Medieval crossbow how to make

How To Make Money Fast Ideas

2016.12.22 23:47 jessestone09 How To Make Money Fast Ideas

How to make money fast ideas that you can use starting today! Need to make quick cash? Need a work from home business idea? Than this subreddit is the place to find them all! Just remember there is no such thing as free money, and beware those that tell you otherwise.
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2013.08.30 19:01 CJK_ExStream How to make items for your backyard, office, room, entertainment, etc.

A place to share how to make items. Ask how to make something or help others by answering their questions. Show everyone your way to make a pencil holder. Show everyone your way to make a chair. Show everyone how to make a boat even! Show us how to make a good impressions on a job interview. All on /HowToMake
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2021.10.15 08:33 electro127multi how_to_make

we show here how to make free energy generator dc motor convert motor ac to dc dc to brushless motor and electrical and technical things
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2024.05.14 17:23 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

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  • STAR WARS Jedi Knight II - Jedi Outcast
  • Star Wolves
  • Starsand
  • STASIS: Bone Totem
  • State of Decay 2: Juggernaut Edition
  • Steel Rats™
  • Stick Fight: The Game
  • Still Life
  • Still Life 2
  • Stirring Abyss
  • STONE
  • Strange Brigade
  • Strange Brigade Deluxe Edition
  • STRANGER
  • Strategic Command: World War I
  • Strategic Mind: Blitzkrieg
  • Strategic Mind: Fight for Freedom
  • Strategic Mind: Spectre of Communism
  • Strategic Mind: Spirit of Liberty
  • Strategy & Tactics: Wargame Collection
  • Streamer Life Simulator
  • Street Fighter V
  • Street of fury ex
  • Strider
  • Strikey Sisters
  • Stygian: Reign of the Old Ones
  • Styx: Master of Shadows
  • Styx: Shards of Darkness
  • SuchArt
  • Sudden Strike Gold
  • Suite 776
  • Sumoman
  • Sunblaze
  • SUNLESS BUNDLE
  • Sunset Overdrive
  • Super Buff HD
  • Super Mag Bot
  • Superbugs: Awaken
  • Superhot
  • Surgeon Simulator 2
  • Survive the Nights
  • Surviving Mars
  • Surviving The Aftermath
  • Swag and Sorcery
  • Sword Legacy Omen
  • Sword of the Necromancer
  • Swords and Soldiers 2 Shawarmageddon
  • Syberia 3
  • Symphonic Rain
  • Symphony of War: The Nephilim Saga
  • Synthwave Dream '85
  • Tacoma
  • Take Off - The Flight Simulator
  • Tales
  • Tales from the Borderlands
  • Tales of Vesperia™: Definitive Edition
  • Talk to Strangers
  • Tallowmere
  • Tangledeep
  • Tank Mechanic Simulator
  • Tannenberg
  • Team Sonic Racing
  • TEKKEN 7
  • TEMTEM
  • Terminus: Zombie Survivors
  • Terror of Hemasaurus
  • Textorcist
  • Tharsis
  • The Adventure Pals
  • The Amazing American Circus
  • The Anacrusis
  • The Ascent
  • The Battle of Polytopia
  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
  • The Blackout Club
  • The Chess Variants Club
  • The Citadel
  • The Dark Pictures Anthology: House of Ashes
  • THE DARK PICTURES ANTHOLOGY: LITTLE HOPE
  • The Darkest Tales
  • The Dungeon Beneath
  • The Dungeon of Naheulbeuk: The Amulet of Chaos
  • The Elder Scrolls Adventures: Redguard
  • The Elder Scrolls III: Morrowind® Game of the Year Edition
  • The Elder Scrolls IV: Oblivion® Game of the Year Edition
  • The Elder Scrolls Online
  • The Escapists 2
  • THE GAME OF LIFE 2
  • The Golf Club™ 2019 featuring PGA TOUR
  • THE GUNK
  • The Haunted Island, a Frog Detective Game
  • The Hong Kong Massacre
  • The Horror Of Salazar House
  • The Indie Mixtape
  • The Innsmouth Case
  • The Invisible Hours
  • The Jackbox Party Pack 9
  • The Last Campfire
  • The LEGO Movie 2 Videogame
  • The Letter - Horror Visual Novel
  • The Long Dark
  • The Manhole: Masterpiece Edition
  • The Mortuary Assistant
  • The Mummy Demastered
  • The Outer Worlds
  • THE OUTER WORLDS: SPACER'S CHOICE EDITION
  • THE PALE BEYOND
  • The Quarry
  • The Quarry deluxe
  • The Ramp
  • The Red Lantern
  • The Rewinder
  • The Sacred Tears TRUE
  • The Sexy Brutale
  • The Smurfs - Mission Vileaf
  • The Tarnishing of Juxtia
  • The Tenants
  • The Uncertain - The Last Quiet Day
  • THE UNCERTAIN: LAST QUIET DAY
  • The Uncertain: Light At The End
  • The USB Stick Found in the Grass
  • The Walking Dead
  • The Walking Dead - 400 Days
  • The Walking Dead Saints and Sinners
  • The Walking Dead: A New Frontier
  • The Walking Dead: Final Season
  • The Walking Dead: Michonne - A Telltale Miniseries
  • The Walking Dead: Saints & Sinners
  • The Walking Dead: Season 1
  • The Walking Dead: Season Two
  • The Way
  • The Wild At Heart
  • The Wild Eight
  • The Witness
  • Them and Us
  • They Bleed Pixels
  • Thief of Thieves
  • This War of Mine
  • This Way Madness Lies
  • Three Kingdom: The Journey
  • Time on Frog Island
  • Tinkertown
  • Tiny Tina’s Wonderland(EU)
  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
  • Tiny Troopers
  • Tinykin
  • Tinytopia
  • TIS-100
  • Titan Quest
  • Tokyo Xanadu eX+
  • Tools up
  • Tooth and Tail
  • Torchlight
  • Total Tank Simulator
  • Tour de France 2020
  • Tower Unite
  • Trailblazers
  • Train Sim World 3: Standard Edition
  • Train Simulator Classic
  • Train Valley 1
  • Transport INC
  • Treasure Hunter Simulator
  • TRIBES OF MIDGARD
  • Trine 4
  • Trinity Fusion
  • Trombone Champ
  • Tropico 5 - Complete Collection
  • Trover Saves the Universe
  • Tunche
  • Turmoil
  • Turok 2: Seeds of Evil
  • Twin Mirror
  • Two Point Campus
  • Two Point Hospital
  • TYPECAST
  • Tyrant's Blessing
  • Ultimate Chicken Horse
  • Ultimate Zombie Defense
  • Ultra Space Battle Brawl
  • Unavowed
  • Undead Horde
  • Unexplored 2: The Wayfarer's Legacy
  • Unity of Command: Stalingrad Campaign
  • Universim
  • UNLOVED
  • Unpacking
  • Until I have you
  • Unto The End
  • Upside Down
  • URU: Complete Chronicles
  • Vagante
  • Valfaris
  • Valfaris: Mecha Therion
  • Valkryia Chronicles 4 Complete Edition
  • Valkyria Chronicles 4 Complete Edition
  • Valkyria Chronicles 4: Complete Edition
  • Vambrace: Cold Soul
  • Vampire Survivors
  • Vectronom
  • Velocity Noodle
  • Venba
  • Verne: The Shape of Fantasy
  • Victoria 3
  • Victoria II
  • Viking: Battle For Asgard
  • Virgo Versus The Zodiac
  • VirtuaVerse
  • Visage
  • Viscerafest
  • Void Bastards
  • VOIDIGO
  • Volcanoids
  • Voltage High Society
  • V-Rally 4
  • Wanderlust: Travel Stories (GOG)
  • Wargroove
  • Warhammer 40,000 Sanctus Reach - Complete Edition
  • Warhammer 40,000: Armageddon - Imperium Complete
  • Warhammer 40,000: Battlesector
  • Warhammer 40,000: Gladius - Relics of War
  • Warhammer 40,000: Mechanicus
  • Warhammer 40,000: Space Wolf Special Edition
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN – ULTIMATE EDITION
  • Warhammer vermintide collector's edition
  • Warhammer: End Times - Vermintide
  • Warhammer: Vermintide 2
  • Warman
  • Wasteland 3
  • Wayward
  • WE NEED TO GO DEEPER
  • We should talk.
  • We Were Here Together
  • We Were Here Too
  • Webbed
  • What Lies in the Multiverse
  • When Ski Lifts Go Wrong
  • while True: learn()
  • Whos Your daddy
  • Wick
  • Will You Snail?
  • Windward
  • Witch It
  • Witchy Life Story
  • wizard of legends
  • Wolfenstein 3D
  • Worms Rumble
  • WRC 6 FIA World Rally Championship
  • WRC 7 FIA World Rally Championship
  • WWE 2K Battlegrounds
  • WWE 2K23
  • WWZ Aftermath
  • Wytchwood
  • X-COM: COMPLETE PACK
  • XCOM: ULTIMATE COLLECTION
  • XIII - Classic
  • X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
  • X-Morph: Defense Complete Pack
  • Yakuza Kiwami
  • Yumeutsutsu Re:After
  • Yumeutsutsu Re:Master
  • Zen Chess: Mate in One, Mate in 2 , Mate in 3 , Mate in 4 , Champion's Moves (5 games)
  • Ziggurat
  • Zombie Army 4
  • Zombie Army Trilogy
  • Zool Redimensioned
DLCs and Softwares:
  • For The King: Lost Civilization Adventure Pack
  • Train Simulator: Isle of Wight Route Add-On
  • Train Simulator: Woodhead Electric Railway in Blue Route Add-On
  • Train Simulator: North Somerset Railway Route Add-On
  • Train Simulator: Union Pacific Heritage SD70ACes Loco Add-On
  • Train Simulator: London to Brighton Route Add-On
  • BR Class 170 'Turbostar' DMU Add-On
  • DB BR 648 Loco Add-On
  • Europa Universalis IV: Wealth of Nations
  • Expansion - Europa Universalis IV: Conquest of Paradise
  • Expansion - Europa Universalis IV: Res Publica
  • Grand Central Class 180 'Adelante' DMU Add-On
  • Peninsula Corridor: San Francisco - Gilroy Route Add-On
  • SONIC ADVENTURE 2: BATTLE
  • Small World - A Spider's Web
  • Small World - Cursed
  • Small World - Royal Bonus
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Goodies Pack
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - OST
  • Thompson Class B1 Loco Add-On
  • Total War: Shogun 2 - Rise of the Samurai
  • Train Sim World® 3: Birmingham Cross-city line
  • Train Sim World®: BR Class 20 'Chopper' Loco
  • Train Sim World®: Brighton Main Line: London Victoria - Brighton
  • Train Sim World®: Caltrain MP36PH-3C 'Baby Bullet'
  • Train Sim World®: Cathcart Circle Line: Glasgow - Newton & Neilston
  • Train Sim World®: Clinchfield Railroad: Elkhorn - Dante
  • Train Sim World®: Great Western Express
  • Train Sim World®: Hauptstrecke Hamburg - Lubeck
  • Train Sim World®: LIRR M3 EMU
  • Train Sim World®: Long Island Rail Road: New York - Hicksville
  • Train Sim World®: Nahverkehr Dresden - Riesa
  • Train Sim World®: Northern Trans-Pennine: Manchester - Leeds
  • Train Sim World®: Peninsula Corridor: San Francisco - San Jose
  • Train Sim World®: Rhein-Ruhr Osten: Wuppertal - Hagen
  • Train Sim World®: Tees Valley Line: Darlington - Saltburn-by-the-sea
  • Worms Rumble - Armageddon Weapon Skin Pack
  • Worms Rumble - Captain & Shark Double Pack
  • Worms Rumble - Legends Pack
  • Worms Rumble - New Challengers Pack
  • Ashampoo Photo Optimizer 7
  • Dagon: by H. P. Lovecraft - The Eldritch Box DLC
  • Duke Nukem Forever Hail to the Icons
  • Duke Nukem Forever The Doctor Who Cloned Me
  • GRIP: Combat Racing - Cygon Garage Kit
  • GRIP: Combat Racing - Nyvoss Garage Kit
  • GRIP: Combat Racing - Terra Garage Kit
  • GRIP: Combat Racing - Vintek Garage Kit
  • GameGuru
  • GameMaker Studio 2 Creator 12 Months
  • Intro to Game Development with Unity
  • Music Maker EDM Edition
  • Neverwinter Nights: Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
  • Neverwinter Nights: Enhanced Edition Tyrants of the Moonsea
  • Neverwinter Nights: Enhanced Edition
  • Neverwinter Nights: Infinite Dungeons
  • Neverwinter Nights: Pirates of the Sword Coast
  • Neverwinter Nights: Wyvern Crown of Cormyr
  • PDF-Suite 1 Year License
  • Pathfinder Second Edition Core Rulebook and Starfinder Core Rulebook
  • RPG Maker VX
  • WWE 2K BATTLEGROUNDS - Ultimate Brawlers Pass
  • We Are Alright
  • The Outer Worlds Expansion Pass
  • A Hat in Time - Seal the Deal DLC
  • City Skylines:mass transit
  • A Game Of Thrones - A Dance With Dragons
  • A Game Of Thrones - A Feast For Crows
  • Blood Rage: Digital Edition - Gods of Asgard
  • Blood Rage: Digital Edition - Mythical Monsters
  • Blood Rage: Digital Edition - Mystics of Midgard
  • Carcassonne - The Princess and The Dragon DLC
  • Carcassonne - Traders & Builders DLC
  • Carcassonne - Winter & Gingerbread Man DLC
  • Carcassonne - Inns & Cathedrals
  • Carcassonne - The River
  • Splendor: The Trading Posts DLC
  • Splendor: The Strongholds DLC
  • Splendor: The Cities DLC
  • Small World - Be Not Afraid... DLC
  • Small World - Grand Dames DLC
  • Small World - Cursed!
  • Sands of Salzaar - The Ember Saga
  • Sands of Salzaar - The Tournament
  • Monster Train: The Last Divinity DLC
  • WARSAW
submitted by calvin324hk to indiegameswap [link] [comments]


