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#like 3000 hp more than everyone
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Kriemhild Servant Analysis
10/10 because I am deeply in love with deranged women
Kriemhild HP: 9,922 ATK: 10,400 (Effective ATK: 11,440) Attribute: Earth Star Absorption: 10 Star Generation: 4.9% NP Charge ATK: 0.53% NP Charge DEF: 5%
QAABB Quick = 3 hits, Arts = 3 hits, Buster = 3 hits, Extra = 5 hits Quick: 1.59%, Arts: 1.59%, Extra: 2.65%
Ravenger Plan (Rampaging) B++ Reduces all enemies' NP guage by 1. Reduces their defense for 3 turns. (10 -> 20%) Reduces their critical attack chance for 3 turns. (10 -> 20%) 8 -> 6 turn cooldown
Reciprocated Slaughter Increases own Arts performance for 3 turns. (20 -> 30%) Increases own Buster performance for 3 turns. (20 -> 30%) Increases own damage against Chaotic Alignment enemies for 3 turns. (30 -> 50%) 8 -> 6 turn cooldown
Affection of the Court Lady EX Draws attention of all enemies to one ally for 1 turn. Charges own NP guage. (30 -> 50%) Recovers own HP. (1000 -> 3000) 8 -> 6 turn cooldown
Mad Enhancement EX Increases own Buster performance by 12%.
Balmung Kriemhild Arts 4 hits Removes one enemy's defensive buffs Deals damage to them. (900 -> 1500%) Deals 1.5x damage to Dragon enemies. Reduces their Arts resistance for 3 turns. (20 -> 40%, OC)
It really wasn't that long ago we were remarking on having the second ever single target Arts Berserker, and now we are slowly getting more and more. I'm also obsessed with Kriemhild, so please excuse me if my desire to get into a toxic and destructive lesbian relationship biases my views on how good she is.
To start, let's look at her bases. She has really good ATK for her rarity, which is pretty typical of Berserkers, but comes at the cost of her HP. Berserkers are already really fragile regardless, so this largely doesn't matter for her. The extra ATK is way more important.
What does impact her however is her generation stats. Her base NP generation is on the low side, a bit below the NP generation of launch units like Mash or Artoria. She does benefit from not getting shackled with a BBBAQ card set though and getting two Arts cards, so it could be worse. She managed to avoid the fate that Galatea had while also managing to have better cards than Vlad III, and slightly better cards than Salome. So comparatively, it really isn't all that bad. Her star generation is pretty bad, with only one 3-hit Quick card, but at least her busters and extras have an okay amount of hits. She doesn't really need crit stars anyways, so it's no big loss.
Moving onto skills, we start out with her first skill, Revenge Plan (Rampaging). This is a fairly common skill idea at this point, an AoE NP drain with a defense drop attached to it. Kriemhild's comes with a crit chance drop as well, which is a nice addition but not really necessary. The defense drop is the most important part of this skill, as with it Kriemhild has access to the trifecta of damage improvers, even if defense debuffs are the less optimal version to have.
Her second skill, Reciprocal Slaughter, is also a fairly standard 30% Arts and Buster buff for 3 turns, but Kriemhild also gets an additional 50% Special Damage buff against enemies with the Chaotic Alignment. This is limited to just Servants and some bosses, but Chaotic is a pretty wide spread to have, especially as a Berserker. It's a pretty easy condition to meet and works well with her other steroids.
Her third skill, Affection of the Court Lady, is another in the line of bonkers skills that 4-stars just seem to come with nowadays. It's a 1-turn taunt on another ally, similar to EMIYA Assassin's Scapegoat skill, a 3000 HP heal, and a 50% NP gauge charge all in one. All on a 6-turn cooldown too. A Berserker being able to prevent attacks from hitting her for one turn is nice, especially when comboed with Servants that have some manner of damage mitigation, but the icing on the cake is the massive 50% NP charge. NP Charges are always welcome and everyone appreciates an NP charge this large too.
Her NP, Balmung Kriemhild, is quite good on its own. Removing defensive buffs before attacking makes it really difficult for the opponent to mitigate any damage, it reduces their Arts resistance to help with generating NP and doing more damage, and it also does extra damage to Dragon enemies. This stacks multiplicatively with all of her other buffs, giving her a really quite tremendous ceiling on her damage. If you're curious who the Chaotic Dragons are, here's a handy list:
Siegfried, Mordred, Elisabeth Bathory (Brave), Ibuki Douji, Elisabeth Bathory, Kiyohime (Lancer), Mordred (Rider), Elisabeth Bathory (Rider), Elisabeth Bathory (Caster), Shuten Douji (Caster), Mysterious Heroine X, Shuten Douji, Kiyohime, and Oberon.
You know I think it's supposed to make her kit anti-Siegfried, but she really feels like anti-Liz. Of course, her damage is still pretty good even against just general Dragons too, but it's fine to know that she's completely capable of burning dragonflies. There is one problem with this NP however, and that's its hit count. At 4 hits, Kriemhild isn't ever really going to get a ton of refund off of it, and that's probably going to scare people off who are a little more used to Vlad and Galatea. I'll go into it more later though.
Kriemhild's role is really simple. She exists as a DPS. She hits enemies really hard, harder if they are Chaotic or Dragons or both, and leaves them dead. She may not do anything else, but there is something nice to see about a Servant who is so simple in what she does.
Support Options:
Kriemhild is an Arts DPS so she fits very well into teams that are going to make the most use out of that. Castoria, Tamamo no Mae, Mozart, Paracelsus etc are all good supports for Kriemhild, especially if you want her to repeatedly NP a boss to death. Georgios pretty much always has to be mentioned here as well, as not only does he provide the ability to apply the Dragon trait to anyone, which dramatically improves Kriemhild's damage dealing potential, he also provides his own defensive core, which is very important for Berserkers who can die in two hits very easily.
One can also use supports that she benefits from with specific traits, such as Elisabeth Bathory or Ashiya Doman. These are often only using in teams with a Party Order Switch MC, but thankfully that just released another one of those. She also doesn't benefit as much from Doman as others, as she is Chaotic Neutral and not Chaotic Evil. Mary Anning also stands out in this regard, being able to further buff her Arts and NP generation, both things that Kriemhild also appreciates.
Command Code:
Just ramp up her damage. Command Codes that get her to her NP faster or make her cards hit harder are always welcome. You don't need critical damage boosters though since nothing in her kit really focuses her as a crit DPS. Due to her focuses on Chaotic and Dragon damage, this also opens up some interesting, lesser used Command codes that boost damage as well.
Craft Essences:
Kriemhild just wants to do even more damage with her NP and kill opponents faster, so the choice of CE selection is really not too hard. 50% NP charge CEs will give her the ability to NP instantly with just her own gauge charger, and there's a wide variety of CEs like Black Grail or Royal Icing that will elevate her damage to new heights that she can use pretty effortlessly because of her gauge charge. Sometimes its just pretty simple. Add more ATK, add more NP damage, add more Arts etc and kill.
Append Skills:
Arguably the only append skill here that is really worth it is Mana Loading, and that's if you want to use Kaleidoscope for whatever reason. It's not a bad idea depending on the team composition, but it feels a bit unnecessary. Her other two Appends are also not really worth investing in as there's just not a strong use case for either of them.
Grails:
Grails give her extra ATK, which means she does more damage. At Level 90 she'll have about 11,500 ATK which is pretty potent even compared to a number of 5-star Berserkers, and at Level 100 that goes up to 12,600. But with grailing Berserkers, the extra HP you get from it has its impact reduced because Berserkers constantly take double damage. Grailing Kriemhild puts her at the moment in "do it if you like her" territory.
Competition: Fortunately for Kriemhild, there aren't a lot of Servants to compare her too. There's actually only 3: Vlad III, Salome, and Galatea. To start off by looking at damage, here is what each of them do with their NPs without meeting any special conditions, with Salome at NP5 due to her rarity and everyone else at NP1.
Vlad: 61,269 - 74,816 damage (Avg Damage: 68,076) Salome: 42,322 - 51,680 damage (Avg Damage: 47,025) Galatea: 54,734 - 66,837 damage (Avg Damage: 60,816) Kriemhild: 49,872 - 60,899 damage (Avg Damage: 55,413)
As one can tell, Kriemhild doesn't actually fall too far out of expected ranges. Yes, she is outperforme by the 5-stars but not as much as one might initially think. She's only a few thousand off of Galatea and only really suffers damage wise compared to Vlad. But, unlike those two, this doesn't represent Kriemhild's true damage ceiling. Now let's look at Salome and Kriemhild after meeting their conditions:
Salome: 63,483 - 77,520 damage (Avg Damage: 70,537) (Lawful Good) Kriemhild: 74,808 - 91,348 damage (Avg Damage: 83,120) (Chaotic OR Dragon) Kriemhild: 112,211 - 137,023 damage (Avg Damage: 124,679) (Chaotic AND Dragon)
Kriemhild, even if she only meets one of her conditions, blows her competition out of the water, and if she meets both of them, she'll leave any other Arts Berserker completely in the dust. While it does require Kriemhild to fulfill one of her two niches, her Chaotic niche is not that hard to hit since it's one of the main alignment types. But that's not all there is to discuss either. Since we're talking about Arts NPs, we also need to talk about their refund.
Vlad: 5% base refund Salome: 1.53% base refund Galatea: 7.02% base refund Kriemhild: 2.756% base refund
Here is where the comparison starts to look pretty bad for Kriemhild. Compared to Vlad and Galatea, who are capable of generating a lot of refund off of their NPs, Kriemhild suffers in this regard thanks to her NP's low hit counts. Even with double Castoria, Kriemhild will only generate around 22% with her NP, which isn't anywhere near what Vlad and especially Galatea are able to generate. However, she does have good cards and the benefit of having a 50% NP gauge charge, so she's not totally left behind. It is just worth noting you aren't quite getting the fastest or most consistent gun in the west here: you're trading some consistency for a higher damage ceiling, especially when that damage ceiling is coupled with buff removal.
There's one last thing to discuss as well, and that's Kriemhild's lack of defensive options. Outside of the 1-turn Taunt and the 3000 HP heal in her kit, Kriemhild doesn't have any defensive options in her kit. That's not necessarily a massive problem, but compared to Vlad and especially Galatea, it means she's much more likely to get crippled by debuffs or killed by a stray critical hit.
At minimum, she definitely shines some light away from Salome, even though they do cover different niches.
Pros: -Really high damage ceiling thanks to multiple situational damage buffs. -Anti-chaotic damage is generally pretty good to have as it hits a wide variety of servants -50% NP charge is massive and a 1 turn taunt is quite good to have in kit -Defensive buff removal on NP means its hard to do anything about Kriemhild's damage out puts
Cons: -Mediocre cards, although she has two Arts cards. -Very limited defensive options -As with many niche killer Servants, her damage isn't as inspiring on its own -Less consistent NP cycles compared to other Arts Berserkers
On a whole, Kriemhild is good and has a really impressive damage ceiling, but there are definitely reasons to compare her less favorably to other Arts Berserkers in the game. It might require you to do a little more work on making team compositions with her viable, but it shouldn't be that difficult thanks to her upsides.
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fishareglorious · 2 years
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I want to make Rosaria a physical dps with the Dragonspine spear, but I do want to raise her crit rate with the Primordial jade spear because her elemental burst raises the entire party’s crit rate. 
Whatever shall I do.
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fedonciadale · 3 years
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Hi! I was wondering...how many Jonsas are out there, do you think? Are we really so very on the fringe when we've got the second highest number of pairing fics (after Braime) on Ao3, like a good 3000 more than J0nerys? Maybe we just churn out the most fic! Of course I'm not taking into account the probably large amount of non-shipper fans — one of my friends is one such person and I made my case about the evidence for Jonsa and she thought it was likely, especially with how it would resolve the narrative reason for Jon's parentage reveal, if he's not actually destined to be kot7k. But she's waiting for the books (if they ever come out!) to fully come over to us Jonsas. But let's say Winds does come out, sooner rather than later, and Jonsa is brought forward from the subconsious foreshadowing into a conconsious reality, do you think we might see a new wave of Jonsas (akin to those who came on board during s6+)? I feel like there are some neutral readers open to it, though akin to ghosts (lol), they have to see it to believe it. Some people, of course, will HATE it though.
Hi there!
Well, this might be just my impression, but I actually think that the Jonsa fandom is not that small but maybe smaller than you would think if you look at the number of fics? If that makes sense. And it would be difficult to measure the number of shippers.
I’m involved/half-involved in some fandoms and fandoms tend to have differing flavours. I don’t know how to explain it better. Anyway of course every fandom has artist, writers, meta writers, gif makes, and supporters who might not produce much or only occasionally. And some ships are generally more hated within a fandom than others.
For example, I low-key ship Deckerstar, have read some fics, follow some blogs. I’m in no way really active and I only wrote one fic. Imho opinion the Lucifer fandom is pretty chill and Deckerstar is a highly popular ship that has some really amazing writers and art. People are pretty accepting of all ships. I might not be deep enough into it, but I haven’t blacklisted any tags from the Lucifer fandom.
The HP fandom is huge and quite divided and Dramione is a popular ship but also quite hated by others. But the books are written and there is nothing to fight about really. So apart from the occasional anti Dramione rant that happens occasionally and is not tagged properly, there is rarely any drama (well apart from the regular fandom drama). Most people understand that fanon and canon are not the same.  Most people understand why people like enemies to lovers even if they dislike Dramione. Even the anti-Dramione anons I occasionally get seem to originate in the Got fandom and seem to be by people who think they can call me out for shipping a disgusting ship. Sigh.
