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#while still giving the mechanical bonus of armor
rain-after-thunder · 1 month
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Disabled Aelwyn who uses crutches.
Aelwyn who can’t go back to school to finish her wizzard studies, who starts researching different ways to bend magic to her will.
Aelwyn, who has always had a knack for creating new spells, starting to tinker at her own crutches, weaving wards into the framework.
Aelwyn, for who good is not good enough, caves and asks Gorgug for help. Who finds a way to make her crutches extend, bend and move to support her arms, elbows, shoulders. Makes them connect to her back, her hips, down her legs .
They no longer look much like crutches anymore, it’s a thin, light framework that supports her entire body, that moves her exactly the way she wants, that allows her to stand with her back straight for more than 5 minutes for the first time in two years. The exoskeleton glows with abjurative runes and the outline of a powerfull ward is visible over her body, deflecting blows like steel armor.
New spells rest in her memory, mechanical and precise if nature in a way that the arcane inks in her spelbook can’t articulate. Spare the Dying, Resistance, Cure Wounds, Sanctuary.
Her joints still ache, she tires fast and even after all this time it is still hard to control the venom in her words, still hard to accept help and kindness without it feeling like a wool blanket on freshly flayed skin. But she has found something that is wholly hers, found something to be proud of that isn’t tinged with approval from her parents.
Aelwyn still can’t walk without support, but the frame folding her up is crafted by her own hands. Maybe everything will be allright.
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uesp · 1 year
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While at a Necrom preview event, the UESP founder Dave Humphrey took some time to document the details of the Arcanist class, including all of its abilities. We're going to share the details with you here:
One of the main features of this Chapter is the introduction of the first new class in ESO since the Necromancer in 2019, which has been in development since late 2021. The devs had a hard time deciding on which class to add and simply named it "Bob" for a long time so as to not pigeon-hole themselves into any particular class. Eventually they decided on the Arcanist as it ties into the book/knowledge theme of the chapter.
The unique mechanic of the Arcanist is the building and spending of "Crux". You can have up to 3 points of Crux at any one time and it is shown both in your ability bar and around your character (and other players) in game. Some of your abilities will create Crux and some abilities will use Crux to create bonus damage or other effects. Some abilities will also gain bonuses from Crux but not spend it.
A short description of all the new class skills are in the following sections. Keep in mind there are still balance tweaks to be made so skills may change once on PTS.
The 3 Arcanist skills lines are:
Herald of the Tome -- Damage
Soldier of Apocrypha -- Tanking
Curative Runeforms -- Heal/Support
The skill line role listed above is general and you'll find useful skills and passives in all lines depending on your desired role. Skill animation are based around using a book in your hands keeping with the theme of Hermaeus Mora for the chapter.
Note that any spelling mistake on the following skill names is my fault (2 hours of play testing doesn't last that long).
Herald of the Tome
The primary damage skill line of the Arcanist.
Unblinking Eye (Ultimate) -- Summon a "scion" of Hermaeus Mora that does damage via a beam. Morphs into Tide King's Gave (beam follows target) and Languid Eye (adds snare).
Runeblade (Active, Mag/Sta) -- Costs Magicka or Stamina depending on your max resource. Does Magic Damage and creates Crux. Does more damage with increased Crux. Morphs into Writhing Runeblades (adds Crit Chance) and Scaling Runeblades (adds Damage).
Fatecarver (Active, Mag/Sta) -- Costs Magicka or Stamina depending on your max resource. Does beam Magic Damage. Spends Crux if you have any to increase Damage.  Morphs into Exhausting Fatecarver (increases duration/strength of snare) and Pragmatic Fatecarver (spends crux to reduce cost).
Abyssal Impact (Active, Sta) -- Adds snare and "Ink". Morphs into Cephaliarch's Flail (creates Crux, adds damage to enemies below 50% health) and Tentacular Dread (Mag, spends Cruxs, adds Ink strength and immobilize damage).
Tome Bearer's Inspiration (Active, Mag) -- Creates Crux. Adds Major Brutality/Sorcery while slotted. Adds Rune damage to weapons, increases damage with Crux. Morphs into Inspired Scholarship (more frequent damage) and Reperative Treatise (restores mag/sta).
Imperfect Ring (Active, Mag) -- Does AOE damage. Morphs into Rune of Displacement (creates a rune that damages and pulls mobs) and Fulminated Rune (more area damage).
Fated Fortune (Passive) -- Adds Crit Damage/Healing whenever you gain or spend Crux.
Harnessed Quintessence (Passive) -- Adds Weapon/Spell Damage when you restore Mag/Sta.
Psychic Legion (Passive) -- With a Herald of Tome ability slotted gain status damage.
Splinted Secrets (Passive) -- For each Herald of Tome ability slotted gain penetration.
Soldier of Apocrypha
The primary tank skill line of the Arcanist.
Gibbering Shield (Ultimate) -- Absorb damage. Morphs into Sanctum of the Abyssal Sea (adds shield strength) and Gibbering Shelter (gives allies a damage shield).
Rune Jolt (Active, Mag) -- Does damage, Major Maim, taunt and creates Crux. Morphs into Runic Sunder (Sta, reduces target armor, gain armor) and Runic Embrace (Mag, adds heal and Minor Lifesteal).
Runespite Ward (Active, Mag) -- Damage shield, uses Crux to increase shield strength. Morphs into Spiteward of the Lucid Mind (crux refunds cost) and Impervious Runeward (much more damage shield for 1 second).
Fateworn Armor (Active, Mag) -- Adds Major Resolve and Minor Breach. Morphs into Cruxweaver Armor (adds buff duration, creates Crux when damaged) and Unbreakable Fate (adds block mitigation, spends Crux to increase bonus).
Rune of Eldritch Horror (Active, Mag) -- Paralyzes and adds Minor Vulnerability, undodgeable. Morphs into Rune of Uncannny Adoration (charms and snares) and Rune of the Colorless Pool (adds Minor Brittle).
Aegis of the Unseen (Passive) -- Adds Armor will using a Soldier of Apocrypha ability.
Wellspring of the Abyss (Passive) -- Adds Health/Magicka/Stamina recovery per Soldier of the Apocrypha ability slotted.
Circumvented Fate (Passive) -- Adds Minor Evasion when casting a Soldier of the Apocrypha ability.
Implacable Outcome (Passive) -- Spending Crux gains Ultimate.
Curative Runeforms
The primary healing and support skill line of the Arcanist.
Vitalizing Glyphic (Ultimate) -- Spawns a total that adds Weapon/Spell damage and healing. Grows in power when healed. Morphs into Glyphic of the Tides (spawns with more health) and Resonating Glyphic (damage totem to power it up).
Runemeld (Active, Mag) -- Heals and creates Crux. Heals more if you have Crux. Morphs into Evolving Runemeld (increases HOT heal) and Audacious Runemeld (gain ultimate at low health).
Remedy Cascade (Active, Mag) -- Beam heal, spending Crux restores Mag/Sta. Morphs into Cascading Fortune (heals more at low health) and Curative Surge (heals more as you channel).
Chakram Shields (Active, Mag) -- Spawns 3 discs with Damage Shield. Morphs into Chakram of Destiny (creates Crux, recasting increases shield) and Tidal Chakram (uses Crux to reduce cost).
Arcanist Domain (Active, Mag) -- Spawns an area that adds Minor Courage/Fortitude/Intellect/Endurance. Morphs into Zena's Empowering Discs (effect remains when you leave area) and Reconstructive Domain (adds a HOT).
Apocryphal Gate (Active, Mag) -- Creates 2 portals that you can walk into to teleport to the other one. Gain Crux when teleporting. Morphs into Fleet Footed Gate (increases move speed) and Passage Between Worlds (allies can use synergy to teleport).
Healing Tides (Passive) -- Adds healing done with Crux.
Hideous Clarity (Passive) -- Adds Mag/Sta when creating Crux.
Erudition (Passive) -- Adds Mag/Sta recovery.
Intricate Runeforms (Passive) -- When you have a Curative Runeform ability slotted reduce cost and increase strength of Damage Shields.
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Tales from the Aether Skills and Feats
Skills and Feats are the bread and butter of your character in this system. Skills are the essence of how you character will interact with the world and Feats reveal the expertise you have developed for each skill. However, to delve any deeper, we must first explain Attributes.
Attributes are the 4 traits that dominate all aspects of the game and they are Social, Survival, Combat, and Magic. Social effects your Reputation, Survival your Health, Combat your Stamina, and Magic your Arcana. I will explain more about each of these mechanics in another post.
Skills are divided between the four Attributes like so:
Social: Awareness, Deception, Diplomacy, Intimidation, Knowledge, Luck, Performance, and Sleight of Hand.
