Moonlighter – The Banker / How to Earn a Huge Amount of Money

A short summary of my personal observations with the banker. Since i couldnt find any about him i thought maybe someone still new to the game, like me, could find these helpful.

The Characters (aka Shops)

When you start a new game there is no shop, besides your own, in Rynoka. Earn some money and you can breathe new life into the city.

There are 5 shops you can unlock for different amount of money at the bulletin board.

  • Andrei, the blacksmith where you can craft armor and weapons. He will open his shop, called Vulcans Forge for 500 Gold.
  • Eris, an alchemist. She sells potions and enchantments. She will open her shop, called The Wooden Hat for 500 Gold aswell.
  • Julien, owner of Le Retailer, will open his shop for 5.500 Gold. Sells items from the dungeons really expensivly.
  • Edward, the Banker, unlocked after you finished the Forest Dungeon. He will visit your town when you payed 70.000 Gold.
  • Alan, who owns and runs the Hawker stand. He will join your city for 20.000 Gold after you purchased the first upgrade for your shop.

How to Work the Banker

When you bought the Banker he will be standing on your town square left to the bulletin board. Depending what day it is he might say something like “I’m busy, come back in 4 days” cause you can only invest money on sundays.



On sundays you can invest a freely selectable amount of money. You have the following six days to cash out your money. If you forget to cash out till the following sunday you will lose everything.

You can only cash out during the day. Edward isnt there at night Every single day you can go to the edward and he will tell you if your invested money rise or droppen in price. Please not, the dropping / rissing prices always refer to the invested money, not the preceding day.

Findings Based on My Experiences with the Banker

So far i made the following observations in normal mode (not playing NG+ yet):

  • Every week got 3 days with rising prices and 3 days with dropping prices
  • The pattern is the same for every week of a month
  • the percentage values are consistent if you do nothing else than sleeping between investments
  • at least one rising price is above 20%
  • the pattern and percentage values change when you load a save game or continue a saved game

Conclusions

When you unlocked the Banker and want to play a unstressful game i recommend you to follow this simple steps:

  1. In your first week invest a small amount of money and check the banker everyday until you got all 3 days with rising prices. Do nothing else then sleeping between.
  2. In the following weeks of the same month invest as much as you like, sleep till the day with the best ricing price and cash out.
  3. Repeat step 2 for the remaining weeks of the month.
  4. When a new month starts just check everyday again for the 3 rising prices. The repeat step 2 for the following weeks.

With this i got in 30 Minutes from 1,3 Million to over 134 Million. Now i can enjoy the game without the hassle to find the right item prices 🙂 I started with +17%, followed up by 29%, 31%, 33% and lastly 59%.


Wolcen: Lords of Mayhem – All Classes List (Keystones and Passive Bonuses)

This guide contains all needed information about classes in detail.

Guide to All Classes in Wolcen: Lords of Mayhem

Introduction

It is important to keep in mind that it is probably not as useful as a hard calculator for final character builds since you’re probably not taking every single node of any given class (which is what this reference aggregates). Rather, it is best used to answer questions like “Where is the best place to get crit?”

Tier 1

Soldier 

The Wild Card

+60% crit chance score. 

The Heat of Battle

+25 rage each time you take a hit.

Second Wind

When under 30% max health, gain a burst of health regen.

  • Crit Damage 48%
  • Max Health 46%
  • Resist (All) 36%
  • Health Regen 36%
  • Melee Weapon Damage 24%
  • Rage Cost Reduction 24%
  • Attack Crit Chance 18%
  • Spell Crit Chance 18%
  • Attack Damage 16%
  • Status Ailment Resist 12%
  • All Skills CDR 10%
  • Will Cost Reduction 8%
  • Movespeed 6%
  • Ferocity 25
  • Toughness 25
  • Rage Conservation 3 sec 

Sentinel 
 
Backline Raider

Increase attack speed and spell cast speed by 50%.
 
Pinch Runner

Gain +3 stamina points when at 30% or lower health.

Covert Operative

+100% dodge chance after taking a hit.

  • Max Health 48%
  • Dodge Chance 36%
  • Projectile Damage 30%
  • Melee Weapon Damage 30%
  • Force Shield 24%
  • Health Regen 24%
  • Damage (Full Stam) 20%
  • Crit Chance 18%
  • Attack Speed 18%
  • Spell Cast Speed 18%
  • Attack Damage 16%
  • Stamina Regen 15%
  • All Skill CDR 10%
  • Resist (All) 9%
  • Movespeed 6%
  • Damage per Lost Stam 4%
  • Toughness 25
  • Agility 25
  • Stamina Points 1

Scholar 

Attrition Strategist

+60% status ailment chance.

Thirst for Knowledge

Force shield recharges 25% from health globes.

Purifier’s Will

When force shield is full, gain 30% damage reduction.

  • Force Shield Regen 42%
  • Force Shield Delay 30%
  • Material Status Chance 25%
  • Element Status Chance 25%
  • Occult Status Chance 25%
  • Spell Damage 24%
  • Ailment Damage 24%
  • Spell Cast Speed 24%
  • Health Globe Healing 20%
  • Force Shield 20%
  • Damage (All) 16%
  • Resist (All) 18%
  • Status Ailment Resist 17%
  • All Skill CDR 10%
  • Rage Cost Reduction 10%
  • Will Cost Reduction 10%
  • Max Will + Rage 150
  • Wisdom 25
  • Toughness 25
  • Health Globe Range 15

Tier 2

Warmonger 
 
Gods Among Men

+50% physical, toxic and rend damage. Cannot deal any other types of damage. 

Bestial Frenzy

4% increased damage for each nearby enemy within 4m. Can be specced to increase range by 2m and/or damage by 1%. 

Feast for the Crows

+2% life leech for all forms of damage. 

