What's A Binary Option

I was playing with this team of randoms and won like 11 matches straight. It got me thinking, how about an event with multiplying XP, every time you hit the “keep playing as a team” option you first get 2xp then next match 4xp etc. that way it encourages everyone to stay with the same team. Opinions

I was playing with this team of randoms and won like 11 matches straight. It got me thinking, how about an event with multiplying XP, every time you hit the “keep playing as a team” option you first get 2xp then next match 4xp etc. that way it encourages everyone to stay with the same team. Opinions submitted by SetoXlll to Rainbow6 [link] [comments]

In Deco E4R, the 5 GHz Does not work even after the 5g option is on from the app

Model: Deco E4
I bought this router three month ago and all this time I thought that I was using both dual-band, but when I looked at some wifi analyzer app, where I could not find the 5ghz channel. Though some other people 5ghz appear in the app but not mine, never. I tried different things to find out do I really have the 5ghz,
first time - I turned off the 5ghz option in both main and guest networks. only the 2.4ghz was running. the network was ok and I was able to surf the web.
second time - I turned off the 2ghz option in both main and guest networks. while in the app UI it was showing that the 5Ghz is on and after a second there was no wifi. There was no network name when wanted to connect to the wifi network.
are tp-link making jokes of the customer by telling them that this is dual-band while there is only one band. Did I waste my money? or is this some kind of regional lock?
Guys are there a way to unlock the 5Ghz. I am providing a screenshot.
​ screenshot tplink app Imgur screenshot of wifi analyzer 2.4 ghz section Imgur screenshot of wifi analyzer 5 ghz section Imgur
submitted by sajjadrabbi to HomeNetworking [link] [comments]

15 Low-Level OSRS Ironman Tips & Tricks (Extra 60-tip Document In Comments)

Tip #1 - Get 20-30 Construction before starting Wintertodt
Tip #2 - LMS is now helpful for Ironmen of all levels
Tip #3 - You can toggle your ammunition pickup options
Tip #4 - Utilize the free 30 Casts from the Magic Tutor
Tip #5 - Rely on shops whenever possible
Tip #6 - Collects items for quests during other activities
Tip #7 - Keep the “byproducts” from one activity to use for another
Tip #8 - Discussing food sources for the early-early game
Tip #9 - Unlock Karambwans by the end of the early game
Tip #10 - Prioritize unlocking the Warrior’s Guild by the start of the mid game
Tip #11 - Save your 1-charge teleport jewelry
Tip #12 - Count Check will teleport you to the Stronghold of Security (but only once)
Tip #13 - Get Boots of Lightness as soon as possible
Tip #14 - Discussing “alternatives” to Ranger Boots
Tip #15 - Overlap your quests, especially if you hate Questing
Tip #15.56 - Integrate diary tasks into your quest route
Hey everybody. I originally made this as a video, but due to sub rules, you guys get the written version! HERE is my working Google Doc of ~60 tips (in no particular order). I'm expanding upon them as I go (see the link at the top of the document), so for now some of them are only highlights/reminders about what I need to research later.
Expanded Explanation of Tips:
  • Tip #1 - Get at least 20-30 Construction before starting Wintertodt
    • Repairing the brazier during the minigame gives 4x the player’s Construction level as experience, so instead of getting 4xp per repair at level 1, you’d get anywhere from 80-120 per repair between levels 20-30, allowing you to level up Construction a lot faster.
    • The same actually goes for all skills used in the minigame, but repairing the brazier has the highest exp multiplier, besides Firemaking. All the others are below even a 1x experience rate.
  • Tip #2 - LMS is now IMMENSELY helpful for Ironmen of all levels
    • With the recent change of moving Bounty Hunter rewards into the Last Man Standing minigame, ironmen of all levels can take part in the safe minigame to get points, and then spend those points on a variety of useful items, namely:
      • Rune arrows, which can either be alched or sold to shops as a pretty decent money making method.
      • Blighted super restores for wilderness activities requiring prayer.
      • Magic shortbow (i) scrolls, which buff the magic shortbow and lowers its special attack cost.
      • And Rune pouches, which can hold up to 16k each of three types of runes.
  • Tip #3 - Toggle your ammunition pickup options
    • All accounts can appreciate this. You can talk to the Magic Tutor in Lumbridge to toggle the option of having any runes you pick up off the ground go straight into the rune pouch, as opposed to the inventory.
    • The same goes for the Ranged tutor. You can toggle whether ammo you pick up off the ground will go straight into your quiver (or blowpipe) as opposed to the inventory.
  • Tip #4 - Utilize the free 30 starter casts from the Mage tutor (early-early game stuff)
    • Every 30 minutes you can obtain a free set of 30 air and mind runes from the Lumbridge Magic Tutor. Early on, whenever you’re not making use of your Home Teleport cooldown to travel, it could be useful to take a quick trip to pick up another set of 30 casts - 288gp equivalent value if purchasing from a rune shop..
    • This requires you to bring ALL of your mind and air runes with you, because you have to drop them before requesting the set, as the tutor will otherwise say you have some in your inventory and/or bank.
  • Tip #5 - Rely on shops whenever able
    • Many early game quests have item requirements that are easily obtainable from shops, so there’s no need to grind out the levels and materials yourself. For example, you can get:
    • An Oak Longbow from archery shops for Ghosts Ahoy
    • An Iron chainbody from Varrock or Falador for Black Knight’s Fortress
    • A Raw shark from Canifis or Port Piscarilius for The Fremennik Trials
    • And shops like The Grand Tree Grocery store provide a plethora of helpful items:
      • Dwellberries, a bucket of milk, and chocolate dust for Plague City
      • Gnome Spice and an orange for RFD: Goblins
      • Cheese for Witch’s House
      • Cabbage for Black Knight’s Fortress
      • Pineapples to make early supercompost
      • Fruit and cocktail shaker to make a fruit blast for RFD: Another Cook’s Quest
      • Onions to make yellow dyes for Prince Ali Rescue, Ghosts Ahoy, Goblin Diplomacy
    • And of course, the charter ship shops are very commonly used for buckets of sand, seaweed, and soda ash for glass blowing, as well as buckets of slime for the ectofuntus, and also pineapples for early supercompost.
    • There’s a ton more, but you get the idea.
  • Tip #6 - Collect items for quests during other activities
    • Along with shops, many items for quests can be acquired by taking a quick second to go out of your way during a different quest, as opposed to making a specific trip out for them later. Or better yet, they’ll be directly on your path and you’d waste no time at all!
    • Ex) When doing Pirate’s Treasure, you can acquire a cabbage for Black Knight’s Fortress and a raw chicken for Druidic Ritual from the back of Wydin’s shop.
    • Ex) When doing the Fishing Contest quest, a glassblowing pipe can be found inside Grandpa Jack’s house, saving you from having to buy one from a charter ship later on.
      • More importantly, when getting the red vine worms for the quest, you should not only pick up extras in case it’s one of your three requested items during Fairy Tale Pt I, but you could also pick up dwellberries nearby for Plague City, as opposed to purchasing them.
    • Ex) When doing the Nature Spirit quest and you have to fill up your druid pouch, keep an extra stem, pear, and fungus, as those items may also be requested during Fairy Tale Part I.
      • When playing my account, I anticipated this, and both the stem AND pear ended up being two of my three requested items, with the third being whiteberries.
    • Ex) When going through the swamp to the Priest’s Shack during the Restless Ghost, you could kill a rat for its raw rat meat for Druidic Ritual, as well as pick up several swamp tar on the ground to use for quite a few quests.
    • Ex) When going through Draynor Manor during the last part of Vampire Slayer or at any time during Ernest the Chicken, you could pick up a bronze med helm on your way out to use for Black Knight’s Fortress, as well as a spade, if needed.
    • Only a few of dozens of examples
  • Tip #7 - Keep the “byproducts” and miscellaneous loot from one activity to use for another
    • Related to the last tip, whether it’s truly a byproduct or just a piece of secondary loot, it’s very beneficial to keep the items you get from doing one activity to repurpose them for another.
    • Ex) When thieving bakery stalls for food in the early game, most people only bank the full cakes, but you also need a bunch of bread for early quests:
      • 10 for Death Plateau
      • 1 for Merlin’s Crystal
      • 1 for RFD: Goblins
      • So it would be smart to bank those far ahead of time to save you the hassle later.
    • Ex) In getting level 30 firemaking for Sea Slug, you’ll leave plenty of ashes behind on the way, but do pick up a minimum of three for Prince Ali Rescue, RFD: Another Cook’s Quest, and for making Serum 207’s during Shades of Mort’ton.
      • Ashes are one of those things that can easily be acquired later, but it’s always a good feeling to have a quest item already in the bank when you need it.
    • Ex) You can easily quest Farming into the mid 30’s during the early-game, but there’s a few select points on the way where you’re required to farm for a quest or diary task.
      • During these times, throw all the weeds, cabbages, and other low-level crops into the compost bin, and when you come back later to actually do some farming post Garden of Tranquility quest, you can bring the compost potion (4) you get from the quest and use it each bin to convert them into supercompost at no charge.
    • Ex) When thieving HAM members for their robe pieces for Death to the Dorgeshuun, they also give a lot of other useful items you can use later on, such as:
      • Buttons to polish for Animal Magnetism
      • A steel pickaxe for training purposes
      • Easy clue scrolls
      • Rusty swords to take to Tindel Marchant for an Ardougne easy diary task
      • Coal ore for Elemental Workshop
      • Uncut Jades for jewelry
      • Uncut Opals for jewelry and the Digsite Quest
    • Again, only a few of dozens of examples
  • Tip #8 - Food sources for the early-early game
    • The two most common early game foods for Ironmen are wines and cakes. Wines can be purchased from Fortunato in Draynor for 1gp each, and heal 11, but they weigh a lot.
      • Cakes can be stolen from bakery stalls and heal 12, spread across 3-bites. The best place to do that is in Kourend proper, because you can hide behind the stall and only very very rarely get caught by a guard if it decides to path up there.
      • There’s a bank upstairs in the castle to the west - much closer than the one in Ardougne, AND there’s a silk stall there that you can also hide behind, if you felt like grinding out some silk to sell to the Ardougne silk merchant for 60gp each.
    • Ex) Perhaps a bit less useful, yet still dirt cheap, would be purchasing kebab’s from the kebab seller in Al Kharid for 1gp each. Kebabs are a bit interesting in that they have multiple outcomes with various healing amounts:
      • 66% chance to heal 10% total HP
      • 21% chance to heal 10-20 HP
      • 9% chance to heal nothing at all
      • 4% chance to heal 30 HP
    • Ex) If you’re having difficulty with something and are in need of higher healing food that you’re willing to shell out some money for, head over to the Brimhaven food store to purchase lobsters that heal 12, swordfish that heal 14, or even karambwans that heal 18 and can be combo-eaten with other foods in a short amount of time (we’ll cover combo eating in a bit).
      • The shop’s prices aren’t great, but if you only need a few pieces to advance a quest, it could be worth it.
    • An alternate option could be doing the Tribal Totem quest, which is quick and easy and rewards 5 cooked swordfish.
  • Tip # 9 - Unlock Karambwans by the end of the early game
    • Related to the last tip about food sources, one of your final early game goals should be to unlock fairy rings, get 65 fishing, and complete the Tai Bwo Wannai Trio quest so you can fish one of the best foods in the game, the karambwan.
      • In addition to being near a fairy ring and as well as a great source of fishing (50) and cooking (190) experience, they also:
        • Heal 18
        • Allow you to eat 1-tick faster than other foods
        • Can be combo-eaten with other foods and potions to regain a large amount of health in a short period.
      • Ex) Eating a lobster + karambwan recovers 30 HP almost instantly.
        • At its extreme, combo-eating a manta ray + saradomin brew + karambwan recovers between 50 and 60 HP in 3 quick clicks.
    • You can also access Tiadeche’s Karambwan Stall in Tai Bwo Wannai after the quest, which sells raw karambwan, karambwanji, and karambwan vessels.
  • Tip # 10 - Prioritize unlocking the Warrior’s Guild by the start of the mid game
    • Since we’re still discussing food, make sure you’re on track for getting a combined total of 130 Attack and Strength levels in order to gain access to the Warrior’s guild when transitioning into the midgame.
      • It’s great for getting defenders, but you can also purchase:
        • Bulk stews for Spicy Stew boosting
        • Potatoes with cheese
          • Heal 16, the same as monkfish, for only 10gp each! These will be super helpful when doing activities that you don’t want to waste your karambwans on
        • Plain pizza bases to use for making higher level pizzas
        • Bulk Attack potions, which are helpful because, by this point, you’ll likely have a Dragon Battleaxe, so to offset the attack level reduction caused by the special attack, use attack potions.
  • Tip #11 - Save your 1-charge teleport jewelry
    • Whenever your teleport jewelry gets down to 1 charge left, you can recoup some cash by alching or selling them to one of the special general stores:
      • Note: Normal general stores buy items at 40% in game value (low alchemy price)
      • West Ardougne
        • Buys items at 55% item value (37.5% more than a normal general store)
      • Rogue’s Den (50 Thieving + 50 Agility)
        • Buys items for 60% item value (high alchemy price)
      • Bandit Camp (17-24 Wilderness)
        • Buys items for 60% item value (high alchemy price)
      • Karamja
        • Buys items at 60% with any tier of Karamja diary gloves equipped.
        • 40% without gloves (normal value)
  • Tip #12 - Count Check will teleport you to the Stronghold of Security
    • Many new accounts start off with going for the 10k coins from the third level of the Stronghold of Security, and if you talk to Count Check in the Lumbridge Graveyard, he will offer to teleport you to the entrance of the Stronghold of Security.
      • This can only be done once, and only be done if you haven’t visited the Stronghold before.
  • Tip #13 - Get boots of lightness as soon as possible
    • One of the best, free items you can get early on are a pair of boots of lightness in the Temple of Ikov, located between Ardy and Seers.
      • They have no requirements, and wearing them will reduce your weight by 4kg. Note that any weight below 0kg counts as 0kg for run energy reduction.
    • To get them, you only need a light source and a knife or slashing weapon.
      • Candles can be acquired at the Ardy Monastery, the Candle shop in Catherby, or above the Sword shop in Varrock.
      • A knife can be found behind Bob’s Axes in Lumbridge, inside a house in Seers Village, or purchased from the Fishing Trawler shop in Catherby.
    • Head down into the Temple of Ikov, head west, go downstairs, head east, cut the web, and world hop a few times to pick up several pairs of the boots of lightness!
  • Tip #14 - Exploring “alternatives” to Ranger Boots
    • On the topic of boots, Ranger boots give an awesome +8 Ranged attack bonus, but they take an unpredictable amount of medium clues to get.
    • Blessed Dragonhide boots give a similar +7, but they require 70 Ranged and are also locked behind an even rarer unpredictable amount of hard clues, however there are 6 possible versions.
    • The second to last option is snakeskin boots, which give a +3 bonus.
      • They require 6 snake hides, which are a pain in the ass to get.
    • So if you really, truly want that +2 Ranged attack bonus, you can get frog-leather boots, purchasable from Reldak in Dorgesh-Kaan for 200 coins after completion of Death to the Dorgeshuun.
  • Tip #15 - Overlap your quests, especially if you hate Questing
    • That’s right, my solution to you not enjoying quests is to do more of them AND at the same time! It may sound crazy, but I find it makes each one go by quicker, AND I feel like I’m getting more stuff accomplished. Plus, it can save a bunch of time.
    • Ex) Part of the Grand Tree quest requires you to go to Hazelmere, who’s a short walk SE from the Fight Arena, and part of the Waterfall quest requires you to go into the Tree Gnome Village Dungeon. Assuming you have both of those started, a potential route you could take to integrate all of them would be:
      • When required to go to Hazelmere for The Grand Tree quest, you could minigame teleport to Castle Wars, go north to the Tree Gnome Village, continue the Waterfall quest by going into the dungeon, then going into the Tree Gnome Village to start that quest.
      • You’ll be escorted out of there maze, where you could then go east and start the Fight Arena quest, and then continue Fight Arena up until the point of turn-in, but before going back, you could go south to Hazelmere to continue the Grand Tree.
      • Then, you’d head back toward the Tree Gnome Village, turning in the Fight Arena quest on the way, before continuing Tree Gnome Village up to completion.
      • After finishing up the quest, you could immediately take the Spirit tree back to the Gnome Stronghold, to continue and finish The Grand Tree quest, and then continue on with the Waterfall quest.
    • Ex) Both the Rune Mysteries and Restless Ghost quests require you to go to the Wizard’s Tower, so if you started both of those and did the swamp house step of the Restless Ghost first, you’d then be able to overlap the next steps of both quests simultaneously.
    • Ex) Doric’s Quest, Goblin Diplomacy, Witch’s House, and Druidic Ritual all take place in the same area, so if you had all the items for those quests beforehand, you’d be able to:
      • Go north from Falador
      • Start and complete Doric’s Quest,
      • Go to Goblin Village to start and finish Goblin Diplomacy,
      • Go west into Taverley to start Witch’s House,
      • Then before going in the house you could go north to start Druidic Ritual
      • Go back into the Witch’s House to get the boys ball,
      • But before turning it in, you’d continue Druidic Ritual in the Taverley Dungeon
      • Then go turn in Druidic Ritual, and finally turn in Witch’s House
    • Ex) You could start Vampire Slayer in Draynor and then Pirate’s Treasure in Port Sarim, both of which require you to go to the Blue Moon Inn in Varrock to continue them. Conveniently, you’d also be able to start and then overlap:
      • Shield of Arrav
      • Demon Slayer
      • Romeo and Juliet
      • Gertrude’s Cat
      • AND Priest in Peril at the same time
      • All before doing the varrock museum mini quiz for 9 slayer and hunter, and then going to finish rune mysteries so you could mine the 50 pure essence for Priest in Peril immediately afterwards.
      • And if you happened to have gone to Falador beforehand, you’d be able to continue The Knight’s Sword in the Castle Library as well.
    • Ex) The Hazeel Cult, Clock Tower, and Monk’s Friend quests also all take place in the same general area, so you could:
      • Start Hazeel Cult
      • Go south and start Clock tower before getting the first of four cogs, collecting a purple dye along the way for the Goblin Generals subquest of Recipe for Disaster
      • Continue Hazeel Cult in the cave
      • Go east to start Monk’s Friend at the Monastery as well as pick up a candle to use a light source for future quests
      • Get the child’s blanket for the monk as well as turning the valves nearby for Hazeel Cult
      • Go north to give the other monk water and some logs, then get another cog for Clock Tower by going down the ladder nearby
      • Turn in Monk’s Friend, then get the remaining two cogs to finish Clock Tower
      • Then go back into the cave nearby to continue Hazeel Cult, before turning that in as well.
    • Ex) The Rag & Bone Man quest and Alfred Grimhand’s Barcrawl miniquest can be completed pretty much 100% passively, as you’ll pass every location required for both quests during other quests and activities.
    • Ex) The Making History quest has 3 main parts that can be done in any order, and thus easily overlapped with something else .
      • 1 takes place near the Observatory, which can be combined with the Observatory quest
      • 1 is in Rellekka, which can be done during The Fremennik Trials
      • And 1 is in Port Phasmatys, which can be done during Ghosts Ahoy
  • Tip #15.5 - Integrate diary tasks into your quest route
    • In the same vein, I’ve seen a lot of people complain about hating having to do diary tasks, so I’d suggest just working them into your quest route as well. It’s a lot less annoying to run 10 feet away during a quest to complete a task rather than having to make a specific trip for it later on.
    • Ex) When heading to the Ruins of Uzer to do The Golem quest, you could:
      • Take the Necklace of Passage to Eagle’s Eyrie and mine 5 clay rocks nearby for an easy Desert Diary task
      • Set up a bird snare to catch a golden warbler for another easy diary task
      • Then thieve a phoenix feather from the desert phoenix nearby to satisfy a medium diary task,
        • AND then use that feather during The Golem quest.
      • Also, if there’s any intact cacti nearby, you could cut one open to refill a waterskin for yet another diary task.
submitted by Criticaliber to ironscape [link] [comments]