Survival: Agility, Endurance, Medicine, Nature, Security, Stealth, and Willpower.
Combat: Blocking, Heavy Armor, Light Armor, One Handed, Ranged, Tactics, Two Handed, Unarmed Fighting, and Unarmored Defense.
Magic: Abjuration, Alteration, Conjuration, Evocation, Glamor, Mysticism, Necromancy, and Primal.
Expertise in a Skill is determined by the following ranks: Untrained, Novice, Apprentice, Journeyman, Expert, and Master. All Feats are locked behind a rank starting with Novice. All characters start the game with at least 3 Feats you can hand select from the skills you invest in and as you level up, you will continue hand selecting Feats in tandem with your character's journey. You will be able sculpt your character and shape them through Feats to reflect their journey across the campaign. Additionally, for one shots or shorter campaigns, you can be incredibly precise in what abilities your character needs to thrive.
Feats can grant your character additional resistances, increase your Health, Stamina, or Arcana, grant you unique abilities, allow you to alter attacks or spells as you make them, and much more. Some Feats are passive while others can be used in tandem with another action such as engage/attack or cast a spell and others are actions all on their own. They add diversity to your tool set and ensure you never have to take the same action twice unless you want to.
If having so many options is overwhelming for you, that is where Archetypes come in. I'll go deeper in another post but the tldr is that Archetypes are premade level 1 outlines for all kinds of various types of characters with skill, feats, and even equipment and spells selected for you to jump in and play.
This is a peak at some design elements of my TTRGP Tales from the Aether. This is not dnd. If you think some of these ideas are interesting, check out my Masterpost linked here and follow for more updates :D
Check out a Skill's Feat tree below the cut
One Handed Fighting Feats
Novice: Two Weapon Fighting - You can wield two One-Handed weapons at once as a Main and Off-Hand weapon without taking penalties to your Off-Hand weapon attacks.
Novice: Dueling - When wielding a weapon in one hand and nothing in the other, you gain a +2 Bonus to Attack Rolls. 
Novice: Riposte - As a Reaction to a successful Melee attack against you, you can make a counter attack. (1 Stamina)
Apprentice: Dual Strike - (Prerequisite - Two Weapon Fighting) You make a single attack with both your weapons at once. Combine the Stamina cost for both weapons, that is the Stamina cost for this attack. Combine the dice for each weapon, that is the damage of this attack. 
Apprentice: Precision - As a Minor Action, you can give yourself a +2 bonus to Attack Rolls with One-Handed weapons. This effect ends if you move. (Stamina 1)
Apprentice: Dual Wielding Flurry - (Prerequisite: Two Weapon Fighting) When you take an attack with your main weapon, you can take 1 free attack with your off hand weapon that does not cost Stamina. Altering this second attack with Feats still costs Stamina, however. This ability can only be used once per turn. 
Journeyman: Surge Attack - You can give yourself a Bonus to your Attack Damage with a One-Handed weapon equal to your One Handed Fighting Score. (Stamina 1)
Journeyman Parry - (Prerequisite: Two Weapon Fighting) As a Reaction to being struck by a melee attack, you can add your Combat Modifier to your Defense Score as you parry the attack. 
Expert: Disarming Attack: You can attempt to Disarm a creature as part of your Attack. In addition to dealing damage on a successful strike, make a Contested One Handed Fighting Check against your target’s One or Two Handed Fighting. If your roll is equal to or greater than your opponents, the target is successfully disarmed and the weapon falls to the ground. If you Critical Succeed, you can lob the weapon 20 ft in any direction. (1 Stamina)
Expert: Perilous Strikes - Add your One Handed Fighting Score to your Attack Damage while using One Handed weapons instead of your Combat Score.
Master: Master Dueler - When you are fighting a creature and no other creature is adjacent to it, you gain an additional Damage Die for each of your Successful Attacks.
Master: Deadly Flurry - (Prerequisite: Two Weapon Fighting) When you take an Attack with your Main Weapon, you can take 1 free Attack with your Off-hand Weapon. This free attack now bears the same Feats as the main attack without any additional Stamina cost. This ability can only be used once per turn. 
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dailycharacteroption · 6 months
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Races Among the Stars 8: Haan
When we think of Bretheda’s many sapient species, one probably thinks of either the barathu or one of the many beings populating it’s numerous moons.
However, it’s easy to overlook that there is another species sharing the skies with everyone’s favorite form-altering jellyfish. I speak of course of the arthropoid haan, who sail through the skies of the gas giant on woven silk balloons! With these flotation devices and silken sails, haan can be shockingly agile in the air in their hunt for prey.
Although just as intelligent as other sapient species, the majority of haan society is extremely traditionalist, eschewing all but the simplest tools and weapons to hunt and roam the clouds of their homeworld as they have for millenia.
However, there are plenty of haan that leave their home to travel the stars and interact with other species across the galaxy, where they find their intuitive understanding of aeronautics gives them an edge as pilots.
This does come with a major drawback, as those who leave Bretheda are effectively exiled from their people, and written off as dead by their own families, unable to return. There is talk of these exiled haan creating a new colony home on a different gas giant, far from those traditionalist values, but most fear the upset that would be caused if they try recruiting directly from their kin still living on Bretheda.
Full disclosure, the appearance of the haan in their natural habitat versus the one wearing space armor… they almost look like different creatures. The haan native doesn’t look like it should be able to stand upright… Ah, but that’s just me.
In any case, haan resemble eight foot long, four-limbed arthropods with impressive mandible-like pedipalps near their mouths. They sport many barbs and bristles on their exoskeleton, which can be safely trimmed and groomed, fulfilling much the same role as hair does on mammalian species. They also possess silk glands which are equipped to create hollow balloons filled with light gasses from their internal stores to float themselves or whatever they attach them to in the air. Additionally, striking surfaces on their legs also allow them to ignite these gasses, making them an effective weapon as well.
As mentioned above, traditional haan society is very traditionalist and insular, eschewing many modern wonders in favor of retaining the hunter-gatherer society of their ancient past. While this is perfectly fine and viable, it does alienate and disown those haan who choose to join the wider galaxy, leaving them to struggle with their own cultural identity.
Strong and surprisingly agile despite their bulk, the haan’s focus on tradition over innovation has left most unused to exploring new ideas.
Their ability to ignite their own gasses allows them to have a strong weapon against multiple foes in an emergency.
While traditionalist haan are able to outright fly with their balloons and sails (not to mention sneak balloons onto foes to disrupt them), adventuring haan rarely do so, though they can reflexively craft a balloon on the fly to slow their fall in an emergency.
With their strength and dex, haan can excel in any combat role, favoring everything from soldier to evolutionist, solarian, vanguard, and even nanocyte. Outside of that, their dex bonus is also very useful for operative and even precog as well. Their weakness to intelligence does mean that mechanic and technomancer are hard picks for them, but they can get around this, as well as tap into non-intelligence options such as intuitive biohackers, mystics, and witchwarpers.
That does it for today, but I hope you enjoyed these floaty bugs. Tomorrow we’ll look into one of the new species from the Ports of Call book!
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shuttershocky · 6 months
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Thoughts on the new dota patch?
Stuff I don't like
Stuff that didn't do damage now does damage — Mana drain does damage, Curse of Avernus does damage, fucking Enchant does damage. It's a case of classic powercreep, where instead of new characters coming in are clearly stronger than old ones like mobage fans are used to, the entire game moves up the powerscale. The Dota 2 of today is far faster, bulkier, and stronger than the Dota 2 I started with in 2012.
Solar Crest is way too overloaded — this thing gives armor, an HP barrier, movement speed, AND 70 ASPD for literally no mana cost. What the fuck. Cores are building this and then spamming it on themselves to fight with. It needs a mana cost right away.
Trilanes are still dead — while the heroes at the top and the overpowered items have shifted a ton, Dota hasn't changed from a 2-1-2 laning setup for almost 7 years now. A few years into when I first started playing, you would see trilanes, where the offlaned would go alone, while both supports babysat the carry. It was much slower paced than 2-1-2 which is why it never came back (same reason why dedicated junglers as a role never came back) but I do wish we had a changeup of how the lanes were played.
Stuff I do like
Khanda — Putting a crit stat onto a caster item and adding scaling bonus damage to a spell every 6 seconds is Khanda fun. You can do some funny oneshot builds with Khanda, a Divine, and any long range targeted spell like Assassinate (which can also scale off ATK just like Khanda's bonus damage)
Revenant's Broach rework — They called me a madman when I'd buy this on Phantom Assassin just to turn physical crits into magical ones. Now it's been reworked so it doesn't give useless stats for PA like int and ASPD and witchblade DOT, and now only gives raw damage and spell lifesteal. Good. Buy this on PA after you have one more damage item and then turn it on when her next crit is guaranteed to deal 1000+ magic damage in a single hit. It's like playing Lina with cheats turned on, or a very, very farmed Muerta. High armor heroes like Morphling or Terrorblade that think they're safe will instantly get deleted.
