponent's event card.
18. Reflect - Reflects an opponent's event card back to them.
19. Enhance - Increases an ally's attack power by 10%.
20. Cripple - Reduces an opponent's speed by 25% for 2 turns.
Player Cards:
1. Hello Kitty - Speed: 70%, Attack: 60%, Defense: 50%, Intelligence: 80%
2. Cinnamoroll - Speed: 60%, Attack: 50%, Defense: 70%, Intelligence: 80%
3. My Melody - Speed: 80%, Attack: 60%, Defense: 60%, Intelligence: 70%
4. Keroppi - Speed: 90%, Attack: 70%, Defense: 40%, Intelligence: 60%
5. Pompompurin - Speed: 50%, Attack: 80%, Defense: 50%, Intelligence: 70%
6. Badtz-Maru - Speed: 80%, Attack: 70%, Defense: 70%, Intelligence: 40%
7. Gudetama - Speed: 60%, Attack: 40%, Defense: 70%, Intelligence: 90%
8. Chococat - Speed: 70%, Attack: 60%, Defense: 80%, Intelligence: 50%
9. Tuxedo Sam - Speed: 70%, Attack: 50%, Defense: 60%, Intelligence: 80%
10. Kuromi - Speed: 60%, Attack: 80%, Defense: 40%, Intelligence: 70%
11. Hangyodon - Speed: 80%, Attack: 50%, Defense: 60%, Intelligence: 70%
12. Little Twin Stars - Speed: 70%, Attack: 70%, Defense: 60%, Intelligence: 60%
13. Monkichi - Speed: 60%, Attack: 70%, Defense: 80%, Intelligence: 40%
14. Sugarbunnies - Speed: 70%, Attack: 40%, Defense: 70%, Intelligence: 80%
15. Patty and Jimmy - Speed: 50%, Attack: 90%, Defense: 50%, Intelligence: 60%
16. Hummingmint - Speed: 60%, Attack: 60%, Defense: 80%, Intelligence: 50%
17. Pochacco - Speed: 80%, Attack: 60%, Defense: 50%, Intelligence: 70%
18. Pekkle - Speed: 70%, Attack: 50%, Defense: 80%, Intelligence: 60%
19. Purin - Speed: 50%, Attack: 60%, Defense: 70%, Intelligence: 80%
20. Spottie Dottie - Speed: 70%, Attack: 70%, Defense: 50%, Intelligence: 60%
======
1. Training Center - Here, players can train and improve their pets' skills and abilities by completing challenges and mini-games. This will help them prepare for battles against other players.
2. Pet Shop - This is where players can buy new pets or items for their existing pets, such as food, medicine, and accessories. These items can also be used to enhance the pet's attributes.
3. Battle Arena - This is the main hub for player vs player battles. Players can challenge others to a fight and earn rewards and experience points for their pets. The winning pet also gains a boost in its stats.
4. Event Center - This is where players can participate in special events and tournaments that are held regularly. These events offer rare prizes and can help players level up their pets faster.
5. Quest Board - The quest board offers daily and weekly quests for players to complete. These quests can earn players rewards and experience points for their pets.
6. Park - The park is a social hub where players can interact with other players and their pets. They can trade items, chat, and even form alliances with other players.
7. Health Center - This is where players can heal and restore their pets' health and energy. This is important to maintain a strong and healthy pet for battles.
8. Gym - Players can visit the gym to increase their own strength and energy for battles. This will also help to improve their pets' performance in battles.
9. Museum - In the museum, players can view all the medals and artifacts they have collected during battles. This also serves as a guide for players to collect rare and powerful items.
10. VIP Lounge - The VIP lounge is an exclusive area for players who have achieved a certain level or purchased VIP membership. Here, they can access special features and benefits, such as exclusive battles and items.
=====
to collect and use in battles.
The goal of the game is to train and strengthen your sanriofighterdigit to become the ultimate fighter and defeat all opponents in battle. The game can be played with friends or against other players online.
