Runes of magic exploits

Runes of Magic

2010.07.12 00:21 Runes of Magic

A Free to Play MMORPG that was released in 2009. With 4 Years of Added Content, Runes of Magic continues to grow to this day. 10 Classes (as well as Multi-class Abilities), 3 Races, Well over 30 Zones and Instances, loaded with hours of Questing Content. Level cap of 82, Tons of Mounts, Monsters, World Bosses, and Monthly Festivals.
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2018.03.30 04:28 TylerXu Mobile Legends: Bang Bang

Official Subreddit by Moonton for Mobile Legends: Bang Bang
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2008.03.23 17:55 The Occult: News for armchair and practicing metaphysical skeptics

The Occult: News for armchair and practicing metaphysical skeptics.
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2024.06.01 10:35 bag_of_Human_Teeth help me find a book?

i forgot the title of a book i read on Royalroad and it’s driving me insane, plot is as follows:
system apoc starts, MC thrown in dungeon immediately
MC goes through dungeon and outsmarts a sentient swarm of bugs creating a ritual, granting him a suit of permanently-melded-to-him armor that eats mana or something
has gravity magic too i think
learns forbidden runes from weird tree-dude that’s insane and is killing a lot of stuff, has nuclear reactor for mana (converts matter to mana)
MC kills weird tree-dude, is super OP, system is sentient and stuff, McC can use runes to upgrade his stats and stuff
MC sent to tournament with leaders of galaxy or something on a massive planet near black hole with elementals on it, proceeds to create his own hive mind out of his minds by killing clones of his mind over and over again by compressing them
dragons were in there somewhere
so, is that enough for anyone to help lol?
submitted by bag_of_Human_Teeth to litrpg [link] [comments]


2024.06.01 09:22 theonecpk How to increase angles? Do I even need to?

TLDR: I struggle to hit the pocket with more than 4º of angle but am otherwise highly accurate. Is this is a serious problem or nah?
Background: I am a strong intermediate to weak advanced bowler with about 15 years of total competitive experience, but only 1 month of said experience in the last 20 years. When I quit back then I was holding a 215 average. I currently bowl a doubles house-pattern league (currently 200 average and climbing) and a challenge-pattern singles league (currently 195 average and climbing).
I currently bowl at a quirky, ancient bowling center (though recently remodeled) with extreme environmental issues. Lanes 1-14 (the "low side") have low ceilings and extreme problems with humidity. The doubles league is on the low side. Lanes 15-32 (the "high side") are built over a parking garage and the lane surface is extremely cold in the winter and hot in the summer. The challenge league is on the high side. The high side also has Specto available (the ceilings are too low on the low side).
As a result of the challenging environmental conditions and a lack of enthusiasm for competitive bowling in my part of the country, 200 is considered a good average (I am in the top 10 in the doubles league and the top 20 in the singles league).
How I bowl: Thanks to Specto availability, I know my speed/rev profile: average 17.5 mph and 375 RPM. This puts me as balanced to mildly rev-dominant. This is a shock because before I was made aware Specto was available at this center, I was quite sure I was speed dominant given the way my ball reacts. I may have chosen the wrong arsenal as a result: IQ Tour Edition, Sublime, Hellcat XLR8, Black Venom, and Hammer Axe. All are 14# and generally drilled in the neighborhood of 5x4x3, though the Sublime is 4x4x2. I have slightly lower-than-average axis rotation and tilt.
As a result of my arsenal choice and having to adapt to the screwy environmental conditions of my home center, I tend to prefer the outside track; typically 15 foul, 12 arrows, 8-9 breakpoint. However, when I look at my results on Specto, I struggle to exceed 4º of impact angle. I understand that 6º would be a lot better. I suspect I get higher angles at other houses, but this is the only center I am aware of locally that provides Specto, so I wouldn't know.
There's two concerns I have:
On the other hand, what works in my favor is I am forced to be very accurate. Specto tells me I am within 1.5 boards of target at least 90% of the time. I am also generally within 0.3 mph of speed. This probably explains the success I have had in improving. On the other hand, with poor angles, I have to be deadly accurate...or I'm screwed.
What will this mean when I start exploring tournaments later this year? Will high accuracy but poor angles be an advantage or disadvantage? Should I hire a coach to work on my ability to identify and exploit them, maybe at another center with more favorable conditions? Maybe I need a massive honking pearl like Magic Gem or Journey? Or should I just continue to improve my accuracy and play to my current strengths?
submitted by theonecpk to Bowling [link] [comments]


2024.06.01 09:20 Historical_Coach_500 (PS5) DRAGONSTONE NOT DROPPING AND DRAGUR DEATH LORD?!

As title says the dragon stone is not dropping on the final boss, I’ve tested two new play throughs and it’s occurred in both. I noticed there are draugr weights and scourges in bleak falls with thhe final boss being a death lord. So it’s gotta be a mod right?
Well here’s my mod list
USSE USCC
THIEVES GUILD VAULT
GET IMMERSIVE CHEATS EXPANDED
BARDIC ARTS DRAGON BRIDGE SOUTH
WANDERING ONES TGC DAWNSTAR SOLDIEROFWAR
THE MIDDEN: EXPANDED MAGICAL COLLEGE TGC WINTERHOLD SOLDIEROFWAR
DAWNGUARD ARMOURY
JUNIPER DAWNGUARD
JULIHAH OLD TOWN RIFTEN
IVARSTEAD BY OZMANDY
STENDAR BEACON ENHANCED
SHORS STONE CUTTER
SOLSTHEIM REBORN
VILLAGE OF THE SKAAL
JK WINDHELM
KYNESGROVE
AMBER GUARD
GREEN WHITERUN
TGC RORIKSTEAD BY SOLDIER
KATO’S RIVERWOOD
KHAJIT WAREHOUSE
SEVERIO PELAGIAS HOUSE
JK MARKARTH
BETTER TREASURY
SOMETHING FOR FALKREATH
HOLD CAPITALS MORTHAL
VOLKIHAR WATCHTOWER
BRIDGES OF SKYRIM
FORTIFIED CITY EXTERIORS
MAN THOSE BORDERS
MASTER THE SUMMIT
DRAGON MOUNDS
STANDING STONES
NORDIC RUINS OF SKYRIM
WESTERN WATCHTOWER
JUSTICE CITY EXTERIORS
CORPSES OF SKYRIM
HALTED STREAM CAMP
BLEAK FALLS RECOVERED
VALTHEIM KEEP
POINT THE WAY
HOLD BARRIERS BANNERS
RELOCATE NPC
EASIERRIDERS DUNGEON
MORTAL HARVEST
THE KNIGHTS AND THE CLAW
VAMPIRE KNIGHTS
GRIM APOTHECARY
SYLIVIAN SPIRITS
PRIMEVAL REAL ESTATE
WHERE DARKNESS DWELLS
WHERE DARKNESS DWELLS: HOLLOW DARK
WHERE DARKNESS DWELLS: SHADOW KING
KNOWLEDGE IS POWER
MASTER OF ALCHEMY
RUNE TEST QUEST ENGLISH
JULIHAH DIRT
JULIHAH DUNGEON PACK
JULIHAH DUNGEON PACK 2
NEW GRASS
BLENDED SHORELINES
WATER
ELE INTERIOR LIGHTING
SURREAL LIGHTING
SUPREME STORMS
SPELL LIGHT DYNAMICS
CREATION CLUB INTERGRATION
HOUSECARL HOLD SPECIFIC GEAR
VIOLENS
SIMPLE DUEL WIELD AND UNARMED BLOCK
WEAPON PARRY AND STAGGER
COMBAT SOUND AND ATTACK BLOOD
MORE BLOOD AND GORE
ATHLETIK COMBAT
TECHNICAL JUMP
WATER WARS
DEAD BODY COLLISION FIX
ARCHERY FOR PS4
REALISTIC RANGE SPELL
LONGER DEATH CAM
KILL MOVES NO BLUR
IMMERSIVE FAST TRAVEL
IMMERSIVE REALISM ARCHERY
PERK FROM QUESTING
WEAR MULTIPLE RINGS
HELMETS WITH CIRCLETS
SCALING SHOUTS
WEATHER EFFECTS
DAWNGUARD DARK ALLY
SET FOR UNDERWORLD
LOCKPICKING FOR PROS
NECROMANCY SUMMON SPELLS
MASTER OF DESTRUCTION
MAGE GRIP SPELL
LIGHT AND DARK MAGIC
BALANCED SLOW TIME
EVERY SCHOOL DAMAGE MAGIC
INCREASE TELEKINESIS
NEUTRALIZE
BALANCED NEW SPELLS
CHANNELED PARALYSIS SPELL
STAY ARROW STAY
MAC BONE ARROW STICK
MAC ICE ARROW STICK
DEADLY BANDITS OF SKYRIM
LEGENDARY CREATURES
DEADLY BOSSES OF SKYRIM
KINGS OF HELL
TERROR AV HEMLEN
THE BEW DRAGON CULT
IMMERSIVE PATROLS
ZIEOS CRAZY DRAGONS
SET GREAT HUNT
WENDIGO
SKELETON ROADSIDE ENCOUNTERS
ROADSIDE SHADES
TRIBAL WEREWOLF ENEMIES
VARIOUS DRAGONS
VAMPIRE LORD ENEMIES
BONE COLOSSUS INTEGRATION
ALL HAIL LORD TUSK
REAPER UNLEASHED
MAGIC UTILITES
SPEAR WEAPONS
ADJUSTED UNIQUES
OBLIVION UNIQUES
BETTER UNIQUE BACKPACKS
TRUE LORDS OF OBLIVION
SOULWANE
DIADAM OF THE TRUE SAVANT
HOLY MOONLIGHT SWORD
AURIELS WEAPONRY
THE TOOLS OF KAGRENAC
TRUE ICE BLADE OF THE MONARCH
THE FORK AND KNIFE WEAPON
WHITE PHIL LEGENDARY
GREY COWL
FUNCTIONAL FEARSOME FISTS
WARD FOCUSING GLOVES
SMITHING UPDATED LIGHT
GIFT FROM KARSTAAG
RING OF TIBER SEPTIM
RING OF POWER
BALANCED KATANA CRAFTING
CROSS CHOPPER
COIN MINTING
ANIMATED WEAPON ENCHANTS
EXPERT DESTRUCTION SPELLS
RAIN AND SNOW FIX
REALISTIC MAGIC ARMOUR
SKELETON EYES DONT GLOW
DRAUGR EYES DONT GLOW
GET IMMERSIVE BOOK AND MAP
WAR IMMERSIVE WEAPONS
POTION RECIPES RAISE ALCHEMY
BETTER TREASURE MAP
LIGHTLY POPULATED
SKYRIM ROYAL GUARDS
CIVIL WAR REFUGEES
HOLD RIDERS
GUARDS OF SKYRIM WHITERUN
CIVIL WAR HEALERS
POPULATED CASTLE VOLKIHAR
POPULATED MOVARTH LAIR
GUARD DIALOGUE
REASONABLE GUARD DIALOGUE
WELL TAMED HORSE
RENAMED NPCS
RESPAWNABLE MERCS
HENRIK
SOLOMON COMPANION
MFS
HEALER CONTROL PATCH
HARDCORE FOLLOWER PATCH
SET TRAVELING FOLLOWERS
GRAND DAWNGUARD FACTION
SKYRIM EVERYTHING IN ORDER
ENHANCED VOLK NPC
ENHANCED ATRONARCHS
DESTROY THE THEIVES GUILD
KILLABLE ROLFF
KILLABLE GENERALS
DRAGON SOULS TO PERK
RENAMED SHOUTS
NO DIALOGUE PAUSE
CHARACTER EDITOR
YOT YOUR OWN THOUGHTS
IMMERSIVE SPEECH DIALOGUE
NO MAP CLOUDS
HASTE TWEAKED
DB BETTER REWARDS
ECONOMY AND CRIME
SKELETON LORD
NIGHTINGALE ALL POWERS
NO START SPELL
FIRE AND FORGET WARDS
LONGER FIRE AND ICE EFFECTS
MANNEQUINS STAY PUT
BEAST SOUND SETTINGS
REALISTIC CONVERSATION
THE CURSE
THE CURSE -BEAST PATCH
BEAST DAEDRIC BLESSING
VAMPIRE AND MAGIC
GODS BE PRAISED
SEARCH AND DESTROY
REALISTIC IMPACT
DRAGONS FROM THE START
NORTHERN STEEL
SILVER OVERHAUL
MONSTER HUNTER SILVER
RANK AND FILE
ULFRIC STORM-CLOAK
BUDDY RALOF
IMPERIAL HADVAR
BETTER COURIOR
BETTER SHIELDS
DANGEROUS SKOOMA
VULTHURYOL REBORN
STRONGER BOSSES
THE CREATOR OF FACES
CULT OF THE WORLD EATER
I honestly have no clue what could be causing it but my main suspect is The Curse overhaul
submitted by Historical_Coach_500 to skyrimmods [link] [comments]


2024.06.01 08:20 LePeaceMaker To The_Keg and people who believe AGI heroes are the trend setters and others need to keep up...