Weird new mechanics — While I complain about powercreep, Dota never stops getting weirder and adding new mechanics every patch, which at least makes it fascinating to study. My favorite in this patch is changing Juggernaut's Blade Fury from a regular DOT spell that deals damage every 0.2 seconds to one whose tick rate changes to 2x his current ASPD, meaning the faster his attack speed is, the faster he deals damage with Blade Fury. It's so stupid and weird, basically makes Blade Fury go from a godtier kill lane spell that falls off into a garbage laning spell that scales later and lets Juggernaut be an unstoppable whirlwind lategame even when he can't normal attack. It's fun. I also like Bloodstone having a new +75 AOE stat which just adds 75 units of girth to all AOE spells. It's probably broken and needs a nerf, but we've never had an item affect AOE sizes before and it's been quite fun.
Magic carries are back — It's mostly just Leshrac (+Shiva's and Bloodstone) being broken but I do think magic carries like Pudge are now way more viable than they were the last two patches. I loved Pudge carry when it was good, and was sad that it got nerfed. Today however, Shiva's and Bloodstone are so busted I think it might actually make Carry Pudge semiviable again, at least in pubs. I love non-traditional carries so them getting buffed is great.
Gyrocopter is pushed towards being a caster yet again — My favorite running gag in Dota 2 is that Icefrog keeps buffing all of Gyrocopter's magic to push people towards playing him as a caster, and still whenever he shows up in the competitive scene it's as classic carry Gyrocopter entirely because of how fast flak cannon makes you farm. Gyro's magic has been buffed so many times that playing support Gyro is actually viable (been viable since last patch), it's just that Flak Cannon's existence will mean that carry Gyro will always triumph in popularity. To kill carry Gyro once and for all, Icefrog will have to delete Flak Cannon, but Gyro's had Flak for well over a decade now and it's kind of iconic to the character. In the meantime, the reworked Call Down is really fun to play with for a support Gyro.
Roshan snitches if the winning team keeps winning — They added a new mechanic where if the team that previously killed Roshan is attacking Roshan again, Rosh does a scream that the whole map can hear while hitting the team in its AOE with a +25% damage taken debuff. It's a really funny way of slowing down a snowballing team since the team that gets the second Roshan often gets a huge advantage that wins the game, and now with this mechanic getting two Roshans in a row is actually pretty risky without total map control. The patch isn't even a week old and I've already seen a team that's ahead get snitched on by Rosh and then heavily punished by the losing team just waiting for Rosh to give the signal to attack.
All in all, fun patch so far, but the meta hasn't really been settled yet. Need Solar Crest and Shiva's to get nerfed as they're way too strong and Solar Crest especially is supposed to be a support item you put on your carry rather than an item carries will cast on themselves. I really want to see a game with the neutral item that gives 95 magic resistance at the cost of setting your max HP to 1.5k, I wanna see a very farmed Axe with a billion armor get that at 60 minutes to become invincible.
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rosymourning · 2 months
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The Dark Justiciar - a Shadowheart build
"Dark Lady, help me strike true."
Shadowheart is a Trickery Domain Cleric, spreading Shar's Darkness with every strike. This build is heavy on Necrotic damage and gives Shadowheart everything she thought she wanted.
[check out my other builds!]
Gameplay Notes
Many of the items used in this build are discoverable in the world and completely independent of any narrative choices. Until you get the full Dark Justiciar set (and to be honest, even after, though it’s definitely better), this build is nonoptimized, gaining only small bonuses to Necrotic damage and benefits while obscured. As always, I value getting to see Shadowheart in armor that suits her and lore-accurate builds over optimization, so I think it's worth it.
However, at the end of Act 2, the build really comes online with some incredibly strong items. What were small bonuses to Necrotic damage are now worth building around, and what used to be a somewhat finnicky mechanic of trying to maintain obscurity is now dwarfed by near constant Darkness. Notably, all other party members should gain immunity to blindness as soon as possible (using the Eversight Ring, Steelwatcher Helmet, or Helldusk Helmet) in order to function.
Your top priority will be creating or maintaining Darkness. You can use this Darkness as cover to avoid taking hits or as an offensive maneuver to blind enemies and melee attack. With Darkness on the playing field, ranged attacks will be more challenging to make use of.
Stats and Leveling
Final build: Level 5 Trickery Domain Cleric, Level 7 Gloom Stalker Ranger
Shadowheart's (default) stats: STR 13 / DEX 13 / CON 14 / INT 10 / WIS 17 / CHA 8
[STR elixirs will be helpful here - I don't like changing companion stats, but even I can admit these are decidedly not ideal numbers]
Level 1 - Cleric (Trickery Domain) Level 1
Cantrips: Guidance, Produce Flame, Resistance
1st Level Spells [Command is useful throughout the entire game]
Level 2 - Cleric (Trickery Domain) Level 2
Channel Divinity [Trickery Domain is super lame… ugh]
Level 3 - Cleric (Trickery Domain) Level 3
2nd Level Spells
Level 4 - Cleric (Trickery Domain) Level 4
Feat: ASI+ STR>14, WIS>18
Cantrips: add Thaumaturgy
Level 5 - Cleric (Trickery Domain) Level 5
3rd Level Spells [Spirit Guardians is great, but this build doesn’t use/abuse it much]
Level 6 - Ranger Level 1
Favored Enemy: Sanctified Stalker
Natural Explorer: Urban Tracker
Level 7 - Ranger Level 2
Fighting Style: Dueling [only choose Dueling if it still works with versatile weapons + shield]
Learn Spells: Longstrider, Enhance Leap
Level 8 - Ranger (Gloom Stalker) Level 3
Dread Ambusher [bonus action Hide might be the best part to be honest]
Learn Spells: Speak with Animals […at least this is a ritual spell]
Level 9 - Ranger (Gloom Stalker) Level 4
Feat: Polearm Master [I think this is still bugged, but I think it’s fitting for the build, so whatever]
Level 10 - Ranger (Gloom Stalker) Level 5
Extra Attack
Learn Spells: Silence
Level 11 - Ranger (Gloom Stalker) Level 6
Additional Favored Enemy: Mage Breaker [if the build used heavy armour, it’d be Ranger Knight]
Additional Natural Explorer: Beast Tamer [do you think she still likes animals as a Dark Justiciar?]
Level 12 - Ranger (Gloom Stalker) Level 7
Learn Spells: Lesser Restoration
Items
Armor -
Dark Justiciar Mail (1 Grymforge)
Dark Justiciar Half-Plate (Rare) (2 Gauntlet of Shar)
Dark Justiciar Half-Plate (Very Rare) (3 Nightsong)
Melee Weapon -
Shar's Spear of Evening (2 Nightsong)
Justiciar's Great Shield (2 Gauntlet of Shar)
Ranged Weapon - Sharran Crossbow (1 Grymforge)
Amulet - Amulet of Restoration (1 Myconid Colony)
Helmet -
Dark Justiciar Helm (1 Grymforge)
Dark Justiciar Helmet (2 Gauntlet of Shar)
Ring 1 - Shadow Cloaked Ring (2 Ruined Battlefield)
Ring 2 - Ring of Twilight (2 Ruined Battlefield)
Gloves -
Dark Justiciar Gauntlets (Uncommon) (2 Gauntlet of Shar)
Dark Justiciar Gauntlets (Rare) (2 Nightsong)
Boots - Dark Justiciar Boots (2 Nightsong)
Cloak - Vivacious Cloak (2 Mausoleum)
Lore and Flavor
The first half of this build (before any interaction with The Nightsong) is representative of where Shadowheart begins her story. Regardless of my plans for her at the end of Act 2, this is how I usually build Shadowheart in the early game. I love the idea of her getting excited to find equipment from Dark Justiciars and wanting to use it.
The "final" form of this build does require Shadowheart's dark ending, as the strongest pieces of the Dark Justiciar set are understandably given as a reward for actually becoming a Dark Justiciar. While decidedly not the good ending, this is still a powerful story and an impressive character that everyone should experience at least once.
Other Dark Justiciars in the game have a similar combat style to this build, relying heavily on Darkness and a mix of melee attacks and spell casting.