Manic Slaughter

+2% damage per 100 unspent rage points. 

Blood Reaper

50% of physical damage converted to rend damage. 
 

  • Melee Weapon Damage 44%
  • Attack Damage 42%
  • Attack Speed 30%
  • Elemental -> Phys 30%
  • Occult -> Phys 30%
  • Material Damage 25%
  • Max Health 18%
  • Bleed Chance (Rend) 15%
  • Health Regen 12%
  • Resist (All) 12%
  • Rage Taken per Hit 10%
  • Spell Cast Speed 9%
  • Movespeed 5%
  • Life Leech (Bleeding) 4%
  • Life Leech (Spells) 2%
  • Life Leech (Attacks) 2%
  • Max Health (Static) 100
  • Rage Gen on Kill 35
  • Ferocity 25
  • Resist (All) (Static) 5

Assassin 

Blessing of the Jade Union

50% of physical damage converted into toxic damage. 

Slipping Shadow

Dodge rolls can go through enemies. 

Clandestine Execution

Deal 25% more damage when only one enemy is within 7m range. If specced, can increase damage to 30% or reduce range requirement by 3m. 

Phantom Strike

Crit chance of a dash attack is doubled. 

Merciless Lethality

Increase crit damage by 100%, but reduce base damage by 30%. 
 

  • Attack Speed 65%
  • Crit Chance 63%
  • Dodge Chance 55%
  • Poison Stack Duration 50%
  • Material Damage 25%
  • Force Shield 24%
  • Dash CDR 20%
  • Max Health 18%
  • Poison Damage 15%
  • Stamina Regen 15%
  • Spell Cast Speed 9%
  • Movespeed 5%
  • Max Health (Static) 100
  • Force Shield (Static) 100
  • Agility 25
  • Dash Range  +2m
  • Stamina Points 1

Cabalist

Primordial Insights

Damage over time spells can crit. 

Insidious Decay

Increase Ailment stacks by 2 per application, but reduce non-DoT damage by 30%. 

Grievous Afflictions

A single hit may now apply 2 different ailment types. 

Immortal Offering

Killing an enemy grants +5% damage for each ailment stack on that enemy (max 5 per damage type). 

Power of the First Men

50% chance to multiply the number of ailment stacks inflicted by 2. If specced, can be increased to 100% chance. 
 

  • Ailment Damage 142%
  • Ailment Duration 75%
  • Status Ailment Chance 48%
  • Force Shield 44%
  • Spell Crit Chance 36%
  • Spell Damage 32%
  • Status Ailment Resist 30%
  • Resist (All) 27%
  • Spell Cast Speed 9%
  • Spell Cost Reduction 8%
  • Movespeed 5%
  • Attack Speed 5%
  • Non-DoT Damage -40%
  • Wisdom 25
  • Max Ailment Stacks 10

Praetorian 

Selfless Courage

+25% to resist (all) for you and allies after blocking a hit. 

Retaliator

Increase damage by 0.75% of physical resistance, but reduce critical hit chance by 50%. If specced, increase to 1.25% of physical resistance. 

Kingless Aegis

6% added block chance and allows any weapon to block. 

Sacred Oath

Blocking attacks adds 2 weakness stacks to enemies in 7m radius. If specced, add 3 stacks. 

Blessed Manna

+40% resist (all) for you and allies after picking up health globe. 
 

  • Resist (All) 66%
  • Max Health 53%
  • Block Efficiency 40%
  • Health Regen 37%
  • Health Regen Rate 30%
  • Attack Damage 24%
  • Crit Damage 24%
  • Block Chance 10%
  • Healing (Health Globe) 10%
  • Spell Cast Speed 9%
  • Movespeed 5%
  • Attack Speed 5%
  • Health Globe Gen. 4%
  • Added Block Chance 3%
  • Ferocity 25

Ranger 
 
Come What May

All projectiles pierce every target within 6m radius. 

Persistance Hunting

25% more damage to enemies with impaired movement. 

Archion’s Teachings

One extra projectile on all projectile skills, but reduce projectile damage by 50%. 

Meditative Focus

Increase Damage by 25% when further than 6m from enemies. If specced, increase damage bonus to 35% and/or reduce required distance to 4m. 

Safe from Afar

Damage scales up to 175% with range (max 15m). 
 

  • Dodge Chance 55%
  • Projectile Crit Chance 54%
  • Attack Speed 50%
  • Projectile Damage 48%
  • Projectile Speed 30%
  • Projectile Crit Damage 25%
  • Stasis Chance (Aether) 25%
  • Stun Chance (Physical) 20%
  • Freeze Chance (Frost) 20%
  • Max Health 18%
  • Force Shield 16%
  • Spell Cast Speed 9%
  • Movespeed 5%
  • Max Health (Static) 100
  • Force Shield (Static) 100
  • Agility 25
  • Pierce to Projectiles 1

Warlock 

Duty to Exterminate

+200 max willpower and rage. If specced, increase to 400. 

Residual Energy

Attacks gain +30% damage from the last spell cast. Damage is of same type. 

Reining in the Darkness

+100% spell crit chance while willpower is over 75%. 

Faith Leech

Life leech affects force shield instead of health. 

Resilience to Corruption

DoTs affect force shield before health. 
 

  • Force Shield 44%
  • Force Shield Regen 42%
  • Spell Cast Speed 39%
  • Spell Damage 36%
  • Spell Cost Reduction 20%
  • Force Shield Delay 20%
  • Status Ailment Resist 18%
  • Resist (All) 18%
  • Elemental Damage 15%
  • Occult Damage 15%
  • Willpower Regen 10%
  • Movespeed 5%
  • Attack Speed 5%
  • Life Leech (Spells) 4%
  • Wisdom 25
  • Willpower on Hit 20

Tier 3

Eos 
 
Dawn’s Pious Striker

Dealing sacred damage executes targets below 15% health. Works on underlings and specialists. Champions can be affected as well if specced. 