2024.05.14 17:23 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

https://www.reddit.com/IGSRep/comments/pikmri/calvin324hks_igs_rep_page/
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Wishlist
Region: NA (Canada)
Fees on buyer if any, currency is USD unless specified
CTRL + F to find your games in terms of name
  • 10 Second Ninja X
  • 11-11 Memories Retold
  • 112 Operator
  • 12 is Better Than 6
  • 198X
  • 1993 Space Machine
  • 60 Parsecs
  • 7 Billion Humans
  • 8 DOORS
  • 8-bit Adventure Anthology: Volume I
  • 9 Years of Shadows
  • 911 Operator
  • A Game of Thrones: The Board Game
  • A Hat in Time
  • A Hole New World
  • A JUGGLER'S TALE
  • A Long Way Down
  • A PLAGUE TALE: INNOCENCE
  • A Robot Named Fight!
  • A Tale for Anna
  • A.I.M.2 Clan Wars
  • Ace Combat Assault Horizon Enhanced Edition
  • Adore
  • Aeterna Noctis
  • AETHERIS
  • Agatha Christie Hercule Poirot The First Cases
  • AIdol
  • Airborne Kingdom
  • Alba: A Wildlife Adventure
  • Alder's Blood: Definitive Edition
  • Alfred Hitchcock - Vertigo
  • Alien Breed Trilogy
  • Aliens vs. Predator™ Collection
  • All-Star Fruit Racing
  • Almost There: The Platformer
  • American Fugitive
  • American Truck Simulator
  • Amerzone: The Explorer’s Legacy
  • AMID EVIL
  • Amnesia rebirth
  • Amnesia: The Dark Descent + Amnesia: A Machine for Pigs
  • Anomalous
  • Another World – 20th Anniversary Edition
  • Antigraviator
  • Anuchard
  • APICO
  • APICO
  • Aragami
  • Aragami 2
  • Arboria
  • Arcade Paradise
  • Arcade Paradise - Arcade Paradise EP
  • Arcade Spirits
  • Arkham Horror: Mother's Embrace
  • Armada 2526 Gold Edition
  • Army Men RTS
  • army of ruin
  • Arto
  • Ary and the Secret of Seasons
  • As Far as the Eye
  • Ascension to the Throne
  • Assemble With Care
  • Assetto Corsa Competizione
  • Assetto Corsa Ultimate Edition
  • Astebreed Definitive Edition
  • Astronarch
  • Attack of the Earthlings
  • Automachef
  • Automobilista
  • Automobilista 2
  • AUTONAUTS
  • AUTONAUTS VS PIRATEBOTS
  • Avatar: Frontiers of Pandora™ - Ubisoft Connect
  • AVICII Invector: Encore Edition
  • Awesomenauts All Nauts pack
  • Baba is you
  • Back 4 Blood
  • Back 4 blood (EU)
  • Backbone
  • Baldur's Gate II: Enhanced Edition
  • Baldur's Gate: Enhanced Edition
  • Banners of Ruin
  • Bartlow's Dread Machine
  • BASEMENT
  • Batbarian: Testament of the Primordials
  • Batman: Arkham Asylum Game of the Year Edition
  • Batman: Arkham Origins
  • Battle Royale Tycoon
  • Battlecruisers
  • Battlestar Galactica Deadlock
  • BATTLESTAR GALACTICA DEADLOCK SEASON ONE
  • Battlestar Galactica Deadlock: Complete
  • BATTLETECH MERCENARY COLLECTION
  • BATTLETECH Shadow Hawk Pack
  • BEAUTIFUL DESOLATION
  • BEFORE WE LEAVE
  • Beholder 2
  • Ben 10
  • Ben 10: Power Trip
  • Bendy and the Ink Machine™
  • Between the Stars
  • Beyond a Steel Sky
  • Beyond The Edge Of Owlsgard
  • Beyond the Long Night
  • BEYOND THE WIRE
  • Beyond: Two Souls
  • BIOMUTANT
  • Bionic Commando
  • Bionic Commando Rearmed
  • BioShock: The Collection
  • BLACK BOOK
  • Black Moon Chronicles
  • Black Paradox
  • BLACK SKYLANDS
  • BLACKHOLE: Complete Edition
  • Blacksad: Under the Skin
  • Blade of Darkness
  • Blasphemous
  • Blazing Chrome
  • Blightbound
  • Blood And Zombies
  • Blood Rage: Digital Edition
  • Bloodstained: Ritual of the Night
  • Bomber Crew
  • Boneless Zombie
  • Boomerang Fu
  • Borderlands 3
  • Borderlands 3 Super Deluxe
  • Borderlands 3 Super Deluxe Edition
  • Borderlands: The Handsome Collection
  • Bot Vice
  • Bounty of One
  • Brawlout
  • Breakout: Recharged
  • Breathedge
  • bridge constructor
  • Bridge constructor medieval
  • bridge constructor stunts
  • Broken Lines
  • Brothers: A Tale of Two Sons
  • Brutal Legend
  • Bug Fables: The Everlasting Sapling
  • BUILDER SIMULATOR
  • calico
  • Call of Duty® Modern Warfare 3™ (2011)
  • Call of Juarez: Gunslinger
  • Car Mechanic 2018
  • Car Mechanic Simulator 2015
  • Car Mechanic Simulator 2018
  • Castle Morihisa
  • Castle on the Coast
  • castle storm
  • CastleStorm
  • Cat Cafe Manager
  • Caveblazers
  • Celeste
  • Centipede: Recharged
  • CHANGE: A Homeless Survival Experience
  • Charlie's Adventure
  • Chenso Club
  • Chernobylite: Enhanced Edition
  • Chess Ultra
  • Chicago 1930 : The Prohibition
  • Chivalry 2
  • Chop Goblins
  • Chorus
  • Cities Skylines + After Dark
  • Cities: Skylines
  • City of Beats
  • CivCity: Rome
  • Click and Slay
  • Cloud Gardens
  • Cloudpunk
  • Code Vein
  • Coffee Talk
  • Comedy Night
  • Command & Conquer Remastered (Origin)
  • Complete Dread X Collection
  • Conarium
  • Construction Simulator (2015) Deluxe Edition
  • Constructor Plus
  • Control
  • Cook, Serve, Delicious! 3?!
  • cornucopia
  • Corridor Z
  • Cosmic Osmo and the Worlds Beyond the Mackerel
  • Cosmonautica
  • Crash Drive 2
  • Crash Drive 3
  • Creaks
  • Creepy Tale
  • Crookz the big heist
  • CROSSBOW: Bloodnight
  • Crush Your Enemies
  • Cube Runner
  • Cultist Simulator: Anthology Edition
  • Curse: The Eye of Isis
  • Cyber Ops
  • Cybercube
  • Danger Scavenger
  • Dark Deity
  • DARK PICTURES ANTHOLOGY: HOUSE OF ASHES
  • Darksiders Warmastered
  • Darkwood
  • DARQ: Complete Edition
  • Day of the Tentacle Remastered
  • days of war definitive edition
  • Dead by Daylight
  • Dead Estate
  • Dead Rising 2
  • Dear Esther: Landmark Edition
  • Death Stranding Directors Cut
  • DEATH STRANDING DIRECTOR'S CUT
  • Deceased
  • DECEIVE INC.
  • Degrees of Separation
  • Delicious! Pretty Girls Mahjong Solitaire
  • Deliver Us The Moon
  • Demetrios - Deluxe Edition
  • Depraved
  • DESCENDERS
  • DESOLATE
  • Destiny 2: Beyond Light
  • DESTROYER: THE U-BOAT HUNTER
  • Detention
  • Devil May Cry HD Collection
  • Devilated
  • Dicey Dungeons
  • Dirt 5
  • dirt rally
  • Dirt Rally 2.0
  • Disaster Band
  • Disciples III: Reincarnation
  • Discolored
  • DISTRAINT 2
  • Distrust
  • DmC: Devil May Cry
  • Do Not Feed the Monkeys
  • Don't Be Afraid
  • Doomed Lands
  • Door Kickers: Action Squad
  • Doorways: Prelude
  • Downfall
  • Dragons Dogma Dark Arisen
  • Dragon's Dogma: Dark Arisen
  • Draugen
  • Draw Slasher
  • Drawful 2
  • Dreams in the Witch House
  • Dreamscaper
  • DreamWorks Dragons: Dawn of New Riders
  • DRIFT21
  • Driftland: The Magic Revival
  • drive!drive!drive!
  • Drone Swarm
  • Due Process
  • Duke Nukem: Manhattan Project
  • Duke of Alpha Centauri
  • Dungeon Rushers
  • Dungeons 2
  • Dungeons 3
  • DUSK
  • Dusk Diver
  • Dust to the End
  • DV: Rings of Saturn
  • Dynopunk
  • Earth Defense Force 4.1 The Shadow of New Despair
  • Eastern Exorcist
  • Eiyuden Chronicle: Rising
  • El Matador
  • Elderand
  • ELDEST SOULS
  • Electrician Simulator
  • Elemental Survivors
  • Elex
  • Elex II
  • Elite Dangerous
  • Embr
  • Empire: Total War - Definitive Edition
  • Empyrion - Galactic Survival
  • ENCASED: A SCI-FI POST-APOCALYPTIC RPG
  • Endless Space 2
  • Endless Space 2 - Digital Deluxe Edition
  • Endless Space® 2 - Digital Deluxe Edition
  • Endzone - A World Apart
  • EPIC CHEF
  • Epistory - Typing Chronicles
  • Escape the backrooms
  • Eternal Threads
  • Europa Universalis IV
  • European Ship Simulator
  • Everdream Valley
  • Evil Genius 2: World Domination
  • Exorder
  • EXPEDITIONS: ROME
  • Expeditions: Viking
  • Explosionade
  • F1 2018
  • F1 2019 Anniversary Edition
  • F1 2020
  • F1 RACE STARS Complete Edition Include DLC
  • Fable Anniversary
  • Factory Town
  • Fallback uprising
  • Fallback: Uprising
  • FALLOUT 1
  • Family Mysteries 3: Criminal Mindset
  • FANTASY BLACKSMITH
  • FARMER'S DYNASTY
  • Farming Simulator 17
  • Farming Simulator 19
  • Fictorum
  • Field of Glory II
  • Fights in Tight Spaces
  • Filthy Animals Heist Simulator
  • Firefighting Simulator - The Squad
  • Fishing Adventure
  • Flashback
  • FLATLAND Vol.2
  • FlatOut
  • FLING TO THE FINISH
  • Floppy Knights
  • Fluffy Horde
  • FOBIA - ST. DINFNA HOTEL
  • For the King
  • Forgive me Father
  • Forts
  • Fred3ric
  • Fresh Start Cleaning Simulator
  • Friends vs Friends
  • Frogun
  • From Space
  • Frostpunk: Game of the Year Edition
  • Frozenheim
  • Fun with Ragdolls: The Game
  • Funtasia
  • Gamedec
  • Gamedec - Definitive Edition
  • Gang Beasts
  • GARAGE bad trip
  • Garden Story
  • Garfield Kart
  • GAS STATION SIMULATOR
  • Gelly Break Deluxe
  • Genesis Alpha One Deluxe Edition
  • Gevaudan
  • Ghostrunner
  • Giana Sisters 2D
  • GIGA WRECKER
  • Gigantosaurus: Dino Kart
  • Glitch Busters: Stuck On You
  • Gloria Victis
  • Go Home Dinosaurs
  • GOAT OF DUTY
  • GOD EATER 3
  • Godlike Burger
  • Godstrike
  • Going Under
  • Golf Gang
  • Golf It!
  • Gone Home + Original Soundtrack
  • Good Knight
  • Gotham Knights
  • GREAK: MEMORIES OF AZUR
  • GREEDFALL
  • Gremlins, inc
  • grey goo
  • GRID - 2019
  • grid ultimate
  • GRIP: Combat Racing
  • Gungrave G.O.R.E
  • Guppy
  • Guts and glory
  • GYLT
  • Hacknet
  • Haegemonia: Legions of Iron
  • Hamilton's Great Adventure
  • Hammerwatch
  • Hands of Necromancy
  • Havsala: Into the Soul Palace
  • Headsnatchers
  • Heartwood Heroes
  • Heat Signature
  • Helheim Hassle
  • Hell Let Loose
  • Hellblade: Senua's Sacrifice
  • Hellbound
  • Hellstuck: Rage With Your Friends
  • Hero of the Kingdom III
  • Hero of the Kingdom: The Lost Tales 2
  • Heroes of Hammerwatch
  • Heros hour
  • Hexologic
  • Hidden & Dangerous 2: Courage Under Fire
  • Hidden & Dangerous: Action Pack
  • Hidden Deep
  • High On Life
  • Hitman (2016) Game of the Year Edition
  • HITMAN 2 - Gold Edition
  • Hoa
  • Hob
  • Hollow Knight
  • Holy Potatoes! A Spy Story?!
  • Home Sweet Home
  • Home Sweet Home EP2
  • Homestead Arcana
  • Hood: Outlaws & Legends
  • Hoplegs
  • Hot Tin Roof: The Cat That Wore A Fedora
  • HOT WHEELS UNLEASHED ™
  • Hotshot Racing
  • House Flipper
  • How to Survive 2
  • Hue
  • Human: Fall Flat
  • HUMANKIND DEFINITIVE EDITION
  • Hungry Flame
  • Hyper Knights
  • I am Bread
  • I Am Fish
  • I am not a Monster: First Contact
  • I Hate Running Backwards
  • ibb & obb Double Pack
  • ICBM
  • Ice Age Scrat's Nutty Adventure
  • Ice Lakes
  • Impostor Factory
  • IN SOUND MIND
  • Indivisible
  • INDUSTRIA
  • Infectonator 3: Apocalypse
  • Infinite Beyond The Mind
  • Injustice 2 Legendary Edition
  • Insane 2
  • INSOMNIA: The Ark
  • Internet Cafe Simulator
  • Internet Cafe Simulator 2
  • Interstellar Space: Genesis
  • Iron Fisticle
  • Iron Harvest
  • Ittle Dew
  • Ittle Dew 2+
  • Jack Move
  • Jackbox party pack 2
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  • Koi-Koi Japan [Hanafuda playing cards] *Koi-Koi Japan : UKIYOE tours Vol.1 DLC *Koi-Koi Japan : UKIYOE tours Vol.2 DLC *Koi-Koi Japan : UKIYOE tours Vol.3 DLC
  • Konung 2
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  • SEUM speedrunners from hell
  • SEUM: Speedrunners from Hell
  • Severed Steel
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  • Sniper Elite 3
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  • SONG OF HORROR COMPLETE EDITION
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  • Sonic Adventure 2
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  • STAR WARS - Knights of the Old Republic
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  • Strategic Command: World War I
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  • Streamer Life Simulator
  • Street Fighter V
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  • Stygian: Reign of the Old Ones
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  • SuchArt
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  • Tales
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  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
  • The Blackout Club
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DLCs and Softwares:
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  • Train Sim World®: LIRR M3 EMU
  • Train Sim World®: Long Island Rail Road: New York - Hicksville
  • Train Sim World®: Nahverkehr Dresden - Riesa
  • Train Sim World®: Northern Trans-Pennine: Manchester - Leeds
  • Train Sim World®: Peninsula Corridor: San Francisco - San Jose
  • Train Sim World®: Rhein-Ruhr Osten: Wuppertal - Hagen
  • Train Sim World®: Tees Valley Line: Darlington - Saltburn-by-the-sea
  • Worms Rumble - Armageddon Weapon Skin Pack
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  • Ashampoo Photo Optimizer 7
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  • Duke Nukem Forever Hail to the Icons
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  • GRIP: Combat Racing - Cygon Garage Kit
  • GRIP: Combat Racing - Nyvoss Garage Kit
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  • GameGuru
  • GameMaker Studio 2 Creator 12 Months
  • Intro to Game Development with Unity
  • Music Maker EDM Edition
  • Neverwinter Nights: Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
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  • Neverwinter Nights: Enhanced Edition
  • Neverwinter Nights: Infinite Dungeons
  • Neverwinter Nights: Pirates of the Sword Coast
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  • PDF-Suite 1 Year License
  • Pathfinder Second Edition Core Rulebook and Starfinder Core Rulebook
  • RPG Maker VX
  • WWE 2K BATTLEGROUNDS - Ultimate Brawlers Pass
  • We Are Alright
  • The Outer Worlds Expansion Pass
  • A Hat in Time - Seal the Deal DLC
  • City Skylines:mass transit
  • A Game Of Thrones - A Dance With Dragons
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  • Blood Rage: Digital Edition - Gods of Asgard
  • Blood Rage: Digital Edition - Mythical Monsters
  • Blood Rage: Digital Edition - Mystics of Midgard
  • Carcassonne - The Princess and The Dragon DLC
  • Carcassonne - Traders & Builders DLC
  • Carcassonne - Winter & Gingerbread Man DLC
  • Carcassonne - Inns & Cathedrals
  • Carcassonne - The River
  • Splendor: The Trading Posts DLC
  • Splendor: The Strongholds DLC
  • Splendor: The Cities DLC
  • Small World - Be Not Afraid... DLC
  • Small World - Grand Dames DLC
  • Small World - Cursed!
  • Sands of Salzaar - The Ember Saga
  • Sands of Salzaar - The Tournament
  • Monster Train: The Last Divinity DLC
  • WARSAW
submitted by calvin324hk to SteamGameSwap [link] [comments]


2024.05.14 16:53 dBonesLH Spring Horror Reviews feat. Buehlman, Cutter & More!

Hi Horror fans! I am back with a few more reviews. I normally try to mix up the new and the old the classic and the atypical when I can. My success varies depending on which books call to me. Let me know what you think!
Lowest reviewed to highest.
Survivor Song by Paul Tremblay
Premise- A new rabies virus is running rampant in Massachusetts and Nats is running out of time. Almost ready to give birth and exposed to the rapidly advancing virus she needs help before the baby arrives or she succumbs…
Thoughts- This book almost broke my DNF record. It has been a long time since I gave up on a book and this was close. If it wasn’t a relatively short book (around 300 pages) I don’t think I would have powered through. I disliked one of the main characters throughout (Nats) finding her grating and her attempts at humour embarrassing. It also employs just about every cliché ever put into the apocalyptic or outbreak genre and then makes it worse by being self referential about the cliches. Then towards the end the other main character who I didn’t mind as much becomes so selfish (I understand she’s trying to help her friend but come on) that she willingly endangers a busload of people just for her own ends. All of this is without delving into the awkward and awful kid “slang” Tremblay employs for about 50 pages in the middle of the book. My wife really enjoyed the audiobook for his A Head Full of Ghosts so I will probably try that before writing him off as an author who is not for me but he has a really difficult hill to climb after this. A final thing to note much of this book even when action was occurring felt plodding and slow somehow which I can’t even wrap my head around because rabies infected people chasing down our main characters should be exciting but I could barely keep my eyes open.
Rating- 2/5. Not a 1 because I finished it. Do not recommend. Read any other apocalyptic or outbreak book The Stand or Swan Song comes to mind.
Between Two Fires by Christopher Buehlman
Premise- The Black Death ravages the French countryside and evil lurks behind every corner. A former knight turned brigand encounters a young girl who is more than she seems. Can he find redemption? Does he deserve it?
Thoughts- This is another horrorlit darling. I actually picked up Buehlman’s fantasy novel The Blacktongue Thief first in anticipation of this this novel because it was the only novel of his available at my book store. I enjoyed that and appreciated the author’s humour and dark side. This novel came with a lot of hype as it has to be one of the most recommended books in this sub. The premise of a medieval horror which features demons and devils was incredibly appealing and my wife and I decided to read through it at the same time (her on audio). We both found it pretty underwhelming which I know might be controversial. It’s strange because its well written, I enjoy the characters and the setting but somehow it did not gel with me. The best way I can describe it is it felt almost like a horror show with say 22 episodes. Like most shows with 22 episodes a lot of them are filler or freak of the week episodes and that is how a lot of the middle of the book felt to me. We would travel along with Thomas and Delphine, they would encounter something strange and remarkable (occasionally horrifying) and move on to another area where another strange or remarkable thing would happen. It felt oddly disconnected. Now I need to talk about the ending which didn’t redeem my feelings about a large portion of the book but it was my favourite thing about this novel for sure. It ends in a fantastic way and encapsulates what I think the author was going for throughout the book but didn’t land for me until the end with themes concerning sin, redemption and second chances. This might be the definition of a book I appreciate and can see what others love about it but didn’t register with me for large portions. That ending though, so good.
Rating-3.5/5 stars. An interesting setting for a modern horror novel let down by some meandering adventures which caused it to lose me somewhat before ending on a high note.
Little Heaven by Nick Cutter
Premise- Three hardened mercenaries team up for what seems like an easy job, rescue a woman’s nephew from a cult down south. What it turns into is a fight for their lives which will haunt them down through the years and will make them wonder if they ever really escaped Little Heaven?
Thoughts- My second foray into the work of horrorlit darling Nick Cutter. I enjoyed The Troop and found it suitably disgusting and chilling to earn the reputation it has in the wider horror fan annals. I actually think I prefer Little Heaven overall. One of my biggest gripes with The Troop was its lack of meaningful characters and many of them felt like stereotypes and while some of the characters in Little Heaven fall a little into that category (the Reverand in particular is just a straight black heart) the main group were all well realized in my opinion and despite their obvious shortcomings I came to root for them. Cutter per usual is a master with description, creeping the reader out with every mention of things slimy, crawly or looming. In this book he has included some pages of art which further the atmosphere and really burn some of the images into your mind (one rather tall character in particular). I enjoyed the back and forth between the two timelines, one during the initial trip to Little Heaven in the 60’s and the ugly return in the 80’s. It had almost an It like feeling of needing to overcome your fear when you know what is awaiting you but finding the courage decades later to face it regardless. Similarly to The Troop, Cutter doesn’t give us the Hollywood happy ending either which I enjoy, you get your elements and take what you can from such an evil place. Without going into spoilers there were things about the ultimate confrontation which I disliked (mostly the reveal of what is within the black rock itself) and things which I enjoyed a lot (the ultimate fate of one of the main characters). I think that I have now read what I would consider his two most applauded books I can move onto the one which splits horror audiences in half, The Deep. Overall though Cutter writes horror that really is a page turner and I will continue to read him until he proves otherwise.
Rating-4/5 stars. Another fast-paced creepy jaunt evoking elements of Heart of Darkness (and modern horror takes like Children of Chaos) and the two timeline split involving children obsessed evil like King’s It, Mr. Cutter continues to impress and make it his own.
Empire of the Vampire by Jay Kristoff
Premise- The sun has gone dark and the great empire of Elidaen is at war. Not with their neighbouring countries but the great unholy horde of undying monsters that make up the vampiric kingdoms. Gabriel De Leon will learn what it means to survive and battle against these creatures on his journey to becoming a member of the Silversaints, the great brotherhood of warriors who try to keep the darkness at bay.
Thoughts- Let me start by saying that putting this into my horror reviews is a little of a stretch. This is really more of a dark fantasy book with horror trappings. If you just want straight horror and are not into fantasy as a genre maybe give this one a pass, but if you do enjoy fantasy even a little please check this out. It is epic in scale with fantastic characters and really fun dialogue. If I am being reductive it is like 70% Witcher, 20% Blade and 10% Interview with a Vampire. I happen to enjoy all three of those things quite a bit so I loved this book. The story bounces between three time frames, the framing story in the “present” where Gabriel is imprisoned and telling his life story to his vampire jailor, his origin story taking place when he is around 16 telling of his upbringing and becoming a Silversaint and finally him as a 32 year old on a quest for the holy grail. Kristoff does a really good job at least early on keeping the reader engaged on each story as they bounce back and forth and I never felt too much like I needed to go back to the other time line even though I was always interested in what would happen next. There was one sequence which dragged a little for me (basically the sequence going to and time in Redwatch) but it is a minor gripe in a hell of a book. I am very excited for the sequel which should be out in first half of 2024. This book looks from the title and cover a little juvenile but it is very adult (many brutal murders, battles, amusing and creative cursing and a fair bit of the sexy stuff) so do not be scared off by appearance alone. A definite recommend from me. I could see some people finding the dynamics and themes well trodden from other recent media as mentioned Witcher and things like The Last of Us, but the world and characters Kristoff creates makes it work despite the familiarity.
Rating-4.5/5 stars. A brilliant start to what I hope will be the and amazing vampire series.
Perfume: The Story of a Murderer by Patick Suskind
Premise- Jean-Baptise Grenouille is born with a unique ability, the most extraordinary nose of all time. He can remember, store and create any scent he wishes. To that end he “collects” as many as possible and aims to create the greatest perfume known to mankind. Unfortunately, the best scents that he wishes to capture for his perfume comes from virginal teenage girls and he will take their odour no matter the cost….
Thoughts- I prepared myself for this book based on comments from fellow readers by expecting it to fall into the more distinguished “literature” side of the horror genre. It did but it still surprised me with the directions that it went in. I was expecting more focus lets say on the murders themselves and Suskind does such an amazing job detailing the inner workings of Grenouille’s mind that when we finally get to that part of the book we absolutely understand why they are not really the focus of the novel but merely a means to an end. The descriptions of odours are amazing and a few times I felt myself almost gagging at some of the images Suskind conjures with his prose. I am not a prose person but he does a wonderful job detailing scents in a way you would never think of. The journey Grenouille goes on is utterly unexpected and fascinating. You truly get a strange insight into this broken creature and why he is doing what he is doing and how ultimately the murders mean nothing to him but a way to capture or collect his perfume which is his ambition. The last few pages erupt into a madhouse of defied expectations just when I thought we would have a fairly basic ending Suskind pulls the rug out once again. It also really underlines how animal humanity can be and what we can be reduced to based on our senses.
Rating-5/5 stars. A truly unique novel which defied all expectations. Very different and easy to recommend to horror readers who want something out of the ordinary.
THANKS FOR READING!
If you want to read my previous horror reviews I will post the links here:
Devil in the White City, The Troop, The Damnation Game, Swan Song, The Fisherman and Something Wicked This Way Comes
https://www.reddit.com/horrorlit/comments/15a7jvq/review_sixpack/
Playground, Ghost Story, Red Dragon, The Exorcist, Children of Chaos
https://www.reddit.com/horrorlit/comments/17a3s9t/halloween_season_reviews/?utm_source=share&utm_medium=web2x&context=3
Mr. Gaunt and Other Uneasy Encounters, Mongrels, Strange Weather, Let the Right One in, The Final Girl Support Group
https://www.reddit.com/horrorlit/comments/18282lx/fall_horror_reviews_feat_graham_jones_hill/
Potential Options Upcoming books:
Owned- Old Country by Query, The Fireman by Hill and Carrion Comfort by Simmons (started this one got about 1/3 through and put it down wasn’t clicking despite me loving his Sci-Fi).
Wishlist- The Imago Sequence and Other Stories by Barron, Boy’s Life by McCammon.
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2024.05.14 16:36 TheBlaringBlue The Art of the Rap Battle