Shadowheart's backstory feels very relevant to this build, of course, but I don't consider this a true "canonical" ending for her. I'm working on writing up something for post-Act 2 that I think fits her much better and, thankfully, works better in the meta of BG3 (so much better, in fact, that it makes me wonder if it was intentional...). A big issue I have with this build is that Trickery Domain is a really weak domain in general and given the gameplay and itemization of this build. But, if Shadowheart is a Dark Justiciar of Shar, I think she would choose an actual domain of Shar. In 5e, that's either Trickery or Death. Death would be great, but isn't an option in game - this would be a cool chance to use some of the incredible Cleric Domain mods out there!
[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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SSC Apatura
The SSC Apatura is a full license. The Apatura is the child of development hell, released by begrudgingly by a subsect of the Lux Iconic designers in hopes to get more field data.
The Apatura is the older sister frame to the recently released Mourning Cloak, it has been in development long before the advancements in singularity tech allowed for the finalization of the Cloak. Imagined as the armor cracker to the area denial and control of the Black Witch, the rapid defense of the still-in-concept White Witch, and the skirmishing Mourning Cloak, what came to be known as the Apatura had unexpected issues.
Designed for team-wide armor piercing to specifically benefit mourning cloak, the Apatura was to use corrosive weapons to melt the exterior hulls of hostiles for a quick finish. This did not come to be due to the difficulties in the invention and synthesis of a quality enough substance. Hundreds of chemical cocktails and many variations of said hundreds came and went with the development process. The worst part of this, aside from the stalling of working on additional frames to add to the line, was the fact that the development name was stolen by the Exotic Materials Group. The Apatura, originally called the Emperor, was to "strike fear into the hearts of its enemies, melting there defense before leading its knights clean up the stragglers".
Eventually the team found the right formula, the perfect substance to prolong the melting against hull fabrication. The only probelem was that it was too hard to synthesis on the field. In the end, the designers pivoted the roll of the Puddling Apatura to scavenge raw matter in the to cobble together through specialized internal printers. As a result the former emperor is now squandered to scavenge off of defeated mechs, its visage clouded by corrosive gas.
Mechanically, the Apatura is a Limited system and weapon user that spreads shredded through limited weapons. Equipped with a passive to scavenge wrecks (removing there ability to grant hard cover but not outright destroying them), it has incredible ability to stay stocked up. Immune to shredded and equipped with very good stats, it is easily enabled to be a front line fighter.
Rendered fragile to balance its sustainable high damage, its efficient core active allows it to give a character exposed instead of shredded as it injects a catalyze to the enhance the acidic reaction.
License:
(LL1) Injection Palm - a ap main melee weapon that forces the target to succeed on a hull save or become shredded.
(LL1) Disposable Mod - a mod that gives limited 5 to a weapon without limited. Also it gets +1d6 bonus damage.
(LL2) Frame
(LL2) Melter Array - a heavy limited cqb weapon that acts as a souped up shotgun that can attack another character, object or terrain within 3 spaces of original target (but half damage, no bonus damage, and doesn't expend a charge)
(LL2) Caustic Brew - acid grenade. Chuck does damage and shred, mine has a prolonged shred effect that is harder to save against while in the fog
(LL3) NEITH-CLASS NHP - originally one of my exotic NHP's, the NEITH has the ability to have its charges consumed instead of other limited systems as it produces components from nothing (at the cost of extreme power consumption that requires auxiliary batteries dedicated to the system).
(LL3) Corrosion Mortar - a limited system that allows you to fire a shell that makes an spot of dangerous terrain that is harder to save against if the target is shredded.
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amberskyyking · 2 months
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Disillusioned Bonus Chapter: Butter Makes Everything Better
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Milo knows better than to let his guard down around a nat-born… But the food really is delicious.
Milo snatched up his blaster and bucket, burst out of his room and bolted into the galley, taking up a position with partial cover around a wall in only half his armor. He shouldn’t have even waited that long, now he was caught halfway unprepared! The threat could be anywhere, from a hostile stowaway to a mechanical failure to being discovered-
“Ah kriff, sorry Trooper,” Luz said casually over the music from just beyond the wall. “Didn’t meant to wake you, I just tripped over the damn step stool and knocked a bowl off the counter, this galley is NOT made for short people!” 
Milo tightened his grip on his blaster, Fox’s warnings all ringing in his head as he peered cautiously around the corner, but Luz met his eyes with an embarrassed little sigh as she sat in a heap on the floor. A sticky blue substance was splattered across her face and arms, dripping from the colorful cabinets she had painted herself.
“I’ll have to re-make that batter for the Felucia toast,” she muttered, wincing just a little as she pulled herself to her feet. “At least it wasn’t gravy this time.” 
Milo exhaled. This wasn’t a direct threat after all, at least, not to him. She was a bit of a danger to herself though, wasn’t she? He would have to keep an eye on that. If Fox did want to use her again, he would probably need her back in one piece. He stowed his blaster and stepped into the room with a shake of his head.
“You mind giving me a hand with the cinnamon?” Luz asked, pulling open a cabinet door with some Mon Calamari musician painted on the front and gesturing to a little glass jar full of brown powder towards the top. “I haven’t made this in a while and Nox put it away too high for me last time.”
Milo blinked at her a couple of times in confusion. “Nox… cooks?” 
“Yeah! He helps me sometimes, found the Felucia Toast recipe himself before our last trip…” 
She trailed off, but he furrowed his brow with a frown. Luz had talked a lot about that particular trooper, a reckless, too-trusting type from the GAR, but the bit about him cooking was new. That hadn’t occurred to Milo. He and his men had been planning to subsist on rations for the trip, but when Luz started offering her own food to them, well… They tried to hold out at first, but her cooking smelled like everything they’d ever had to watch Senators gorge themselves on while their own stomachs ached with hunger, and besides, the Guard knew better than to waste food.
It was still nat-born food, though. Getting to try it at all was practically unheard of, but he knew it wasn’t really meant for them. He knew better than to pry, nat-borns got upset when you asked too many questions, so he didn’t ask about all the jars of colorful powders she shook into the stew, he didn’t ask what the thick brown liquid with such a strong flavor was that she slathered over a hunk of nerf chops, he didn’t even ask what the squishy white cubes were, the ones that melted so perfectly into a sweet foam over their hot choklad. It wasn’t like having those answers would make a difference back on Coruscant anyways, and it wasn’t worth the risk of upsetting a nat-born and compromising the mission.
But Nox cooked.
Milo absentmindedly passed the jar down to her and caught a whiff of it as he did. His knees almost went weak. It smelled divine.
“Would it-” He started, then paused to collect his words, hoping to phrase the question right. It wouldn’t do him any good to sound overly eager. “Would it help if I… Learned some of this, too?”
Full Chapter (And Story!): Butter Makes Everything Better
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hragon · 1 year
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hi! i’ve been following you on twitter and insta for a while and ive seen a lot of your DND stuff that i love, like your artificer Ren.
i’ve recently started playing DND and i chose an artificer, i was wondering if you had any advice on playing one?
i adore and admire your art
Hi, thank you so much!!
I saw this ask days ago but I knew the answer might get lengthy, so I had to wait until I had a chance to sit down and write it. I have a lot of thoughts and feelings about Artificer, and it's actually replaced Rogue as my favorite DnD class.
Full disclosure though - I actually have yet to take a close look at the other artificer subclasses (battle smith, armorer, alchemist). My artificer, Ren, is an artillerist. Any thoughts I have may very well apply to other subclasses as well, but just know they'll be coming from the angle of artillerist!
So basically, bottom line, the artificer is good at just about everything (limited only by what you have prepared and available at the time), is really, really fun to play mechanically, versatile, and the class features are packed.
The rest of this is going under a read more.
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Utility
While you can definitely build your artificer around a specialty (usually according to subclass), the base class is designed first and foremost for utility. Artificers are prepared casters that can swap out their spells for any other on the artificer spell list every long rest. Being half-casters means the number of spells they can have prepared at once is more limited, but the sheer number of spells they have access to is still impressive. If you look at the base artificer spell list, you might notice that very, very few of them are geared towards actual damage. Many of them can be handy in a variety of circumstances, especially if you get creative! There are excellent options for disguise, flavor, defense, and support. Also notice that many of the spells can be applied not only to the benefit of you the artificer, but to you team as well - more on that when I get to buffing. Also, casting the spells is fun! The idea behind using your tools as your spellcasting focus is that you're actually using inventions you have created, so you can flavor it however you imagine. To cast the Invisibility spell, Ren has an sphere that separates into lots of tiny butterflies with glass wings. They gather around the target of the spell in a formation, and the light reflects and refracts on the wings to bend light around the target and hide them.
