From all the ones in there, it seems like the LEAST painful one is the Gebura option. It would be annoying, but not impossible to deal with.

Though honestly speaking...I can't believe I'm saying this...but Fairy isn't that bad after all.
 
Wow, yeah, not quite sure which of those would be the worst option. My best guess is Painful Regrets, Eroded Flesh, or A Nostalgic Sound.

Painful Regrets reducing us to 10% Max Stagger Resist is bad because, in layman's terms, that's 90% of your Sanity Points permanently GONE. Eroded Flesh is what we have now, but instead of acting up when we exert ourselves it just keeps at it forever. And A Nostalgic Sound is liable to get everyone turned against us (except possibly the Cultists we spawn).
 
The sound is more like somehow we become the prophet of a death god Because we are the only way that they can hear the sound of their lord and every single faction on this planet will start to plan to kill us because we are too much trouble.
 
Nostalgic Sound is definitely hard mode, since it'll be in everyone's interest to kill Sieg since a memetic cult that spreads through the sound of his voice endangers everyone. Not really a threat that can be overlooked by the powers that be.
 
... Now, I think if we chose the TT2 guy, hokmas debuff will be upgraded to instant kill upon the activating tt2 protocol.
Anyway, I'm going to try and make a sieg arknight sheet.(Or at least his dialogues)
 
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Sarasa - 6* Dreadnought Guard
... Now, I think if we chose the TT2 guy, hokmas debuff will be upgraded to instant kill upon the activating tt2 protocol.
Anyway, I'm going to try and make a sieg arknight sheet.(Or at least his dialogues)
I've already made one of those :V. No dialogue, tho. Is it canon? *shrug* You'll have to wait.

Sarasa - 6* Dreadnought Guard

Tags: DPS, Survival, Support, Nuker
"Good morning. I am Sieghart, the Color F- no, am simply a mercenary Operator for now. I will fight at your side."

Sarasa, Dreadnought Guard, will support the entire team. Chaos is his preferred environment.


Faction: Penguin Logistics, ????
Traits: Blocks 1 enemy.
HP:
1245 (Elite 0, Level 1)
1711 (Elite 0, Level 50)
2590 (Elite 1, Level 80)
3750 (Elite 2, MAX Level)
+200 (Trust Bonus)

ATK:
431 (Elite 0, Level 1)
557 (Elite 0, Level 50)
744 (Elite 1, Level 80)
930 (Elite 2, MAX Level)

DEF
241 (Elite 0, Level 1)
299 (Elite 0, Level 50)
352 (Elite 1, Level 80)
417 (Elite 2, MAX Level)
+100 (Trust Bonus)

RES - 5

DP Cost:
19 (Elite 0, Level 1)
21 (Elite 0, Level 50)
21 (Elite 1, Level 80)
23 (Elite 2, MAX Level)

Block: 1
Attack Interval: 1.3
Redeployment Time: 80 Seconds
Range: [X][ ]
Deployment Cost -1
Redeployment Cooldown -10
Deployment Cost -1
Improves Second Talent
Deployment Cost -1
Fairy's Wound (Unlocked at E0)
Take damage equal to 5% of Max HP when attacking.

The Steel Determination (Unlocked at E1)
When this unit receives a buff from a unit's Skill (including Sarasa himself), the buff will also be given to all allies within 2 tiles of distance until the buff wears out.

The Steel Determination (Upgraded at E2)
When this unit receives a buff from a unit's Skill (including Sarasa himself), the buff will also be given to all allies within 6 tiles of distance until the buff wears out. In the case of Inspiration, all allies in range receive the its benefits, plus 50% more ATK and DEF from Inspiration.

Potential Effect: Increase talent's range by 1.
Cellular Destruction (Offensive Recovery) (Auto Trigger)
Initial SP: 0
SP Cost: 6

Attack twice, dealing 110 (Level 1) to 140% (Level 7) ATK in each hit. Inflict -30 DEF on each hit and inflict Bleed (30 Arts damage/sec for 5 secs).
Each Mastery rank on this skill will increase the DEF decrease by 5.