Eivor is a bit of a strange protagonist.
She’s basically flawless and without blame. She’s brash and bold, proud and unashamed — brave and wise far beyond her years, yet able to be soft and compassionate when not brandishing spears. She’s got a knack for leadership, a strong moral compass and an even stronger muscular system with which to enact justice.
And she’s got bars?
As someone not deeply versed in medieval European histories, imagine my shock and confusion upon discovering that Assassin’s Creed: Valhalla included rap battling.
My first experience with Flyting had me asking so many questions about what I just witnessed that I couldn’t wait to begin Googling. I figured flyting probably was historically accurate, but if that’s the case, then what else can it tells us about the medieval warrior and about Eivor’s characterization?
I set off to find out.
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Wikipedia and howstuffworks combined gave me a robust definition of flyting.
A ritual, poetic exchange of insults practiced mainly between the 5th and 16th centuries. Examples of flyting are found throughout Scots, Ancient, Medieval and Modern Celtic, Old English, Middle English and Norse literature involving both historical and mythological figures. The exchanges would become extremely provocative, often involving accusations of cowardice or sexual perversion.
The idea behind flyting was to influence public opinion of the participants and raise both of their profiles. And each participant wanted to make himself look better than the other, even if they were friendly.
Not only that, but flyting’s also the first recorded use of shit as an insult. That right there is worth this whole essay and then some.
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I came away from those definitions with some small Euphoria, as they reinforce what I already expected from Ubisoft — historically accurate and (arguably) immersive side activities grounded in realism.
Unfortunately, none of the flyting foes that Eivor faces in this fantasy are founded in any real-world flyters. I was particularly frustrated when I realized Fergal the Faceless and Borghild the Alewife’s Bane were fictional features, not real historical fiends of rhythm and rhyme.
Two of Eivor’s syntax competitors are “real” in some sense, however.
In Norse mythos, Odin, Thor, Loki, Freyja and more would handle their Family Matters over a flyte from time to time, dueling wits and words as competition and entertainment.
In fact, one flyte we do see in game — Odin as he flytes over the river with Thor in the Asgard Arc — is likely a reference to a real medieval Norse poem; The Hárbarðsljóð.
In it, Thor jaunts back to Asgard after a journey in Jötunheim. He comes to a junction in which he must jump a large river, and thus hunts down a ferryman to shepherd him across. The ferryman, Hárbarðr, is Odin in disguise. He then begins to diss guys.
Ahem. ‘Guys’ being Thor, obviously.
First, Odin drops a yo-mama joke:
Of thy morning feats art thou proud, but the future thou knowest not wholly; Doleful thine home-coming is: thy mother, me thinks, is dead.
He keeps going, taking more shots than a First Person Shooter, this time saying Thor dresses like a girl:
Three good dwellings methinks, thou hast not; Barefoot thou standest and wearest a beggar’s dress; Not even hose dost thou have.
Thor says watch your mouth before I clap back:
Ill for thee comes thy keenness of tongue, if the water I choose to wade; Louder, I ween, than a wolf thou cryest, if a blow of my hammer thou hast.
Odin replies by saying Thor’s wife is fucking another dude:
Sif has a lover at home, and him shouldst thou meet; More fitting it were on him to put forth thy strength.
The version we play out in game isn’t identical to the real-world poem, but carries some similarities; Thor’s threatening to cross the river to fight Odin as well as his boasting of slaying giants are present in each.
Ratatosk is the only other ‘real’ flyting enemy in Valhalla. While Odin doesn’t flyte with Ratatosk in Norse myth to my knowledge, the flyting against the squirrel is thematically accurate, at least.
Ratatosk’s purpose is to scramble up and down Yggdrasil, scurrying spoken messages from the eagle that sits at its peaks to the snake that slithers at its base. The nature of Ratatosk’s messages is in line with the act of flyting — the mischievous rodent carries falsehoods and aggressive statements to stir up drama and distrust between bird and serpent.
Flyting took place not only in poems and folklore, but in town squares and royal court. It was a facet of medieval life and social interaction. This weaving of prose then, in this time period, seemingly was just about as much of an admired skill as the swinging of a sword. It’s no wonder our unbreakable warrior Eivor is so proficient with word.
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Like, really proficient with word.
I mean, I know it’s me choosing the dialogue options, but sheesh, is there anything she can’t do?
Actually, Eivor’s expertise in flyting is strange to me. It feels random and unearned — out of character, even. It comes more unexpectedly than Kendrick Lamar’s Not Like Us.
It probably only feels out of character, however, due to our modern understanding of proficiency with words versus proficiency with might. Our current interpretation of verbal ability compared to physical ability would perceive verbal ability as the ‘softer’ of the two skillsets. Physical strength is typically interpreted as tough and more dominant. You don’t expect to see an MMA fighter composing poetry, do you? The qualities that modern thought attributes to writing and physicality don’t mesh.
But in reality — and historically accurately in Valhalla — medieval warriors weren’t just blind berserkers. They were actually artists, poets and writers.
We’ve already demonstrated how Odin and Thor — Norse myth’s most famous warriors — carried out flyting. Thus, medieval Vikings would’ve surely done the same. Beyond Vikings though, the Illiad contains instances of public, ritualized abuse. Taunting songs are present in Inuit culture while Arabic poetry contains a form of flyting called naqa’id. Further, Japanese Samurai were known to be frequent composers of haiku, while Japanese culture also gave birth to Haikai, poetry in which vulgar satire and puns were wielded.
This historical accuracy ends up eliminating the randomness of Eivor’s flyting ability. Despite her verbal finesse feeling unearned, we can surmise historically that Eivor has practiced the wielding of words plenty in her life before we take over as the player. She’s dedicated time to this.
Now that we know why she has it, we can take a closer look at what it does for her.
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So, Eivor can rap. She can match you with her axe or she can match you with her words. She’s just about unbeatable.
Her mastery of words demonstrates on some level that she’s not all Push Ups and might is right. She’s not all bruiser and bluster, burn and berserk. She’s an appreciator of the finer things — the more abstract, mental skills that require brain power, deftness and finesse.
This duality of strength and genius rounds out Eivor into a deeper, richer, more admirable character. More than just raw muscle in pursuit of glory, Eivor’s mastery of verse demonstrates her prioritizing not just her body, but her mind.
And it goes a long way for her.
Eivor can use her prowess with prose to progress past pointless plot points throughout Valhalla’s plethora of arcs and missions. It’s just a stat check in the end, but with enough practice flyting and enough charisma gained, Eivor unlocks new dialogue options that bend the world around her to her will.
Witch hunters in Eurvicscire on the brink of terrorizing Moira can be dispersed verbally rather than brawled or killed. There’s an entire riddle-solving fetch quest in Wincestre that can be skipped completely by telling King Aelfred’s abbot fuck off (figuratively). Eivor’s sharpening of her mind protects her body, saves her time, and allows her to frictionlessly fell her endeavors.
Her articulate advances don’t just alter her into admirability, they allow her to influence people and progression. With semantics from her mouth and twists from her tongue, Eivor can have her way whenever she wishes. In a game this large, I’m only left longing that the opportunity to make use of this charisma wasn’t relegated to niches.
Regardless, if medieval England is butter, Eivor’s tongue is the hot knife that behooves her move through her subduing more smoothly.
It all just goes to show that ̶m̶i̶g̶h̶t̶ flyte is right.
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2024.05.14 16:22 TheBlaringBlue Ranking the Shire Arcs in AC: Valhalla

I wrote mini reviews of each arc here, but because there are so damn many arcs, this ended up being a wall of text, despite me trying to keep them short. Feel free to skim or read only what interests you!
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The episodic nature of Assassin’s Creed: Valhalla means that its narrative is split into chunks. These chunks take place across the many shires of medieval England and vary in terms of length, depth and, well, pointlessness. I thought ranking them would be a fun exercise — a competition of story arcs, all vying for best Viking mini-narrative.
It goes without saying, but I’m about to spoil the whole damn game, so read at your own risk.
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21. Wincestre
Wincestre is just another Lunden or Jorvik, accept with more Jesus, more King Aelfred and way less… anything worthwhile. This one was just a total nothing-burger of an experience. The fact that it comes so late in the narrative really hurts it, too, because by now you’ve experienced arcs that are a similar traditional Assassin’s Creed city-style that at least aren’t this bad. Aelfred’s turning on Eivor at the end also didn’t feel coherent, convincing or warranted to me. Big miss.
20. Lunden
The smaller, denser cities with multiple targets to track down and ‘social stealth’ options are certainly here to attempt to replicate the traditional AC experience, but Lunden fails to do so meaningfully, and even gets a huge points deduction for being misleading.
The arc is set up to feature twists with Stowe and Ercke (is one a traitor? Will your romancing of Stowe make things complicated?), but after their initial scenes they’re mitigated to what I would hardly even call side characters as Eivor unveils three randos as Order members, kills them and then leaves town. At least there was a cool boss sequence on the river?
19. Snotinghamscire
This arc sees you reunite with Hemmingr Jarl, his son Villi and his compatriot, Trygve. Eivor has an existing relationship with these characters, but the player doesn’t. As a result, nothing that happens with them lands meaningfully.
After Hemmingr passes, this arc boils down to running dull errands to prepare for the burial ceremony. Eivor chooses whether Villi or Trygve will succeed Hemmingr in the end, but the decision is very clear-cut and suggested to the player, lacking the nuance of the game’s other difficult decisions. This arc isn’t memorable, doesn’t concern the main quest, and feels like fluffy filler in the worst way.
18. Jorvik
Another version of the Lunden & Wincestre arcs, Jorvik is stronger than its competitors for presenting the Order members to your face before you deduce who they are. There was nothing shocking about their reveals, but each provided an interesting set piece to navigate during assassinations.
Problematically, the arc sets itself up for Eivor to accuse a traitor, only for her decision to not matter at all. You never get to act on your accusation at Yuletide — the Order member interrupts and attacks the feast no matter who you accuse.
17. Cent
The Cent arc sees Eivor team with Basim to track Fulke. It feels important and part of the main story, but it’s all for naught in the end — you come face-to-face with Fulke in what seems like a meaningful story moment, only for her to run away. Your reward is finding out Sigurd had his arm cut off.
This arc earns some points for getting Fulke screen time and tiptoeing the tightrope of Eivor and Basim’s rocky relationship believably, but certainly can’t be called good. This is because once you pull back the veil, you realize you never advanced the plot and were running in circles for nothing the entire time. At least the other “filler” arcs were forthright about their (lack of) connection to the main story.
16. Jotunheim
This arc has a compelling story to it — Odin running from his fate and bending over backwards to flee from it is interesting, his broken relationship with Loki should be a strong point for the arc, and his moral gray areas (sleeping with a Jotunn, betraying Tyr) certainly make for a complex character’s development.
It has the ingredients of a strong arc, but I just couldn’t shake the why am I doing this feeling I had the entire time. Everything in between Odin’s big moments is a fetch quest and I just felt like I was wasting my life.
This one is weird because on paper it feels like there’s a lot of substance here, but ultimately, I felt nothing while playing it besides contempt for having drank the potion in Ravensthorpe again.
15. Lincolnscire
Heir to the throne Hunwald is exiled from Lincoln and reaches out to Ravensthorpe for help. Eivor tracks down his sickly and dying father and then must cast the deciding vote for whom the new Ealdorman will be after his death.
The game wastes your time with one of Hunwald’s competitors, Aelfgar, (who is a dork) and paints the bishop as evil pretty clearly (he turns out to be an Order member). I suppose this arc could hit hard for someone who accidently put an Order member in charge. For that and for Hunwald at least having a strong drive and personality, this arc earns some marks.
14. Essex
Eivor is brought in to repair a marriage by separating husband and wife naturally without a public divorce. She reunites Ealdorman Birstan with his former lover and sets up a fake public kidnapping to whisk away his wife, Estrid.
I think many would rate this arc far lower than I have here because it is pure side mission nonsense — but for me, this arc stands strong on the backs of convincing and fun characters in Birstan and Estrid, as well as the tangled web of relationships between the two of them, Birstan’s son, and Rollo, Estrid’s former lover.
13. Ledecestrescire
Ledecestre sees the intros of Ivarr, Ubba and Ceowulf. You team up with the sons of Ragnar to help put Ceowulf’s father on the throne in Mercia.
Ledecestrescire earns points for strong, realized characters in the Ragnarsons and Ceowulf, a believable conflict with the Mercian king, as well as the arc’s biggest moment with killing or sparing Leofrith in Tamworth.
12. Asgard
Asgard looks pretty and hits hard when you first arrive. I appreciate Ubi for creating places like Atlantis and Asgard to run around and explore in.
Unfortunately, both felt supremely empty. However, watching Odin fight tooth and nail to run from his fate was satisfying and Loki is aptly deceptive and frustrating. The Builder gave the arc a nice wrinkle, too and climaxed with a nice boss fight.
I spent too much time tracking down tears, but I think if you look at just the main missions here, this is a solid experience in an incredible environment.
11. East Anglia
In this arc, Eivor works alongside Oswald to fend off violent Dane aggressors and claim his leadership role.
Oswald is honorable and likeable — watching him teach the Danes in his court that bravery can reveal itself in more nuanced ways rather than physically was powerful, and giving Eivor the decision to allow Oswald to fight his own battles or fight for him solidified the feeling of fathering Oswald through this arc into manhood and leadership.
I bought into this arc because I felt the story was touching and meaningful and the cast was strong.
10. Vinland
Nothing really happens here aside from hunting down Gorm Kjotveson, but the arc earns major points for how refreshing it is.
I played it late in the story when I was feeling quite a bit of fatigue towards the game and everything about Vinland just landed for me, giving me new energy to actually enjoy what I was doing.
The new landscape is insanely gorgeous and fun to navigate. The stripping down of Eivor’s equipment essentially forces you to start from scratch — but it really makes the four stealth encounters stronger; you have to approach them differently due to being unarmed and unarmored.
The whole thing was a little bit of a reset button for the entire experience of Valhalla and it sorely needed it.
9. Suthsexe
Suthsexe is the meeting with Guthrum and the rising action leading up to defeating Fulke.
The arc is fun, feels impactful as well as meaningful and sees you reunite with all the old friends you’ve made up to this point. Fighting alongside Soma and others was a big positive for me. Storming Fulke’s fort at least included some different mechanics than many forts up to this point, so it felt fresh. Her boss fight in the darkness of the crypts was exceptional, as was her confession sequence.
This arc was mostly good, satisfying fun the whole way through, but didn’t include too much intrigue as the ones ranked above it did.
8. Rygjafylke
Look, I’ll be honest. I’m writing this particular paragraph after completing the game and this opening section was so long ago that I don’t have a great memory of it.
What I do know is that Valhalla opened strongly. I found it all pretty compelling. I remember it being atmospheric, believable and driven by strong characters like Sigurd, Varin, Haytham, Basim and Kyotve. I was bought-in very early and Rygjafylke really got the game off to a strong start.
7. Hamtunscire & Epilogue
Aelfred screen time is a good thing, and this arc earns marks for his badassery in the face of Guthrum, as well as his manipulation of the Dane army. Ally deaths in the battle at Chepeham give the arc meaningful stakes and ratchet up the tension. This arc is brief and straightforward — there’s not much story to it since it’s really just war throughout the whole thing.
Afterwards, Eivor tracks down the final member of the Order and confronts him in a touching sequence over some burnt bread in a small swampy town in the middle of nowhere. It’s a humble conclusion for Aelfred and the swirling epic that was AC: Valhalla.
6. Hordafylke
The return to Norway contains two things: Eivor & Sigurd finding closure with Sigurd’s father, and the two locating “Yggdrasil.”
I quite enjoyed the pit stop with Sigurd’s father, and the entire Yggdrasil sequence was incredibly interesting. It was a refreshing change of pace from what you’ve been doing for the past 100 hours and featured a nice boss fight at the end. No matter which ending you get, the conversation with Sigurd after the dust settles is impactful and weighty.
5. Oxenefordscire
Finally reunited with Sigurd, this is the arc we learn of his obsession with his ancestry and true nature. Eivor’s reaction of discomfort and distrust towards Sigurd’s change is honest and relatable and she must juggle relations between Sigurd and the Thane they are working to put in charge, Gaedric.
Negotiations with King Aelfred are complex and a late intervention from Fulke reveals her true allegiance to the Order and puts Sigurd in enemy hands.
This arc moves the plot along moreso than the last 400 hours you’ve been playing the game, while also establishing and reinterpreting Eivor’s relations with the cast in meaningful ways. It ratchets up the tension of the main quest and narrative, which up to this point had been lagging behind due to a breadth of shire arcs.
4. Glowecestrecire
I’m so surprised to see myself rank this so high — after the first third of the arc, I was considering putting it in dead last. I felt Gunnar’s fiancé’s unintelligible dialogue, the trick-or-treating, the druid encounter, and Eivor’s 400th drunken night of debauchery to be a disrespectful waste of my time this deep (over 80 hours) into the game.
But then the arc turned, with two solid stealth encounters and a stellar boss fight. Navigating the Aelfwood was a gorgeous thrill and the confrontation with Modran is atmospheric and a fantastically fresh take on the typical Valhalla boss or mini boss fight.
When I decided to focus-up on the story and let the Celtic and Welsh mythos shine, the arc became a terrestrial fever dream of satisfying magic, intrigue and character interactions.
3. Grantebridgescire
Eivor looks to ally with Soma, the leader of Grantebridge, but her town’s just been sacked from the inside by a traitor. After saving her three companions in the thick river bogs, you take back Grantebridge and then embark on an investigation to discover the rat.
Its the investigation that makes the whole arc. It has a slew of clues, nuance and red herrings to consider. One of its strengths is how open ended the investigation is — you can follow the quest markers, but talking to the town’s people and hunting down the yellow-painted ship is up to you (at least I think, I played on the most ‘difficult’ exploration setting).
This arc earns big points because the investigation matters — you have to tell Soma to kill one of her closest friends and then watch her do it, living with your right or wrong decision.
2. Eurvicscire
Finally meeting the third of the famed Ragnarson’s, Eivor finds Halfdan a paranoid soul, waxing poetic about friendship and treason. The arc balances the two on a blade’s edge to tremendous effect.
Halfdan believes he has a traitor in his midst and the main culprit is his right-hand man, Faravid.
Faravid's dialogue is expertly written to feign allegiance to Halfdan, but never reveal too much of his true nature. Eivor’s wavering relationship and trust with him are complex and the Wolf-Kissed can lie to both him and Halfdan depending on dialogue choice. Every decision feels like it carries weight. It’s this ambiguity that makes the arc compelling and gives the decisions importance.
This arc could feel disconnected (it’s not part of the main plot and Halfdan doesn’t appear in the late game, no matter your decision) and thus appear as pointless fluff, but I won’t fault it for that. As a self-contained story, this was flat-out interesting and kept me in anticipation of the next reveal or twist. Imagery and foreshadowing, red-herrings, and great atmosphere all make for an engaging and compelling experience. I only wish every shire arc could’ve reached these heights.
1. Sciropscire
Sciropescire’s strengths come somewhat from the arcs that came before it, as it sees Eivor quickly reunited and working with Ivarr and Ceowulf. Your preexisting relationship with both gives this arc an advantage over others where it doesn’t have to establish too much all at once, as well as it starting off with you already having a personal connection of some sort with the main cast. Still, each set piece here is strong enough on its own –
  1. Eivor & co. join to negotiate peace with King Rhodri. She can offer 600 silver to whomever she chooses to try and quell the peace talks. Each option is mired in obscurity, has obvious pros and cons, and plenty of uncertainty. It felt impactful, difficult and nuanced.
  2. After peace talks go sour with Ivarr’s outburst, Eivor, Ivarr and Ceowulf sack a village under Rhodri’s control. It’s brutal and takes a long time to burn (on purpose!). You then fight a huge party of Rhodri’s men. The whole scene feels vile, over the top and harsh (on purpose!).
  3. The twist is that Ivarr kills Ceowulf in cold blood to earn himself the opportunity to get his own revenge on Rhodri — only revealed after you sack Rhodri’s fort (after reaching peace with him). A brutal blood eagle from Ivarr and the game’s best boss fight ensue.
It’s close between the top 3, but this is the best arc in the game, for me.
For once, the game forces you to face the trail of bloodshed and destruction your ‘pacifying’ of England has left in your wake. Additionally, the ambiguous decision-making process in negotiating peace, the brutal village burning sequence, the tangled web of Ivarr’s relationships and motivations, the twists of the peaceful alliance and Rhodri’s fate, and finally, the Ivarr boss fight are just too good all in tandem to not take first place.
--
I’m conflicted looking back on these.
There’s many that feel even more empty than I remember them being now that I draft them as text. However, a surprising number of highly-rated arcs aren’t actually part of the main quest.
Ultimately, I’m left bewildered at the scale and scope of the epic that this game took me on. I was so fatigued by the end of it, but in hindsight so happy I completed it.
submitted by TheBlaringBlue to assassinscreed [link] [comments]


2024.05.14 15:11 inkhonclusive [ONline][EST][5e][Homebrew][Roleplay Heavy][Low Fantasy] - Seeking Sorcerous Survivors

Pitch
Recruiting 4 Sorcerers (Magic not from entity or study) Only;
Thou were not born of thy own choosing
Whence you grieve, cry, or laugh
Tis as if you bring tragedy, rain or sunlight
Unexplained happenings follow you
And if anyone knows what you really are
They will kill you ..
Hide yourself, and silence your heart
Hunters seek those like you for in this world
.. You are monsters
Our story begins with the plights of your characters and how they were able to overcome them .. Or how they were succumbed to
You discover the nature of your afflictions .. And now you must survive
The world hunts sorcerers like dogs hunt confused and lost birds
But if a lost bird lives long enough to be found. It may spread it's wings and fly
Good luck
Introduction
Hello, my name is Inkh-Su (인수). I have been roleplaying since 2009 and started playing D&D 2018. I am hoping that you will be interested in my homebrew world of Myhrr. It is a work of consistent passion. I have passed 50 pages of content and have handcrafted over 30 explorable cities, tile-by-tile.
Myhrr is a living world developed by the DM, and a story lead by the players.
I prefer players who want to emotionally invest in NPCs, their party members, and their own characters. My aim is to naturally draw characters together into an interweaving story of relationships, action, and heroism.
My five main inspirations are The Books of Magic, Berserk, Merlin, Odin Sphere & The Last Unicorn.
I adhere to rules that maximize your exploration and sense of curiosity. I don't try to predict players, I just adapt to their actions. I study player strengths & weaknesses to spotlight them and write a balanced story. Depending on backstory, I grant geographical, social, and historical information.
Much of the world is a medieval, war-torn, feudalist place that has just found a respite from war. Power wavers with uncertainty, under the constant threat that war will return. Nobles attempt to secure peace alongside bloodstained battlegrounds. Royalty seizes power by sword, flame, accusation and subterfuge.
Whilst the faith in currency is unshaken, Trade is unstable. Promises are rare. The hunt of witches, warlocks, wizards and druids is ceaseless in a war against the unholy forces of magic and devilry.
Myhrr is plagued with economic inequality and xenophobia. Whilst half-orcs, tieflings, and goblins are capable of citizenship they are treated as second class citizens. Faced with the constant truths of their loathsome origins, demonic history, and biological differences they find little respite among other races.
Where half/elves are constantly bombarded with opportunity, these marginalized races find none.
Dungeons in the world are difficult to find. One requires research of the hundreds of books in the world, or a quick tongue and a fast blade, to take such information. Yet there are riches, power, and secrets hidden away behind the abominations of the deep and the traps that lay within. Those who seek answers in the hidden places of the world are at true risk of death or worse.
Think fast or die, traps don't wait and neither do monsters.
The core of every event lies a mystery. A quandary of history, social intrigue and chasing after evidence. Ancient secrets, political dealings, and criminal ones. The world's history is extensive but only a player who wishes to know the lore of the world will discover it.
One of the things I'm proud of in my game are its people. I've been roleplaying for over a decade and believe that every NPC will have more depth than any player will care about. Ingrained into the world and its culture; they have fears, desires and interact with an intelligence befitting of their environment.
Magic comes with a constant emotional and social contract. Only four classes are considered magical. Sorcerer, Druid, Warlock, and Wizard. All other classes use non-magical flavored versions of their spells. Each class uses magic uniquely, yet none of it is as reliable as sword or bow. Magic, no matter it's origin, has a will of its own.
Most cultures believe sorcery, druidry, and wizardry to be witchcraft.
Sorcerers do not have control over their innate power without having control over their own hearts. Druids must build a true relationship with nature and balance. Warlocks are required to debate and negotiate with cruel devils. Wizards are mysterious and grow in power as they follow a path of wonder.
The world has several holidays and I'd love to watch your character celebrate too.
Finally, the game is played with a flowing system of time. Time moves regardless of what your character is or isn't doing. Players who act quickly, describe their actions, act their dialogue and invest their hearts will quickly find themselves escaping the arm of mere RAW rules and mechanics.
I am rewarded by players who will sit after a game and theorize about NPCs, History and Intentions and have plans on how they want to act on the world. Reactive players are alright, but players who develop a judgment and work to act on that judgment are rewarded.
I am also rewarded by characters who act on and with emotionality to NPCs and with each other. My favorite moments are listening to the building moment of character clashes and support when they make discoveries that reveal pieces of themselves and each other.
World:
Game:
Table Culture:
If you're interested:
Send me a chat with
Looking forward to hearing from you : ]
submitted by inkhonclusive to lfg [link] [comments]


2024.05.14 14:29 Vivid_Plastic_741 Strange Humanoid Encounter, Udine, Italy, 1978.