Do you remember TI12 and the most contested heroes in pro play and pubs? Bristleback, Spiritbreaker, Doom, Centaur, Tidehunter, Mars, Kunkka etc. Do yall remember the Vanguard Blademail Heart Octarine builds that majority of carries couldn't deal with?
Try playing Slark into these heroes in lane with his worthless stat gains and weak farming capabilities. Try playing Ursa in these lanes where they can trade and heal back up with their regen from Bracer and Vanguard while Ursa has to keep ferrying regen. Monkey King? he can do aight, but these STR heroes have aoe farm spells that easily lets them comeback into the game and proceed to control said MK. Least we forget Brewmaster with evasion and brewlings that had 3k hp with magic immunity that demolishes your towers from safety.
Even now with 7.36, the trend setters are STR Offlaners like LC, Axe, Night Stalker, Centaur, Slardar and SK who has risen from the sands to fuck you with his Stinger and almost 100% uptime in his Aghs aoe stun Sandstorm (Topson is currently spamming him mid, and sometimes he plays it offlane cause the hero is that versatile).
To me, the OP of that "Why I'm so glad Valve (almost) never listen to reddit take on balance" post has clearly not played through multiple years of Dota and took the time to analyze the meta timelines. STR heroes had climbed in relevance since TI6 and had reach their apex form in TI12. Prior to 12? TI11 Zoo Tanks that bought Wraithpact like Beastmaster, Tide, Lycan, Underlord etc. If not, then you had tanky fucks like Wraith King and his skellies running at you non-stop.
TI10 Tiny was busted cause of broken numbers, otherwise as carry, he could be controlled as seen with Spirit vs Tinys in that tournament (Magnus Horn Toss, Collapse Mars Godly plays both heroes are STR). Supports, Offlanes and Mids had received a lot of utility and damage with their spells to control these carries (Spirit hero mids, Willow Lion pos 4, Hoodwink etc,). Remember when Yataro had the most versatile carry picks of that tournament as he was given late picks during the draft just so he can adapt to the offlaners and Tinys thrown at him?
Even then, carries are forced majority of the time to buy BKB just so they can actually survive in fights and yet, not necessarily kill the opponents (remember the time where people complained about how BKB is overbought but fail to realize it was the only way to protect oneself from being constantly disabled, controlled slowed etc cause STR INT heroes whose new kits to do said things and scale?). Furthermore, BKB stat's were not necessarily good vs other scaling items for its price.
Lets not forget TI8 and 9 with Ench offlane having Untouchable as their regular spell, making it impossible to kill her since pos 5s and 1s are primarily right click first in lane. Then you had the Necro, Wraith King, Weaver offlanes. Not all offlaners are STR, but look at how versatile their toolkits are. Literally just shut down the carries and eventually take over the game as carries can't 1v5 anymore (Yes Dota is a team game to win, but pos 1 has the hardest route to come online and requires a lot of help from their teammates and even then, not necessarily the most impactful throughout the game as pos 2s, 3s and 4s are with their lockdown, mobility and damage).
Regarding the Zeus outrage. Zeus was known as a glass cannon who primarily played mid and was usually last pick. He had %hp damage with his E passive before it was a jump, had shit tons of burst damage, able to reveal invis heroes and had 2 global bursts (1 with aghs). His weaknesses was he's squishy and had low mobility, hence unplayable if Storm or similar jump hero was in the pool. However, despite his flaws, he had a high win% on dotabuff and a decent winrate in high mmr because he was a late game menace as bkb durations dwindled. Players adapted to play against him and Valve thought "you know what, let's give him a jump so he can have better odds to survive" (granted I think the jump was fine, just heroes now needed to expand more resources to kill him).
But then Valve gave him his shard of right-click Arc Lightning with %hp damage that worked with illusions. Now he can buy Manta that gives him more damage and a dispel. Oh, he can also buy Hurricane Pike for the extra attack range and force-staff to push him to safety. Oh, now he don't necessarily need to buy a lot of mana regen to spam Arc Lightning to farm cause of his shard. Phylactery introduced? Best of both worlds of Burst damage and consistent high right-click damage. Since his Arc deals %hp damage, fuck buying damage items, he just needs attack speed, boom, Moonshard and now recently, Parasma. If Zeus still can die? He can now buy BKB and stand his ground to right click.
You see this Powercreep? You see how this hero no longer has a unique weakness that people can rely on to counter? This has trickled down to many heroes from the position 2, 3 and 4 for years now. Pos 4 example, Hoodwink has high cast range for her spells. Acorn does decent damage, aoe bounces and applies her right-click damage with attack modifiers. Bushwack is an aoe burst and stuns you towards a tree. No trees around? Acorn does the trick. Scurry gave her evasion and free pathing through trees and her Ult burst and breaks heroes too. But acorn scales, so she buys attack modifier items and damage items etc.
Lion, has aoe stun, single target hex and mana drain that gives him magic immunity with his shard, eventually leading to his mana draining dealing damage too. May not scale as greatly has Hoodwink, but key examples of power-creep through survival.
I can go on and on with how left behind carries are. Your TA example, TA was originally a mid hero and was pioneered as a safelane carry by OG.Sumail in the EU TI10 qualifiers as her refraction stops the burst damage dealt by the pos 3s and 4s. She then had the kit to jungle if needed and could scale as a range carry. Even then, she's burst susceptible if refraction is down, can't deal with illu/zoo heroes and has no cheap utility teamfight aoe spell. Think about that, TA, was not originally a carry, was adapted to be one just so carries can deal with the Tanky Burst Offlaners and their laning pos 4s.
Next time, actually go back and study the meta timelines before you spew your false "facts" on which roles are the most powerful and impactful. To the rest of the players who play other roles, especially the 2, 3 and 4s, look, there's no hate from me to yall, this is Valve's doing. I believe you guys have the same attitude years back with carries and their trilane AM's Gyro etc, so the current moment you guys prevailing is respectable.
I just cannot shake the fact that many carry heroes are the only ones that retain their unique traits of strengths and exploitable weaknesses when other roles are given the depth and tools to overcome their initial weaknesses without much resources/gold.
submitted by LePeaceMaker to DotA2 [link] [comments]


2024.06.01 08:01 LethalWhite945 [pc] W: Magic Scorpion Charm, Stacks of Runes. H: +karma, Mule, Ruins great sword+0, Grafted Greatsword+0.

I am new to this trading, muling mechanism. I killed Selvius so i am locked out of the MSC. Can anyone help me out??
submitted by LethalWhite945 to PatchesEmporium [link] [comments]


2024.06.01 06:39 DiceJockeyy Background Feats

Since backgrounds are all customizable by the rules in the Player's Handbook is it incorrect by RAW (opinion doesn't matter here) to pick anything and everything you want at character creation?
How I understand it we can take any availability background and change the Skills, Tools and/or Language, Equipment, and Features/Feat.
That means all backgrounds are effective.
Skill: Any two of your choices
Tools/Languages: Any three of your choices*
Equipment: Any published equipment list
Feature: Any of your choices**
*Adventure's Scion has 3 instead of two
**If a feature doesn't give a feat you gain the Magic Initiate Feat, Skilled Feat, or Tough Feat
Is this correct?
Also feats available in full are:
  1. Alert
  2. Initiate of High Sorcery
  3. Lucky
  4. Magic Initiate
  5. Rune Shaper
  6. Scion of the Outer Planes
  7. Skilled
  8. Squire of Solamnia
  9. Strike of the Giants
  10. Strixhaven Initiate
  11. Tough
submitted by DiceJockeyy to dndnext [link] [comments]


2024.06.01 06:11 mtglozwof Respect Speedrunner Link (Terminal Montage)

During the final fight of Breath of the Wild Link ate an Attack Up x3 meal. Feats performed while under its effects will be marked.

Strength

Speed

Bullet Time

Durability

Runes

Stasis
Others

Glitches/Exploits

Other

submitted by mtglozwof to u/mtglozwof [link] [comments]


2024.06.01 05:33 Teglement Beating Every Spyro Game Part I - Spyro the Dragon

I'm going through and beating every single Spyro game. Well, not Skylanders. That's a whole different bag of worms. But everything else is covered, from the heavenly highs to the hellish lows. I've played the first three games in the series countless times, so these will be more retrospective reviews - but most everything else I either haven't touched in 20 years or have never played at all. So without any further ado.
The first game in the franchise. The first I played, and the first I loved. My uncle came into possession of a PS1 when I was young and the only two games he initially had were Team Losi RC Racing and this. Spyro the Dragon. It was, essentially, love at first sight. The second I stepped into the Artisan homeworld and took in all its beautiful vibrancy, I knew it was the game for me. Course, that vibrancy all these years later is some low poly amorphous enemies and primitive grass textures, but it's still real to me, dammit! I'd say about 98% of you are already familiar with the franchise, but for that 2% that was born yesterday, Spyro the Dragon is a 3D collect-a-thon platformer. Blaze through levels collecting gems, recovering dragon eggs, and saving petrified dragons all for the good of dragonkind. Oh, and stop Gnasty Gnorc, the primary antagonist.
Course, this being an old game and the first to kick off the franchise, the story is pretty loose. Gnasty Gnorc displays his personality in...exactly one cutscene at the start of the game until you finally face him at the end. The sweeping majority of the rest of the dialogue comes from the dragons you save, which fall under three categories - a mildly humorous exchange, a helpful hint, or "Thank you for releasing me!" But don't let the lack of a real script turn you off - the environmental worldbuilding is off the charts. Just look at the homeworld names. Artisans, Peace Keepers, Magic Crafters, Beast Makers, and Dream Weavers. You know what these individual dragons do in their spare time based on those names, and they look like it, too. Dragons is the Peace Keepeers domain tend to look beefier and with more muted colors, whereas Dream Weavers dragons are slender and downright neon in comparison. Combine this with the many visual gags and easter eggs - such as gnorcs setting traps to catch chickens or even infighting by firing off cannons at one another - and the game does a solid job at immersing you in the dragon worlds without having to yap.
But you didn't come here for a plot. You came here for some of the sweet gem collecting, fire breathing, gliding and charging gameplay. This is probably the purest title in the entire franchise in terms of platforming. There's nothing in the way of puzzles or shooting galleries or anything like that - everything is strictly 'dispatch the enemy and set foot on every square inch of the map.' The goal to every level? Collect things. The method to doing that? Explore. Repeat this for every level. Well, except the flight levels - those are the one exception. But everywhere else, the entire order of the day is tracking down every collectible, and this game makes it a pure joy. Sometimes they're hidden away in places you couldn't find until you're at the end of the level and notice an obscure ledge you couldn't see before. Maybe you forget to check behind a specific tree, and there's your last gem in the level. But this never even gets frustrating - the levels are so compact and gracefully designed that you're not going to spend seven hours roaming back and forth between a 2-square-mile open world looking for one context sensitive button prompt.
I should touch on just a couple specific levels to give some examples of what makes the game tick. The first one in the entire game you're likely to enter is Stone Hill, a lush, hilly, flowing map. I've heard some people argue that it's too empty, but I think it's a good thing for an early level. You've got plenty of room to charge around and get your bearings. The addition of an entire upper level that surrounds the rest of the level is great as well to drill home the concept of verticality. But if you want an example of how vicious the levels can get, look no further than Tree Tops. It's unlikely that you'll die to the enemies - they're nothing special. But the most well hidden collectibles are stashed away on far away islands you can only reach by properly exploiting the level's many supercharge ramps and stringing them together to create incredible distance in your glides. No matter how many times I play the game, this one still stumps me when I come back to it. You'll probably lose a few lives plummeting into the abyss.
Recalling the flight levels, now. They're at their hardest in this game, honestly. Future Spyro games would generally put the obstacles in a sensible and easy to parse out order - though faster options would of course exist. They're just kinda all hard in this one, though. You've got really tight windows to make sure you flame every chest, fly through every arch, etc. Some of them still take me a few tries to get down, and I've probably 120%'d this game close to a dozen times. But if you want that full percentage, you'll have to figure it out. They're my least favorite part of the game, even if they do present something a little different to do. Side note: One of the dragons you rescue says these levels help you 'learn to fly'. I was so stoked as a kid assuming that beating them all would unlock flight in every level. Yeah, that didn't happen.
Otherwise, the only other major diversion is the boss level in each world. Laid out like any other normal level, but usually a little harder and with a boss at the end. I'm gonna be honest; the bosses in this game are mostly kinda ass. Most of them are just...Walk up and flame them. Except for Metalhead in Beast Makers. Special shoutout to him. You have to actually charge powered up pylons when they're on cooldown to take him out. It's simple, but it's SOMETHING different. Honestly, probably my favorite level in all Beast Makers, as even the explorative approaching segments leading up to him are really well done. But even the final boss in the game, Gnasty Gnorc himself, is just a kinda mind numbing chase. You're charging the entire time, and it's not great. But, again, first game in the franchise and all that.
But you're probably wondering what you get for going through all this and collecting every little piece of treasure. Why, Gnasty's Loot of course, a bonus stage chock full of treasure and...Thief chases. Goody. The level has this awkward mechanic where there's an invisible ceiling that only raises when you get to that level on foot, and it's honestly pretty clunky. Still, that final room where you collect something like 1000 treasure in a single explosion is pretty gratifying. Despite my nay-saying the bosses and the final level, I really do adore the sweeping majority of this game. The atmosphere of each and every level is simply wonderful. Stewart Copeland's soundtrack is to die for as well, with some absolutely infectious tunes that have stayed nestled in my head for the past 25 years. The presentation is just so spot on and the explorative level design, while typically small, is just so fun to go through. All in all, one of my favorite games of all time with some very small nitpicks that really don't tarnish the overall appeal of it for me at all. Strongly, strongly recommended.
submitted by Teglement to patientgamers [link] [comments]


2024.06.01 04:54 Tkendell96 VASYL LOMACHENKO - MASTERING THE MATRIX: A CAREER AND FIGHT STYLE BREAKDOWN OF THE GREAT 2 TIME OLYMPIC GOLD MEDALIST AND 3 WEIGHT WORLD CHAMPION VASYL LOMACHENKO

