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2023.02.11 17:32 InverseFlash Respect Shinra Kusakabe! (Fire Force)
Well, you can have a hero. There's one right here. Look to the sky and call my name. I'll come to your rescue any time!
It is the year 198 of the Solar Calendar. The Tokyo Empire, powered by the Amaterasu power plant, has been running strong following the Great Cataclysm of two hundred years prior. It is in this society that
Shinra Kusakabe lives, a social outcast who joins the Special Fire Force in hopes of making the world a better place, and proving to everyone that he isn't the devil he's made out to be.
Key
Strength
Charging
Fire-Boosted
Not
Fire
Lifting
Objective
Scaling
Striking
Arms
Knee
Feet - Base
Objective
VS Rekka
VS White Clads
VS Fire Force
VS Other
Feet - Amped
Unlinked
Linked
Other
Durability
Blunt
Objective
Scaling
VS Fire Force Company 1
VS Fire Force Company 7
VS Fire Force Company 8
VS White Clad
VS Other
Esoteric
Not Heat
Supposed Heat
Actual Heat
Piercing
Speed
Agility
Flight
Agility
Other
Rapid
Movement
Reaction
Feats
Anti-Feats
Adolla Link
Intelligence
Adolla
Adolla Burst
Adolla Link
Skill
Sight
Other
Other
Aliases
Other
Shinrabanshou-Man
Hope can't be stopped…and I can't stop smilin'.
After Shinra fused with Shou and Mari Kusakabe via Soul Resonance, they became the personification of hope to combat the Evangelist and the Saint.
Creation
Death
Other
Physicals
Durability
Other
Other
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InverseFlash to
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2022.05.26 21:25 Arthur_Author ok, lets look at this set of UA subclasses!
First off on our list is the barbarian!
I gotta say I do like the idea and flavor a lot, not to mention the fact that they get Throw-The-Gnome as an ability is quite fun. My only issues with this subclass are that it doesnt seem to give you much in terms of power, its a sub that definately needs a bit more UMPH to it. I believe it leans too deeply to the thrown weapon mechanic, but issue with that is, if you power boost your weapon, then throw it....you dont have the weapon anymore.
Also, I know we have fire/storm/ice giants, but giants as a type never felt that elemental to me. And so the lvl6 feature feels more draconic if you ask me, and Id worry itd step on future design space. Instead it could perhaps double your rage bonus, it measures up to about the same damage number, still very weak compared to Zealot which adds half your level +d6, but better thematically I believe.
Conclusion, make it give your weapon the Returning Weapon enchantment at either lvl3 or 6, then this would be immaculate. Maybe throw in some defensive ribbons too.
EDIT: I have apparently misread, lvl6 feature does give it returning, which does go a long way adressing my primary concerns. Still I feel it needs some generic good stuff buffs however.
Secondly, THE DRUID!
....well. its a druid with a companion. Theres not much to say here I believe, Im not exactly a fan of the "if you dont command it, it just dodges" mechanics especially when combined with "but if youre KOd it can do whatever it wants". I get that its "standart behaviour", but still. Dont like it. Otherwise, I dont think the dinosaur scales up that well, essentially its a spritual weapon(BA for d8+mod attack from a source away from you), which is great for low levels, but drops off rather fast Im afraid. Id like it if it were buffed a bit at higher levels, and the fact that its attacks are never considered Magic Weapons feels like an oversight. Maybe you could use your action to make it have multiattack after some point. Who knows.
Its a perfectly servicable subclass, doing some neat things but overall forgettable for me, though it has a good core premise and with just a bit of polish, can turn around to be really interesting.
And now.... the wizard...
The runes are an interesting mechanic and I love it, except for the fact that some options are far too good. But before we get to those, why do they get to cast comprehend languages for free, wihout limit? Its warlock's job to use leveled spells as cantrips, not wizards, back off you power hungry class designer. That being said, the runes are interesting, they have nice options. Id probably not make the life rune ×5, maybe ×3 is more appropriate but because its so limited in use its no biggie. War is sensible and wind is fun.
I love the class so far.
But after lvl6 they will never ever use those runes because at level 6 they get Legendary Resistance. Expanding a rune use for an LR on STDEX/CON means that you never use them so you can just fuel your LR, and end up never failing concentration. It removes any incentive to interact with the rest of the subclass in any meaningful way, and so all that interesting gameplay mechanics just get flushed down the drain. At lvl10 you get to recharge your rune uses with arcane recovery, which is just LR uses at this point.
