Greetings, fellow Golden Sun fans! We hope your holiday season this year has been filled with much joy and happiness! As we look to the new year, the Golden Sun United Nations is excited to announce some new things cooking up in the GS fan world.
What is the Golden Sun United Nations, you might ask? More simply referred to as the GSUN, The Golden Sun United Nations is a brand new partnership between the active Golden Sun forums—Aeiou, Golden Sun Hacking Community, Golden Sun Adept’s Refuge, Golden Sunrise, and Temple of Kraden—in an effort to strengthen our Golden Sun fan community and bring about bigger and better features for our members.
This month, the GSUN is delighted to unveil our very first group initiative: the Golden Sun Mixers! These mixer events will be hosted at different forums throughout the year, inviting members to experience the unique features and personalities of each respective forum.
The first mixer event will be held Friday, December 30 – Sunday, January 1, at Golden Sun Adept’s Refuge http://www.gs-adeptsrefuge.com/forums/! On the days of the event, there will be some light contest and special activities, including GS trivia, Cards Against Humanity, and a GS-themed art contest. This will all be in addition to our normal posting fun, of course.
We hope to see you there!
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Progress Update - Golden Sun Character Creator v0.5α
My apologies for the late update - had a lot of stuff going on in life, and had to put the MK2 system on the back burner. However, I have a way of working on it alongside those things now, so we’re back to getting monthly updates!
Let’s begin, shall we?
Right away, people who’ve used the v0.4α will see that the layout has changed. This has been changed for one primary reason - the fundament system is being overhauled. In doing so, I’ve had to make some changes to how the djinn system works as well. The previous attempt to integrate the fundaments from dark dawn was confusing and unwieldy for all involved. However, this change should not only make things easier to understand, but should also greatly expand the options available for character creation and customization. In this post, I’ll be explaining the new process for creating and equipping djinn, starting with something as simple as choosing an adept’s Fundamental Alignment.
Before, there were six Fundamental affinities - Zenith, Dawn, Clear, Dusk, Nadir, and Eclipse. Each corresponded with one or two aspects. However, that’s been cut down to three far more clear-cut options - Solar, Stellar, and Lunar, corresponding with their appropriate aspects. Adepts, in their most basic form, will only be able to use that one aspect - so a Stellar Venus adept uses Stone. But what if you want a venus adept who uses both Stone and Plants? Or even an adept who uses all three aspects - Stone, Plants, and Crystal?
That’s where the changes to the djinn system come into play. Now you can customize and fine tune not only the elements they wield with the class system, but the aspects they wield and the forms their spells take as they upgrade. It all begins with the djinn...
The djinn tab has changed quite a bit from before. The stat boosts and abilities djinn posses in vanilla have been divorced from one another. The new system has a set of Gems - their own kind of artifact, created to house elemental spirits within them. It’s through these gems that the djinn system now works - the gems grant the stat boosts, while the djinn grant the abilities. The first step is to tune the gems to one another. There are 36 gems in a set that must have stats distributed among them. The values and ranges are based on vanilla stats. In order to help with the tuning, tooltips have been added, giving instruction for what ranges are available and what totals they must reach.
In addition to the tooltips, there is also a set of long form instructions, as well as an in-universe reason detailing the setup.
Unlike the v0.4α version, there’s not a strict total you have to reach for each stat. Instead, there’s a set of totals you have to reach based on combined values - total offenses, total defenses, total auxiliary stats, and an overall stat total. This lets an element be tuned to favor certain stats over others, allowing a set of gems to reflect the character sharing their element, or to make up for that character’s weaknesses, depending on what the desired effect is.
In order to use a gem, it first has to be assigned to one of the character’s gem slots. First select the slot...
Then pick the gem from the dropdown menu. Any name changes you’ve made to the gems will be reflected here as well (though it’s recommended to keep gems named based on on an element’s colors. A gem called Bob isn’t obvious about what it is, after all, and the difference between it and one named George wouldn’t be readily apparent).