Dramione is a ship that is - at least in my experience - really very strong on the art side. There are many many absolutely and incredible artists. Of course there are good fics as well, but the art really catches the eye? Anyway I have blacklisted some HP ships, not because I clashed with anyone, just because I dislike the ships.
And then there is the GoT fandom...
Well, the show is over but the books are unfinished and an end of the discussion is nowhere in sight. And for some reason (and I have talked about this repeatedly on my blog) the Jonsa ship is the most hated of all. Random rare pair shippers claim they have seen something on a Jonsa blog, tag it Anti Jonsa and everyone and their mother will chime in, give them notes and reblogs and shout out loudly how the Jonsa fandom (and occasionally Sansa fans by association) are the worst part of the fandom. We ruin everybody’s experience etc. etc. The GoT/ASOIAF fandom has effectively driven the Jonsa fandom out of the Jon Snow and Daenerys tag. I know that some people still are brave enough to tag Arya, Jon and Daenerys but I for my part have given up on it, because I just don’t have time for the drama. And I still have stalkers.
So, there are reasons why people would rather be a closeted Jonsa shipper. The fandom is big enough that you don’t have to feel alone but people have dropped into my inbox, telling me that they agree but that they would never admit that publicly (Imagine that!). So, I can easily imagine that once TWOW drops and Sansa is indeed the Girl in Grey and we get Jonsa content that there will be an influx of shippers. As you said, some people might hate it, but that is only to be expected.
All in all, Jonsa is a fandom that is dominated by fic writers (again just my experience). Of course there are wonderful artists and gif makers, but the majority seems to be writers. I also have the impression that Jonsas are mostly active on tumblr and post to AO3. So, I actually do think that Jonsas are over-represented in fic, because AO3 is a space where you usually can post in peace and because the proportion of fic writers is probably higher than in other fandoms.
Please mind that this is just my impression.
Thanks for the ask!
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Because @hasbedidoneanythingbad inspired me to do so, I am going to have a go at my take for the Lady of the Lake as a Fanservant. While most servants are pretty accurate representations of their mythological or historical self (or whatever their source might be, who am I to discriminate?), I tend to take it more easy and consider the source a kind of inspiration, at best. That said.... eat up the mess I made!!!
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Fanservant #1:
Caster - Vivian
Vivian, the Lady of the Lake of Arthurian legends, was an important benefactor to King Arthur of Britain, granting him the legendary sword Excalibur after the Sword of Selection Caliburn was damaged in combat. She is also known under the names of Nimuë and Ninianne. Once the unfortunate lover and pupil of the great Merlin, she became the one to seal him away for all eternity, after they parted their ways in an event that is still shrouded in mystery. For her to become an independent entity that is inscribed as a spirit in the Throne of Heroes, the circumstances about her disappearance short after imprisoning Merlin on Avalon must be solved first.
Appearance:
Though obviously not a human herself, she appears as a humanoid entity, but seems to be at least partially made out of clear and self-illuminating water. Sometimes she‘s completely made out of water, sometimes she does have a normal body, this woman can‘t make up her mind. At least not when it‘s about appearances. No matter what her body consists of, Vivian is a rather shy and petite appearing woman with sky-blue hair that covers her whole back and even the ground behind her, as well as almost emotionless grey eyes. Her mature and pure body is concealed by a shroud of pale light and a waterlike veil, that she wears like a dress. Even though she appears kinda on the revealing side, she has in now way on Earth a revealing personality.
Personality:
As a fairy born on the Reverse Side of the World from the soul of the World itself, possessing divinity as a Divided Spirit, Vivian embodies pure and undisrupted kindness and appears as the mother figure of many heroes throughout history. Those include King Arthur, whom she was the selfproclaimed protector of after deeming him worthy to receive Excalibur, the divine sword she was tasked to protect. She did also raise Lancelot as her son after the death of his father and prepared him to be a knight on the Kings side. But even though she has a kind and forgiving nature, a troublesome past with a certain Flower Mage has left her cautious of her surroundings. She tends to keep to herself, even after being summoned, and doesn‘t engage in conversation much, but answers to those who seem troubled by consoling them thorougly and providing advise and wisdom. While doing her best to avert the lustful eyes directed at her body, sometimes her past self takes over her kind soul, punishing indecent behavior with motherly force. This turns into extreme overprotective and somewhat aggressive motherly love, especially for the Child Servants and everyone she claims as her family. Which wouldn‘t be too many. In short, she has a very calming presence, that radiates peace and serenity, as long as it is certain she does not need to punish anyone for their horny thoughts.
FGO Skillset:
Active Skills:
Skill 1 – Kindhearted Charisma A+
Just another Charisma skill, buffing all allies attack by 20% for three turns and applying an one-time evade status on everyone. This one does not expire until it‘s used up.
Skill 2 – Llyn Ogwen Sealing Technique A
A special and unique sealing method incapable to hold anyone hostage but the strongest of mages. Vivian developed this spell out of spite and fear to imprison Merlin on Avalon for all eternity, until one day she may forgive him and release him from the hell of eternal life. If only she hadn't disappeared before his salvation.
Used in combat this skill heals the party for up to 3000 HP and seals the enemies NP for one turn.
Skill 3 – Lake of Chalk and Legends EX
Once born in the warm embrace of the World itself, Vivian found herself burdened. Fate ruled her as the one carrying Excalibur to the godless side of the World in order to choose who would be worthy enough to change history, only for her to hide behind the illusion of a lake as white as chalk, waiting for the worthy hero to appear.
This skill grants the party a 50% damage resist status for three turns, as well as applying a three turn 20% defense buff on Servants that are hit by enemy attacks. These defense buffs can stack up indefinitely, theoretically.
Passive Skills:
Territory Creation B+
Item Construction EX
Divinity C
Fae Eyes EX
Noble Phantasm:
Protected from Gods and Demons alike by the True Pillar of Light - Brocéliande Rhongomyniad
„Stranded between the border of worlds, chosen by fate to be envied by heaven and hell alike. Light and dark reunited, for a moment in eternity. Listen to my voice, as it is the voice of the World, and thou shall bear witness to the birth of a new hero. Tonight, the moon will shine upon us from the sky above and the ocean hidden on the far end of the world.“
Born from within the Soul of the World and tasked to witness both Humanity and the mysterious Reverse Side of the World, Vivian draws her power directly from the authority over Rhongomyniad, the pillar of light that seperates both sides to keep the world stable. While being able to harness this authority to not only grant the destructive power of the nearly indestructible anchor of the planet in form of the Holy Lance, by using her Noble Phantasm she decides to use the immense powerhouse of an overpowered Deus Ex Machina weapon directly from the tower between worlds itself. By concentrating her magical circuits to open a gateway between worlds, she summons a fraction of Rhongomyniad's power as a blinding image of the pillar itself to cast a protective veil as some kind of blessing over herself and her allies. Makes you wonder if a Divine Construct is needed to break through a veil created by a Divine Construct...
Using the Noble Phantasm grants her allies debuff immunity and buff removal immunity for three turns, as well as immunity to all incoming damage from three enemy attacks except for enemies with the Threat to Humanity trait. It also removes all debuffs and status ailments, and with each removed debuff/ailment the corresponding ally receives 50% NP generation, 100% star generation, 1000 max HP and 1000 additional flat damage for three turns, as well as 20% NP gauge.
Sword of Promised Victory - Excalibur
„Awaken again and rain down light from far beyond eternity. My heart beats together with the world.“
Just like Arturia, Vivian is able to harness the power of the Sword of Promised Victory by channeling a fraction of the power imbued in the Pillar of Light into the sword and the beam it produces from its tip, cutting through everything in its way in the process. If she were to use this Noble Phantasm, it would be much stronger and more destructive as when it is used by Arturia. Luckily she is not in possession of the sword right now, so no firing her laser anytime soon.
But if she would, it would have the exact same effect and strength as Arturias Noble Phantasm in FGO, just to balance things out. In another context than FGO it would be even more devastating than we‘re used to.
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Tags:
@justchibistuff @hasbedidoneanythingbad @has-gilgamesh-doneanythingwrong @hasquetzdoneanythingwrong @hasishtardoneanythingwrong
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genshin-djinn · 3 years
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Genshin Impact Chapter 1 Act 3: A Reaction.
Chapter 1 Act 3 is what took my experience with this game from “good game” to “masterpiece”.
THIS POST CONTAINS MANY, MANY SPOILERS FOR GENSHIN IMPACT CHAPTER 1: ACT 3
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Genshin Impact has some problems— actually, it has a shit ton of problems. But during the fight against hordes of Fatui, with the Adepti channeling their abilities through my gang, flying through them as Oz, decimating them with Diluc— I just thought, this is the best time I’ve had in a mobile game in my life.
This game might not be perfect now— it’s only a quarter of the way done if we’re counting Karenri’ah. But it will be a fucking masterpiece once it’s all out. If this is the level of quality we’re getting for our archon quests, this game is going to be an amazing time on story alone.
KEQING
I love Keqing with all my heart. If she were alive today she would be a socialist here to topple the ruling 1%. When ningguang asked Aether who they trusted more, her or Keqing, I hit the Keqing button as fast as possible.
I think one of my favorite things about Keqing is that she’s so completely honest, which is unusual for a Liyue politician. If she doesn’t like something, she’ll speak out against it. If she thinks something else should be happening, she’ll make it happen. She can probably be deceitful at times, but in general she’s straightforwards in that she wants a government for the people and by the people.
I can’t wait for her story quest!
NINGGUANG
pretty.... voice pretty....
Ningguang is cool. Her JP voice is very pretty, like she could do ASMR videos online or smth. One thing I decidedly did not like about Ningguang is how her personality just ???? flips? In the middle of the quest, for no reason other than “because plot”.
It’s established that Ningguang cares about two things more than anything— the Jade palace and Mora. Why, then, would she destroy the Jade palace for the sake of Liyue? I get that she’s a good person at heart at all, but I want to see more of her indecision, her brain saying “mora” and her heart saying “Liyue”. The way she just flips on a dime isn’t really strange but it does contradict with her preexisting characterization.
Childe’s Boss Fight!
The section of this quest from Childe’s fight to the Adepti + Qixing battle is just nonstop adrenaline.
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Childe is IMO a lot more fun than Dvalin (sorry Dvalin). I’m at WL5 and have a tendency to play fast and loose with important mechanics like.... dodging, for example.... and Childe’s Mask Electro form ended up destroying my team. I killed him with Guoba because everyone else besides Xiangling was dead. I
Another thing I really enjoy about Childe’s boss fight is that in the irrationalities of Childe as a character, it actually makes sense. Genshin is decent at making weekly bosses logical excursions— Andrius wants you to get stronger, Dvalin’s weekly fight is ~~all a dream~~; but tbh sometimes the weekly bosses don’t make sense. Andrius wants to train us, not murder us! How does dvalin, a dream slash memory that doesn’t exist, manage to knock someone out?
Childe as a weekly boss actually makes perfect sense. He’s an adrenaline junkie addicted to the thrill of fighting people— to put this in modern AU terms, he’s the guy who’s first in line to ride the rollercoaster that failed all of its health and safety checks. Childe wants to befriend the Traveler entirely because they’re stronger than him, so that he can fight them over and over again until he’s the strongest. Of course, this will never happen, because the Traveler is the MC and therefore is stronger than all others. However, in this way Childe being a repeatable boss makes 100% perfect sense— he actually wants to fight the Traveler again and again and again.
The one question I have about Childe is how in the living feck are the Fatui letting him join the Traveler and fight for them *against the Fatui*??? I think this might be touched on in Childe’s Story quest, which I’ll do in a bit, but like????? They let him keep his delusion and just walk over to Aether like “aight fam I’m on your team now”? How?
Jade Chamber/ Guizhong Ballista vs Sea Monster Fight!!
Basically, all my charged adrenaline from nearly dying to Childe just came to a head in this one huge fantastic fight.
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And Xiao :)
I absolutely loved seeing the Adepti and the Qixing work together. This fight was probably my favorite fight in the whole game— the music was amazing (soundtrack where), the graphics were so nice, the adepti were so feckin cool, using everyone’s abilities was n I ce. My adrenaline was reaching its highest point at this fight and it was just perfect. It was just so fecking fun after days of WL5 pain, having to pop like five ultimates to kill one hillichurl, to be able to just demolish swathes of enemies with Fischl and Diluc, run around like a madman thanks to Xiao, have infinite health idr who did that for me but bless them, just absolutely destroy.
Ever since I hit WL5 I haven’t been able to really just go insane during a fight and stop caring about HP/ when to use skills/ dodging and this have me that opportunity.
Zhongli’s Deal
*punches Zhongli across the room with the power of being the player character* I love this man so much.
Zhongli Zhongli Zhongli Zhongli Zhongli. I AM VERY ANGRY AT HOW THE PLOT RESOLVED HIS STORYLINE. But it also makes a lot of sense. And I think, for once, Zhongli should be allowed to be selfish.
Because choosing to leave Liyue was a bit selfish. He’s leaving the country that adores him, loves him, gives him shit for free; to its own devices and then to a completely unknown fate once the new Geo Archon becomes god and takes over. But he made a frankly fantastic plan and can now leave the country, for now, in peace.
I was absolutely delighted to see Zhongli in Morax form. Making deals with La Signora, being a complete and utter puppet master who set this entire situation up and played Childe like a kazoo; but just like his dear friend Venti, I think Zhongli is happier when he’s just Zhongli, the eccentric mortal. He seems so much happier and so much more relaxed when he’s forgetting about mora and eating dinner with Aether and Paimon. Rex Lapis might have just put Liyue through the wringer, but he can now put down his 3000- year long reign and just be the happy, eccentric Zhongli.