Meet AlphabetHC, my alphabet-locked harcore ironman.

Hello everyone, and welcome to AlphabetHC, my alphabet-locked hardcore ironman. I have no desire (or software) to make a YouTube series, but I thought some of you might enjoy reading about my adventures with this character over the past few days. Also, I know the name is cliche and dumb. But I think that's part of the charm.
The Basics
Before the adventures, though, we have to establish the snowflake-ironman-series rules. I was inspired by a combination of J1mmy’s “By Release” series (a fabulous and interesting way to limit the game but still unlock more as things happen) and Hanannie’s “Pathway Only” series (very funny, but in the “why the hell would you make this your restriction” way). My goal was to come up with something that would slowly unlock more content with the most absurd limits possible. And then I had the thought: why not just do content alphabetically? (side note: if anyone has done this before, I haven’t found their work but would be excited to watch/read if a link is provided).
What that means is that each quest must be accomplished in alphabetical order. What it also means is that each skill must be raised in alphabetical order. I’m not going to limit myself to only one skill until 99, so for the skills I just mean that the earlier alphabetical ones must be equal to or greater than the later ones. For example, my firemaking level must always be equal to or greater than my fishing level. It’s fine if fishing gets a bit more experience than firemaking, but it can’t get enough to level up until firemaking does first. And it’s definitely fine if my fishing gets left way behind my firemaking; this isn’t an “even progression” account. Those two rules were all I had decided on before starting.
Oh, and this is a F2P account because I didn’t want to pay for membership on something I thought might interest me for only a few hours. Also, I thought free might make things easier by limiting the options. Finally, if I had done P2P then I would have started with about a 50-level agility grind and I thought that might kill my interest right out of the gate. For those wondering why I went hardcore, it’s just because. If I lose that status I’ll probably keep going, I just figured “why not?”
First Day
So let’s jump into my experience. I didn’t drop everything at the start, mostly because I didn’t know that was a thing people did on these accounts. In hindsight, I’m very glad I didn’t.
My first action after grabbing my HCIM gear was walking out of the courtyard, across the bridge, and killing a goblin—Attack is first on the alphabetical list so that combat style was selected. Chef’s hat as first drop, nice. But then I had the realization that my account was already broken. I had level 10 hitpoints, but only level 1 of Attack, Cooking, Crafting, Defense (yes, American spelling; sue me), Firemaking, and Fishing, all which came before. Well that had to be remedied. I went a bit north and killed a cow. And then I had the second realization: when I was gaining attack experience, I also was gaining hitpoint experience. Oh no.
I Googled around to see if there was any way to gain attack experience without gaining hitpoint experience. The Varrock training dummies do this, but only up to around level 7 (I forget the exact number). Oh well, better than nothing. I trained up my attack as much as possible on the dummies, then went back down to my cows. I killed enough to get 10 attack, but by then my hitpoints had gone to 11. Damn. One more attack level and attack and hitpoints were finally even.
(It’s worth noting here that this is written from memory a few days later. I might have exact levels and actions wrong, but the general idea is right).
Now, I did have some sort of plan, because there was a reason cows were my target. Using the meat, I was able to raise my cooking a bit, and then using the hide was able to raise my crafting. Great start, I was around level 2 or 3 for both of those. I was about to head back to the cows when I decided to see what my first quest would be.
(This paragraph was added during my re-read edits. I’m misremembering. At this level, I needed to spin wool for crafting. I was saving the hides for future crafting, but I wasn’t using them yet. I must have blocked the wool from my memory because it was so intensely boring).
A New Problem Arises
The first F2P quest alphabetically is Black Knights’ Fortress. BKF requires 12 quest points. But I can’t get QP unless I quest, and BKF is the only quest I can do. OK, time for a minor rule change. If my current quest is locked behind a hard limit (quest points, pre-requisite quest, etc.), then I can skip it until that prerequisite is met. Great, with BKF to the side, the first quest is, appropriately, Cook’s Assistant. Done with no problem.
Back to the cows to train defense. As I was hitting the cows, I started to wonder when I would be able to hit higher than 1 damage. Well, I just need to get my strength up. That’s down on the list, but how far down? Ok, magic first, sure; mining, ok; prayer, that’s gonna take time but doable; ranged, the arrows will be expensive but can be done; . . . runecraft. Oh no. Runecraft. Runecraft must be higher than smithing, strength, or woodcutting. And Runecraft isn’t unlocked until the Rune Mysteries quest, which is quite a ways down. In fact… oh no. Dragon Slayer is before Rune Mysteries. So I’m going to have to kill Elvarg with 1 strength.
Ok, not all is lost. I can at least do ranged and magic, so I decided magic would be my way to do Dragon Slayer (as well as Corsair Cove and Demon Slayer, the other quests I knew of that would require some combat). I’ll just have to train my attack and defense 4xp at a time before being able to raise those.
I did consider here making a new rule that I could skip Runecraft, or that I could do Rune Mysteries out of order. But I decided against that. Because magic and ranged were accessible, my progress would be difficult but not impossible and so I continued.
Back to the cows. I raised my defense to equal my cooking and crafting, but then I had gained even more HP. So back to attack, then cooking and crafting, then defense, and now HP was higher again. I did this cycle maybe a dozen times before eventually getting HP below the other four at around level 17. During this process, I realized that my account was more unique than I thought. All the other restricted ironmen I had seen had the goal of getting experience however they could within their restrictions. For me, experience itself was the restriction. Experience was actually the enemy. If I got experience in the wrong skill at the wrong time, I would be locked out of progressing. And the biggest worry was HP. I always would need to be monitoring that skill, considering how much I would gain when raising attack and defense, and making sure to not train magic or ranged too much before switching back to my earlier skills.
Once Attack, Cooking, Crafting, and Defense were all equal or above HP, I needed to get Firemaking and Fishing up to those levels. Oh damn. Third major problem. Firemaking requires wood, which normally you get from trees. But woodcutting, like strength, is locked behind runecraft. Luckily there are four log spawns at the top of Lumby Castle by the bank. So those four, with world hopping, would be my only source of firemaking experience for the entire account until I was able to unlock woodcutting (I don’t think there are any oak log spawns in F2P, but if I’m wrong, please correct me!).
That wasn’t too bad, and I was able to get my firemaking and fishing up pretty quickly. While doing fishing with bait, though, I thought more about a problem I started to realize when crafting. Money was hard to come by. Most people at this point would pickpocket; I can’t because it’s members content and even if I had paid, thieving would be locked behind runecraft. Others would kill monsters for drops; that would mess up my cow crafting rotation, and with only a 1 max hit, it would take forever. So I was stuck with selling my crafted materials for nearly nothing, as well as hoping for random events and clue scrolls. (side note: I didn’t do the Stronghold of Security for two reasons. One, it feels too much like a quest to me, so I didn’t want to do it this early when its name is so far in the alphabet. Second, I’ve never actually liked it being in the game and wish it had never been added. So I’m just pretending it isn’t there).
The Magic Grind Begins
So now I was at around level 17 for all skills through HP. It was time to start magic training. Luckily I remembered the free runes from the mage tutor, so I had built up a stack of about 150 wind strikes. As I was training (with an eye on my HP, so I could cycle back through the earlier skills), I tried to decide how high I would go. I had gotten an earth staff from a beginner clue, so I figured earth strike might be enough. But as I kept going, I realized I wanted more. So my ultimate goal became Earth Bolt at level 29—that was what I would use for my quests, including defeating Elvarg.
(Another note added when editing: I’m wearing as much metal as I can to try to splash. I figure the slightly lower xp rates are made up for by the fact I’m not gaining HP xp when that happens. Remember: experience is both the goal and the enemy).
Around this point, I realized I had been stupid. Just like I skipped Black Knights’ Fortress, maybe I would have to skip Dragon Slayer because of its 32 quest point requirement. If I did that, maybe I could get down to strength and train that. Good idea, but it turns out that Romeo and Juliet gets me to 33 right before Rune Mysteries. Oh well, magic it is.
But wait! Maybe one of those quests can’t be done because it requires a skill I won’t have. Huzzah, the Knight’s Sword requires iron bars, which I can’t smith. But oh damn, it turns out that one spawns in the wilderness that I can pick up. Oh well.
Continuing on, I got magic up to about level 11 and then started mining. But what to mine? Clay would help with crafting, but I realized that I would need to stockpile some bronze materials for when I eventually unlocked smithing. I didn’t want to end up in a situation where I needed materials for that but couldn’t train mining any higher. I eventually settled on getting a decent amount of clay, but still getting an ok stockpile for smithing.
The cycle continued. Where I am at right now (mid/high 20s) is getting attack up by two levels, matching that with cooking and crafting, getting defense up 2 levels, getting firemaking and fishing up 2 levels, and then having hitpoints move up 1 (still below firemaking and fishing) in the meantime. I’m making money by buying/selling silk, and by selling what mediocre finished products I get. Luckily I just got to 28 crafting so I can make hardleather bodies, which sell for 68gp—by far my best money maker. I can use those to buy enough Chaos Runes to hopefully get through Corsair and Demon Slayer.
Closing Notes and Realizations
Keen readers may see where I made a mistake above, which I realized quite recently. Although none of the prerequisite quests require materials or skills I won’t have access to, Dragon Slayer itself has a 34 smithing requirement for ironmen. I need to make steel nails, which do not spawn anywhere in F2P. So that requirement now means Dragon Slayer is impossible, meaning I’ll get to skip it and do Rune Mysteries first. That will unlock strength and will make that fight so much easier. I still will need magic for Corsair and Demon Slayer, but Dragon Slayer is now looking much better.
Finally, for those curious, I can get a max hit of 2 even with my strength level at 1, it will just take a while. I need 30 attack in order to wield an Adamant Battleaxe, and then the crafting and magic levels to make an Amulet of Strength. I need a total of +43 strength bonus in order to get a max hit of 2. But because an Amulet of Strength requires 50 crafting and 49 magic, that’s fairly out of reach. Some rune weapons would get me there with only 40 attack, but those will either require incredible rare drop table luck (do I even have RDT access?) or buying a Rune Longsword for 32k at the Champion’s Guild. Given my cashflow problem and the 32 QP requirement, that isn’t a realistic solution in the near future.
So there’s my story. My current goal is 29 magic with enough chaos runes to be able to complete some pretty basic quests, and then pushing on through to Rune Mysteries. I need to be careful with quests, though, as I need to make sure the rewards don’t push a lower skill above a higher one. The fun is in the planning, though, so back into the game I go!
Final note: I may have missed some stuff or gotten details wrong. I’m happy to answer any questions. And if you know of (1) a good way for me to make money, (2) a way for me to get steel nails without the smithing requirement, either by spawn or drop, (3) any way for me to get attack or defense experience without getting HP; (4) any oak log spawns that I have access to; or (5) anything else I’m missing, please let me know! And let me know if you want progress updates in the future!
(Edit, before any comments, to add): I'm focusing on Baby Cows rather than the adults. Those have a better HP-to-Hide ratio, with only 6HP rather than the adults' 8. That means more hides for crafting with less HP experience gained.
submitted by Kovarian to 2007scape [link] [comments]