Beacon for the Lost

If force shield is above 50%, increase sacred spell damage by 25%, otherwise increase sacred attack damage by 25%. If Specced, can be boosted to 35% damage. 

Unflagging Prayer

When your health drops below 30%, revive all nearby allies and boost all their resistances by 30%. If Specced, resistance boost increases to 50%. 

  • Sacred Damage 50%
  • Attack Damage 40%
  • Spell Damage 40%
  • Force Shield 33%
  • Resist (All) 18%
  • Health Gained 10%
  • Health Gained (Spells) 10%

Duskglaive 
 
Tethered Shade

Dodge rolling deals damage and leaves a decoy for 1s. If specced, decoy explodes within 2m radius. 

Waltzing Smoke

Dodging makes you invisible for 5s. While invisible, next skill has +30% damage. Walzing Smoke has a 12s cooldown. If specced, invisible duration increased to 10s. 



Life’s First Movement

Gain a 10 point scale of light and darkness (spells give darkness, attacks give light). If ratio is between 4-6, increase attack damage by 50% of spell damage bonus and vice versa. If not within ratio, spells and attacks lose 20% of bonuses. If specced, ratio range is increased to 3-7. 

  • Dodge Chance 48%
  • Spell Cast Speed 43%
  • Attack Speed 41%
  • Shadow Damage 40%
  • Attack Damage 16%
  • Spell Damage 16%
  • Rage Cost Reduction 10%
  • Will Cost Reduction 10%
  • Will/Rage Transfer Rate 10%
  • Max Willpower 100
  • Max Rage 100
  • Stamina Points 2

Plaguebringer 
 
Undertaker

Dying enemies within 10m have a 10% chance to drop green globes. Picking up green globes grants +30% poison damage for 5s (stacking). If specced, also applies to dying summons and increases duration to 10s. 

Sacrifice of Flesh

You lose 20% health and force shield, but summons take 25% less damage. If specced, lose up to 30% more health/force shield and summons take up to 60% less damage. 

Toxic Emanations

Every 2s, enemies in 7m radius gain a poison stack. If specced, enemies in radius are slowed 20%. 

  • Damage (Summon) 50%
  • Health (Summon) 40%
  • Toxic Damage 40%
  • Atk/Spl Speed (Summon) 30%
  • Health Regen (Summon) 20%
  • Max Health 18%

Siegebreaker 
 
Salvatory Anchor

  • Bruiser – +0.5 health regen for every health point on chest / helm.
  • Heavy – Double all resist score on chest / helm.
  • Rogue – Regen health and force shield equal to double health points on chest / helm every time you dodge.
  • Sorceror – 0.01 force shield regen per force shield on chest / helm. 

Disallowing Vessel

When Stationary, gain inexorable point stacks. Each stack reduces move speed by 5% and increases damage by 6%. Max 10 stacks. If specced, +10% health regen and resist (all) per point. 

Belligerent Banner

Gain fortress points every 1.5 seconds, max 10. Each point increases block chance by 4%. Points are lost when blocking. If specced, increase is 5% per point. 



  • Resist (All) 70%
  • Physical Damage 65%
  • Block Efficiency 34%
  • Crit Damage 28%
  • Max Health 24%
  • Elemental Damage -10%
  • Occult Damage -10%
  • Dodge Chance -45%
  • Plus Dmg per Block 51

Alastor 
 
Static Transferal

Basic attacks add overload points (max 6) that increase damage by 6%. Using a skill consumes all overload points and doubles damage. If specced, overload points are halved instead of reduced to 0. 

Sparking Dart

Device and lightning skills use power charges in addition to will. Power charges are generated 4 per second or on basic attacks. Device and lightning have damage increased by 200% times number of power charges. If specced, reduces power charge point cost of skills by 30%. 

Intravenous Neural Cord

+75% attack speed following a critical. If specced, bonus increases to 100%. 

  • Crit Chance 60%
  • Attack Speed 45%
  • Force Shield 38%
  • Lightning Damage 30%
  • Max Health 24%
  • Dodge Chance 24%
  • Damage (All) 18%
  • Stamina Regen 16%
  • Crit Damage 10%

Oracle of the Trinity 
 
Ancient Favour

Different elements grant different accords that last 5s or until it is triggered again (1 sec lock out). Fire grants 20% crit, frost grants 50% ailment chance, and lightning grants 50% crit chance. 1 accord can be active concurrently. If specced, 2 accords can be active concurrently. 

Omnitempest

Elements have cast procs at cursor location with 2s cooldown. Fire has 7% chance of meteor, frost has 10% chance of frost lance, and lightning has 10% chance of chain lightning. If specced, 10% for meteor, 15% for frost lance, 15% for chain lightning. 

Elementary Destabilization

When willpower dips below 30%, you have a chance to explode dealing damage to you and enemies based on max force shield or health. The explosion regenerates 20% of willpower and has a 5s cooldown. If specced, deals more damage. 

  • Force Shield Regen 59%
  • Spell Cast Speed 36%
  • Elemental Resistance 30%
  • Will Cost Reduction 21%
  • Force Shield 16%
  • Lightning Damage 15%
  • Frost Damage 15%
  • Fire Damage 15%
  • Elemental Damage 10%
  • Will/Rage Transfer Rate 10%
  • Max Health -20%

Child of Fury 


Furious Appetite

Passively regenerate rage instead of willpower. If specced and rage is over 750, abilities have +100% rage cost but deal double damage 

Flurrying Flames

Attacks generate Unleashed Fury points. Points give +3% attack speed, +0.2% life leech and -1% resist (all) per point. Max stacks are 50 and drop after 3s out of combat. If specced, increase attack speed by 1% and life leech by 0.1% per point. 