Players can collect and trade various cards to customize their sanriofighterdigit's abilities and create a unique fighting style. The digital pet also has its own personality and players can interact with it to build a bond and improve its stats.
As players progress through battles and defeat opponents, they can unlock new levels and challenges to continue developing their sanriofighterdigit. They can also earn rewards and special items through completing in-game events and achievements.
In addition to battles, players can also participate in mini-games and challenges to earn more points and rewards. These points can then be used to purchase new cards and upgrade their sanriofighterdigit.
Overall, sanriofighterdigit offers a fun and interactive way to collect and battle with your favorite Sanrio characters. With its unique gameplay and constant updates, the game is sure to provide endless hours of entertainment for players.
====
1. Hello Kitty - Medal
Effect: Add +1 Power to a Fighter card of your choice.
Play: Place this card on top of any Fighter card in your hand or on the field.
2. My Melody - Medal
Effect: Add +1 Power and +1 Element to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
3. Pompompurin - Medal
Effect: Add +1 Element to a Fighter card of your choice.
Play: Place this card on top of any Fighter card in your hand or on the field.
4. Cinnamoroll - Medal
Effect: Add +2 Power to a Fighter card with a Power of 2 or less.
Play: Place this card on top of any Fighter card with a Power of 2 or less in your hand or on the field.
5. Gudetama - Medal
Effect: Add +3 Element to a Fighter card with an Element of Water.
Play: Place this card on top of any Fighter card with an Element of Water in your hand or on the field.
6. Keroppi - Medal
Effect: Add +1 Power and +2 Element to a Fighter card with a Power of 4 or more.
Play: Place this card on top of any Fighter card with a Power of 4 or more in your hand or on the field.
7. Badtz Maru - Medal
Effect: Add +2 Power and +1 Element to a Fighter card with a Power of 5 or more.
Play: Place this card on top of any Fighter card with a Power of 5 or more in your hand or on the field.
8. Kuromi - Medal
Effect: Add +3 Power to a Fighter card with an Element of Dark.
Play: Place this card on top of any Fighter card with an Element of Dark in your hand or on the field.
9. Pochacco - Medal
Effect: Add +2 Power and +2 Element to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
10. Aggretsuko - Medal
Effect: Add +3 Element and +1 Prestige to a Fighter card with an Element of Fire.
Play: Place this card on top of any Fighter card with an Element of Fire in your hand or on the field.
11. Chococat - Medal
Effect: Add +2 Element and +2 Prestige to a Fighter card with an Element of Earth.
Play: Place this card on top of any Fighter card with an Element of Earth in your hand or on the field.
12. Dear Daniel - Medal
Effect: Add +3 Power and +1 Prestige to a Fighter card with an Element of Light.
Play: Place this card on top of any Fighter card with an Element of Light in your hand or on the field.
13. Cogimyun - Medal
Effect: Add +2 Power and +2 Prestige to a Fighter card with an Element of Wind.
Play: Place this card on top of any Fighter card with an Element of Wind in your hand or on the field.
14. Gorigori - Medal
Effect: Add +4 Power to a Fighter card with a Power of 2 or less.
Play: Place this card on top of any Fighter card with a Power of 2 or less in your hand or on the field.
15. Hangyodon - Medal
Effect: Add +4 Element to a Fighter card with an Element of Water.
Play: Place this card on top of any Fighter card with an Element of Water in your hand or on the field.
16. Kiki - Medal
Effect: Add +4 Power and +2 Element to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
17. Mimmy - Medal
Effect: Add +4 Element and +2 Prestige to a Fighter card with an Element of Earth.
Play: Place this card on top of any Fighter card with an Element of Earth in your hand or on the field.
18. Monkichi - Medal
Effect: Add +4 Power and +2 Prestige to a Fighter card with an Element of Light.