The Fightplan series is back, as 2024 has proved a standout year for Ukrainian boxing, as Oleksandr Usyk captured undisputed status at heavyweight and Denys Berinchyk turned a superb boxing display to beatdown Emanuel Navarrete in San Diego to become the 135lbs WBO world champion. But the pick of the performances came for a legend of the amateur game to lay a marker down half way through the year for the performance of 2024 to recapture his own crown at lightweight, that performance coming from the great...
'Hi-Tech' 'The Matrix' Vasyl 'LOMA' Lomachenko
Vasyl Anatolyevich Lomachenko was born 17 February 1988 in the port city of Bilhorod-Dnistrovsky in the Odesa Oblast of South Western Ukraine. He was born into a sports obsessed family, his mother Tetiana a former gymnast turned instructor and his father Anatoly, an obsessed sports fan determined to see his son represent Ukraine in elite sports no matter what the discipline. Initially wanting the young Vasyl to become an ice hockey player, it was when he was taken to the boxing gym that Anatoly spotted the star potential his son possessed. He started training in boxing when he was 5 years old, with his father teaching him to fight as a southpaw despite 'doing everything with his right hand' which he believed would give him an advantage, as well as taking him to traditional dance classes and gymnastics lessons to help improve his balance, core strength, co-ordination and timing. His first amateur success would come at 16 years old, when Vasyl won the 2004 European Cadet Championships gold medal at 101 lbs. He took 8 months out from competing at competitions due to a growth spurt, but returned to claim a silver medal at the 2007 world championship at 125lbs, as well as winning gold at a nationwide Klitschko brothers tournament and at the Senior European Championships a year later at the same weight. Between 2008 to 2011, Lomachenko won 4 consecutive gold medals at the National Championships, as well as the 2010 Presidents Cup, and of course most notably, his success capturing the gold medal at the 2008 Beijing Olympic Games where Lomachenko also won the Val Barker Trophy for 'The Most Outstanding Boxer' at the games, before capturing another Olympic Gold medal at the London Games in 2012.
Now having competed at 132lbs for the last 4 years as an amateur, Lomachenko finished his amateur career with a staggering 395-1 record, having lost by just one point to Russian Albert Selimov, who he'd go on to beat twice, as well as holding amateur victories over notable fighters such as Félix Verdejo, José Carlos Ramírez, Óscar Valdez and Robson Conceição.
After his success at the 2013 World Series of Boxing, Lomachenko turned over to the pro game with big ambitious, with the goal to win a world title on his professional debut, and would only accept a deal on those conditions. After exhausting all options, Top Rank signed him to a deal where he could box in his second pro fight for the vacant WBO featherweight title which victory of 25-3 over José Luis Ramírez who he beat on his debut over 4 round for the WBO International title, securing his world title shot. This would come against 55 fight veteran with 41 wins, Orlando Salido, in a highly controversial bout with Salido missing weight by over 3lbs and no less than 52 low blows and repeated headbutts throughout from the Mexican ,who had rehydrated to over 147lbs, without any warning from the referee. Salido would win by split decision, in controversial fashion having only outlanded Lomachenko in one of the twelve rounds, with the broadcast team adding insult to injury with a patronising 'Welcome to professional boxing!' message to Lomachenko. Defiantly, Lomachenko would go on to capture the same title in his next fight, outworking the highly skilled and blisteringly fast enigma of Gary Russell Jr., before defending in a shutout win over 51-1 Thai Chonlatarn Piriyapinyo, not dropping a round despite an injury forcing him to box in final 5 rounds with just his right hand. The next years would be frustrating for Lomachenko, failing to get unifications with the other champions not wanting to risk losing to the elite champion with such little pro experience, as Lomachenko became disillusioned at being offered 'not interesting' match ups. Despite this, he'd carry on defending his title twice more before his knockout of the year contender as he knocked out Roman 'Rocky' Martinez in the 5th round with a vicious left uppercut and right hook combo, where he won the WBO world title at Super Featherweight. This would spark the beginning of his most dominant run of performances, resulting in 4 straight retirement victories at over Nicolas Walters, Jason Sosa, Miguel Marriaga and his schooling over an unbeaten Guillermo Rigondeaux, giving birth to his 'No-Mas Chenko' moniker.
Lomachenko then moved to his third weight class where he'd face the 44-3 WBA world champion Jorge Linares, over coming slight adversity for the first time, after a his first and only ever knockdown in round 6, Lomachenko would rally back to overwhelm Linares with relentless pressure and non stop flurries of punching culminating in a round 10 stoppage, become a 3 weight world champion in a record time of just 12 pro fights. His next matchup would be his first unification bout against the WBO champion Jose Pedraza, winning a one sided decision and twice dropping the champion, he'd make two defences of his titles over former world champion Anthony Crolla, battering him and twice dropping him inside 4 rounds, and coming out on top with an impressive display over former Olympic Gold medalist Luke Campbell, where Lomachenko picked up vacant the WBC world title, before being controversially elevated to 'franchise champion' and not being recognised as the official belt holder amongst the other sanctioning bodies.
Despite this, Top Rank moved quick to make one of the few super fights during the global pandemic, with a much anticipated bout in what was essentially an undisputed bout against IBF champion Teofimo Lopez following his statement win over Richard Commey. Despite his lack of experience at world level, Lopez boxed disciplined throughout using his clear power and athletic advantage to keep Lomachenko backed up and tentative to throw shots, and while Lomachenko had success in the second half of the fight, he lost a clear decision, many questioning his desire and motivation to continue in the sport. Lomachenko responded by choosing to face 2 Lopez inspired opponents, Masayoshi Nakatani, who gave Lopez his toughest matchup, who he stopped in 9 rounds and his world title opponent Richard Commey to make a statement of one upmanship to Lopez. After a lacklustre performance in a bad style matchup against Jamaine Ortiz, he go on to officially fight for undisputed honours over young talent Devin Haney, who had controversially become WBC world champion after Lomachenko had been elevated to the now mothballed franchise status. The fight was a close one throughout with plenty of swing rounds, with their stylistic differences leading to many debated scores online, but in the end Devin Haney won a much debated decision working behind the jab and landing telling body shots to make the difference over Lomachenko's aggression and output. But with Lomachenko standing intact and possibly even enhanced with his performance over Haney he performed another masterful display of one upmanship on both Haney and Lopez's former opponent George Kambosos Jr. with a punch perfect display, allowing Kambosos to land just 11% of his punches before stopping him in the 11th round, capturing the IBO and the vacant IBF world titles now as a two time lightweight world champion, with a 18-3 record with 12 knockouts and 7 victories over current, former or future world champions.
The Matrix
A masterful technician, while he certainly is by no means a flawless fighter, his amateur and professional success can not be denied with elite performances of world level opponents in almost every fight he's taken. his record may be looked on with revisionist eyes in future years, but Lomachenko has not been afraid to step up against younger and much bigger opponents with a similar talent level, even for his supreme talent an undefeated record would be invariably hard to maintain. Nevertheless, some of his greatest wins alone show peak levels scaled by Lomachenko, scaling the summit of weight classes on numerous occasions and making elite fighters look levels apart in his prime. With his elite levels footwork, creating of angles, dynamic reflexes and supreme timing with his own unique tricks of the trade sprinkled in, it will be interesting to see the future trajectory of the 36 year old Hall of Fame shoo in.
Fightplan
Core tactic Preferred range Mid range Primary mentality Aggressive Crisis mentality Reactive Advantage mentality Aggressive
Operating often with a size disadvantage, and very regularly with a reach disadvantage, Loma is an aggressive high output, high movement based fighter that operates best at mid to close range. Like Chocolatito, his lead hand is his key weapon but crucially for Loma it's often his dominant right hand from the southpaw stance. This where he generates the vast majority of his offensive, but will frequently stance switch either to break distance or maintain distance to or from his opponent, in a similar, but much more refined way to that of Teofimo Lopez. He's happy to hold his feet, but only if he's confident he's in an advantageous position to landed more punches than his opponent, otherwise he will pivot out, retreat with a high guard or look to slip-counter while advancing forward to maintain pressure and offensive. His lead hand is crucial as it allows him to be busy while not loading up on big power shots that expend energy, and his constant movement and changing of pace and offensive make him a nightmare to read, to land on and more important to match his work rate when 'The Matrix' is in full flow. Possessing high footwork, reflexes, agility, dexterity and hand speed will be vital in trying to replicate Loma's combinations, movements and offensive output in Leather while utilising good head and upper body movement with the added bonus pf guarding to say defensively alert and able to counter whilst fight aggressively
Long range tactic Heavily favour lead hand Medium work rate Ultra High combinations Follow up Approach/Wait Countermeasures Cover up/ Retreat
Often on the edge of long to mid range, Lomachenko has an extremely active jab, mostly used to back up his opponent or manipulate their guard to find openings. Often being the shorter man means his double or triple jabs are crucial to breaking range while also keeping his opponent occupied, but he's also happy to wait if he he can get a read on his opponent and find an opening he can exploit or to time their rhythm as he darts inside. Defensively, Lomachenko is less active preferring to ride out attacks in a high guard before responding with a better combination, or changing angle or distance to find an advantageous position.
Mid range tactic Favour lead hand Low work rate Medium combinations Follow up Wait/Approach Countermeasures Retreat/Counterpunch
Mid range is where you often see a calculated thinking fighter approach as Lomachenko looks to get a read on his opponent. He will often hold his hands low to bait an opponent into throwing and looking to change distance or angle before almost instantaneously throwing back once he finds how to best exploit the opening. He uses his head and upper body movement as he looks to work off and slip his opponent's jab to catch his opponent whilst they are defensively vulnerable. He uses his 'Matrix shuffle' to step outside and uses lateral shifts to change direction and confused his opponent and his often frame with his lead hand to either knock his opponent off balance or blind their vision and he steps off at an angle, make his movements extremely difficult to read and hard to pick up where he is all while putting himself in a dominant offensive position.
Close range Heavily favour lead hand Medium work rate High combinations Follow up Retreat/Wait Countermeasures Counterpunch/Retreat
At close range, Lomachenko will sense he's in an advantageous position and look to put together his punches in bunches off his lead right hand. He has a wicked uppercut that when he finds the range can be a vicious weapon as he's demonstrated on many occasions, particularly against Crolla, and a very effective lead right hook he will often counter with which is a lethal weapon as his hook will often land first up close, before taking a half step back to follow up with a combination and make it harder for his opponent to land. While he can be hittable up close, his work rate makes sure he's able to outlandish his opponent and his use of movement makes him less of a stationary target to be caught with a shot, but mostly, Lomachenko will be pressing to find openings as he moves rounds to target for angles to attack and capitalise on his success.
Thanks for everyone taking the time to continue supporting this series, and for all the new readers, I hope you can find my writings useful in building fightplans in Leather boxing manager and keep out my previous pieces below. Enjoy boxing in this great period for the sport and all success in every you do. TEEKAY
Video credits
https://youtu.be/eg24htCdBeA?si=jEpoTSPTD1N8XSto https://youtu.be/-NevXzAtXNY?si=U07r-ijKh26VQbK2 https://youtu.be/-NevXzAtXNY?si=pgCpqNsih67Ik_2u https://youtu.be/ApvDF65n-e0?si=AdGuNqtxKz0ZVi7J https://youtu.be/_nuH0NLnYzs?si=rkrKnYJiaunx9JSH
The Fightplan series
The Thinking Fighter https://www.reddit.com/LeatherTheGame/comments/mlmckn/the_thinking_fighter_gameplan/
The Thinking Fighter 2.0 https://www.reddit.com/LeatherTheGame/comments/mmc9z3/the_thinking_fighter_20_tactical_inside_boxing/
Moves like Junior (Roy Jones Jr.) https://www.reddit.com/LeatherTheGame/comments/mpog3f/roy_jones_jr_gameplan/
The Kings of the Counters https://www.reddit.com/LeatherTheGame/comments/mq9zvo/the_kings_of_the_counters_countering_with/
The Magical Manny (Manny Pacquiao Machine Gun) https://www.reddit.com/LeatherTheGame/comments/mx3kjh/the_magical_manny_aggressive_defence_intricate/
Sweet Little Chocolate (Chocolatito) https://www.reddit.com/LeatherTheGame/comments/n0n1jc/sweet_little_chocolate_effective_aggression/?utm_medium=android_app&utm_source=share
Rigo's Rhythm (Rigondeaux)
https://www.reddit.com/LeatherTheGame/comments/n3dvoq/rigos_rhythm_staying_elusive_countering_with/
Magnificent Marvelous Master (Hagler)
https://www.reddit.com/LeatherTheGame/comments/n530c
Cinnamon Superstar (Canelo)
https://www.reddit.com/LeatherTheGame/comments/n786r1/canelo_fightplan/
The Spoiler https://www.reddit.com/LeatherTheGame/comments/neezv9/the_boxerspoiler_fightplan_shutting_down_offence/ The GOAT of Boxing (Sugar Ray Robinson) https://www.reddit.com/LeatherTheGame/comments/nfb6fx/sugar_ray_robinson_fightplan_the_goat_of_boxing/
Golden Oscar Winner (de la Hoya) https://www.reddit.com/LeatherTheGame/comments/npb9sn/golden_oscar_winner_expert_outboxing_cunning/
Body Hunting Monster (Naoya Inoue) https://www.reddit.com/LeatherTheGame/comments/o4eukc/body_hunting_monster_crippling_body_punches/?utm_medium=android_app&utm_source=share
Xu Can https://www.reddit.com/LeatherTheGame/comments/o8lqn4/what_xu_can_do_speed_and_work_rate_kills/?utm_medium=android_app&utm_source=share
The Kronk Style https://www.reddit.com/LeatherTheGame/comments/oc01wa/kronk_it_up_the_art_of_technical_aggression/?utm_medium=android_app&utm_source=share
Julio Cesar Martinez https://www.reddit.com/LeatherTheGame/comments/p5pee2/julio_cesar_martinez_the_little_mexican_firebrand/
Floyd Mayweather
https://www.reddit.com/LeatherTheGame/comments/q7ci77/flawless_floyd_the_genius_ogf_mayweather_behind/
Khaosai https://www.reddit.com/LeatherTheGame/comments/qngzvk/the_real_life_jimmy_sisphar_the_secrets_behind/
Usyk https://www.reddit.com/LeatherTheGame/comments/rtt5sd/countering_with_movement_effective_outboxing/?utm_medium=android_app&utm_source=share with
Dmitry Dictates the Distance (Bivol) https://www.reddit.com/LeatherTheGame/comments/x94pjl/dmitry_dictates_the_distance_an_in_depth_look_at/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
Golden Global Great (GGG - Golovkin) https://www.reddit.com/LeatherTheGame/comments/yytuag/golden_global_great_the_boxing_skills_of_one_of/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
Beterbiev https://www.reddit.com/LeatherTheGame/comments/10mwljz/you_beterbelieve_in_artur_the_skills_behind_the/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
Wilder Rangy Slugging https://www.reddit.com/LeatherTheGame/comments/10s00f2/deontay_wilder_rangy_slugging_beware_of_the_right/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
(Shakur) Stevenson Steals The Show https://www.reddit.com/LeatherTheGame/comments/11kl2vo/stevenson_steals_the_show_the_fluid_boxing_skills/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
Teraji https://www.reddit.com/LeatherTheGame/comments/11upcc7/comment/jcrp9v4/
Junto Nakatani https://www.reddit.com/LeatherTheGame/comments/13l1hw8/junto_nakatani_young_japanese_phenom_the/
AJ (Joshua) https://www.reddit.com/LeatherTheGame/comments/1beqzts/comment/kww65s8/
Mini Monster (Ginjiro Shigeoka) https://www.reddit.com/LeatherTheGame/comments/1btyvbc/ginjiro_shigeoka_mini_monster_the_105lbs_ibf/?onetap_auto=true&one_tap=true
submitted by Tkendell96 to LeatherTheGame [link] [comments]


2024.06.01 04:52 Unable-Investment-21 Anyone else having problems with cheaters?

To start off I'm not a amazing player by any means, I've got just under 600 hours of game play in, I'm on my second playthrough and a level 283. I know that's high for a second playthrough I like taking my time and exploring everything there's still plenty I haven't done yet. But I'm at the elden beast again and wanted to get my rune arcs up so I decided to do some invading while rune farming. 3 times alone tonight I've entered the same guys world, like I said I'm not amazing by any means but he is legit shit... I would hit him with skill after skill and his hp never dropped below 1 little sliver... he never used a flask and would try and spam me with magic but these battles would literally last upwards of 7 minutes of me being the absolute piss out of him and absolutely nothing would happen and eventually I would need a flask after he managed to get some hits in... and eventually I would run out of flasks while he never dropped below that initial hit...I play on a xbox x and I didn't kno there was cross play but I'm guessing they're must be? How else would you be able to cheat like that? Is there any way to combat this?
submitted by Unable-Investment-21 to eldenringdiscussion [link] [comments]