Blistering Embrace

Upon hit, 10% to consume burn stacks (if > 5) to increase damage by 10% per stack consumed. if specced, killed enemies transfer 5 burn stacks to nearby enemies. 

  • Fire Damage 40%
  • Status Ailment Resist 40%
  • Attack Speed 30%
  • Phys -> Fire 30%
  • Max Health 28%
  • Rage per Hit Taken 10%
  • Block Chance (1H weap) 10%
  • Status Ailment Chance 9%
  • Material Resist -10%
  • Occult Resist -10%
  • Dodge Chance -30%

Exorcist 
 
Branded Burst

Gain 1 Tenet Point (max 5) every 2.5 sec of not getting hit. Every time you are hit, consume 1 tenet point. 15% damage reduction per tenet point.. If specced, increase damage reduction to 20%. 

Academic Fieldwork

Gain 1 Headhunter point (max 5) every time a champion or higher ranked enemy is killed. Headhunter points give +15% material damage and lasts 30s. If specced, duration increases to 50s. 

Blessed Silver

You have 5 annointed ammunition points that replenish every 2s or if you dodge. Increase projectile damage by 10% per point you have, or increase melee by 10% for each missing. Using a projectile skill expends a point. If specced, crits refill points. 

  • Material Damage 45%
  • Melee Weapon Damage 40%
  • Projectile Damage 40%
  • Dodge Chance 33%
  • Material Resistance 30%
  • Max Health 16%
  • Movespeed 10%
  • Crit Chance 9%

Time Weaver 
 
Which Time Cannot Heal

Whenever you hit enemies afflicted with stasis, they take 100% of the hit damage after 1.5s delay. If specced, increase damage after delay by 20%. 

Dire Juncture

Health and force shield are set at 85% of maximum, but take 60% of all damage only after a 1 sec delay. If specced, health and force shield are set at 90%. 


Captured Velocity

Hiting enemies with spells grant supernatural paradox points while hiting enemies with attacks grant earthly paradox points. Increase spell cast speed and attack speed by 10% per point respectively. Max 5 stacks, lasts 5 sec. If specced, increase boost to 15%. 

  • Aether Damage 55%
  • Status Ailment Chance 48%
  • Force Shield Delay 48%
  • Dodge Chance 33%
  • Force Shield 32%
  • Spell Cast Speed 18%
  • Attack Speed 10%
  • Max Ailment Stacks 10

Arms Maester 
 
Virtuose Stance

Alternate stances when dodging. Probing Weakness gives 10% chance to double damage on basic attacks, but reduces all resistances by 25%. Stalwart Resolve gives 10% block chance and 25% block efficiency, but reduces damage by 25%. If specced, increases chance to double attack damage and block chance of respecitve stances by 5%. 

Pugilist’s Momentum

Fourth basic attack of weapon does something extra. If bow or staff, shoots projectiles in all directions. If two handed weapon, stuns all enemies hit. If one handed weapon, becomes a crit. If specced, fourth attack deals 50% additional damage. 

Proud Reprisal

When blocking, 100% of weapon damage dealt to enemy as retaliation. If specced, damage becomes rend damage. 

  • 1H Weapon Damage 42%
  • 2H Weapon Damage 42%
  • Rend Damage 24%
  • Block Chance 20%
  • Block Efficiency 14%
  • Crit Damage 10%
  • Attack Speed 10%
  • Attack Damage 8%
  • Max Health 8%
  • Added Block Chance 6%

White Arrow 
 
Hungry Stalactite

Enemies are dealt 30% damage per the amount of pierce remaining on a projectile. If specced, adds 10%. 

Acute Tracking

Gain Cold Blooded points every 2 sec in combat (max 5). Increase damage by 10% per point. Points are lost when you take damage. If specced, gain points every 1.5s. 

Wintry Hail

Projectiles bounce up to 2 times within 10m radius. +15% frost damage after bouncing. If specced, bounces an additional time. 

  • Frost Damage 50%
  • Force Shield 43%
  • Projectile Damage 38%
  • Force Shield Regen 24%
  • Dodge Chance 21%
  • Crit Damage 14%
  • Crit Chance 9%
  • Projectile Crit Chance 9%
  • Movespeed -5%
  • Attack Speed -10%

Abyssal Shaper 


Occult Affliction

Occult Damage increased by 5% for every cursed stack on the enemy. If specced, increase to 7%. 

Masochistic Effigy

Double max force shield. Life cannot exceed 5% of max force shield. If specced, cannot exceed 15%. 

Fatal Pact

Ailments you cast are also put on you. At 10 stacks, they consume and grant an effect to you and allies for 7 sec. Stasis grants 25% movespeed. Curse grants 30% resistance. Weakness grants 30% damage. DoTs grants 30% max health and force shield. If specced, grants 30% chance to increase number of ailments on self by 1 per proc. 

  • Occult Status Chance 75%
  • Occult Damage 45%
  • Force Shield Delay 42%
  • Ailment Damage 24%
  • Status Ailment Chance 21%
  • Force Shield 16%
  • Force Shield Regen 12%
  • Health Regen -34%
  • Occult Resist (Static) 30

TroubleDays – How to Enable The +18 Content (R18 Patch)

n this pretty simple guide I will show how to unlock the 18+ content in the TroubleDays game by Qureate dev!

R18 Patch

  • You should download the official patch from this link (349.12 MB).

How to Patch

  • Please copy the file “patch” found in the folder where TroubleDays is installed.

  • Open the “Local Files” tab in the game property window, and click “Browse Local Files” to find “Trouble Days” installation folder from Steam.
  • To uninstall the patch, delete the copied file “patch”, previously copied into the “NinNinDayo” installation folder beforehand.
  • Note: Please close “Trouble Days” before installing or uninstalling the patch.
  • Info: Saved data will not be affected by the installing or uninstalling of the patch.