New Player Powerlevel Guide (Level 1-100)

Hey there!
Are you new to Animal Crossing: Pocket Camp? Well, I was too just a few weeks ago and had no clue where to start or go from there. Lacking any creative inspiration or talent, I decided to push myself to see how fast I could reach Level 100 and spoiler, hit it in under 18 days with zero dollars spent (do bells count?).
Why do this? You say this game’s primary goal is to allow you to design and craft your favorite campsites, cabins, and campers. I agree with you 100%! But more than half of the villagers available in the game and their associated furniture are locked away and only made available to you once you’ve leveled up high enough and invited the villager to your campsite. While I focused on getting to 100 as fast as I could, I’m hoping many of these tips help you play more efficiently and better appreciate the game!


Levels in this game are linked directly to the levels of your villagers (the hearts you see next to their picture/name). In order to gain levels quickly, you have to level up your villagers quickly. This game begins by making a few villagers available to you which you can interact with by
For a little more specifics (Thanks MrPoptart! Sorry for screwing up your name so much):

In campsite:

In Recreational Spots:


There are 4 locations that you can encounter new/old villagers every 3 hours starting at 6AM UTC or your daily reset time (Breezy Hollow, Saltwater Shores, Sunburst Island, Lost Lure Creek). I’ll refer to these four locations as the “islands” for the rest of this post.
When a new rotation occurs, each of the 4 villagers will have a set of 3 requests for you to fulfill that’ll provide you a variable amount of XP(check “Omakase Requests” below) +a chance for bells, materials, essence, snacks, etc. You’ll also have the opportunity to talk to each villager for an added +2 XP.
My recommendation is to always make sure you’re taking advantage of this as it’s the ONLY way to “encounter” new villagers and the easiest way to build up resources. Encountering a villager for the first time increases their level from 0 to 1 and allows you to use Pete’s Delivery Service in future rotations. Pete’s Delivery Service does not deliver to villagers whom you haven’t encountered before.
A good way to check to see if a new villager is present on one of the islands is to check Pete at the start of every cycle and count how many villagers you can deliver to. If the number is <4, then there are new villagers present to be encountered!
I use Pete’s Parcel Delivery Service at the start of every rotation to fulfill all the requests for every villager and then race around the 4 areas to talk to each villager.
This brings me on to the...

Campsite and Cabin

Interacting with villagers in your campsite is the second main method for leveling up your villagers. Usually when you start your game for the first time each day, the villagers in your campsite and cabin will want to talk to you. The campsite and cabin are on a 3 hour timer and are activated by any save action (anything you do to trigger the loading circle at the bottom right of your screen). Logging in for the first time each day will trigger this timer so take note of what time you open up your game!
The villagers selected are random but there are probability tables available that show the chances of encountering 2-5 interactions at each location (I always recommend having it full since more is better!). This is indicated by the giant chat bubble that pops up with the images of which villagers want to talk to you.
For the hardcore players, be sure to set a 3 hour timer once you see this chat bubble pop up as it’ll happen every time exactly 3 hours from that point.(There is a way to reset the timer quickly, I’ll explain later).
The cabin and campsite’s timers are linked so it doesn’t matter which bubble pops up first. If you’re located somewhere else, you’ll see Pete’s Parcel Delivery icon pop up to indicate that your campsite/cabin villagers are ready.
Now what makes this different from regular island rotations? Campsite villagers will provide +3-6XP, an opportunity to provide gifts (essence, bells, materials, special event items, etc), AND they can make requests. Cabin villagers will ONLY provide +6XP every time. Both campsite/cabin villagers will still give their normal rewards for leveling up.
My recommendation is to stack your campsite with villagers who’ll give you the resource you need (for many people, they need a particular crafting material but for me, essence is the limiting factor in my crafts) and stack your cabin with your lowest level villagers. This is a reliable way to build up materials/essence and doing it early on will ensure you’ll rarely have a lack of resources.


Your goal when leveling up villagers is to level them up at the same time. Leveling your villagers up too quickly will run you into the level cap. The level cap can only be lifted by crafting the next tier amenity. Always prioritize leveling up your lowest level villagers since hitting the level cap will mean any future interactions with that villager will be XP wasted.
Just remember that the XP gain to your personal level is the same from every level up regardless if it comes from a Level 40 villager or a Level 1 villager. It may seem like your villagers are leveling up slower as a result but doing this ensures that your long term level will go up consistently.


There are 11 amenities that you can craft when you first start the game (one for each theme). With the basic amenity you start with, all villagers are level-locked to 7. Your goal is to unlock each of the amenities in an order that reduces the total number of level-locked villagers. Unlocking the first tier amenity gives you a new max level cap of 10, unlocking the second tier amenity gives a maximum level cap of 15, and unlocking the third tier amenity gives you the maximum level cap of 45.
My strategy was to bring all my amenities up simultaneously so that no set of villagers would be “left behind”. I created a table that I used to keep track of how many “level-locked” villagers I had and prioritized crafting the amenity with the highest amount. One of the biggest tips to succeeding is to always ensure that you have an amenity crafting. It’s the biggest stop-gap when you reach higher levels.
When you unveil an amenity, it gives +5 XP each to 5 villagers present in your campsite. But if you have 5 villagers present that are the same theme as the amenity you’re unveiling, it’ll give DOUBLE the XP (+10XP). Be sure to stack your campsite with 5 villagers of the same theme and reap the extra free XP.

Managing Your Rotations

This is by far the most difficult concept to understand but it’s also the most important. This is for the more serious players since it requires more attention and activity. I’ll do my best to break it down and provide examples.
Step 1: When you first log on for the day and visit your campsite/cabin for the first time, the camp timer for the day will restart and the chat bubbles will pop up. The three hour timer starts as soon as the bubble appears NOT when you first talk to a villager. Once you activate the chat bubble, you have forever to respond to these chat requests in both the cabin/campsite. Ideally you should complete it before the 3 hours are up. If you’re in need of materials/essence, you should have villagers that you want gifts from for this step (They will be called “desired” villagers).
Step 1b: If you have time before the next villager rotation, talk to all the villagers (do fruit, garden, pete’s requests during this time as well) and get their XP.
Step 2: Send home your “desired” villagers and invite “undesired” villagers. For me, undesired villagers are the ones who are level capped (Indicated by a locked symbol on their image/on the level indicator). These villagers will NOT have any XP saved if you interact with them so any interactions you have with them is considered a waste of XP. They will still give you gifts/bells in the campsite/islands but NO xp. I will include maxed level villagers in my campsite only if I’m in dire need of the essence they give.
Step 3: The normal villager rotation will occur sometime at this point. Talk to all four villagers at each of the areas and complete their requests.
Step 4: Send home your “undesired” villagers and invite back your “desired” villagers.
Step 5: Three hours from step 1, your timer will go off and the chat bubbles will reappear on your “desired” villagers. Interact with them/ complete the requests and then repeat from step 2 onwards.
Notes: I like to ensure that when I stop playing for the day, I always have “desired” villagers in my campsite so when I first log on, I ensure I’m getting the essence that I need. I also juggle around Step 1b quite a bit depending on when I start playing so you can fit that wherever.
For those who aren’t as dedicated to the game, just ensure that your lowest level villagers are in your cabin and your “desired” villagers are in your campsite and to check it regularly. This will prevent major essence/material shortages and make sure that your low level villagers can level up even if they don’t get a chance to rotate around the areas.

Omakase Requests

I’m not going to delve too deeply into this but many requests made by villagers allow you to pick what to give to a villager (fish, insect, flower, shell, fruit). Each of these items have common, uncommon, rare, and giant rarities and provide different rewards based on what you give. Common will give +2 XP, 100 bells. Uncommon will give +3 XP, 1500 bells, and a small chance at cookies/snacks. Rare will give +4XP, 2000 bells, guaranteed snacks/cookies, and a small chance at sparkle stones. Giants (the king fish) will give +10XP, 10,000 bells, snacks/cookies/and sparkle stones.
Here’s a list of the items and rewards provided when you satisfy one of these requests
There are a few old charts indicating which fish/insect belongs in which tier but I just recommend avoiding giving common/giant items unless you absolutely need to. Your best friends will be the red snapper, black bass, horned dynastid, and any exotic fruit for the best value. I can go deeper into this if you want.

Unlocking Villagers/ Inviting Them To Your Campsite/Crafting

As you progress in level, each level up will unlock a random villager within a tier. You can check the wiki linked for more information. It’s important to be working to unlock villagers and inviting them to your campsite as quickly as possible in order to maximize your level and prevent level-maxing your current villagers.
Every villager has a set of requirements that need to be met before you can invite them to your campsite. The first is a level requirement (5 or 7 for most animals) and the second is a set of furniture to craft them. The hardest part of this process will be encountering new villagers for the first time so make sure to always check in every 3 hours to see if a new villager has traveled to one of the islands.
I created a crude excel file with essentially the name, theme, required level to invite to my campsite, level that the villager was currently at, and a table with all the items I still needed to craft for the villager and the time required for each furniture. I would sort the list by total time required and craft furniture according to the lowest total hours. You can use this wiki page for a reference towards creating your own! This ensured I would be “potentially” unlocking villagers faster than if I had done it randomly.
I was crafting furniture for villagers I hadn’t even unlocked yet since as soon as I met them for the first time, I could invite them to my campsite then and there. This with a combo of snacks/treats ensured that before I even hit level 76 (the level where all villagers would be unlocked), I had all the furniture ready to go. Just remember that the more villagers you have at your disposal, the less level locked you’ll be and the number of opportunities for materials/essence will increase. (More villagers = More opportunities to level up). Here’s a list of all the furniture the villagers require to be invited!


Snacks/Treats are consumables that you can obtain from villagers for certain requests or from Villager Maps, Gulliver’s Islands, log-in bonuses, and daily goals. The generic snacks give +3,+10, and +25XP for bronze, silver, and gold snacks respectively. Treats are similar but they give double XP to any villager with that particular theme (i.e. rustic, natural, etc.). I’ve seen people suggest giving your snacks and treats for different reasons but here’s what I’ve decided is best. Give enough snacks to any new villager you meet during an island rotation until they reach the minimum required level necessary to invite them to your campsite. Avoid giving them too much as that’ll get them level-locked and that’d be a source of wasted XP in the future. You never know when you’ll see a villager again so it’s important you get them to a high enough level quickly. This changes if you have the.....

Happy Helper Plan

This plan costs $2.99 (USD) a month and provides a series of benefits which I’ll break down in relation to this guide. There is a one month free trial and I believe it’s benefits are best taken advantage of early.
Camp Caretaker Part 1: You’re allowed to have one villager whom you’ve met before follow you around! Every 3 hours, it will “complete” the requests for the 4 island villagers ONLY if you don’t complete them yourself. This is incredibly useful for when you’re asleep/not playing because when you come back to the game, it’ll have mountains of materials/essence/fish/insects/rewards waiting for you. The caretaker will only complete 24 hours worth of requests before stopping so it’s important to check in daily even if you’re inactive to claim your rewards. There is a 30 day expiration date for these items so make sure to clear it before then. Villagers who’ve had their requests completed DO NOT gain any XP. This is not a substitute for Pete’s delivery service and still requires you to check in every 3 hours if you want to level up.
Camp Caretaker Part 2: Even if you’re actively playing, every 3 hours, the camp caretaker will level up +5 XP and give you a random assortment of items (essence, insects, sparkle stones, event items, etc.). This is a KEY factor for new players because it circumvents the snacks/treats restriction from before. You can now invite ANY villager you’ve met before and level them up before even inviting them to your campsite. I used this primarily to level up the villagers with the longest total crafting time since I knew it’ll be a long while before I ever reached/met them. As soon as I reached the level required to unlock them, I would switch to a new villager.
Reduced Crafting Time: Your crafting time for everything is reduced by a base 2 hours +20 minutes for every 10 days you’ve played. This is incredibly useful if you’re as organized as I am and micro-manage my crafting tables with an excel file and great for unlocking your villagers faster.
Leaf Tickets: There’s also a monthly stipend of 60 Leaf Tickets.
This plan is well worth the money in my opinion but I encourage every new player to use it for their first month free in order to maximize its crafting/caretaker benefits. For those lacking a credit card, any old gift card will work as well.