2024.06.01 04:44 Kayoz_Hydra Alternate Really Acolytes: Introduction

Alternate Really Acolytes: Introduction
Ancient legends from thousands of years’ past once told of a magical portal that resided in a forest in the north. A tale that a portal as black as night which bore three rings on its frame would sing a song of chaos before unleashing forces of calamity upon the world. While this portal was easily found, every attempt to destroy the ruinous portal was left unsuccessful. Heroes’ swords would shatter upon its cold, metallic frame. Dwarven forged magma would cool instantly upon contact. No form of magic could move, much less scratch it. In the end, instead of attempting to destroy the device, researchers studied it in an attempt to reduce the damage of whatever could come from the other side.
Countless centuries had passed. The building that surrounded the portal had changed several times, from a temple of worship, to an altar to appease the unknown gods beyond, to a facility of study. Scholars, researchers, and the top scientists have come and gone. Even to this day, nothing could be figured out about the device. Its metal was stronger than any alloy ever known and its makeup couldn’t even be determined. The runes on its rings were never translated, for no correlation could be found from any written language. As time went by, people gave up and soon after, the legend fell into obscurity, the protection spells cast upon and around the portal had expired long ago, and the world forgot about the calamity that was supposed to come. The facility that now housed the ruins had fallen into disarray long ago. The only thing that remained the same was the black sheen of the portal’s rings, unmoved, untouched, and unchanged.
One day, a group of juvenile kids broke through the rusted doors of the facility, “You sure you know where we are going?” one of the kids, a teenage human boy, asked, “You said we’d find an ancient artifact, but all I’ve seen so far is a bunch of junk machinery.”
“Quit complaining,” a young elf boy replied, “I’ve been exploring this place for about a century and the building has been abandoned for longer. The artifact can’t be moved at all, so it’s not like it’s going to have gone anywhere.”
“So, what are we going to do with it that hundreds of adults haven’t done?” a tiefling girl questioned, “It’s not like we’ve got the ability to do much, Jaz. Seriously, only one of us is from a sorcerer bloodline, and he’s the youngest of us three.”
“That’s exactly why I brought him with us Tal,” Jaz brushed the comment aside as he shoved a sliding door back into its socket, “Erick isn’t just from any old sorcerer bloodline, but from a wild magic bloodline. While most people claim that there’s only a select amount of reactions that could happen when magic goes wild, my grandfather claims that to be untrue, so we’re going to test that theory tonight.”
The three trekked through the ruins of the derelict testing site, passing by multiple research halls and storage facilities holding ancient machines, artifacts, and constructs from generations’ past. Along the way, Erick spoke up, “Even if we do manage to activate the portal, what do you expect to happen? Wasn’t there an old tale of the portal bringing calamity?”
“Oh please,” Jaz waved Erick’s concerns aside, “That crummy old legend is so long overdue. If the portal was to bring the end times, it would have been done by now. I’m sure whatever that was supposed to come about had already done so before the legend was even created.”
“So, we’re opening a portal to a realm where an old disaster came from. I highly doubt anything would go wrong with that idea,” Tal mocked sarcastically.
“Sheesh, no one here has that spirit of adventure that we had five years ago, I see,” Jaz huffed to himself.
Eventually, after passing through expansive corridors, the three made it to the center of the building, coming across a pair of bunker doors, “Oh, wow. Looks like a portal, alright,” Tal deadpanned.
“Jeeze, no need to be an ass about it. I saw the portal frame beyond these doors by looking through reinforced glass on the sides of the room,” Jaz retorted.
“So why aren’t we going through those rooms instead of trying to bust our way through a heavy set of doors?” Tal asked.
“Because those pathways are nothing but catwalks above a pit I can’t even see the bottom of. And if I recall correctly, explosions tend to not be good on catwalks, and none of us can fly.”
“So we are getting through this door… how?”
Jaz smirked, “That’s where you come in. You know how your infernal powers are extremely potent? Strong enough to melt that old bunker tank we found a few months ago with ease?” Tal thought back to that moment and recalled how she melted a tank in several seconds while her other tiefling friends struggled to even warp the plating. “Well, if it’s strong enough to melt a tank, I’m sure it’s strong enough to melt a door. So give it a crack.”
“Fine, I’m not sure how well this will go, but I’ll give it a shot.” Tal passed by Erick and Jaz before stopping in front of the right bunker door. She rubbed her hands together before placing them on the metal front of the door, focusing on channeling her innate magic through her hands. Slowly, the area of metal she was pressing against started to give off heat, even turning red before Tal began to sweat from straining herself. With a gasp, she let go of the door, a faint pair of handprints barely indented the door, “That’s all I got. We ain’t getting through.”
“Seriously, Taffy? That’s all you got?” Jaz blurted out.
“Hey! Don’t call me Taffy! You know I hate that name!” Tal shot back.
“Oh, yeah? What are you going to do? Taffy!” Jaz mocked, “Ta-” he was interrupted by a fireball flying at him. Jaz barely ducked out of the way, singing his hair almost to the roots, leaving a giant hole in his hair and a large scorch mark behind him. “Oh it’s on.”
The two got in each other's faces, looking like they were about to trade blows. Meanwhile Erick simply studied the doors, tracing the exterior until he found a subtle mark in the corner. He gave it a closer look and found that it was actually a welding indent, probably hiding the wires that powered the giant doors. He traced them back several rooms to find an electrical panel. Upon opening it, he found that the fuses were all corroded heavily. Tossing the ruined material away, Erick found a set of wires that didn’t seem to have weathered much decay. Taking a deep breath, he focused his magic in his best attempt to keep it from going wild, stuck his hand into the panel, and cast his magic, causing a large surge of electricity to go through the wires. Red emergency lights turned on as a siren began to blare. Returning to the room in front of the doors, he found that the two had actually come to blows while he was gone. Jaz was in a half nelson grapple while trying to space himself by holding Tal at arm’s length by the chin, he had a large bruise on his cheek while Tal had a small chipping on one of her horns. The two apparently stopped when the doors were activated. When the doors stopped and the sirens returned to silence, Jaz and Tal turned towards Erick with their mouths agape, “There, solved the problem,” Erick said nonchalantly, passing by his friends and into the room ahead, “Now c’mon, we have a portal to activate, don’t we?”
Jaz and Tal shook their heads as they got off each other and caught up with Erick, only to find him at the top of a set of stairs with his mouth agape this time. They followed his gaze and reacted the same when they realized that the portal they’ve been after this whole time, was glowing, “That wasn’t how it looked like a week ago,” Jaz confirmed.
The glow quickly became an afterthought when the portal rumbled as the rings began to move for the first time in centuries. They slowly accelerated until the runes became impossible to track. Once the rings reached their apex speed, the droning sound of what sounded like chants were heard coming from the portal. The droning died out quickly as the rings quickly stopped, before turning the opposite direction and the droning began again. This became a pattern as more sounds followed in suit: ticking, clicking, scraping, hissing, chirping, and an eerie whistle all followed in a somehow harmonious tune, all following the chant of the portal.
“A portal that would sing a song of ruin before releasing disaster upon the world,” Jaz whispered.
“What do we do now?” Erick asked, “Should we get someone? Wasn’t this supposed to be a dangerous artifact?”
“I don’t know,” Tal breathed through clenched teeth, “Would anyone be able to react fast enough? Should we contact the magic council? I mean, we aren’t supposed to be here. What do you think, Jaz? Jaz?!” she turned to find that Jaz had turned tail and fled the scene not too long ago, “Jaz!” she called again. No response.
Not soon after, the portal’s rings froze in place suddenly, a moment of pure silence filled the room as the rings suddenly burst into its segments, all floating in orbit around its center. From each segment, a beam of energy emerged from it and coalesced into an orb of plasma at the center, slowly growing wider until it filled the original empty space the portal had. From within the ball of plasma, two beings emerged from its core. A man with jet black hair, tanned skin, and dark jade green eyes emerged first. His clothing looked like he came right from an apocalypse. He looked around the room before turning back around and reached back into the portal, pulling a woman out from the core. The woman had white hair, pale skin, and radiant purple eyes. Her clothing looked like it was in an even worse state, her black robes were completely tattered. She looked around as well before turning back to the man. The language she spoke was completely foreign to the two young teens. The man conversed in the same unknown language before turning back to the area around them. Eventually, the two beings found Erick and Tal. The kids were paralyzed by both fear and awe at what just happened, both holding their breath in hope that the two beings from beyond ignore them.
Alas, that hope was squandered as the two approached them. The man and woman approached the two, Erick locked eyes with the man as he stared through the kid. Irregular eyes was the first thing Erick noticed, his left being rectangular like an octopus, while his right was sharp like a lizard’s. The woman stared in turn at Tal, her purple eyes faintly glowed and revealed a sense of curiosity, the only emotion Tal could find on the woman’s face. With a breath, the man spoke, “Ahf' ye'bthnk ymg' ah ai, gof'n?”
Erick was stunned, he was expecting a language that would pierce the fabric of reality, or make his head explode. Instead, it was simply a sentence that he just didn’t know or understand, “Uh… um… I don’t know what you said, sir…” he wasn’t even sure if the beings were male and female at the time, or if they had a concept of gender where they were from, but he spoke on pure instinct, worried any word he uttered would result in the being to become enraged and turn him inside out. Tal eyed Erick with baited breath, hoping this encounter with the unknown wouldn’t result in either of their demise.
The result was a rather tame one compared to their wildest expectations. Instead, the male being studied Erick before clearing his throat, “Apologies, it’s been a few centuries since I spoke in this language. I didn’t expect the first people we would meet to be so young.”
“There’s a third, running away from here,” the woman pointed in a direction between the facility and the village the three kids were from, her eyes glowed brighter for a brief moment, “Older, age-wise, but still young physically and mentally,” her voice was monotone, like someone who couldn’t portray emotion.
The male nodded before turning back to Erick and Tal, “What’s this world like? Does magic exist here? Creatures of legend and beings as old as time?”
“T-there’s plenty of magic around,” Tal explained, “Almost every living thing has at least some magic within them.”
“And there have been times where the gods have roamed the land,” Erick added, “It’s not often they are seen though, mostly within or around the wizard council.”
The male hummed, seeming pleased with the answer, “It seems our hunch was right. I think we’ll be around for a while, Sister.”
“Very well,” the woman replied, “Let’s get settled, then.” The two proceeded to pass by Erick and Tal, heading towards the facility’s entrance.
“W-wait!” Erick blurted out, causing the two to stop and turn back towards the kids. As Tal looked like she was about to have a heart attack, Erick summoned the courage to ask, “There was an old prophecy, or I guess a legend about that portal,” he pointed back to the portal, which had now converted back to it’s original position, no trace it was active at all once more, “The stories tell that beings of calamity would come through and destroy this world. Are you two those beings of calamity?”
The two stared at each other before returning back to the kids, both speaking in unison, “We can be,” before turning back to the entrance and continuing onward.
Erick and Tal watched the two leave their sight before looking at each other with both confusion and dread. After several minutes, the rundown atmosphere started to get to the kids and they hastily took their leave. Upon returning to the village, they were promptly scolded by family members for being out so late, but both refused to tell any details regarding their adventure. They met up with Jaz the following morning and after a verbal beatdown for chickening out despite being the one to bring up the idea of going to the facility, Jaz confirmed that he didn’t tell anyone about what happened the prior day either. The three swore to not speak of the incident unless the world was about to end, for fear that they would be not believed at least, or ostracized for their actions at most.
Decades later, none of them spoke a word of that fateful day, but all three wonder what happened to the two that came from the portal, or where they could now be.
“Brother, I miss Glo, can I bring her here?”
The elder brother sighed, “Be thankful that your fire skeleton incident caused me to promptly fireproof my home. I’m sure a salamander wouldn’t burn this house down, but it makes me more at ease that your lover won’t cause me any financial pain. Sure, Aurora, you can bring Glo over here from now on. Just make sure she doesn’t damage the electrical plant.”
Aurora’s eyes beamed with joy, “Yay!” she threw her hands into the air, symbolizing the excitement her voice couldn’t portray, “Thank you, Arcturus.”
“Yeah, yeah, just don’t cause a mess.” Arcturus groaned as the doorbell rang. He got up from his sofa and approached the door, opening it to find a young man in a delivery uniform, “Grubber Eats order for… Arcturus?”
“Yep, that’s me…” he looked at the nametag on the guy’s uniform, “Erick? With a C and K?”
Erick sighed, “Yeah, the parents back in our home village had a weird tradition for giving their kids weird names, like Eric with a second letter that makes the same sound, a name that’s been long ago shortened to either a C or K mind you, or Taffy for my fiance’s name, but don’t tell her I called her that, she’s hated that name since our childhood.”
“Fiance eh?” Arcturus asked as he accepted the food, “This your primary job?”
Erick shook his head, “No, I have another as the village’s local sorcerer. Being the only one in my family to actually be able to control their magic tends to open a lot of jobs when most people there aren’t as magically gifted compared to other towns. This is just a second job for us to pay for a new house.”
“Well that’s cool. Good luck with your future endeavors.” Arcturus studied the man’s appearance, recognizing some features from someone long ago, “Say, any chance your girl is a tiefling?”
Erick looked stunned, “Why, yes… how did you-” he made a double take upon see Arcturus’ jade green eyes, “Are… are you that man that came from the portal a few decades ago?”
Arcturus laughed, “Yes, that was me, and my sister, Aurora. Nice to formally meet you, the name’s Arcturus Maestas, my sister still has the same last name, too.” Arcturus held out his hand.
Erick nervously shook his hand in return, “Nice to meet you too… You aren’t going to destroy this world any time soon, are you?” he asked, “Or your sister, or anyone you guys know?”
“No, nothing like that for a while,” Arcturus shook his head, “Our patron hasn’t scheduled any formal chaos within this universe from our end for the next…” he pulled out a parchment that looked both in and out of tune with the visuals of their current world, “collapse and reformation of the universe, plus one point seven trillion years. So basically around a similar time after this universe has reset itself.” The parchment disappeared as suddenly as it appeared.
“I… I see,” Erick laughed sheepishly, “Well, it’s nice to meet you again, Mr. Maestas. I should get going now,” Erick turned heel as he prepared to leave.
At that moment, Arcturus noticed something only he could see. After a bit of hesitation, he decided to follow through with it, “One moment, Erick,” Arcturus called out, causing the human to freeze and turn back around, “How are things going financially? You expect to pay off that house in a reasonable time?”
Erick paused for a moment, considering if he should answer honestly, “To be frank, no, things aren’t reasonable right now. Even with the payment from both of my jobs, Tal had to get herself some as well to keep up with expenses. Even then, our average profit is about a dozen gold per month. And we bought a house without a down payment for about thirty thousand…”
“Sounds a bit out of reach for someone like you two,” Arcturus admitted.
“It is, but it was the only one we could get within reason. Despite being of use to our village, my family has a reputation for its debt due to wild magic incidents. My parents both died recently, so the village placed the debt upon me. Fortunately, things could be even worse. I heard that small towns can still often find scorn against infernal beings like tieflings, so going beyond our village isn’t really an option for better housing of reasonable size. This is the best we can do without working ourselves to death or traveling farther than what we are comfortable with,” Erick lamented.
Arcturus thought for a bit before asking Erick to wait a moment. He ventured into his basement and pulled out a small bag of coins. Upon returning to the door, he tossed the bag to Erick, “Here’s a tip, twenty platinum should suffice,”
“Are… are you sure I can have this?” Erick asked as he counted the coin, to which Arcturus nodded, “T-thank you. How can I repay you for such generosity?”
“Like I said, it’s a tip, so that’s already paid for in just,” Arcturus explained, “However, I can offer more if you so desire. The only cost is you help me and my sister with some basic endeavors. You said you have been learning to control your magic?” Erick nodded, “Good, then you can help us with some things. We can pay you much more for much less than what your current jobs will force you through. Think it over. Come knocking again if you ever consider. There will be a bit of danger, so the pay will be well beyond reasonable if accidents do occur. I will ensure you’re not in mortal peril, though.”
“Really? Thank you. I’ll discuss this with my fiance. I hope to see you again, Mr. Maestas. Have a good rest of your day.”
“You too, Erick.” Arcturus waved the young man off before closing the door and placing his order on the table, “Food.”
Aurora stared at her brother, “Don’t incite the one word incantation, Arc. We don’t need him here right now.” Nonetheless, she got up from the couch and opened her share of the meal. “Who was that? I’ve never seen you give a courier such a generous tip before.”
“An old acquaintance from our early years here. He performed a favor for us greater than he even knows, I’m just simply offering to repay such generosity. I doubt he would have accepted the payment in full outright if I didn’t give him a job. The favor would be miniscule to him from an outside perspective after all.” Arcturus winked as three draconic eyes and a crown of jagged horns warped into the fabric of reality around him, giving Aurora a clear message of what he meant.
“I see. If we shall repay him, then we shall do so to what he would consider acceptable.”
And with that, their conversation ended. The two sat in silence as they ate while a couple of towns over, a recently engaged couple would soon discuss what fortune had been offered to them. Little did the latter half know what this fortune would truly entail, and that a lifetime’s worth of adventures would soon follow. Meanwhile in the forest of the north, the frame of the portal flickered to life once more, causing an eerie drone to echo throughout the facility.
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2024.06.01 04:44 imPitanga Dark Fantasy Themed Video Game Story

Hello, I am working on a story for a video game I am making. The first paragraph is the general plot of the game which revolves around a mysterious abyss. The next 4 paragraphs labeled 1-4 are different backstories for the abyss. These different backstories are what I would like to hear opinions on. At the bottom of this post is a google form where you can rank the stories from most liked to least liked as well as an option to leave any additional comments. Any and all feedback is greatly appreciated.