As each gem is assigned to a slot, the values associated with that gem will be automatically filled in, so long as the spirit within is Set. From there, the next step is to create the djinn to fill the gem.
The Djinn section can be found below the gems. Here, the first step is to name the djinn.
Next, pick which type of djinn it is from the dropdown menu. This is to help filter out the list of abilities to make them much more manageable.
Finally, select the ability itself from the dropdown menu.
That’s all there really is to it - name, type, ability. However...
Djinn are not the only type of spirits out there. Many spirits are weak, mindless spirits without any real sense of purpose. Gems can easily attract ambient spirits, and when attained and first set, they will. Each element has a generic spirit option, representing a gem that has no djinn set into it. Generic spirits can be used in the class system, and can be channeled to summon and use overdrive classes like Sveta’s Beastform. However, they do not have any abilities of their own, and when used in battle, simply toggle into standby phase. What's more, they cannot affect the fundament system...
...which djinn can. Like adepts, djinn have a fundamental affinity. There are four affinities for djinn - Solar (shown as a golden color), Stellar (shown as a green color), Lunar (shown as an Indigo color), and Neutral (shown as a grey color). Solar, Stellar, and Lunar djinn add their fundamental strength to the adept, contributing to a sort of “fundamental class” on top of their elemental class. Neutral djinn work by boosting an adept’s own innate affinity instead - so if the Adept is Stellar, they boost stellar. If the adept is Lunar, they boost Lunar. There are 9 slots for each aspect for each element, allowing up to 144 different djinn to be chosen from. However, it doesn’t have to be fully filled out - so long as there are nine from each element to be distributed across the party.
But first, the djinn has to be assigned to the gem. After equipping a gem, a dropdown will be able to be selected from containing all the djinn created for that element. Any gaps between entered djinn are condensed for the sake of convenience.
When selected, the abilities and affinities for djinn are auto-filled...
...and affinities are the crux of this system. The more an adept uses affinities other than their own, the more options they have - from more forms for their spells to take, to different aspects their spells manifest as. This even effects buffs and debuffs - for instance, changing a buff from upgrading in a standard manner, such as Impact to High Impact, to upgrading in a different one, such as Impact to a spell with similar effects to Himi’s Weapon Grace.
It's the affinities the djinn grant to an adept that make this possible. What’s more, the new system allows an adept to actually change out one djinn for another, giving very good reason to have more than just the minimum of 9 djinn.
The core idea behind the gem/djinn system is to have options - if you want to set an adept up with djinn abilities in mind, you can focus on that and let the aspects and manifestations fall where they lie. Or, you can spec a character out to get a specific set of skills and abilities, and select djinn from within that setup based on the abilities you like. This effect also works across classes.
When changing classes, swap out the gems with those of another element.
However, due to limitations of Excel and a desire to have compatibility with other programs such as Open Office, I am unable to script things to automatically clear out. As such, when you change a gem when a djinn is equipped, an error message will pop up indicating you have done so.
The solution, of course, is simple. Simply select djinn from the new element.
In this way, you can see the aspect and shapes available for your spells for each element that class has access to.
Note that if you change your mind about what fundamental affinity you want an adept to have, it will have a notable impact on what spells they have available to them.
So, that’s the update for October. Having finally finished the djinn module, the next step is either going to be Weapons or Spells. I don’t think I’ll have such a massive step by step instruction as I did this time, not until I finish the next module. I do think it’s most likely to be Spells I work on next. After all, I’m sure all of you are wondering what the heck those “+Power” “+Range” and “+Effect” things are. Well, that’ll be explained as I give details on spell creation. v0.5α is turning out to be a much more massive update than I had originally anticipated, in large part because I’ve learned how to do a lot of things I once couldn’t figure out (that auto-fill stuff shown off above, for instance). Spells are going to be more about spell creation, so that’s gonna be a hell of a lot of formulas I’m going to have to work in, and that’s gonna take a bit of time to figure out. I hope you’ll be patient.