Gulliver’s Islands

There are 128 villagers that you will unlock by Level 76. While you’re completing those, there’s an opportunity to unlock an additional 64 villagers from Gulliver’s islands. I’m not going to delve too deep into what to do with the islands since the wiki has plenty of information if you’re interested but I recommend using crafting materials and duplicate furniture/clothes you receive from snacks to reach the point totals (milk, giant dharma, and the bamboo tree will be your best friends).
These islands always give plenty of cool rewards (new clothes, sparkle stones, leaf ticket/bell maps, material maps, treats/snacks) but the villager maps are my bread and butter. More villagers means more opportunities to level.
One of the few things I use my leaf tickets on is insta-clearing the villager maps since it provides a large amount of snacks (usually enough to level the villager up to level 15). It’ll cost 5 Leaf Tickets to insta-clear and obtain all the potential rewards. For those looking to save leaf tickets to spend on other things, it’ll cost a LOT of essence for every roll of the dice so be sure to stock up using the campsite method!
I recommend always keeping Gulliver’s ship going out to obtain all the rewards. My general philosophy is refreshing my islands until I have at least one gold island and then just completing all of them. There’s no rush since you’ll eventually find them all.


Sometimes, it’s worth level-capping a villager due to the resources they provide. What does that mean? Up to level 10, a villager will only provide +2 essence at the campsite for every chat you have with them. From level 10-15, villagers will give you +4 essence, and +6 essence level 15+. If you’re lacking a certain resource (for that one special piece of furniture), it’s definitely worth leveling up all your villagers of that particular theme to 10/15.

Calling Cards/ Request Tickets

These are used to bring villagers to your campsite/an island. While I personally never needed to use a calling card, it’s very helpful for calling those super-stubborn villagers who refuse to show up for the first time. Request tickets are good for leveling up villagers whom you don’t want as your caretaker and are too high of a level to fit in your cabin. Personally I haven't used any of these yet and probably won’t unless I remember.
Calling Cards (Thanks MrPoptart!):
Request Tickets:

Leaf Tickets

This section isn’t necessarily important for leveling up per say but I just wanted to advise you on what to use your leaf tickets for. When you first start out the game, they intentionally make it easy for you to accumulate hundreds of leaf tickets in the hopes you’ll spend it all quickly.
Don’t fall in for their trap and waste it on things like: finishing crafts early, supplementing a lack of resources, getting extra rewards from Gulliver, etc. These are all pitfalls and you’ll not have any left to buy any special furniture/terrain in the future.
There ARE a few things I feel are very helpful to spend your LT’s on. These include immediately unlocking the extra two crafting slots for 80LT’s each. This is by far the most valuable tool you can purchase and its absolutely necessary to progress/craft quickly.
You can also choose to expand your inventory and market box space with Leaf Tickets should you desire but many people gain enough space through leveling up naturally. Clearing villager maps with leaf tickets is also a good option if you want to conserve your essence and progress quickly but this is NOT necessary.

Friends and the Market Box

A huge component of my success is thanks to the dozens of friends I’ve made through reddit/discord. Being able to chat and get to know everyone is incredibly rewarding and makes the game so much more enjoyable.
If you’re new, I highly recommend making as many friends as you can through the friend finder thread here on reddit or on discord, Invite link for discord here. There’s a maximum limit of 100 friends (this includes friend requests sent but NOT received) so be sure to check up on it quite a bit! Get very acquainted with the market box as many players will put up all sorts of things, common items, rare fish, exotic fruit, crafting materials throughout the day at various prices.
I was dependent on the market box for the first two weeks as I was crafting way faster than my villagers could supply crafting materials for. I’ve finally reached a point where I can be self-sufficient for my own materials and can begin giving back to the newer players on my friends list.
My general rule of thumb is selling all common items at a minimum price, uncommon items at a fair price, and super rares/rares at a premium. Many veterans will list things at a minimum price to help others out. Please be polite and only take things you need. Bells aren’t a limiting factor in this game so be sure to respect your friends!
Protip: Always sell local fruit for max price and always buy exotic fruit/red snappers/black bass/ horned dynastid at any price since you’ll always turn out some profit when you give the items to the villagers.
Prime things to purchase/look out for are exotic fruits (either lemons, lychees, or grapes), uncommon fish, and materials. Take a few days to get accustomed to what sells/what doesn’t sell and you can cater your market box to that particular style. I rotate between putting up common fruit/insects at minimum price, to unobtainable/super rare fish/insects, to materials. I try to be generous with my friends and hope they are in kind.
This wraps up the first part of my guide! I’ll be filling it in with updated information for as long as I can. Feel free to ask me any questions and/or provide additional tips!
I'd like to give a huge shoutout to MstrPoptart for helping me edit and fill in the gaps of my knowledge! Also a huge shoutout to MamaNguyen for being an incredible and kind friend and to Infinite_Deer for helping me along the way!
If you have any questions, feel free to ask in the comments below and I'll do my best to answer! (Still a noob haha).
If you'd like to be my friend, feel free to dm me or find me here/on discord! You can find me chatting all the time in the discord server :)
Edit Edit: Removed clownery
submitted by AGoodDetective to ACPocketCamp [link] [comments]

Quick Jyn Odan Help needed

Does opportunist (base ability) stack with Sidewinder (4xp ability)? I attacked, target suffered damage and, having bought Sidewinder, can I move 3 spaces? Or just 2 regardless of damage suffered by enemy, because Sidewinder "overrides" Opportunist? Polish wording would highly suggest second option but after reading original card I am not sure...
submitted by elite_sqadron to ImperialAssaultTMG [link] [comments]

Chariot Race: Grab Thy Reins

The day of the race had finally come. It was a still, chill afternoon after the work had been done to have the track and stands all set up for the race. The track was freshly ploughed to even out the ground and remove the snow. One top of the freshly turned soil, rough sand was spread over and patted down. The stands were made of stone and also acted as steps. A few harpies were acting as concession workers (along with a very salty Daughter of Bia as punishment) passing out hot chocolate, tea, and warm pretzels as well as hot dogs and nachos.
Chiron sent Gibby the Spectacular Satyr to alert the participating teams that it was time for them to gather their chariots, horses, weapons and to double check that they made their proper offerings to the gods just in case. Once all the available teams have arrived, the old centaur addresses the present crowd.
"Heroes!" He calls out to them, "welcome the return of the chariot races! On this day, six teams have stepped up to test their mettle and their teamwork in order to be granted the title of Racing Champions!"
Chiron presents the champions (in the order that I see them) to the crowd:

Bow and Eros!!


Drunk Death!!


Team Tempest!!

Glory of Ares!!

"Chariot teams!" He calls out to them, "arm your vehicles, check on your steeds, and wait for my signal to take your reins and begin!"

Racing Rules and Mechanics

  1. Each writer with multiple characters may only select one of their characters to sign up.
  2. Engagements are allowed but shall be limited so that combat does not drag on.
  3. Combat, while allowed, is 100% optional and drivers can instead roll for placement during the lap.
  4. All roll results must be displayed in the RP comment under the lap.
  5. Modifiers must be added to each sequence roll from initial, to combat, to driving.
  6. To keep things from getting one-sided while still keeping xp under consideration, higher xp players will need to have their combat xp divided to gain a modifier that can be used in play but still reflects their progress and IC development as warriors.
  7. Modifiers will be using a tier system based on combat xp and riding xp.
  8. Tie-breakers between fighters will be settled by drivers, if drivers rolls also tie then the defending team maintains their position.
  9. Communication is key both IC and OOC. Team members are highly recommended to work together OOC in rider to make the best decision when it comes to engagements. Fighting is always an option but so is relying on the driver.

How To Play:

Starting Line:

Before the racing sequences begins, each chariot driver makes an initial roll for placement. Placement will be given from the highest roll to lowest. If two drivers tie for rolls then they must roll until the tie is broken.
A separate thread will be posted for all players to post their roll attempts throughout the whole race.


With each lap, offensive teams have the option of attacking the chariot placed ahead of them or simply attempting to drive past them. Teams may only attack the chariot ahead of them since the point of the race is to focus on moving forward and getting ahead. To avoid confusion, engagements between teams will be arranged in 2s by placement (1st will engage with 2nd, 3rd will engage with 4th etc).
Edit: After the conclusion of said engagements, the winning teams (aside from the 1st place team) will have the opportunity to challenge the chariot ahead of them so that teams are not stuck in the same place throughout the whole race. If you started out in 4th place but won your engagement and reached 3rd, you may take the chance to challenge the 2nd place and try your luck at moving up two positions in one lap.
If there is an odd team out, that team will have a chance to slip past the two teams ahead of them should they choose to. However, the driver of the odd team out must roll for it. If they gain a nat18+ they will pass both teams, if they gain a nat15+ then they will advance past the team that lost the engagement. By the end of all engagements, the winning team must announce their new or maintained placement for the updated placement list on the next lap.


Fighters are the only ones allowed to partake in combat. Both powers and weapons are allowed throughout the race but all writers must be mindful of the limitations that come with being in a moving vehicle. Powers are allowed though they must be used within reason. Again, they are in a high-speed wooden basket with an open end and limit time & space to fight. That said, it would be best to keep the power light and fighters are not allowed to leave their chariots during battle.
Each fighter must roll 1d20 using our local bot on reddit. rollme
Ex) Fighters' Roll: [[1d20+(Tier Modifier)]] rollme
Combat engagements will be limited to two per lap. That means that the two fighters must only roll twice against each other and rp out the results. To win the engagement for the team, a fighter must win both rolls. Winning both rolls grants you placement. Injuries are expected and should the fighter be far too injured to keep it up the driver is allowed to roll for placement instead.


Being the one with the reins is not an easy task and those who drive may need to step in and save the team from an ugly combat situation or settle a tie. Drivers are prohibited from getting involved in combat because if you wouldn't text and drive you definitely don't want to wield a sword and drive either.
As stated before, the attacking team that is trying to move ahead in placement has the option of combat or simply trying to drive past the defending team.
Edit: After the drivers roll and a winner is determined, the losing fighters may roll only once in an attempt to slow down the winning team as a sort of "redemption"


To help keep things interesting and fair for all participants, modifiers will be implemented in this chariot race. Combat xp is a bit one-sided so for the sake of fairness and the fact that fighting in a chariot is not the same as fighting on solid ground, a tier system has been put in place. The combat tiers are as follows and based on your character's combat xp.
Tier 1 (1d20+1): 0-7xp
Tier 2 (1d20+2): 7-15xp
Tier 3 (1d20+3): 15+xp
While riding xp is substantially lower than combat, it wouldn't be fair to have the fighters be the only ones with a tier system. That said, the driver tiers are as follows:
Tier 1 (1d20+1): 0-2xp
Tier 2 (1d20+2): 3-4xp
Tier 3 (1d20+3): 5+xp
Sorry this was late, college is dumb. This feels like a lot and I know that it might seem confusing so I urge you to please ask any questions that you might have. The idea is to keep the race as simple as possible but still fun and have a couple high stakes here and there. That said, I'm not gonna act like this is a perfect setup, right now we're trying to figure this thing out and make any necessary adjustments. Anyways, grab your mice, charge your phone, and pray that rollme is in a good mood. Enjoy the Race!
submitted by slydrooper to DemigodFiles [link] [comments]

Diala balance tweaks

Hero info can be found here.
Force Adept
This is definitely an OP ability for its cost (probably the best ability per xp in the game), but all class cards don't have to be balanced against each other in terms of xp cost. Not all heroes are equally good in terms of what's printed on their hero sheet, and an "OP" 1xp class card can help balance out a hero even though must-buy cards are not ideal.
So the question to ask is whether Diala is OP. I think yes, and in that case, nerfing Force Adept seems like a good approach. But I don't wanna totally remove the "strain to reroll + rest to focus" combo, and also just doubling strain cost seems a bit much. My suggestion:
1(S): Exhaust while you or a friendly figure is performing an attack or attribute test. That figure may reroll 1 die.
1(S): Interrupt to ready this card.
Add 1 blue die to your (strength) and (tech) pools.
Now 1 reroll costs 1 strain, 2 costs 3, 3 costs 5, etc. The attribute boost being non-exhaust should have very little impact.
Art of Movement
It basically gets you +1 movement point when you perform a move, when entering difficult terrain, and when entering a space containing a hostile figure. If each of those things happens once every single turn, then it's 3 movement points for 3xp. Many class cards give 1 movement point for 1xp, but also have some extra flexibility like being able to recover 1 strain instead, and many are better still, and you can buy these cards right away rather than save up xp over one or two missions. And on average you'll get far less than 3 movement points per turn, especially since you prefer to strain-move anyway even with 5 speed as you get to focus someone when you rest.
So, it's really really bad. My suggestion: infinite strain move.
1(S): Use during your activation to gain 1 movement point.
You ignore additional movement point costs when entering difficult terrain or spaces containing hostile figures.
This lets you move way more flexibly, and combos very well with Battle Meditation. I don't think this is OP (compare it to Sidewinder getting you up to 6 free move per turn), but I could see a case being made for it, so if you're worried about that I'd suggest making Battle Meditation an exhaust ability.
Snap Kick
I think Trench Fighter is a pretty good benchmark for comparing offensive abilities, as it feels pretty powerful when using it but getting less than that for 3xp always seems underwhelming and not worth getting. Well, Snap Kick gets you 1.33 damage for 3xp and in a more restrictive way as you have to be adjacent to the target after an attack. It makes Reach and Dancing Weapon way less effective, and even for Sarlacc it's kinda win-more and I'd rather get other things instead of spending another 3xp on something I've already spent 4xp on.
Here's my suggestion, giving it more flexibility and utility as well as synergy with Sarlacc:
Exhaust this card during your activation to choose 1 hostile figure adjacent to you and roll 1 green die. That figure suffers (damage) equal to the (damage) result, and you may push that figure 1 space.
Dancing Weapon
A blue die has 9 symbols on it, so you get 1.5 symbols on average. We can compare this to a Trench Fighter rescaled to 4xp, which would be 2*4/3 = 2.67 damage. Dancing Weapon also costs 1 strain, (gives you an extra surge-to-damage conversion), and lets you do a ranged attack. I really don't think the flexibility is enough to compensate, and other offensive 4xp abilities (the ones you want, anyway) do much more for you. Take Thermal Explosives, which gets you a yellow die for the same cost (and Drokkatta fucking loves surges) and adds +1x2 damage to your main ability. And if you think Dancing Weapon is fine as it is, consider that it will be less of a default "can't be arsed to Sarlacc" option when the 3xp cards are actually good.
Maybe just add +1 damage to the ability?
Way of the Sarlacc
Not sure how people feel about this one. It certainly has the potential to be huge, but a good Imp will not let you get away with too much.
It's probably not quite as amazing as it looks at first glance. Let's say you can do A or B, and you're better at A so you wanna do A as much as possible. By upgrading A to A2, the benefit you get is A2 - A. By upgrading B to B2, which is better than A, the benefit you get is B2 - A, which is less of an improvement than B2 - B. So upgrading something you're good at is better than upgrading something you're not good at and would otherwise not do as much. All this is to say that getting a bunch of extra attacks from Diala is less good than extra attacks from someone who is already predisposed to attacking multiple times per round, who you already wanted to deck out in epic gear. Diala likes to rest a lot, sometimes has to do a move action to get to a target, and has no ability like Ambush or Havoc Shot that can be used on multiple attacks. Also, Sarlacc + Shu Yen is a crappy combo.
The change I'd make is "Afterwards, you suffer 2(S)" instead of the upfront 2 strain cost. Especially with my Force Adept nerf, getting into position and then paying the cost seems like it'd be super inconvenient, and everything else you do is so much easier without having to position yourself for Sarlacc (especially with Reach or Dancing Weapon).
Shu Yen's Lightsaber
Mediocre dice with half a surge on average. 1 dmg + Cleave 2 is pretty juicy, but also not very convenient to use without Reach. Pierce 3 is a cool option to have if you can't afford Precise Strike, but you'll rarely choose to not use Precise Strike and rely on getting 2 surge. Though if you do get 2 surge and don't use Precise Strike, you save 1 strain compared to using surge to recover, and if you get 3+ surge you save 2 strain. There's also the extra damage with Foresight.
It's not a bad weapon if you make it work, but you have to make it work whereas other weapons usually just... work. Balanced Hilt is kind of a must, and you're also now competing for extra surges (e.g. from Gideon / Saska / Ko-Tun / Battle Meditation) that might otherwise go to Fell Swoop or epic Drokkatta blasts. And the cash savings aren't as impressive if you had already bought a weapon like Vibro-Ax or Vibro Knucklers. Also, as noted above, it's bad with Sarlacc as you're unlikely to get all the surges you want in order for it to be effective, and Sarlacc combos so well with a high-end weapon anyway.
I'd suggest adding Reach. Doesn't make it any better with Dancing Weapon or Sarlacc, but if you're not going with either of those, at least using the Cleave won't be super annoying.
More nerfs
Too OP? If you wanna nerf her but you don't think any one ability is too OP, you could take away 1-2 hp and/or remove the attribute boost from Force Adept.
submitted by Bl_rp to ImperialAssaultTMG [link] [comments]