This is the general plot of the game: A gaping maw erupts, its inky depths promising both fortune and peril. Adventurers, lured by whispers of glittering jewels and untold riches, plunge into the newly formed abyss. They emerge, laden with treasure, only to discover a horrifying truth. The spoils they bear are cursed, unleashing a virulent plague that sweeps across the land. As the abyss hungrily expands, consuming the surrounding countryside, fear and desperation grip the kingdom. You are the leader of a ragtag band of mercenaries. The plague, a consequence of the abyss's arrival, has ravaged the land, leaving you and your companions as one of the few uninfected groups. Recognizing your unique immunity, the King tasks your company with a perilous mission: delve into the abyss once more, not for riches, but to uncover its origin and seek a cure for the plague. Though ill-equipped compared to the adventures before you, your resilience and survival instincts might be the kingdom's only hope. These are four backstories for the abyss: 1. An outcast, dying alone in a field, is offered a final wish by a mysterious figure. The outcast craves acceptance and desires nothing more than to be human. The wish granted, they sink beneath the earth, entering a deep slumber. Within this dreamlike state, knowledge of humanity floods their mind. Initially, it's a revelation – a glimpse into the wonders of human creation. But as the dreams persist, a darker truth unfolds. The outcast witnesses humanity's insatiable greed, their endless wars, and the destruction they wreak on the planet. Fury and revulsion well up from the depths, and fueled by this newfound understanding, the outcast cracks open the earth, revealing a vast abyss. Its walls are lined with dungeons and glittering treasures – a snare, precisely crafted to exploit humanity's greed. 2. In an age of endless war, a benevolent deity watched humanity teeter on the brink of annihilation. This deity, filled with unwavering faith, dispatched their own son, a radiant angelic being, to walk among mortals and offer peace. Tragically, the war-torn people, gripped by paranoia, mistook the angelic glow for forbidden magic. Their fear twisted acts of kindness into manipulation, culminating in the horrifying crucifixion and burning of the divine son. His final words, echoing across the land, were a plea for understanding: "Forgive them, for they know not what they do." This act shattered the deity's faith. For centuries they meticulously planned, not for direct destruction of humanity, but for a grand revelation. The result was the creation of a colossal abyss, its walls shimmering with an unnatural allure. It held mountains of treasure and beckoning dungeons, each level mirroring a cardinal sin. The very essence of the abyss was a subtle curse, a plague waiting to be unleashed. The treasures, a facade of wealth, would tempt the greedy. The dungeons promised power to the envious and wrathful. Mortals, driven by these primal urges, would descend into the abyss, unknowingly setting their own downfall in motion. As cursed treasures returned from the abyss, causing a plague to bloom, a chilling reminder of humanity's capacity for destruction. This orchestrated tragedy would serve as a cruel lesson, forcing mortals to confront the darkness within themselves. 3. Elias, a gifted alchemist, sought to bolster his war-torn kingdom. A near-death experience granted him knowledge of a life-creation portal. He used it to forge monstrous guardians, but craved more. Driven by love for his family, Elias attempted to grant them immortality through the portal. The result was horrifying. His wife became a pulsating mass, his son fell silent, and Elias himself morphed into a grotesque mockery of a human. Disgusted, the kingdom's rulers condemned Elias. A brutal civil war erupted. In a desperate act, Elias created a bio-bomb, the "Amalgamosa," which ravaged the enemy city. Victory came at a terrible cost. Elias, his mind fractured, lost his remaining allies. Consumed by a twisted desire for reunion, he turned on fellow alchemists, using their research and his son's journals to fuel his monstrous creations. The fallen kingdom became a lure. Elias, a madman, built a vast abyss lined with dungeons and treasures. Adventurers, drawn by the promise of riches, became fuel for his ever-growing army of aberrations. The abyss grew, mirroring Elias's madness. He clung to the hope of luring his family back, blind to the fact that his monstrosities were the very things that drove them away. His ambition, fueled by love, led to a horrifying descent, leaving behind a legacy of despair. 4. Prince Kael, blessed by the eight deities and heir to the throne, lay for dead on a battlefield at a tender age. His kingdom presumed him lost, leaving the crown to his ambitious younger brother, Prince Corvus. Yet, fueled by the lingering blessings of the gods, Kael defied death, though forever scarred and cursed. He could no longer heal magically, his body a patchwork of wounds held together by endless bandages. Wandering the wilderness, he was found by a wise hermit who offered him not only sanctuary but a chance to reclaim his magic. Slowly, Kael rekindled his power, though the self-healing remained elusive. Meanwhile, under Corvus's iron fist, the kingdom descended into darkness. Citizens were forced into brutal labor in the mines, their lives readily sacrificed for twisted experiments. Monstrous creatures replaced the royal guard, enforcing Corvus's reign of terror. When Kael felt strong enough, he returned with the hermit to his ravaged city. But instead of a hostile reception, Corvus welcomed him with open arms. Corvus, it turned out, had a twisted plan. He had devised a ritual for immortality fueled by the souls of the enslaved citizens. Kael refused, horrified by his brother's scheme. Corvus, enraged, tried to force the ritual, but the hermit intervened, taking the fatal blow meant for Kael. Stricken with grief for his savior, Kael unleashed a torrent of magic, sinking the entire kingdom into a fathomless abyss. He bound the abyss shut, trapping Corvus and his evil within, constantly draining his own magic to maintain the seal. As time wore on, the strain on Kael's soul began to show. Melding with the abyss itself, the walls around him became etched with tales from his childhood, stories shared with the hermit. The abyss, tainted by Corvus's influence, began to shift, waiting to lure in unsuspecting adventurers, their souls to fuel its inevitable rise.
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2024.06.01 01:32 Mrmander20 [Vell Harlan and the Doomsday Dorms] 4 C8.2: The Doomsday Dad

At the world’s top college of magic and technology, every day brings a new discovery -and a new disaster. The advanced experiments of the college students tend to be both ambitious and apocalyptic, with the end of the world only prevented by a mysterious time loop, and a small handful of students who retain their memories.
Surviving the loops was hard enough, but now, in his senior year, Vell Harlan must take charge of them, and deal with the fact that the whole world now knows his secrets. Everyone knows about Vell’s death and resurrection, along with the divine game he is a part of. Now Vell must contend with overly curious scientists and evil billionaires hungry for divine power while the daily doomsday cycle bombards him with terrorists, talking elephants, and the Grim Reaper himself -but if he can endure it all, the Last Goddess’s game promises the ultimate prize: power over life itself.
[Previous Chapter][Patreon][Cover Art]
“The not-so-good Doctor is all set up,” Hawke said. “You are cleared to infiltrate.”
“Good. You been reading Ragnarok’s book?”
“Yeah, except Helena took our only physical copy,” Hawke said. “I had to spend seven dollars on the ebook.”
“Oh. I can, uh, get you back for that, if you want.”
“Nah, it’s fine, this is actually an interesting read,” Hawke said. “You remember that Agent Fleming jerk who showed up two years ago? Apparently Skye’s dad almost dropped him in lava once.”
“Fascinating,” Vell said. “What’s it say about starting one of these things?”
“Oh right, yeah,” Hawke said. “Okay, apparently step one is the ‘information gathering and infiltration’. I think you’re supposed to like, interrogate his minions to find out where his base is and then break into it.”
“Makes sense.”
“I can tell you right now there’s a suspiciously death-ray shaped cloaking field on the roof of the senior dorms,” Hawke said.
“Yeah, I noticed,” Vell said. Doc Ragnarok’s cloaking tech was advanced, but the loopers had some pretty advanced observation equipment as well. “I think that’s too easy though, right? I’m trying to give Skye some bonding time with her dad here, we need to do things the long way.”
“If you insist,” Hawke said. “Samson, any ideas on how to do things the old fashioned way?”
“You might start with the generic eastern european goons lurking around the dining hall,” Samson said. He forwarded a picture to Vell, showing off a table of middle-aged men sitting around one of the tables, smoking cigars and playing poker.
“Those definitely look like henchmen,” Vell said. “I’ll go check it out.”
Even if they weren’t related to the apocalypse, a random group of middle-aged men hanging around a college campus was suspicious. Vell headed for the dining hall, stepped through the doors, and adjusted his tux as he approached the table.
“Gentlemen,” he began. “This is a non-smoking campus.”
“Ve are not stoodents,” one of the smooking goons grunted, in one of the deepest pseudo-slavic accents Vell had ever heard. He briefly considered asking if the accent was genuine, or part of the role, but thought that might be offensive.
“The rules apply all the same,” Vell said. “If you’re not students, then why are you here?”
“Vork.”
“What kind of v- work?”
“De none of yor beeznees kind,” another mook toned.
“On this campus, everything’s my business,” Vell said. He didn’t want it to be, most of the time, but it ended up that way anyway.
“Mebbe you lurn noddo steeck nose where idon belon.”
“Okay, I’ve been trying not to bring it up, but that’s beyond the pale,” Vell said. “That accent is fake, right? You’re all just playing up the fake mook role?”
The smoking henchmen shared a nervous glance, and one of them pulled a walkie talkie out of their track suit jacket.
“He’s on to us! Accelerate the plan!”
“Ha! I knew the accents were fake,” Vell said. His good mood was short-lived, as all the of goons at the table stood up, fists clenched, and squared their shoulders towards him.
“Should’ve minded your own ‘beeznees’, stretch,” one of them grunted.
“I’ve never been...I, ah, screw it, pretend I said something witty,” Vell said. “So what are the rules on this part, is it like, pin-based, or is there a flag football type of thing-”
One of the goons dove into Vell for a full-body tackle, and then punched him in the face while he was on the ground.
“Okay, full contact,” Vell grunted. “Seems a little harsh for a-”
Another punch to the face shut him up, and made Vell realize this was not the time to be talking. He covered his face to block another punch and rolled out from underneath the thug who had him pinned, before spinning around to kick him in the gut.
“Hawke, this got a little bit loud,” Vell said. “Could you call Kim and tell her-”
Vell got grabbed by the shoulders, lifted off the ground, and then slammed into a table hard enough to snap it in two. Though he never finished his sentence, Hawke assumed Vell’s intent from the context clues, and from the faint sound of punching in the background.
Kim had been scouting out potential disasters close by, so it did not take her long to arrive on the scene and pry Vell out from underneath a mountain of track-suits. A robot with flaming fists was more than any of the hired goons had signed on for, so they dispersed after a few of their own were knocked unconscious burning punches. Once she was sure they were all scared off, Kim helped a heavily-bruised Vell off the ground and wiped some blood off his chin.
“Damn. You’re lucky I saw the other twelve guys or I’d think you got your ass beat,” Kim said.
“Yeah, I think I did alright,” Vell groaned. “Christ, though, what was with that? I thought the goons were supposed to rush me one at a time, at least.”
“You’d think so,” Kim said. That was the usual henchmen approach. “Maybe Doc Ragnarok actually does know you’re dating his daughter. Wanted some guys to beat your ass about it.”
“He just doesn’t seem like the kind of guy,” Vell said. “If only because he’s weirdly obsessed with being an old-school supervillain.”
Vell popped an illusion rune that would disguise the bruises, and the damage to his tuxedo, and got back on track.
“Speaking of his weird obsession,” Vell said. He popped his runic scanning glasses out of a pocket and did a quick scan of the unconscious guards. “There we go.”
Vell plucked a keycard from the coat pocket of one of the unconscious guards.
“In retrospect, I probably should’ve just scanned first and tried to pickpocket this,” Vell said. “Something to keep in mind for next loop.”
“I think we’d all prefer you not get your ass beat,” Kim said. “Are you really sure you’re still on board with this, after aforementioned ass-beating?”
“I have to see this through,” Vell said. “I’m sure it was all some mix-up on Doc’s part.”
“I sure hope so,” Kim said. “That dude’s probably going to be your father-in-law someday.”
The illusion that hid the bruises on Vell’s face was not quite powerful enough to disguise the redness in his cheeks. He set off without a word and headed for the senior dorms, and the invisible death ray atop them.
***
“We did try to make the relationship work, but ultimately we just didn’t work out in the long-term,” Doc Ragnarok said. “We set up a very amicable co-parenting arrangement, and Skye is an absolute delight, so it all worked out in the long run. But still, don’t ever try to mix dating and mad science. It’s a field that requires absolute commitment.”
“Fascinating,” Helena said. She had no idea how Doc Ragnarok had managed to segue “mad science advice” into a discussion about Skye’s mother, but somehow he had pulled it off. “Now, about the death ray...”
“Oh, yes, that,” Doc began. He gestured to the massive laser beam currently being constructed in the core of their makeshift lair. “Now, obviously, the retrofuturist look is borrowed from old pulp sci-fi, but I did personalize it with the addition of those dorsal ridges, and the ventilation gaps near the beam emitters, all to resemble the fins and gills of a shark. It lends a certain menace to the design, and Skye absolutely adores sharks, which is a nice bonus.”
“Yes, very adorable,” Helena said. “But how does it function? What puts the ‘death’ in ‘death ray’?”
Doc Ragnarok did a quick double take between the death ray and Helena.
“This one? Nothing,” Doc said. “This is a practice exercise, Ms. Marsh, that ‘death ray’ is just a light emitter, essentially a very powerful laser pointer. I suppose you could blind somebody with it if they started right into the beam, but otherwise harmless.”
“Of course it is,” Helena said. She didn’t bother to hide her disappointment.
“Hey dad, you still in the death ray room?”
“Yes, Skye, what do you need?”
“Just thought you should know Vell’s on his way,” Skye shouted. “Coming by the main entrance.”
“Oh a frontal assault, very bold,” Doc Ragnarok said, as he hustled towards the center of his lair. “It is a shame he won’t see all the work we put into the ventilation system or underground entrance routes, though.”
“I’ll let him know about the laser grid later,” Skye said. “He and I, uh, talk. Sometimes. We hang out on occasion.”
“Well let’s give you something to really talk about,” Doc said. “He’s nearly at the main entrance.”
Doc Ragnarok got into position in his big fancy villain chair, crossed his legs, and waited as the lock on the door clicked. Then clicked again. And again. The handle jiggled slightly as Vell tried it out, but it was still locked, and the lock clicked once more as he tried it again. After a momentary pause, the door was torn off its hinges by a sudden burst of force, and Vell stepped through, standing atop the fallen door.
“Your door’s broken,” Vell said. “And not just because I broke it. Like, the lock didn’t work.”
“A momentary delay that makes you too late, Vell Harlan,” Doc Ragnarok shouted, hamming it up with full force. “Now, fall!”
A trap door beneath Vell’s feet opened up, which might have worked were it not for the fallen door acting as a bridge across the pit. Vell looked down and shrugged.
“Note to self, put pitfall traps further away from doors,” Doc Ragnarok mumbled. “No matter! Deploy the contingencies!”
Two hatches on the wall opened up and revealed cannons aimed at Vell, and he dodged out of the way of two nets fired at him. Next up, two robotic drones came rushing at him, grasping claws at the ready, and Vell grabbed one to swing it at the other, shattering both. The quick swing saved him from the robots, but made him easy prey for a forcefield that descended from the ceiling. He bumped an elbow into the glowing field surrounding him, and found it impenetrable.
“That should keep you contained,” Doc Ragnarok said. “Ms. Marsh! Escort him to the viewing chamber. I want him to watch my plan unfold.”
“As you wish,” Helena said. She tapped one of her crutches into the forcefield, and it started moving out of the central lab and down a side hallway. Doctor Ragnarok watched it move with a smug smile on his face. Once Vell was out of sight, he dropped the smile, and his supervillain persona, entirely.
“Well that was quite good,” Doc noted. “Dodging the first trap was a bit of an accident, yes, but the next two, very skillful.”
“I feel like he should have said something, though,” Skye said. “Asked you what you were planning, made a quip about escaping, that kind of thing.”
“Oh, that would’ve been nice, yes,” Doc Ragnarok said. “But frankly those exchanges can get a little trite, once you’ve done a few dozen there’s really no benefit to the banter. We both know why he’s here.”
“I thought you liked the banter.”
“I like good banter,” Doc said. “If the man’s heart isn’t in it, I don’t want him to force it. That’s how you get cliches.”
***
“I feel like I should’ve said something,” Vell said. “At least like, ‘you’ll never get away with this’, or something like that.”
“Oh no,” Helena said. “Haven’t you read this book?”
Helena held up her copy of Doc Ragnarok’s supervillain guide.
“That’s one of the biggest cliches to avoid,” Helena said. “You’re the one who should know these things, you’re the hero.”
“I skimmed, I have a lot going on,” Vell said. He kicked the side of the forcefield again, and found it impermeable as ever. “So. Are you enjoying yourself?”
“Barring Doc Ragnarok’s fatherly streak, yes, actually,” Helena said. “I could see myself doing this for a living. If I live.”
Vell bit his tongue. Helena had a way of making even the most casual chats a matter of life and death -though he supposed everything actually was a matter of life and death when a person was dying.
“There’s entire schools for this, you know, death ray workshops, speech classes focused on evil monologuing, the whole deal.”
Vell did know. Skye had given him some basic details on the courses now and then. Kraid had even attended some of them for a year or two, before getting expelled for being too evil for evil school.
“So, uh...on a related note,” Vell said. “All that stuff you said about being ‘driven to evil’.”
“Oh. I was just telling Doc Ragnarok what he needed to hear, obviously.”
Helena opened the door to a rooftop chamber with a view of Doc Ragnarok’s death ray, and shuttled the forcefield containing Vell into the center of the room. She tapped one of her crutches against the forcefield to remind Vell of his captive state.
“If I were really evil, I’d be using this opportunity to, say, experiment on your rune without your permission and accidentally kill you,” Helena said. “I’m not my sister, Vell.”
Vell nodded. He already knew that well enough -and it was exactly what worried him.
“You did blow me up that one time,” Vell said.
“For impersonal reasons. That was science,” Helena said. “Sure, reckless, maybe. Stupid, maybe a little. But not evil.”
“When you refuse to learn from them, recklessness and stupidity can be evil.”
“Actually, according to this great book I’m reading,” Helena said, holding aloft the supervillain handbook again. “Evil is just a word used by entrenched powers to derogate anything that challenges their hegemony.”
“That’s...an interpretation, I guess.”
“Doc’s a smart guy,” Helena said. “Speaking of, I need to ask him about his forcefield tech, that seems pretty sturdy.”
Helena walked away, leaving Vell alone in the viewing room, surrounded by the forcefield. He took a seat, poked the walls once more, and decided to leave it for a bit. “Planning his escape” was probably the best excuse to sit and catch his breath he’d get any time soon, and he desperately needed a bit of rest. His ribs still hurt from getting tackled by those goons earlier.
The respite, while much needed, was brief, as Vell soon found himself with another visitor. Thankfully, this one was of the more pleasant variety.
“Vell, hey,” Skye said. “Just checking in, you’re doing great so far.”
“Am I doing great? I’m in a forcefield.”
Vell tapped the translucent wall of energy.
“Getting captured doesn’t feel great.”
“Oh, everybody gets captured,” Skye assured him. “It’s part of the bit. Gives you a chance to pull off a cool escape.”
“Alright. Makes sense, I guess,” Vell said. He looked around his forcefield cage. “Are there any risks I should know about? Like, is any part of this going to electrocute me?”
“What? No, that’d be ridiculously unsafe,” Skye said.
“Yeah, well, those thugs of yours weren’t particularly safe either.”
Skye tilted her head like a confused puppy.
“Thugs?”
“Yeah, those slavic guys with fake accents,” Vell said. “The ones with the keycard, which, by the way, didn’t even work.”
“Vell, what are you talking about,” Skye said. “We don’t have any human minions -except Helena, I guess. You were supposed to find some drones in the robotics lab.”
“Well if they weren’t...hold on,” Vell said. “If there’s another bunch of thugs, and another key, doesn’t that mean there’s another-”
For the second time today, Vell was cut off by a thunderous crashing of waves. Thanks to the viewing chamber’s strategic vantage, he could see the waves part just offshore, revealing another towering skull-shaped structure rising from the water, but this time much larger, much darker, and much skullier. The massive structure was nearly as tall as the dorms they were on top of, and much like Doc Ragnarok’s lair, the peak had a very large raygun on top, aimed directly at them.
“There you are, you layabout traitor,” boomed a voice from within the skull-shaped fortress. “Cease your playacting and come witness true villainy!”
“What the fuck,” Skye said. “Dad!”
Dad was already on his way, and barreled through the door momentarily. He ran to the massive viewing window and pounded a fist into it.
“Bastard,” Doc Ragnarok mumbled under his breath. “Skye, we need to get out of here.”
“What about Vell?’
“Has he not escaped yet?” Doc said. He looked over his shoulder and saw Vell. “Oh, sorry, I’d assumed you got out already.”
Doc Ragnarok pressed a button and released the forcefield around Vell.
“You might be thwarting an actual supervillain today, Mr. Harlan,” Doc said. “That’s Mi-Go, an old colleague. Never really got over the fact that I quit.”
“Oh, Mi-Go, I remember him,” Skye said. “A real pioneer in genetic hybridization.”
The raygun aimed in their direction fired, bathing the room, and the entire island, in a blast of sickly green light. When the deathly glow finally cleared, Vell looked down at his hands, or rather at the pointed crab claws where his hands had once been. Skye and Doc Ragnarok had a similar set of misshapen, crablike appendages, and odd leathery wings sprouting from their slimy flesh.
“Not again,” Doc Ragnarok grunted from his new beak.
“I sure hope he worked on his genetic stabilization matrices,” Skye said. “Or else-”
Vell’s arm popped off his body and started melting on the ground.
“Or else that.”
Thankfully their brains melted first, so the rest of the melting didn’t hurt much.
submitted by Mrmander20 to redditserials [link] [comments]