Zhongli’s little bit of insecurity over being a “bourgeois parasite” makes perfect sense now— he doesn’t want to be seen as Morax, a superfluous god who’s using his name to get whatever he wants from the humans he watches over.
But also the part of my brain that feeds off lore nEEDS to KNOW what Zhongli got from Tsaritsa. What could be worth a gnosis? His own happiness isn’t enough— Tsaritsa is likely going to use his gnosis to try and destroy Liyue. What could be worth that?
My main thought would be either “someone’s protection” or “another gnosis”, but I don’t think the latter is possible. The former could be possible but doesn’t really make sense either— a) whose protection is worth putting an entire country, much less the world, in danger and b) the Fatui are out to kill everyone who isn’t Fatui, so they won’t agree to spare a major player in the war to come like that. Brain go brrr.
I’m very hyped for Zhongli’s story quest, which I think is coming with his banner on Dec 1, when Childe’s banner ends. I really hope that Zhongli visits Mondstadt and chills with Venti for a while, but anything with this guy would be fine lol.
LORE
We got a lot of lore this update and I am delighted by it.
Firstly, we get a tiny hint of how Visions are bestowed— “if a person shows true strength of will at a desperate and fateful moment in their life, the gods will look upon them with favor.” Vague but more than we had before.
Next we got some neat lore about Inazuma— firstly, that it’s led by a god named Baal and secondly that it steals everyone’s visions. I’m very hyped to visit because guess what fam aether doesn’t have a vision.
Final Thoughts
In case you can’t tell from my insane ramblings, I loved Chapter 1 Act 3 and I absolutely cannot wait to play through Childe’s story quest and Chapter 2 and beyond.
The Prologue in Mondstadt set the stage for Genshin. We started out in a fantasy environment with a fantasy tale of an immortal bard and a dragon. Mondstadt was an excellent introduction to the world of Genshin.
And now? We’re starting to build on that. Chapter 1 brings us another story of another god and their relationship with the country they watch over. Liyue is much less of a traditional fantasy setting and takes the darkness we saw in Mondstadt— a friendship ruined by manipulation and suffering— and build on it. Now we don’t just see the Fatui more often but we also see more of the Treasure Hoarders and the way both groups kidnap and experiment on humans.
Mond started to introduce us to the Fatui, but Liyue is where they really start bringing continuous plot relevance. Inversely, we saw much more of the Abyss Order in Mondstadt than we did in Liyue. I’m extremely disappointed we didn’t see any more of the Princess this chapter, but it makes sense given that Chapter 1 was really more about the Fatui than the Abyss Order.
All I’m trying to say is the Liyue arc was an excellent continuation to the stage Mondstadt’s arc set. Now, we’re on to the world of the Eternal Shogun, Baal! I’m really excited to meet new characters and experience new stories of Inazuma, but I hope we’ll continue to see Mondstadt and Liyue in the future. Mondstadt is likely going to be the most “boring” of the countries we experience, cuz it’s just so classically fantasy- themed, but it will always be the first country we explored in this world.
After Inazuma (if I had to take a shot in the dark, inazuma’s arc will take from December 23 to maybe March or April) we’ll go to Sumeru, which I am really extremely hyped for because it sounds extremely different from Mond and Liyue and we’ll meet Cyno and possibly even Collei! (just me extrapolating lol). I can’t wait to see where Genshin Impact goes story- wise, because its first major update has brought so much to the table.
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duhragonball · 3 years
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‘21
Amidst all the popular hype for seeing the end of 2020, it didn’t hit me until about lunchtime what the real highlight is that I’ve been waiting for: For the first time since 1999, the year finally ends in “numberty-number” again.    It low-key irritated me that we had to call it “two thousand three” and I was relieved when “twenty-thirteen” caught on, but it still wasn’t right because it was too short, and now we’re back in the sweet spot, and I should be safely dead by 2100, so that’s one less thing I gotta deal with.
Really, even “numberty hundred” rings true to me.    “Nineteen hundred” sounds like a year.    “Twenty-one-oh-six” sounds like a futur-y year, which is even cooler.   So did “Two thousand five”, until I was actually living in it, and it sounds even worse now that it was a long time ago and adults will talk about their childhood happening in that year.    Daniel Witwicky would be old enough to get married and grow a fancier beard than me.    That’s nuts.    My point is that, honestly, it’s the year 3000-3019 that I have to worry about, so if I ever decide to go vampire, those will be the years I hide in the ocean or force society to reset the calendar, whichever’s easier.  
I spent New Year’s Eve finishing Superliminal, which I bought on Steam after I watched Vegeta play it on YouTube.  It has a similar look and feel to the Stanley Parable, so if you liked one you’d probably enjoy the other, although Superliminal has a different theme.  I kept hoping I’d find some secret passage that I wasn’t supposed to take, and a narrator would scold me for finding the “Chickenbutt Ending”, but it doesn’t work that way.    Superliminal’s all about puzzles and awesome visuals, but it does have the same soothing design aesthetics as TSP.   Honestly, I enjoyed just wandering around in Stanley’s office, and Superliminal does the same thing with a hotel and several other settings.   It’s nice.
This got me thinking about how I kind of did everything there was to do in The Stanley Parable, and I sort of wished they would add new stuff to the game, but I’m not sure there would be much point to that.    I could play the older version, but it presents the same message, just with different assets.   The Boss’s Office would look different, but it’d be the same game.   And this got me thinking about various “secret chapters” in pop culture.  Secrets behind the cut.
I first heard about this idea in the 2000′s, when fans invented this notion that there was a secret chapter of Harry Potter and the Order of the Phoenix.    I read a website that tried to explain the concept, and of course it lauded J.K. Rowling with all this gushing praise for working an Easter egg into the book, a literary work of “well, magic.”  
That pretty well sums up my distaste for Harry Potter, by the way.    These days, JKR has thoroughly crapped all over her reputation and legacy, but in the 2000′s it felt like half the planet was in a mad rush to canonize her as a writing goddess, to the point where fans were congratulating her for writing secret chapters that didn’t actually exist.   The idea was based on lore from the books about Neville Longbottom’s parents.    They were patients in a mental hospital, and he’d go to visit them, and they would give him bubble gum wrappers, intended to demonstrate how far remove they’ve become from reality.   The secret chapter lies in those wrappers, which all read “Droobles Best Blowing Gum” or some such.    What if Neville’s parents were only pretending to be mentally ill, so as to throw off their enemies?   Naturally, they would want to stay in contact with their son, so the bubble gum wrappers would have to contain coded messages.    Said code involves unscrambling the letters on the wrappers to make new words, like “goblin” or “sword” or “Muggle” or “Dumbledore”.    The problem is that you can also use it to make other words like “booger” or “drool” or “booobbiess.”   Play with it enough, and you can make the code say anything you want it to say, which means it’s no code at all.   
But the idea was that the not-yet-published sixth HP book would reveal all of this gum wrapper nonsense, and Neville would decode the messages and discover all of his parents’ super-cool adventures.   I’m not sure why we needed a secret chapter if Book 6 was going to explain all of this anyway in several not-secret chapters, but that was the whole point.   Fans didn’t have Book 6 yet, and they were so desperate to read it that they started trying to extrapolate what would happen next based on “clues” from the previous five.    That’s like trying to figure out what Majin Buu looks like by watching the Androids Saga.   I guess some wiseguy would have guessed that he’d resemble #19, but that’d just be blind luck.  
And when you get down to it, this whole secret chapter business is really just a conspiracy.   This is literally how Qanon works.   Some anonymous jackass posted vague “hints” on an imageboard, and people went goofy trying to interpret them and figure out what would happen in the future.   They call it “research” because they spend a ton of time on this, but there’s no basis to any of it.    It took me a few minutes to figure out that you can spell “Muggle” with the words in “Drooble’s Best Blowing Gum”, but that’s not research and it doesn’t prove anything.   But all these guys keep looking for “Hilary Clinton goes to jail next week” and lo and behold that’s all they ever find.   
In the same vein, the gum wrapper thing was really a complaint disguised as a conspiracy, disguised as a “magical secret chapter”.   At least a few fans wanted to see more Neville in their Harry Potter books, they wanted Neville’s parents, or someone like them, to have cool spy adventures or whatever else.   The point is, they clearly weren’t getting what they wanted out of the printed works, but they didn’t want to turn against their Dear Beloved Author, so they started casting about for an alternative reality, one where J.K. Rowling wrote a cooler story and hid it in the pages of the one that actually went to press.    So instead of just saying “Hey, Order of the Phoenix was kind of a letdown, I hope there’s more ninjas in the next book,” they said “Rowling is a genius because I wanted ninjas and she’s definitely going to give them to me, I have the gum wrappers to prove it.”
The same thing happened all over again when the BBC Sherlock show took a turn for the nonsensical.    I don’t know from BBC Sherlock, but I watched the fascinating video critique by Hbomberguy, and it sounds like the show did tons of plot twists until it stopped making sense altogether in the fourth season.    If you skip to 1:09:00 in the video, you’ll hear about fan theories that suggested that season four was supposed to be crappy, as part of a secret meta-narrative plan that would be paid off in a secret, unannounced episode that would not only explain everything, but retroactively justify the crappy episodes that came before.    But it’s been a few years and it never came to pass, so I think we can call this myth busted. 
Most recently, I think we’ve all seen a lot of talk about the final season of Supernatural, where I guess Destiel sort of became canon but only one guy does the love confession and the other doesn’t respond.   But I guess he does say “I love you too”  in the Spanish dub, which means the English language version was edited for whatever reason.    It’s not exactly a secret episode, but the implication is that there’s more to this than what made it to the screen.    So the questions turn to what the screenplay said, what the writers and actors wanted to do, etc. etc.    My general impression is that SPN fans are a bit more used to crushing disappointment, so they’re not quite as delusional about this show being unquestionable genius, like Sherlock and Harry Potter.     Maybe this is an Anglophile thing?   Like, if you suck at something with a British accent, people will accept it more unconditionally?   
I had seen something on Twitter about how there should have been a secret Seinfeld episode in the 90′s.    Someone suggested it at the time, they tape a whole episode, then wait until 2020 to air it, because by then it would be worth a fortune.    But they didn’t do it, because it costs a lot of money to make a TV episode, and if you don’t air the show right away, you aren’t making that money back any time soon.    Yeah, you might recoup a fortune someday, but Seinfeld was making a ton of money then.    It exposes the fannish nature of the idea.    A fan would love to discover a cool secret chapter, but a content creator isn’t necessarily keen on making a cool thing and then hiding it where few people would find it.  
I thought about doing this myself recently.   Maybe Supernatural gave me the bug, but I thought “I’m writing this big-ass story, so what if I wrote me a secret chapter for it?   Wouldn’t that be cool?”     But no, it wouldn’t be cool, because it’d be the same work as writing a regular chapter, and the same stress I feel when I hold off on publishing it.    Except I’d just never publish it, I’d put it in some secret hole on the internet and hope that some superfan who might not even exist can decode whatever clues I leave.  
I mean, it’d be awesome if it got discovered and everyone loved it.    “Hey, I found this hidden chapter!   Mike’s done it again!”   And I could bask in the glory.   But what if no one finds it?  Then I just wasted my time, right?   I want people to read my work.   My monkey brain needs the sweet, sweet validation of those kudos and comments, folks.   Once I realized that, I understood why no one else would want to do a secret chapter either.    Easter eggs are one thing, but the bigger bonus features they put on DVDs were pretty easy to find, and with good reason.
I think that’s what made the Stanley Parable so appealing to play, because it teases you with the idea that you can “break” the game and find some extra content that you weren’t supposed to see, but as you go exploring all those hidden areas, it gradually becomes clear that this is just part of the game; you were meant to find all these things, and that’s why they were put here.      It’s hidden, but he secret aspect of it is just pretend.   
I suppose that what I like about games like TSP and Superliminal is the illusion of secrets more than the secrets themselves.    I like roaming through the hallways, having no idea what I might find ahead.    I kind of wish I could open all the doors, and not just the ones the game designers put stuff behind, but the reality is that there’s nothing on the other side.    I used a cheat code once  to explore the unused doors in TSP and it’s just a bright white field on the other side.   Interesting to look at, but not much of a reveal.   Honestly, the doors themselves are more appealing than anything that could lay behind them.  
And that’s probably what makes secrets so fun.   They could be almost anything, but once you open the present, the number of possibilities drops to one.   If they had ever made that Secret BBC Sherlock Episode, I doubt it would have lived up to expectations, but fans could amuse themselves by imagining what could have been in it.    In the end, though, things usually don’t justify the hype.  For every Undertaker debut at Survivor Series 1990, there’s a Gobbledygooker debut at Survivor Series 1990.   It’s impossible to manufacture a secret with a guaranteed payoff.   
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Fan servant: Foreigner Arachne
Based upon and inspired by a comment from @sugarzillakingofcanes, Foreigner Arachne is the Greek Woman Arachne summoned with aspects of the Jorōgumo youkai and empowered by the Great Old One Atlach-Nacha. Arachne is a foreigner who focuses on paralyzing and weakening foes with stun, poison, and Quick Crits, especially the Divine.
Class: Foreigner
Rarity: Gold (SR or SSR)
Attack: High for Rarity.
HP: About Average for Rarity.