Japanese themed custom cycle cards - Rogue class

Third part of my cycle. See the previous posts for more insight and the Guardian and Seeker class cards.
Once more: please give me feedback. You're also free to use those cards if you ever want to, of course. I'm also interested in knowing which card you enjoyed the most/the least and why. Thanks!
A Strange Eons version is also available: link
A large part of this cycle is about dealing with enemies in a Rogue way: exhausting enemies then having more options available to deal with them. This is not reserved to Hatsu (my investigator) but it works really well with her. A new keyword appears as well. Chains (X) where X is a trait. When resolving that keyword you do the following:
"You may reveal cards from the top of your deck until either a X card is revealed or a weakness is revealed, whichever comes first. Then, draw that card and shuffle the other cards thusly revealed into your deck."
It's a new gambling mechanics for the Rogue, similar to Rook somehow. It's really interesting to play with it. I think it might open up lot of cool designs.
Dances are a new trait for cards as well. I've designed Dances as cards that are good when there are exhausted enemies around. Some of them (the assets) use the arcane slot since most of my Dances are kinda elemental spells.


Hatsu Muramasa - The Dancing Kunoichi
Health: 8. Sanity: 6.
2 Willpower 2 Intellect 3 Strength 5 Agility
Move actions you perform do not provoke attack of opportunity.
elder sign effect: +0. You may engage, or disengage from, an enemy at your location.

Deck size: 30.
Deckbuilding Options: Rogue cards level 0-5, Neutral cards level 0-5, cards that "move" level 0-4, up to 5 other Guardian/Survivor cards level 0.
Deckbuilding Requirements (do not count toward deck size): Swift as a Shadow, Trembling in plain sight, 1 random basic weakness.
Additional Restrictions: No Firearm cards level 0-5.

The idea behind Hatsu and most of the Rogue cards of this cycle is a character that is dancing, swiftly and gracefully handling a lot of enemies at once, thanks to a natural nimbleness. Hatsu is obviously the embodiement of that vision. Her move actions do not provoke attack of opportunity. This allows Hatsu to move 'freely' and place the enemies exactly where she wants them to be (to settle area of effects of get rid of non Hunter easily). It's similar to Jake Williams from Ursula although this is always the case but only for moves. Her elder sign continues with that same idea being able to disengage an enemy to 'give' it to a friendly Guardian for instance (based on the Prey of course, but still), or to engage an enemy so she can handle it herself.
Her deckbuilding options reflects the above vision as well, she is able to take cards with the 'move' word. Those include Loyal Mount, Shortcuts, Pathfinder, Vantage point, Survival Instincts, Bait and Switch, a new Survivor addition, Open Gate, Banish etc. She is all about moving around. As she is a kunoichi (aka female ninja) she has a proper training in battle and survivability, hence the access to some cards from these classes. Also she is prevented from using Firearm assets since those are neither graceful nor discreet.

Swift as a Shadow
  1. Agi/StWild.
Hatsu Muramasa deck only.
You may take an additional action during your turn, which can only be used to move.

Hatsu's moving around in a shadow fashion. She is swift and agile. Her asset completes her natural kit of being the main enemy handler through evade and placements.

Trembling in plain sight
Treachery. Weakness.
Revelation - Put Trembling in plain sight into play in your threat area.
You cannot perform move actions while there is an enemy at your location.
free, Exhaust Trembling in plain sight: Test Agi(3): If you succeed, place a resource from the token pool on Trembling in plain sight. If Trembling in plain sight have 3 or more resources on it, discard it.

Hatsu's weakness is a gamechanger for her, it's a heavy weakness that cripples her for at least 3 turns, you really do want to bring Agility icons in your deck. Do note that the wording make it so that Shortcut and the likes still work. She isn't completely motionless (that would probably breaks some scenarios cases). Also other investigators may choose to move along enemies to liberate you from them, killing them is the most obvious solution though.


  1. Str
Asset. Hand
Item. Melee. Weapon.
action: Fight. You get +1 Str for this attack and it deals +1 damage. You cannot use this ability unless there are at least two enemies engaged with you.

Wakizashi are short swords used by Samurai that are traditionally used in close combat where you can't draw your bigger sword. Hence the idea of it being only usable when there are at least 2 enemies and are surrounded. Also we still need more options for level 0 weapons, here's my contribution.

  1. Agi/Will
Item. Trick. Illicit.
Fast. Play during any free player window.
Attach to your location. Attached location gains:
"Ignore the Alert keyword on non-Elite enemies at this location. You get +1 Agi during evasion attempts at this location.
Forced - At the end of the round: Discard Smokebomb."

Part of a ninja arsenal (or at least part of what we think is the ninja arsenal) a smokebomb! This card allows you to evade safely for a turn while also allowing your friendly gators to help you if need be.

Kaze no Mai
X. Agi
Asset. Arcane
Art. Dance.
Uses (X+2 ki).
free, spend 1 ki, exhaust Kaze no Mai: Move. You cannot use this ability unless there is an exhausted enemy at your location.

The first Dance card. This one allows you to buy future Move actions but you need exhausted enemies to use them so it's likely you'll be using some actions for evasion anyways. Still pretty decent. The name translates to "Dance of the Wind", the wind is a moving thing hence the name.

Buying time (2XP)
Int. Int.
Favor. Service.
Limit 1 commit per test. As an additional cost to commit Buying time to a skill test, spend up to 6 resources.
If you succeed and you spent at least 3 resources, after this test ends, you may either return Buying time to your hand or perform an investigate action (do both instead if you spent 6 resources).

Rogues like to buy and now they can buy investigations! The cost is pretty expensive to avoid infinite combos. I'm leaning towards adding a "Max X per round" too but the cost feels high enough. This card can be used as a substitute for Streetwise (for investigations only though) but you're still susceptible to fails.


Running out of time (1XP)
  1. Agi.
free, lose one of your remaining actions, exhaust Running out of time: you get +3 skill value for this skill test.

Actions are the most important unit in the game but Rogue have ways to have more of them. When time is running out you focus on important actions instead of multiplying them. This card is here for that!


Hi no Mai
  1. Str
Art. Dance.
Chains (Dance).
Deal 1 damage to all exhausted enemies at your location. This action does not provoke attack of opportunity.

Dance events are designed to be of a big effects but with a high opportunity costs (you need exhausted enemies) that chains into another Dance. "Dance of Fire" is exactly this definition as you get to deal damages to all the exhausted enemies, including Elites. As this is not Fast you do need to rely on others to evade them before for maximum efficiency. This card allows to chain into another Dance as well... push your luck!

Mysterious Shinobi: Invisible Threat (3XP)
  1. Will
Asset. Ally
Ally. Criminal.
Health: 2 Sanity: 2
You get +1 Agi.
free, exhaust Mysterious Shinobi: exhaust a non-Elite enemy at your location.

This sinister and discrete ally is the best friend of those who want a lot of exhausted enemies. Do note that as opposed to a classic evade, the engagement is not broken, hence this comboes well with Wakizashi. The idea was also to propose alternatives to Cat Burglar. This ally provides other options for combos while still providing the most wanted agility.


  1. Str
Item. Weapon. Ranged.
Myriad. Fast. Play only during your turn. Chains (Ranged).
Choose an Aloof enemy at your location. Deal 1 damage to that enemy.

A way to deal effectively with some annoying cultists, whilpoorwill and other annoying Aloof enemies. This chains into a Ranged weapon and is therefore a kinda Prepared for the worst for the Ornate Bow or the Grenades (Leo and Skids will love it!) or, most commonly, other Shuriken to deal with other Aloofs!

Tsuchi no Mai (4XP)
  1. Int/Wild
Art. Dance.
Chains (Dance).
Discover 1 clue at your location for each exhausted enemy at that location (max. 4).

A powerful Dance (Dance of the Soil) that allows the user to discover up to 4 clues in the right setup (or 8 with Double, double!), hence the hard opportunity cost and xp cost.


Cheat Life (4XP)
  1. Will/Will
Bold. Fortune. Fated.
Play only as your first action. You lose a physical or mental trauma. End your turn. Remove Cheat Life from the game.

The Exceptional card of the cycle. The name is a pun towards Cheat Death (another Rogue card with a high XP cost). This ones removes a trauma. Rogues live dangerous lifes and they are well-versed at cheating on it! This card is also an alternative to the Charon's Obol path for a Rogue, here you're able to gamble even more (gameplay wise) since you know you'll end up removing a trauma in the next scenario if you ever die.

Mizu no Mai (3XP)
  1. Will
Asset. Arcane
Art. Dance.
Uses (3 ki).
free, spend 1 ki, exhaust Mizu no Mai: you may immediately take an action as if it were your turn (this action does not count toward the number of actions you can take each turn). You cannot use this ability unless there is an exhausted enemy at your location or another action is currently resolving.

The last card, also the last Dance this cycle (it's the Dance of Water for those who still doubt it!). This one comes with the same mechanics as Quick Thinking/Swift Reflexes. With Mysterious Shinobi being in the cycle, you're allowed to use this free action pretty much at any time. As with the mentioned cards this allows interesting combos: engaging enemies out of your turn, fighting an enemy after that enemy has been disengaged from a friendly investigator...

This concludes the Rogue part of my cycle custom cards! We're halfway done (since there are multi-class cards too). Next are Mystic cards.
submitted by Eole-kun to arkhamhorrorlcg [link] [comments]

Japanese themed custom cycle cards - Mystic class

Fourth part of my cycle. See the previous posts for more insight and the Guardian, Seeker and Rogue class cards.
Once more: please give me feedback. You're also free to use those cards if you ever want to, of course. I'm also interested in knowing which card you enjoyed the most/the least and why. Thanks!
A Strange Eons version is also available: https://imgur.com/a/id1G3Ea . Do note that Ceremonial Canes do takes up a hand slot AND an arcane slot but that's not available on Strange Eons.
The Mystic class of my cycle revolves around sealing mechanics and bringing more assets options apart from Spells assets. Shinzo, my investigator, shines the most with those ideas. Jim is probably the investigator that profits the most of the newest cards along with Shinzo.


Shinzo Watanabe - The Kannushi
Believer. Warden.
Health: 6. Sanity: 8.
3 Willpower 3 Intellect 3 Strength 3 Agility
reac, when you play a Fortune card: reduce its cost by 1. (Limit once per phase.)
free, take 1 horror: attach any Omamori to your location (detach it from its previous location before if applicable).
elder sign effect: +1. You may ready an Omamori at any location.

Deck size: 30.
Deckbuilding Options: Fortune cards level 0-5, Mystic cards level 0-3, Neutral cards level 0-5, Blessed cards level 0, up to 5 other Rogue/Survivor cards level 0.
Deckbuilding Requirements (do not count toward deck size): Omamori: Protective amulet, Omamori: Good-luck charm, Yug's Siturath Vial, 1 random basic weakness.

A Kannushi is a Shinto shrine handler.
Shinzo is all about Fortune cards, being kinda multi classed in that sense (all current Fortune are either Rogue or Survivor) and playing them as much as possible. Another one of its gimmicks is moving Omamori all over the place to help his team (or himself). I've wanted a Mystic that doesn't rely on heavy Willpower+Spells for a while so here he is. The statline is pretty self explanatory and goes well with the deckbuilding options: he is more of a generalist than a pure Mystic. His main ability should net you 1 or 2 resources per round at most (Lucky! is obviously super good for him since it's playable in a lot of phases). He can't rely that much on arcane slots because of its weakness and not having access to the higher level Spells (Sixth Sense(4), Shrivelling(5) and the other powerful endgame Spells...). Instead he relies on the power of Fortune and his own tricks. His ability to move Omamori around is expensive to him but he has access to Peter and Mystic healing horror spells so that balances it out. His elder sign allows him to proc Omamoris even more, generally you'll be using it on Protective amulet, except if you have a friendly Jim or some nasty effects you want to avoid or proc (Song of the Dead) with Good-luck charm.
His deckbuilding options are akin to Marie's. Blessed cards fit to the character while Rogue and Survivor are his logical minor classes. Some cards Shinzo likes to use are: Lucky!, All In, Hot Streak, Eucatastrophe, Oops!, Sure Gamble, Protective Incantation, Look what I've found!, Song of the Dead, Jewel of Aureolus, Peter Sylvestre, Lone Wolf, Meat Cleaver, most of the cards below (and of course DE, WoP and the likes, he is still a mystic!).