2024.05.31 23:33 CrazyCaleo Help with a hybrid arcane build RL 125

Help with a hybrid arcane build RL 125
https://preview.redd.it/vc1l92i6yt3d1.png?width=1525&format=png&auto=webp&s=d3f5017fef97449739f045dd1ea33cdfb6120fc6
Okay, first things first, I know what I'm getting myself into with that vigor, it's not that bad (I could have a soreseal y'know...). Secondly, the talismans will be changed depending on the weapon/spells I'm using (currently for dual scavenger curved swords). The idea here is to be able to use arcane spells (no named dragon ones) and occult weapons with innate bleed (and some staples like RoB, eleonora and reduvia.
My question is, is the AR going to be enough? Or should I pump more levels into arcane instead of faith. This build will be mainly used so I'd also like to have some buffs, and I like having a no fp option for general exploration and moments of crisis.
submitted by CrazyCaleo to EldenRingBuilds [link] [comments]


2024.05.31 23:18 According_Ice_4863 Survivor expanded

(this is an update to the following class: The survivor (homebrew martial class) : DnDHomebrew (reddit.com), also warning:this subclass talks about alchohol)
Method of Acceptance
The old world is dead, youve come to accept that fact. From this change of mindset, you have learned how to channel a small amount of druidic magic to help something beautiful grow from the corpse of the past.
Ruin magic
At 3rd level, you learn how to channel small amounts of druidic magic.
Cantrips:you learn two cantrips of your choice from the druid spell list, at 10th level you learn an additional druid cantrip.
Spell slots:The acceptance spell slot table determines how many spell slots you have. You recover all spent spell slots on a long rest.
Spells of 1st level or higher:You start with three druid spells of your choice, one of which can be from any school of magic, all other spells you learn must be of the transmutation or conjuration school of magic. You learn additional spells based on your spellcasting table. The spells you learn at level 8, 14 and 20 can be of any school of magic. When you level up you can replace one spell you know with another spell of your choice, but they have to be of the transmutation or conjuration spell school (unless its a spell that doesnt have said limitation)
Spellcasting modifier:wisdom is your spellcasting modifier
Spellcasting table
  1. cantrips:2, spells:3, 2L1
  2. cantrips:2, spells:4, 3L1
  3. cantrips:2, spells:4, 3L1
  4. cantrips:2, spells:4, 3L1
  5. cantrips:2, spells:5, 4L1, 2L2
  6. cantrips:2, spells:6, 4L1, 2L2
  7. cantrips:2, spells:6, 4L1, 2L2
  8. cantrips:3, spells:7, 4L1, 3L2
  9. cantrips:3, spells:8, 4L1, 3L2
  10. cantrips:3, spells:8, 4L1, 3L2
  11. cantrips:3, spells:9, 4L1, 3L2, 2L3
  12. cantrips:3, spells:10, 4L1, 3L2, 2L3
  13. cantrips:3, spells:10, 4L1, 3L2, 2L3
  14. cantrips:3, spells:11, 4L1, 3L2, 3L3
  15. cantrips:3, spells:11, 4L1, 3L2, 3L3
  16. cantrips:3, spells:11, 4L1, 3L2, 3L3
  17. cantrips:3, spells:12, 4L1, 3L2, 3L3, 1L4
  18. cantrips:3, spells:13, 4L1, 3L2, 3L3, 1L4
Ruin magic
At 3rd level, you gain learn how to use your magic for combat. When you deal damage with a spell, you can roll a luck dice and deal additional damage equal to the number rolled
Lucky spell
At 7th level, you become more accurate with your magic. You can now use your special targetting with your spells (assuming the spell in question has you make an attack roll).
Spirits of ruin
At 11th level, you learn how to empower your summons with spiritual powers. Any creature you summon now does magical damage with their attacks, and they can add your wisdom modifier to their saving throws.
Avatar of ruin
At 15th level, you gain the ability to become an avatar of ruin. As an action you can become an avatar of ruin for 1 minute, gaining the following benefits for the duration:
  1. You gain a flying speed equal to your walking speed and can hover.
  2. You gain resistance to fire, thunder, lightning and cold damage.
  3. When you cast a spell that requires an action, you can cast it as a bonus action instead.
Once the minute is over, you cant enter this state again until a long rest.
Method of moonshining
The post apocalypse is tough for everyone, and so many survivors find different coping mechanism, with the most common one being alchohol. You are one of these people, but youve managed to discover how to use your brewing skills to make special drinks to help you survive.
Bonus proficiencies
At 3rd level, you gain proficiency in brewers supplies.
Special drinks
At 3rd level, you learn how to make special drinks to help you survive (or to drown your sorrows, no judging). During a long rest you can create a number of special drinks equal to your proficiency bonus. These can be drunk as an action, gaining the effects. When a creature drinks one of these drinks, you must make a DC 10 constitution saving throw or become drunk. While drunk you have disadvantage on all intelligence and wisdom checks for 10 minutes. These drinks become regular alchohol if they havent been drunk when you take your next long rest. The drinks are from the following list:
Liquid courage:you gain a number of temporary hitpoints equal to your survivor level for one minute.
Strong stuff:you gain advantage on all strength checks and saving throws, and once per turn you can add a D4 to damage dealt using strength. This effect lasts for one minute.
Smooth wine:you have advantage on charisma checks and saving throws for one hour.
Astral brew:you gain blindsight with a range of 30 feet for one hour.
Drunken mind
At 7th level you gain the ability to fight better while drunk (somehow). While drunk, you have advantage on saving throws against being stunned, charmed, frightened or tricked by illusion spells. Additionally when you drink one of your drinks you can choose to fail the con save.
Better brewing
At 11th level, you learn how to make better drinks. The drinks are upgraded with the following:
Liquid courage:the temporary hitpoints granted is now equal to your survivor level plus your proficiency bonus.
Strong stuff:the damage increase is now equal to your luck dice.
Smooth wine:other creatures have disadvantage on insight checks against you.
Astral brew:your blindsight is now doubled in range.
Iron gut
At 15th level, you can now ignore the downsides of being drunk, additionally the amount of drinks you can make every long rest is doubled.
Method of study
Your method of survival comes from your brain rather than your brawn. You study your opponents and waiting for them to slip up so you can take advantage of their mistakes.
Bonus proficiencies
At 3rd level, you gain proficiency in investigation.
Analyze
At 3rd level, you learn how to study your opponent. As a bonus action you can make an investigation check against a creature you can see (DC=the targets CR+5). On a success, you learn its creature type, alignment, resistances, vulnerabilities and one sentence worth of general information.
Weaponized Knowledge
At 3rd level, you learn how to weaponize your knowledge. When you hit a creature, you can choose a damage type. Once per turn when they take damage from the chosen damage types, they take additional damage equal to your proficiency bonus. You can only have one creature suffering from this effect at a time.
Intellectual targeting
At 7th level, you learn how to better use your special targetting. After you analyze a creature, when you use your special targeting on that creature, the debuff applied is upgraded:
Torso:the target also has disadvantage on all strength saving throws for the duration.
Head:the target is also deafened for the duration
Arms:the target has disadvantage on attack rolls using their arms for the duration.
Legs:the target has disadvantage against dexterity saving throws for the duration.
Mental defenses
At 11th level, you gain proficiency in intelligence saving throws, additionally you also have resistance to psychic damage.
Find weakness
At 15th leve, when you analyze a creature, you also learn a secret weakness that can be exploited. The target gains a damage vulnerability that they before didnt, but it only applies to you and anyone you tell the weakness. The vulnerability is determined by the DM, and in some cases creatures dont have such vulnerability.
Perks
Durable
Your AC is increased by 2, that is all.
Heave ho!
The standard range and the long range of thrown weapons is doubled, additionally thrown weapons do +2 extra damage.
Molotov maker Prerequisites:method of moonshining
When you create drinks, you can also create a number of alchemist fires equal to half your proficiency bonus (rounded up).
Ninja prerequisites:proficiency in stealth
You can now use a bonus action to hide, additionally whenever you hit a creature while you surprised them, you can add a roll of your luck dice to damage rolls.
Strongback
Your carrying capacity is doubled.
Special eyes prerequisites:method of study
You can cast detect magic and identify at will, intelligence is your spellcasting modifier for these spells.
Terrifying presence prerequisites:method of friendship, level 6
You gain proficiency in intimidation. As a bonus action you can scare a creature within 30 feet, making an intimidation check rivaled by the targets insight check. If you succeed, the target is frightened until the end of their next turn.
Bloody mess prerequisites:level 6
Blood everywhere! You gain a bonus to all damage rolls equal to half your proficiency bonus (rounded up)
Micro missiles prerequisites:method of technology, level 6, intelligence of 14 or higher
You have installed small wrist mounted missile launchers. Once per short rest you can fire a missile at a point you can see within 120 feet. All creatures within 20 feet of that point must make a dexterity saving throw (DC=8+proficiency+your intelligence modifier) or take fire damage equal to five rolls of your luck dice, or half as much on a success.
Super slam prerequisites:big leagues, method of brute force, level 6
When you hit a creature with a weapon, you can spend a luck dice to do a heavy strike. When you hit with a heavy strike, you can force the target to make a strength saving throw (8+proficiency bonus+strength modifier) or take extra damage equal to two rolls of your luck dice and be knocked 30 feet away.
Supernatural recovery prerequisites:method of acceptance, level 6
You learn how to regain magical energy from the world around you. When you take a short rest, you can recover one spent spell slot of the highest level you are missing. Once you recover a spell slot this way you cant do so again until you finish a long rest.
Superior psyker prerequisites:psyker perk, level 9
You can cast Tashas mind whip, detect thoughts and suggestions once per day each. Intelligence is your spellcasting modifier.
Paralyzing palm prerequisites:iron fist, method of brute force, level 9
When you hit a creature with an unarmed strike, you can spend a luck dice to try to stun a creature. That creature must make a constitution saving throw (8+proficiency bonus+strength modifier) or be stunned until the end of their next turn.
Superior magic study prerequisites:magic study, method of study, level 9
Your knowledge of magic increases. You learn one more cantrip and one more first level spell of the class you chose, and you now cast the first level spell once per day without spending a luck dice.
PAIN TRAIN!!! prerequisites:method of technology, level 9
CHOO CHOO! As a bonus action while wearing your armor, you can move up to your movement speed towards a creature you can see. If you enter melee range, you can make an attack with the same bonus action. On hit the target is also knocked prone.
Commune with ruin prerequisites:method of acceptance, level 9
You learn how to speak to those who came before. You can cast commune with nature as a ritual, but only in locations with the ruins of a past civilization, be it a village or a city.
Radioactive prerequisites:method of mutation, level 9
You gain the ability to emit a field of radiation. You emit dim light in a range of 10 feet. Any creature that starts their turn within the light must make a constitution saving throw (8+proficiency bonus+constitution saving throw) or take radiant damage equal to one roll of your luck dice and be unable to heal until the end of their next turn. You can turn this feature on and off as a bonus action.
Jynx prerequisites:level 12
Bad stuff just randomly seems to happen to those you dont like. Whenever a creature within 30 feet succeeds on an attack roll, ability check or saving throw, you can spend a luck dice and subtract an amount equal to the number rolled. This can only be done once per short rest.
submitted by According_Ice_4863 to DnDHomebrew [link] [comments]