Strange Humanoid Encounter, Udine, Italy, 1978.
Location: Cesariis di Lusevera, Udine, Italy.
Date: End of March/Beginning of April, 1978.
Time: 22:30-23:00 P.M.
On a clear evening between the end of March and the first days of April around 1030pm – 11pm, the witness, Mr. Gianfranco Marocchi, at the time a civil servant in a large company, was driving on the road that goes from Tarcento to Mount Bernadi. He was accompanied by his fourteen year old son and he intent was in going to a location with a certain altitude in order to perform a DX (communication between CB radios) easily. That evening as they passed through the locality of Cesariis di Lusevera they had just been talking about the recent appearances of strange lights in the area, which had occurred a few days earlier when approaching a sharp bend, they saw something bright in the sky. It was a globular type light that was initially intense white in color. Then it gradually became orange, then reddish and brighter. As it got closer it grew in size and descended until it disappeared behind a nearby hill – it seemed ot have landed about four hundred meters from them. Amazed, and no doubt curious, Mr. Marocchi stopped his car on the side of the road and went out with his son. Alone, he then prepared to climb the slope which led to the top of the hill where a plateau stretched. As he walked, he saw in front of him something luminous which apparently appeared to be a formless light, advancing towards it, he noticed that it was in fact a very tall being, about two meters in height, with imposing wide shoulders, and wearing a luminous suit. This suit was made of a shiny silver combination comparable to ‘medieval armor’ but lighter and more sparkling in appearance. The witness said that it looked like a wide-mesh grid, like intertwined wire. His impression was that the fabric transmitted light by itself instead of reflecting it (as the only light source in the surroundings was far away, behind the entity and not in front of it). The shit had no folds and appeared to be assembled in pieces and it was connected to a helmet by a sort ring. The helmet was also luminous but not transparent so that he could not see either the head or its facial features. The shoes, which the witness had difficulty in remembering, seemed to be nothing special, perhaps they were part of the suit. He took a better look at the hands, which were covered in silver-white gloves, and as we shall see, they will play an important role in the story. The being advanced in a rather upright position, with an automaton like gait, with a slow and heavy step and it did not bend its knees much as humans do. As they approached each other, Mr. Marocchi instinctively raised his arm (much smaller than the being’s) and held out his hand to greet the being. It was at this moment that something particularly bizarre happened to him. He thought someone was sending images of visions into his brain because he could see some sort of classic spaceship in the shape of a hat with a very bright section on the top that varied from orange to blue, and blue around the edges. From the lower section of the object came out solid beams of light which apparently served to transport its occupants in and out. He thought that the object used light as a form of ‘energy.’ All of this lasted a short time. Now facing each other, their right hands almost came to touch and it was then that the event occurred which had serious consequences for the witness. From the gloved hand of the being (covered in a smooth fabric) escaped white color sparks blue around the edges. These sparks were numerous and seemed to attract the hand of Gianfranco who became frightened. Noticing that his right hand seemed to light up in turn, he grabbed the alien’s left hand in order to detach himself from it. The being took a few steps back, turned and walked away. At the same time, Marocchi quickly went back to the car where his son had been waiting for him and from where he had witnessed a large part of the events. Once back in his vehicle, Mr. Marocchi was about to start the engine when he noticed beyond the hill that the luminosity had increased, illuminating the whole area. The UFO then rose rapidly, paused for a moment, and set off again, in the direction from which it had come, or northeast. At this moment, the witness looked at his hands and was horrified. Both of the palms looked mottled. The skin was peeling off and the flesh was an ‘impressive’ purplish red color. Until then he hadn’t felt any pain, but later awoke in the middle of the night feeling extreme pain. Despite the creams and remedies, these pains persisted and the wounds did not heal. He didn’t tell anyone what had happened to him. Not even his doctor, for fear that he would not be believed, or worse that they would make fun of him. After about a week a postman rang at his house, it was a much taller man, not the usual postman. He made him sign a receipt and delivered a small anonymous package. The latter was provided with the normal strings and seals but there was no stamp or sender’s address. Inside he found a small box containing an ointment and a handwritten note detailing the dosage. There was even advice on how to destroy any excess cream. The medicine proved to be very effective, and after two or three days the wounds began to heal and the skin to grow back. The unused ointment the witness said, he threw away. At the time it seemed like the best thing to do. During that time he also received a visit from two strange characters who arrived on board a black Jeep, they were dressed in black, tall and very similar to each other. In fact Marocchi said that they were almost ‘photocopies’ of each other. After ringing the bell, they told his wife that they wanted to talk to him about what had happened. Marocchi refused, but was surprised that someone could have been made aware of the episode. Who? And How?. Later at other times he noticed that he was being followed by mysterious tall men dressed in black. He frequently suffered from nightmares at night, and in his half-sleep he believed he was receiving messages directly in his mind which told him that the extraterrestrials would come again to give him proof that what he had experienced was real and not the fruit of his imagination.
Source: Richard Hall, Mufon Journal # 153, Professor Antonio Chiumiento, “Extraterrestrials: 60 witnesses” pp. 76-79.
The Source of the Humanoid Sketch is from UFO e Alieni in Italia. (Moreno Tambellini).
submitted by Vivid_Plastic_741 to Humanoidencounters [link] [comments]


2024.05.14 12:31 LionheartSilverblade Theorycrafting: Is the Caltrops Backward Leap Animation Lowering My DPS?

Theorycrafting: Is the Caltrops Backward Leap Animation Lowering My DPS?

TLDR

  • When you cast Caltrops, you swap to your ranged weapon, thus the time taken to cast Caltrops depends on the type of ranged weapon equipped, not the current weapon you're wielding (i.e. bow Caltrops executes faster than crossbow Caltrops).
  • Caltrops casts about 13% to 21% faster when it is cast after a Core skill instead of a Basic skill. Best time to cast Caltrops appears to be after Core skills.
  • Attack speed makes Caltrops execute faster and waste less time when you could have been throwing out much stronger attacks. Depending on your overall attack speed, you will lose between 2% to 9% DPS due to adding Caltrops to your attack rotation.
  • However, this DPS loss is more than compensated by the massive damage bonus granted by Caltrops itself and its supporting effects including Deadly Ambush legendary node and Ambush glyph.
  • Consider adding Caltrops to your attack rotation especially for enemies that will be alive for at least 7 seconds.

Intro

Caltrops can provide substantial damage buffs:
  • Between 10% and 45% multiplicative damage bonus the longer the enemy stays in Caltrops.
  • Either Chill effect or 10% critical strike chance against vulnerable enemies.
  • Deadly Ambush legendary node giving 22% multiplicative critical strike damage bonus to trapped enemies.
  • Ambush glyph giving 10% multiplicative damage bonus to trapped enemies.
However, some players (including myself) find the backward leap animation annoying:
  • Takes a seemingly long time to execute and you can't attack while leaping.
  • Puts you at a distance from the enemy, causing you to waste time walking up to the enemy again if your build performs best in melee range.
I wanted to have some quantifiable numbers to understand how much DPS is lost due to the backward leap animation.

How Much Time Does Caltrops Take to Execute?

This is a video to show how the Caltrops animation frame data is collected. I tested using the Basic skills Heartseeker and Puncture, and the Core skills Rapid Fire and Penetrating Shot. All attacks are done at standard 100% attack speed with no bonuses.
https://www.youtube.com/watch?v=RX-tMI8_a4A
I start the stopwatch at the start of attack 1, then I cast Caltrops, then I stop the stopwatch at the start of attack 2. In other words, I'm measuring the total time taken of 1 attack plus 1 Caltrops.
Based on my previous animation frame data collection (https://www.reddit.com/D4Rogue/comments/1cmcf2j/analyzing_animation_frames_data_to_answer_my/), I have information about the number of frames taken by Heartseeker, Puncture, Rapid Fire and Penetrating Shot when cast individually. I subtract this number from the above 1 attack + 1 Caltrops to obtain the number of additional frames due to Caltrops.
One interesting observation from the video is Caltrops is cast using your ranged weapon, not your currently wielded weapon. If you were casting dagger Puncture, you will see that you first swap to your ranged weapon before Caltrops is cast. In other words, Caltrops execution time depends on your equipped ranged weapon speed.
Here's an example to help you interpret the table below:
  • I cast bow Heartseeker and immediately use Caltrops. The total frames taken is 86.
  • I previously measured that each Heartseeker takes 30 frames when cast individually.
  • Therefore, Caltrops added 86-30 = 56 additional frames, which is about 1.07 attacks per second.
  • Comparing to bow weapon speed of 1.1, Caltrops appears to be 2% slower. I would round this to 0% since it's a small number, so Caltrops is casting at the same speed as the bow's weapon speed.
https://preview.redd.it/bgrqn0n28d0d1.png?width=918&format=png&auto=webp&s=6b7b556e79ccf70c27aa96fc08d229c73225ef3a
Notice that Caltrops somehow casts faster, between 13% and 21%, when the previous attack is a Core skill. Therefore, you will gain a slight speed advantage by casting Caltrops after Core skills instead of Basic skills.

How Much DPS Is Lost Due to Caltrops Backward Leap Animation?

Caltrops has an initial recharge time of 12 seconds without cooldown reduction, or 720 frames at 60 FPS. Let's assume Caltrops takes 55.5 frames to execute on average. This means you are left with 720-55.5 = 664.5 frames to do damaging attacks, compared to the original 720 frames if you didn't have to squeeze in 1 Caltrops cast into your attack rotation. This would be a 664.5/720 - 100% = -8% loss in DPS. Caltrops would need to return to you damage boost of more than this 8% to be worthwhile.
https://preview.redd.it/12aj72ppad0d1.png?width=951&format=png&auto=webp&s=27c7bdfa3f069f0c50e60f9fc6c36fa7f56cbffb
Players can have between 100% and the maximum of 300% attack speed. Attack speed makes Caltrops execute faster, which makes you waste less frames on Caltrops. From the table above, you can see that adding Caltrops to your attack rotation causes you to lose between 2% and 9% DPS depending on your attack speed.
Since Caltrops provides much larger damage boost to negate the DPS loss, it seems to be quite worthwhile to use Caltrops. It's especially useful for tougher enemies that would be alive for at least Caltrops' initial duration of 7 seconds before considering temper affixes.

Limitations

I assumed that attack speed will linearly reduce Caltrops execution time and did not collect animation frame data when attack speed bonus is more than 0%.
I also did not factor in the time it takes for melee Rogues to get back in after leaping backwards, which will result in slightly more DPS loss.

Conclusions

In my opinion, the backward leap animation of Diablo IV's Caltrops is rather annoying compared to Diablo III's instant-cast at-your-feet Caltrops. However, since Caltrops provides a substantial DPS boost by itself and with Deadly Ambush legendary node and Ambush glyph, I would definitely incorporate it in my build and attack rotation especially for pit boss fights.
submitted by LionheartSilverblade to D4Rogue [link] [comments]


2024.05.14 09:40 adulting4kids Commandments of Writing

The Art of Deception: Crafting Characters That Lie, Cheat, and Steal Your Reader's Hearts
My dear young storytellers, it's time to enter the realm of the truly delicious: the art of creating characters so real, so vibrant, so delightfully flawed that your readers will desperately want to grab them by the shoulders and either shake them or offer them a hug (and possibly a strong drink).
Commandment #11: Heroes Are Boring (Embrace the Anti-Hero)
A flawless, always-do-the-right-thing hero makes for a rather dull story. Give your characters some baggage to unpack, some questionable decisions in their past, a healthy dose of selfishness or a pinch of cowardice. These are the cracks where the light of redemption gets in, the flaws that make them relatable…and infinitely more interesting.
Commandment #12: Your Villain Is the Hero of Their Own Story
Nobody twirls their mustache and cackles, "Mwahaha, I am evil!" A truly compelling villain genuinely believes they're the good guy. Give them a motivation that the reader can almost understand, a twisted logic that justifies their actions. This makes them far more chilling and harder to defeat.
Commandment #13: Minor Characters Matter (No Cardboard Cutouts Allowed)
Even the grumpy barista who serves your protagonist a double-shot of reality can have a spark of personality. A unique detail, a snappy line, a hidden backstory hinted at in a single gesture – this brings your fictional world to life. Remember, everyone is the star of their own narrative.
Commandment #14: Dialogue Is Not Just Talking Heads
Dialogue is a weapon, a seduction, a tool for revelation. It should reflect your characters' personalities, reveal their hidden motives, and advance the plot all at once. Make your characters' voices as distinct as their fingerprints. Study how people really talk – the pauses, interruptions, the unspoken words lingering between the lines.
Commandment #15: Actions Speak Louder Than Internal Monologues
Sure, internal monologues can be great, but don't rely on them to tell the story. Show us your characters through what they do, what they choose, and what they desperately try to hide. Actions leave far deeper impressions on a reader than pages of introspection.
World-Building for Beginners (and How to Avoid Info-Dumping)
Ah, the intoxicating power of creating entire worlds! But beware, young architects of universes, there's a fine line between a rich setting and a dry encyclopedia entry. Let's make sure your readers are booking guided tours of your world, not yawning in the face of a geography lecture.
Commandment #16: Start Small, Expand Slowly
Resist the urge to cram all your brilliant world-building details into the first chapter. Ground the reader in your protagonist's immediate world – their room, their village, their annoying neighbor. Layer in the larger world organically through action and dialogue.
Commandment #17: Sensory Overload (In a Good Way)
Don't just tell us about your world; make us feel it. The sting of salt wind on a sea voyage, the scent of otherworldly spices in a fantastical marketplace, the rough texture of ancient stone beneath trembling fingers – engage all the senses to make your setting come alive.
Commandment #18: Rules Are Made to Be Broken
While consistency in world-building is key, a single, shocking exception to the rules can be magic. Just when your reader thinks they understand your magic system, hit them with the unpredictable. It sparks wonder, curiosity, and those delicious "aha!" moments.
Commandment #19: If It Doesn't Affect the Plot, Chop It
You may have created the most intricate political system in the galaxy, but if it doesn't directly impact your protagonist's struggle, it needs to be edited down. Remember, world-building needs to serve the story, not overshadow it.
Commandment #20: Research Is Your Secret Weapon
Even in the most fantastical realms, grounding your world in some element of reality makes it believable. Research medieval sword-making, Icelandic folklore, or the migratory patterns of butterflies. These real-world details add unexpected texture and believability to your fictional creations.
submitted by adulting4kids to writingthruit [link] [comments]


2024.05.14 09:36 Khorde__the__Husk BattlePostings Game Rules

i like Warhammer 40k, but 40k doesnt afford you the abilty to let you play your own custom character or faction if it isnt up to certain specs in tournaments(lore strict rules). and running an army battle in dungeons and dragons is overly complicated unless you ignore a bunch of rolls and rules.
i propose a blend of both. who's cannon takes place in the cosmos of perspective.
(you make your own faction cannon. )
each unit type has user generated has one data sheet, each named character you have would have their own data sheet.
the models can be 3-D printed or kitbashed, but they must be at 1/36 scale. essentially one infantry= one of those cheap plastic army men standing at 5 cm tall.
from here, this was typed up before today, by a few months. there is no campaign.
but i would imagine a new fandom in table top roleplay would be born regardless
___________________________________________________________________________________________
WELCOME TO BATTLEPOSTINGS T.T.R.P.G.
A tabletop rpg for diy, model painting, kit bashing, 3-DPrinting, and plastic army battling enthusiasts.
all parts of this game are user generated, with the exception of the rules. Though u/Khorde__the__Husk sent this to a bunch of redditors for help in balancing the game and setting up basic play structure.
Things to note:
· You must have one “advisor” per two warlords in the session. Advisors, act as the game master to make sure no one is cheating. If there is confusion on what kind of weapon a unit has in their hands or equipped to their armor, the Advisor has final say. The advisor is supposed to keep the game fair.
· In theory you could have as many players as you want, but no more than four is recommended because turns consist of multiple phases that are meant to organize the battle strategy for each player.
· Players are encouraged to kit bash, 3-D print, or purchase traditional plastic army men. For the sake of scaling, follow the scaling of the image below. But you must have your own general. It is recommended that your general be unique, make it yours. Have fun.
· Players can make their own campaigns and lore. Such attempts are encouraged. For the purposes of release, you can follow the campaign I have written.
· For any session, you will need a handwritten or typed general’s reference stats Dossier, 1D20, tape measure, and an army of which you will fight with. (painted)
· When rolling on a check, higher is always better. 20 is always a success
· Your armies stats are fixed and defined in this document. Your general’s stats are dictated by the roll of a 1d20. These stats are:
o morale
o Movement speed
o Accuracy
o Health points
o Punch
· Turns are split into phases.
o bombardment
o Movement
o Attack/counter attack
· The different types of units are:
o Infantry
o Armor
o Airborne
o B.A.M.(BIG ASS MACHINES)

· We play at a 1/36 scale. All models are at that scale.
make your own terrain and cover. kitbashing, 3-D printing encouraged. terrain is the battleground, the floor the pieces and obstacles stand on. obsticles can be anything. debris, nature, etc. obstacles are cover. if an attacking piece can see the defending piece in its entirety, the defending piece is in the open. if the defending piece is partially seen by the attacking
· Ability checks logic below:
20=crit hit/sucsess
1=jam(gun)/woopsie(melee)/crit fail
To succeed , a unit must roll their combined ability score. This is their base ability +general ability. Debuffs such as kickback only are applied to whatever you rolled when you roll for an ability check.
Regardless, the fundamental rules of this game will apply to your creations. these are an assortment of rules designed to keep the game fair and guard against unfair players(referred to as God-Emperors or God-empresses) and hopefully combat power creep.
Now lets expand upon these ideas so you can have fun kit-bashing and army smashing quicker.
GENERAL’S (named character) STAT DOSSIER
Your army’s stats are based on your general’s stat Dossier. The leader of a nation is oft a good indication of how high of a quality their army’s going to be.
The first thing you should write is your general’s name, then write their bio. Their bio includes their background, their homeland, what politics are involved (if any). It is not recommended that you write a novel, you have a game to play. What are the weapons that your general will have on their person? What are their character traits? How will those traits affect how the game is played?
The next thing to do is to make a picture of your General that resembles the piece you kit-bashed for your general to be. It can be menacing, wholesome, serious or whacky. As long as the design choices resemble what your army has for their design and your general’s character traits. It doesn’t have to be hand drawn. A photo of your piece will suffice. no general may have a skill number higher than 16.
ARMY STAT DOSSIER:
what good is a king without a kingdom?
terrible.
each type of unit gets one ARMY STAT DOSSIER. you can have as many scout infantry you want, but you need a dossier on how they are deployed, what weapons they use, and most importantly, THEIR STATS. make sure your unit type description is comprehensive including what styles of combat they are trained for. this could influence your decisions on how you play. give them lore for shits and giggles. no unit may have a skill number higher than 15.
WEAPON STAT DOSSIER
this is the list of weapon types and their ability modifiers.
when attacking bare handed, you go by your unmodified stats.
STATS EXPLAINED AND BORING SHIT
Now comes the part with the dice. You only need 1d20. This is to reduce the confusion.
· Morale
Rolled by 1d20, checked by 1d20 per unit.
Morale is basically moral law. How far will your troops go to follow your orders? If your morale over a given unit is 1, the unit in question is shell shocked for one whole turn, to be marked with a yellow slip. If your unit is shell shocked, it is traumatized to where it cant follow any orders on the next turn. If for some reason the morale hits 0, that unit defects and must be marked with a red token. Units that defect are now under control of your enemy. If defected units hit 0 authority again, it simply dies. Suicide. Cowards way out.
The Morale that your general has over friendly units is base unit morale +the general’s modifier. Your general’s base Morale is the number you rolled the 1d20 for. If for any reason your general’s morale score goes below 0, the general must rally all nearby troops (within 30cm) to protect the general for one turn on the next turn. If your general’s morale hits zero, you get shell shocked, and your general cannot take action for one turn and if your general was within line of sight of any other allied unit, the observing unit cannot take action either.
· Movement Speed
Rolled by 1d20, measured by cm on a measuring tape or meter stick because inches suck.
Movement speed is how much ground a given unit can cover. Unless your object has a punch score higher than the hp of an obstacle, or can fly, you will have to go around the obstacle. There are exceptions. If the obstacle is below the knee of an infantry unit, the infantry or whatever can climb over at the cost of the individual unit climbing modifier.
The base movement speed of your general influences the movement speed of your troops. To find a troops total movement speed:
Your unit’s base movement speed + your general’s base movement speed = total troop movement speed. See army stat dossier or named character stat dossier.

· Accuracy
Rolled by a 1d20, checked by 1d20 per unit
Accuracy must be rolled every time a unit attacks an enemy unit.
Accuracy is basically the chance of your selected troop hitting their targets. Different weapons and vehicles have different accuracy modifiers(aka kickback or x-range), and different types of troops have different base accuracies. Accuracy can affect enemy/friendly Health points or morale. If a shot hits near enough to a troop, or makes a kill close enough to another troop, the troops affected must undergo a morale check with the exception to nearby friendlies of any troop who gets an enemy kill.
Explosives and artillery have an area of effect. any troop within the inner blast radius (with the exception of troops behind sufficient cover) is dead. Any in sufficient cover, or within the outer blast radius must make a morale check. Sufficient cover is a piece of the environment which has an assigned hp that is higher than the punch of an explosion.

Small arms fire requires line of sight for targeting. The path of bullets is a straight line, keep this in mind when deciding collateral damage. Friendly fire is a thing and it is a war-crime. If you want to play nightmare mode, your general gets summoned to a military court tribunal and executed if three friendly troops or more die as a result of friendly fire that occurred by your command.

Melee combat can only be conducted during movement phases. If its melee vs gun there is the variable of line of sight. If the melee unit is within line of sight, the gun unit has advantage. If the melee unit is outside of line of sight of the gun unit, the melee unit has advantage.
To find your troop’s accuracy:
general’s base accuracy+ troop base accuracy- kickback. The higher the accuracy the better.