Omamori: Good-luck charm
Item. Charm. Blessed.
Permanent. Omamori cannot leave play.
Shinzo Watanabe deck only.
If attached to a location, attached location gains:
"reac, when you reveal a Skull, Cultist, Tablet or Elder Thing token from the chaos bag, exhaust Omamori: treat the revealed token as a Skull, Cultist, Tablet or Elder Thing instead.

Omamoris are designed somehow as a Talent cards: they help investigators succeed at tests. As a generalist Shinzo is prone to be okay at tests while not shining at any in particular. Omamoris need to be placed first and stick to their location until attached to another, Shinzo takes horror in the process to make it an important decision.
The first one allows the tester to choose another one of the special symbols upon revealing one. This allows the tester to avoid the nastier effects and/or 'choose' the skill modifier. With a friendly Jim in the team it's really potent (but you'll suffer overlap in card pool). This first Omamori may increase odds of having special tokens when sealing normal tokens, hence it comboes with the first one.

Omamori: Protective amulet
Item. Charm. Blessed.
Permanent. Omamori cannot leave play.
Shinzo Watanabe deck only.
If attached to a location, attached location gains:
"reac, when you reveal a token from the chaos bag during a skill test, exhaust Omamori: after that skill test ends, seal that token on Omamori."
Forced - After a skill test ends if there is a sealed token on Omamori: unseal any token on Omamori.

The second Omamori allows the tester to seal a token for the next test. You'll want to wait for the good opportunity to seal a high negative multiplier unless you want to sap your own chaos bag, hence I expect a similar 20-30% tokens from the bag to be usable with this Omamori. This second Omamori may increase odds of having special tokens when sealing normal tokens, hence it comboes with the first one. This second Omamori's real strength is its ability to seal the autofail for the next test, even when someone draws it.

Yug's Siturath Vial: Vampiric Aura
Asset. Arcane
Revelation - Put Yug's Siturath Vial into play in your threat area. It cannot leave play except through the action ability below.
When you reveal a Skull, Cultist, Tablet or Elder Thing from the chaos bag, you get -3 skill value for this skill test and take 1 damage.
action: shuffle Yug's Siturath Vial into your deck.

Shinzo's weakness hits him like a truck. Special symbols are, on average, 30% of the chaos bag tokens. You gotta remove remove it quick or you'll end up dying. Do note that you may seal special token and/or do fewer tests and 'live' with your weakness (similarly to Daisy for instance). As this weakness takes up an arcane slot, you're prevented to use that second slot and must sometimes discard a spell when the weakness is drawn. An action is not much but you'll endup drawing again, and again, destroying your second arcane every single time.


  1. Will.
Item. Clothing. Hat.
Limit 1 per investigator.
reac, after you reveal a Skull, Cultist, Tablet or Elder Thing, exhaust Eboshi: Based on the revealed token you may:
- Skull: gain 1 resource
- Cultist: heal 1 horror
- Tablet: draw 1 card
- Elder Thing: place 1 charge on a Spell asset you control

Could be a slot but I'm not sure whether we want to add more slots so I'll keep the limit 1 per gator instead. A powerful, albeit unreliable, economy card for Mystic. Obviously, with sealing mechanics it becomes even more interesting and predictable.
Eboshi is a Japanese traditional hat worn by kannushis and nobles.

  1. Agi.
Asset. Body
Item. Clothing.
Health:2 Horror:0
You get +1 skill value during skill tests on Mystic events.
free, discard Jōe: you get +3 skill value for this evasion attempt.

The first body slot for Mystic is obviously a ceremonial outfit. Nothing super fancy here, it helps you succeeding at events and provides a bit of soak and/or evasion capability when you throw it away (literally). It's pretty potent on Shinzo since he will mostly rely on events and not arcane assets (weakness).
Jōe is the traditional outfit of the kannushis, it's akin to a toga.

New-Year Blessing
  1. Wild.
Fortune. Ritual.
Reveal 6 chaos tokens from the chaos bag. For each Skull, Cultist, Tablet or Elder Thing revealed this way, choose an investigator, at any location. That investigator may either gain 1 resource or draw 1 card. If the chosen token is a Skull, do both instead.

A support Ritual for Mystic that brings good fortune to everyone! With sealing mechanics it's can be get even better. Jim will like it a lot too. The intended combo here is using it with Omamori: Good-luck charm to proc the Skull effect. Do note that you may target the same investigator multiple times and you may target yourself as well. Here are some food for thoughts:
Jim's maximal gain: 4 cards + 4 resources, + 2 of either - 1 resource.
Shinzo's maximal gain: 4 cards + 4 resources + 2 of either.
Jim's maximal gain with Shinzo's Omamori: 5 cards + 5 resources, + 1 of either - 1 resource.
Average gain: 2/3 of either - 1 resource
Minimal 'gain': -1 resource
You must deckbuild around it to make it potent (or even usable), but it can become gorgeous.
It comboes notably well with Eboshi.

A Barrier Against Evil (1XP)
Spell. Fortune.
If this skill test is successful, add Evil Barrier to your play area as an asset with the text:
"Group limit 2 copies of A Barrier Against Evil in play.
Seal (any except autofail).
Forced - At the end of the mythos phase: Discard Evil Barrier."

A mini Protective Incantation albeit without the Arcane slot requirement but for a turn only (both are stackable). This cards allows the Mystic to proc Ceremonial Cane's requirement (see below!) for a turn without having to dedicate both his second hand and second arcane slot.


Dreadful Whispers (1XP)
  1. Will.
free, exhaust Dreadful Whispers: you get +3 skill value for this skill test. After this test ends, draw the top card of the encounter deck.

This talent is violent. You do get +3 but may end up drawing some awful treachery. Mystic can count on their willpower to succeed at those treacheries though. It's also another way to draw treacheries for another investigator (next time!).


Foreseen Knowledge
  1. Int.
Augury. Ritual.
Investigate. Add your willpower value to your skill value for this investigation. Reveal 3 chaos tokens instead of 1 for this test. Choose one of those tokens to resolve, and ignore the rest. If a Skull, Cultist, Tablet or Elder Thing was resolved that way, you may discover 1 additional clue at this location.

Yet another investigation event. This one works great with sealing mechanics (you got it by now I think...).

* Ceremonial Cane
  1. Str.
Asset. Hand. Arcane.
Item. Melee. Weapon. Relic.
action: Fight. you get +X Str for this attack and it deals +1 damage if X is 2 or more. X is the amount of sealed tokens.

A Mystic weapon. It's expensive in terms of slots but you can get a reliable +1 damage with the proper setup. It's a relic as it's the standard for weapons mith 'magical' properties


Golden Bell: Gift from the Deads
  1. Agi.
Asset. Accessory
Item. Charm. Fortune.
reac, after any investigator at your location reveal a Skull token: gain 4 resources then put Golden Bell back into your hand.

A decent economy card that takes up the most wanted accessory slot. It's somehow a repeatable Emergency Cache albeit you're not choosing when it procs. As always it gets betters as you play with sealing mechanics. It's a fortune card so Shinzo can play it for 0. Putting it back into your hand may be a bit strong in higher player count (the skull effect procs even more often), I'm leaning toward shuffling it into your deck instead.

Eerie Blast
  1. Str.
Spell. Insight.

Draw the top card of the encounter deck. Then, deal 2 damages to an enemy at your location or a connecting location. This action does not provoke attack of opportunity.

The Fight version of Drawn to the Flame, or what I intend it to be. Not much to say about it. I've added the Spell trait so that Geist get banished from it since it's one of the main advantage of using a Mystic for fights nowadays. Again, this card also works well with another character (see next time!).


* Yata no Kagami (5XP)
  1. Will/Wild
Asset. Hand
Item. Relic. Sacred Treasure.
Uses (1 treasure).
You get +X Will.
X is the amount of Sacred Treasures in play.
reac, after another Sacred Treasure card is played: place 1 treasure on Yata no Kagami.
reac, when you would draw a card from the encounter deck, spend 1 treasure: do not draw that card.

One of the Sacred Treasure: a trio of card that are supposed to be crazy good when they're all together on the board. This ones is a mirror that represents honesty and wisdow, hence willpower seemed the most fitting feature. As with the other Sacred Treasure: don't forget they are unique (hard to get) and you need to spend collectively 30XP to get there, so it can be strong.

Moonlight Ritual (3XP)
  1. Wild.
Spell. Insight.
Remove all doom from 1 card you control.
If 4 or more dooms are thusly removed, you may shuffle Moonlight Ritual into your deck instead of discarding it.

This is bonkers with Blood Pact. Lola and Marie loves it even more. It's compatible with Arcane Research. Moonlight Ritual feels really Japanese lorewise since the moon is one of the main deity in the Japanese pantheon so I figured I'd do an upgrade of this card sooner than later.

Uncanny Wind (2XP)
  1. Agi.
Asset. Arcane.
Uses (5 charges).
action, spend 1 charge: Evade. This evasion uses Will instead of Agi. You get +1 Will for this evasion. If a Skull token is revealed during this evasion and the target is non-Elite, the enemy does not ready during the next upkeep phase.

The evade version of Song of the Dead (kinda). As most cards of my cycle it does well the more you use seal mechanics.


* Ceremonial Cane (4XP)
  1. Will/Str.
Asset. Hand. Arcane.
Item. Melee. Weapon. Relic.
action: Fight. Seal Autofail. You get +X Str for this attack and it deals +1 damage. X is the amount of sealed tokens.
Forced - Unseal any token on Ceremonial Cane after resolving an ability on it.

The upgraded version of my earlier weapon. It may prove too powerful but you're still 'waisting' the reliable +2 damages of Shrivelling in the process so it has too be strong for that cost and slots. Do note that Shinzo can't access it.

* Akiho Tanaka: Temple Elder
  1. Int.
Asset. Ally.
Ally. Veteran.
Health:1 Sanity:1
You get +1 Int.
reac, when you would play a Mystic card, exhaust Akiho Tanaka: reduce that card cost by 1.

A new ally for Mystics. This one brings intellect in the balance, similarly to Alyssa. It helps you setup and play your events too. It's expensive and squishy but it's a solid economy card.

And that's all for the Mystic cards :), see you next time with my Survivor cards... and TWO investigators! yay
submitted by Eole-kun to arkhamhorrorlcg [link] [comments]

Japanese themed custom cycle cards - Guardian class

For a while I've been designing cards with a japanese theme in mind. Here is the first bunch of them: the Guardian investigator then the Guardian cards.
Since it's designed to be a whole cycle of cards, it's cut in deluxe/mythos packs and the big XPs come last. I've added some insights at the end of each card to explain some choices in terms of gameplay and/or lore. If you like those I'll probably add the other classes when I have more time (cause honestly those aren't my best, my Rogue and Survivor are more interesting and well-designed imo). Also: do bear in mind that some of these cards are supposed to be part of more larger sets (like there is a Talent for each faction, there are three Sacred Treasures etc.). There are some multi-class cards coming along the lines so that's why some mythos packs are empty too.
Why am I publishing them on reddit may you ask? I want some feedback from you guys before trying them on the field. As much as I try not to create powercreep, one can do mistakes. Please give me feedback. You're also free to use those cards if you ever want to, of course. I'm also interested in knowing which card you enjoyed the most/the least and why. Thanks!

The Guardian class is all about Samuraï. There is a focus on skill cards since Isamu benefits from using them quite a lot. I've wanted to create a quest similar to the Seekers ones in the form of a weapon. Some footwears are also included in the cycle, as a parallel to the Track Shoes. Let's begin!


Isamu Matsumoto - The Wannabe Samurai
Novice. Warden.
Health: 9. Sanity: 5
3 Willpower 2 Intellect 4 Strength 3 Agility
free, when there are 5 or fewer cards remaining in your deck: shuffle your hand and discard pile into your deck. Then, draw 3 cards. If any weakness is drawn as a result of this effect, you may discard it instead. (Limit once per round).
elder sign effect: +0. After this test ends, you may search your deck and discard pile for Bushido and add it to your hand. Then, if you've searched your deck from this effect, shuffle it.

Deck size: 20.
Deckbuilding Options: Guardian cards level 0-5, Neutral cards level 0-5, up to 4 other level 0-3 Skill cards from any other class.
Deckbuilding Requirements (do not count toward deck size): Bushido, Lesser Will, 1 random basic weakness.
Additional Requirements: Your deck cannot include more than one non-Weakness card per name.

A Guardian that specializes in looping over his deck and reusing events/skills from it.
The health/sanity and stat line are pretty standard. As a Guardian, he has above average health and fight.
His reaction makes him almost insensible to the horror you get when exhausting your deck but at the cost of shuffling his hand in the process and reduce the weaknesses potential (a smaller deck with still the same amount of weaknesses is pretty harsh).
His elder sign effect allows more combos with Bushido which should be one the main mechanics that is in mind when deckbuilding for him.
The limit of one card per name brings interesting choices and limit draw-your-deck strength (although as a Guardian he is already limited by card pool somehow).
The splash cards bring him good combo potential with Bushido, some powerful combinations are Vicious Blow(2), Deduction(2 is hard to pull off with the low intellect), True Understanding, Watch this! or Stunning Blow.

Isamu Matsumoto deck only.
After a chaos token has been revealed during this test, you may reveal a skill card from your hand and resolve the effects of that skill card as if it was committed to that skill test (you do not gain the skill icons from that card).

A good combo enabler. Recursive use through elder sign effect and deck looping might be too strong but is intended to work well (similarly to Silas's skill although less recursivey since Isamu is not a Survivor).

Lesser Will
Your maximum hand size is reduced by 3.
Forced - At the end of your turn, if you have 5 or more cards in your play area (not counting permanents): discard one asset you control, moving all the damage and horror markers from it on Isamu Matsumoto.

Acts as a safeguard against game breaking mechanics induced by a smaller deck. It makes it impossible to have "no deck" by having it all in the play area or in hand. It also creates opportunity cost for Bushido combos.


* Glowing Katana: Rusty
  1. Str
Asset. Hand
Item. Melee. Weapon.
action, Fight: You get -2 Str for this attack. If you succeed, discard Glowing Katana and deal 1 additional damage to the attacked enemy. Record in your Campaign Log that "you have mastered the katana".