I do however like the 14th level feature. The Runecrafter's Bane is probably a bit too much and the other 2 can use some buffs, Curse especially doesnt need to take up your BA, youre way past Spritual Weapon at this point and Unveiled could give one attack advantage every round, kind of like a mini faerie fire.
Conclusion, remove the lvl6 feature and the free comprehend languages, and this might be a very interesting and fun to play wizard.
Overall thoughts, its an awfully well made UA all things considered and Im looking forward to how these things will be fleshed out. It really looks like these subclasses are one or two tweaks away from being very fun to play and have at the table.
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2020.05.17 09:52 JustAGamer1947 [Spoiler] Trying to make a list of open story arcs that we have till now
With this current volume, there have been so many story arcs introduced that I'm forgetting some of the earlier stuff. I don't know if anyone is keeping a similar list but thought to try and make one with one with the stuff I remembered and discovered through my current re-read.
Please add any other story arcs I may have forgotten/overlooked
Apologies if I've misspelled any names
Edit: Added points from comments
1. Izril
a. Erin and Lyonette
i. Maviola staying at Erin’s inn
ii. Dealing with the new Earthers
iii. Going to the Walled Cities and shocking everyone with Illvris’ ring
iv. Going to the Gnollmoot
v. The du Marquins coming for their daughter
vi. Erin discovering Pawn and Lyonette
vii. Niers visiting the Inn once the Gentleman Callers complete their investigations
viii. Bearclaw going after Erin & Mrsha
ix. Tamaroth's Coin
x. Apista's Hive
xi. Numbtongue and his apparitions. Also, mining. Also, Numbtongue hanging out with Garia and Octavia
xii. Will Hedault meet Erin through the door?
xiii. Maybe Erin will sing again. Hopefully when Ryoka returns
b. Ryoka
i. Meeting Treiarch with all the electronics
ii. Meeting the Horns
iii. Persua’s blood feud
iv. Az'kerash using Ryoka to get to Teriarch
v. Researching vampire AIDS?
c. Rags and the Goblins
i. Building Goblinhome
ii. Adventurers seeking the wyvern bounty
iii. Searching for the keys and Velan’s treasure
iv. Rabbiteater traveling with the knights
v. The truth of Goblins
d. Antinium
i. Klbkch and Xrn going back to Rhir with Individuals to learn how to make Queens (and/or the Free Queen making new Queens)
ii. Reaction to Magnolia’s revelations
iii. Bird meeting Klbkch
iv. Pawn’s relationship with Lyonette
v. Garry and his assistants
e. Liscor
i. New lake may breach the Dungeon?
ii. Selys’ growing pains and the quest for the Heartflame set
iii. Getting to the Mother of Graves (Dungeon)
f. Riverfarm
i. Halrac
ii. Pebblesnatch’s door
iii. Nanette getting better
iv. Nanette and the Goblins
v. Wiskeria and the witches stopping Belavierr?
vi. Fae members of Lakens court
g. Players making multiple troupes
h. Magnolia and the Circle of Thorns
i. Veltras and Gralton taking revenge on the Drakes?
j. Wil and group visiting Zeres and going to Khelt
k. Wil and the last shipwreck
l. Stopping/Surviving Belavierr
m. Walled Cities
i. Illvris' Necromancer Task Force
ii. Saliss and Octavia
iii. Saliss making a potion for Erin with the Faerie flower
iv. Saliss/Onieva and Chaldion
v. Lasica and Rufelt having a kid. Jelaqua and Maughin
v. Pelt moving to Liscor
n. Toren and Healing Slime
2. Chandrar
a. KoD vs KoC (and Chandrar’ kingdoms by proxy)
b. Trey and his vengeance against Actelios, and his hate for Roshal
c. The martial artists in Pomle
d. Tarkhatres’ guerilla war with Emperor of Sands
e. Amerys captive in Wistram
f. Nawalishifra making a 30 pound sword for KoD
g. The Actelios "thing" waking up and Fetohep
3. Terandria
a. Queen of Pop trying to survive
b. War between Ailendamus, Calanfer and other kingdoms
c. The Griffin Prince
4. Baleros
a. Yellow Rivers epidemic
b. The Doctor’s new parasite
c. Niers’s students meeting the UN. (Will they gain at least one new strategist?)
d. Tulm killing Treiarch or Manus’s dragon?
5. Rhir
a. Doing the ritual again
b. Joker
c. What are demons?