· Punch
Punch is how much damage a unit causes to another unit or object should they pass their accuracy check. Different weapons pack a different punch. Remember to add their bonus to the punch check roll.
When attacking an obstacle or object, units must roll against the hp of the object. If the roll lands on a number that meets or beats the hp, the object or obstacle is destroyed.(marked with red sticky note and can be traversed as if the object was destroyed. Bullets pass thru within reasonable trajectories, no ricochet)
When attacking units, whatever is rolled is subtracted from the victim’s hp. The victim can only move at half of their normal movement speed afterward.(treaded, wheeled, and airborne vehicles excluded from the debuff even if they are hit. They are treated as obstacles with the addition of the passed accuracy check requirement.)
· Health points(hp)
Health points are what determines how close your units or general is to kicking the bucket. In any game mode, If your general kicks the bucket, you lose. If you have no units other than your general, you lose and your general must go into hiding. each unit and general may have no more than 10hp. powercreep is bad
UNIT CLASSES
Unit Classes are determined by how big the individual unit is, and how it traverses the battlefield. The smallest and most common all the way to the biggest and most intimidating of units are all fit into several categories by what they look like. To solve disagreements on what class your unit is, the advisor has final say. Disagreements should be easy to avoid if you design your units properly. It would be useful to stick to a theme. Candy punk, steampunk, horror, medieval, sci-fi, and historical designs are all fine, you could even come up with your own. A theme will be better for discerning friendlies from you enemies. At the same time, make your units discernable enough that players and especially advisors can easily determine what classes your units are.
· Your general/warlord, whatchacallit
Your general is the most valuable unit because it is what you have to control your forces. Without a wise and strategic leader, your forces will fall into disarray and you will lose the war. You can only have one general, and you made it yours. Kitbashing and 3D printing would likely be your most common means of gaining a general. They must take resemblance of the general on your general stat dossier they can swim in water terrain for two turns before they drown.
· Infantry
The easiest to acquire and kit bash. This allows for vast hordes of infantry, or small fireteams, or something in between. Find your play style. Your infantry should be as tall as the plastic green army men in the image below. These men and women are the bravest of them all.
they can swim in water terrain for two turns before they drown.
· Armor
Mainly made up of vehicles and smaller mechanical suits, must be land based. Expect tanks, jeeps ,Humvees, calvary mounted animals etc. here is an image I ripped for scale as to the largest example of armor you can have. Not my drawing. Its basically the largest tank ever built replace the man in the image with one infantry and you have your scale. Or 0.283333333 m* 0.283333333 m *0.5m
these machines will break down in water terrain.
· Airborne
Airborne units can only fly. They can drop bombs, airdrop armotroops, and attack up to one target per gun that the aircraft is equipped with(within range) as they move. Their biggest weakness is anti-aircraft weaponry and enemy aircraft weapons. How big can an aircraft be?
2.44 meters. X 2.44 meters by 0.60 meters is your maximum for all airborne units.
any airborne that fly like a plane have a +4 to their movement stat but can only bomb ground units 15 cm in front and attack any unit that is in front of it
anything that flies like a helicopter does not have this buff or debuff, they can shoot at any target, but can only use missiles for up to 15 cm on ground units.
NAVAL VEHICLES
Naval vehicles can be big or small, but they can only operate in the designated water terrain area. they can carry troops, they can fire artillery, depth charges, missiles, torpedoes, and submarines can hide below water for three turns before air runs out. but they can be spotted by sonar. if a submerged vessel is within 10 cm of an enemy surface or submarine vessel, the enemy vessel can act as if they know where the submerged vessel is even if the submerged vessel is still submerged.
· B.A.M. ‘s
Big Ass Machines are basically giant robots and massive land ships. These can be Game breaking depending on how you build them and how big you build them. They can fire upon one target per weapon. how big Can these be? They cannot be more than 1.5 meters tall or take up a ground area larger than 4 meters. Players are not allowed to use functioning motor vehicles including, but not limited to cars, trucks, busses, etc. rule of thumb, if you can ride it, you can’t play it. It might as well be just fan art. The maximum distance these can move at any time is 2000cm. to move these, they must make a special movement check. War machines of that size can get stuck easily, so subtract your general’s movement speed from your final roll on each check. If they are larger than the specified limits, you’ve built a giant immobilized obstacle for one turn.
Mobile terrain essentially is a whole battlefield or obstacle of its own. The biggest difference is that anything other than B.A.M. compatible units that are attached to the B.A.M'S can’t be removed from the B.A.M.'S. Artillery such as main guns can’t move, only rotate. same with S.A.M.S. , C.R.A.M.S., and anti aircraft weaponry.

EQUIPMENT AND ARMAMENT
Guns and RE’S(ranged explosives)Require a reload period(one full turn) every so often. Dual wield is an ability that is only applicable to infantry equipment . dual wield only applies when two identical weapons are in both hands of a single unit. Range is how far a weapon can fire before a debuff is added to your accuracy roll. For every 10 cm beyond the stated range, an x-range debuff of -1 is added.
Overheat can only occur on weapons that are labeled with overheat. Every time a gun with overheat is about to fire , a coin must be tossed. If the coin lands on heads, the gun overheats. Overheating will cause the unit to explode. The explosion will deal 1d20 damage to anyone/anything within a 6 cm radius. You only need to roll once.
Cone is a special debuff. Weapons with cone Can only fire at sequential targets within 25 degrees of original target.
im having trouble with deciding the individual weapon stats. so ive decided that i am going to leave those up to you. (the moment i hear people are getting into fights IRL, i will be putting in an elaboration which will settle all disputes regarding equipment and artillery... and i wont be happy about it.)
players are encouraged to record their battles in battle reports and post it online in their relevant subreddits. if they win/lose, then the player is encouraged to come up with a lore reason for any change in tactics, named characters(generals), or stats.
an army is considered overpowered if they can take out all opponents in as little as 10 turns. they must be nerfed if this happens. dont forget to add a lore reason for this occurrence in the battle report.
unlike overpowered, underpowered armies can be taken out in 10 turns. they must be buffed if this happens. dont forget to add a lore reason for this occurrence in the battle report.
this is sci-fantasy/high fantasy, battles are supposed to be epic and economically exaggerated.
write the name of the weapon, the type of weapon.(melee or gun) and its accuracy and punch modifiers.(bare hands is melee and equal to. magic is gun)
spells must be vetted in good faith by advisors prior to the game to prevent game breakage. spells may not kill units or generals in one blow. spells effects can only last one turn unless its a healing spell. healing spells cannot heal more than 5 health points at a time per unit. write out the spells you have for your units and have them vetted by an advisor, advisor will determine gamebreakability of the spell. if spell is determined to be game breaking, mid game, the advisor will have the offending spell removed and the turn undone. at wich point the offending player effectively must alter their strategy in the spirit of good sportsmanship.) There are three approved arcane focuses, wands, staves, and hand casting, (one must not make them look like the caster is going to punch something, have them hold an orb or something.)
(the moment i hear that people get into IRL fights over spells, i will make a list of approved spells and a LONG LIST of forbidden spells. and no one will be happy. )
THE MOST IMPORTANT RULE
Dont be a dick, be a good sport, and have fun.breaking thegame intentionally is a dick move. advisors are encouraged to post their reports of game breaking spells so it may help me in the event Khorde__the__Husk has to revise the rules.
submitted by Khorde__the__Husk to Battlepostings [link] [comments]


2024.05.14 07:22 ElectronicBoot9466 Throwing Weapon slow build

Here's a build I made heavily capitalizing on the OneDnd weapon masteries. The idea is to attack the strongest melee monster in combat to slow down its approach in the party so that the rest or the party can take care of the scrubs first before taking on the big guy. This also deals decent damage to said monster so that it goes down fairly easily once it does get to the party.
-Ancestry: Wood elf and take the alert feat. Throwing weapons don't generally have as good of range as normal ranged weapons, so the extra 5-15 feet of speed will help you to run forward, attack and step back. Alert is there to assure you go before your enemies so that you can delay their movement towards the party before it begins.
-1st level: Fighter. Choose the dueling fighting style and the Trident, Javelin, and Handaxe weapon masteries. Try to guage when monsters have high and low strength. When they have low strength, attack with a trident to try to topple them. When they have high strength, don't risk it and attack with the Javelin to slow them. When you don't care about slowing enemies, attack with two handaxes for a little extra damage. When a monster has 30 feet of movement, you can reduce their speed to 20 or 15 feet when you hit them.
-2nd: Fighter. Action surge can be used to either slow/topple two targets or attempt to slow/topple a target again when you miss/fail.
-3rd: Fighter. Take Battlemaster as your subclass. Take pushing attack, Precision attack, and menacing attack. When you succeed a pushing attack and a topple with a trident, then a monster with a 30 foot speed can only get back to where they were standing the turn prior with their movement. And obviously if menacing attack procs, then they can't move move towards the party at all until their next turn.
-4th: Fighter. Take charger to get STR to 18 and for extra pushing. If you push a monster 10 feet and topple them, they'll only be able to gain 5 feet from their previous turn. If you proc pushing attack as well, then even after their full movement, they still lose 5 feet.
There's no weapon masteries you particularly need right now, but sap is a nice defensive mastery at this level, so you might as well grab mastery in spear.
-5th: Fighter. With 2 attacks, you can use both trident and a javelin to both slow and topple an enemy. With the 10 foot push from charger, if slow and topple both proc, a monster with a 30 foot speed with gain 0 feet after using their full movement. If you use pushing attack as well, then they will lose 15 feet after full movement.
-6th: Fighter. You don't want to just push STR to 20, because you'll be taking Dual Wielder at 8th level. That said, no other feats are particularly needed for this build, so it's your choice between Athlete, Heavy Armor Master, or Sentinel, depending on what your party needs to get your STR to 19.
-7th: Fighter. The knew version of Know your Enemy is good, though it doesn't change this builds strategy at all.
Also take trip attack and rally. Trip Attack is weird, as you have to declare it after your attack hits, and presumably before the enemy makes their save against topple, so you should use it when you just really want to make sure an enemy falls prone. Use rally whenever you're about to take a short rest.
-8th: Fighter. Take Dual Wielder and push STR to 20. It will become relavent next level.
-9th: Fighter. Change dagger's mastery to slow and spear's mastery to push. Also, swap out dealing fighting style with two weapon fighting. Now, you can attack with a spear (push), then a dagger (slow), then make a bonus action attack with your trident (topple). If all of them proc with charger, then the monster will lose 10 feet, even after using their full movement. If used with pushing attack, then the monster loses 25 feet, even after using their full movement.
Also, swap out your javelin mastery for handaxe mastery and change it to nick, so if you need to use your bonus action on your turn for second wind or know your enemy, you can still throw a handaxe after firing your hand crossbow for the extra damage.
-10th: Fighter. Pick up rapier weapon mastery so that when you just need to do melee damage, you can benefit from vex.
Also, while there are some good battlemaster maneuvers like parry and riposte thatmake good use of your reaction, pushing attack and menacing attack are really important to your battle strategy, and tripping attack is still a good option for when you aren't trying to slow enemies down. You should take one of them so that you have both for later, but I recommend taking Commanding Presence or Tactical Assesment as your second, as they are less likely to compete for the same resource pool at the same time.
-11th: Fighter. 3 attacks means more pushing, or an increased chance of procing slow. Monsters with 30ft movement now lose 20 feet after using full movement and 45 feet if you use pushing attack. If you don't actually need to do that much pushing, then choose the damage from charger instead of the push.
-12th: Fighter. This is sort of a free feat, but also we all know it's time for resilient (wisdom)
-13th: Fighter. If you miss with an attack, you should make your next attack with a dagger, as it is more important to proc slow than a push, as reducing a creature's movement speed also affects how much movement they have when they stand up from prone.
-14th: Fighter. Extra feat. By this level, it should be clear what is needed for your party or campaign. My best guess is that this will most often be Sharp Shooter to help with the poor range of thrown weapons. I heavily considered multiclassing at this point, but relentless is just too good to delay.
-15th: Fighter. Relentless is phenomenal. Now you can push enemies up to 50 feet, reduce their movement by 10, and knock them prone every round at no resource cost. Of course that is the best case scenario, but you have to have a very bad round for a large or smaller monster to be able to make any ground on your party. And by using pushing attack as an actual maneuver, you can likely consistently keep two monsters away from the party for a round.
Also, take Ambush at this level for a permanent +1d6 to all initiative rolls on top of the +5 you have from alert at this level.
-16th: Barbarian. Slow and Topple can only proc against an enemy once per turn, so another action surge and an eventual 4th attack aren't benefiting us as much as extra accuracy would, so you're going to start taking Barbarian levels. However, the first level of Barbarian doesn't really get you much, as you won't want to spend a bonus action to rage that often, and you already have all the weapon masteries you need.
-17th: Barbarian. Reckless Attack is the reason you're taking Barbarian levels. Advantage on every attack means you are significantly more likely to proc all of your abilities.
-18th: Barbarian. Which subclass you take will depend on whether or not other party members have easy access to giving the party temporary hp. If not, Wild Tree has a wonderful ability that can make you are your party sturdier that is worth the use of the bonus action. If so, then Berserker adds enough extra damage to make raging worth it.
-19th: Fighter. Another feat. Probably lucky, if you didn't take it at 14th.
-20th: Although the extra action surge doesn't help you with this fighter build as much as others, extra damage is still always valuable. Especially since you're generally going to be attacking the strongest monster in the room.
submitted by ElectronicBoot9466 to onednd [link] [comments]


2024.05.14 06:15 floralgarag A Fresh Start: The Significance of Graduation Bouquets

A Fresh Start: The Significance of Graduation Bouquets
Graduation is a milestone worth celebrating, and one of the most enduring traditions associated with this achievement is the graduation bouquet. These floral arrangements hold deep symbolic meaning and play a significant role in the graduation ceremony and festivities. Let's delve into the world of graduation bouquets, exploring their history, symbolism, types, and how to choose the perfect one for your graduate.

History of Graduation Bouquets

https://preview.redd.it/vk6q5kp7ib0d1.png?width=1200&format=png&auto=webp&s=1f950d07247657129196798532e07f45ea6ce1bf
The tradition of giving flowers to graduates dates back centuries, with origins in ancient civilizations. In medieval Europe, graduates were awarded floral wreaths as a symbol of their academic achievements. Over time, this practice evolved into the modern-day graduation bouquet, consisting of a variety of flowers and greenery.

Types of Graduation Bouquets

Today, there are various types of graduation bouquets to choose from. Traditional floral bouquets are a classic choice, featuring a mix of flowers like roses, lilies, and carnations. However, non-traditional options such as edible bouquets made from fruits or candy, as well as balloon bouquets, have also gained popularity.

Symbolism of Graduation Bouquets

Flowers have long been used as symbols of new beginnings and achievement. In the context of graduation, they represent the graduate's growth, resilience, and future possibilities. Different flowers carry different meanings; for example, roses symbolize love and admiration, making them a popular choice for graduation bouquets.

Importance of Graduation Bouquets in Celebrations

Graduation bouquets hold great emotional significance for both graduates and their families. They are often presented to graduates during the ceremony, serving as a visual representation of the support and pride felt by their loved ones. Additionally, they add a touch of elegance and beauty to the occasion.

How to Choose the Perfect Graduation Bouquet

When selecting a graduation bouquet, it's important to consider the graduate's preferences. Take into account their favorite flowers, colors, and overall style. If you're unsure, opt for a timeless and elegant arrangement that will complement their graduation attire.
Floral Garage Singapore helps you by giving you the option to choose your favorite flowers, as they have different types of flowers and also have free same day delivery.

DIY Graduation Bouquets

For those who prefer a more personal touch, creating a DIY graduation bouquet can be a rewarding experience. You'll need flowers, greenery, floral tape, and ribbon. Follow online tutorials or let your creativity guide you to craft a one-of-a-kind bouquet for your graduate.

Top Trends in Graduation Bouquets

Modern trends in graduation bouquets include minimalist designs, monochromatic color schemes, and unconventional floral choices. Additionally, incorporating personalized elements, such as photos or meaningful trinkets, into the bouquet has become increasingly popular.

Eco-Friendly Options for Graduation Bouquets

For environmentally-conscious individuals, there are eco-friendly alternatives to traditional bouquets. These include bouquets made from sustainable materials like recycled paper or fabric, as well as potted plants that can be replanted after the graduation festivities.

The Future of Graduation Bouquets

As society continues to evolve, so too will the traditions surrounding graduation bouquets. Future trends may include technological advancements such as LED lights integrated into bouquets or cultural influences shaping the choice of flowers and designs.

Conclusion

In conclusion, graduation bouquets are more than just beautiful floral arrangements; they are symbols of achievement, hope, and new beginnings. Whether you opt for a traditional bouquet or a creative alternative, the gesture of giving a graduation bouquet is a meaningful way to honor and celebrate the accomplishments of a graduate.

FAQs

What is the significance of giving graduation bouquets?

Graduation bouquets symbolize achievement, growth, and new beginnings. They are a heartfelt way to congratulate someone on their academic success.

Can I customize a graduation bouquet to include specific flowers?

Yes, many florists offer customization options for graduation bouquets. You can choose the flowers, colors, and arrangement style to create a personalized bouquet.

Are there any traditions associated with the giving of graduation bouquets?

In some cultures, it is customary to give an odd number of flowers in a bouquet, as even numbers are associated with funerals.

How long do graduation bouquets typically last?

The lifespan of a graduation bouquet depends on the flowers used and how well they are cared for. Generally, they can last anywhere from a few days to a week or more.

Are there any superstitions or beliefs related to graduation bouquets?

In some cultures, it is believed that placing a bouquet under your pillow will bring you good luck and pleasant dreams.
submitted by floralgarag to u/floralgarag [link] [comments]


2024.05.14 04:27 Affectionate_Gap6532 weapon tuning that i think might work:

Personal opionion that im really interested to see other peoples reactions and possibly get the devs to react to.
Assualt rifles: Liberator: increase damage to 70 or 75 while maybe descrease rate of fire. Liberator penetrator: increase damage to atleast 60 Liberator concussive: maybe increase fire rate. Tenderizer: it literaly says more stopping power so increase the damage to 80 or so but keep light penetration so slightly more damage then liberator but lower mag. Adjudicator: increase damage to 90 or 100. Reasons: right now the assualt rifles are worthless for the most part...even since day one of playing this game the submachine guns have felt more like assualt rifles.
Marksmam rifles: Honestly keep them how they are they are in a really good spot.
Submachine guns: These feel like assualtrifles and everygame i have ever played submachine guns usually have a higher rate of fire so using these for the first time shocked me. I would maybe suggest lower damage slightly on both but increase rate of fire a pretty good amount which in return would have a slight increase in recoil. After all submachine guns are more ment for close to mid range fights.
Shotguns: The only one that needs a change is the spray and pray Spray and pray should live up to its name and have atleast a damage buff to 200 (192 damage just makes no sense just round it up)
Explosives: Dominator: put it back up to 300 or if that was seriously to strong maybe 290 but it still feels pretty good how it is) Exploding crossbow: im at a loss honestly Eruptor: shrapnel....
Energy based:
Punisher plasma: feels like it was changed for no reason. Bring back the 12 amount count (i think thats what it was at) and the lower rage/projectile speed it was really strong but just had a learning curve now it just feels easy but annoying to use because of low ammo.
scythe: is a long range laser pointer so maybe add a longer range scope
Blitzer,sickle,scorcher are good
These number would of course need to be tested but could lead to a pretty good feel for the game...yes i know the punisher plasma is a more personal opinion.
submitted by Affectionate_Gap6532 to Helldivers [link] [comments]


2024.05.14 04:02 StormSyndicates [M4F] Post Apocalyptic Ideas

When it comes to post apocalyptic scenarios, there’s a ton that can be done, and I’m looking to explore that. Below, I’ll list a few ideas that we can do, but I’d love to discuss those ideas further, build on them, and even hear any new ideas you might have.
Zombie Apocalypse Perhaps this might be overused, but personally, it’s been years since I’ve had a solid zombie apocalypse story, and I’d like to do one again. They can be really fun and in depth, it gives us the option to have just our main characters, or even include some side characters if we see fit. For this, our characters can be strangers, married, whatever we want. Like I said, I’m looking for someone willing to discuss and play these out.
Nuclear Apocalypse Think Fallout, and if you haven’t played or seen Fallout, that’s fine! No knowledge of that is needed since this would be our own original story. Again, we can be whoever we want, in whatever part of the world just trying to survive, live a normal life, and make it to the next day.
Climate Apocalypse Ever seen “The Day After Tomorrow”? Great movie, I recommend it. It’s about the world falling into a state where various weather related catastrophes happen, like multiple tornadoes, floods and rain, and freezing temperatures. It would throw the world out of balance, and force people to survive various harsh conditions.
The Last People on Earth Imagine waking up, and your neighbors, coworkers, and family are gone. For days, even months, you don’t see another soul. But finally, after who knows how long, two people find each other and come to the conclusion that they are the last ones on earth. What shenanigans will they get into? How will they entertain themselves? How long will they tolerate one another? That’s up to us to find out!
Those are all of the apocalyptic type scenarios I can think of at the moment, but I’m open to other ideas! They can be medieval, fantasy, modern, sci-fi, whatever! If none of these ideas interest you, maybe we can create a whole new world, whether it’s post apocalyptic or not. World building is so much fun! See ya soon.
submitted by StormSyndicates to roleplaying [link] [comments]


2024.05.14 04:01 StormSyndicates [M4F] Post Apocalyptic Ideas

When it comes to post apocalyptic scenarios, there’s a ton that can be done, and I’m looking to explore that. Below, I’ll list a few ideas that we can do, but I’d love to discuss those ideas further, build on them, and even hear any new ideas you might have.
Zombie Apocalypse Perhaps this might be overused, but personally, it’s been years since I’ve had a solid zombie apocalypse story, and I’d like to do one again. They can be really fun and in depth, it gives us the option to have just our main characters, or even include some side characters if we see fit. For this, our characters can be strangers, married, whatever we want. Like I said, I’m looking for someone willing to discuss and play these out.
Nuclear Apocalypse Think Fallout, and if you haven’t played or seen Fallout, that’s fine! No knowledge of that is needed since this would be our own original story. Again, we can be whoever we want, in whatever part of the world just trying to survive, live a normal life, and make it to the next day.
Climate Apocalypse Ever seen “The Day After Tomorrow”? Great movie, I recommend it. It’s about the world falling into a state where various weather related catastrophes happen, like multiple tornadoes, floods and rain, and freezing temperatures. It would throw the world out of balance, and force people to survive various harsh conditions.
The Last People on Earth Imagine waking up, and your neighbors, coworkers, and family are gone. For days, even months, you don’t see another soul. But finally, after who knows how long, two people find each other and come to the conclusion that they are the last ones on earth. What shenanigans will they get into? How will they entertain themselves? How long will they tolerate one another? That’s up to us to find out!
Those are all of the apocalyptic type scenarios I can think of at the moment, but I’m open to other ideas! They can be medieval, fantasy, modern, sci-fi, whatever! If none of these ideas interest you, maybe we can create a whole new world, whether it’s post apocalyptic or not. World building is so much fun! See ya soon.
submitted by StormSyndicates to Roleplay [link] [comments]