Anywho, that’s it for now. I’ll be sure to sere you in the next update!
Golden Sunrise Alliance Competition 4.7 has begun!
The alliances have two weeks to create a story, poem, document, script or other form of creative writing using the theme of Justice. Justice means many things to many people. To some, it’s enforcing the law. To others, it’s doing what’s right regardless of what laws get in the way. To a few, justice is a simple equation of “might makes right”. Perhaps they tell a tale of one man’s quest to bring a lawbreaker to justice. Perhaps it’s a document detailing a judge’s ruling as she laid down the law. Or maybe a poet’s musings on what justice really is, compared to what people say it is. How it is interpreted and expressed is up to the alliances themselves!
For those of you whom have joined an alliance, report in to add your thoughts and ideas, and help your alliance claim victory!
For those of you whom haven't joined an alliance, fear not! Your input is highly valued, as you will be the ones to determine who has the best submissions!
If you haven't already, feel free to join Golden Sunrise so you too can join in on the fun!
Golden Sunrise Alliance Competition 4.6 has begun!
The second visual arts competition of the season is here, and its topic?
The alliances have two weeks to create a picture, video, collage, or any other piece of visual medium to express this competition's theme. With the theme of Psynergy, competitors express the theme in whatever means they think appropriate. Perhaps it’s a collage of many images that form a spell icon. Perhaps a photo of one of its members photoshopped to show them casting a spell. Perhaps it’s a drawing of an adept casting a powerful spell all around them. Perhaps even something as simple as a stylized set of icons for a new spell they came up with. How they interpret it, and how they express it, are entirely up to them!
For those of you whom have joined an alliance, report in to add your thoughts and ideas, and help your alliance claim victory!
For those of you whom haven't joined an alliance, fear not! Your input is highly valued, as you will be the ones to determine who has the best submissions!
If you haven't already, feel free to join Golden Sunrise so you too can join in on the fun!
okay real talk, i don’t know if it was ever explained in game but do you think the items that can give you different psynergy powers are actually infused with the original ability in the first place??
What, like artifice? Probably. I consider Psynergy Tools to basically be a form of that. The Frost Jewel and Douse Drop show us that spells that exist outside of these tools can be bestowed upon them, so it’s likely that all the hand spells like Catch, Lift, and Pound are similar - in fact, I’d not be surprised if there’s a Move Token somewhere out there.
I’m guessing plenty of people have made a living off of the manufacture of these items over the years, and in the time of Dark Dawn, I’m surprised that they weren’t being traded in shops already. You’d think with the high demand of adepts said to be going on that we’d be able to buy and sell these tools as artifacts.
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Golden Sunrise’s Alliance Competition officially begins!
And so, Golden Sunrise’s Alliance Competition has started! With 6 members in the Jovian and Mercurian alliances, 4 in the Martian alliance, and 3 in the Venusian alliance, the season starts off with a Worldbuilding Exercise!
The first Competitive Session asks a simple question - with the radical changes the world has undergone, what are these new alliances that have formed - or rather, what are the nations like that formed them? The four alliances have one week to come up with an answer, then it’s up to the Unaligned members to judge which is more appealing! Who will end up on top? Come join and find out!
Join Golden Sunrise Today! You could be the deciding factor!
Or, if you’re already a member, engage in the festivities!
Golden Sunrise‘s new Competition Season is coming!
For those of you wanting to hang out with other GS fans, Golden Sunrise has recently been undergoing a facelift! A new look, a new URL, and soon a new Badge and Award system, Sunrise is being redesigned for the modern Fandom!
Part of that change is in the new Competitions. We’ve ditched the old classical Clans for the new Alliance system. Now you can choose which element you wield and which Alliance you join separately. Want to be a Jupiter Adept fighting for the Mercurian Alliance? Feel free! Want to be a Mars Adept producing great works of art for the Jovian Alliance? Draw away! Perhaps you wish to be a Mercury adept who is unaffiliated, but enjoys watching from the sidelines. Feel free to do that as well!