Play: Place this card on top of any Fighter card with an Element of Light in your hand or on the field.
19. Pandaba - Medal
Effect: Add +4 Element, +2 Prestige, and +1 Power to a Fighter card with an Element of Wind.
Play: Place this card on top of any Fighter card with an Element of Wind in your hand or on the field.
20. Usahana - Medal
Effect: Add +5 Power to a Fighter card with a Power of 3 or less.
Play: Place this card on top of any Fighter card with a Power of 3 or less in your hand or on the field.
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theofficersacademy ¡ 2 years ago
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Happy August! And happy four-year anniversary to The Officers Academy! We wouldn’t be here without our wonderful community! Our anniversary event is slated to begin soon - stay tuned!
Housekeeping
Current Month in TOA: Lone Moon
Here's where we usually go 'Instead of a Mission Board, we will be running a month-long event!' Of course, we are still running an event (more details below), but this time around the June & July Mission Board will be extended to run through until the end of August. The Unaffiliated requirement remains in effect for the Unaffiliated & Faculty-specific tasks.
The event will run from August 1st to August 31st. Signups are now closed - stay tuned for more information tomorrow at noon EST!
Our monthly submission limit on the site that hosts our event signups has been reset so everyone is free to take the quiz for fun now.
We will be announcing a second Fourth-Year Anniversary activity on August 4th. This will not require IC participation. Stay tuned for the details.
Please don’t forget to leave feedback on our feedback poll for this month! We do check the responses regularly, so if you have concerns during the event, the feedback poll is an appropriate place to pop in. (Alternatively, the mods' dms are always open.)
Important Updates
This year, in lieu of suggestions and voting for a select number of rank chart & class additions to TOA, we're adding a whole bunch of new prizes to expand the rank chart. Ree's been hard at work coming up with a delightful spread of goodies to choose from.
You can check out the new additions on the rank chart itself, or read on for a summary of additions!
General updates
All new personal weapons and lord event classes have had stats added to the manual, and old ones have been rebalanced
All swords now have a base 15% crit
Swordmaster now grants a new ability, Pursuit, along with Astra, and anyone who has mastered Swordmaster can automatically add it to their stats page. This ability grants a 40% base chance for the unit to make a followup attack, which increases the more points of speed they have, independent of the enemy's speed
Air Superiority now grants +2 speed just by having it equipped
Tantivy has had its dex buff removed and now grants +1 strength and +4 avoid as long as the unit is not under the effect of any ally passives, heals, or rallies
Hagakure Blade has been reworked to have the brave sword stat line, but deals magic damage and keeps its effectiveness against magic wielders/classes. Removed its HP cost and the Miracle ability
Archer now only grants Hit+. Bowrange+ has been moved to Sniper mastery. Anyone who has currently claimed Archer mastery will lose Bowrange+ unless they have Sniper mastered
Great Knight now allows the choice of B+ Lance or B+ Axe to access
Sword Avoid+ has been moved from Dancer mastery to C rank sword and its buff lowered from +6 to +4. If you have mastered Dancer, you will have Dazzle and Refresh, but will no longer have access to Sword Avoid+
The War Monk class has been granted Brawl Avoid+ as an additional mastery reward. If you have mastered this class already, you may add this to your stats page.