2024.05.14 03:59 StormSyndicates [M4F] Post Apocalyptic Ideas

When it comes to post apocalyptic scenarios, there’s a ton that can be done, and I’m looking to explore that. Below, I’ll list a few ideas that we can do, but I’d love to discuss those ideas further, build on them, and even hear any new ideas you might have.
Zombie Apocalypse Perhaps this might be overused, but personally, it’s been years since I’ve had a solid zombie apocalypse story, and I’d like to do one again. They can be really fun and in depth, it gives us the option to have just our main characters, or even include some side characters if we see fit. For this, our characters can be strangers, married, whatever we want. Like I said, I’m looking for someone willing to discuss and play these out.
Nuclear Apocalypse Think Fallout, and if you haven’t played or seen Fallout, that’s fine! No knowledge of that is needed since this would be our own original story. Again, we can be whoever we want, in whatever part of the world just trying to survive, live a normal life, and make it to the next day.
Climate Apocalypse Ever seen “The Day After Tomorrow”? Great movie, I recommend it. It’s about the world falling into a state where various weather related catastrophes happen, like multiple tornadoes, floods and rain, and freezing temperatures. It would throw the world out of balance, and force people to survive various harsh conditions.
The Last People on Earth Imagine waking up, and your neighbors, coworkers, and family are gone. For days, even months, you don’t see another soul. But finally, after who knows how long, two people find each other and come to the conclusion that they are the last ones on earth. What shenanigans will they get into? How will they entertain themselves? How long will they tolerate one another? That’s up to us to find out!
Those are all of the apocalyptic type scenarios I can think of at the moment, but I’m open to other ideas! They can be medieval, fantasy, modern, sci-fi, whatever! If none of these ideas interest you, maybe we can create a whole new world, whether it’s post apocalyptic or not. World building is so much fun! See ya soon.
submitted by StormSyndicates to RoleplayPartnerSearch [link] [comments]


2024.05.14 03:12 TaranMatharu The web of clues in From

When solving a mystery, one has to make some assumptions if one wishes to go beyond a surface level solve attempt of From's mystery. Which effectively means, one must pick an answer to a clue one is fairly certain of, and use that as one might use a jigsaw piece to solve the next clue that connects to it.
For any interested, I share my opinion on what the key strands of clue clusters and the twisted threads therein that I believe need to be woven together into a narrative to form an origin story for Fromland and solve the show.
1. The first strand is historical figures from North American history (and the end of the War of the Roses), falling roughly on the dates on Tabitha's dream sequence. Some historical figures are given far more clues than others, suggesting they might later become characters on the show. In particular Caroline Dye's hoodoo magic, and Alma Hayes the strongwoman.
There are six threads in there as not every timeline will be explored in the series - the main ones are 1930s, 1880s, 1860s, 1770s, 1670s, and 1498.
1498 is by far the most prevalent and perhaps the easiest to start with. Most are from England and to a lesser extent, Italy/Venice, Scotland, Germany, Portugal, Spain, France, Burgundy, China, Iran, Iceland, Greenland/Newfoundland. It's also the best one to solve first, as the historical figures in the 1498 origin story are the archetypes that the historical figures in the other timelines mimic.
For example, I'm absolutely certain one is Richard Amerike - Sheriff of Bristol. There is a lawman/sheriff in every timeline - Boyd is the sheriff now.
Each new historical figure discovered in any timeline is a great puzzle piece. If you find out Emmett Kelly, the Hobo Clown is in the 1930s timeline, you can search for other "clowns" and discover Triboulet, the court jester in the 1498 origin story.
2. The second strand is the sequence of events in the origin story specifically. These clues are far more vague, and easier to explain what I mean by example.
Let's look at Kelly's head spiked to a tree with Boyd yanking it out instead of using the gun. The reasoning was: Kristi did not want Kelly to see or experience the gun, when Kelly is currently blind and the gun is a far better "experience" than the yanking. I contend this is quite a pointed clue that he's recreating a scene in the original timeline. In my opinion, a botched execution by a crossbow at a time where there were no guns to use.
There are threads within this strand. Two are practically strands of their own, with witch trial and torture methods and christmas / lent traditions from the countries of the various historical figures being the most prevalent. The traditions bit is a lot easier if you solve the origin story characters first, since you can then surmise which countries the traditions to look out for might come from.
3. The third strand is the mythology of the show. Ultimately, if one assumes North East Canada is where it all begins, you might make the leap it relates to the mythology related to that area. This has two main threads, the bogeyman, and the fairies. What I came to find were, there were clues pointing to practically every kind of bogeyman and fairy legend in that region. I was wondering if these were red herrings, or maybe it was all of them at once? It took me a long time to figure out what we're being asked to do here - but I figure there are 7 bogeymen and 4 fairy types the monsters and entity are mimicking, and a type of bogeyman and fairy that they really are.
4. Apotropaic magic - specific to the cunning folk of England. Witch's bottles and ladders, that sort of thing.
5. Medieval board and card games, as well as a few other adult medieval games, like stoolball. Main thread here is French tarot cards, but not their witchy meanings and connection to fortune telling, just the playing cards and what they look like. Other substantial threads involve Game of Goose and Pachisi.
submitted by TaranMatharu to FromTVShow [link] [comments]


2024.05.14 02:26 Ble_u Post dedicated to Memieko- and the rest of those who think Lord Nicholas has no personality

So, you said Lord Nicholas has no personality, which is true lol, but since I'm the devil's advocate, I took that as a challenge. Make yourself comfortable for a long read. Have some popcorn.
Why is this guy more of a tragic character, rather than a villain? And how does a man lose identity, and becomes a monster through desperation? I'll answer this for you below.
• Throughout Plague Tale Innocence, there are various signs that although he is personally close to Vitalis (no use of titles or formalities when speaking to each other) he is the execution, and not the mastermind behind the plans. For example, when Hugo's Macula was to be tested, he urged Vitalis on to put an end to the plague already, they are not here to play games.
• In the very same chapter, we get a little insight on what he believes and thinks about the conflict between the Inquisition and the De Runes. He doesn't understand why Beatrice De Rune resists their persuasion for information regarding the Macula, since their goals are shared -> ending the Plague. Ultimately, he blindly believes Vitalis wants to control the Plague to save them. And he does anything, ANYTHING to make that happen.
Commit genocide against peasants, and in the end, even go as far as killing Hugo.
Now, let's take a little turn to make a background check for this guy. Or at least what is hinted, and what can be assumed with intuition and theories.
• Like I mentioned before, him and Vitalis are personally close, and in the preultimate chapter of Plague Tale: Innocence, after his death, guards talk about him in the city. They are confused why Vitalis hasn't sent anyone for his search (I'll get to that one later), since he was his Protégé. This alone in itself wouldn't mean anything, but right after that a guard added "Maybe he found himself another Protégé" regarding Hugo of course.
Since this game is about innocence and children, it's almost safe to assume that Nicholas likely got taken under Vitalis' wings just as Hugo was now in the present. That would explain why they are close, and why Nicholas blindly trusts his master. Another dialogue backs this up, between the Arch Bishop and Vitalis. "Puppets like you will kneel and beg me to save them." and look who appears and kneels right there and then? Lord Nicholas. This is my theory, I can back it up but it isn't 100% surely true of course. Take it with a pinch of salt please.
• Now, time to get to why Vitalis didn't send anyone after Nicholas' disappearance... We saw nothing of the two months Hugo spent in the Bastion, but based on the Cathedral's state, it's safe to assume things didn't go that well with controlling the Macula. The plan was to get Hugo through the threshold finally, so that the Conjuration can begin. (Note to self: another essay later about that one). Although they tried to push Hugo through with hurting his mother, it didn't work. Because of this, Vitalis tasked Nicholas with taking Hugo to his sister, to end her life. This is simple, but it doesn't stop here.
In the chapter Blood Ties (where we control Hugo), we already meet an impatient Nicholas who wants to put an end to the Plague. Not only that, but let me get to one crucial sentence told by Vitalis. "Nicholas... You cannot understand." This hints at the disagreements between the two, and that Nicholas is not indulged in how this should be done. Nicholas tries to help Vitalis up, but he rejects the help too. It's quite symbolic for the one-sided trust between the two. Due to this growing mistrust, and how Vitalis didn't expect Nicholas to come back after his mission later on, to me it seems like Vitalis cut the ties and sent him exactly to his death to get rid of him.
• Vitalis' plan was never to get rid of Hugo once they pass the threshold ("I have a lot to teach the Carrier, and his friends."), and knew well, that Nicholas has no chance against Hugo and Amicia with the rats alongside them. He sent the man who trusted him the most to his death, and with that also chose his ultimate protégé - Hugo. It's also likely that Nicholas' mistrust grew because his position in the hierarchy was compromised, since it's likely Vitalis got obsessed with Hugo, and Nicholas almost realized he is played with. There is also the idea, that Vitalis sent him away to actually save him from the white rats he meant to send on the crowd anyway. Anyway, Vitalis is for another essay...
• The betrayed, the sacrificed. Who is he? There is absolutely little we know of him, except for his title and occupation. What always speaks in Plague Tale: Innocence though, is the design. I mean look at that drip- sorry.. In "A Making of Plague Tale: Innocence" the creative developers mention the importance of faces, and overall pure, intuitive impressions we get of our characters.
• There is only one character whose face we never see, and that is Nicholas. That doesn't only play as a psychological trick to make him more terrifying, but also hints at certain points. First of all, his robes are Dominican. This is historically fitting (although there were no dominican knights) since Dominicans were those entrusted by the Church to handle trials against heresy and begin inquisitions. This also hints that he is very religious and dedicated to serving the (assumed) good. I know, no way. Let's not forget about how faded out it is, or bloody. In NO way he is a good guy, but a tragic believer? Likely. Under the robes is the armour, which is hit all around. It's no news we talk about a very experienced and efficient knight who also happens to be serving Vitalis (NOT the Church! Explained in another essay, chill.). Knights start their training at 7, and only nobles are in for the job, obviously. I made the connection, that since he likely knows Vitalis from his childhood, and his training also began when he was 7 years old, and his name was Nicholas...
Side note: In medieval times, children were named after Saints to inwoke their blessing, in this case, among many things, protecting children.
It's likely that he himself, just like those he hunts, was an orphan, perhaps even a sinner, who had to be saved by none else, than Vitalis. Give it a thought, maybe he was a lost little boy like Hugo, whose innocence was stolen way too early. With how Plague Tale likes to play with irony and parallels between characters, I don't see this as unlikely.
• All in all, he is what his occupation is, and nothing human. He is the machine that serves. The cross, the judgement. We cannot see his face, because he has no identity except what Vitalis gave him. His role, his title, his mission (perhaps even name). As it can be seen, Hugo too, was dressed in robes showing the Inquisition's sign, like a mark of ownership over him.
• From the very start of the story, he was the representative of that time's barbaric cruelty, unforgiving, misplaced judgement. And as though from the children's perspective he was a monster from the very beginning, how did it go down? As I said before, he has no identity except his committment, and through that his morals, ambitions are shown. At the very start, they ambushed the De Rune estate, and we CANNOT know, if the violance was planned beforehand or it came due to Robert's resistance.
People were taken hostage for questioning, the goal was to capture Hugo, the Carrier, and Beatrice, the only one who can help them understand the plague's origins. It was bloody, but after this chapter, you can hear guards clearly say "capture children" and not just Hugo. Now, unbelivably, I don't think he wanted Amicia bad at the start. They confront each other in the English camp for the second time (where he paid a ransom for both of them), where he tries to negotiate with her to give them Hugo and stop running. Later his methods change, telling the plain truth that there is nowehere for her to go out there (These methods of convincing show a lot of personality and insight especially in the boss fight).
Later on, it's mentioned Vitalis is going hard on him but "he is used to it". Again, their shared history is hinted. The hunt for Hugo is fruitless still, and the plague is spreading day-by-day.
Next we hear from him, is in the chapter where we visit the city with Amicia. Or rather, that he is not exactly participating in the mission killing the sick. Since him and Vitalis disagree with methods of solving the Plague, and he is occupied with catching Hugo, there is a possibility this order of slaughter was carried out without his consent. Though, this is a high take and it would be totally in character to do such a task in the means of self-preservation.
Amicia's visions of him from Penance is not reliable, but at the very same time she clearly dreamed what happened and it's likely she mixed reality with hallucinations from exhaust. If, the hallucinations were true, that means Hugo did hear Amicia, but Nicholas directly diverted his attention from her and led him away.
It's hard to speculate if he did this to let nature do its work, or to actually show mercy, which is equally possible, since it was clear from the beginning that even though she killed his men, he knew she is simply running and kills as a means to survive.
Now, as I explained earlier, many things go down when Hugo resides in the Bastion, and we can only guess what that causes. I mentioned Nicholas' growing distrust, now let me introduce you to the psychological denial he experiences during the boss fight, along with his reflections pointing at the children. The man, becoming the monster. The fire (another essay since fire in Plague Tale is symbolic) causing him to destroy himself.
In the chapter Remembrance he goes to the Château d'Ombrage along Hugo, to ensure the boy passes the threshold with killing his sister, with this enabling Vitalis to pass as well. At first, Nicholas is quite calm and confident, sending Hugo to kill her "Go, and do what has to be done.". Interestingly, despite this, he still has his sword prepared, which shows he still doesn't trust Hugo. Later on, he knocks Arthur out, but doesn't kill him senselessly, despite the fiasco at the English camp. He takes Amicia to Hugo, and now threatens him to kill her, or else he kills his mother in front of him. After that, he tells him, if Hugo does as he tells him so, maybe Vitalis keeps him by his side.
This could hint that only by accomplishments such as this, and proving devotion, can one remain important in Vitalis' eyes. Also, that maybe, Nicholas had to go through something similar, "She means nothing to you now".
Doubts and frantic impatience take hold, which ultimately lead him to take matters into his own hands. He decides to kill her, himself. As he pushes Hugo away, she calls him a bastard, which he then turns back at her, to question her morality and self-righteousness. She betrayed him, that is why he gave himself up. It can be perhaps far-fetched, but this also can count as self-reflection already. Betrayal -> causing giving up, which happens later to him too.
After Arthur "takes care of him" (not exactly...) and the siblings reunite, Nicholas wakes up and this time, immediately kills Arthur. The death is not just a shock value as many believe, it also shows the already progressing monster stepping forth, and losing humanity entirely.
The boss fight has three phases. His methods at provoking the children, and self-reflect change and become way more intense with time.
In the first phase, he tries to separate them and tells Amicia that he knows it must be difficult to live in the Carrier's shadow. Also, that they are terrified. He is poking at her most vulnerable place, their biggest fear, which's "face" is ultimately him. Also, reminding Amicia of her biggest desire, that is to be acknowledged by her parents. Especially this can count as self-reflective, since as I said earlier Nicholas likely noticed Hugo is slowly replacing him in Vitalis' eyes. The wish to excell, and be acknowledged for the devotion is a deep scar this character could carry. He also reminds them of how their father died, to remind them of honour, which Nicholas obviously has a twisted sense of.
In the second phase, his first voice line shows surprise and fear, and anger in response to those feelings. He is more reckless and aggressive too. Here, again, he manipulatively reminds them how little they can do, and threatens them. This is both calculated and instinctual, since he says such things to bring the children out of their hiding places, but at the very same time also because he is slowly losing himself. There are also lines which can be reflective to his beliefs and assumptions based on himself, such as: "Your sister won't be able to save you child.... You are alone." There were already connections made between how Vitalis saved him, and if one puts it all together, this line shows how he doesn't believe in the siblings' bond, because his own bond with Vitalis broke, and Nicholas is (alike to Hugo) alone. Or there is also the line "What do you think you can do? You are nothing. [...]" I wanted to highlight this line because Plague Tale (among many other things) is about the helplessness one faces trying to protect loved ones, and/or trying to rewrite their fates. The fact that Nicholas dehumanizes them entirely, shows he knows the fact one, them or him, cannot change the course that has been set, but he is still in denial trying to fight it (a lot like Amicia in Requiem, by the way. Also, fire (this is why that needs another essay....).
In the third phase, he becomes uncharacteristically reckless and desperate, where he succumbs to the wrath and, his fate. "Come to me, come into my arms my dear children." His sanity decreases and he knows death is unavoidable. The question left is whenever he can bring them down with himself or fails. And failure, is unacceptable. He is better dead, than failed. "I will teach you the meaning of sacrifice" this line shows that likely, he accepted his last quest knowing well he is going to die probably. That he rather burns himself, bring hell, than letting go. He keeps shouting the motto of his order, because that is the only thing that he clings to. It's pathetic and forced, inhumane. "[...] We'll die together" <-> "I will boil your blood until it spurts from your eyes", "You are going to pay, [...]" by this time, he keeps switching tactics at approaching and luring them out, frantic and monstrous. His words mean nothing by this time and desperation takes hold. What line of him is the purest, rawest, and most honest, between all the threads and claims, self-convincing attempts to maintain devoted is this: "The pain... To feel oneself alive... And deliver death." This line might seem like one among the many terrible threats, but it in fact shows his deepest belief. That is, of pain and life. Sacrifice and death. That those who live, have to kill, and that is what it means to exist in this world.
• In Plague Tale Innocence and Requiem, we see Amicia's development into a murderer who follows similarly blind committments.
She ultimately becomes, what she condemned, and what caused her great misery. What, in the end, she herself becomes if Hugo doesn't lead her on the right path. A monster.
So, to sum it all up, Lord Nicholas represents the human being of that time, whose identity is what he serves, and nothing else.
It makes one selfless, righteous, but at what cost? Violence spreads from one person to another, while everyone tries to save what is precious to them. Hope this helped seeing him as more human and with more personality. Cheers. A few more points I couldn't exactly integrate are the following:
• A few things showing the underlying morality and plain intentions: at first he tried to negotiate with both Robert, Amicia, and Beatrice as well. He condones stealing entirely. He doesn't kill Arthur at first.
• In the concept art he is left handed. In Middle Ages, left handed people were considered sinful, since it was the "devil's hand". This added with the self-punishing- self-destructive-Catholic mindset, added with his devotion, signs that he is penitent, and does what he should for a greater good, a salvation, and carries the burden of "sacrifice".
submitted by Ble_u to APlagueTale [link] [comments]


2024.05.14 01:36 Minimum_Count9758 Solo Sword Bardadin Build - Supreme Martial All Arounder

NOTE: This guide contains a ton of gear and narrative spoilers
Most Sword Bard builds are either focused on either ranged or control + melee/AoE attack styles, and I wanted to explore whether or not it would be possible to take the best of both to make the ultimate martial all around build. This build features Sharpshooter with ranged damage of 20-30 per arrow and GWM + smite damage of 60-120 per single hit by the end game.

Background Theme

The theme for the build is a resisting dark urge, with a desire for redemption to become the champion of Baldurs's Gate. And this theme weaves through the playthrough with items and choices along the journey, for example:

Build Overview

The build centers around a combination of Bard and Paladin, with all three feats, for a Level 8 Sword Bard / Level 4 Oath of Vengeance Paladin. Feats are Shapshooter, Great Weapons Master and Tavern Brawler centered around Nyrulna for throwing + smite melee and the Titanstring bow for ranged giving absolute martial authority under almost all circumstances.
In addition to the primary martial strength, you gain the jack of all trades benefits of being a Bard, including exceptional social skills, relatively high charisma, good persuasion, deception, sleight of hand and stealth.
Early game, expect to play like any other dexterity/charisma bard, with the first 6 level progression on Bard alone.
By the end of Act 1, and with the acquisition of the Gloves of Dexterity in Creche Y'llek,a respec is needed to maximize the benefits of the Titanstring and the build plays like a ranged beast through all of the mid-game.
After level 6 of Bard, we begin to level into Paladin, which opens the door for the character to start building up melee power. Truth be told, I may have respec'ed a few times between levels 6-10 trying a few things on for size, but the most effective strategy mid-game was:
By Act 3 and the late game, and with the acquisition of Nyrulna from the Djinni at the Circus of the Last Days in Rivington,the martial melee power took center stage, with ranged flourishes still very powerful, but no longer the primary attack strategy. And by level 12 and the end game, you have the choice between throwing Nyrulna for AoE or Slashing Flourish for specific ranged attacks.
Philosophically, the build is focused on fast nova damage to overwhelm a larger group by decimating them in the first 2 turns. High movement is key, we're always looking to surprise enemies, and taking advantage of stealth and invisibility to duck in and out of battle for the occasional "oh shit" moment or recharge of bardic inspiration.

Leveling Guide & Feats

As noted earlier, this build really doesn't come online until level 6, more so at level 8+. Prior to that, you're just an average ranged or melee bard, your choice. The end game goal is Level 8 College of Swords Bard / Level 4 Oath of Vengeance (or Oathbreaker) Paladin.
Race choices include Wood Elf, High Elf, Duegar Dwarf, Half Orc, Gnome or Halfling. I've always opted for one of the elves, primary because of movement speed. The fighting style that has evolved for me throughout multiple solo runs now is that you are often fighting in retreat, and movement is key to manage this. If you're playing this as part of a party, movement is less important.
Levels 1-6 - Bard
I recommend a respec as soon as you are able to purchase the Gloves of Dexterity, which for me happens usually around level 4 or 5 somewhere. When you do, choose STR 17, DEX 8, CON 14, INT 8, WIS 10, CHA 16.
Levels 7-8 - Paladin
Levels 9-10 - Bard
We're really just marching towards that second feat here. Choose whatever you want for spells, I like Freedom of Movement, Greater Invisibility, Fear, Hypnotize. For this build, spells are tertiary to ranged and melee damage, so the focus should be on enhancements and prep spells for battle, not in battle casting against enemies.
Levels 11-12 - Paladin
Again, we're marching to our third feat but you can pick up some great Paladin support and control spells like Command, Bless, Protection from Good and Evil, and additional smites.