Our new clan season will be starting in one week, and will last to the end of November! Come, join us, engage in friendly competition, and earn bragging rights for your Alliance!
So lately, I've been kind of facing a bit of a dilemma. While the system I've been working on was born of Golden Sun, there gets to be a point when I feel that things I add or change push too far from GS, and that things in GS prevent me from changing things I want to the system. So I have to ask myself - at what point does GS become more of a burden to the system, rather than serving it? At what point should I divorce my system from GS?
...Well, I think I may have actually started to hit that point.
Let's go over the changes my system has made, shall we?
1: Casting and Warding added to act as stat support for spells. This can be argued to be an evolution of the GS system, and is fine.
2: Fundaments introduced. There's no hiding it - this was caused purely by Dark Dawn, and was simply a way to justify the existence of the Fundaments. It's been a constant source of confusion, and I have never liked having to deal with it. Here, GS is interfering with my system.
3: Weapons given different roles based on type. This can be argued to be both an expansion of the GS system, as well as a justification for weapon type separation (ex: Staves vs Ankhs).
4: Weapon types added based on presence within GS: Spear, Scythe. Both exist already in GS, but weren't playable weapons. Spear made Physical, Scythes put in similar category to Staves and Ankhs. Here, GS and the system serve one another.
5: Summons overhauled. Here, the system overrules and overwrights GS, completely changing an entire mechanic.
6: Character Roles adopted from D&D 4e. This makes team creation easier, and allows teams to better emulate the synergy of the TBS teams (Team Isaac's classes clearly follow something similar to this.)
6: Full character separation instated - teammates no longer share classes. This directly opposes what GS does. Here, the system overrules GS to not only allow for greater team flexibility, but also to help retain each character's core identity (in my version of Team Isaac, Garet is always going to have slower classes, but will also always be the most durable. His support skills would always follow a similar bolstering theme as well). This can be argued to be the first notable departure from GS.
Apart from this, the only "changes" have been new additions to the system (generally new spells and categories). These would all basically fit within GS itself.
So two things in particular have been bothering me for a while. The first thing is a smaller thing - Fists vs Claws. I've always had problems figuring out what the hell to do with Claws, since there's no real clear thing for them. However, it'd be an easy thing to merge them with Fists, as I can see them having a similar purpose (the fourth physical slot would be replaced then with Warhammers). Here, GS is holding my system back in a way that's hard for me to work around.
The second thing is the ongoing problem with Fundaments. The most common question I get is "what is Fundamental Affinity", and it's kind of a pain in the ass. All this to basically justify the existence of the Fundaments... And it's basically a way to say "pick one or two sets"... but then other questions have to be asked - why would you pick one over two? Why specialize at all when picking two would seem to be the better option? I've had to shoe-horn this thing in from the very outset, and every single time I've not been happy with it. But here's the thing... I actually like the idea of the fundaments and fundamental affinity. But the way I'd want to do it would be counter to how GS does it - in fact, doing things my way would result in each and every character in GS not being possible - not in the way GS does things. What I would want to do would be a full and complete separation from GS... and it'd make Fundaments make god damned sense. Basically, I'd make things far simpler:
There are only three fundamental affinities - one for each fundament.
Solar - Crystal, Explosive, Astral, Ice
Stellar - Stone, Flame, Wind, Water
Lunar - Plant, Corrosive, Lightning, Steam
You'd basically be locked into the forms from your affinity. There wouldn't be dual-affinities any more, so these would be clear and concise. However, there would be other things to consider - namely the fundamental affinity of djinn (and/or their analogue).
Djinn that are based on the Solar forms or themes of Light would add Solar affinity to whoever's equipped them (Crystal, Aurora, Sleet, etc)
Djinn that are based on Stellar forms would add Stellar affinity to whoever's equipped them. (Flint, Ember, Gust, etc)
Djinn that are based on Lunar forms or themes of Darkness would add Lunar affinity to whoever's equipped them (Vine, Squall, Shade, etc)
Djinn that are not based on any of the forms add the affinity of an adept's innate affinity (Echo, Fugue, Lull, etc. If given to Rolina, would act as Lunar affinity. If given to Evelyn, would act as Solar affinity.)