The Apocalypse spell has been updated
Rank Chart Expansion
New Intermediate classes: Martial Monk - C Gauntlets D Faith | Mastery: Qi Adept Lance Fighter - C Lance | Mastery: Backup
New Advanced classes: Wolf Knight - C Sword, Lance, OR Axe A Riding | Mastery: Hobble Dread Fighter - B Sword OR Lance B Reason | Mastery: Chaos Style Halberdier - A Lance | Mastery: Seal Speed Enchanter - C Sword B Gauntlets | Mastery: Convoy
New Master classes: Martial Master - A Gauntlets A Faith | Mastery: Diffuse Healer High Priest - B Gauntlets B+ Faith B Authority | Mastery: Self-Healing Griffon Knight - C Sword A Faith A Flying | Mastery: Clear the Way Mage Cannoneer - A Reason A Heavy Armor | Mastery: Let Fly
The Mage Cannoneer class comes with a completely different set of 14 weapons built-in, but cannonballs have limited uses and this class cannot use any other kind of weapon. As a tradeoff, cannonballs do not take up an inventory slot for the Mage Cannoneer class and they have access to all 14 at any given time
New Sword additions: Georgios (A rank) Cinquedea (A rank) Alacrity (A rank)
New Lance additions: Flame Lance (C rank) Venomous (A rank) Adaptability (A rank)
New Axe additions: Hurricane Axe (A rank) Merciless (A rank)
New Bow additions: Lendabair (A rank) No Distractions (A rank)
New Gauntlet additions: Shielding Art (C rank) Flashing Fist Art (A rank)
New Reason additions: Nova (A rank) Resonance (A rank)
New Faith additions: Freeze (A rank) Fracture (A rank)
New Authority additions: Battalion: Garreg Mach Youths (D rank) Battalion: Veteran Duelists (C rank) Battalion: Brigid Hunters (B rank) Battalion: Opera Company Volunteers (A rank) Dual Assist (A rank) Keen Insight (A rank)
New Heavy Armor additions: Arms Shield (A rank) Resolve (A rank) Allied Defense (A)
New Riding additions: Momentum (A rank) Reforge (A rank) Pivot (A rank)
New Flying additions: Air Raid (A rank) Pincer Attack (A rank) Detoxify (A rank)
Other
August Mun Birthdays: Arden (9th), Ren (20th), Maxie (28th)
August Muse Birthdays: Julius (1st), Ephraim (1st), Eirika (1st), Zelkov (2nd), Laslow (7th), Lumera (7th), Alfred (8th), Patty (10th), Yuri (12th), Roy (14th), Ares (14th), Eldigan (14th), Edward (15th), Lyn (21st), Lachesis (22nd), Corrin (M) (25th), Frederick (26th), Sophia (27th), Soleil (31st)
First-year mun anniversaries this month: Kano (4th), Serena (24th), Kristopher (31st)
Third-year mun anniversaries this month: Soji (8th), Maxie (9th), Mirae (21st), Lilly (29th)
Fourth-year mun anniversaries this month: Ree (5th)
First-year muse anniversaries this month: Linhardt (4th), Sophia (4th), Seliph (10th), Anankos (19th), Camilla (23rd), Michalis (28th), Lloyd (31st)
Third-year muse anniversaries this month: Marth (8th), Farina (9th)
Muses who have been in the group for a solid year will also be granted an Academy Brooch to put in their inventory. It doesn’t do anything. It just lets others know your character has been around the block. These characters are also granted a new opportunity to change houses if they wish to do so.
- The House Leaders
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semi-imaginary-place ¡ 2 years ago
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fe3h unit builds 1: blue lions and mercedes commentary
maddening gameplay ranking for blue lions: Dimitri> Felix> Sylvain>> Ingrid= Dedue= Ashe> Anette> Mercedes. Please note that this is with War Master Felix and darting blow Wyvern Lord Ingrid. Dimitri is Dimitri enemy phase king. Sylvain is my go to on maddening runs if I have female Byleth he's just decent all around I've had him versatile as Dark Knight, or power or dodgetank as Wyvernlord and War Master, or swiftstrikes and kill. Felix does drop off in end game but even then he's a ok unit, but early game with gauntlets and he destroys everything. Ingrid feels that low strength on maddening but going wyvern helps that and she a good dodgetank. Dedue isn't as good on maddening with poisonstrike archers but he's still decent. Ashe is one of the worst of the game's intended archers but he's still a bow user in maddening and sniper is very good, can always stick him on a dragon to get better lockpick usage too. Annette is ok she isn't able to 1 round some enemies but she's still does good enough damage. Mercedes isn't really good with anything except healing and on maddening why have a healer when you can have another attacker. Besides on maddening you should be avoiding getting hit at all (since most enemies can take down like half the units in 1 encounter) so a dedicated healer isn't necessary.