Light's Voice (Auto Recovery) (Manual Trigger) (25 seconds)
Initial SP: 30
SP Cost: 40

ATK and DEF +10% (Level 1) to 40% (Level 7), gain 25% Shelter, Block +2, ASPD + 30. While this skill is active, applying additional Bleed will increase damage instead of resetting the counter, and attacks will inflict Bleed (10 Arts damage/sec for 30 sec). When this skill's duration ends, inflict 130% ATK on a the enemy with the highest Bleed on range, then heal 50 HP for every 2 Bleed damage they are currently suffering. Each Mastery rank on this skill will increase the HP healed by 5.

Each Mastery Level will decrease Cost by 3, give ASPD +5, increase ATK/DEF gain by 5% and increase Bleed by 1

Steel Will (Auto Recovery) (Manual Trigger) (5 seconds)
Initial SP: 20 (Up to 40 at Level 7)
SP Cost: 50

Stops attacking, increases range by 1 tile forward, and stuns all enemies in this unit's range for 5 seconds. Afterwards, summon a Light Clone on the tile at the end of this unit's range regardless of whether or not the tile allows Operators. The clone is turned towards Sarasa.

[Sieg] [Tile] [Tile] [Clone]

The Clone has Block 0, does not normally attack, is immune to damage and its stats are identical to this unit's current stats. When this skill's duration ends, both the clone and this unit will attack all units within range for 250% (Level 1) to 490% (Level 7) ATK, dealing Pure Damage. The clone will be destroyed afterwards, and Sarasa will gain +20% DEF and ATK for the rest of the battle. This can be stacked indefinitely.

Each Mastery Rank on this skill will increase the ATK and DEF gain at the end by 10%, increase damage by 40%, and decrease cost by 3.
Operator Module: (DRE-K) Turbulence Office Emblem
Unlock Conditions:
  • Have at least 100% trust with Sarasa
  • Raise Sarasa to at least Elite 2 Level 60
  • Complete Sarasa's Module Missions
Module Missions:
  • Clear Main Theme 4-1 with Sarasa. Sarasa must remain in the Active Originium tile through the remainder of the fight and heal at least 4.000 HP through it.
  • Heal 10.000 HP through Sarasa's S2 in a single fight.

New trait: If HP is above 3.000, Block + 1. All ????? Operators restore 3% of their HP per second, benefit 10% more from any shared buffs, and gain 0.33 SP/sec, stacking with any other effects.
Attributes increased: Max HP + 300

Operator Module: (DRE-Z) Dilaceration Workshop Blade Hilt
Unlock Conditions:
  • Have at least 100% trust with Sarasa
  • Raise Sarasa to at least Elite 2 Level 60
  • Complete Sarasa's Module Missions
Module Missions:
  • Deal over 3000 damage through Bleed.
  • Have Sarasa defeat 10 enemies through Bleed damage.
New trait: When attacking an enemy with a status effect, ignore 100 DEF for every unique status effect they have. All ????? Operators gain a 50% chance to inflict one of the following on each hit: Chill (10 sec), Fragile (5%), Stun (1 sec), Bleed (70 Arts damage/sec for 3 secs), Bind (1.5 sec), Slow (50%, 4 secs), and Poison (50 Arts damage/sec for 10 secs).
Attributes increased: ATK + 70
Unification (Unlocked at E0)
When this Operator is assigned to the Control Center, increases Morale recovery per hour of all Operators in the Control Center by +0.05 for each Operator assigned to the Control Center.

Herding Cats (Unlocked at E1)
When this Operator is assigned to the Control Center, all locations with at least one Operator capabe of inflicting a negative effect in them are immune to effects that decrease productivity, increase Morale loss, or decrease order limit.
Sarasa's Token (Purple Bamboo Hat)
One of Sarasa's hats. He never takes it off. When you tried to take it off, there was just another hat behind it. And another one behind that one, and so on.
Have at least 25% Trust with Sarasa to view this file.

Conventional imaging tests do not reveal any information whatsoever. It appears that this Operator's body has been shielded against most scanning techniques. Certain specialized diagnostics have revealed a vastly enhanced body.

[Cell-Originium Assimilation] 0%
Operator Sarasa showed no symptoms of Oripathy.