Basically, not only would the element of the djinn affect your classes, the fundament of the djinn would affect what form your spells take. Give Rolina enough Solar aligned djinn, and her spells would act as though she was a dual-fundament adept (similar to how dual-element classes work), in this case mixing both Lightning and Astral spells. This would also allow for spells to grow differently. Here's an example...
Rolina normally learns Bolt → Flash Bolt → Blue Bolt. However, when given a small influence of Stellar djinn, it may grow as Bolt → Flash Bolt → White Bolt, going less damage in the final tier, but striking a wider area. If going with Solar, it could go Bolt → Bright Bolt → Spark Bolt, having less power but having a chance to inflict debuffs.
In doing this, everyone is mono-fundamental by their nature, but can branch out and do other things depending on the affinity of the djinn they have equipped. It'd be possible to use all three aspects of an element this way, if you had your djinn laid out properly (ex: Evelyn with 5x Water based djinn and 4x Steam based djinn would have spells representing all three aspects of Mercury).
Of course, this isn't Golden Sun at all. I really like the idea, but to implement it I'd have to have a hard divorce from calling this a GS system. Would it still work to make GS characters? Yeah. I think it'd work well. However, you'd have to make small tweaks and adaptations to get it to work.
So what do you guys think? Should I continue to try and hold this to GS, or should I branch out beyond it?
Progress Update - Golden Sun Character Creator v0.5α
I figure I should keep posting updates here, even if I don’t have full on releases for you guys. It wasn’t fair for me to take as long as I did on that last update, so if posting updates here lets you guys hold me more accountable, so beit.
First things first - I’ve dropped the idea of making a Heroes of Vale sample for v0.4α. To put it simply... v0.4α doesn’t really change a lot between it and v0.3α. Instead, the next big set of examples will come alongside the release of v0.5α.
Speaking of, here’s a list of things coming to the new version that I’ve implemented so far:
Locked Element Slots
The form now has a tab for each element. To create an adept, you have to first go to the tab for their element and fill that out.
Tooltip support
I’ve received many questions about the GSCC that were flat out answered in the info tabs. As such, I’m going to start relying more on in-line tooltip style info to make things easier to understand
These exist alongside the greater info tabs, not in lieu of. Some things, like detailing Tri-Element roles, cannot be done via tool tips due to how... complex some of it can get.
Full Party Statistical Auto-Generation for all classes.
You heard me. I’ve got this done - finished it a couple days ago and have been testing it against both canon stat values as well as some RP teams. They look about what they’d be like they would in-game, which was the goal.
Biggest hurdle was figuring out how to handle tri-element classes, which my system hasn’t really offered any real support for until this version.
Skeletal support for full spell generation
The plan is to have a heavier implementation of drop down menus and autopopulation for spells. Ideally, you can change what the stats and spells you have are on the profiles simply by changing the djinn, just like in the games.
Had to redefine several shorthand abbreviations for spell types to do this. They’re now 3-letter abbreviations compared to the two-letter from before.
So yeah, that’s just the things that have been done so far. There’s still a lot of work that needs to be done, especially in regards to the spell creation tools. I hope to implement equipment creation tools as well by the time it’s released, but I may need to push that back to v0.6α if it proves too time consuming. The biggest hurdle, though, is going to be figuring out how to get some basic database functionality to work in Excel - specifically I need to make sure it will auto-populate cells based on selections made in a dropdown menu. That’s... easier said than done. However, once I figure that out, not only can I auto-fill your class spells by having you change class, I can make it easier to fill out the djinn table and should I get things done in a rather nice timely manner, maybe even weapons and armor as well.