Alignment: Chaotic Neutral (As a full human Arachne was a decent person, if boastful and full of hubris. However, the influences of Atlach-Nacha and the Jorōgumo have loosened her morals enough to be disqualified from a “good” alignment, however as she is not actively malevolent she isn’t counted as “evil”. Thus, Neutral.)
Attribute: Earth (Arachne originates from a Greek myth, the Jorōgumo is a youkai, and Atlach-Nacha is a Great Old One. All of these alone would be Earth, so together it’s definitely Earth.)
Deck Composition: QQQAB
Hit Counts: 5(Q)/3(A)/1(B)/6(E)
Star Absorption: 155 (Arachne is definitely a Crit Servant, with 3 Quick Cards and a Quick NP in Arachne’s Tapestry)
Star Generation: 26%
ATK NP Gen: 0.6%
DEF NP Gen: 3%
Instant Death Chance: 15% (Arachne’s myth and the very thing that grants her an affinity for spiders ends in her suicide and cursing. To wield the power of Atlach-Nacha doesn’t change this, hence the high for a Foreigner 15%)
Gender: Female
Traits: Servant, Humanoid, Threat to Humanity, Sky or Earth, Weak to Enuma Elish
Stats:
Strength: B
Endurance: B
Agility: A
Mana: E
Luck: D
NP: B+
Active Skills:
Phantasmal Silk A: The silk of the Jorōgumo and the silk of Atlach-Nacha both have fantastical properties. Arachne can pick and choose which to include or discard, creating all manner of silks that can benefit allies or hinder enemies. [Upon activating this skill, you are given the choice to apply this skill either to allies or to the selected enemy. Has a recharge of 5 turns at level 10]
If applied to allies: Apply a one turn invincibility, a three turn HP Regen (3000 HP at Level 10), and a three turn Def Up (30% at Level 10). However, applies a special 1 turn Stun (considered a buff for Debuff Resistance purposed.) Further reduces damage dealt by [Divine] trait enemies by another 20% (Number based on Level 10). [Arachne uses her nigh-indestructible silk to cocoon everyone (herself included) for protection. The silk is charged with the energies of the world of dreams from Atlach-Nacha’s silk, which Arachne uses to heal and soothe those in the cocoon. That said, even once the cocoon has loosened, the silk remains a little longer and helps strengthen armors. Arachne’s sheer hate of the gods that cursed her for daring to be talented gives the silk surprisingly potent anti-Divine properties.]
If applied to an enemy, applies a 2 turn stun that has a 50% chance of wearing off at the end of turn 1. As well, applies Poison (500 Damage per Turn at Level 10) for 3 turns. If the target has the [Divine] Trait, the stun is guaranteed to last two turns and has a 50% chance to wear off before turn 3, and will end after turn 3. Also, apply a Toxic/Poison Damage Up debuff for 3 turns to Divine targets that doubles the damage dealt by Poison. [The Jorōgumo can cast a net of its silk, and many spiders can launch envenomed silk at prey. Arachne combines both of these into a hyperlethal trap. Like her silk, her venom is also tainted with Arachne’s rage against the Gods.]
Irritant B: Apply a 3 turn Quick Resistance Down debuff (15% at Level 10) to a single enemy and grants the whole allied party Critical Damage Up (15% up at Level 10) and Star Generation Up (20% at Level 10) buffs against that enemy only for 3 turns. Against [Divine] trait enemies, also applies a 3 turn 10% Defense Down Debuff. 5 Turn Cooldown at Level 10. [As arguably one of the most famous Western myths involving the creation of the spider, Arachne has aspects of all variety of spiders and tarantulas at her disposal. Of note is that, like some tarantulas, Arachne has access to urticating hairs. These small hairs can be launched from the abdomen of Arachne’s spider half, though these urticating hairs grow back like human hair rather than with molting like a tarantula, and are relatively massive and can cause lacerations. Usually though, the victim will just feel immensely itchy and physically irritated, making it hard to keep their guard up and leaving their weak spots open to fast strikes and surprise attacks. As with everything Arachne has, this effect is worse for the Divine, actively weakening their defenses.]
Envenom B+: Gives Arachne’s regular attacks a chance to apply a three turn Poison debuff to the targeted enemy (65% base chance at Level 10, flat 100 Damage regardless of skill level) on each hit for 3 turns. Against enemies with the [Divine] trait, attacks will also apply another Poison debuff (this one doing 150 Damage per turn) but only if the first Poison debuff applied, as well as have a chance (45% chance) to apply a Stun on the first hit of a command card. 5 Turn Cooldown at Level 10. [Arachne’s spider half does have fangs, as does Arachne herself in her Outer Form. If an opening presents itself, Arachne can inject venom into a living thing with these fangs. Due to her spider half having access to traits from all species of spider and tarantula, Arachne’s venom is a potent cocktail of the most potent traits of different spiders, made even more potent by Atlach-Nacha’s power adding the venom of The Spiders of Leng. Arachne insists she has no control over the venom’s composition, and thus the inclusion of one of the more infamous effects of the Brazillian Wandering Spider’s venom was not her choice. She does, however, admit it will add a nice layer of irony to killing Zeus herself. He can be amorous in death too, she says.]
Passive Skills
Entity of the Outer Realm EX: Gain 2 Critical Stars every turn, Increase Debuff Resistance by 12%. [Arachne maintains a connection to Atlach-Nacha, who even influences her form come Outer Form (set of four small spider eyes under her now slitted human eyes, fangs, her spider half taking on the colors of a Spider of Leng, etc.)]
Presence Concealment (Hunter) EX: Increases own Quick Card Star Generation by 12%. [Arachne’s usage of Presence Concealment is strange to put it bluntly. She can only conceal herself when actively stalking prey or lying in wait for an enemy. However, if she’s doing these she is completely impossible to perceive by mundane means, and even magical means require extra effort.]
Independent Action B: Increases own Critical Damage by 8% [While she needs mana like any servant, she can sustain herself on her connection to Atlach-Nacha for a time.]
Noble Phantasm
Tapestry of Arachne
Behold, A Blasphemous Truth Of The Gods.
Rank: B+
Class: Anti-Divine
Type: Quick
Hit Count: 7
(All Numbers based on Level 5)
Deal massive damage to a single enemy. Apply a 1 Turn Stun debuff and a 3 turn Poison debuff (1000 Damage per turn). If used on a [Divine] Servant, however, the Poison debuff is instead a 5 Turn 5000 Damage per turn debuff that cannot be removed by any means before Turn 3, and seals NP and Skills for 2 turns as well. [Arachne calls upon the full power of her connection to Atlach-Nacha and ascends to her Outer Form if not already there. Using this power, she injects a special venom into her chosen target that forces them into a dream state, where they experience a horrid nightmare. In this nightmare, Arachne weaves a continuation of the Original Tapestry she wove in her contest with Athena around the target. Once the threads are in place, she pulls them all tight, imbedding the target’s dream self in the tapestry and revealing all the crimes of the Gods against mortals, from Zeus’s infidelity and forcing himself upon women, to even the crimes of foreign gods like Ishtar and her destruction against the people of Ur. Backed by the power of Atlach-Nacha, this information gains the same gravitas as info from the Book of Eibon or the Necronomicon, and especially devastates Divine Servants, who are forced to confront their crimes.]
Appearance
First Ascension: Fully human, brown hair and brown eyes. Clothing is a Greek peplos, though with a subtle (though not impossible to notice) spider web pattern over it and and Greek style sandals.
Second Ascension: Below Arachne’s stomach, about where the pelvic area would be, she now has a spiders body, with Arachne’s body coming off where the spider’s eyes would be on the cephalothorax. Though the body is reminiscent more of a tarantula’s (rounded back abdomen with hair), the colors and legs are directly that of the Jorō spider, the spider generally though of as that of the Jorōgumo. Arachne’s clothing now consists of a kimono, though with definite Ancient Greek designs on it (example: sleeves have the meander pattern going around them at the ends, colors reminiscent of ancient Greek pottery, etc ) Arachne’s hair is now a deep deep black, while her arms, hands, shoulders, and parts of her neck are now covered in a strange, black chitin like substance that leaves the ends of the fingers pointed. Her eyes are more akin to an Oni’s like Ibaraki’s or Archer of Inferno’s, but still brown.
3rd Ascension: Drinking deep from the well of Atlach-Nacha’s power, Arachne’s spider half now more closely resembles a Spider of Leng, being a deep purple color. Her kimono, a part of the Jorōgumo’s influence, remains, although it is partially torn and shredded to reveal the chitin from Arachne’s arms fully covers her torso in a manner reminiscent of Greek Hoplite armor, the “chitin” now a more metallic bronze color. Her hair is now stark white and reminiscent of spiders silk, while her eyes are now a reddish brown. Below her human eyes are now two sets of beady spider eyes. In her mouth, notable fangs.
My Room Lines
Zeus (probably coming LB5, he counts) (Second and Third Ascension): Zeus?! ZEUS?! You summoned the one god who represents the worst of their flaws?! ...Master, you’re lucky I trust you after you’ve shown me kindness even with this form, but let him know even you won’t be able to save him if he acts up.
Heracles (All Ascensions): Oh my goodness is that Heracles? The hero of such strength we use his name as an adjective? You have to let me speak with him, I’ve always loved his tales! ...Oh, he’s a Berserker? Then, this is likely him after... (Sigh) Yet more proof the gods are worse that they’d want us to believe.
Gilgamesh (Archer) (First and Second Ascensions): Hey, I don’t know who that blonde jerk is but he has some nerve! He dares to claim he is on humanity’s side while indulging in some of his worst, most base fantasies and treating his very much non-divine subjects like his property?! I call bull, he’s just as bad as the very gods he claims to be against! (Added after Third Ascension) Even if this form were to disqualify me as human, I’d still say I’ve never met a more hypocritical king.
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Percival Analysis
big tittum hours
Percival
Max HP: 12,112
Max ATK: 9,168 (Effective ATK: 9,626)
Star Absorption: 89
Star Generation: 12%
NP Charge ATK: 0.64%
NP Charge DEF: 4%
Attribute: Earth
Alignments: Lawful Good
Traits: Brynhildr's Beloved, Humanoid, Male, Riding, Round Table Knight, Servant, Weak to Enuma Elish
QAABB
Quick = 3 hits, Arts = 2 hits, Buster = 3 hits, Extra = 5 hits
Quick: 1.92%, Arts: 1.28%, Extra: 3.20%
Protection from the Holy Grail A
Increases own Arts performance for 3 turns. (20 -> 30%)
Charges own NP gauge. (10 -> 20%)
Increases party's NP damage for 3 turns. (10 -> 20%)
8 -> 6 turn cooldown
Guardian Knight (Holy Lance) B+
500% Chance to draw attention of all enemies to self by 300% for 3 turns.
Increases own NP generation rate when taking attacks for 3 turns. (30 -> 50%)
7 -> 5 turn cooldown
Light of Salvation B
Grants one ally Invincibility for 1 turn.
Recovers their HP. (1000 -> 2000)
8 -> 6 turn cooldown
Magic Resistance B++
Increases own debuff resistance by 18.5%.
Riding C+
Increases own Quick performance by 7%.
Longinus Count Zero
AoE Arts
4 hits
Grants self Ignore Invincibility for 1 turn.
Increases own NP damage for 1 turn. (20 -> 40%, OC)
Deals damage to all enemies. (450 -> 750%)
Recovers one ally with the lowest HP relative to their max HP by 3000.
Holy Lance Longinus
When equipped on Percival, increase party's Arts performance and NP damage by 10%.
Primary Role: Farmer, Looper, Taunter, Solo
Secondary Role: Defensive Support
Situational Role: N/A
Another Knight of the Round Table has made his way to F/GO, much to the applause of basically everyone it seems. Betwixt a Servant with massive tits is a kit that honestly rather bland and straightforward, but also good enough to make Percival a good choice for your AoE Arts lancer. Whether he's your best one will depend on your pool, but he doesn't arrive a wash-up.
First we start off with his fundamentals. Like basically every other AoE Arts servant released in the history of ever, his NP gain is bad for his hit counts. His Arts cards are pretty embarrassing, his Quick card is largely worthless, and his Extra ranks at "decent". His AQA chain will generate about 25% of his NP gauge, which isn't too terrible but his NP gen problems will become apparent once you don't have his ideal chains. His star generation is a little kinder to him thanks to his decent hit counts, and both his BBQ and QBB chains can generate around 15 stars each. It's not amazing, but it might make a crit happen when it counts.
His 1st skill is a pretty good skill overall, providing a nice Arts and NP damage steroid while also giving a small but welcome NP charge. The increase in Arts performance will push his AQA chain to about 28%, which is expected because of his mediocre Arts cards. The two steroids together will result in a nice 56% damage bonus to his NP as well, which is a strong start. The cooldown is the expected eight to six turns, but that's probably fair all things considered. The charge allows Percival to instant NP with a K-Scope and gives the ability to fix a looping turn (Spoiler alert he loops), which is always nice.
His 2nd skill is a variation of Georgios' Guardian Knight...and personally I find it to be a lot weaker. It's the same 3-turn taunt which is incredible, now on top of a Lancer further increasing the amount of easily accessible 3-turn taunts to different classes, and also increases his defensive NP gen by 50%. Don't get me wrong, this skill can high roll pretty hard and grant him a lot of extra NP a turn against an enemy with high hit counts, but against enemies that are on the lower end you'd want the Def buff way more than the defensive NP gain, and you might want it more anyways since Percival doesn't pack any soft defensive buffs. It's also at a bit of a weird mismatch with his kit, since he's meant to be in farming comps where this doesn't really matter. But in the future, it might be a good skill in a Nerofest exhibition quest or in a challenge quest of some kind, so I won't be too hard on it.