6. Wistram
a. Cognita gaining sentience
b. The Earthers at Wistram
7. Innworld
a. Dead Gods and Afterlife
b. Antibiotics by Geneva and/or Octavia
c. Will we ever see Minos and it's enemies? (Is it Goblins?)
d. Drath Archipelago which has [Ninja]s, probably
e. Runners vs Assassins. Mihaela Godfrey in First Landing. And First Landing itself
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2014.12.02 23:55 Zadok_Allen Wizeardry 8 - The initial party
- The best class is the Fighter without doubt. He is strongest initially and remains the strongest as long as you find decent equipment. Armor can be bought but the best weapons need to be found at random (unless you exploit a bit...). Tank and damage dealer. Use his "berserk attack option" for double damage. Superior stamina.
- Arguably better later on - in terms of offense anyway - is the Fairy Ninja. His casting is actually poor yet not altogether useless. He suffers from having too many good options to choose from: some usually remain underdeveloped. Only he can use the best weapon, which has a drop rate of ~80%. If you powertrain his Stealth early he can be strong rather early - otherwise he isn't. The Alchemist (or Ninja/Bishop/Ranger) can brew potions for money.
- IF your party is an actual party (as opposed to a solo start) I wouldn't ever pass on a Bishop. He's easily the best spellcaster with access to all spells. He is a bit lame for a start since specialized casters learn quicker. His armor is actually quite good compared to other casters. To use him effectively requires some heavy grinding and a proper plan concerning what to grind when.
- Another good party member would be the Valkyrie. She is about the toughest there is and can use Priest spells, which is actually the best magic among hybrids. Healing & buffs mainly. She uses the best armour, which is a big deal since those are purchaseable in unlimited quantities, provide armor and resistances as well as HP/Stamina/Spellpoint regeneration in the end game. On the downside her offense is mediocre and you can have Vi the Valkyrie in your party anyway. She's proficient with polearms, which is fine if you use her as a utility tank but not a good choice if she's supposed to deal major damage. However: you can buy the best polearm while the better options (Sword or Mace + Shield) are more reliant on unique artifacts. If nobody else claims the best swords / maces she should pick those up.
- A Ranger is actually a comfortable choice and fun to play. His marksmanship is second to none and he searches the area passively. Note for beginners: if you get into a fight while actively searching you'll usually be ambushed - your opponents move first. Also he has high senses and doesn't just search but actually finds his stuff. He learns Alchemy like the Ninja does yet he's not obliged to learn all that much at once so his casting is a bit better. His ranged attacks can critically hit. It's the best crit there is since he doesn't need the crit skill but uses Ranged Combat for that. Therefor his crit chance is usually higher. His armor is okay, his melee is okay albeit usually underdeveloped. His offense is overall quite strong due to constant high damage output & crits - as long as he can safely shoot his arrows anyway.
If you just want six members a second Fighter is an option. He'll be weaker than the first since Fighters depend on equipment. He'll still be strong ;)
- The Bard is a comfortable choice and fun to play. He improves your resting and casts using stamina. This is not necessarily an advantage: stamina is rather valuable. It does however allow spamming spells in low level fights without thinking about "saving Spellpoints" (Stamina regenerates quickly between fights). More of a comfort thing really. You should make her female since you'll find a Stamina regen item early which is exclusively for women. All in all his casting is very strong for a hybrid but weaker than an actual casters ability. He has some nice equipment. A jack of all trades. His "spells" are cast by using instruments - it's good to know where to find them. Can open locks - in case you lack a Ninja/Rogue. He is decently strong early yet falls off later on.
- The Gadgeteer is quite fun as well. His Omnigun gets better every other level to make him a very strong marksman later on. His casting is about as strong as a Bards though probably a bit weaker early on and arguably stronger in the end. Also uses Stamina to cast (make her female, see Bard). Gadgets are items that allow casting a spell and usually need to be build out of several smaller parts. It is rather advantageous to know where to find them and how to combine them. Thus you should either be a veteran or do your research if you want good gadgets within a reasonable time. That's why I am not granting him a top spot: mediocre early game and knowledge requirements to speed up the development. Can open locks - in case you lack a Ninja/Rogue.
- Rogues can deal some nice backstabbing damage but need to be rather close to the enemy to land those. They are like early game Ninjas: better from the start yet lack the potential of the Ninja. Although he can't cast spells he's well suited to use the various bombs and powders to some effect. That way his "casting" is better than most Ninjas early on as well yet these contraptions aren't really available in "high end" versions. The early stages of the game tend to be the hardest so the Rogue can definitely be considered.