Perky Little Things – All Secret Locations

This guide shows the location of all secrets.

Where to Find All Secrets

Basics

Unless otherwise stated, clicking four times on an object will unlock the secret. Click on the object the hand cursor is hovering over (sponge in one case).

Unfortunately, secrets don’t keep, the game ‘forgets’ you have found them after a while.

There are a few times when one secret unlocks access to another and one case in which you need an object before you can unlock a secret, but I’ll write that down where it’s necessary.

Christmas Eve in Metropolis

No secrets in this one, so no entry here, either.


Black Magic Academy

Left side, close to where the level starts.

Close to the first secret, a little below and further right.

About the middle of the level.

To the right and above of the last one, to clear this one, move your mouse across the fogged area as long as you see the sponge without clicking, message here is ‘cleaned’ and not ‘unlocked’.

Pirates of the Southern Seas

Left-hand ship, upper left corner of the level.

Right-hand ship, pretty much in the middle.

The Good, the Bad and the Sexy

Here, almost all secrets are in one vertical line, starting with the UFO.

Towards the middle of the level, on the top.

Below and slightly to the right of the first one.

To the right of the second one.

Below the second one.

Slightly below the third one, click on the dog.

From Transylvania with Love

A little below the starting point.

You need to activate the first secret to be able to activate the second one.

On the right side of the level, bottom area by the graveyard

Erik the Red **** Saga

Top of the level, towards the middle.

Lust Island Adventures

Towards the middle of the level.

Below and to the right of the first one, by the submarine.

TV Studio Backstage

A little above the starting point.

Hardcore Gym Workout

Bottom on the left side.

You need to activate the first secret to get to this one.

Towards the bottom on the right side of the level.

You need to take the plush rat from the dumpster on the bottom of the level to the rat in the lab to activate the screen, then you can activate the secret.

You need to activate the prior secret to get to this one.

In a Black Hole Far Far Away

A little to the top of the starting position, on the left side of the level.



Below the first secret, at about half-height.

A little below the second secret.

Monster Hunter: World – Wyrmstake Blast Durations Guide

Find out how long your Wyrmstake Blast lasts depending on ammo loaded and level of Stonethrower used.

Guide to Wyrmstake Blast Durations

Introduction

in case you have ever wondered, if it’s a good idea to increase Slinger Capacity to increase the duration of your Wyrmstake Blast, I have made a list with all slinger ammo that can be loaded onto your Wyrmstake. I’ll give durations for each ammo type at 0 and maximum effective Stonethrower level (only up to 3 since I don’t have access to Slinger Ammo Secret).

Brightmoss

  • Maximum effective rank of Stonethrower = Level 3
  • Duration with max Stonethrower = 220s
  • Duration without max Stonwthrower = 180s
  • Duration profit = 40s

Crystalburst

  • Maximum effective rank of Stonethrower = Level 1
  • Duration with max Stonethrower = 190s
  • Duration without max Stonwthrower = 180s
  • Duration profit = 10s

Dragon Pod

  • Maximum effective rank of Stonethrower = Level 2
  • Duration with max Stonethrower = 190s
  • Duration without max Stonwthrower = 180s
  • Duration profit = 10s

Piercing Pod

  • Maximum effective rank of Stonethrower = Level 3
  • Duration with max Stonethrower = 340s
  • Duration without max Stonwthrower = 300s
  • Duration profit = 40s

Redpit

  • Maximum effective rank of Stonethrower = Level 3
  • Duration with max Stonethrower = 160s
  • Duration without max Stonwthrower = 120s
  • Duration profit = 40s

Scatternut

  • Maximum effective rank of Stonethrower = Level 1
  • Duration with max Stonethrower = 190s
  • Duration without max Stonwthrower = 180s
  • Duration profit = 10s

Slinger Bomb

  • Maximum effective rank of Stonethrower = Level 3
  • Duration with max Stonethrower = 340s
  • Duration without max Stonwthrower = 300s
  • Duration profit = 40s

Slinger Thorn

  • Maximum effective rank of Stonethrower = Level 2
  • Duration with max Stonethrower = 360s
  • Duration without max Stonwthrower = 300s
  • Duration profit = 60s

Slinger Torch

  • Maximum effective rank of Stonethrower = Level 3
  • Duration with max Stonethrower = 220s
  • Duration without max Stonwthrower = 180s
  • Duration profit = 40s

Stone

  • Maximum effective rank of Stonethrower = Level 1
  • Duration with max Stonethrower = 210s
  • Duration without max Stonwthrower = 120s
  • Duration profit = 90s

Watermoss

  • Maximum effective rank of Stonethrower = Level 3
  • Duration with max Stonethrower = 210s
  • Duration without max Stonwthrower = 180s
  • Duration profit = 30s

Hope this is interesting for some Gunlancers. Feel free to provide data for Slinger ammo secret, if you have it.

Wolcen: Lords of Mayhem – Guide to Beat The Lambach Boss (Act 2 Endboss)

Warning! I only killed him twice with a hybrid archer / caster and a pure Melee so maybe there are other ways to defeat The Lambach Boss.

How to Killed The Lambach Boss (Step-by-Step)

Intro

Before starting I recommend to have a fire and forget style dps skill.

Phase 1

FoF the Boss, no need to hurry.

  • Mechanic 1: The boss chamber is divided into 6 zones.. when a zone starts to blink red, kill the spawner on the wall. You avoid most adds this way! No pesky tanky sniper spawns. When you are to late/dps is too low, Adds will spawn and that zone will get a dot ground effect. Move out of that region for now. The effect will end after some time.. Just focus on other Zones for now.
  • Mechanic 2: Spining Beam Attack, just roll or run through it, never in the same direction as the spinning. It doesn’t hurt that much, if at all.
  • Mechanic 3: Slam Attack, straight Telegraph from boss to wall.. move aside. After that one, you can channel your skills safly for a while.