And then, when you choose a subclass, you automatically get MORE SPELLS! By level 5, artillerist has gotten Shield, Thunderwave, Scorching Ray, and Shatter (more at higher levels I just don’t want to list them). Three very good, effective damager spells, two AoE, and one sniper. And then - shield. SHIELD. This spell is so important to me. Usually when you create an artificer, you may be able to lean towards higher defense armor to make up for the fact that Dexterity probably isn't one of your higher stats. Ren doesn't have that luxury, because he can fly. If I want him to be able to fly, he is limited to light armor. He is very squishy, with an AC of only 14. His team is very, very good about covering him, but if Ren does find himself in a situation, or if he needs to jump into the fray to cover a teammate for a round, Shield gives him a +5 bonus to his AC if he's hit. Imagine that +5 bonus on a character with a higher AC! You could be the one covering your teammates with that kind of defense!
And then on top of all those spells - infusions!! Not only is there that lovely list of infusions that grant defense or attack bonuses or let you create a metal homunculus servant, you can also replicate magic items! There are so many ways you could take this depending on the campaign. You could make items that let you fly, maneuver in water, or items that replace spells to either get access to other spells or just to free up room for a few more spells on your prepared list. A lot of artificer can turn into resource allocation. Or, you can make infusions and give them to your teammates, again, more on that in a bit. Take Ren's homunuclus though, a metal bird he named Joule. Joule can attack if Ren spends a bonus action. Joule can also deliver touch spells. This means that Ren can send Joule in to an enemy to deliver a Shocking Grasp without endangering himself, or he can send Joule to a teammate to deliver a Cure Wounds without spending his own movement. This is a tactic I've used a lot, it's come in very handy. Furthermore, Joule (situation allowing) might be able to use the Help action to give advantage on a roll (this ACTUALLY saved Ren's life, and recently assisted our Fighter when he found himself in a situation) and often acts as a messenger/lookout for the party. Whenever the party splits, Ren sends Joule to keep an eye on them and report back if there's trouble.
There's another part of the utility aspect here that I think often goes overlooked - CRAFTING. Artificers have SO many tool proficiencies. Use them!! Talk to your DM about crafting rules. Crafting takes time and it isn't until the higher artificer levels that trying to craft magic items on the regular becomes feasible. But there are other things you can do even earlier. For example, Ren is proficient with smith's tools. He came into some money during the first act of the game and spent it on silver, then borrowed a forge, hired a few of the apprentices for just a couple of gold a day. In only a day and a half, he silvered 20 arrows for the ranger, one of the ranger's swords, and the fighter's glaive. This was right before the group went to Avernus, which is filled with fiends and demons and devils that are resistant to non-silvered weapons. That contribution alone from Ren has made a HUGE difference in combat. My DM introduced some other crafting options (The Complete Armorers Handbook Weapon and Armor Upgrade System from DM's Guild), so Ren also muffled the armor of our fighter and cleric, allowing them to wear the heavy armor with higher defense without any penalties to their stealth.
Class Features
This is where I am only able to comment on artillerist. But OH DO I HAVE THOUGHTS-
Artillerist gets some nice features like a 1d8 bonus to attacks with Arcane Firearm, but what I really want to talk about is, of course, their cannons. Their class features revolve around this. You can spend a turn action to create one of three options: a force cannon (delivers 2d8 damage and blasts the target back 5 feet), a flamethrower (delivers 2d8 damage on a failed save in a 15-foot cone), and a protector cannon (grants temporary hp to anyone of the artificer's choice within 10 feet of it). You can make one cannon per day for free, but you can spend spell slots if you need to make another one later.
I need to emphasize that while it takes a turn action to create a cannon, it is only a bonus action to fire it. You can attack with the cannon on the same turn you make it. Also, on subsequent turns?? You have an entire turn action to do whatever you want with!! You can cast a utility spell to help with battlefield control, or a buff spell to help your teammates, or a damage cantrip like Firebolt (the artificer's bread and butter) which stacks with the 1d8 damage bonus, or whatever else you want to do - and you'll still have your cannon left for the bonus action.
You can make these cannons either tiny, so they are small enough to hold, or small objects, that occupy their own space. Small cannons can be fixed, or can move 15 feet as part of your bonus action. I used to favor the handheld cannons because of their mobility. We had several combats that involved a chase, so it was easier for Ren to just carry the cannon with him. However, I recently discovered the true power of the cannons. All of them have an AC of 18 and hit points equal to 5 x your artificer level. Which leads me into...
Battlefield control
An AC of 18 and hit points equal to 5 x artificer level is basically a whole other character on the battlefield with you!! We found ourselves in an intense combat recently with two powerful enemies moments away from flanking our artillerist and our fighter. Our fighter was already fighting one, and a helmed horror statue (bad!!) just knocked down the door to the room. Ren dropped a cannon in the doorway.
That statue could NOT get through that cannon. That AC of 18 kept it out of the room for the rest of the combat. The one round where the statue actually did hit the cannon, and with a multiattack, it wasn't enough damage to take it out. Ren then cast Mending to restore the cannon's hit points. Hilarious. And it bought our fighter enough time to take out the other enemy, and the rest of our group time to get to the back of the building and assist us. Plus, at higher levels: the cannons count as half cover...AND you can make and command two of them at once...AND they can explode!
Also consider all the AoE spells and how they can be used to help the flow of combat in your favor. There are damage dealing spells like Fireball, or utility spells like Grease. Consider the force cannon and the 5-foot pushback it delivers on a hit. We ran into some trouble when an enemy was physically stopping our vehicle from moving forward, and all we had to do was make it let go for an instant. Ren constructed a cannon with his action, fired at it with his bonus, and forced it just 5 feet away - but it was enough, and we were on our way. Imagine using that to knock enemies around the battlefield - away from your friends, or in the range an AoE spell you can unleash on the same turn.
Versatility
Artificers can swap between offense, defense, and support/buff in an instant.
Artillerists can snipe with Firebolt or Scorching Ray from a distance. They can unleash AoE attacks like Thunderwave or Fireball. They can heal their teammates. They can use their homunculus to deliver touch spells if they need to. They can jump in and play defense for a round with Shield. They can give their allies a temp hp bump with the protector cannon.
Another sometimes overlooked power of the artificer though - BUFF YOUR TEAM.
Looking at the artificer spell list, consider spells like Faerie Fire, Sanctuary, Aid, Enhance Ability, Enlarge/Reduce, Invisibility, Magic Weapon - all of these and more that can give your team significant advantages. I really believe that part of the reason artificer is so based in utility, and so versatile, and so adaptable, is not to stand alone but so the artificer can cover the team - fill in any holes and enhance their strengths.
With infusions, it's totally understandable to focus on giving your build those bonuses. Especially if your build is meant to be combat effective and you're handling a lot of the front-line action yourself. But for Ren, who is quite squishy, and who isn't built for front-line combat, it's much more advantageous to give those infusions to his party members. Since he silvered one of the ranger's swords, he infused the other one to be a Radiant Weapon. He also gave our cleric a defense bump (so there wouldn't be TWO people with low AC lol!!). This works well in this group, because the better protected his companions are, the better protected he is, too. But it might not work for everyone!
Just consider your party makeup and decide where your artificer would be most effective with spells and infusions.
Multiclassing
Artificer isn't a class I would personally recommend multiclassing with. Being a half-caster means artificer doesn't see higher level spells for quite some time, and the class features are good enough that sticking primarily with artificer is worth it. However, I do think you can get away with multiclassing 2-3 levels into another class. Wizard is the obvious pick, since they are also Intelligence-based casters. This is actually quite a good move, especially for artillerist. Just two levels in wizard will get you the Sculpt Spells feature, which lets you carve out areas of safety within your AoE attacks. That means you can cast Fireball without frying your teammates. Additionally, and this would be the case with a multiclass into any full caster class, you more spells and more cantrips that you can have prepared at one time, and more spell slots, which of course is incredibly useful. My recommendation here would be to move utility spells onto the wizard list, making room for damage spells on the artificer list that can stack with Arcane Firearm in the case of artillerist.
Of course, Ren's situation is a little unique. Being in an Avernus game, most of the enemies we encounter are resistant or immune to fire. And artillerist is skewed towards fire, with its signature spells including Firebolt, Scorching Ray, and Fireball. Resistance you could actually get around very easily with the Elemental Adept feat. Immunity is the BIG problem for me because there is no feat to get around that. However, the sorcerer class has a Metamagic feature that lets you change the damage type of your spells. You could take a feat that gives you this as well (Metamagic Adept), but you would only get two uses of it per day. Given that Firebolt is Ren's main attack, and every enemy we encounter has a high likelihood of resistance/immunitiy, I felt that two uses wouldn't be enough. So, I multiclassed into sorcerer and with that got some fun abilities, the extra spells and cantrips to free up my artificer list, and am one level away from the Metamagic I need. It's a steeper dip than wizard (3 levels instead of 2) and generally wouldn't be the most optimal option for artificer, but it was the best option for Ren considering the environment of this campaign.