This is a quest similar to the Seeker ones, but this idea is to be fighting to do it (guardian-style) instead of doing research. The quest is nasty as you lose your weapon in the process. Both upgrades are presented below (in another mythos pack as per tradition).
The Guardian has a Glowing Katana that is meant to reveal its true potential.

Perfected Stance
  1. Str
Practiced. Stance.
Fast. Play only during your turn. Until the end of your turn you may ignore the Retaliate keyword on enemies you attack. When attacking an enemy without the Retaliate keyword, you get +1 Str instead.

The non-Elite clause makes it much better than it looks. This provides a small boost, and is probably better for off Guardian like Skids or Diana who may struggle against Relatiaters, still pretty decent in every boss fights.
The Guardian adopts a better fighting stance that prevents counter-attacks efficiently.

Renewed Resolve
  1. Will/Wild
Play only if you are engaged with an enemy.
Playing Renewed Resolve does not provoke attack of opportunity.
You may heal up to two damage and/or horror. Return a Guardian card not named Renewed Resolve from your discard pile to your hand.

The 'Resourceful' of the Guardian. I've wanted them to have an expensive recurring mechanics for a while. It's probably not gamebreaking since Guardian are resource-starved to start with. A card that fits in Calvin decks too and allows him to recur other Guardian Spirits for increased survavibility.

Ïai (1XP)
  1. Str
Fast. Play only during your turn, before taking your first action. Resolve a Fight ability on a Melee asset you control, ignoring all costs (including its action cost if any).

Designed to be the Vicious Blow of the trash mobs. As 3 is the new 2 in terms of mob life, this will see great use. Most bigger enemies have more health so it's harder to pull off on them (a finishing blow on your first attack).
The name comes from a technique used by samuraïs that consists of killing with a single blow from a sheathed position of the sword.
Redesigned completely after discussion in comments


Fueled by Regret (1XP)
  1. Str.
free, exhaust, take 1 direct horror: you get +3 skill value for this skill test.

The Guardian version of the Talent assets for this cycle. The intent is a good skill boost but a powerful drawback. The Guardian does direct horror as most Guardians have pretty low Sanity to start with and are more likely to have mental trauma too (thanks to their lower sanity). This might be too strong on Carolyn. I'm leaning towards adding an "exhaust" clause for that purpose.
By focusing on traumatic events in their past, the Guardian finds himself strong again.

  1. Agi.
Item. Clothing. Footwear.
Limit 1 Footwear per investigator.
You may take an additional action during your turn, which can only be used to engage.
reac, after you engaged an enemy that was engaged with another investigator, exhaust Getas: gain 1 resource

Designed as a parallel to Tracking Shoes for Guardian. Guardians do gain an action with those but one that is rarely used and feels pretty weak already. This helps the Guardian engage more efficiently. I'm also loving the idea of our favorite crazy chef wearing Getas.
Getas are quite sonorous wooden sandals, hence the idea of provoking an enemy with them.


Duelist Posture
Practiced. Stance.
Commit only to a test you are performing. If you succeed, you may engage an enemy at your location.

An alternative to Taunt, meant to be used with lower count enemies.
The Guardian assumes a duelist stance, provoking an opponent in vicinity.

Loyal Mount
  1. Agi
Asset. Ally.
Ally. Creature.
Health:2 Sanity:1
You get +1 Agi
reac, after you defeat an enemy, exhaust Loyal Mount: Move (to a connecting location).

The least used stat for Guardian, except for Skids so the boost feels okay. The true strength comes from the ability to move to a connection location upon defeat an enemy, bringing still engaged enemies with them in the process. It's also useful for closing up with an endangered investigator. As a Creature it also works well with a new Survivor card that Yorick may use.
Horse is a true companion for policemen too.


  1. Int/Str
Insight. Tactic.
Choose an enemy at your location and test Str (X), where X is that enemy's fight value. If you succeed, discover 1 clue at your location and the enemy gets -1 fight for the remainder of the round (to a minimum of 1). This action does not provoke attacks of opportunity. (Max one success per enemy per round)

Absence of non-Elite clause and "end of the round" instead of "turn", hence its cost. A good card for Joe (hunch deck ready).

Dodge (4XP)
  1. Will/Agi
Fast. Play when an enemy attacks an investigator at your location.
Cancel that attack. Then, if the enemy is non-Elite and non-weakness, you may shuffle it into the encounter deck.

This high xp cost is too prevent power creep with Close Call although I'm leaning towards a 3XP cost so that Carolyn may use it (support Carolyn builds are common and this would fit well).


* Kusanagi (5XP)
  1. StWild
Asset. Hand
Item. Weapon. Melee. Relic. Sacred Treasure.
action: Fight. You get +X for this attack and it deals +X damage. X is the amount of Sacred Treasure in play.

One of the three Sacred Treasure cards, in three different classes. They are designed to be crazy good when the three of them are out which is hard to setup thanks to the Exceptional keyword. This sword can give the user up to a ridiculous +3 Str / +3 damages, consistently. It's not that bad on its own with +1 Str / +1 damages, being an unconditional Machete. Timeworn Brand remains strictly better when a team around Sacred Treasures isn't planned.
This sword is named from Imperial Regalia of Japan's sword.

Mastery (5XP)
(no icon)
Stance. Expert.
You may only commit Mastery to an attack against an enemy with a fight value of 4 or above.
If you succeed by 3 or more, add Mastery to your play area as an asset with the text:
"Limit 1 per investigator. You get +1 Will, +1 Int, +1 Str and +1 Agi."

Opportunity cost in the form of a +2 success, similar to Rogues. The limit of 1 per investigator is the standard for all all-stats boosts. It's a skill lorewise since it's directly related to Isamu.
A samuraï reaches Mastery over his art after years of training.
Reshaped after being discussed below


\* Glowing Katana: Muramasa (4XP)
  1. StStr
Asset. Hand
Item. Melee. Weapon. Cursed.
You can only include this asset in your deck by upgrading it from Glowing Katana (rusty), and only if you have "mastered the katana" in your Campaign Log.
You get +1 Str.
action, take 1 direct damage: Fight. You get +1 Str for this attack and it deals +2 damages.

Muramasa is cursed, it's strong, but you must suffer damage using it. The strength bonus is great for handling treacheries (Locked Doors, Entombment and the likes) that need it and is useful for the weapon's Fight ability itself.

* Glowing Katana: Masamune (4XP)
  1. StWild
Asset. Hand
Item. Melee. Weapon. Blessed.
You can only include this asset in your deck by upgrading it from Glowing Katana (rusty), and only if you have "mastered the katana" in your Campaign Log.
You get +1 Will.
action: Fight. You get +2 Str for this attack and it deals +1 damage.

Masamune is blessed and therefore you suffer no ill effects while using it but it is less strong. The will bonus is the 'blessed' equivalent of the strength (so to speak) and is much appreciated on some Guardians. The icons works better with Well-prepared than Muramasa's as well.
Possible issues: Muramasa might be chosen over Masamune most of the time (+2 damages is very strong) so I've tried to put some good stuff in it as well!

Evaluation (2XP)
  1. Int/Int/StStr
Insight. Tactic.
Fast. Choose an enemy at your location and test Str (X), where X is that enemy's fight value. If you succeed, discover 1 clue at your location and the enemy gets -1 fight for the remainder of the round (to a minimum of 1). (Max one success per enemy per round)

Evolution of my earlier new card. This one reduces the enemy fight value by 2 for the entire round which is a lot on Elite enemies. Hence the increased play cost. A good card for Joe (hunch deck ready).
Felt too strong, reshaped

And this concludes the Guardian class part! Thank you for reading!
Here's an imgur link with a Strange Eons export for all of the above. https://imgur.com/a/7bkksNz
submitted by Eole-kun to arkhamhorrorlcg [link] [comments]

Multiclassing (Multi-professionaling?)

Strictly per the Forbidden Lands rules, there is no multi-classing; your choice of class is fixed and determines what Class Talents you are able to pick from (NB FL calls them Professions, but they'll always be Classes to me).
But my game is running in a D&D world (Athas; Dark Sun), so multiclassing should be a thing. This is my Multiclassing system for your perusal and/or feedback.
There are two methods, based on how it was done back in 2nd edition D&D – Dual Classing and Multiclassing. With a strict adherence to 2e, only humans should be able to Dual Class and only demi-humans should be able to multiclass, but that’s stupid. You can do either (but only one).
Dual Classing
A character who Dual Classes puts aside his class to pursue a new path in life. This is a one-time decision which cannot be altered or later reversed. When you choose to Dual Class, you lose the ability to buy or improve Talents from your old Class, and gain the ability to buy and improve Talents from a new Class. You may not go back and change your mind later – although you can still use the Talents you had acquired from your old class, you can never choose to improve them or buy new Talents from that class.
You do not gain any skills or other benefits of the new class, just the ability to buy Talents from it. You may not Dual Class again later to add a third class, it is a one time option.
Multiclassing allows a character to improve Talents from two (or three) Classes without the restrictions of Dual Classing. Multi-classed characters can buy or improve Talents from any of their classes at any time as they progress and earn XP.
From the time you select a second class, all expenditures of XP on talents for either class are increased by 1XP per rank. Thus to buy a rank 1 Path would cost an extra XP, a rank 2 path would cost 2 extra XP, and a rank 3 Path would cost +3XP. If the character adds a third Class, all XP expenditures for any Talent from any of their three classes is thereafter increased by 2XP per rank (so +2XP for a level 1 Path, +4XP for a level 2 Path, and +6 XP for a level 3 Path). Characters may not choose a 4th Class. You do not gain any skills or other benefits of the new class(es), just the ability to buy Talents from them.
When multiclassing as a Psion, Psionic Talents cost an extra 1XP per talent, and an extra 2XP per talent for the Psion-only upgrade.
submitted by TheAbyssGazesAlso to ForbiddenLands [link] [comments]

Japanese themed custom cycle cards - Seeker class

Second part of my cycle. See the previous post for more insight and the Guardian class cards.
Once more: please give me feedback. You're also free to use those cards if you ever want to, of course. I'm also interested in knowing which card you enjoyed the most/the least and why. Thanks!
A Strange Eons version is also available: https://imgur.com/a/YwNcSG4

The Seeker class is probably the least compliant in terms of Japanese setup. Still some goods ideas. The recent Myriad keyword has given me to a good idea for my previously bad lantern, also symbols have appeared.


"Eiji" - The Archivist
Scholar. Wayfarer.
Health: 5. Sanity: 9.
4 Willpower 4 Intellect 2 Strength 2 Agility
reac, after your turn begins: resolve an action ability on an asset you control that "uses (secrets)" ignoring its action cost (you still pay the other parts of the cost) (Limit once per round).
elder sign: 0. Add 2 secrets on Master of Secrets.

Deck size: 30.
Deckbuilding Options: cards that "uses (secrets)" level 0-5, Seeker cards level 0-3, Neutral cards lvl 0-5, Tome cards level 0, up to five other Rogue and/or Mystic cards level 0.
Deckbuilding Requirements (do not count toward deck size): Master of Secrets, Conspiracy, 1 random basic weakness.

"Eiji" is all about using secrets. His statline is pretty standard, he borrowed it directly from Minh. Secrets being something both Seeker and Mystic, he gains access to some Mystic cards. Also secrecy feels fundamentally Rogue-ish so I've added some Rogue as well. An archivist becoming a reseller of data is pretty interesting lorewise too. Some big XP Seekers are obviously lacking from his card pool but the Ancient Stones and Pnakotic M. make the cut. I expect more assets with secrets or tomes to come out. His deckbuilding is inspired from Marie's since I expect his ability to be of same power.
His reaction is very convenient with a few new assets I've been designing and some already in the game. It's quite limite with the current card pool but as I said I expect more assets with secrets to come out. It can be used with his own special assets to refill any assets with secrets (including those with free/reaction abilities)
His elder sign is quite strong but you need Master of Secrets to make use of it so the opportunity cost is there (even though you'll be running Rook anyways...)

Master of Secrets
X. Will/Int/Wild.
"Eiji" deck only.
Uses (X secrets).
action: move 1 secret from an asset you control to another.
Up to 1 asset you control that "uses (secrets)" do not take slot.

MoS helps Eiji sets up his game with secrets asset and helps him use those assets to a further point. Having a slotless asset feels really Seeker somehow since both Daisy and Joe have similar boons in their arsenal. The secrets on MoS are mostly used for the action: you move one secret from MoS to Pnakotics or Dayana or Feed the Mind for instance. All of those are powerful combos going further in a campaign.

Treachery. Weakness.
Revelation. Remove 5 secrets, as evenly as possible, from assets you control. If no secrets are removed as a result of this effect, take 1 direct damage then shuffle Conspiracy back into your deck instead of discarding it.

Conspiracy destroys Eiji's gameplan by breaking its state of play and making it harder to pull off his special ability as well. Direct damage with only 5 health feels quite harsh so you better pile up some secrets (or some soaks)!


Symbol of Sharing
  1. Will.
Asset. Arcane
Uses (4 secrets).
action, spend 1 secret: Investigators at your location may give or trade any number of clues, or resources among one another.

The first Symbol card, a few others are designed below. This idea of having powerful symbols/glyphs/ideograms/runes fits with the Seeker class: they decipher weird symbols that only them can comprehend and use. I've wanted to create support role arcane assets and here's the first one.
It's somewhat a reusable Teamwork, albeit more expensive and taking a slot but it can lead up to new strategies. Being able to give clues to an investigator allow for a Guardian to advance the scenario for instance, thus drawing the boss for itself instead of the Seeker for example. Seeker tends to have prerequisites of having clues on some cards and this card may help with those as well.

  1. Int.
Asset. Hand
Item. Tool.
Uses (0 notes). Limit 3 notes on Notebook. Limit 1 per investigator.
You get +1 Int for each note on Notebook.
reac: after you successfully investigate, place a resource (from the token bank) on Notebook as a note.
Forced - When you leave your location: discard all notes on Notebook.

By searching the same room again and again and taking notes, the investigator becomes more effective at searching. He throws away the page as he moves to another place, having finished with that one. Hence the Notebook was born. I think we still need alternatives for Tools even though it's better with the newer releases. This one is my attempt at that.

Strive for success
  1. Int.
Insight. Tactic
You may perform up to X Investigate actions. X is the amount of enemies in play (max. 5).

The seeker feels a surge of willpower knowing his friends are in danger! He suddenly finds new clues about the upcoming threat!
A new insight. Clue gathering in the form of multiple investigations (ie tests) feels weaker than multiple clues obtention hence the ridiculous maximal amount of 5. Also the opportunity cost is quite high: you need lots of enemies in play for it to become actually good and to be at a location with lot of clues. High risk, high reward. This is obviously good in Joe as it is hunck deck compatible.