Gear Guide

Not extensive, but I'll list out the important items I picked up and used along the way, but place an asterisk by absolutely essential items
Early Act 1
Late Act 1
Act 2
Act 3
End Game items

Buffs and Enhancements

Other Misc Tactics and Potions

I used Potion of Speed, Elixir of Bloodlust, Elixir of Viciousness, Invisibility, and various posions/toxins for weapon dipping throughout the game. Bloodlust was easily the most important for a solo run, I tried to put it on after as many long rests as possible, followed closely by speed potions and invisibility on a per battle basis. Buy Hyena Ears and Worg Fangs every time you see them.
I stocked up on tons of scrolls along the way, the most important of which were Haste, Remove Curse, Misty Step, Fireball, Lightning (+Chain), Mirror Image, Invisibility, Cone of Cold or other large AOE high level spells.
FOOTNOTE: Thanks for reading this far. I've played through the game now like 12 times or so, with one successful honor run, and the last 3 of which were solo runs on Tactician. The solo runs were inspired by Friendly Lich and his blade warlock: https://www.reddit.com/BG3Builds/comments/1cmn6sb/a_warlock_pact_of_the_blade_multiclass_for_solo/
This resisting the dark urge run was my favorite playthrough so far, for both the narrative storyline, and how it played thematically into this build, with the choices between good and evil waffling back and forth along the way, ultimately leading to redemption. I think this is the best story arc of BG3.
I've considered a couple of other options for this build that I'd like to experiment with in the future, including ditching one of the feats and adding one level of War Cleric to get Sanctuary and Guidance. I will not lie, I save scummed a few times along the way and Guidance and Sanctuary would have helped me a bunch in those situations. However, it was rewarding to get the full martial with Tavern Brawler on Nyrulna in the end, will report back if I end up tinkering. Suggestions welcome!
submitted by Minimum_Count9758 to BG3Builds [link] [comments]


2024.05.14 00:52 Txendu242 Beatrice, emissary of the flock

Prompt: Beatrice accomplishes at least two prompts, the “Tell me a story” by having story connections with Swan and Quinn with exclusive in-game interactions with them and the “Written by a different style” by having a passive ultimate. I think she also accomplishes the “Contrasting parts” by being a Marksman Catcher (Role that currently only Jhin have)
Region: Noxus
Class: Marksman, Catcher
Role: Bot
Resource: Mana
Range: Ranged
Damage type: Attack damage
Physical appearance:
Beatrice is a woman who wears a full armor with a striking dark red coloration, her helmet completely covers her face and is shaped like the head of a raven but without visible eyes, the helmet is open on the back side, revealing long dark-green hair, she wears a cape made of black feathers and wields a bow made of the same dark red metal as the armor.
Base statistics:
Health: 592 +98 (= 2.258) Health regen: 3,65 +0,55 (= 13) Mana: 325 +50 (= 1.175) Mana regen: 8,5 +0,75 (= 21,25) Armor: 26 +4,7 (= 105,9) Magic resist: 30 +1,3 (= 52,1) Attack damage: 55 +5 (= 140) Attack range: 600 Movement speed: 330 Base AS: 0,625 Bonus AS: +5%
Ratings:
Damage: High
Toughness: Low
Control: Medium
Mobility: Medium
Utility: Low
Abilities
Passive: Eyes of the mureder
After damaging an enemy champion with an ability, they are revealed for 6 seconds.
Q: Raven shoot
Beatrice shoots a cluster of darkness in the shape of a raven in a straight line, dealing 60/90/120/150/180 (+60/70/80/90/100% AD) attack damage and slowing all affected enemies by 30% for 3 seconds.
Cost: 60/70/80/90/100 Cooldown: 12/10,5/9/7,5/6 Range: Line of 800
W: Carrion frenzy
Beatrice jumps toward the chosen direction and increases her attack speed by 40/55/70/85/100% for 4 seconds. If Beatrice scores a takedown while this effect is still active, the attack speed increase duration is refreshed. The initial jump can not go through walls.
Cost: 100 Cooldown: 20/19/18/17/16 Range: Line of 400
E: Dark plummet
Beatrice fires a shadow clump in the form of a raven skyward that after 2 seconds, it strikes the chosen destination, dealing 90/130/170/210/250 (+80% AD) attack damage and stunning the damaged enemies for 2 seconds.
Cost: 80/85/90/95/100 Cooldown: 12/11/10/9/8 Range: Circle of 1000 (Target range) Circle of 200 (Raven's plummet)
R: Demonic awakening
After this ability is learned, Beatrice will periodically be engulfed by demonic energy, making red light and sparks come out of her body, when this happens, her next ability will be powered up:
R+Q: Raven shoot
Now, after the ability reaches the target location or its maximum range, a non-intractable Raven will stay in that zone for 3 seconds, channeling a beam against the closest enemy champion, rooting and slowing it by 30/45/60%.
(If there is an ally Swain in this game, if the Raven have channeled at least 1 enemy champion, it leaves a Soul fragment when it disappears)
Range: Circle of 400.
R+W: Carrion frenzy
Now, the distance traveled by the initial jump is increased, can jump through walls and her attack range is increased by 100/150/200 as long as the attack speed increase effect is active.
Range: Line of 600/700/800.
R+E: Dark plummet
Now, when the Raven strikes the floor, it releases a wave that deals the same damage and slows all affected enemies by 30% for 3 seconds.
(If there is an ally Swain in this game, every enemy champion damaged by this ability leaves a Soul fragment)
Range: Circle of 400/500/600.
After damaging an enemy champion with an ability, reduce by 1 the cooldown of this ability.
(If there is an ally Swain in this game, when he gains a Soul fragment near Beatrice, also reduce 1 second the cooldown of this ability)
Cooldown: 30/25/20 Range: Circle of 1200 (Ally Swain Soul fragment gain)
Special event: In-game mission:
If Beatrice and Quinn are in the same match but on opposite teams, when they both reach level 11 and are both alive the Battle of the elite avians begins.
If Beatrice scores a takedown on Quinn while she is paired up with Valor or within 5 seconds they break apart with Behind enemy lines, the cooldown of Demonic awakening is permanently reduced by 5 seconds.
If Quinn scores a takedown on Beatrice while she has Demonic awakening ready or within 5 seconds she uses a powered up ability, the channel to pair up with Valor with Behind enemy lines is permanently reduced by 1,5 seconds.
Lore:
The armies of Noxus have small elite groups among them that serves exclusively a specific high-ranking persons, one of them, at the orders of the grand general, Swain himself, was known as “the black capes”, composed by five members, one of them was Beatrice, known in all the empire for having the sharpest aim in the empire as a whole.
One day, the black capes were sended on a mission to solve a problem some foot soldiers were having in the Western border, some Demacian rangers were infiltrating Noxian territory and systematically taking out their patrols in crucial spots. furthermore, two Ranger-knights were part of this group, one of them being their chieftain, eliminating them would erase the danger the Demacian rangers represented for quite some time, and so, the black capes were mobilized to assassinate them, after all, Demacian rangers are not only formidable foes by themselves, but they also count with the help of their animal companions, making them even tougher opponents to deal with.
After analyzing the places where the Demacian rangers have striked, the Noxian soldiers were able to triangulate their position, a small forest in the middle of nowhere, the Demacian rangers were trying to have the highest advantage they could by fighting in terrain they had mastered, despite this, the Noxian soldiers went after them anyways, in less than half a day, all the available Noxian soldiers got the forest surrounded and the black capes went inside it.
While the black capes were exploring the forest, suddenly, something caught the attention of Beatrice's eye; a big, blue eagle, sitting on a branch. Beatrice could feel something was wrong with that bird, it was looking right at them, it was no coincidence and she soon realized it was one of those ranger's animals, she quickly pulled her bow, but before she could begin to take aim, the eagle flew away and emitted a loud shriek and, within seconds, a round of arrows came from the foliage towards them, despite the surprise, all members of the black capes could dodge them, but the others rangers jumped out of their hiding spot and attacked them, Beatrice fired skyward a special arrow that leaves a trail of red dust, that was the signal for all the other Noxian soldiers to charge towards them, even with the skills the rangers had, they could not defeat so many enemies.
The Demacian rangers started with the upper hand, attacking the black capes from all side, but that situation changed when the Noxian foot soldiers arrived, the amount of troops was overwhelming for the rangers and their solid formation quickly began to crumble with a single casualty, the rangers scatters, desperately trying to end up victorious in this battle, and Beatrice decided to climb up a tree to get a better sight range and hunt down the remaining rangers, from up there, she could see the same azurite eagle from before flying toward her, carrying a ranger with a crossbow on its talons, Beatrice attempted to shoot them down, but, despite her superb accuracy, that eagle managed to dodge all of her shoots and to jump to another branch when the ranger fired back, when Beatrice could finally fire again, she aimed directly for the ranger's hearth, but that was merely a feint, when the eagle got ready to dodge once more, Beatrice changed the trajectory of her shoot, firing an arrow that pierced through one of the eagle's wing, severely wounded, the eagle had no other option but to land, but before that, it flew over Beatrice and the ranger-knight jumped off the eagle to attack Beatrice hand-to-hand, despite not being her expertise, she was able to defend herself against that ranger-knight, while on the middle of the confrontation, suddenly, the ranger-knight whistled, and despite the injury, her eagle flew towards Beatrice once more and clawed her eyes, making Beatrice lose her balance and fall down the tree, hitting her head and falling unconscious.
Some days later, she finally woke up, but something was very wrong with her, she had her eyes wide open, she could feel that, and yet, she could not see anything. That blasted ranger's bird had scarred her eyes and blinded her. While Beatrice was still trying to figure out how to react to this, a nearby soldier informed her about the situation, they were in a carriage and were being escorted back to Noxus, they managed to defeat the Demacian rangers and kill seven out of the nine that were in that forest, but they also suffered a lot of casualties, including the other four members of the black capes. Beatrice was in shock, in a single day she had lost everything, her most powerful asset and all of her trusted companions, a mix of awful emotions started tormenting her, anger, sadness, resentment… She was unable to even articulate a word and suffered in silence until they arrived at the Noxian capital. A helpful soldier escorted her to the doctors where they confirmed Beatrice's worst fear: They were not able to cure her blindness.
After hearing that, she took a decisions, with the aid of the same soldier, she went to have a conversation with her gran general, Swain, when they arrived at his place, she was informed that Swain was already expecting her and she could pass, when Beatrice got inside his office, before being able to say a single word, she immediately fell on her knees and started apologizing for her current state while tears ran down her now useless eyes, after some time of time, Beatrice said she had one request for her grand general, for him to execute her, for she is unable to be of use to the empire of Noxus, now that her vision had been taken away.
After hearing that, Swain produced the first sound he made since Beatrice had entered his office, by sighting to that extreme request she was making, after that, he got up and walked towards her, slowly but firmly, when he was in front of her, he asked if she wished to still be of use for Noxus, Beatrice insisted that she could not do that in her stat, and to that, Swain answered by repeating the exact same question. Without even questioning what that use could be, Beatrice said she wishes to serve Noxus until the last of her days. After that affirmation, Swain placed his hand on her head. A very weirdly-shaped hand, it felt more… like a claw. Before being able to think about that for much, a strange and painful sensation went through all of Beatrice, like if a thunderstorm was happening inside her body, after that sensation stopped, she… could see again. Although overjoyed for a moment, she realized something was wrong… she was seeing herself. Swain explained he had integrated her in his flock of ravens, that their consciences are now linked and she could see through them, after that brief explanation, Swain asked this time if she still wishes to serve him. Still disoriented, Beatrice, while smiling, answered that that would be her greatest honor.
submitted by Txendu242 to LoLChampConcepts [link] [comments]


2024.05.14 00:12 Bowazon_ Season 4 Heartseeker Victimise Rogue Guide by Bowa

Season 4 Heartseeker Victimise Rogue Guide by Bowa

Season 4 Heartseeker Planner Links

Note: This guide and the build links above may be updated from time to time. Look out for these updates in the original guide document here: https://docs.google.com/document/d/1pVRhEVZa0qPrg_03Tq_k98eMrmD7s8DK4kELn_Pfhi4/edit?usp=sharing

How it works

Heartseeker is one of the Rogue’s ranged basic attacks that has a reliable chance of hitting its targets.
Although Heartseeker is reliable in that respect, its damage potential was very limited throughout Diablo 4 history due to its lower base damage compared to core skills and combo points and because it had no way of delivering imbuement effects, inflicting area of effect (AoE) damage or taking advantage of the huge damage bonus from precision.
While basic skills still can’t be imbued and precision doesn’t work with basic skills, Heartseeker’s main obstacles have been solved:
  • Basic skill’s lack of damage has been solved by using Moonrise and Adaptability aspects (on a 2-hander and amulet) which together boost basic attack damage by 5.6x as well as providing attack speed and movement speed benefits
  • Victimise will be a very strong key passive going into season 4. Not only will Victimise provide a decent damage boost for Heartseeker that can’t otherwise benefit from Precision, Victimise makes the Heartseeker build viable by giving the build AoE damage
  • As of season 4, you can now get Heartseeker ranks from your pants slot (up to +8)
Victimise is a key passive that works off lucky hit, which basic attacks like Heartseeker - together with Primary Heart Seeker which allows Heartseeker to ricochet and hit twice - can proc very often because of its 50% lucky hit chance and because of Heartseeker’s fast attack speed.
Also, because Heartseeker tracks targets, this can be used safely and reliably to deal damage to enemies from afar. As enemies then agro towards you from a distance and converge closer and closer together as they approach you, this allows your AoE explosions to deal more damage the more tightly packed enemies become.
Pros
  • Good consistent damage that doesn’t need an elaborate attack rotation to do reliable damage
  • Easy to play by spamming a single attack without worrying about conditional damage combinations and energy usage
  • Safely fight from a distance, taking the heat off you and reduces the chances of long drawn out fights from needing to dodge around
  • No resource issues so no need to build around energy sustainability in your build, saving skill points, aspect slots, affix slots on gear and less reliant on Inner Sight
Cons
  • Crowd control effects (CC) are not the easiest to apply with attacks since Heartseeker only hits 1 or 2 targets per cast
  • Damage takes a little time to ramp up - Heartseeker, Moonrise, Exploit Weakness, Chip all have buffs or debuffs that ramp up based on how many times you hit targets. This takes about 3-4 seconds for all damage bonuses to be fully online
  • Not a build that you can start levelling with from a brand new character until you collect the key ingredients
  • Despite having AoE in the build, builds like Penetrating shot and Scoundrel’s Kiss Rapid fire are still unmet when it comes to AoE potential
Victimise Double Dipping
Victimise has interactions with your original attacks that result in your damage output being affected by double dipping. This means that certain buffs and debuffs boost your damage twice, usually in 2 different stages of your full damage calculation.
Victimise bases its damage based on a percentage of damage that your Heartseeker hits do. For example, if Heartseeker does 10,000 damage and Victimise does 300% of your original (Heartseeker) damage, then Victimise explosions will do 30,000 damage.
If then your Heartseeker damage is increased by buffs and debuffs that result in Heartseeker doing more damage against its targets, then this will increase the base damage of Victimise. For example, if the Control glyph + Exploit Weakness debuffs increase Heartseeker’s damage by 50%, then Heartseeker will now do 15,000 damage, and Victimise is expected to do 45,000 damage (because Victimise does 300% of your Heartseeker damage).
However in this case, when Heartseeker results in a Victimise explosion and hits the same targets that are affected by the Control glyph + Exploit Weakness debuffs, then Victimise itself also gains the benefits from these debuffs, and its final damage will increase from 45,000 damage to 67,500 damage, or in other words 30,000 x 1.5 x 1.5 = 67,500 damage.
Known interactions that double dip with Victimise:
  • Caltrops - as long as the target is standing in Caltrops while hit with Heartseeker and Victimise
  • Exploit - as long as the target is health or injured when hit with Heartseeker and Victimise
  • Subverting Poison Trap - as long as the target is standing in Poison Trap, but not applicable to us since we don’t deal poison damage
  • Control glyph - as long as the target is CC’ed when hit with Heartseeker and Victimise
  • Pride glyph - as long as the target is health when hit with Heartseeker and Victimise
  • Chip glyph - as long as the target is hit 10 times with physical attacks prior to when hit with Heartseeker and Victimise for maximum effect
  • Canny glyph - as long as the target is hit 10 times with non-physical attacks prior to when hit, but not applicable to us since we don’t deal non-physical damage
  • Deadly Ambush - as long as the target is standing in any of our traps (Caltrops) while hit with Heartseeker and Victimise
  • Exploit Weakness - as long as the target is hit 25 times while vulnerable prior to when hit with Heartseeker and Victimise for maximum effect
Credits to Ava on Sanctuary Diablo 4 Discord server for testing this out.
To put things into perspective, while playing in the PTR, I noticed my Barrage hits that were doing 1.1 million damage were procing Victimise explosions that were doing almost 12 million damage.
With Heartseeker, our damage per hit with Heartseeker and Victimise explosions will do much more damage, and Victimise explosions will occur more often.
https://preview.redd.it/bjskc65ro90d1.png?width=756&format=png&auto=webp&s=5d30f050350d11604ee1a341efc7aee86d75a4ab

The Build

Skills
  • Heartseeker - The main “core” skill for this build. Get Primary Heartseeker for ricochet Heartseeker arrows that deal 75% of the original damage. These arrows can loop back around and hit the same target twice, as long as it doesn’t hit a wall or obstacle
  • Dash - For general mobility and disengagement. Get Enhanced Dash for 15% critical strike damage for bosses or tightly packed enemies
  • Shadow Step - For general mobility and a CC break. Get Enhanced Shadow Step for 8% critical strike chance mainly for bosses, and Disciplined Shadow Step to help refresh Shadow Step’s cooldown. Alternatively you can get Methodical Shadow Step for better stagger application, but using Shadow Step in this way risks being caught in CC and potentially dying
  • Concealment - For general mobility, disengagement, and a CC break. Get Subverting Concealment for applying vulnerable while in the levelling stages
  • Smoke Grenade - For disabling groups by dazing them, disabling suppressor barriers and for activating both Cheap Shot, Control and Concussive Strikes. Get Enhanced Smoke Grenade for an extra 25% damage bonus versus groups of enemies (this doesn’t work on bosses). Get Countering Smoke Grenade for quickly refreshing Smoke Grenade’s cooldown vs groups of enemies (this doesn’t work on bosses). Alternatively, get Subverting Smoke Grenade to increase the stagger effectiveness of Smoke Grenade on bosses
  • Caltrops - Apply slow in an area. Get Enhanced Caltrops for up to 45% extra damage bonus (depending on how long enemies stay in Caltrops), and get Disciplined Caltrops for 10% critical strike chance vs enemies standing in Caltrops
Specialisation
Inner Sight, purely for the 25% critical strike chance bonus once every few moments.
Passive Effects
  • Weapon Mastery - If using a bow, gives you more damage vs vulnerable enemies, if using a crossbow, gives 15% critical strike damage
  • Exploit - Increases damage to healthy and injured enemies. This passive also double dips with Victimise
  • Malice - Increases damage to vulnerable enemies. What’s less commonly known is Malice also increases the base damage of Victimise
  • Frigid Finesse - Increases damage to chilled and frozen enemies. This build freezes enemies and staggers bosses so this passive is quite powerful
  • Sturdy - Reduces damage taken from close enemies
  • Siphoning Strikes - Healing when you critically strike close enemies. Although we can fight at a distance, we can still fight up close and get some healing while doing so
  • Stutter Step - Increases movement speed temporarily while we critically strike. Useful during fights for mobility
  • Trick Attacks - Knocks down enemies for a short period when you critical strike them while they are dazed
  • Concussive - When you knock down an enemy, gain up to 12% critical strike chance. This should work during the first few seconds of a boss getting staggered also (but to be confirmed)
  • Agile - Increases your dodge chance after using a cooldown (in this case: Dash, Shadow Step, Concealment, Smoke Grenade, Caltrops)
  • Haste - Increases movement speed. This passive does improve attack speed when below 50% energy, but this never happens
  • Trap Mastery - Gain 12% critical strike chance when your Death Trap activates (for the High-end Pit variant only)
  • Dark Shroud - Reduces damage taken from enemies. Although this is an active skill, we gain Dark Shroud shadows passively through Umbrous aspect, making this a more passive effect
What we don’t pick up
  • Impetus - Doesn't work with basic skills. Given that we attack very fast, this passive won’t be useful anyway
  • Imbuements - Basic skills aren't imbueable
  • Precision Imbuement - Basic skills aren't imbueable
  • Shadow Crash - This build doesn’t deal shadow damage
  • Consuming Shadows - This build doesn’t deal shadow damage or need energy recovery
  • Deadly Venom - This build doesn’t deal poisoning damage
  • Debilitating Toxins - This build doesn’t poison enemies
  • Alchemical Advantage - This build doesn’t poison enemies
  • Chilling Weight - This build doesn’t chill enemies, only (instantly) freezes enemies
  • Innervation - This build doesn’t consume energy so not needed
  • Second Wind - This build doesn’t consume energy so no benefit
  • Alchemist's Fortune - This build does not used any non-physical attacks
  • Rugged - We have high mobility with this build and we can heal our way through damage over time effects that stick on us
  • Reactive Defense - We have Shadow Step to quickly get us out of CC effects
  • Mending Obscurities - We can use potions while in concealment
  • Aftermath - This build doesn’t consume energy so not needed
  • Shadow Clone - Not only is Shadow Clone severely undertuned to do very little damage (after accounting for all of your aspects and paragon), Shadow Clone doesn’t proc Victimise which is there most of our damage comes from
Aspects
  • Moonrise - Increases attack speed, increases movement speed and significantly increases damage when 5 stacks of Moonrise are accumulated. Use in your 2-hander weapon for higher damage bonus
  • Adaptability - Significantly increases damage when at or above 50% energy. Because we’re always at 100% energy, this is an unconditional damage bonus for Heartseeker. Use in your amulet slot
  • Crowded Sage - Increases dodge chance and heals you whenever you dodge. Use in one of your defensive slots. Alternatively, use Assimilation aspect for Fortify accumulation instead of the healing effect
  • Umbrous - Gain Dark Shroud shadows when you critically strike enemies with Heartseeker. Use in one of your defensive slots
  • Edgemaster's - Increase damage by up to 20% based on your available energy levels. Because we’re always at 100% energy, this is an unconditional damage bonus. Use in one of your offensive slots
  • Elements - Increases damage to a set of 3 damage types for 7 seconds at a time. This is basically a 30% damage increase that is active for 7 seconds, inactive for 7 seconds, etc. Use in one of your offensive slots
  • Retribution - Increase damage against stunned or knocked-down enemies (and staggered bosses). Use in one of your offensive slots
  • Rapid - Increases attack speed for Heartseeker. Use in one of your offensive slots
  • Frostbitten - Increases critical strike damage against frozen or stunned enemies and when hitting enemies with smoke grenades, instantly freezes them. Use in either your boots or chest slots
  • Concussive Strikes - Dazes enemies and increases damage against dazed enemies. Use in either your boots or chest slots
  • Inner Calm - Increased damage, with the bonus tripled after standing still for 3 seconds. Useful against staggered bosses or when feeling safe against dazed groups. Use in one of your offensive slots
Note: We are not using any unique items for this build. Paingorger’s Gauntlets seem like a very good unique item to use for this build, but unfortunately its final damage output from testing by other people has been underwhelming. To be tested once season 4 launches however.
Paragon
  • Exploit Weakness - Ramps up your damage against enemies (per target) the more that you hit them while they are vulnerable. Double dips with Victimise
  • Cheap Shot - Increase your damage while there are 1 or more enemies nearby that are CC’ed, up to a 25% damage bonus for 5 or more enemies
  • Deadly Ambush - Increase your damage against enemies that are affected by your traps (Caltrops in this case). Double dips with Victimise
  • Control glyph on starter board - Increases your damage against CC’ed enemies. The glyph core bonus double dips with Victimise
  • Chip glyph on Cheap Shot - Ramps up your damage against enemies (per target) the more that you hit them with any of your (physical) attacks. The glyph core bonus double dips with Victimise
  • Pride glyph on Leyrana's Instinct - Increases your physical damage against healthy enemies. Using this glyph on Leyrana’s Instinct also allows us to max out our resistances. Double dips with Victimise
  • Exploit glyph on Deadly Ambush - Increases your vulnerable damage (important for Victimise) and makes enemies hit by your attacks vulnerable (once every 20 seconds). Deadly Ambush board is used for Exploit for the high number of strength nodes around the glyph
  • Combat glyph on Exploit Weakness - Increases your critical strike damage. Exploit Weakness board is used for Combat for the high number of intelligence nodes around the glyph
  • Ranger glyph on Tricks of the Trade - Reduces your damage taken while you are holding onto a bow or crossbow (ie, after casting Heartseeker)
  • Diminish glyph on No Witnesses - This glyph is used just to boost the surrounding rare +life node. We don’t care about the glyph core bonus for now as it's awfully niche (from physical attacks from vulnerable enemies)
Note: We should end up with 7 paragon boards in total.