Never tunnel the boss, play his mechanics acordingly make it a rather clean fight.

If nothing is going on, recharge your resource bar with your skills so you can burst the mechanics with your high dps skills.

Phase 2

FoF the Boss and react to the mechanics.

  • Mechanic 1: Avoid red circles or you get stomped, avoid the mines that get planted too
  • Mechanic 2: Minions spawn in, refill your pots, dont waste dodge charges here if possible
  • Mechanic 3: Center goo and tentacle slams, early on move where they hit before, later the sequence gets faster and more slams happen. You have to dodge roll here to reach the safe zone. Avoid the middle! Killer goo is there.
  • Mechanic 4: Uber Killah Goo… a very big white circles spawns, that focuses somewhere, stop everything else and move there asap… here you can channel some of your dps skills. clean up enemies or dps boss.

And all the time… fire your fof skill at the boss.

Pro Tip: Stop channeling your skills to drink a potion.

Wolcen: Lords of Mayhem – How to Unlock Champion of Stormfall Mode without Campaign

Would you like to skip campaign and start your new character on endgame mode? This simply guide will show you how to do it.

Guide to Unlock Champion of Stormfall Mode

You can do it simply with notepad.

Step 1

Go to save games location (This is the path for Windows 10, for Windows 7 or other it might be slightly different)

C:\Users\Your_Nick\Saved Games\wolcen\savegames
Step 2

Now open playerdata.json with notepad and find text CompletedStory, change value to true.


DAEMON X MACHINA – Some Useful Tips

Just things that I found out way too late, and which would’ve been helpful hours ago, and which I hope will prove helpful to others.

Tips for Starters

Getting Out of Your Arsenal

While running the missions where you explore the facility you might have come across doors that are not fully open and where your Arsenal can’t fit through. Disembark your mech by pressing the Y Button on your controller.

Getting Attachment Chips

DId you know that you can remove Attachment chips from various equipment items and then use them on your own? I did not. So go ahead, remove all the chips and then sell your junk.


Getting Some Starter Equipment

You just started the game, but all of your equipment sucks?

You can run the ‘Explore the Underground facility’ mission solo rather easily for some good equipment at the beginning of the game.

Also when fighting immortals in Free Missions will there always be a downed Arsenal spawned with some equipment you can pillage. Its good for farming if you can take them down.

Mechanics Tips

The game doesnt explain any of these mechanics. 

  • You can perform a barrel roll in the air or a 900 degrees strafing spin on the ground. 
  • When you are going maximum velocity in one direction then quickly change to the opposite direction. 
  • If you have grim reapers or the sub machine guns equipped you can fire while the animation happens or just before and you do a spin attack firing in all directions, not sure how efficient it is but is sure looks cool for style points. 
  • You can also feint with swords by boosting in any direction while you do the initial sword lunge. 
  • Also you do not have to press the descend button to actually descend you can just aim downward and you will go down same as ascending, just aim up. 
  • You can also avoid the landing animation by aiming perpendicular to the ground as you descend then boost into it, if done right you will carry on boosting along the floor.

Blizzard’s claim that it owns Warcraft 3 mods isn’t just the standard fine print

User-created content is subject to either “exclusive” or “non-exclusive” licenses—know which you’re agreeing to.



Warcraft 3: Reforged is taking a beating for several reasons, but the transgression that has the broadest implications is contained within one phrase. According to Blizzard’s custom games policy, any Warcraft 3 maps you make are the “sole and exclusive property of Blizzard.”
The Warcraft 3 Art Tools EULA gets grotesquely specific. If you use the software, it says you are giving Blizzard ownership of your “titles, computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animations, sounds, musical compositions, audio-visual effects, methods of operation, moral rights,” and anything else you might create. Catch phrases!
This has been Blizzard’s policy for years now—it went under the radar when it was applied to StarCraft 2 custom games—and in part, Blizzard is just protecting itself. If a character in a World of Warcraft expansion somewhat resembles a custom Warcraft 3 character in your mod, you don’t get to claim that your material was stolen and demand payment. That’s sensible, but if this policy were necessary to protect Blizzard from frivolous lawsuits, you’d expect every other publisher to claim ownership of maps and mods made with their tools. They don’t.

What makes Blizzard’s policy different

Legal fine print that gives a publisher a non-exclusive license to distribute mods is common. If you create a mod with the Skyrim Creation Kit and distribute it, for example, you “grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of” your mod however it sees fit. (Lawyers, eh?)
In short, you’ve given Bethesda license to do whatever it wants with your work. If Bethesda wanted to, it could package up your Skyrim mod and sell it as an official add-on without compensating you. (Not that Bethesda would likely do that, even if it reserves the right to.) 
Not only can Blizzard distribute your map until the end of time, it can theoretically prevent you from distributing it yourself.
Non-exclusive licensing agreements can be found all over the place, and for the most part, they exist simply so that you can’t upload something to Steam Workshop and then claim Valve is infringing on your copyright by hosting it. You’ve given Valve a non-exclusive license to everything you’ve uploaded by agreeing to the Steam Subscriber Agreement.
“Non-exclusive” is the important word here: It means that the parts of your mod that are wholly original—your original art, for example—are also yours to do with what you want. You can license them to someone else, or sell them on a shirt. The company you gave a non-exclusive license to can also do those things. You’re sharing the rights to the work, in other words.
What makes Blizzard’s EULA different is that it is claiming exclusive ownership of your work. That means that not only can it distribute your map until the end of time, it can theoretically prevent you from distributing it yourself, or from reusing any of the original work you put into it, whether that’s for a mod for another game, a standalone game, or anything else.