Build wise you'll do fine with the intended class lines. Ingrid is usually the dodgetank falcon or wyvern. Felix goes ok in swords but is optimal in brawl. Annette dark knight dark flier ok. Mercedes bishop. Dimitri crit vantage wrath. Dedue fortress knight.
Yup Falcon Knight is usually Ingrid's go to class as it augments her high speed and gives lancefaire for luin. In falcon she give her avoid stance and she will be your dodgetank for the run baiting out enemies and going solo. Please note that on maddening her str can be unreliable especially in late game which is why some people choose to yup you guessed it make her a wyvern lord instead and give her death blow. She also makes a good sniper but everyone makes a good sniper. To fix Ingrid's strength: 1. deathblow, pairs well with darting blow. 2. certifications, keep an eye on the base stats for classes (advanced especially) as certifying will boost any stat lower than the base. 3. keep her in a wyvern class or other high str class. 4. stat items like rocky burdock (keep in mind theses are limited and using them on Ingrid means not using them on another unit). 5. use high mt weapons and combat arts. 6. battalions. Often if a player has both Ingrid and Petra Ingrid gets benched if she can't keep up stat wise. She's fine on like normal but on maddening her strength tends to not be able to leep up with the enemies' defense. Her growths are mid so she doesn't have the bad rng padding that say.. the lords have. Like other mid growth units this means you have to pay special attention to her class progression. You have to remember that pegasus knight has 0 str growth so if she stays in it too long her str gets pretty bad. As they say wyvern fixes everything so people tend to put her in wyvern rider and lord. The last part is utilization, Ingrid usually doesn't have the raw str to be a powerhouse, her role is usually as dodgetank and secondary damage dealer.
For Mercedes and Flayn go for gremory over bishop if you have extra skill points, both have good reason spells. A note on healers, you ideally should be using every unit every turn so if your healer is sitting back doing nothing for a turn that's a turn wasted. Mercedes has no utility and as such if she's healing you can dedicate pretty much all your other magic units to attacking. You do not need 3 bishops on the field at once. Like you could put Lysithea in dark knight for the tomefaire, range, and canto to increase her offense. Marianne has physic too in an emergency so you have more than enough healers. Don't forgetting about Flayn's rescue which is like a more expensive canto. Flayn and Mercedes are honestly not that good so optimally speaking you'd drop them for better units like Linhardt or Hapi or just pick up another attacker like Sylvain, but again where's the fun in playing optimally. Mercedes isn't that good, she's not bad but she's the training wheels healer. She's the best at pure healing but as players get better at the game and play higher difficulties generally you use tactics that have your units hit less so you don't need a dedicated healer and utility units like Linhardt or Marianne's versatility become more useful because the can do stuff on the turns they don't heal. It's about action economy, ideally every unit should be acting every turn and those actions should be geared towards taking down enemies/commanders/etc. The thing with optimal is that it depends a bit of what niche you need the character to fill. Magic bow Mercedes might give a lot of damage but you give up on magic and healing which is what she is best at, fe3h is filled with good damage dealers but no one else as good at pure healing. Of course if you don't need a lot of pure healing then gremory is good as Mercedes can attack more. I only play azure moon a couple times every year so Mercedes is my least used healer but I wonder if dark knight/flier would work on a team than doesn't need much healing.
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bluepoodle7 ¡ 2 years ago
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#BetaPokemon #TangelasBeta #NeopetsMeowclops #MyThoughts
If this beta Tangela's beta pre evolution returns with the beta evolution I'm calling it Doe.
Also if I ever get back into Neopets then calling this Meowclops Doe also.
Also Doe reminds me of Mawile.