2024.05.31 23:18 Sirfain TIL about the similarities BG3 shares with a Tolkien story

A couple days ago I decided to take a break from BG3 and continue my personal Tolkien writing project which had fallen by the wayside when I got started with this game. It got me thinking about a nod to Tolkien you can come across when visiting the Szarr palace. There's a painting called The Lay of Larethian which you can - to my knowledge - only find there. Its description goes “Here Corellon is not shown as a beautiful golden haired elven God, but as a dark haired elven Goddess, the body mirrored and contorted with a delicious grace and embedded upon maroon muslin.” and clearly, in-universe, Cazador must have found it hilarious to have a painting which depicts Corellon Larethian, the leader of the elven pantheon, sexually available in manner similar to his spawns who he pimped out to receive personal gain.
In contrast to that, The Lay of Leithian is a narrative poem about two lovers and loyalty written by Tolkien. Their story is told in detail in the book ‘Beren and Lúthien’ edited by Tolkien's son. If you've watched the Lord of the Rings trilogy, it might help mention that Beren and Lúthien were the great-grandparents of Elrond and distant ancestors of Aragorn (via Elrond's long-dead brother).
https://preview.redd.it/9q0r7hnfat3d1.png?width=652&format=png&auto=webp&s=f22fc65d54f766b45b75b1ef8e424386ce4ab264
When refreshing my memory of the Tolkien story, some of BG3's story elements started to seem familiar: like what would happen if you were to set the story of The Lay of Leithian in Faerûn and have the player character play the part of Lúthien and have Beren's part shared between the romanced companion and other party members. Let me explain:
The Lay starts with Beren's escape from his northern homeland Dorthonion after the loss of his father Barahir. Dorthonion has been occupied by Morgoth's armies, Morgoth being the big bad of the story. Similarly the city-state of Baldur's Gate has been taken over by Gortash's Steel Watch.
Coming into the south, Beren enters the forest kingdom of Doriath and comes across Lúthien in the woods. The two fall in love. Likewise after the crash of the Nautiloid the player character finds their companions scattered along the river Chionthar and in the nearby druids’ grove. The druids are hostile towards outsiders and want to raise a magical barrier to insulate themselves from the outside world. Doriath also happens to be protected by an impenetrable enchanted fence intended to keep outsiders away.
The two lovers desire to wed, but Lúthien's father, King Thingol, sets an impossible bride-price on his daughter: a Silmaril from the Iron Crown of Morgoth in the deepest pits of Angband. King Thingol is the founder of Doriath, just like Balduran/Emperor is the original founder of Baldur's Gate. Silmarils are three magical gems which a genius elf called Fëanor made. Netherstones are three magical gems which a genius wizard called Karsus made for his crown. (If you remember what Gale told us about Karsus, I'm sure you can infer what kind of a person Fëanor was.) Angband in the story is a mighty fortified citadel which is protected by poisoned vapours. Its name means “iron prison” and it has many hidden underground chambers.
Beren sets out on his hopeless quest with the aid of King Finrod, a powerful force of good, but the two men get captured and imprisoned by Sauron, Morgoth's henchman (and yes this is the same guy who is looking for his precious ring in the film trilogy). In BG3 Ketheric is looking for his precious daughter; and like Sauron before his fall he, too, used to be an oh-so perfect and admirable individual. To continue with the story, Lúthien comes to Finrod and Beren's aid through many troubles of her own, and with the help of Huan the Hound she rescues Beren. Using her magical arts, they penetrate Angband and steal one of the Silmarils. Is Us the intellect devourer or Scratch the dog supposed to be Huan? (I think a case could even be made for Durge?) You decide, because like Huan they both originally belonged to somebody else.
However, in their escape Beren's hand, holding the Silmaril, is bitten from his wrist by the great wolf Carcharoth. What's interesting about Carcharoth is that his father was a wolf inhabited by an evil spirit and that Carcharoth's name means “red maw”. So Carcharoth is Orin the Red, and Orin kidnapping one of the companions matches Carcharoth taking off with Beren's hand in his stomach.
In the end, the wolf is hunted (and ultimately slain by Huan) and the Silmaril recovered, but at the cost of Beren's life. Then Lúthien, too, passes away, and pleads before Mandos himself. Both Beren and Lúthien are returned to life, and they dwell in the south for a time. Lúthien has become mortal herself, and she passes away at last with her beloved beyond the Circles of the World. Since I have yet to reach the ending of the game, there's not much I can say about the ending parallels, but Mandos is the ruler of the dead and his Faerûnian counterpart would be Jergal/Withers. The word ‘leithian’ in The Lay of Leithian means “release from bondage” and throughout the game our characters' goals have been to rid themselves of tadpoles and other controlling and exploitative forces.
submitted by Sirfain to BaldursGate3 [link] [comments]


2024.05.31 23:06 BadWolfMC BadWolfMC [Network]{18+}{Greylist}{Crossplay}{1.20.4}{SMP}{SkyBlock}{Magic}{Minigames}{Prison}{Creative}{Vaults}

IP: PLAY.BADWOLFMC.COM

Experience BadWolfMC: An Adult Minecraft Server - a long-running, drama-free, and inclusive community for adults! Join one of the best online communities you'll ever be a part of, where members from around the world come together to forge friendships and share their Minecraft passion!

Highlights

Our Mission

Our goal is to be your oasis away from drama and screaming children, a place to unwind and have a little fun and get creative. Our philosophy is to always enhance the game, not take away from it. We are laid-back and won’t get on your case about language, but still request that everyone be respectful of the many cultures that find a home here. We have been directly reviewed and approved by Mojang for MUG/EULA compliance, and we encourage and welcome feedback from all of our users.

Membership Application Required

If you like the place and the rules fit your style, apply for permissions at BadWolfMC.com!

General Server Rules

(full rules here)
Come take a look around as our guest at IP: play.badwolfmc.com We hope you’ll be as excited about this place as we are!
We look forward to seeing you in game!
submitted by BadWolfMC to MinecraftSMPs [link] [comments]


2024.05.31 23:05 BadWolfMC BadWolfMC [Network]{18+}{Greylist}{Crossplay}{1.20.4}{SMP}{SkyBlock}{Magic}{Minigames}{Prison}{Creative}{Vaults}

IP: PLAY.BADWOLFMC.COM

Experience BadWolfMC: An Adult Minecraft Server - a long-running, drama-free, and inclusive community for adults! Join one of the best online communities you'll ever be a part of, where members from around the world come together to forge friendships and share their Minecraft passion!

Highlights

Our Mission

Our goal is to be your oasis away from drama and screaming children, a place to unwind and have a little fun and get creative. Our philosophy is to always enhance the game, not take away from it. We are laid-back and won’t get on your case about language, but still request that everyone be respectful of the many cultures that find a home here. We have been directly reviewed and approved by Mojang for MUG/EULA compliance, and we encourage and welcome feedback from all of our users.

Membership Application Required

If you like the place and the rules fit your style, apply for permissions at BadWolfMC.com!

General Server Rules

(full rules here)
Come take a look around as our guest at IP: play.badwolfmc.com We hope you’ll be as excited about this place as we are!
We look forward to seeing you in game!
submitted by BadWolfMC to smp [link] [comments]


2024.05.31 23:04 BadWolfMC BadWolfMC [Network]{18+}{Greylist}{Crossplay}{1.20.4}{SMP}{SkyBlock}{Magic}{Minigames}{Prison}{Creative}{Vaults}

IP: PLAY.BADWOLFMC.COM

Experience BadWolfMC: An Adult Minecraft Server - a long-running, drama-free, and inclusive community for adults! Join one of the best online communities you'll ever be a part of, where members from around the world come together to forge friendships and share their Minecraft passion!

Highlights

Our Mission

Our goal is to be your oasis away from drama and screaming children, a place to unwind and have a little fun and get creative. Our philosophy is to always enhance the game, not take away from it. We are laid-back and won’t get on your case about language, but still request that everyone be respectful of the many cultures that find a home here. We have been directly reviewed and approved by Mojang for MUG/EULA compliance, and we encourage and welcome feedback from all of our users.

Membership Application Required

If you like the place and the rules fit your style, apply for permissions at BadWolfMC.com!

General Server Rules

(full rules here)
Come take a look around as our guest at IP: play.badwolfmc.com We hope you’ll be as excited about this place as we are!
We look forward to seeing you in game!
submitted by BadWolfMC to mcservers [link] [comments]