Valve trademarked the name 'Dota 2' in 2012, even though Defense of the Ancients was a Warcraft mod.
Valve trademarked the name ‘Dota 2’ in 2012, even though Defense of the Ancients was a Warcraft mod. (Image credit: Valve)

Why claim ownership?

Claiming ownership of your Warcraft 3 maps does simplify things: There’s no need for Blizzard to explain every possible way in which it is free to use your work, because it’s simply saying that your work is its work. It may also be hoping to avoid another Dota 2 situation. 
In 2012, Blizzard went after Valve over its trademark filing for the name “Dota 2.” Blizzard argued that the Warcraft 3 custom game Defense of the Ancients, also known as DotA, was associated exclusively with Warcraft and Blizzard, and that Valve had no right to trademark the acronym for a new game, especially because “Ancients” was a reference to Warcraft lore.
The companies settled the dispute out of court. Valve got to keep the name Dota 2 and Blizzard got—well, we’re not sure. It got to use the full name, Defense of the Ancients, but agreed to change the name of Blizzard DOTA to Blizzard All-Stars, which later became Heroes of The Storm. Valve won, seemingly.
After the Dota 2 naming dispute, mods only became more influential and important. It didn’t take much time for the battle royale craze to follow from the Minecraft Hunger Games mod and the Arma/DayZ battle royale mods, and it took even less time for Dota Auto Chess to lead to projects from Valve, Riot, Blizzard, and Epic. 
It takes just weeks or months now for a mod to go from free project to ultra-valuable commodity, and if such a commodity originated as a mod for your game, it’s useful to be able to claim ownership of its name, characters, and art as one weapon to pull out in a trademark or copyright dispute.

EULAs can be better

Other publishers also give themselves exclusive licenses to content made within their software. They don’t often use blunt words like “property” or “own,” but in legal speak, an exclusive license is essentially the same as ownership, because the word “exclusive” excludes even you, the creator. The Rockstar Games EULA, for instance, gives Rockstar an exclusive license to anything you create with its software.
Whether these dickish EULAs would hold up in all situations is uncertain, and they won’t matter for most user-created content. Warcraft 3 maps typically stay within Warcraft 3 and make use of assets already owned by Blizzard, and it’s not as if Rockstar is going around telling people they can’t post GTA screenshots. But we still shouldn’t accept them as standard fine print. 
Valve, Bethesda, CD Projekt, and many others get by just fine granting themselves non-exclusive licenses to user-created work. The same is true of social media sites: When you post a tweet, you give Twitter a non-exclusive license to distribute that tweet however it wants forever, but you’re also free to put that tweet in a book and publish it. It’s still yours, even if you’ve agreed to let Twitter do what it wants with it.

The modders behind Dota Auto Chess have kept the name Auto Chess for their standalone game.
The modders behind Dota Auto Chess have kept the name Auto Chess for their standalone game. (Image credit: Drodo Studio)
What makes this more annoying is that game publishers have the upper hand regardless of the rights they reserve. They are free to take your Dota Auto Chess and make their Dota Underlords, Teamfight Tactics, or Hearthstone Battlegrounds, using their development resources to quickly profit off of your idea. Game design is the domain of patent law, not copyright or trademark law, which is why there can be so many games with similar rulesets without anyone’s rights being infringed upon.

If it’s going to profit from their ideas anyway, the least a company like Blizzard can do is let successful modders walk away with their title and original art—even if that means a competitor might get their hands on it. (That’s what happened in the case of Valve and Dota Auto Chess: The standalone Auto Chess is available now on the Epic Games Store, while Valve created a derivative work, Dota Underlords.)
If Blizzard wants an exclusive license to the original elements of a modder’s work, then it ought to strike a deal with that modder. It might be willing to do that, but it’s hard to trust a company that says it doesn’t have to.

Legends of Runeterra review

League of Legends’s spin-off card game is a great alternative to Hearthstone and Magic: The Gathering.


I don’t think I can stomach buying another booster pack after playing Legends of Runeterra. It’s a necessary part of physical card games where cards often have real-world value, but their prevalence in digital card games is just an excuse to sell the worst kind of lootboxes. It’s enough to make anyone cynical. But thanks to a generous reward system that avoids booster packs altogether, Legends of Runeterra is one card game that’s easy to love.
You can be forgiven if you roll your eyes at the thought of a free-to-play card game based on League of Legends. The card genre is full of these spin-offs, but Riot Games’ take is full of clever innovations and tense duels dictated by your skill rather than how much you spend.
NEED TO KNOW
What is it? A free-to-play card game based on League of Legends.
Expect to pay: Free
Developer: Riot Games
Publisher: Riot Games
Reviewed on: i7 7700, RTX 2070, 16GB RAM
Multiplayer? Yes
Link: playruneterra.com/

Slinging cards 

I really enjoy the back-and-forth of Runeterra’s battles.

With its colorful aesthetic and good-natured charm, it’s easy to mistake Legends of Runeterra, which entered open beta last month, for a Hearthstone knock-off. It takes the familiar faces of Riot’s enormously popular MOBA and adapts their playstyle and abilities into a game where your primary objective is to build decks and play cards to reduce your opponent’s hit points to zero. Though it walks like Hearthstone, Legends of Runeterra talks like a simpler version of Magic: The Gathering. That’s to its benefit, as Runeterra avoids cribbing many of Magic’s cumbersome rules in favor of faster, more aggressive duels.
For example: there’s no summoning sickness. Freshly placed creatures (called followers or champions) can attack immediately after being summoned and aren’t tapped out after, letting them still block during your opponent’s attack phase. It virtually guarantees that every turn both sides will take losses, making those clever plays where you bait your opponent or save a unit from dying feel extra rewarding. 