[Blood Originium-Crystal Density] 0.006u/L
Advanced diagnostics have detected extremely advanced filtering systems localized inside the circulatory system continually remove nearly all traces of Originium material from the Operator's body. Study of the material that composes these filtering systems has led to a breakthrough in treatment of early and mid-stage Oripathic symptoms.
 
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I don't exactly have any idea on what these numbers mean. (Mason!)

But I think Serasa(Why the name?)/Sieghart here is supposed to be extremely tanky right? Given that most of his statuses are all Tank related, which fits don't get me wrong.

I'm just curious as to how well that translate into the actual game.
 
damnit.
although I feel the medical department will hide his Record and result of the check completely to hide him from prying eye aAnd keep the advancement to themselves instead of releasing it to make sure that nobody use it for very bad purposes. This is good.
Now, his dialogue...I have some ideas, but I will save it until we actually meet Rhode Island in the story proper.
 
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[Blood Originium-Crystal Density] 0.006u/L
Advanced diagnostics have detected extremely advanced filtering systems localized inside the circulatory system continually remove nearly all traces of Originium material from the Operator's body. Study of the material that composes these filtering systems has led to a breakthrough in treatment of early and mid-stage Oripathic symptoms.
This is quite nice.
 
It doesn't really mean anything since it's made up, but those SP costs on his skills are terrible lol. His S1 might be great if it's an infinitely stacking DEF debuff though.
 
Scheduled vote count started by thenew on Nov 20, 2022 at 11:47 AM, finished with 67 posts and 27 votes.

  • [X] Make connections.
    -[X] Always good to have more friends. Chat, tell stories, laugh and relax with everyone there, they seem like good company.
    [X] Interrogate Capone.
    -[X] Coordinate with Texas. See how much he values his goons in exchange of information.
    [X] Interrogate Capone.
    - [X] While you may not be an information gathering specialist, you do have the most persuasive and charismatic person in the entire city by your side, ask for input from the voice
    [X] Make connections.
    -[X] The Angel girl...Exusiai? yeah that, her gun seems pretty fancy and not head approved, try to trade storys, maybe you can make her spill some beans.
    [X] Interrogate Capone.
    -[X] State the info you want, who they are, what they are doing, all that, if he don't respond...then...
    -[X] be bad, then be nice, then repeat just like how City folks do.(starts with the nails, all 20 of them. then, the toes, the muscles, the bones...then heal him, to start it again.)
    --[X] "if you still don't want to talk, that is fine by me. i can do this for hours, friend."
    [X] Interrogate Capone.
    -[X] Coordinate with Texas. See how much he values his goons in exchange of information.
    -- [X] If he doesn't care about them... Ask the voice in your head what she thinks of that.
    [X] Interrogate Capone.
    -[X] be bad, then be nice, then repeat just like how City folks do.(starts with the nails, all 20 of them. then, the toes, the muscles, the bones...then heal him, to start it again.)
    --[X] if he is stubborned...well, smile and laugh, behave like a madman and he will give in.
    [X] Make connections.
    -[X] The Angel girl...Exusiai? yeah that, her gun seems pretty fancy and not head approved.
    [X] Make connections.
    - [X] Texas
    [X] Interrogate Capone.
    -[X] State the info you want, who they are, what they are doing, all that, if he don't respond...then...
    -[X] be bad, then be nice, then repeat just like how City folks do.(starts with the nails, all 20 of them. then, the toes, the muscles, the bones...then heal him, to start it again.)
    --[X] "if you still don't want to talk, that is fine by me. i can do this for hours, friend."
    - [X] While you may not be an information gathering specialist, you do have the most persuasive and charismatic person in the entire city by your side, ask for input from the voice
    [X] Make connections.
    -[X] Texas. Always good to talk with someone who also likes to swing sharpened sticks of metal around.

So, coordinating with Texas won the vote. Just as I maxed out her Potential. Uh, small world.