2024.05.31 23:01 VertVentus EXP Gain Detailed

In just the past few days were 3 threads concerned about reaching Lv. 99, so I did some investigating for the basic EXP formula. My findings are here, and I'll basically be copying and pasting most of it.
https://docs.google.com/spreadsheets/d/1vf7ggaYqJFimZbrJktmUlyyNrWeAST20_4TioTQabEE/edit#gid=342046327
Edit on May 31st, 2024, 10:49 PM: Based on feedback from Thatonedataguy, corrected the level difference from -20 to +9 to -15 to +14, which corroborated the enemy levels in the wiki (Due to a misunderstanding, I thought the in-game levels were +5 compared to the wiki). Stadler's datamined mechanics were also added.
Edit on May 31st, 2024, 6:36 PM Central: Corrected the table listing the number of Rabbit Hero/Archwitch KOs to reflect how they're Lv. 28. instead of Lv. 23 due to a misunderstanding, so you need half as many kills and anyone Lv. 20 or lower is viable.
Player's Level Difference Base EXP Player's Level Difference Base EXP
-15 10,000 0 200
-14 9,700 +1 160
-13 9,300 +2 120
-12 9,000 +3 90
-11 8,500 +4 70
-10 8,000 +5 50
-9 7,500 +6 30
-8 6,900 +7 20
-7 6,000 +8 15
-6 5,100 +9 10
-5 3,900 +10 7
-4 2,600 +11 5
-3 1,600 +12 3
-2 900 +13 2
-1 400 +14 1
  1. Every level requires 1,000 EXP. Attendants (and I think party members on Guild Missions) do not earn EXP.
  2. Enemies grant a base EXP value on an individual basis that is influenced by the level difference between them. The maximum underleveled bonus is if the character is 15 levels under, while the maximum overleveled penalty is if the character is 14 levels over. Enemy levels are hidden, the Eiyuden wiki doesn't have all of them, but you can figure it out for yourself with the above table.
  3. Enemy quantity multiplies the amount of base EXP you get. If you are post-game EXP grinding, you want to reroll Mysterious Room for bosses that have fights with 6 enemies: Nerthus, Kogen, Pagurian, Surkkamui, Elder Dragon, Kraken, Prometheus, Narungarde, both phases of Alde Dracare.
  4. Player party size divides the amount of base EXP by the number of alive participants. So assuming they're all the same level, if you're earning 6000 EXP, a solo composition will earn all 6000, a duo composition will earn 3000 each, a trio 2000 each, etc. So if trying to boost your characters to Lv. 99, use smaller party sizes. Lv. 99 characters will still force the EXP split, wasting EXP, but you can use them to grind 1 or 2 lower level characters easily.
  5. There are 3 ways to boost your entire party's individual EXP gain: Abandoned Mine's Growth Badge (+20%), Yulin in your Support slot (+100%), and Gardhaven Castle's Ascent Badge (+100%). The characters with these accessories equipped need to be alive for the EXP bonus to apply. There was a party auto equip duplication exploit to make multiple copies of these, Switch players (Ver. 1.0.4 or lower) can still take advantage of this before the early June update. https://www.youtube.com/watch?v=swqPVF7tBxc I won't be factoring this in below since it's been patched on every other platform (check the above spreadsheet and scroll to the bottom of the EXP tab for those details), but it does give you more leeway with party size and enemy quantity.
  6. Stadler's Drill Ground will seemingly give your reserve party members 50% of the EXP Nowa would get, and is capped at Nowa's level. So if Nowa is Lv. 60, your benched party members can't go any higher than Lv. 60 and 1 Next EXP (999/1000 EXP). To abuse the underleveled EXP bonus, it is beneficial to bench Nowa outside certain scenarios: Lv. 32 for Riufan's recruitment, Lv. 36 for Aire's recruitment (135 SPD), Lv. 37 for Quinn's recruitment, and duels against El Alicanto and the final boss. If you were to instead use Nowa regularly like I did, then your reserve party will barely earn any EXP.
There are 3 primary methods to get to Lv. 99 easily.
[ !!! ] The first one is as early as The Greatwood - East - Depths. If singled out, the Rabbit Bear enemy (Lv. 22) will infinitely spawn Rabbit Hero/Archwitches (Lv. 28), so characters Lv. 20 or lower can kill up to 50 of them. You will have the Growth Badge by this point, while changing your auto battle settings to Defend will make it go by quicker.
Requisite Rabbit Deaths Solo Duo Trio Quartet Quintet Sextet
Lv. 1 9 17 25 33 41 49
Lv. 2 9 17 25 33 41 49
Lv. 3 8 16 24 32 40 48
Lv. 4 8 16 24 32 40 48
Lv. 5 8 16 24 32 40 47
Lv. 6 8 16 24 31 39 47
Lv. 7 8 16 23 31 39 46
Lv. 8 8 16 23 31 38 46
Lv. 9 8 15 23 30 38 45
Lv. 10 8 15 23 30 38 45
Lv. 11 8 15 22 30 37 44
Lv. 12 8 15 22 29 37 44
Lv. 13 8 15 22 29 36 43
Lv. 14 8 15 22 30 37 44
Lv. 15 8 16 23 31 38 46
Lv. 16 8 16 24 31 39 47
Lv. 17 9 17 25 33 41 49
Lv. 18 9 17 26 34 43 51
Lv. 19 9 18 27 36 45 54
Lv. 20 10 20 29 39 48 58
Lv. 21 11 22 33 44 55 65
Lv. 22 13 26 38 51 63 76
Lv. 23 17 33 49 65 82 98
Lv. 24 25 49 73 97 121 145
Lv. 25 39 78 116 155 193 232
Lv. 26 68 136 203 271 338 406
Lv. 27 150 300 450 600 750 900
Anything after Lv. 23 basically takes too many KOs (100+).
[ !!! ] The second best location is HQ Lv. 3's Mysterious Room, Hero's Trial Ground Normal Mode. It's a boss rush that has 2 grunt encounters before each boss. 1F ~ 5F enemies are considered Lv. 60. I'm not sure about the other 20 floors, but I assume it's Lv. +5 for every 5 floors (60 > 65 > 70 > 75 > 80). For bosses with 6 enemies,
With just the Growth Badge against Kogen's 6 enemies, a Lv. 52 character or lower can solo to Lv. 99. At best, a Lv. 45 duo can gain 10,000 Base EXP x 6 enemies / 2 party members * 1.2 via Growth Badge = +36,000 EXP each to get to Lv. 81, so grinding right now isn't optimal.
After Yulin joins the party (2.2x EXP), a Lv. 55 character can solo to Lv. 99. Lv. 51s can duo to Lv. 99.
When you enter the final dungeon for the Ascent Badge (3.2x, make sure to leave by talking to Carrie so Gardhaven Castle is registered on your teleport list, as some people were softlocked from returning), a Lv. 56 can solo to Lv. 99. Lv. 54s can duo to Lv. 99. Lv. 51s can trio to Lv. 99. Although if you're entering the final dungeon, you'll probably be Lv. 60 by the end of it. Not to worry though.
[ !!! ] The third and final best location is Mysterious Room/Hero's Trial Ground Endless Mode. You might need to beat the game to even access 21F ~ 25F of Normal Mode, while Endless Mode is unlocked after clearing all 26 floors of Normal Mode, Be sure to bench Nowa as soon as you enter post-game, and your main team will probably be Lv. 80 ~ 85 by the end of Normal Mode. Enemies in Endless Mode are considered Lv. 90, so you can use the underlevel bonus to shoot to Lv. 99.
Against 6 enemies with the Growth Badge, Yulin, and Ascent Badge, a Lv. 88 character can solo to Lv. 99. Lv. 87s can duo to Lv. 99. Lv. 86s can trio to Lv. 99. Lv. 85s can quartet/quintet to Lv. 99, and Lv. 84s can sextet to Lv. 99.
[ !!! ] Personally, I decided to level everyone but Nowa in different parties, saving him for last to guarantee my mileage off the underlevel bonus. If your reserve party members are all a certain level, you can get all of them to simultaneously reach Lv. 99 with Nowa if he wins a Mysterious Room fight with the Ascent Badge while 15 levels under (Lv. 45 for Normal Mode 1F ~ 5F, Lv. 75 for Endless Mode) either solo or in a duo with Leene/Momo.
# Enemies Solo EXP Drill Ground Reserve Duo EXP Drill Ground Reserve
1 30,000 15,000 Lv. 84 16,000 8,000 Lv. 91
2 60,000 30,000 Lv. 69 32,000 16,000 Lv. 83
3 90,000 45,000 Lv. 54 48,000 24,000 Lv. 75
4 120,000 60,000 Lv. 39 64,000 32,000 Lv. 67
5 150,000 75,000 Lv. 24 80,000 40,000 Lv. 59
6 180,000 90,000 Lv. 9 96,000 48,000 Lv. 51
[ !!! ] If you leveled your character to Lv. 88 ~ 98 accidentally, then all you need to do is keep soloing or duoing 6 grunt enemies in Endless Mode. Momo or Leene have strong AoEs to make quick work of these encounters.
# Fights Base EXP 6 Enemies 3x EXP Solo Duo Trio Quartet Quintet Sextet
Lv. 84 5,100 30,600 91,800 1 1 1 1 1 1
Lv. 85 3,900 23,400 70,200 1 1 1 1 1 2
Lv. 86 2,600 15,600 46,800 1 1 1 2 2 2
Lv. 87 1,600 9,600 28,800 1 1 2 2 2 3
Lv. 88 900 5,400 16,200 1 2 2 3 4 4
Lv. 89 400 2,400 7,200 2 3 4 6 7 8
Lv. 90 200 1,200 3,600 3 5 8 10 12 15
Lv. 91 160 960 2,880 3 6 8 11 14 16
Lv. 92 120 720 2,160 4 7 10 13 16 19
Lv. 93 90 540 1,620 4 7 11 14 18 21
Lv. 94 70 420 1,260 4 8 12 15 19 23
Lv. 95 50 300 900 5 9 13 17 21 25
Lv. 96 30 180 540 6 11 16 21 27 32
Lv. 97 20 120 360 6 11 16 21 27 32
Lv. 98 15 90 270 4 7 11 14 18 21
submitted by VertVentus to EiyudenChronicle [link] [comments]


2024.05.31 22:24 SmiteBaseDev I made a list of all the Smite 2 Alpha Playtest 2 item changes and updated SmiteBase2!

Hey everyone! I hope everybody has gotten to play this weekend!
I updated my Smite 2 Item Builder site, SmiteBase, for the Alpha playtest 2 changes. You can see a demo of it here
Website Link: https://smitebase.com/smite2
Build Link: https://smitebase.com/smite2/build
Anyways, here are all the changes from the last playtest (based on in-game numbers. Alpha 1 - Alpha 2)... Spoiler, there are a lot!
You can see the new items on their patch notes https://www.smite2.com/news/alpha-weekend-2-playtest-notes/ (Some of their numbers for Helm of Darkness are wrong, it has 50 Int actually)
submitted by SmiteBaseDev to Smite [link] [comments]


2024.05.31 20:04 OriginalSprinkles718 test

My goal was to build immersive, hard, but balanced and crash-free survival experience.

  • New game on survival difficulty required
  • All six DLCs needed
  • Tested only on PS5
  • Adding your own mods will break stuff
You start weak, tired, confused and with barely any gear. You are no one after leaving the vault. Avoid most encounters and quests. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find and don't engage in battles if you don't need to.
Before you there is a long way including exploration, difficult combat, building and managing settlements. But worry not. Enemies no longer are bullet sponges, however rushing towards them or standing in one place is guaranteed death.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making and disasembling ammo. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Perks required to build important and useful objects. Buying component shipments available.
  • You can hire guards for caps or risk regular settlers life on guard posts.
  • You can't harvest planted fruit and vegetables, you get your share in workbenches, can gather in the wild yourself or assign settlers to gathering stations.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries.
  • And many more...
! ! !

-------- BOLD_MODS_ARE_REQUIRED <----------

! ! !

LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Looted World - PS - Removes 90% of loose loot in the world, so easily accessible and obvious places are almost empty. Makes you spend less time looting. You can still buy shipments of components from vendors and now scraping settlements is a great source of resources. If you are tired of constantly picking up loot, this is a good choice.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Tags quest items, components, bones, bobbleheads, holotapes, notes, chems, liquors, syringes, 99% of junk for better item management and easier looting (water, aid, stealthboys, few food items and some mags are marked by Immersive gameplay). Empty bottles/vases are not marked.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  8. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  9. Hermit Crabs Of The Commonwealth - Adds 12 hermit crabs to the map.
  10. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  11. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  12. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  13. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  14. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  15. More Radstags - Adds plenty of radstags, especially north and into forests.
  16. Better Radstags - More agressive radstags.
  17. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  18. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  19. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  20. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  21. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  22. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  23. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  24. [PS4] OCDecorator DLC - Support for addons for the above mod.
  25. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  26. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  27. [PS4] Swinging Animated Meat Bags - Adds animation to supermutant meat bags and adds flies buzzing sound.
  28. No Sneak Indicators - Completely removes all sneak indicators.
  29. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  30. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  31. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them. Immortal version available.
  32. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  33. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  34. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  35. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  36. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  37. No Experience SFX - Silences sounds when gaining experience from various sources.
  38. [PS4] Dead Beat - Removes heart beat sound at low HP.
  39. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  40. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  41. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  42. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  43. Reduced Rubble Etc. - Decreases intensity of grass, rubble, twigs and other unimportant objects.
  44. TLS Fallout 4 Subtle FPS Improver - Small changes like decreasing grass and water movement speed, and tiny radius decrease of some light sources.
  45. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  46. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  47. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  48. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  49. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  50. More Map Markers (PS4) - Adds some new markers on map.
  51. VATS Third Person Only - As the name says, just changes the cameras used in VATS.
  52. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  53. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  54. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  55. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  56. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  57. Bear Trap and Caltrops Fix [PS4] - Bug fix and small changes in how traps work and balance them.
  58. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  59. See-Through-Scopes - Nuka World [PS4] - Combat scopes for handmade rifle and western revolver.
  60. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  61. Legalized Top Tier Legendary Effects [PS4] - Balances few legendary effects.
  62. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  63. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.**
  64. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  65. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  66. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  67. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  68. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  69. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  70. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  71. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  72. Loot Logic And Reduction Complete - Enhanced - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  73. Rough Start - Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111, radroaches strength changed, 14 starting stats.
  74. Food, Drink and Crop Overhaul - Improved cooking, lead belly perk, cooked food provides food after reading farming magazines. Better recipes are locked behind perk ranks, added milk and crop seeds.
  75. PreWar Food + - Prewar food is more useful.
  76. Settlement Progression-Local Leader (UOF4P) - Changes cost and perk requirements of some important structures, changes local leader perk and adds rank 3.
  77. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  78. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  79. [PS4] Realistic Bullets: Improved Lighting Ballistics Edition - Makes bullets travel faster, more realistic and fixes some shooting bugs.
  80. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  81. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  82. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  83. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  84. [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive.
  85. Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity.
  86. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  87. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  88. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  89. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  90. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  91. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  92. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  93. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  94. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  95. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  96. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  97. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  98. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  99. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.
  100. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).

    Additionally after downloading:

  101. After installing the mod list, restart your PS4/PS5.
  102. Try not to remove mods on existing save file, unless its something simple.
  103. Change game difficulty to survival in options.
  104. Play on performance 60fps. Visual 60fps mode is laggy.
  105. For even more immersive settings, go to Settings, Gameplay and turn off quest markers.
  106. Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.

* Dont forget to change camera sensitivity to max or your preference, in Options, Display change hud color to blue or your favorite, you can also lower transparency by 30% or more, set pip-boy colour (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

  • 101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83.
  • 102...
  • 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #53.
  • 104... No Affinity Cooldown - Removes cooldown between companions liking/hating your actions. Swap with mod #91 if you want slower reputation gain.
  • 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #40.
  • 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #33.
  • 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #33.
  • 110... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight replace mod #95 with this and then swap places with #96 (or completely delete longer headlamp mod).
  • 111... No Bugs In Vault 111 [PS4] - No radroaches in starting area, if its too hard for you to complete the prologue. Add after #6.
  • 112... CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode. Add after mod #52.
  • 113... Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map. Add after #28.
  • 114... Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file. Add after unofficial patch.
  • 115... Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  • 116...
  • 117... Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.

Remove to have:

Stock Pip-Boy color - #3 No legendary effects swap and crafting - #5 No added 1000+ zombies and reverted ghoul behaviour - #8, #71, #72. No powerful groups wandering and attacking places - #15 Radstags be less agressive - #17 No additional building objects - #20 #21 #22 No settlement decoration items - #24 #25 Wandering trader brahmins instead of dogs - #30 Cash register sounds when gaining exp - #38 Old vanilla dusk and dawn lighting - #49 Stock VATS cameras - #53 Old combat scopes - #61 #62 #63 No 'uncover map' perk - #84 No support for weapon skins from Creation Club - #90 Faster leveling - #92 Building experience points - #94 Seven extra SPECIAL points to distribute at the start- #97 Loot and enemies respawn after some days - #98 Fast travel take time again - #99 Vanilla days length instead of double - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I mention every problem encountered during testing and solution if there is any.
Action girl perk have only one rank on female character and two on male.
NO FIX: It's 25% AP regen loss for endgame if you choose female character.
Bubblegum seems to unintentionally quench some thirst and vendors give it for free.
NO FIX: Free candies to encourage shopping. No fix for now.
Few perk descriptions might be slightly incorrect or missing.
NO FIX: Nothing important to worry about. No fix unless immersive gameplay gets updated.
Three street lights and subway light have incorrect build costs.
NO FIX: These have too high build costs. Use alternative items.
Water surface sometimes flash black when moving underwater.
NO FIX: Its not very noticable and you don't dive much in FO4 anyway.
Hubby secret basement in Sanctuary.
NO FIX: Its up to you if you want to use inside contents. Makes game much easier, gives headstart.
Hacking rank 4 seems useless or has wrong description.
NO FIX: Needs proper check if it really does nothing.
Animal Fat doesn't drop from animals.
NO FIX: Its not important.
Can't complete prologue, radroaches kill me too quickly.
FIX: If you are not able to kill or avoid them before they kill you, try mod #111.
Ground textures in and around sanctuary flicker black.
FIX: Fixes itself over time.
Green chest containing flare gun and 10k flares after exiting vault 111.
FIX: Mod dev forgot to delete it. Ignore and forget about it.
Wall turrets sometimes glitches and play sound on repeat.
FIX: Re-enter the area or reload save.
Contact frag mines from mod # seems to have too low damage.
FIX: Ignore and don't craft them. Other new explosives should work fine and do decent damage.
Perception low, constant (-1) PER in stats because of poison damage/resistance bug.
FIX: Vanilla glitch. Safest way to install Vrexia's Magical Rings and equip rings. Should not collide with regular ring slot.
Pip-boy light wont transfer from first to third person camera view.
FIX: Turn flashlight off and on. Can't fix on PS4/5.
Incorrect cost to build concrete foundations and barn menu items.
FIX: Use mod #20 to add tons of foundations in newly added category StructuresConcrete.
OCDecorator replaces creation club menu.
FIX: Items from CC are still available in other building categories. Ignore this or delete mod #24 + #25 if you dont care about its function.
Can't use Wattz Consumer Electronics terminal, animation stops.
FIX: There is a radroach behind the wall. Kill it by swinging melee or using explosives.
v.1.00 - (15May24)Initial version. v.1.01 - (24May24)List updated to remove deleted mods, updated names, load order, text. v.1.02 - (29May24)Added mod #80, moved #112, #113 outside the main list. Fixed some item building costs. v.1.03 - (30May24)Fixed bullets not leaving the weapon chamber with some gun/scope combinations #83. Balanced legendary effects #64. Sorted bug list. Removed 2 meaningless mods. v.1.04 -

Have fun!

submitted by OriginalSprinkles718 to test [link] [comments]


http://rodzice.org/