- Lord is almost as good as a Valkyrie. He is a FightePriest hybrid just like the Valkyrie, also uses the best armour. He has more health, +1 HP regeneration as a special (pointless in fights but good to heal in between fights) and is proficient with dual weapon wielding. A Valkyrie will "Cheat Death" though, coming back to life KO'd when killed - that's usually better than a few bonus HP. I'd usually go for a Valkyrie when having a party for that reason. The Lord does however deal more damage if granted good equipment. He competes for the swords. So if you have a Fighter that Fighter gets the best weapon and it weakens the Lord. The best secondary (=offhand) weapon - the only one that's good enough to be used as a primary weapon, too - is a mace: "Diamond Eyes". With that and a decent primary weapon he'll certainly outdamage the average Valkyrie - even if he doesn't use a sword but another good mace. Maces are found late in the game though - on Rapax Rift mainly. Up until then they are lacking.
- Monk and Samurai are for those that do not need to be convinced. Not the strongest classes yet an option if you fancy those. In theory they are strong but it's kinda hard to get their spellcasting going. Without it they'll be weaker Fighters with a few magic buffs.
- All the casters are overshadowed by the Bishop. He's clearly the best. If you want a relaxed game without grinding however they can be considered. A priest is really nice especially if you don't have a Valkyrie/Lord. His buffs and heals come in handy and he is not all that squishy. An Alchemist also isn't as squishy as Mage and Psionic and offers a mixture of very strong offense and healing spells while lacking a bit in the buff department. Mages are possibly the strongest in offense - especially early on. They also offer some nice buffs. They are the only ones who can't even cast the basic "Heal Wounds". Psionics have a few buffs, some healing and some offense yet excell at none. Their "Insanity" is among the best debuffs and available very early on. As a rule of thumb it is better to have casters (or hybrids) of different magical schools than to have multiple casters of the same school. Casters tend to die a lot. If casters make half your party: don't say I didn't warn you.
One of Wizardrys greatest strength is the option to play with less than six characters. That way it remains challenging for a long time. The "hard" setting can be hard even for a full party if you don't know the game. If you use some of the hints given here however an RPG veteran may choose to start on an even harder setting. Playing with fewer characters is the way. Four characters have a significantly harder time. Three is a true challenge. Ultimately... there can be only one!
As far as your overall
party composition goes: mind that some classes do not want to fight in melee (Ranger, Gadgeteer, Casters...), others are melee but get wounded easily so they enjoy to retreat into the backline to recover at times (Ninja, Rogue, Monk...). Thus you ought to have a few tanks to be your frontline. I trust you'll value damage without me telling you to... Get a good mix.
As far as
races go just see how many points you got left and how much you got on your prime attributes. You should always max out the attributes instead of raising everything. You want the expert skills to unlock - you need 100 for that. Another thing would be the least useful attributes being really low. If you got more speed than needed that's always fine. If you got extra intelligence & piety on a fighter it's (as good as) useless though. Faeries have very limited equipment and could do with some knowledge concerning where to find it. Their higher Spellpoint recovery is really good on pure casters though. Due to unique items you can only fully equip one faerie plus a faerie ninja. Humans are usually really bad for everything but Monks since they lack specialization. They got +15 attribute points though and can be really good in a one-char game.
A topic that is left mostly uncovered because I do not fancy it is
class changes. You can change classes but it needs to be done well to make sense (it's
not like Wizardry 7). Common examples are Alchemist -> Ninja; Mage -> Samurai; Psionic -> Monk; Priest -> Lord/Valkyrie. Cursed items should remain in slot even if they aren't supposed to be worn by the new class - which is useful only in a selected few cases. I never used this though. The "Gown of Divine Mail", the best Chainmail, is cursed and thus can be worn by any character by means of a class change. It is a rare find though. Also the Cane of Corpus, arguably the best weapon, is cursed. Since it can only be worn by a fairy Ninja you'll need a character that is a fairy and his/her attributes will remain a Jack of all Trades' (to fullfill Ninja requirements) - two major disadvantages. A few other high end items come to mind but these should be the most prominent examples. Overall the "cursed change" is a questionable advantage and only truly powerful in a few exceptional cases. Class changes can be used to pick up a skill usually unavailable for the original class. The most common example might be to level up as Rogue once and power training Stealth to 100 in that one level. This can certainly be a major advantage for many if not most non-stealth characters but it depends on a time consuming grind. Please keep in mind: I don't use class changes, this advantage is not at all obligatory.
Hint: you can change your characters in game. That can be used to start with the
equipment you want. You start with the character bringing the right equip (i.e. a human ninja for the ninja garb). The
characters can then be changed (i.e. the human for a fairy ninja who'd usually start with a gossamer gown). You can decide whether you buy the changed characters equip but you'll keep your initial equip either way. Surprise, surprise: the Fighter carries outstanding equipment - especially armor wise.
Finally you should know that you do not
need any specific thing. Do what deems you fun. Enjoy!
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