But yeah! There are a ton of ways you can build out artificer. Check out the other subclasses and see how they stack, because I'm sure they have similar strengths as artillerist does! Artificer is my favorite class and I hope this gave you some ideas for how to play yours!
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sweetescapeartist · 1 year
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So, you play Dragonball: Xenoverse 2? I remember how said the races are the difficulty of game, which is a little funny given how Xenoverse works. They are different gam mechanics depending on your character's gender, but I'll explain that after the question.
Saiyans have low health, but high attack power. Attack power rises when health is low, all stats rise after reviving. Saiyans obviously have the most transformations in game with different functions. (Different abilities depends on gender.)
Majins have high defense, but low stamina recovery. Defense bonus when stamina is maxed. Stats differ by gender. Purification is the only Majin transformation, which basically makes the OC a Kid Buu clone. (Different abilities depends on gender.)
Earthlings have balanced stats for both offense and defense. Ki refills automatically and attack rises when maxed. Earthlings ride on the flying Nimbus with the Power Pole as a weapon! It's honestly the worst transformation in the game, even with a specific Super Soul that gives it Super Armor. (Different abilities depends on gender.)
Namekians has low attack, but high health and stamina refills quickly. Items are more effective than other races and health is regenerated when low. Namekians has the ability to become a giant swating fighters and shooting diff ranged mouth beams. Duration time depends on how high your stamina stat is.
Finally, the Frieza Race can overpower with fast movement, but they have low health. Their stamina recovers while attacking and their movements speed increases as their health lowers. Frieza Race beings obviously turn Golden.
I honestly made a character of each race. 3 Earthlings, 2 Saiyans, 1 Frieza race, 1 Namekian and 1 female Majin!😶
Well I used to play. I haven't played in years. But I am familiar with the series pretty well still.
Yeah I thought about Xenoverse when I made that post (link here for those who may not know what post is being referenced).
It works a bit differently in the games than what it does in canon but thats for balance sake. But its pretty good for the most part. Especially with Earthlings being balanced. But yeah... The Earthling "transformation" is pretty wack. I'd like to see in a future update or in Xenoverse 3 that the Earthlings learn Non-Self State/ Selflessnes State from Krillin as a power up ability. But that's wishful thinking. I doubt they will do that. There isnt much effort focused on humans in DB content.
Nice! I used to have... 3 Earthlings, 1 Saiyan, 1 Freeza race, 1 Namekian, 1 Female Majin.
Now I'm gonna ask you a question. What would you like to see in Xenoverse 3 in regards to races you can play as, power ups/transformations, and story?
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voidsentprinces · 8 months
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How I got from each one, its grindy, its repeative but I was also somewhat on top of it.
Part 1: DoW/DoM
Level 1 - 53: I leveled this up by finishing the entire MSQ and while running it I unlocked Squadrons. Which are like Trusts but if loaded out correctly are faster. Check out your Grand Company ranks and get to Rank Second (Flame/Serpent/Storm) Lieutenant. Then train them up their stats twice, then send them out to missions this will take a series of days so just do it and have it running in the background like Ventures. Then pick up the "Brand New Sets" by running the Novice Hall as a Tank, a Physical, and a Magical DPS to get three sets. This will also give you a Brand New Ring. Brand New Ring + Menphina's Earring or next expansions pre-order Exp Bonus will make getting from 15 - 30 super easy in just a few runs. This will also allow you to grind out some levels on your Squadron and slowly level their basic Masteries and unlock new ones. Once you have the ability to change their job set ups change both DPS to Arcanist, Healer will always be Conjurer and Tank can be either Marauder or Gladiator don't really matter. So long as the DPS are Arcanists you should be good. When you're able to set the DPS Mastery to Offensive, Tank to Independent, and Conjurer to Balanced. The ones you really want is for Offensive to get to 5. I say this because unlike Trusts, Squadron NPCs will AoE down packs of mobs. And arcanists are pretty much king of AoE in the Squadrons. Once they get to Offensive (Mastery: 5). The runs will start getting quicker, but you gotta put in the time to get them to that point. I suggest leveling each Job from level 1 - 15 by just doing Hunts Log, Guildhests and then doing a couple early game trusts to push them to Level 20, where they'll be able to begin running Squadron Command Missions. Then it is simply a matter of grinding out exp to 50 for each job and sticking with it. Brayflox's Longstop is the biggest hurdle cause it stretches from level 32 - 41 and the third boss doesn't give EXP. Still its WAY faster than Trusts. So grind, grind, grind until 50. Once 50 on a job you can somewhat abuse the Duty Roulette.
50 - 61: Choose a job at 50 and do all the Roulettes you can. Or get them all to 53 from daily roulettes and then take one and main it daily for a while. Take the tomestones you get from it and spend it on Ironworks Gear from Mor Dhona until you have Fending, Maiming, Striking, Scouting, Aiming, Casting, and Healing gears, accesories and weapons respectively, so you can just switch out to each job as they get to. Then repeat the daily process for Shire Gear in Idyllshire, Scaevan Gear in Rhalgr's Reach, and Deepshadow Gear in Eulmore or the Crystarium. If you hit 90 on the job before getting all this, switch to the next one. After you get all these armors, use Squadrons to push the remaining ones from 53 - 61 and switch to Shire Gear. Don't forget to run your job quests in between to help get better abilities to use as the dungeons get progressively more mechanic heavy. Expect to hate seeing the Vault, the Longstop, and Darkhold after a while. (Have an excess of Grand Company Seals? Spend it on emotes, chocobo bardings, or glamour prisms and sell the Prisms on the market if you'd like, just try to keep enough to keep runing Squadrons until you're all at 61 after daily roulettes etc.)
61 - 71: Here comes the hard part. They never updated Squadrons past Heavensward content. So now comes the grind. But thankfully there is a little variation. At this point your hunts should unlock so grab the Hunts for ARR, Heavensward, and Stormblood and just sort of run them to get little EXP, go unlock Kojin and Ananta Tribe quests. These will also help with exp to break up monotony.
71 - 81: Rinse and repeat. Switch out to Scaevan Gear. Daily Roulette, unlock Nuts Hunts in Crystarium, run Trusts (which are much slower than Squadron but what can you do at this point? This is what I did you might have friends to run dungeons with, in which case do the highest dungeon you can queue for [not including Post Patch dungeons] for maximum EXP gain), do your job quests, unlock Pixie Daily Quests for extra Exp from day to day. Grind, grind, grind. You'll probably dislike leveling Tanks and Healers through Trusts because you gotta be involved in the fights. But generally if you're leveling Melee, Caster, Ranged DPS just lead Thancred (and later in Endwalker G'raha) by the nose to the pack of mobs. Attack once with an AoE and then queue up your show and watch it until the pack is cleared. Pause your show or podcast or whatever and walk them to the next. Rinse and repeat. You only have to be involved in Boss Fights. Also don't forget FC buffs and Food. Buy like...cheap food. All food just gives you a 5% exp buff anyway, no use shelling out extra gil on anything that isn't Marmot Steak, Orange Juice, Eggs, and Raisins...it'll be rough going at first because the NPCs also have to be at level to enter a dungeon. But I promise by the time everything is like level 75. They'll all be 80 so you can just do it by dungeon level.
81 - 90: Pretty much the same. Switch out to Deepshadow Gear, daily roulette, Nuts Hunts now you can do them from Old Sharlayan as well and slowly buy Radiant Gear (at time for writing the highest gear you can purchase for Not Gil). G'raha is now able to tank so if you're tired of Thancred just use the Catboy. Same rules as before, NPCs have to level with the dungeons before being able to enter them. But at least you also got Estinien who is okay as a melee damage DPS. Just lead them to the packs and watch your shows until boss fights then food buff and do the encounter then move on. Save the Nut Sacks for the Radiant Gear and then just switch it out. Unless you really like the glamour, gear gotten from Holminster Switch/Dohn Mheg and Tower of Zot/Babil are gonna be useless if you're wearing Scaevan/Deepshadow Gear. Don't really start replacing things til Qitana Ravel and Vanaspati respectively. Grind dungeons with trusts or friends while getting daily exp chores done with in the meantime. If you want to level whatever Corsair and Pictomancer is gonna be. Be sure to save the Deepshadow Aiming Accessories and I assume Scouting Gear as well as Deepshadow Casting Gear and any dungeon equivalents after. Unless you want to grind tomestones for the gear after Dawntrail hits. Also unlock Arkasodara for your daily tribe DoW/DoM Exp
Congrats, over a long period of time everything is level 90.