So, little story: first, I was cackling audibly when you thought each of these "choose who killed you" options were buffs. Most of the other wounds you could take wouldn't be as interesting, narratively speaking. They were:
  • Wound of Strength: The most "direct" hurdle of them. Basically, you'd have a huge wound in your midsection, from Greater Split: Horizontal, that would be permanently affected by Nothing There. If this quest was more numbers-heavy, think of it as massive malus to all physical actions with also having all healing actions debuff you afterwards. Everything would just heal wrong there, like eyes, or carcinomas, or dermoid cysts, or just a straight-up eyeball growing inside your stomach, and eventually a mouth that would babble endlessly like Nothing There did.
  • Sanguine Remnants: BLEED. You'd be anaemic at first, because around 80% of your blood dripped straight out of your body in the fight, and then any wound you received would bleed profusely until it was healed.
  • Painful Regrets: All your enemies are now running a Purple Tear Bluntsmoke build, plus Sooty Thwack, and you took Elation. Basically, think of this as a 90% debuff to your Max. Stagger Resist. Anything and everything would send you reeling, overwhelmed by the impact.
  • Memory of Furious Silence: You got sliced to ribbons, and you'd have a different wound for every one of Loland's weapons. Each would start to act up in a different kind of situation (trying to use a blade would act up Durandal, deflecting projectiles acts up Mook Workshop, punching someone Ranga, dodging Crystal Atelier and so on.)
  • Eroded Flesh: You'd have Erosion dripping around your flesh, basically amplifying any damage you took while hitting you with consistent damage all the fucking time.
  • A Nostalgic Sound: Blue Star's sound would echo in your head, and it would actively spread through your words. While named characters could resist it easily, these mafioso you're facing right now? Blue Star cult. Some random knight you faced down, had you taken Kazimierz? Blue Star cult. Originium Slugs? Blue Star cult. If you'd taken Kjerag, you can guess: Kjera would not like you. At all.

To be fair, I was operating off the idea of most Quest I've been in where the starting options are usually boons in someway. I probably should've figured these would've been negatives considering they're what we died by.

Other than that HOLY SHIT! I am really glad that the one plan that suggested we take Hokma's Wound didn't win now! And, honestly, am surprised I picked the EASY MODE!

Gebura: Doesn't sound that bad, but remember that this is a permanent debuff that will turn us into a walking Body Horror Show even if we get healed. People will want us dead simply because we look like we aren't even human anymore. Not to mention our wounds would still be there. Hard Difficulty.

Hod: Bad...but not too bad. We just have to avoid every fight and going too hard until we get healed. Ex from the latest update could've patched us up instantly if we had taken this. Hard/Medium at first, become Easy once Healed.

Yesod: So we're basically a glass cannon. If Gebura was Hard Mode, this is HARDER MODE. Because now we can't get hit AT ALL or else we'll be put on the ground. And I don't think there's anything that can easily heal Stagger.

Roland: Ironically, this is less difficult to deal with and more annoying. We essentially have to constantly switch up our fighting style to make sure we don't use a specific way of battling too much. Else we aggravate our wounds too much. We basically have to become a Spectacle Fighter Protag. Always switching up our weapons or else we die. Medium to Hard Difficulty.

Tipereth: Essentially a combination of Hod and Yesod. Harder-Hard Mode but not too difficult if we can get it healed.

Hokma: VERY HARD MODE! Every other thing on this list? Bad, but not completely debilitating. We can get some of this shit healed if we find the right people. This? THIS CAN'T BE HEALED. This is literally a wound on our soul that can never go away and effects people by us simply existing. Oh yeah, named characters would be fine but what's that matter when every mook we come across gets inducted into the Blue Star Cult whenever we open our damn mouth? And, if this setting is anything like most settings out there, there are far more mooks in the world than there are named characters. That Cult will spread. And as it spreads shit will get worse than it already is. I don't think Blue Star could come here but...

Edit: This is probably one of the few times where I can honestly say getting Arbitered was the best thing that ever happened to us.

And I don't anyone can say that and mean it.
 
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but we will have our own death cult and will do anything for us to open our mouth and let them listen to the sound of their lord! :V
But yeah, that option is basically you are your own faction now.
 