All and all, things are looking rather up. I hope to be able to provide monthly progress updates for this, so stay tuned in February. And if you wanna get in on the development, pop by over into Golden Sunrise, where they often help me test my pre-release versions for bugs and the like. Until next time, tootles~
Updated Release - Golden Sun Character Creator Ver4.1.1
I've made some tweaks to the character creator. These are basically some minor bug fixes:
Fixed an error where conditional formatting wasn’t behaving properly for class display.
Fixed some spelling and grammar issues that were discovered.
Bizarrely, those small fixes - most of which were spelling mistakes - took up a whopping 5 KB. Man, file sizes have gotten big since I was a kid.
Version 4.1.1 can be found here.
I’m beginning work on two example sets - one using some characters veterans of my blog may recognize, and the other being the Heroes of Vale exercise. Note that the HoV is going to take a while due to how much work has to go into tweaking and changing the original GS classes. I’ll be adding tooltips to that one to explain some of the changes I make, so keep an eye out for them with they come out.
Also, it’s come to my attention that some people can’t seem to open an .xlsx file. Guys, come on, it’s 2015 - there’s no excuse for this anymore. If you don’t have Excel, OpenOffice is free and works fine, and Google Docs is totally a thing. If the issue is computer ownership, I built mine while making $8/hr part time, so don’t underestimate what you’re capable of - you’d be surprised what you can pull off even while poor.
Anywho, next update will either be a 4.2 release (should more bugs be found) or the first example set. See ya then!
As usual, if you find any errors let me know so I can fix them~
Edit: That didn’t take long! Found a critical formula error that was throwing off class multipliers. Turns out I was using FLOOR in the one place I should have been using MROUND instead. Oops. Fixed, will keep in mind for future versions. That being said, v4.1.1 is out with that issue fixed.
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I've updated the Character Creator! (about time, right?) This one could be considered “The Equipment Update”.
Here’s the new features!
Updated modular design and template page. It is now optimized for 720p monitors, so as long as you have one of those you should be able to see the full thing.
Re-balanced the influence of luck on character stats
Added statistical support for Djinn and Equipment. Added statistical calculation based on level.
Defined weapon types
Better defined combat roles
Added spell creation system. Currently supports Base Damage spells (ex: Gaia, Fire)
Added spell layout support, defined spell types, introduced new spell varieties
Created a better lexicon. The new one goes much more in depth into the terms used not only in the system, but in the character creator itself.
You can find the new version here.
This is the first iteration of this version. If you find any errors or want something in the lexicon added or clarified that I may have missed, please let me know so I can go in and edit the template and upload the new version for you.~
I’ll be updating this thread with character examples and a remix of The Heroes of Vale exercise from last time, so keep an eye on it!
The next version will hopefully be released sooner. That one will be the “Party Update”, and will add party support, alt-class support, and will have a much more in-depth spell creation system in place than the rudimentary one in v4.
So when will the next update to the Golden Sun Character Creator be? It's been a while, and there hasn't been much word of it.
I’m working on getting it out. It’s undergone a few overhauls, after all. Maybe in a couple months - it’s kinda hard getting Excel to do things it doesn’t want to do. Lord knows I’ve had all sorts of problems trying to figure out how to get it to work with alt-classes and full party creation. Those won’t be features of the new version, sadly.
So, I've been doing a bit of creative thinking (shocking, I know), and the way I see it, there's a few things you can do to expand GS's battle system a bit. The first is the overhaul I've been doing, of course. But the other thing is something that can't be done globally - something that needs a personal touch, and is unique to each person. Fighting Style Skillsets.
I've got a few that I've come up with on my own listed below, as well as what they do. What about you guys? What can you come up with?