His 3rd skill is a targetable Invul with an okay heal attached to it, which is always pretty welcome. This skill not only has a lot of versatility in being able to keep others alive, it's also a hard defensive skill for Percival as well as a way to guarantee another turn of protection. It's a good skill and solid support, although not positioned the best in terms of his kit.
His NP is where things get...well a little interesting. An AoE NP that pierces invul is always nice, and the extra NP damage buff is appreciated as well, putting him at 40% total usually. His damage sits on average a little under 20k, which is not bad for an unupgraded NP. He also has a heal attached to his NP, but with a catch: it will always heal the, relatively, most damaged party member. Thanks to his taunt, that will usually be him and it's his main source of sustain, but be careful in team situations where his heal might accidentally go to someone else.
So let's get to the boring part and talk about looping. With his 1st skill active, an NPAA chain will generate about 56% of his NP gauge if he hits 3 enemies, 46% if he hits 2, and 36% if he hits only one enemy. This isn't counting overkill either so it can be even higher. It's worth noting that he will need at least two turns on average in between each NP in order to use it again on his own, which could be a problem...
If not for Castoria! A DCS set-up will result in Percival generating about 73% on average, without overkill, on 3 enemies. One might be tempted to despair there, but overkill makes a big difference in looping and this usually means that Percival can 3-turn fairly easily with just an MC boost to his Arts or NP gen for the second wave on average, with the ability to coast on refund with enough overkill. You can also pop his 1st skill to help with the ranges, since the extra 30% Arts bonus makes the base number jump to 84% and helps with his damage a lot more. All in all, his ability to loop is pretty secured, although not 100% painless.
Grails: Grails are okay for Percival, since increasing his attack will naturally increase his NP damage, making overkill easier and loops easier and more consistent. It's not really needed but you'll still likely notice the difference.
Support: Listen he's an AoE Arts servant, he was practically made to work with Servants like Castoria and Tamamo. His synergy with Tamamo is particularly note while, being able to boost his damage as well as grant heals and reduce the cooldowns on his taunts. He'll also work in very defensive teams as a Taunter with damage output, in addition to his targetable invul for emergencies.
Command Code: Percival can have some pretty solid solo potential with the Good Wife CC, increasing the heal on his NP to 4500 or potentially 6000 if timed right, which makes it a good option, as well as CCs to boost his NP damage and his NP gen. He can also use other CCs that remove buffs if you want to focus on him as a secondary DPS in another team.
Craft Essences: K-Scope gives him the ability to instantly NP, The Black Grail gives him massive NP damage while Royal Icing and Sign of Smiling Face give him less damage but more NP consistency, so on and so forth. If you're lacking a Castoria yourself, any 50% CE can be a good option, with notable shout outs for Painting Summer and Vessel of Desires as the best overall options.
Competition: There are 3 other Arts AoE lancers in the game that can compare to Percival: Fionn, Melt, and Vritra (sorry Elice). To be fair to all of them though, they're all good Arts loopers and all can be used really easily with the right gameplan. However, Percival has a notable benefit in having the highest overall refund to all of them with all buffs up. However, this probably only puts him above Fionn in terms of pure viability. Melt still has a 60% NP charge which is incredible, as well as being one of the only loopers to produce a ton of crit stars, and Vritra not only has higher stats overall, but NP regen and anti-Divine bonus damage. It's best to consider what you need to farm the node in question. He's probably the least finicky of the bunch to get looping. In terms of damage, here is the average damage of all 4 lancers at NP1:
Fionn: 96,691
Melt: 93,224
Vritra (non-Divine): 111,968
Percival: 99,627
All in all, he fits right in as a very competent looper and Arts DPS with the rest of the gang.
Pros:
-Solid steroids give him good NP damage
-NP charge is good on a looper, though a bit weak
-3 turn taunts are always very powerful
-Targetable invul and heal give him good versatility
-Pierce invul on NP will ensure damage most of the time
-Very good refund for an Arts Lancer, makes him easy to loop
-NP has another heal to stack on his S3
Cons:
-Most of his kit is pointless if he's only used for looping
-NP gain is slow when not used in looping comps
-Relies on heals to deal with damage while taunting, which can be problematic with high damage opponents
-Heal may not go to Percival which can be dangerous
Overall Opinions:
Percival did not immediately interest me like the other Lancer on his banner, but he's a good example of an "Ol' Reliable" kind of Servant: everything in his kit is stuff we've seen before, but it's all good and he rounds out being a pretty strong Servant. Good looping, good team support, solid healing capabilities, and good enough damage gives him a strong overall performance, despite the occasional hiccups in his kit and intended role.
He's good y'all.
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tokusatsumixup · 4 years
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Archer Servant - Johnny Appleseed
Another new servant.
Appearance
Stage 1/2:  A young girl wearing a pot on her head.  Her face constantly smudged with dirt.  She wears a denim dress, invoking the look of overalls over a white shirt.  There is constantly a small cloud of dirt around her feet to invoke the feeling that she’s moving.
Stage 3: Appleseed sheds her helmet, showing her vibrant red hair which is styled in a bob, with a small green ahoge. She now has stockings with different colored apples on them under her dress.
Stage 4: Her dress is now red, and shaped to evoke the image of an apple.
Spiritron Dress - Little Miss Smith: This Spiritron Dress swaps the colors of her hair, making it green with a red ahoge.  The same happens to her dress, making it green instead of red.
Misc. info
Rarity: 4 Star
Artist: Riyo
Voice: Yumiri Hanamori
Alignment: Neutral Good
Attribute: Earth
Alt names: Planter, Apple girl, Archer of America
Deck Set-up: QAAAB
Hit counts: Q(3) A(5) B(1) E(6)
Stats:
Max ATK: 9,000
Max HP:14,000 
Grail ATK: 11,500
Grail HP: 17,000
Star Absorption: 120
Star Generation: 8%
NP Charge ATK: 0.75%
NP Charge DEF: 4%
Death Rate: 30%
Paramaters:
Strength: C
Endurance: B
Agility: B
Mana: A
Luck: A++
NP: B
Traits: Female, Humanoid, Servant, Weak to Enuma Elish
Passive Skills:
Independent Action A+: Increases own critical damage by 11%. Her legend had her traveling the country planting seeds, this has translated into her being able to survive on her own mana.
Apple A Day EX: Heals the whole party by 200 HP each turn The old saying is “An Apple A Day Keeps The Doctor Away” Appleseed can bring it into reality, healing her friends each and every turn.
Territory Creation A++: Increases own Arts performance by 11.5% In life She created many orchards, creating new territory as she traveled.
Active Skills
Sweet Apple: Heals all debuffs from a party member, and heals their HP (1500, 3000 at level 10)
Appleseed produces an apple from the pot on her head, giving it to an ally to renew their vigor.
Continuing Journey: Apply guts to self. 2 times, 5 turns (1500, 3000 at level 10) Continuing her journey, planting appleseeds across the country, Appleseed never stops her journey until she is done.
Full Meal, Happy Travels: Boosts one party member’s Max HP for 5 turns (1000, 2500 at Level 10) A good meal can make even the most boring journey less of a chore.
Noble Phantasm
A Feast With Friends
Rank: B
Classification: Anti-Thaumaturgy
Type: Arts
Hit Count: N/A
Effect: Removes all debuffs from party, Heals party HP, Raises Party’s Max HP, increases self Arts effectiveness (Overcharge) Heal: 5000 HP (7000 HP at NP 5) Max HP Buff: 300 HP (1500 HP at NP 5) Arts Buff: 20%, (100% at 500% overcharge)
Bio: 
A young girl who left home one day with a simple goal in mind.  Plant orchards all over these great united states.  She traveled west, planting orchards as she traveled, and spreading the word of the new church when she stopped in towns.  She was a kind and pious girl, trying to appease all she met, even buying a horse to help it heal instead of being put down, only to give it to those in need when it was better.
 My Room Lines
Summon: “Hello, I’m just passing through, friends.  My name is Johnny Appleseed, and um… I’m an archer class servant!”
Level up: “Oh, thank you kindly, master!”
Level up (Super success): “Wow!  This much gratitude? I-I don’t know what to say!”
1st Ascension: “Why thank you for all the gifts master~!”
2nd Ascension: “M-My hair?  No, I couldn’t master… it’s much too flashy.”
3rd Ascension: “I-It’s not so bad… right master?  E-Eh?!  What do you mean cute?!”
4th Ascension: “Th-This is a lot master… let me know if i’m too flashy, master…” 
Battle Start 1: “Let’s get this done quick!”
Battle Start 2: “I’ll do my best!”
Skill 1: “Delicious~!” 
Skill 2: “I’mma keep goin’ nothin’s gonna stop this gal!”
Skill 3: “Here, sit down and eat, alright?”
Attack 1 2 3: “Watch it!”  “Got’cha!” “Here we go!”
Extra Attack: “Eat this!”
Noble Phantasm selected: “I’ll prepare a great meal for us, Master!”
Noble Phantasm 1: “A good meal, good friends?  What more could a gal want?  After all, nothin’s better than A Feast With Friends!”
Battle Victory 1: “I’ll whip up a great pie for all of us!”
Battle Victory 2: “Great job everyone!  Have an apple!”
Normal damage 1: “Gah!”
Normal damage 2: “I’ll keep goin’!”
Normal damage 3: “That’s a bruise…”
Normal damage 4: “This might slow me down…” 
Defeat 1: “I didn’t wanna stop…”
Defeat 2: “Sorry… looks like i gotta rest…”
Voice Line 1: “Huh… this place is pretty fancy…”
Voice Line 2: “I only wanna travel, but y’all make that challenging”
Voice Line 3: “Howdy y’all, I tried gettin’ in the kitchen but it was jam packed.”
Likes: “Oh, um… apples, travelin’ and the like!”
Dislikes: “Stopping.  I always wanna be on the move!”
Bond 1: “This is a nice rest spot, but I gotta be on my way soon!”
Bond 2: “Y’all really stick around one place for a while, can’t say I don’t see the appeal”
Bond 3: “Hmm… settin’ down roots… maybe some day, but…”
Bond 4: ”I… I think I wanna stay here master… is that quite alright?”
Bond 5: “This… is a nice place to settle, Master.”
Event: “What’s all the hullabaloo about…?”
Birthday: “Happy birthday Master!  I made you a pie!”
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potteresque-ire · 5 years
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2019-03-30
This round of JKR bashing is depressing for me to read--and has prompted me to come out of my Tumblr shell--not because of the demands the fans are making; the call for a verbally explicit statement about Dumbledore’s sexuality in canon has been around for more than a decade. What saddens me is how people are speculating on JKR’s motivations, and how it has been done in such a derisive and insulting manner.
(Rambling under the cut...) 
Speculating motivations is a futile exercise at best, a Dark practice used for framing minorities and dissidents at worst. And here we are, as collective fans, wielding this thing on someone who hasn’t harmed anyone, who has brought much joy to our lives. I can’t speculate on JKR’s motivations when she talks about Dumbledore or Grindeldore. I can’t say, with any certainty, that she’s saying X for the purpose of A or B. Yes, I’m a fan—I enjoy her works, both the Wizarding World and the Cormoran Strike series. I believe she’s a good person, an ally of our causes, based on what’s she written and the little I know about what she’s done outside her career. And that’s all there is, I admit. My conclusion on her character based on incomplete facts. I said I believe for that reason. But this is how we all function in the world—we believe. This is how we put ourselves out there. We believe none of the people who interact with are axe-murderers (who seem to have better reputation than JKR these days).
We assume people are good. We assume they’re altruistic. We assume they’re growing to become a better person. We assume these things for almost everyone we know nothing about and yet, we can’t seem to extend the same assumption, the same generosity for JKR. If social justice matters so much, how has fandom come to place more trust on people who do little more than reblogging posts on the topic, add a gif or two and a few snarky comments, than a writer who’s spent 15 years on a 3000+ page story (not counting Strike yet) with prejudice as one of its prominent themes, that has inspired real-life social justice efforts like The Harry Potter Alliance? True, the prejudices in HP may not be all relevant to the Muggle world, but the driving force behind the prejudice is the same—as those of us who come from other parts of the Muggle world can attest, those of us who know of prejudice in forms other than those prevalent in Western societies. Why is fandom so keen then, on casting JKR in such a terrible light, on creating and spreading memes that insult her and diminish her accomplishments with little/no basis on reality? From a more self-serving perspective--assuming the underlying cause is to make the HP fandom appear more “woke”--doesn’t it cast a terrible shadow on us too if the false allegations stick? Our fandom still bears the name of her work; photos of many of us in Wizarding gear are still floating on the internet. JKR rose to prominence pre-social media and her ongoing Strike series is a commercial and critical success; she doesn’t need social media “points” but we do. So why has fandom become so bash-happy when it comes to her, so comfortable with doing it for laughs and likes? Why, especially when current fandom culture is so much about critique-proofing fellow writers and artists? Are we especially cruel to JKR because she’s “made it”? Because we’ve paid her? Many fandomers are trying to break into original writing and other artistic endeavors. Does it mean that the moment they “make it” too, the moment their original work goes commercial, instead of celebrating their accomplishments we turn against them, we tell them the support, the nurturing they’ve found in fandom is history? How terrible would that be? What about the creators who already use Patreon for their fanworks? Are they open to abuse too because money has changed hands? Isn’t this a highly capitalistic mindset, when Tumblr decries capitalistic practices every day?