Outsmarted (1XP)
(no icon)
Max 1 committed per skill test.
Commit only to a fight or an evasion attempt. Reduce the target fight and agility's values by 2 until the end of the test.

A skill for combat in a non-combat class, pretty much designed as alternative to Mind over Matter and the likes but can be used to help a friendly fighter in a pinch as well. Do note that their is no "non-Elite" clause and that's intended.


Burn-out (1XP)
  1. Int.
free, exhaust Burn-out, take 1 direct damage: you get +3 skill value for this skill test.

The seeker version of Fueled by Regret (see my previous post). Seekers tends to have fewer health than most so we are using this 'weakness' to design this talent. I'm leaning towards adding the Desperate to all of the similar Talent in all classes as I think it would fit them quite well


Tale of the Bamboo Princess
  1. Agi.
Asset. Hand
Item. Tome.
action, exhaust Tale of the Bamboo Princess: Evade. This evasion attempt uses Int instead of Agi.

More tomes for our favorite librarian. This is obviously good on Mandy and Norman as well. It's one per turn though so it can't always save you, it's pretty expensive and takes a much needed hand slot.

Charisma (2XP)
You have 1 additional ally slot, which can only be used to hold an asset with an "enters play" ability.
action: Resolve an "enters play" ability on an Ally asset you control. (Limit once per game.)

A specialized version of charisma for seekers. This one is more restrictive on allies you can bring but gives you new opportunities instead. Love for Elli. It's similar in power (or is expected to be) and thus the xp cost has been reduced a bit since it's not a neutral card.

Uncanny Parchment: Untranslated
  1. Wild
Asset. Arcane
action: Test Will(4). If you succeed, test Int(4). If you succeed at both tests, record in your Campaign Log that "you have translated the parchment."

The standard "quest" line for the Seeker of this cycle. This ones requires two tests to succeed. Contrary to most quests you do not gain anything else for doing it apart from having doing it. It's harsh! You still got an asset to discard for treachery, deal with it!


Archive optimist
  1. Agi.
Asset. Ally
Ally. Miskatonic. Scholar.
Health:1 Sanity:1
reac, after Archive optimist enters play: place 1 secret on up to 3 different assets you control.

Miskatonic army needs some love so here is some. It's similar to Truth from Fiction but takes the ally slot and with a higher opportunity cost (you need to have multiple assets with secrets) hence harder to use.


  1. Str.
Asset. Hand
Item. Weapon. Melee.
Uses (4 supplies).
free, spend 1 supply: Choose a non-Elite enemy at your location. That enemy cannot attack you until the end of the round.
action, discard Torch: deal 1 damage to an enemy at your location. This action does not provoke attack of opportunity.

The first ever weapon for Seeker even though it's far from being a true weapon. It will delay the enemies until your friends come to the rescue or you ever "got a plan"!

Matsuri Lantern (2XP)
  1. Int.
Item. Fortune.
Myriad. Group limit 3 in play.
Attach to your location. Then, discover 1 clue at each location with an attached Matsuri Lantern.

The first use is similar to Working a Hunch although it costs an action while the other uses requires you to move to other locations without clearing your current one (a pretty good opportunity cost, except for Ursula).


Hidden Sanctuary (4XP)
  1. Will/Agi
Tactic. Expert.
Group limit 1 copy of Hidden Sanctuary in play.
Attach to your location. Attached location gains:
"Non-Elite enemies at attached location gain Aloof.
Forced - if there are more than 2 enemies at attached location: discard Hidden Sanctuary."

A good defensive/support tool for the team. It's also pretty good in solo play where fewer enemies means you can't play around it even better. This may break some scenarios, perhaps, it might be an issue.

  1. Int.
Asset. Accessory
Item. Charm.
reac, after you failed an investigation, exhaust Monocular: Investigate. Your location gets -1 shroud for this investigation.

Seekers finally get a good accessory for investigating. This one refunds you first missed investigation each round. Potential combos with Minh and Take Heart/DT are nuts.


Uncanny Parchment: Symbol of Benevolence (4XP)
  1. Will/Wild
Asset. Arcane
You can only include this asset in your deck by upgrading it from Uncanny Parchment (untranslated), and only if you have "translated the parchment" in your Campaign Log.
Uses (4 secrets).
free, spend 1 secret, exhaust Uncanny Parchment: Investigators at your location may look at the top 3 cards of their deck. They may discard any weakness among the looked-at cards. Then, they shuffle the remaining cards into their decks.

Another Symbol, yet another support 'spell' for the seekers. This one is the first ugpraded version of the Uncanny Parchment. It filters the deck of the investigators at your location, discarding their fears.

Uncanny Parchment: Symbol of Valor (4XP)
  1. Fight/Wild
Asset. Arcane
You can only include this asset in your deck by upgrading it from Uncanny Parchment (untranslated), and only if you have "translated the parchment" in your Campaign Log.
Uses (4 secrets).
action, spend 1 secret: Investigators at your location raise the base of value of their Strength to 6 until the end of the phase.

Another Symbol, yet another support 'spell' for the seekers. This one is the second ugpraded version of the Uncanny Parchment. It boosts the strength of the investigators, allowing even the owner to fight for one round. Be careful for attack of opportunities though. The high Strength can also be used for Locked Doors and the likes which is pretty neat in a seeker arsenal.

This concludes the seeker part. Once again it's not the most fitting for the Japanese setting but Rogue are next. Please forward to my dear kunoichi! I appreciate feedback as last time and will try to answer your question as much as I can. Thanks!
submitted by Eole-kun to arkhamhorrorlcg [link] [comments]

An answer for "how do you level farming"

TL:DR; Spring: if you're rich, Kale. Grab as many strawberries as you can for a boost into summer. Otherwise, potatoes, which you should already be doing. Summer: **Hops, especially with a speed-gro. If you're rich, Poppies. Support this habit with a big blueberry field and you'll be fine. If you have a little extra, wheat is cheap and quick. Fall: Bok choy. It's affordable and the highest experience yield.
So I've searched a couple times for this question over the months I've been playing the game, and of course the base-level answer is "plant stuff." Which is...easy enough, sure. But I thought, there has to be more to it. And there have to be optimal choices (that's what people are really looking for, right?)
So I dug in. Turns out, there's a different experience yield for each different crop (which makes sense), and it's not exactly 1:1 for cost/value/etc.
Everything below was run using numbers from the Stardew Valley wiki.
*EDIT: u/moxyll has pointed out that crops with multiple *harvests will grant xp each time. Harvests with multiple drops (i.e. potatoes) do not. I'll put two stars next to the edits below. Thank you, good sir!
So I'll start with Spring, cuz it's where you...well, start. And present the data I've worked out so far, listing only the top three (I haven't run every single one, but these are the obvious choices by numbers).
Parsnips cost 20g. They yield 8xp on harvest, after 4 days, giving an equivalent of 2xp per day. Base sale price is 35, for a gain of 15g.
Potatoes cost 50g. They yield 14xp on harvest, after 6 days, or 2.3xp per day. Base sale price is 80, for a gain of 30, but see below.
Kale costs 70g. It yields 17xp on harvest, after 6 days, or 4.1xp per day. Base sale price is 110, for a gain of 40.
**Strawberries cost 100g and can only be bought partway into Spring. However, for each crop, you'll get more than one harvest. They yield 18xp on harvest, after 8 days (or 2.25xp per day) then harvest again every 4 days (or 4.5 xp per day). If you use basic speed-gro and plant after the egg festival, you can get three harvests from each crop, giving you 3.4xp per day.
So **Strawberries and Kale. The startup cost is harsh, of course, but the gain is double that of parsnips.
That said, this is all just per crop cost. IRL you'll be dealing with the balance between planting several crops, buying more seeds, etc. This in mind, your best bet is potatoes, because with the luck-based chance at harvesting multiple (note that you don't get extra XP for multiple drops), you can afford more crops.
The short version is, Kale is best XP, but only if you're rich as hell. Potatoes are going to be way better due to their profit margin, and if you aren't primarily farming potatoes in spring then you're already doing it wrong.
Again, I'll just stick with three things for this one: wheat (grows fast and is SUPER cheap to buy), radishes, and poppies. These are the best.
Wheat costs 10g. It yields 6xp on harvest, after 4 days, or 1.5xp per day. Base sale price is 25g, for a gain of 15.
Radishes cost 40g. They yield 15xp on harvest, after 6 days, or 2.5xp per day. Base sale price is 90g, for a gain of 50.
Poppies cost 100g. They yield 20xp on harvest, after 7 days, or 2.9xp per day. Base sale price is 140g, for a gain of 40.
*Hops cost 60g. They yield 6xp on harvest, after 11 days, but then yield another 6xp *every day for the rest of summer. Without modifiers, this is 17 harvests of 6xp, 102xp total for the month, or 3.6xp per day. With deluxe sped-gro, this jumps to 20 harvests, which brings it to 4.3xp per day over the course of the season.
Again, the most expensive option is the best for experience. Oddly enough, Hops comes out of nowhere and dominates this season, actually providing the best xp per day of any crop in the game by a decent margin. I'd like to note also, that between pale ale and the fact that gold hops give 81 energy, this is probably my favorite crop in general. Shame trellises are such a pain to walk around.
It's worth noting that starfruit is 44xp after 13 days, or 3.4xp per day, but since you can't get it until you fix the bus, which costs about 42.5k gold, you're probably well on your way to lvl 10 by that point anyway (having most likely gone through two springs, a summer, and a fall).
This one's easy: bok choy costs 50g. It yields 14xp on harvest, after 4 days, or 3.5xp per day. Base sale price is 80g, for a gain of 30.
Quick numbers, xp/day: beets 2.7, amaranth 3, artichoke 2.75
However, it's worth noting that given all the advice in this post, if you can't make it to lvl 10 before Fall, you're kinda doing it wrong anyway.
**Eggplant's growth rate and regrowth rate are the same, so the respectable 2.8 is sustained across the season without spending on replants. Grapes yield 6 times over the month, at 14xp each, for 3xp per day for the season (even basic speed-gro will boost this to 7 yields, or 3.5xp per day). Corn is a special case, growing steady over both summer and fall. Without fertilizer, you'll get 11 harvests over the two months, 10xp each, for almost 2xp per day. So not great.
Ancient fruit
So if you score the amazing luck to get Ancient Seeds, the xp/day calculation is a bit more complicated. For a month, it's obviously 0. After that, though, it shoots up to 5.4. Which is great an all. But odds are, you'll only have one, you can't buy them freely, and getting more means a seed maker and only getting 1-3 more seeds every 7 days and then each of those take a month to grow...yeah. So I didn't put much further effort into that. But if you're a psychopath and name exploit your way to a full plot of ancient fruit, 150+, then you'll have 0 xp until Summer 1 when you'll get 5700xp every 7 days, and have lvl 10 by day 21 or 22. Or you could exploit Ancient seeds and deluxe speed-grow and have your lvl 10 by Summer 16 I think.
I guess you could argue that speed-gro (reg and deluxe) will improve your xp/day for many of the crops above. That'll cost a lot more each month. Speed-gro won't be available at Pierre's until Farming lvl 3, which at what I'd call 'optimal' game start would be Day 13. It raises the cost of each crop by 100, and would only benefit potatoes for the rest of spring (2.8xp/day). Or you wait until Summer and apply it to your poppies, boosting to 3.3xp/day. It won't help with wheat, parsnips, or bok choy because 4 days is as quick as it gets without Deluxe and the Agriculturist profession. u/BlaDe91 points out that it will improve a crop by a minimum of one day, no matter what.
The real issue is, for the cost of a speed-gro, you're giving up two potatoes to speed up one's growth by a little bit. So you could say that, assuming you have the energy to water them all anyway, speed-gro will actually cost you 1.8xp per day, not to mention the money lost. Finding a coral of course makes 5 speed-gro for free. I'd suggest stocking up on coral as soon as you have 300 wood and then starting it on your hops come summer - that actually would have a considerable effect.
As for Deluxe speed-gro, it isn't available until farming lvl 8, costs 150g, and only generally trims one more day off. By then you're probably not needing much help.
Read below if you are really bored.
Because I have no life, I'll run a silly numbers experiment.
So let's say you plant lots of crops, rather than planting the 'best' crops. Then you're limited by energy to water your crops. At character creation, you can water 135 plots with your daily energy allotment. However, by the time you can afford enough crops to reach this limit, you'll be at least lvl 2, when you can water 150. lvl 4, 168. Lvl 6, 192. Lvl 8, 225.
I'll take this from day one. Start with just the 500g and 15 parsnips you get to start, and just run parsnips. Cuz the variation would get mind-bashing too quickly. Same reason I'll assume base sale value.
Buy 14 parsnips with the 500g, plant your 29. Day 5, harvest your 29 for 232xp and 1015g. Puts you at lvl 1. Buy 50 parsnips. Day 9, harvest for 400xp and 1750g (632xp, lvl 2). Buy 87 parsnips. Day 13, harvest for 696xp and 3045g (1328xp, lvl 4). Buy 152 parsnips. Day 17, harvest for 1216xp and 5320g (2534xp, lvl 5).
At lvl 5 you can water 180 plots (this makes you exhausted, but by day 17 you should at least have some salmonberries so I'll call it even). 180 parsnips would cost you 3600, which leaves you 1720g to work with. Let's swap 57 of those parsnips for potatoes (yes, I did the math and that's exactly what you can do). Then day 21 you harvest your 123 parsnips for 984xp and 4305g (3518xp, lvl 6) and day 23 harvest your potatoes for 798xp and 4560g (4316xp, still lvl 6).
I'll stop here, because this has already gotten agonizingly inaccurate for where you'll actually be in a real game. After all, even when you start your day 17 harvest and are lvl 4, your harvest will be 16% silver and 9% gold (5702g, which is only a 382g difference). But more importantly, your first days have a lot of energy left; Day 9-13 when you're watering 87 parsnips, you're left with at least 115 energy, in which time there's a lot you can accomplish. To say nothing of foraging or quests. But with just what we've done here, you'll probably end spring at farming lvl 7. I don't believe it's possible to reach lvl 10 in your first spring without cheating/exploits, since it's 15,000 xp to reach and you're starting from scratch (so you lose half the month just getting enough money to have a decent plot of land).
If you made it this far...hi. I appreciate you reading this far. If I had a prismatic shard for you, I'd totally give you one. But since my name isn't [74] I don't have any to spare.
submitted by Lukavian to StardewValley [link] [comments]

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