Style 1: Blink Assault
Rolina is mainly about a full force offense, completely embracing the philosophy of a blitzkreig. Her circuit spell allows her to close in on an enemy quickly and start up an unrelenting assault. This is very powerful, but also incredibly costly - she burns out quite quickly in battle, and is at a severe disadvantage in prolonged fights. In game, this is reflected by the Blink set of skills. It's a passive effect, allowing her a decent chance to counter priority moves, a near-zero chance to counter physical attacks, a low chance to counter spells, and a high chance to counter summons. This style has two main weaknesses - durable foes, and fast foes. Durable foes are able to simply outlast the assault. She burns through PP reserves like it was nothing, after all. Anything faster than her will actually cause her abilities to trigger less, to the point that a for who's Ivan-fast may very well drop her summon-counter chance to as low as 40%, putting her at a disadvantage.
Blink Assault revolves around the Circuit field spell. Ordinarily, this spell works similar to the Grip spell in Dark Dawn in terms of functionality - teleporting the caster from point a to magnetic point b. In combat, though, a lesser form of this known as "blink" can be used. That technique is how this style works. Here's the associated abilities:
Blink Cancel - Medium Chance - When an enemy uses a priority move, there a chance for the adept to take their turn instead, cancelling the priority status of the enemy's turn. In this manner, things such as quick attacks, healing, or barriers can be delayed, and not only can the caster get in their turn first, but all allies faster than the target can strike before it as well. This can only work on one foe at a time, so if two foes have a priority move, this can only steal the priority of one.
Blink Counter/Attack - 0 Chance - When an enemy uses a physical attack or a power spell (ex: Ragnarok) on the adept, there is a base zero chance that the adept will blink, causing the attack to miss. They then retaliate with a standard physical attack. This attack can critical, but it cannot trigger an unleash. This can only occur once per turn.
Blink Counter/Spell - Low Chance - When an enemy uses a base attack spell (ex: Gaia) on the adept, there is a low chance that the adept will blink and the spell will miss. They will then appear behind the enemy and will cast their strongest base attack spell, but will only hit the target they're retaliating against with it. This can only occur once per turn.
Blink Counter/Summon - High Chance - When an enemy moves to use a summon (both in the Mk1 and Mk2 systems), the opening they present allows the adept to punish their action. The adept has a high chance of blinking, causing any actions the summon does to miss them, and will then retaliate with the strongest power spell in their arsenal. This has no limit to how many times it can happen in a turn.
The success rate of blink skills is based on two things - the base chance, and differences in agility. The faster the adept is compared to the target, the more that gets added to the base chance. The lower it is, the more that gets removed from the base chance. This is done on a percentile basis, and the highest one can expect is an additional 25% chance to trigger the blink. Furthermore, blinking cannot occur if the caster does not have the PP to preform the action. Blinking in and of itself also casts PP, equal to that of the cost of the Circuit spell (2PP).
Style 2: Artificer's Arsenal
Robert Joe is a crafter, and one of the people leading the big push to integrate psynergy into technology. This premier forger of magitech gear not only has the ability to make artifacts, but to also modify them to magitech versions of themselves, and even modify them to change and enhance their properties. These skills aren't all that much for combat, but that's why he builds drones to assist him in battle, and is able to make a decent variety of them for whatever situation comes up.
While there are many artifacts in the world of Weyard, there are also too many people who make these artifacts. These are known as Artificers, those whom have the ability to craft wonderful pieces of equipment. Their skills revolve around item creation and modification, and have interesting effects in battle as well.
Forge - the art of creating an Artifact. This is typically done by taking a mundane item, adding a base material, and adding an enhancing material. Through this, a wide variety of artifacts can be made, from arms and armor, to even special items unique to the artificer.
Convert - converts a piece of equipment into a moddable form (think magitech). This gives arms and armor slots that allow an artificer to add interchangeable tweaks and enhancements - two for weapons, and one for each piece of armor. This usually has a material cost associated with it based on what is being Converted into moddable form. Converted weapons retain their unleashes, though mods can override their element and effect. Converted armor tends to simply get additional effects via mods.
Modify - installs a forged mod into a slot on any given weapon or armor. The psynergy cost depends on the mod being installed and the artifact it's being installed into (ex: Modding a Sol Blade would be quite pricy indeed).