Why can’t we just be kind?
Many of us are still playing in JKR’s sandbox. We’re still making friends, getting kudos and followers with her world as the backdrop. No, the author isn’t dead. Fic writers know this: we can keep our stories the same, word for word, but if we change the pairing, those characters we borrow from canon, our readership drastically changes. Strong writing can significantly boost the popularity of the stories, but the popularity remains largely within a ship. The truth is, the characters JKR created attract the vast majority of our readers. Everything we gain in fandom—friendships, laughter, reviews and kudos and love—JKR has a role in it. The size of the role is debatable, perhaps, but its presence is undeniable.
In light of this then, can we please consider returning a bit of these nice things to her? A bit of love, a bit of appreciation, a bit of understanding. HP has an enormous readership and some will fall out of love with it. That’s expected. But when that happens, can we leave the fandom without also leaving a trail of hate in the community that still loves her? Can we do so without still trying to exert control, still trying to establish dominance over those who still care in the debates and narratives? (“JKR is Something and I’m Right because I started reading HP as a blastomere.”). I’m not saying there shouldn’t be discourse or critiques; there should be. When I entered HP fandom, metas were my favorite things to read. But what I’ve missed in the current discussions is the spirit of kindness, which extends to a respect for the source material and its creator, and I dearly wish for its return. Please, please be kind. Please remember there’s a real-life human behind the fantasy stories, a real-life human who has done good but isn’t perfect. Just because JKR is unlikely to read the posts doesn’t mean the things that have been said are justified. Just because she’s unlikely to see the memes doesn’t mean the jokes made in her expense, which most of us would never say face-to-face to even a stranger, which most of us would never, ever want to hear them said about ourselves, are suddenly benign.
Do unto others as you would have them do unto you. I believe in that.
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radiantresplendence · 5 years
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Big Grill in Little Chaldea - Review
Overview: KP is the best unit of 2019 and she was released back in March. Also it’s only May. 
Kingprotea is the Alterego G of the Sakura Five, a High-Servant composed of multiple Earth Mother Goddesses, particularly everyone’s favorite Beast II, Tiamat, as indicated by her final ascension. 
KP’s kit is unique, encouraging a lot of creative and non-conventional team building due to the versatility of the Alterego class and KP’s own kit. In a lot of ways, she’s self-sufficient out of the box, boasting a power level that is essentially unchallenged by other units in the game, without even taking into account her active skills or Noble Phantasm. I consider her the best Alterego in the game, at least for most situations. 
Generally speaking, her kit is pretty simple almost deceptively so when you take into account her unique self-buffs, widely-varying in length cooldowns, and situational buff procs. Essentially, she’s a bruiser-type unit who can take and deal significant amounts of damage. 
Under the Hood: Kingprotea is a Buster unit, boasting two single-hit Buster cards, two triple-hit Arts cards and a lone triple-hit Quick card. Her extra attack hits six times. She has a Buster Noble Phantasm that is area of effect and shares some level of similarity to Ishtar’s Noble Phantasm in that it has a low scaling, but regardless can deal serious damage. 
Generally speaking, KP fits in well with almost any Buster team, although, I would personally discourage the choice to use her with Osakabe. 
Kingprotea’s stats are monstrous. She boasts the second-highest attack stat in the game, a whopping 13835 at level 90 with silver Fous. She’s no slouch in terms of HP either, with a 14338 pool at level 90, but that starting point is largely negligible for our headpat goddess. 
Generally speaking, all of KP’s cards are awesome, save for her lone Quick card, which honestly isn’t even that bad. 
Passive Skills: KP is honestly overloaded in this department. In my opinion, she has the best set of passives currently in game. Every single one, roughly equates to a relatively generic Craft Essence of decent potency.
Mad Enhancement A+ is starting off extremely strong. An 11% Buster up for free on a Buster unit makes most Merlin targets jealous. This is most often found in Berserkers, who balance their offensive power with a certain level of frailty, KP doesn’t share that general weakness.
Independent Action B is probably KP’s weakest passive. An 8% free boost to critical damage really isn’t a bad boon at all, as we’ve been in a crit meta since Merlin was released, but KP really isn’t a crit unit. With that in mind, she totally can take good advantage of this, depending on your team. 
Territory Creation EX is extremely strong. Honestly, most units would kill to have KP’s passives up to this point. A 12% boon to Arts performance at all times, turns KP’s Arts cards from “good” to “very good.”
Divine Essence A is KP’s defensive skill. 25% debuff resistance makes her just a little more robust and reliable and 250 free damage on every attack is nice, even if it largely won’t make too much of a difference at high-level content. I guess at least it adds up over time?
Active Skills: At first glance, KP’s actives are odd, but upon closer inspection, they are both potent and grant good synergy with the rest of her kit. 
Huge Scale C is one of KP’s id_es skills. This grants her a unique “Infinite Growth” buff that grants her stacking max HP buffs with a permanent duration every turn. These buffs start at 2000 HP and at max level reach 3000. KP can stack up to 10 of these for a max boon of 30000 HP. This acts as faux-healing of sorts and it also fuels some of her other abilities. It has a 10 turn CD. 
Infantile Regression C is KP’s internal engine of sorts. It eats her “Infinite Growth” buff and any stacks that she has acquired in order to give her a turn of skill haste and grant her NP charge based upon the number of stacks she consumed. The NP charge ranges from 10 to 20% per stack, resulting in a maximum NP charge effect of 200%. It winds up with a 5 turn CD. 
Monstrous Strength EX is an excellent self attack buff. 40% for 3 turns on a 5 turn CD is nothing to scoff at, especially with a skill haste effect. With certain compositions, it becomes possible for two of these buffs to be active at once, granting our headpat goddess a nightmarish 80% attack up atop the unit with the second highest attack stat in the game. This is without taking into account other party members, as this can be easily achieved with KP and the Atlas Academy Mystic Code. (Oh pardon me, I’m getting ahead of myself.)
Noble Phantasm: 
Airavata King Size: The Colossal Figure Coming Out From The Ocean of Life
E Rank, Anti-Unit Noble Phantasm
KP headpats the enemy party. If they’re not dead, she consumes her stacks and pats them again. If she needs a little more oomph, she waits a turn after the consumption. 
This attack is a 5 hit Buster NP. It increases own Buster performance between 20 and 60% depending upon overcharge and if KP has so much as a single stack of growth when activated, it grants her an additional 20% Buster buff. Both of these buffs last the turn and KP is capable of Buster Brave Chaining. 
This Noble Phantasm is very very good and provides perfect explanation for KP’s surface level weirdness. 
Bond 10 CE: 
These Are, Both Arms of Full of... is a perfect CE for KP. Depending on your choice of usage of her, it may not always be optimal but, no matter how you use her, it is quite potent. This CE increases her Buster performance by 20% and additionally increases her attack by 20% if she has at least one stack of growth. With this CE equipped and without any additional party members, KP can Buster Brave Chain with an 100% attack buff and a 71% Buster performance buff while boasting base attack second only to Alterjeanne. 
Tips and Tricks: 
KP is incredibly hard to claim a definitive means of use for. She can solo, she can be a primary damage-dealer, she can be a crit unit, she can be an NP spammer... honestly, she can fill a lot of roles. Consequently, claiming a best CE for her can be tough, as it depends on what you want her to do. In general, her bond CE probably has the best effect for economy, challenged only by The Black Grail (especially if you want her to NP spam.)
I like to use her to fight Riders, who can sometimes discourage conventional support-type units. A typical comp includes Florence (shout out to @acclerated-railgun) and some sort of tank, typically her sister-Alterego Passionlip. A very good argument could be made for Leonidas, especially if you happen to have his Bond CE. Essentially, Florence and the Tank keep everything running smoothly while KP winds up to give headpats of destruction, powered by Angel’s Outcry and sometimes with a nice bounty of crit stars. Mashu is also an excellent choice. 
With Merlin and Tamamo you can create a potent NP spammer that is entirely overloaded with buffs. Tamamo’s party skill haste and KP’s own haste skill enables the 80% attack up (or 100% with Merlin) that I mentioned earlier and you can combine that with The Black Grail’s NP damage boon, with the demerit all but entirely mitigated by infinite growth. The result is a KP who can consistently hit like the Beast she is partially derived from and with party upkeep and defense options that resemble a dedicated stall team. 
Waver and Andersen legitimately go with anything. If the only rare unit that you happen to have is KP, Andersen + Merlin is a top tier Buster-Crit support set up that will enable her. 
If you’re really going for broke, Shakespeare isn’t a bad unit to pair her with, although the previously mentioned units are all better picks. 
She works decently well with fellow Sakuras, Passionlip and Summer BB. Where Passionlip tanks and heals and Summer BB controls and enables broken KP Buster Brave Chains. 
In terms of Mystic Codes, Fragments of 2004 is an excellent choice, particularly in tandem with her Bond CE and/or a Leonidas tank for optimal application of the stars from Thermopylae Enomotia. 
The Atlas Academy Uniform freely enables the attack shenanigans that I mentioned before, I’d recommend it when trying to solo with a CE like Duke of Flames or Demonic Bodhisattva. (Less optimal for that regard is Before Awakening and even worse at that is Steel Training.) 
The Arctic Chaldea Uniform is a great choice for general application, though it is the hardest Mystic Code to level.
KP is weak to buff removal, so running her with Tamamo and Tropical Summer can help mitigate that. 
The Chaldea Combat Uniform, New Years and Chaldea Uniform are also viable for less niche reasons. Also Anniversary Blonde, because Buster. 
Recommended CEs: 
Her Bond CE and The Black Grail are probably the most optimal. Throwing a Crit CE if you’re trying a crit build with likely be beneficial. I would personally recommend Knight’s Pride as she has more than enough HP to offset the defense demerit. 
I personally think you should try and focus on NP damage, as her NP scaling is low and you want to fire her NP as often as possible when trying to do damage, even in crit-focused teams. 
With that in mind, anything that buffs Buster or attack in general is likely at least usable on her. 
Any CEs I mentioned earlier are also good choices, especially in the context I mentioned them. 
Conclusion: If there was ever a Servant to Grail for gameplay, KP is it. She can literally make the most of any base attack increase with her own absurd self-buffing. 
She’s also an adorable giant headpat goddess with a completely distinctive sprite. 
Also her kit is so unique that using her feels completely different from every other unit in the game. Even other high damage units or AoE Alteregos don’t feel anything like Kingprotea. 
In a lot of ways, you can really just try stuff with her, a lot of it works a lot better than you’d think it would on the surface. 
She’s really good fun honestly, and I can’t recommend her enough. 
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gameofdrarry · 5 years
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Drarryland: Info & FAQ
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Drarryland is the second iteration of the Game of Drarry game/fests where Harry and Draco and your imagination are the perfect winning combination. 
The game/fest is open for writer and artist signups! 
Signup here! 
Designed to be fun and stress-free, players dictate their pace to fill fun yet challenging prompts. Drarropoly, the previous game/fest, had prompts that were oriented toward HP-themed locations, Drarryland prompts have been crafted based on popular tropes like Eighth Year, Aurors, Creature!Fic, and many, many more. 
If you’re seeing this, hopefully, you are a bit familiar with the game/fest concept. If not, you may view a shorter info and explanation post here. Or read the full info and FAQ under the cut! 
WHO CAN PARTICIPATE? 
Everyone! In the survey we put out at the end of Drarropoly, so many people admitted to being new writers or writers who had been on hiatus for a long period of time. 
Writers and Artists can try their hand at shorter stories or smaller/simpler art projects in a super low-stress environment: 
I loved the prompts and how it allowed me to try my hand at writing without starting from scratch.
I did really enjoy it, I’ve never been involved in a community before.
yes, it was very nice! although i’ve never done a game like this, or any sort of fanfic exchange of any kind, drarropoly made me want to participate in more in the future!
In addition, Drarryland now offers access to the Game of Drarry Discord server where players can connect with others in the community to get advice and support. 
What kinds of art is accepted? Anything from simple sketches to fully illustrated scenes, and mood boards. Some art prompts have colour and perspective parameters but can be met across different kinds of media. 
HOW IT WORKS
We asked for feedback after Drarropoly and listened to a lot of your comments! Word count limits are higher, there are more opportunities to pass on a prompt, and there are 6 bonus prompt opportunities. 
There are so many opportunities to earn points and be creative, either as a single player or in optional pairs/groups in the larger Game of Drarry community. Your game/fest is what you make of it, and your level of participation is on your terms! 
Drarryland gameplay (individual), the House Round Robins (groups), and The Owlery Exchange (pairs) are the three parts of the game, and players may participate in one, two, or all of them.
Players who sign up will be assigned a Hogwarts house at random. The mods have created four new houses (Pennydew, Rowandark, Shadowrose, and Dragonwick) and each mod is a Head of House. All submissions are worth 1 point toward the House cup. 
There are lots of opportunities to earn extra points through bonus prompts, Round Robins, The Owlery Exchange, and commenting on other players’ submissions. More on that later. 
THE GAMEPLAY
Players are tasked with making their way up the board, weaving their way through the Hogwarts grounds toward the House Cup/End of the year. 
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The road through Hogwarts is comprised of an array of six coloured squares: 
Blue = Potions Class = Angst prompts
Green = Transfiguration class = Non-Drarry POV prompts 
Yellow = Charms class = Fluff prompts
Orange = History of Magic class = Epilogue Compliant/Older Drarry prompts
Red = Defence Against the Dark Arts = Aurors/Adventure prompts
Purple = Divination class = The Fates know you’ll write the right thing - prompts open to wide interpretation 
While prompts are grouped in these categories, players are not required to fill a prompt based on the category unless the prompt specifically requires it. Someone could land on angst and end up writing the fluffiest drabble ever!