Like Magic, though, my opponent always gets a chance to respond after I make a move. It’s hilarious (and devastating) to cast Deny thinking I’m about to cancel my opponent’s fatal spell only to have them cast Deny on my Deny. I really enjoy the back-and-forth of Runeterra’s battles.
When interactions between cards get complicated, Runeterra has a clever feature called the Oracle’s Eye that shows you what the board will look like after a certain attack phase or spell has resolved. Not having double-check your math or worry that a certain chain of abilities and spells plays will play out a certain way is a godsend.
Some genius twists to combat further distinguish Runeterra from the pack. Most card games, for example, punish me for not spending all your mana in a given turn. In Legends of Runeterra, however, up to three points of my unspent mana are preserved for the next round to be used exclusively on spells. This one change feels as substantial as The Elder Scrolls: Legends having two separate playing boards. Being able to play cards on a turn where it should be impossible to play them because I stored mana earlier is one obvious benefit, but I also like that I’m not as harshly punished by a bad opening hand. It keeps Legends of Runeterra feeling unpredictable and dynamic, instead of one player snowballing due to bad luck.



Most valuable players 

It’s satisfying as hell to trick an enemy into a position that levels up your own champion or destroys theirs.

By far the most unique part of Legends of Runeterra’s combat are champions. Each of the initial set of 24 is modelled after a character in League of Legends, adapting their playstyle to fit inside the rules of a card game. Braum, for example, regenerates health and gets to choose which enemy unit blocks him, making him a great tank. Each one also levels up after meeting certain conditions, often gaining more power and new abilities that make them formidable.
Champions are often more powerful than regular followers, but they’re far from some kind of game-winning trump card. Knowing when to play them and how to keep them alive is especially rewarding because you just know your opponent is doing everything they can to kill them. With champions in play, Runeterra feels like a true battle of wits, each player trying to outsmart or bait the other. It’s satisfying as hell to trick an enemy into a position that levels up your own champion or destroys theirs. 


Champions also add welcome flavor to well-understood deck types. A control deck loaded with spells that stun and force cards back into your opponent’s hand becomes far more sinister when paired with Yasuo, who deals damage to stunned or recalled units. If you pull that trick off six times and level him up, he’ll start killing stunned units outright. It’s terrifying.

Even if you’re not a big fan of League of Legends, its charming cast of anarchist nutjobs, stoic samurai, and horrifying specters bring so much life and humor to each battle. I love hearing Jinx laughing maniacally when I use one of her related spells to destroy an enemy unit, or seeing my adorable Lonely Poro transform when I summon another Poro unit. The card art is often so pretty that I frequently sneak a peek using the inspect button during my opponent’s turn.
As nice as the art is, the layout of the main menu and deck builder could use a lot of work. Information is poorly laid out and feel, forcing me to navigate to menus just to get information I need when trying to build a deck. It feels like it was developed for mobile, with oversized buttons and interface elements. It’s beyond annoying that I have to go to the Store window just to see what crafting resources I have, or that there’s not better options for sorting and organizing my collection.

Boosters be gone 

Though its combat is a lot of fun, where Legends of Runeterra sets a new standard is in its economy and rewards. Booster packs are gone entirely—good fuckin’ riddance—and replaced with a layering of weekly chests and several free battle passes that constantly dole out crafting materials, cards, and Wildcards, which can be redeemed for any card of a corresponding rarity. Being able to pick which cards I want to add to my collection is refreshing. Though rarer Wildcards come infrequently, I’ve already built a few decks that feel powerful and highly competitive instead of cobbling together whatever I can. 
Earning the maximum amount of possible rewards each week isn’t a brutal grind either. Playing a few hours every day, completing quests and Draft modes, puts me close to capping my rewards, but I could easily play much less and still reap some good loot. Hardcore players might lament running out of things to do if they invest too much time, but I’m happy that a competitive game from a major publisher, for once, isn’t trying to take over my life.
SHUFFLE THROUGH SOME LEGENDS OF RUNETERRA GUIDES
(Image credit: Riot Games)
How to play Legends of Runeterra: our full guide
Legends of Runeterra decks: the best around
Legends of Runeterra regions: a breakdown of each faction
Legends of Runeterra coins: card costs and microtransactions detailed
Legends of Runeterra champions: every one in the game
Legends of Runeterra cards: all abilities, effects and keywords
Since launch, I’ve played in Ranked mode almost exclusively. Though I’ve lost more than I care to admit, I’m motivated to keep playing because fights almost always feel fair—even if their deck is much better than mine. It’s one of the less obvious benefits of not being overtly pay-to-win like pretty much any other card game. You can still buy Wildcards, but there’s has a weekly cap on them so even hardcore spenders won’t outpace us filthy casuals. It’s fantastic. Duels feel like a true test of strategy (and a little luck) instead of who is playing the most expensive meta deck.
Even Legends of Runeterra’s Draft mode, called Expeditions, is overly generous. Like most Draft modes, in order to play you have to spend either a few dollars, spend a draft token you earn from various rewards, or surrender a large sum of crafting resources. But Runeterra’s Draft mode lets you play twice per entry, building a new deck each time and then using whichever run was more successful to determine your rewards. Even if you do terribly, you’ll still receive a champion card equal to the value of your admission, but winning all seven games showered me with several very rare cards and more than enough crafting resources that I was immediately able to Draft a second time.
It’s exciting to play a card game with so few barriers and so little segregation between its players. And because I don’t feel like a filthy, second-class casual for not buying cards, Legends of Runeterra has quickly wormed its way into my daily routine. Though its deck building menus could use a lot of work, Legends of Runeterra is a welcome alternative in a genre where how competitive you are is too often related to how much money you spend.
PRICES – LEGENDS OF RUNETERRA:
Legends of Runeterra deals
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