Gebura: Doesn't sound that bad, but remember that this is a permanent debuff that will turn us into a walking Body Horror Show even if we get healed. People will want us dead simply because we look like we aren't even human anymore. Not to mention our wounds would still be there. Hard Difficulty.
I'm afraid I have to disagree with this being a hard difficulty. While it would be unnerving, it actually is probably easier to deal with than the Fairy we currently have.

Sieg can just cover it up and put a gag over the mouth to make sure it stops speaking.
 
Serasa - 6* Dreadnought Guard
Fairy's Wound (Unlocked at E0)
Take damage equal to 6% of Max HP when attacking.
The Steel Determination (Upgraded at E2)
Cellular Destruction
Light's Voice
Steel Will

New trait: If HP is above 3.000, Block + 1.
Attributes increased: Max HP + 300
New trait: When attacking an enemy with a status effect, ignore 35 DEF for every unique status effect they have.
Attributes increased: ATK + 70

Stats pretty standard for a Dreadnought I think, lower Attack and HP than Skadi I think but higher DEF
Aak's/Warfarin's best friend but surprisingly fragile, a kinda reverse Musha guard in some ways, I can see cases where he's just put on the backline out of the way so he's not attacking, used to spread Aak/Warfarin's buffs but not as an attacker, Skill one is.. kinda preeeetty not great, as is tradition, as a Dreadnought Assassin/staller for bosses but he might be able to hold low-density-elite lanes if he hogs a healer in the long run, Double Strike with Fairy's Wound is a big yikes.

S2 makes him a pseudo-laneholder in a pinch but more attack speed and targets just makes him kill himself faster so more healer hogging since his own heal is at the skill's end, and the Attack/Def buff is just kinda.. there, better options around for that role but respectable. would need to be timed.

S3 is interesting, potential Boss Nuke but the timing would have to be pretty precise and he'd have to be on the front lines which runs the risk of he himself just getting nuked out of range instead, and the SP cost is absolutely horrendous, which really stymies the permabuff and makes placement kinda weird, but.. maybe you could put him in the backline as an early move and use him as a pseudo buffer, could maybe work in Annihilation for example.

Module 1's block count increase being conditional on high hp might not be a problem depending on your healers but Fairy's Wound would make it finicky
Module 2 just kinda.. exists, I personally wouldn't bother since DEF ignore is generally pretty meh.

from just my own, completely unprofessional first look the Talent is the by far best part, getting the entire team buffed by Aak and Warfarin would be really nice and he's perfectly serviceable in a few other roles, not the best admittedly but really not bad. He's no Surtr or Chalter but a solid addition to a team that plays well with him, and if his buff spreading works even on Juggernaut Defenders, Musha Guards or Monst3r then that'd make him pretty valuable even as just a support.

I am absolutely not a balance guy so I could be horrendously wrong but these are just my impressions from a quick read-through as a pretty seasoned player

Edit: thinking on it more my opinion's slightly changed, S3 has effectively Surtr Range so he wouldn't need to be in as much danger as I initially thought, just put him behind Mudrock or something for safety, now my opinion is that the biggest flaw is that its only does two instances of damage if I'm reading it right, physical damage at that which might be problematic. And with the insane SP cost it might not be entirely worth it unless you're memeing with mega stall strats for the perma buff

There's basically three roles I see him fufilling usually
Lane holder using S2 along with a healing defender behind
Buff bot, being used almost exclusively to spread buffs and enable buff enhanced Monst3r shenaniganry.
And finally some mixture of the two, I can see a core of Kal'tsit, Siggy, Saria (or just a good defender + healers) and buffers of your choice being pretty funny.
 
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I'm afraid I have to disagree with this being a hard difficulty. While it would be unnerving, it actually is probably easier to deal with than the Fairy we currently have.

Sieg can just cover it up and put a gag over the mouth to make sure it stops speaking.

Or just cut it out if It goes wrong, we can just cut it out and heal it again to see if it grows like normal or something acceptable.
And there is a lot more weird stuff in this world. People is not going to ask if you just show them what's the situation.
Probably give the healer a trauma or two, but hey, that's fine.
also, If you really want to talk about how wrong this option will go, talk about we turning into nothing there after too many wounds and it just takes over us.
 
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