What are the prompts like?  
Fic prompts: Many of the prompts will have the same format that was prevalent in Drarropoly: (example) a situation or scenario with either 1) this thing -OR- 2) that thing - Minimum: 276 words - Maximum: 788 words. But this time around there are also photo prompts, song prompts, and a wider array of tropes and situations. 
Art prompts: We are hoping to entice more artists to take part! The art prompts have been quite fun to come up with and vary from vague thematic scenarios to stricter palette restrictions or perspectives. Drarry in a video game to Harry and Draco are two sides of the same coin - use an element of gold, silver, or bronze in a depiction of this. 
What if a player ends up exceeding the word count? The word count restrictions are there to serve as an exercise, pushing writers to think more about the word choices and styles they use. But if someone ends up writing 3000 words (or 20,000 - as was the case with a team of players in Drarropoly!) who are we to stifle your creativity! Every player is allowed one Free Period which gives them a pass to change the prompt in any way they see fit.
What if a player doesn’t like their prompt? It’s bound to happen! Whether it’s just not your thing or you can’t get a shred of inspiration from it, players will have the chance to pass on a total of (3) prompts. But it comes at a price. Players who pass on their prompt will have to serve Detention. At the beginning of the game, players will be given their Detention Punchcard which has three prompts to choose from that serve as replacements for ones that will be passed on. A player doesn’t need to inform the mods that they are passing on a prompt, the Return Player Form will afford them the opportunity to indicate that when they turn it in for their next move. 
Once a player has filled the prompt assignment, they’ll head to the Returning Player Form to request a new prompt from the mods, who will roll the dice, move them on the board, and send out the new prompt. 
BONUS PROMPTS 
As a player makes their way up the road, every 10-12 spaces they’ll be offered a Bonus Prompt to complete at their leisure. They may submit them at any time until the game cut off on May 5. 
There are six bonus prompt categories, one for each landmark on the board. 
Hagrid’s Hut = Creature!Fic 
The Great Lake = Other Realities 
The Quidditch Pitch = Competition 
The Library = Odd Jobs 
The Forbidden Forest = Hidden Things 
The Whomping Willow = Let’s Get Physical 
OTHER DRARRYLAND GAMEPLAY ASPECTS
The board has a handful of wildcard spaces that have one mysterious prompt. 
Players can land on spots that are connected to various Hogwarts secret passageways which will either take them forward or backwards on the board.
HOUSE ROUND ROBINS  
Players will have the optional opportunity to join their housemates in writing collaborative stories. The mods will match players together with similar interests, likes/dislikes, and rating preferences. Groups of 5 will receive a prompt and craft a story together, each writing at least one section (250-word minimum / 1000-word maximum). 
*If a player only wishes to participate in the Round Robin, they still must sign up to play the game. They’ll receive their first gameplay prompt, and can simply ignore it, opting to join the Round Robin group and create a delightful, collaborate masterpiece.*
Participation in this is dependent on the player joining the Discord server, where chat options and house channels make it easier to communicate with other players and the mods/Head of House. 
ARTISTS
Artists can also join a round robin group. An artist is only required to create one work for the project but can create more equal to the number of rounds completed by the writers. 
POINTS
Every “turn” by a player in the round robin is a point. Every “round” completed by the group is another point to each player. A completed story is an additional point to each player. 
THE OWLERY EXCHANGE
The Owlery is independent of the game but can be a bonus opportunity to earn points for your House by exchanging letters with another player. You do not have to be a Drarryland player to participate in the Owlery Exchange. It has a separate sign up. 
How does it work? When a player signs up, they can specify a preference to write as Harry or Draco or no preference.
They will also commit to a minimum number of letters and a schedule:
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The Pen Pals - You’ll fill in your favourite themes and tropes in the sign-up form, as well as squicks, rating preferences, and word count ideals. The mods will match you with a Harry or a Draco that has similar preferences. Pen Pals will remain anonymous until the exchange is complete. This is part of the fun! All letters will be submitted to the mods via email, who will then pass them along. Instructions for this process will be delivered with your prompt information.
The Deadlines - Because this is a round-robin exchange, we’ve set deadlines to ensure that each player has ample time to draft their letters. Of course, you don’t have to wait for the deadline to send in your finished letter. At the same time, do not feel pressured to send it in faster if your pen pal replies quickly. In addition, you can send anecdotal messages if need be to your penpal via the mods, and if you both agree to write more than the required amount of letters, we encourage it! If you finish early, the mods will finalize your exchange and reveal your pen pal. You’ll be able to discuss and edit before being required to post.
Word Counts - The exchange has no minimum or maximum word count limits. We ask your preference on the signup form to try and match you with a similar writer.
Betas - We encourage you to use a beta! We have Harry-beta and Draco-beta rooms on the Game of Drarry Discord server where you can talk about your letters, get ideas, and ask for someone to look over your work.  
Pinch Hitters - If you are interested in saving a life helping out and are super enthusiastic about this exchange, please sign up to be a pinch hitter. You may do this even if you are already signed up for the exchange. Simply check yes on the sign-up form. Or reply when the mods send out messages.
Points - If the exchange participant is also playing Drarryland, each one of their letters counts as a point to their house. A completed exchange also counts as an extra point. 
Sign up for the Owlery here. 
Other Awesome Things About Drarryland 
The mods are super excited to connect with the players on the discord server and have lots of fun things planned. The discord gives players the opportunity to reach out and meet other people in fandom, share ideas, offer help, and generally flail over the ship we love so much. 
Have questions? Send us an ask or contact the mods below. You can also email us at gameofdrarrymod AT gmail DOT com 
Spooky @buttertyrant  // Fanny @fantom-ftnoise
Sara @glittering-git // Jess @nifflers-n-nargles
We want to answer any questions or concerns you might have, so please reach out! 
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Tsuki-no-hime Event
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A 2 week long event featuring a brand new boss. In terms of similarity, it is most like Orochi Super Oniou.
For a few days before the event starts/is announced there will be some small story dialogue with Oitsuki when you complete your dailies. Then when the event starts, participating in the event will be temporarily added as activities that count toward completing your dailies.
It has 2 challenge modes; vs the boss Tsuki-no-hime and Blood Moon Dream challenges.
Vs Tsuki-no-hime can be done solo or co-op, costs 6 sushi/stamina and requires 1 teapot to do. You have a max of 5 teapots and 1 is restored every 2 hours. You can fight the boss without teapots but you won’t earn any points. There is a dmg cap of 19,990,000. Only your highest DMG for each day matters. The boss’ HP is 269,999,999,974 and is shared across the server. The mechanics / boss’ skills also change every day. When the boss has been defeated you must fight it one last time to formally conclude the event.
Blood Moon Dream challenges are unlocked after the 1st, 3rd, 5th and 7th days and you can fight against one of 3 shiki from each region in a 3 round battle. The format is very similar to Regional Oniou. Has 4 difficulties, costs 6-9-12 sushi/stamina to do and can be done solo or co-op. The hardest difficulty is solo only and can be done once. The higher the difficulty the better the drops are. “Moon Stones”, evo materials and random mitama/souls can drop from these challenges.
The regions and shiki are:
Ouma no Ken: Tamamo*, Yuki Douji, Ittan Momen,
Seven-Peaked Mountain: Yamakaze*, Menreiki*, Ubume*
Black Night Mountain: Ootengu, Youtou, Yuki Onna*
Mt Oe: Shuten, Ibaraki*, Momiji*
While the boss in one of those regions on the 1st, 3rd, 5th and 7th days the shiki listed above will have a 50% ATK and HP boost. Ones with an asterisk are Blood Moon Dream challenges you should farm.
“Moon Stones” can be acquired from Blood Moon Dream challenges or buy packs from the point exchange then given to your shiki. These stones act as a 7th mitama. They increase 2 stats and have their own effect.
Unlike past boss defence events with only 3 lots of rewards for individual total DMG done, there is much more this time. There are 50+ items consisting of an icon frame, 3000+ total jade, 130 gold orochi scales, plenty of gold, 3* and 4* white darumas, a black daruma and more. To get all that you need to do a total of 50mil DMG. The rewards for every 5mil after the 50mil DMG point will be a repeat of 100k gold > 50 jade > 50 gold orochi scales > 1 blue summon ticket.
There are also extra rewards for fighting the boss at least 1-2 times in each region on the map. Rewards include 100 jade, 3* and 4* white daruma, 1 blue summon ticket, gold, 20 skin tickets, etc.
Most notable rewards in the points exchange are 3 blue summon tickets, a black daruma, skin tickets, 3-4-5* white darumas, and a Kaguya skin. To unlock most of those items you need to earn 30000 coins from fighting the boss first.
As for ranking rewards; for top 100 there’s an animated icon frame, a black daruma, a 5* white daruma and 50 gold orochi scales. For everyone else not in the top 100, however, there is absolutely nothing.
What shikigami to use:
Ibaraki with crit dmg hasei
Shuten or Itsumade with crit dmg hasei or kyoukotsu + gashadokuro (for days 4-7)
Shoyou with 30k HP + namazu or shinkirou (slower than Ushi & Oitsuki but faster than your attacker/s. doesn’t matter if he has crit or not)
Yuki Douji with crit dmg hasei (used for day 1 only)
SP Iba with crit dmg hasei (use for days 2-3 only)
Kisei, Nekomata or Inuyasha with crit dmg hasei (crit dmg hari is also ok)
Nekomata with himemi + shinkiro (used for day 8-12 only)
SP Youtou with crit dmg hasei (use for days 13-14 only)
Shiranui with maneki, hari or hasei (only used with Shuten/Itsumade)
Kiyohime with hari, himemi or maneki + tsuchigumo or namazu (if no Shoyou use full crit hari, else use maneki or himemi)
Ushi with hasei when boss’ hp is above 70% and kyoukotsu or shingan when below
Oitsuki with maneki + namazu
Maki&Karashi with 180+ spd full crit maneki
6* Ichimoku Ren with 140+ spd and crit dmg / very high hp
2-6* Shiro Douji with 180+ spd with maneki (grade doesn’t matter as long as he has the required speed)
On the first few days the boss hits very hard, she can do up to 9000-11000dmg, so relying solely on Shoyou for healing or the reduce dmg received moon stone isn’t recommended. For the days that require Shiro Douji or a 6* Ren, please use them.
For what moon stones you should give to your shikigami, please refer to the first 2 links in the section below ↓ or simply choose what your shiki/team specifically needs (eg reduce boss dmg, more healing, more crit/crit dmg, use less onibi, etc). Same goes for what team lineups for what days you should use, please refer to the same 2 links.
Google slide with moon stones + team lineups More details on the event Post about Yamata Orochi Super Oniou Post about Super Oniou events Post about Boss Defence events
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king-of-zeroes · 5 years
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How would you make Arjuna better? He's one of my favorite characters from the Mahabarata and I enjoy his design a lot but ugh it hurts that he's basically my worst Archer.
Now here’s the thing, I actually like Arjuna. I don’t have him myself but having him on support can work wonders, especially post interlude.strengthening.
He has crit capabilities, a debuff imunity that’s there more often than it’s not, Mana Burst Flame is good for blasting everyone with his NP. It’s a damn good NP as well, strong AOE damage, big defence down debuff and high chance to insta-kill enemies, especially divine ones. Only “Weak” point is his second skill as the cooldown is massive and the stars gained are not that high. A small little patch job is all that’s needed.
Endowed Hero EX (9-7) - Charges NP Gauge by 25%, Recovers own HP for 5 turns (2000-3000), Gain critical stars every turn for 5 turns (5-10), increase critical damage for 5 turns (20-40%)
Arjuna is now a more viable crit tank archer and his second skill still has a cooldown for balance issues
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abalonetea · 5 years
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Hey! Would you mind explaining HEARTs to me please? I've seen you mention it for a while, but I don't know what you mean specifically (I assume it has more meaning than just a regular heart)
ahh, yes! the HEARTs are one of my favorite concepts for the story, and I love talking about them! or just, you know, answering any questions in general! thank you for your interest!
you’re right! it’s got a lot more meaning than just a regular heart. because the two worlds of Fara are technically set inside of video games, they have a lot of things you might see in a video game. for example, characters have access to an inventory that isn’t visible and can carry more supplies than a bag would, they gain EXP and grow stronger as they Level up, though this is a frowned upon practice within the game Fields of Fara.
they also have HEARTs.
in old school fantasy games, like Legend of Zelda, your life was tracked using a heart meter. the concept is the same in Fara. each character has a HEART, and that HEART keeps track of their life.
HP and HEARTs are different from each other, despite the fact that they both track a character’s health. I’ll use Captain as an example, as she has HEART damage within the confines of the story!
say her HP is 3000. every time she’s injured, she loses a little bit of HP. if her HP drops down to zero, she dies. HP can only be affected by physical damage. a mana cana, a spear, a cut, a burn, a hard hit to the head. these can all take away HP.
but
a HEART can be damaged in several ways - a severe physical injury, having a high level, or undergoing an extreme amount of emotional duress. if your HEART takes on too much damage, it will break, and you will go to Game Over.