Part 2: DoL/DoH
1 - 60: Hope you have super deep pockets for gil cause ARE YER READY KIDS!? Thankfully due to the Shadowbringers and Endwalker shake up to leveling Crafting and Gathering. This will be a little better than grinding Trusts. If you're just sitting around and grinding out DoW/DoM you might notice your Leve Allowance is reached 100. Take this time to step aside and track down level appropriate Leves for your chosen crafting and gathering. And turn them in ad nasauem. I suggest: This Site to help you with Leves for Crafting. For Gathering it is initially just find the zone and do the leve but eventually its go to the main city for the expansion and grind it out there. You can do what you want but to save on money I bought Relevant gear for gathering and crafting across 10 levels. So you know gear for level 10, 20, 30, 40, 50, 60 respectively. And nothing in between. Its a money pit, I won't lie. But around level 50, I suggest taking time to do that 3000 quest marathon to unlock Moogle Quests for a daily tribe quest version of Crafting. The money pit is gonna get STEEP for Heavensward Leves but just do your best with the gil you're able to collect from doing daily roulettes with DoW/DoM leveling and any minion and glamour prism money you make.
Level 60 - 70: Good news, abandon the fucking leves. They are just too damn expensive to buy stuff off the market board and level accordingly for Crafting. Get one of your crafters to level 70 cause now you got Stormblood content!!! Which means you can finally unlock Deliveries. Deliveries are like Weekly Hunts, where you craft stuff for an NPC and depending on the quality to get white scripts back. The better the quality, the more white scripts you get from this. Use these scripts to buy better level 60 - 80 gear. Then hard buy level 90 Crafting/Gathering Gear from the usual vendor (not the Marketboard). In addition, you can unlock Namazu to help level your Crafting and Gathering for daily tribe quests.
Level 70 - 80: Unlock Dwarf and Qitari cause now Crafting and Gathering have two separate daily tribes assigned to it. Which means you don't have to choose which one to get the single tribe quests to on a daily basis. Just keep doing those and weekly deliveries and eventually you'll hit 80 on everything. Don't forget to turn in Scripts for better gear to make the transition between expansions a little easier.
Level 80 - 90: Omnicron and Loporrit are your tribe quests now. Do your weekly deliveries and those and you'll hit max. Once you get all the good gear for level 80. Try to focus on one crafting and gathering job to get to 90 and then you can use that job to do weekly deliveries. Check your Timer Tab to sift through the various Delivery NPCs cause some of them will have B O N U S written on a panel for Crafting and Gathering which means they'll shell out even more scrips for you to buy stuff with. At 90 this means you get Purple Scrips and if someone low on Delivery Totem Pole (like Zhoe or M'naago) have a Bonus on their panel is basically just free purple scrips at how easy it is to HQ delivery turn ins. And getting better crafting and gathering gear
And thats it grats, you can also do Ocean Fishing to level FSH but other wise on a daily basis you'll slowly make progress to level DoL/DoH over time. If you want to do it more actively...idfk this is just how I did it on a day to day basis and I eventually got everything there. Hope it helps. If Dawntrail hits before you get everything done, you can probably repeat the steps for DoW/DoM for whatever "catch all" level 90 armor they grandfather in to get you through Post-Patch for the future content and just run Daily Roulette until you collect all of that then just repeat 91 - 100 ad nasaeum for future content. Cheers...
(But Void! What about Ishgardian Restoration. Look...Marketboard is fucking expensive and there's no guarantee you're going to be turning in excellent gear to get super exp for it. So I just skipped it.)
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a-pale-azure-moon · 11 months
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Random TotK Thoughts #4
I've crossed the 100 hour mark and most of that was spent just wandering around looking for shrines, Koroks and caves, as well as doing various sidequests. I've still barely scratched the Depths and the sky and it's not from lack of wanting to but because I just keep getting sidetracked. I start each play session with some idea of what I want to accomplish and at least 50% of them end without having done that specific thing because I wound up doing something else. It's both awesome and infuriating. xD
But I finally finished a third regional phenomenon last night, so at least I've accomplished something in terms of progressing the game. And I got my 21st heart after finishing the Water Temple, so I'm finally on the second row!
-I hadn't finished the Fire Temple when I made my last entry, so in summary: really liked the concept, but I think the execution could've been better. Manipulating minecart tracks was a fun and inspired idea; I remember there was a dungeon in one of the Oracle games that had minecarts too, and it was neat seeing it used in 3D. The atmosphere was great. However, it took awhile for me to figure out the map, and navigating the dungeon without the minecarts was confusing. And again with "activate things until boss door opens." They've really run this concept into the ground and I pray it doesn't come back in the next game.
-The leadup to the temple was less fun compared to the Wind and Water Temples. I really liked the giant boss that appeared on Death Mountain, but beating it was a joke. Armor Ghoma was also very easy, if a bit annoying, and Yunobo's ability is useful but nowhere near the level of Tulin's (or Daruk's for that matter). And while the crisis for the Gorons was rather humorous, it loses points for not having the same sense of urgency as the others I've seen. Overall I give this part a B-.
-It made me so happy to see Sidon, aka the world's most handsome shark-man, again. It's also nice that Mipha still has a presence in Zora's domain, since there's now a whole place named for her and several of the Zora mention her by name. It's kind of weird how the Rito and Goron tribes don't even mention their champions.
-I really enjoyed the Zora quest line. I did get briefly stuck when I had to find the cave where Dorephan was hiding, but that was the worst of it. The underground waterworks looked awesome, and then swimming up the massive waterfall to the sky islands was cool. So was the low gravity in that whole part. It was an interesting way to make the dungeon feel "floaty" while not actually having it underwater (and it avoids swimming mechanics as a bonus).
-Even thinking about some past water-themed Zelda dungeons gives me hives (*cough*Great Bay Temple*cough*), so I braced myself for this one. Thankfully, I found it very fun with some cool puzzles, even if it was again "activate these things to access the boss." The floating water orbs were particularly neat, if a bit unruly to utilize. I fused an Opal with a Magic Staff and that made for a very handy "water gun" for cleaning out sludge, kind of like F.L.U.D.D. Would definitely recommend it for anyone who has yet to tackle this area.
-Mucktorok was incredibly annoying, easily my least favorite boss so far. The one good thing is that he's very weak, so once you can actually corner him, he goes down fast. Doubly so if you have a powerful Zora weapon, since you're guaranteed to be wet for most of the fight.
-It's really disappointing that I've had to see nearly the exact same story of the Imprisoning War three times now (and I'm assuming a fourth when I finally get to the Gerudo).
-Getting to see Sidon take the throne afterwards was a nice extra touch. I like the theme of "the next generation taking charge" that permeates this game. Overall, I rank this scenario a B+, my favorite so far. It would've gotten an A if not for the boss fight.
-Remember the days when all of the Zora except the King and Ruto looked identical? That crowd shot at Sidon's coronation really emphasizes the work Nintendo's done over the years in making all of the members of the various (non-Hylian) races of Hyrule look distinct. I feel like this is especially true of the Zora and Rito tribes.
-I got the next two Dragon's Tears as well since my last update. I wish I could say I was shocked over Sonia's murder but it was really obvious she was destined to get "fridged" sooner or later. (And it was shown right there on the carvings in the prologue...) The cutscene itself was disappointing too, because she and Zelda just stood there after the fake Zelda disappeared. If they'd at least have looked around or started to talk about what they were going to do next, it would've made things seem a whole lot less contrived.
-Ganon's evil laugh was glorious though. And oh man...I just LOVE his Demon King design. It combines the coolest elements of Demise's design and it looks amazing. This guy definitely looks the part of an omnipotent evil force.
-I love the way they animated Rauru too as he went from barely contained anger to full-on rage mode. The way his ears vibrate and he bares his teeth before his third eye opens and he lunges...he was totally ready to rip Ganon apart bare-handed right there and then.
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-I would've loved to have seen Rauru actually fire a holy hand grenade for that matter. Can't help but be a little disappointed there. We already know he's going to sacrifice himself to seal Ganon away, so I only hope we get at least one more instance of seeing him do something badass before then.
-I'm probably going to wander around awhile longer before I tackle the desert. I still haven't killed my first Gleeok, so that's on the to-do list, and I want to map out more of the Depths and upgrade my batteries as well. Maybe I'll finish collecting the Dragon's Tears too. We'll see. There's still SO MUCH to do!
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we-are-bloodrager · 11 months
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Well, I'll be honest. Finding Draconic based bloodrager/barbarian content has been harder to do than I'd expected. So, I'm gonna supplement the rest of Bloodline week by giving my own takes on the Draconic Bloodline. First I want to go over the actual mechanics. Below the cut!
At 1st level, the Draconic Bloodrager chooses which dragon is part of their bloodline. This grants them resistances and their damage type for later features. They also gain claws. These claws are natural weapons and gain some bonuses later, such as counting as magic weapons for the purpose of damage reduction.