I'm mad there is no fanart where Doe is one of these.
I know all Realtors are Palossands.
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I can also see Doe as a Espurr and Meowstic line.
Daily Pokemon Review Day 339 - Espurr and Meowstic One of X/Y's most memeable mons, the Espurr family is another interesting line, notably because gender differences which automatically pique my interest in a pokemon. Does it build up and pay off or is this another "Hey, it's that thing, I forgot about that haha" day? Starting design, Espurr is a bipedal kitten mon that seems based on the scottish fold variety. It has a folded over ears, big lavender eyes that seem devoid of all emotion and thoughts, and some white tips at the ends of its limbs and ears. It's very fluffy and adorable, which is presumably what you want out of first stage kitten mon, suck it glameow. Espurr's psychic nature probably draws inspiration from the japanese yokai Nekomata, which are former housecats that lived for a very long time until their tails split and they gained supernatural powers. Nice inspiration for a pokemon. Meowstic's appearance is dependend on Espurr's gender, with the Male being the predominantly dark blue with the greenish eyes and white accents, and the Female being predominantly white with yellow/red eyes and dark blue accents. Very good evolutions, keeping the cute and not going the ugly monster route that they could have, I appreciate that. Still a little not quite there for what I would want and a bit boring for a psychic cat yokai, but it's definitely a passable look. Onto battle, both of Meowstic's genders are mono Psychic and have the same Stat breakdown: 74 HP, 48 Attack, 76 Defense, 83 Special Attack, 81 Special Defense, and 104 Speed. The two genders do differentiate in one other regard; both share Keen Eye and Infiltrator as Abilities but as for Hidden Abilities Female Meow gets Competitive and Male Meow gets Prankster. Pretty easy to see who won that coinflip. Prankster and Infiltrator are both primo Abilities, but sadly don't add a lot to either Meowstic due to their incredibly average Stats. The best way to play is with a Male Prankster and do what literally every other Prankster mon does: Spam Screens or Thunder Wave. There are some good gets in the pool besides that playstyle, Nasty Plot is a key bonus alongside Calm Mind, Dark Pulse, Energy Ball, and more, but they're still largely wasted on Meowstic with its 83 Special Attack. At least the Speed is good so that helps Prankster quite a bit, but not enough to actually warrant using this mon in the competitive scene. Final Rating 4/10 Pulling my punches a bit, but even with that Espurr and Meowstic don't make it through the gauntlet very well. The nekomata aesthetic and the gender differences are very big bonus points for this family, it's just a shame that they forgot to study for the battle portion of the... - I hope this isn't an Electrode, because I need a Master Ball | Facebook
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John Doe would be a Giratina since he distorts the player in a loop and changes forms.
Favorite Giratina Form | PokĂŠmon Amino (aminoapps.com)
Images not mine but links are there.
Gotta Critique 'Em All (bogleech.com)
Neopets Meowclops Petpet Plushie - With Tags! | eBay
Gelanla | Pokemon Wack Wiki | Fandom
My Top 5 Favourite Mega Evolutions!! | PokĂŠmon Amino (aminoapps.com)
Palossand - #770 - Serebii.net PokĂŠdex
Randomly found these John Doe Game endings fandubs.
I hope we get a really good asmr of Maison Talo and the other Realtors someday.
Or a Weird Al sounding Doe asmr.
Videos not mine but link is there.
John Doe Ending 1 FANDUBBED | JOHN DOE VOICE | (read description) (youtube.com)
John Doe Ending 2 FANDUBBED | JOHN DOE VOICE | (read description) (youtube.com)
John Doe Ending 3/4 FANDUBBED | JOHN DOE VOICE | (read description) (youtube.com)
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Another good John Doe Pokemon would be Impidimp, Morgrem, and Grimmsnarl.
I was today years old when i found out the Impidimp Line are Mythologically accurate Faeries and Leprechauns from Celtic Mythology. : r/MandJTV
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