HEARTs have physical forms! much like an inventory, they’re generally unseen, tucked safe and sound inside of your chest. however, a paladin has the ability to summon a HEART and use healing magic on it.
for the most part, a HEART has the same color as a user’s magic caste. if their magic is primarily fire based, it’s red. if their magic is primarily plant based, it’s green. beast class characters often have HEARTs in neutral colors - browns, tans, and pale golds. elemental have HEARTs in corresponding colors to their elements, occasionally with the same sheen to it. 
for example, Polynya, a water elemental, has a pale blue HEART that appears to be more liquid than solid. in contrast, her girlfriend, Ginia, a plant elemental, has a vibrant green HEART with a texture that looks akin to wood. 
paladin’s are common in Fields of Fara. this means that most everyone has a basic knowledge of HEARTs, how they can be damaged, the importance behind healing them, and what that process is like.
paladin’s and most forms of healing magic are extremely uncommon in Fara Falls. this means that most people don’t know how to summon their HEART, have never had their HEART healed, and don’t have a particularly good grasp on all the intricacies that go into having a damaged HEART.
a damaged HEART can be deadly, but it can also be managed. this is a practice only seen in Fara Falls - where you either manage, or you die. even in this world, it’s far more common to simply achieve Game Over when your HEART is damaged. only the truly strong, and the truly stubborn, can keep their coding together for any length of time.
physical pain can over ride the internal pain. getting rid of excess mana can stop the HEART from becoming too full and damaging itself. taking small pleasantries when you’re able too will help ease the ache.
whenever possible, Captain and Bolte has Terrible Tea together on her front porch, while they watch the waters of the swamp and the bird dragons. they also train with each other very frequently, though the sheer amount of fighting that they do as members of the Royal Guard tends to keep their mana levels in check.
some glitches only affect characters with a damaged HEART. for example:
Highest Level: this glitch happens primarily to those with damaged HEARTs. it can be akin to how a hacked game is more susceptible to glitches than something just bought. this glitch causes the character’s Level to wildly fluctuate.
when a character’s level fluctuates, so does their mana levels, their HP, and their mental stability. the higher your level, the more impulsive you become, often paired with a very short temper and a lot of irritability. as such, having your Level randomly jump from a thirty to seventy can result in an extreme jump in mana - thus putting the HEART in danger.
Physical: when a character suffers from a severe physical wound, often times the same injury is reflected in the HEART. for example, when Captain is severely wounded during the first arc, it’s through an extremely deep gash that runs from shoulder to hip. this gash is reflected in physical from on her HEART, running from left top to the edge.
High Level: excessive amounts of mana damage the HEART. this means that the higher your Level, the more damage your HEART takes. EXP Grinders in Fara Falls often inadvertently cause their own death by gaining too much mana too quickly.
Emotional Duress: a HEART can be injured due to extreme emotional duress. constant stress wears away at the HEART, much like it does your immune system. in Fara Falls, this act is called HEARTbreak, and is one of the most common “natural” ways to die.
HEARTs can scar, bleed, and calcify. if a HEART becomes completely, or mostly, calcified, the stone on the outside must be broken before the injury beneath can be healed. this act is extremely painful, and should only be done by someone that you trust.
in the case that a HEART injury acts up, physical ailments will start to appear. nausea, migraines, shaking hands, short tempers, your level becoming visible without a Check, aches and pains, fevers, increased appetite, and insomnia.
Captain and Bolte have both sustained repeated injuries to their HEART before the story begins, which they have been treating themselves, without magic. these treatments are only temporary fixes. outside of each other, no one else is aware of their predicaments.
if you, or anyone else, has any other questions about HEARTs that i might not have thought to explain here, please feel free to ask! or questions about anything, really. thank you so much for this one! c:
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endtalesans · 6 years
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Endtale sans [Judge of the multiverse] character information [Re do update]
Hello! I'm the creator of of Endtale and Tobytale Please do not roleplay as my character.
Backstory of Endtale sans(before becoming judge of the multiverse). Endtale sans comes from the first line of Au’s within the multiverse, there weren’t any guardians such as ink for example. There was no out of code characters which could destroy universes after.Endtale sans universe Endtale had the event of a outside source messing with the original story of Endtale. The 3 artefacts of the multiverse. They landed within Endtale after being created and directly influenced the Au, creating a drastically different story which can be found within my comic. Which shows the path Endtale went down after having the artefacts land within it.
All you need to know is this eventually lead to a unique run called the ULTIMATE GENOCIDE run. After 3 genocide runs Endtale sans had compiled video footage from the 3 genocide runs before the ultimate Genocide run. He was able to broadcast it around the underground with the help of Endtale gaster. They successfully were able to evacuate all of Endtale before the human arrived to complete there next genocide run. Endtale sans, undyne, papyrus and mettaton all confronted the human within the judgement hall for one of the hardest battles within Undertale history. But due to the humans determination they were able to pick each person off one by one, until eventually Endtale papyrus took a hit pushing Endtale sans out of the way of the humans slash and was killed. Endtale sans desperation lead to him using the 3 artefacts to battle Endtale frisk, there power output sent the Au into a collapsing like state. But he had achieved killing the human, he had so much determination he was able to reset and so he did. But his actions had damaged the universe to a unfixable state due to the artefacts powers. The characters had seemed to be erased from existence. At least everyone in the underground was erased. The surface on the other hand was a different story. The artefacts then made a deal with him and his farther. The deal that Endtale sans would become the judge of the multiverse to protect other universes from the same fate as his. Endtale gaster would become sort of a overseer of the multiverse someone who helped end do his job. They were both given unique magic which can only be acquired through the artefacts. It is called multiversal magic and it runs throughout everything within the multiverse in 2 forms. Creation and destruction. Normal people can’t see this magic, but Endtale sans and Endtale gaster can, they can use it to do incredible things as well. Endtale frisk/ chara survived but were locked within the ruins due do to the coding for Endtale being so damaged that they couldn’t get to the next area.
Endtale sans backstory: [after becoming judge of the multiverse.] Endtale sans after becoming judge of the multiverse, made friends with Error404 sans. Well that’s what he thought. Error404 sans would manipulate End influencing his actions. This was about the time out of code guardians started popping up and out of code destoyer of universes. But this was still thousands of years away until we would see ink be created, or error. Endtale sans eventually was attacked by a guardian and a destroyer(we will call them ancient for now on) The guardian was named Ebony and the destoyer named Brimestone. They damaged end considerably and nearly killed him, in desperation Endtale sans used his multiversal magic abilities upon them...converting the destroyer into destruction energy...and the guardian into creation energy. The two parts which make up multiversal magic.
Endtale sans told Error404 404 about this event and he began manipulating End into gathering all of the ancient guardians and destroyers into one place...and converting them into these two energy types in order to make two buttons. The create button and the destroy button or the creation button or the destruction button. Call them what you will...but they were made of these ancient guardians/destoyers energy. Error404 was cunning and used the chaos to his advantage. He told Endtale gaster about what Endtale sans had done. Endtale gaster and Error404 as punishment for effectively killing these vital parts of the multiverse locked end away in the multiverse core. For 3000 years, in this time the multiverse as we know it today was created, with many people like ink and error being created. Endtale sans was locked within the multiverse core with special chains attached to his arms. One chain made of creation magic which would only vanish when a guardian touched it. Another chain made of destructive magic which would only vanish when a destoyer touched it. One day Ink and error had stumbled upon Endtale fighting over the Au. They eventually found the artefacts and had a truce to investigate them. The artefacts when interacted with opened up a portal to the multiverse core...with them finding Endtale sans...each of them touched the chains they represented releasing Endtale sans once again. Upon Endtale sans release he escaped into a whole different multiverse from what he knew 3000 years before...he could finally get back to doing his job again.
Endtale sans (stats before making the deal with the artefacts to become judge of the multiverse)
HP: 100
Atk:15
Def:50
Endtale sans stats(after becoming judge of the multiverse)
HP:500,000
Atk: 0(it scales to the opponent, but he can willingly change it to about 1500 if he needs to. But it can scale further.))
Def: 0(it scales in proportion to the opponents strength.))
Endtale sans ability’s:
Passive buff: if your character is a good person and is fighting Endtale sans then they get a buff! Called “floating of innocence” which makes you move quicker during battle.
Passive debuff: if you are someone or evil intent then you get a debuff called “weight of sins” which makes you move slower as well as you take more damage from all sources.
Multiversal magic bones: These bones are made of the strongest magic and have a mixed blue and red coloured appearance. They are extremely strong and there attack scales to who Endtale sans is fighting.
Judgement blasters: Endtale sans judgement blasters are similar gaster blasters but they fire beams of pure multiversal magic to harm opponents. These blasters are smaller and faster than normal ones but they deal tones of damage as well as scaling up there attack to there opponent.
Multiversal magic manipulation: Endtale sans can create incredibly strong and complex constructs out of multiversal magic. His constructs appear as translucent blue and red mixed magic. Which can become things such as everyday items, shields or barriers. Basically anything he wants even weapons. He prefers to use a two handed hammer made out of multiversal magic in close combat.
Endtale sans has access to a multiversal magic soul mode. Which appears as a mixed blue and red appearance on the soul. From this soul mode he can effectively do anything the other soul modes would be able to. Such as dark blue, purple, green etc!
Endtale sans also has access to his create and destroy buttons.
The create button- is able to be effect anything within the multiverse, it can copy and paste data and assets from other Au’s as well as create assets. It is used as a tool to fix universes, or revive dead people. But it does have its limitations.
The destroy button- Does the opposite to the create button, it destroys assets and stores them for possible reuse. This cannot be used to destroy living beings, but can be used to attack them.
Endtale sans passive healing ability: Endtale sans can use the multiversal magic that he has access to. To be able to heal his HP with it, this healing factor is quite strong and he is able to regenerate from great amounts of damage to his skeletal structure due to it. He can also use it to heal other people as well.
Note: multiversal magic is able to hurt immortal beings as well as those who can’t conventionally die. This becomes useful as he is able to catch people such as Nightmare, Error404, error, ink, dream and any out of code character, which is normally deemed to be unkillable off by guard...since he has the ability to actually deal damage to them...and could actually kill them with enough damage dealt to them. Endtale sans also is able to get information from any universe he’s within due to this multiversal magic, since he’s able to locate the presence of anyone within the multiverse with it.
Endtale sans “last resort ability” this ability is a last resort for Endtale sans. This is if he can’t beat the person he’s fighting, or is losing a important battle. Endtale sans will overcharge his soul with multiversal magic until it explodes with energy...effectively wiping himself from existence...but whatever is around him when it happens...as well as his opponent. This attack is not able to be avoided.
Weaknesses:
Jury nullification: The act of removing his multiversal magic, this can only be done with the artefacts...this will create a attack cutting Endtale sans connection to multiversal magic reducing him to his base stats before he became the judge of the multiverse. Act quickly while you have this advantage...End will be caught off guard but he will eventually be able to reconnect to his multiversal magic.
Inhibitor rings: Endtale sans has these things called inhibitor rings around his wrists which limit the amount of multiversal magic he can take in. If he doesn’t have these on this can he extremely dangerous to his health and well being. You cannot Destroy these on his wrists...you will have to remove them...he does keep spares...but if he keeps attacking without them...then he will burn out leading to a easy kill. His past can also be used as a weapon but only people who know him can use it to there advantage.
Endtale sans personality and appearance:
Endtale sans is a smol skeleton who looks quite short and young looking despite being freaking ancient. He has blue and red eyes due to his multiversal magic connection, he has a black hoodie with yin and yang symbols on the sleeves as well as having black fur around the hood which actually can be seen with little white stars shining on them. On the back of his hoodie there is also a big yin and yang symbol. Endtale sans also wears black slippers and sneakers.
Endtale sans personality: He is quite a jokey skeleton, very self aware in his existence within the Undertale multiverse. Although he is quite serious and cold on occasion. He is nether good or evil he is a equilibrium of the two. He is completely neutral in approach but very open minded.
Appearance example: art by my comic artist makyhoney. @makyhoney
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The final thing we will talk about is Endtale sans place of resistance.
The realm of the End. It is a place between the void and the anti void, it is nether black or white but grey. It is the place where Endtale sans multiversal court room is located where he would judge whoever comes into it.
The realm of the End also has a prison within it which holds ancient villains from ends past.
The realm of the End is able to be entered by out of code characters, but they will appear within the courtroom. Where they will be judged by Endtale sans if there a threat or not.
Endtale sans is also able to pull people directly into his court room. The realm of the end also holds a direct path to the core of the multiverse, which is a place someone could effectively end everything... but end and Endtale gaster protect it to make sure no one is able to enter.
Facts and trivia:
*if you were over 5LV Endtale sans would fight you in the original Endtale.
*Endtale sans forbids him from having friends since it is a weakness...if his enemy’s can’t target him they will go after those who he loves.
*Endtale sans is Error404 sans canon rival and is able to stand against him within a fight.
*Endtale sans was created in a lab by his father as a weapon to use in the human and monster wars.
*Endtale sans is asexual and aromatic, he was created with no means in order to reproduce, he has no interest with the process.
*Endtale sans is a veteran from the 2 human and monster wars of Endtale.
*Endtale sans has a form where he absorbs the 3 artefacts but that is...later to come.
*Endtale sans is a unique character, there are no other versions of him like endswap and etc due to the unique interference with his universe!
*Endtale sans has the single hardest battle within the entire multiverse consisting of 9 gruelling stages and insane attack patterns.
*Ends original eye colour is grey.
*The realm of the end contains a map of the Au’s represented by orbs and strings, strings are the links between them.
*inserting the artefacts into a book turns the book into a all knowing encyclopaedia for the Au’s able to tell End everything about the Au’s.
*Endtale favourite ketchup is black ketchup- only god knows which is in it.
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