Stats/Gear Priorities

Summary
  • Vulnerable damage - stacked as high as possible for higher additive damage and for scaling Victimise’s base damage. Aim for 900+% vulnerable damage from gear and paragon
  • Other additive damage bonuses - to further increase your overall damage output. Get 650+% of this from Marksman critical strike damage tempers and other smaller ones from gear and paragon
  • Attack speed - to cast Heartseeker quicker. Aim for 85+% from gear and 30% from Rapid aspect
  • Chance to cast Heartseeker twice - scales up your damage output as you’re casting more Heartseekers per attack. Aim for 95+% from 2 tempers on weapons
  • Heartseeker - is used as the main skill for delivering damage and Victimise procs. Aim for 11+ ranks in total between your native skill points and your pants
  • Lucky hit chance - to proc Victimise and other effects (CC, Umbrous, vulnerable) more often. Aim for 50+% from gear. You can use an elixir to boost this up further
  • Critical strike chance - to increase how often you critically strike and gain a damage bonus from Weapon Mastery, Frostbitten, Deadly Ambush and your critical strike damage additive and core bonuses. Aim for 80+% from intelligence, gear and paragon, including Marksman critical strike chance bonuses
  • Dexterity - to increase your baseline damage and increase your dodge chance. Aim for 1500+ from gear and paragon
  • Life - is needed for survival. Aim for 40,000+ in total
  • Dark Shroud - is needed for your main source of heavy damage reduction. Aim for 12+ ranks in total between your native skill points and your chest piece
  • Dodge - reduces the chance of direct attacks damaging you, which also protects your Dark Shroud shadow stacks. Aim for 50-70% from dexterity, gear and the Agile passive
  • Armour cap - 9,230 for 85% damage reduction from physical attacks
  • Resistances - 70% to all resistances
  • Crowd control effects - to disable enemies and build up stagger on bosses. Get 4-5 affixes that apply CC effects on enemies, including Concussive Strikes. After that, get crowd control duration
  • Movement speed - to improve mobility in combat and general mobility. Get 70+% from gear and skills, including from Moonrise
Item Pieces
  • Weapons - for vulnerable damage, attack speed, dexterity. Tempering: marksman critical strike damage, chance to cast Heartseeker twice (on your 2-hander + one of your swords), caltrops duration (on one of your swords)
    • Vulnerable damage - High priority stat to help stack Victimise damage
    • Attack speed - Enough to get 100% attack speed from weapons alone
    • Chance to cast twice - To ensure 100% chance to cast Heartseeker twice per cast to multiply effective damage output by 2
    • Caltrops - Caltrops duration is preferred over Caltrops size since the extra duration will work at the highest damage bonus benefit and will extend the benefit before needing to move (break our Inner Calm bonus) to reapply Caltrops
    • Marksman critical strike damage - Some extra additive damage
  • Rings - for vulnerable damage, life, lucky hit chance (on one of your rings), lucky hit chance to apply vulnerable (on one of your rings). Tempering: marksman critical strike damage, agility cooldown reduction
    • Vulnerable damage - High priority stat to help stack Victimise damage
    • Life - Needed for survival
    • Lucky hit chance to apply vulnerable - An important stat that helps apply and maintain vulnerable on enemies
    • Lucky hit chance - Stacking lucky hit chance is important to increase Victimise proc rate and for applying CC more often
    • Agility skill cooldown reduction - This helps mobility by increasing the uptime on mobility skills that get you from point A to B faster
    • Marksman critical strike damage - Some extra additive damage
  • Amulet - for Exploit, Malice, Frigid Finesse. If you can’t get a 3x passive amulet, you can also aim for lucky hit chance. Tempering: marksman critical strike chance, dodge chance
    • Exploit - Important for the double dip effect for Victimise
    • Malice - Important for increasing damage versus vulnerable enemies and increasing the base damage of Victimise
    • Frigid Finesse - Increases the damage of enemies frozen by attacks and for increasing damage during boss stagger window
    • Marksman critical strike chance - Helps the build reach very high levels of critical strike chance
    • Dodge chance - Needed for survival
  • Helm - for life, armour, lucky hit chance. Tempering: dodge chance, lucky hit chance to X (see below “CC effects”)
    • Life - Needed for survival
    • Lucky hit chance - Stacking lucky hit chance is important to increase Victimise proc rate and for applying CC more often
    • Armour - 2 armour rolls across all gear is needed to reach the armour cap. Juggernaut’s can be used instead, but having 2 armour rolls frees up an aspect slot
    • Dodge chance - Needed for survival
    • Lucky hit chance to X - Needed for applying CC effects against enemies
  • Chest - for Dark Shroud ranks (important), life, armour. Tempering: single resistance (see below “Resistances”), lucky hit chance to X (see below “CC effects”)
    • Dark Shroud ranks - Important for survival, going from 11 ranks to 15 ranks of Dark Shroud is a 25% effective damage reduction bonus
    • Life - Needed for survival
    • Armour - 2 armour rolls across all gear is needed to reach the armour cap. Juggernaut’s can be used instead, but having 2 armour rolls frees up an aspect slot
    • Single resistance - Needed to complete capping resistances across all elements
    • Lucky hit chance to X - Needed for applying CC effects against enemies
  • Gloves - for vulnerable damage, critical strike chance, lucky hit chance. Tempering: marksman critical strike chance, lucky hit chance to X (see below “CC effects”)
    • Vulnerable damage - High priority stat to help stack Victimise damage
    • Critical strike chance - Improves overall damage output and Umrbous aspect proc rate
    • Lucky hit chance - Stacking lucky hit chance is important to increase Victimise proc rate and for applying CC more often
    • Marksman critical strike damage - Some extra additive damage
    • Lucky hit chance to X - Needed for applying CC effects against enemies
  • Pants - for Heartseeker ranks (important), life, dodge chance. Tempering: dodge chance, lucky hit chance to X (see below “CC effects”)
    • Heartseeker ranks - Important for stacking Heartseeker damage
    • Life - Needed for survival
    • Dodge chance - Needed for survival (stacked twice from item stats and tempering affix)
    • Lucky hit chance to X - Needed for applying CC effects against enemies
  • Boots - for movement speed, dexterity, life. Tempering: movement speed, crowd control duration (see below “CC effects”)
    • Movement speed - Important for general mobility and to speed up gameplay and avoidability of dangerous attacks (stacked twice from item stats and tempering affix)
    • Dexterity - For adding in extra damage and dodge chance
    • Life - Needed for survival
    • Crowd control duration - Linearly scale up the amount of stagger that can be delivered on the boss
CC effects
We want to have as many CC applying effects from our tempering mods as possible across Boots, Pants, Gloves, Chest and Head gear pieces. The possible CC applying effects available from tempering are:
  • Lucky Hit: Up to a +[21.0 - 30.0]% Chance to Slow for 2 Seconds
  • Lucky Hit: Up to a +[13.5 - 22.5]% Chance to Immobilize for 2 Seconds
  • Lucky Hit: Up to a +[13.0 - 17.5]% Chance to Stun for 2 Seconds
  • Lucky Hit: Up to a +[13.0 - 17.5]% Chance to Freeze for 2 Seconds
  • Lucky Hit: Up to a +[13.0 - 17.5]% Chance to Daze for 2 Seconds
Some guiding principles on how I’ve chosen which effects we want to have across Boots, Pants, Gloves, Chest and Head gear pieces are written below:
  • We want to have one of each type of effect across our gear set to diversify our stagger application. It’s important to have this diversification because applying the same type of stagger effect twice or more times in quick succession reduces the effectiveness of that type of stagger effect (for how long is not currently known)
  • In our build, we already have daze from Smoke Grenade and Concussive Strikes, and we already have slow from Caltrops, so we will need to pick up:
    • 1x Freezing effect
    • 1x Stun effect
    • 1x Immobilise effect
  • 4th CC effect: You can either pick up another 1x Freezing effect to freeze enemies more often and trigger Frigid Finesse and Frostbitten bonuses more often, or pick up 1x Slow effect for better stagger diversification and damage reduction from slowed enemies from the Cheap Shot board
  • We also pick up 1x crowd control duration rather than getting a 5th CC effect on our last piece to help boost the effectiveness of each of the following and to reduce the chance of diminishing stagger effect (by applying too many individual CC effects):
    • All tempering lucky hit chance to CC effects
    • Concussive strikes
    • Smoke Grenade
  • We should end up with 4x lucky hit CC effects and 1x crowd control duration across Boots, Pants, Gloves, Chest and Head gear pieces
  • The above needs more testing, but that’s the current idea
Read more information about how stagger works here https://discord.com/channels/989899054815281243/1239196457488355328/1239196457488355328
Bow vs Crossbow
As a basic principle, bows shoot 22% faster and crossbows deal 22% more damage. However, some nuanced stuff should be noted:
  • Crossbows come with vulnerable damage, which boosts your Victimise base damage. However, this damage increase from vulnerable damage in the scheme of things is not major. This damage increase is pretty much unconditional however
  • Bows have extra damage to distant enemies, which can be nice sometimes but it can be hard to keep your distance from enemies at times especially if you’re trying to optimise damage your output with Dash and Caltrops, which require you to get close
  • Bows shoot faster and can apply CC effects quicker this way. This in theory staggers bosses quicker. However, bows have been found to not quite shoot 22% faster than crossbows in some circumstances, and applying CC effects quickly have some diminishing returns even if true.
  • Furthermore, you can apply stagger on bosses using cooldowns such as Shadow Step and Smoke Grenade which aren’t affected by how much faster you can shoot with a bow
  • Crossbows also gain us a higher Weapon Mastery passive bonus than what bows can do, though only by 3% at rank 3 of Weapon Mastery. Although Weapon Mastery with a bow increases your damage to vulnerable enemies, it does not contribute to your Victimise base damage in the same way that the Malice passive does
  • Bows look cooler because of transmogs and because you’re shooting faster
While for this build there is no clear winner between using a bow or crossbow, it will ultimately be decided for you based on what you find or trade for out in the field and how lucky you get with your tempering rolls.
Swords vs Daggers
We use Heartseeker for our “core” attacks, so we will only rely on our swords or daggers for their damage bonuses.
Swords come with extra critical strike damage and daggers come with extra damage versus close enemies. Given that we will have a high amount of critical strike chance with this build and we may be fighting from afar quite often, going with swords is more ideal for this build.
Survivability
For survivability, there are a few things that will help us here.
  • Dark Shroud with Umbrous aspect - Dark Shroud with up to 15 ranks gives up to 68% damage reduction when 5 shadows are active. Umbrous aspect allows you to gain shadows when you hit enemies with Heartseeker. Since you lose shadows every time you take direct damage, being able to get them back quickly is important
  • Dodge - Dodge allows you to avoid taking damage from hits altogether. Apart from the obvious benefit of avoiding damage, not taking damage also helps preserve your Dark Shroud shadows. Beware however that dodge doesn’t reduce the damage you take when you do take damage, and dodge doesn’t avoid certain ground effects or damage from damage over time sources, so don’t rely on dodge too much. Somewhere between 50% to 70% dodge should be enough without stretching you too much
  • Life - The more life you have, the more punishment you can take. Try and aim for around 40,000 life or a little bit more to ensure you can take most hits without dying
  • Damage reduction - Pick up damage reduction where you can. The following paragon nodes should be secured to help you survive:
    • Damage reduction from vulnerable enemies on Exploit Weakness
    • Damage reduction from elite enemies on Cheap Shot
    • Damage reduction from trapped enemies on Deadly Ambush
    • Ranger glyph
    • Damage reduction from slowed enemies on Cheap Shot if you have 1x Slow effect from tempering. Note that this form of damage reduction is less important since it doesn’t work on bosses
  • Resistances - Resistances can be maxed out without any gear rolling resistance affixes by
    • Tempering Fire, Lightning, Poison or Shadow resistance on the Chest piece
    • Getting the Leyrana’s board with a maxed out Pride glyph
    • Getting the cold resistance cluster of nodes from on Exploit Weakness (30 out of 35% worth)
    • Making sure that your rings natively roll cold resistance on them on their inherent affix. If you can only get 1 ideal ring with cold resistance on it, then pick up the remaining 5% cold resistance node on Exploit Weakness as well to top up your cold resistance
  • Crowded Sage vs Assimilation - Both aspects have 8% extra dodge on them. Crowded Sage will be better against lots of smaller attacks, where as Assimilation will be better for less frequent but harder hitting attacks, so take your pick
  • More defensive - If necessary, swap Elements aspect for Might aspect or Assimilation/Crowded Sage aspect (requires some aspect shuffling) to further improve survivability. You can also gain the full glyph bonus on No Witnesses by swapping to Diminish (damage reduction) and adding more surrounding strength nodes

Levelling

At the start of your levelling journey, you should follow any other levelling guide out there that uses Rapid Fire, Barrage or Penetrating Shot and use combo points. Once you reach the key passives at the bottom of your skill tree, you should use Precision for the foreseeable future.
There are a few key ingredients that you should get before switching over to using Heartseeker and Victimise:
Heartseeker:
  • Mid to high roll Moonrise aspect, ready to put on your ranged weapon slot
  • Mid to high roll Adaptability aspect, ready to put on an amulet slot
  • Rapid aspect, ready to put on any offensive slot
  • Victimise (see below) since Precision doesn’t work with Heartseeker
  • Ideal: Ranks to Heartseeker on pants, chance to cast Heartseeker twice, etc
Victimise:
  • Either Accursed Touch aspect or Lucky hit chance to make targets vulnerable on one of your rings. Note that you will drop Accursed Touch long term but it can be handy to use while levelling
  • Exploit glyph
  • Some lucky hit chance affixes (20+). Gloves are the best spot to get this early
  • High amount of vulnerable damage bonuses (200+)
  • Ideal: At least 2 double dipping interactions from your paragon

High-end Pit

In high-end Pit content, even trash enemies will take a little while to kill. This will force you to use your Caltrops, Smoke Grenade and other tools more often to maintain an efficient clear speed. With this in mind, see the notes below on the changes to make from the standard build.
  • Swap Concealment for Death Trap + Prime Death Trap, Death Trap will be used to tightly group enemies together and to activate Trap Mastery
  • Swap Stutter Step for Trap Mastery, since we will not be speed farming but trying to maximise damage output when we activate Death Trap
  • Swap Inner Sight for Preparation, while we can’t lower Death Trap’s cooldown with Preparation, we will use it to lower other cooldowns with Death Trap. Given that Inner Sight will likely perform badly in higher levels of Pit, this swap becomes sensible
  • Swap Agility cooldown reduction for Trap cooldown reduction to help maximise the uptime for Death Trap
  • Swap Combat glyph for Ambush glyph, Combat glyph makes sense in a more agile build, but we will become more heavily reliant on Caltrops and Death Trap for damage output, so Ambush will give us a small damage boost over Combat
  • If necessary, swap Elements aspect for Hectic aspect (requires some aspect shuffling) to further improve the cooldown refresh for Death Trap

Boss Attack Rotation

  • Spam Heartseeker to ramp up all of your damage modifiers - Heartseeker, Moonrise, Exploit Weakness, Chip - and to apply constant CC effects on the boss until they are close to being staggered. Save your Smoke Grenade for now
  • Once staggered, quickly Shadow Step them, throw down Caltrops and Dash through them
  • Spam Heartseeker into them while standing still
  • Once the boss comes out of stagger, throw your Smoke Grenade then spam Heartseeker to apply constant CC effects on the boss until they are close to being staggered again
  • Once staggered, quickly Shadow Step them, throw down Caltrops and Dash through them
  • Spam Heartseeker into them while standing still
  • Repeat this process until the boss is dead
Situational Skill Usage
  • Use Dash or Concealment to disengage when you feel in danger. Remember to not disengage for too long otherwise you will lose your ramp up damage modifiers - Heartseeker, Moonrise, Exploit Weakness, Chip
  • Use Shadow Step when you get CC’ed, making sure that it’s safe to do so first
  • Use Caltrops but sparingly (at the start of stagger window) since Caltrops takes time to cast when you want to be shooting with Heartseeker instead to apply CC and keep damage modifiers online. This will also help ensure that you have Caltrops ready during the stagger window
  • Use Death Trap to refresh cooldowns, preferably on the boss to also activate Trap Mastery and brief moments of Deadly Ambush, Ambush, etc
  • Use Smoke Grenade when it comes off cooldown but avoid using it during the stagger window
submitted by Bowazon_ to D4Rogue [link] [comments]


2024.05.13 23:24 TaranMatharu The web of clues in From

When solving a mystery, one has to make some assumptions if one wishes to go beyond a surface level solve attempt of From's mystery. Which effectively means, one must pick an answer to a clue one is fairly certain of, and use that as one might use a jigsaw piece to solve the next clue that connects to it.
For any interested, I share my opinion on what the key strands of clue clusters and the twisted threads therein that I believe need to be woven together into a narrative to form an origin story for Fromland and solve the show.
1. The first strand is historical figures from North American history (and the end of the War of the Roses), falling roughly on the dates on Tabitha's dream sequence. Some historical figures are given far more clues than others, suggesting they might later become characters on the show. In particular Caroline Dye's hoodoo magic, and Alma Hayes the strongwoman.
There are six threads in there as not every timeline will be explored in the series - the main ones are 1930s, 1880s, 1860s, 1770s, 1670s, and 1498.
1498 is by far the most prevalent and perhaps the easiest to start with. Most are from England and to a lesser extent, Italy/Venice, Scotland, Germany, Portugal, Spain, France, Burgundy, China, Iran, Iceland, Greenland/Newfoundland. It's also the best one to solve first, as the historical figures in the 1498 origin story are the archetypes that the historical figures in the other timelines mimic.
For example, I'm absolutely certain one is Richard Amerike - Sheriff of Bristol. There is a lawman/sheriff in every timeline - Boyd is the sheriff now.
Each new historical figure discovered in any timeline is a great puzzle piece. If you find out Emmett Kelly, the Hobo Clown is in the 1930s timeline, you can search for other "clowns" and discover Triboulet, the court jester in the 1498 origin story.
2. The second strand is the sequence of events in the origin story specifically. These clues are far more vague, and easier to explain what I mean by example.
Let's look at Kelly's head spiked to a tree with Boyd yanking it out instead of using the gun. The reasoning was: Kristi did not want Kelly to see or experience the gun, when Kelly is currently blind and the gun is a far better "experience" than the yanking. I contend this is quite a pointed clue that he's recreating a scene in the original timeline. In my opinion, a botched execution by a crossbow at a time where there were no guns to use.
There are threads within this strand. Two are practically strands of their own, with witch trial and torture methods and christmas / lent traditions from the countries of the various historical figures being the most prevalent. The traditions bit is a lot easier if you solve the origin story characters first, since you can then surmise which countries the traditions to look out for might come from.
3. The third strand is the mythology of the show. Ultimately, if one assumes North East Canada is where it all begins, you might make the leap it relates to the mythology related to that area. This has two main threads, the bogeyman, and the fairies. What I came to find were, there were clues pointing to practically every kind of bogeyman and fairy legend in that region. I was wondering if these were red herrings, or maybe it was all of them at once? It took me a long time to figure out what we're being asked to do here - but I figure there are 7 bogeymen and 4 fairy types the monsters and entity are mimicking, and a type of bogeyman and fairy that they really are.
4. Apotropaic magic - specific to the cunning folk of England. Witch's bottles and ladders, that sort of thing.
5. Medieval board and card games, as well as a few other adult medieval games, like stoolball. Main thread here is French tarot cards, but not their witchy meanings and connection to fortune telling, just the playing cards and what they look like. Other substantial threads involve Game of Goose and Pachisi.
submitted by TaranMatharu to FromSeries [link] [comments]


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