At 4th level, they gain resistances. They're granted a natural armor bonus to AC and the damage reduction associated with their specific dragon type. These bonuses also gain strength as the Bloodrager grows in level.
At 8th level, they gain a breath weapon. The damage of their breath weapon is the energy type of their dragon, which includes the shape of the area that they can affect.
At 12th level, they gain wings. The wings only grow when the Bloodrager is in their rage, but they add a fly speed that increases with level.
At 16th level, they gain the ability to take the form of a dragon when they enter Bloodrage.
And at 20th level, they gain immunity to sleep, paralysis, and damage from their energy type. They also gain blindsense, and these bonuses are even usable while not bloodraging.
So, the powers that stand out here are the Damage Resistance, the Wings, and the form of their dragon. The damage resistance makes your Bloodrager tankier, allowing them to stay in fights longer. If you're building a frontline damage dealer, this is pretty useful as the longer you're up front the longer you're dealing damage. This is also very useful if you're building a tank, but I'd say that's obvious. The Wings allow you more maneuverability. Where the barbarian finds flying enemies and certain terrain difficult, we bloodragers are able to take to the air to pursue our quarries. This also frees up the actions of some other characters, as they no longer need to worry about helping us chase down the enemy. And finally we get to the dragon form. The form you take gives you most of the same abilities as your bloodline already has, but cranked up. You gain wing and bite attacks, your breath weapon, resistances, and a size bonus to strength and constitution. Now, by the time you get this ability your bloodrager may be stronger than the dragon form would make them. But the ability to simply become a dragon is still very cool.
So that's the mechanics of the class! It's got some very strong abilities and some not so strong ones. But that could be said of most of the Bloodrager bloodlines. I'd say that the Draconic Bloodline pairs really well with the Primalist Archetype, allowing you to trade out some of the less useful abilities for rage powers. But all in all, they definitely feel like a barbaric character fueled by the rage of dragons!
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actionsurges · 2 years
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land druid anon again. just want to explain my reasoning, but no worries if you don't want to give more advice. a cleric (twilight, life or grave) dip would get me 6 more prepared spells (+2 domain spells) - I'd use those for healing word/cure wounds and free up space to prepare more cool druid spells. I also often feel like I'm not making the most of my turns after the big concentration spell in round 1, so I hope guiding bolt could help me (+ our rogue). - does that strategy make sense?
I think it really just depends on the level your campaign is going to then or if you're willing to offset mechanical 'optimization' for versatility and/or flavor.
I lean towards versatility IS optimization but if you truly wanted to be an optimized druid you wouldn't need to do that through multiclassing, ya'know.
A total of eight extra prepared spells is nice but what I would look at is whether or not it will mess up your Druid spell progression. Also as a Land Druid your Natural Recovery scales off of your Druid level and is this level going to mess with that?
Out of the three subclasses listed, Grave and Twilight are really truly worth it for the 2nd levels, not just a single level dip. A one level dip into cleric is what I did for my life transference warlock support build to give her a better armor proficiency, two extra spell slots, and a little bit of extra juice to her healing words. I would either fully commit to picking a subclass that has not only good 1st levels but a rockin' and flavorful channel divinity and put two levels in at the least.
Now where I actually think I can give informed advice is 'what to do while holding Concentration as a druid.
Cantrips are always good. Druid has Produce Flame, which isn't as good as Fire Bolt but you take what you can get and a 60 ft range is good enough for most combats, Frostbite is a GREAT debuff cantrip, I think it's severely underrated and it's a great way to play support, same with Thorn Whip and battlefield control.
Low-level Druid spells that aren't Concentration and are good support in combat are: Jump or Longstrider on one of your martials if you can before they get into the thick of things, obviously Healing Word, I also think Wither & Bloom is super strong and might work perfectly for what you're looking for.
I'll admit, the Druid spell list gets pretty thin with non-concentration options but I really do think Frostbite is a solid way to provide support while Concentrating and still fulfilling a debuff / support role!
When it comes down to it, do what you want to do with this character and what is the most interesting and compelling for you. I don't know what choice I would make, especially because I don't know your current level or the level he campaign is hypothetically going to, but I feel like I would invest 2 levels into Cleric if I was committing to multiclassing. Channel Divinities are so good and have a short/long recharge which is a huge bonus. Depending on what biome you chose for Circle of the Land, Tempest Domain might be a strong fit.
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linuxgamenews · 6 months
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Supress Your Psychic Powers in the Drukhari Expansion 
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Drukhari game expansion launches for Warhammer 40,000: Gladius on Linux, Steam Deck, and Windows PC. Thanks t to the innovative team at Proxy Studios for their fantastic work. Available on Steam and GOG with 78% Positive reviews. So, you're curious about the latest addition to Warhammer 40,000: Gladius - Relics of War? Let me tell you about it. This isn't just any ordinary update; it's a massive expansion that's bringing the dark and fearsome Drukhari into the mix. Doing so on Linux as well as being Steam Deck playable. The Drukhari, also known as Dark Eldar, are notorious for their love of causing pain and suffering. A group of ancient, wicked beings who live in vast, hidden cities in another dimension. They're all about suppressing their psychic powers to stay under the radar. They are also famous for their brutal raids and lightning-fast attacks. In this expansion, you get to experience their world and tactics. Let's dive into what makes this content stand out. The Drukhari are powered by the Power from Pain. This means the more chaos and suffering they cause, the stronger they become. It's a unique mechanic that rewards you for being aggressive and wreaking havoc on the battlefield. Destroying enemy units gives you influence points, thanks to their Soul Hunger trait. It's like earning points for being a top raider. Speaking of raiding, the Drukhari have some unique structures and units that reflect their raiding lifestyle. Their outposts grow slowly but can be boosted by controlling more of them. The Raider Fortress is impressive – it's like a gateway for launching attacks.
Warhammer 40,000: Gladius - Drukhari out now
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Now, the heroes in this content are something else. You have the Archon, a cunning leader who's great at targeting and taking down important enemies. Then there's the Cronos, an Engine of Pain, which sounds as terrible as it is. It helps heal your troops nearby. And let's not forget the Haemonculus, who keeps your units fighting longer with his brutal tools. The units themselves are a reflection of Drukhari culture. They like their blades, so expect a lot of melee combat advantages, like bonus armor penetration. You've got units like Wracks, Wyches, Scourges, and Incubi. Each with their own unique abilities and styles. Plus, there are some useful vehicles like Raider transports, Ravager gunships, and Razorwing Jetfighters.
The Reviews:
Fans of the Drukhari are eager to celebrate the unique, aggressive play style this expansion brings. They're liking the rush of stepping out of Commorragh for raids and are very impressed by the clever integration of lore into gameplay mechanics. Like the Cronos Parasite engine that heals only after inflicting damage. However, not everyone's experience is shining. Some players are reporting technical issues, like frequent crashes and difficulties in accessing the DLC, leading to frustration. A common sentiment among these users is that the expansion feels a bit incomplete, especially when thinking of its roster size to the price. While the eagerness for the Drukhari faction is there, the call for bug fixes and possibly waiting for a discount before diving in seems to be a wise move for those still on the fence. Warhammer 40,000: Gladius has been a hit since its Linux and Steam Deck playable release in 2018. It's a strategy title where different factions battle for control over a planet that's full of ancient relics. This new content adds another layer to that strategy, giving you new ways to play and conquer in the game. This new DLC for Warhammer 40,000: Gladius is also a game changer. It brings a new play style centered around the Drukhari and their unique traits and tactics. Whether you're a seasoned player or new to the world of Gladius, this content offers a fresh and exciting game that's worth checking out. So, gear up and get ready to join the ranks of these master raiders and experience the thrill of their dark and twisted world. Available on Steam and GOG. Priced at $14.99 USD / £12.79 / 14,79€. Along with support for Linux, Steam Deck (playable), and Windows PC. The base game is discounted 90% on Steam, dropping the price to $3.99 USD / £3.51 / 4,08€. Regular price on GOG and Humble Store.
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tabletoptrinketsbyjj · 3 months
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Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 161 full d100 loot tables, resource tables and a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working. 
-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 161 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
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-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces are more useful than standard armor but less powerful than a +1 armor.
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
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-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  
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-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
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- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
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-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
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-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
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-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
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-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Unique Minor Magic Weapons: A collection of weapons of artifact level  flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks. 
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-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
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-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
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—Keep reading for all reference and resource tables.
-Random Artisan's Tools: A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. This list is meant to be used as a reference for other tables on this blog and to serve as a resource for players and DM’s
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
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-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
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Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.
-Random Sword Table
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
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