Mods - a type of artifact unique to artificer use. By using the Modify ability on a converted artifact, mods can enhance or changer the attributes of the artifact. For example, installing a Celestial mod into the Sol Blade would cause Megiddo to drop a miniature star onto the enemies instead, dealing jupiter damage instead of venus. Added a Stone mod onto Excalibur could cause it to do venus damage with the Legend unleash, essentially sending 1-3 ragnaroks into the enemy.
Adds - a type of artifact unique to artificer use. Adds are miniature drones that an artificer can send into battle by using them as an item. Up to three drones can be active at once (using another will deactivate the first one), and each will give a slight passive buff to the party (ex: Buff a stat by 10%). Ordinarily, that's all they do. But when an unleash is triggered by the adept, the adds will open fire as well, causing a small multiplier in damage to the attack (10% per add).
Artificers are all about item creation, and are basically the way to go if you want to have a more magitech-themed golden sun character.
Style 3: Blaze Burner
Kale is a fire mage, and a pretty good one. Having been to an area like Magma Rock and learning Blaze, he felt it initially useless... but inspiration struck as he tried it out in battle. He's now able to direct the blaze spell to increase the radius of his spells, cause them to focus down on a single target, or even linger around a bit longer than normal. It's all about killing things with fire for him, so by utilizing this spell into his fighting style, he's able to expand on anything and everything flame based to take down his target. Of course, the obvious downside to using blaze as often is that it'll drain him faster, so he practices a healthy doze of strategy in his application of it.
So, Blaze. That useless spell that Jenna got at Magma Rock, right? Well, this style puts that spell to good use. A blaze burner learns to cast blaze to enhance their own flame-based spells, giving them more power.
Blaze Extend - Extends the radius of any flame aspect spell by one size. This can apply to bestowed unleashes, power spells, base attack spells, anything that uses the flame aspect. As such, spells that once strike 3 enemies now strike 5, spells that once struck 5 now strike 7, etc. The magnitude of these spells is unchanged, though.
Blaze Focus - by lowering the magnitude of a spell, the actual power of the spell is enhanced by 20%. If the spell's magnitude is already Low (ex: power spells, bestowed unleashes), then the range is reduced by one (minimum of 1).
Blaze Burn - by lowering the power of a spell by 20%, the caster causes the area to catch aflame, causing damage equal to 25% of the spell's strength over four turns. This does not stack - additional spells will overwrite the effect.
Blaze only works on flame aspect spells - acidic and explosive spells are unaffected. As blaze is an active-use skill, it also will not work on howling unleashes. When selecting a flame aspect spell, the option will be given to cast it normally, Extend it, Focus it, or Burn it. The additional cost is equal to the cost of blaze times the number of default targets that a spell has (ex: Blaze costs 2 PP. using Blaze Extend on Inferno will cost an extra 10 PP to cast).
So what do you think? Got any styles you want to suggest or post?
Updated Release - Golden Sun Character Creator Mk3.3
I've updated the Character Creator. While no new features have been added, it has been made more user friendly, and bugs have been squashed.
Spreadsheet changed to modular build to ease implementation of new version updates.
Drop Down Menus implemented in order to streamline process.
Three Templates merged into one. Class upgrades now based on Build field.
Race and Subrace added. No function yet other than aesthetic.
Tied Luck value to Primary role.
Additional examples to better display how the system works.
You can find the updated version here.
In addition, as a character building exercise, I have recreated the original Heroes of Value using this system. Due to how it works, Felix and Sheba are given different classes (as they rightly deserved in the first place). The roles of the characters are determined by two factors - spell layout for their base class, and their base Luck value. As new versions of the GSCC are released, new versions of the Exercise will be released alongside them, allowing a better look at how these would be implemented in the original games. Should I get a hold of the stat targets for the Dark Dawn characters, a second exercise will be made for that game as well, but without the raw data it is hard to show how it would be implemented.
You can find the Heroes of Vale Exercise here.
Well, with that all said and done, see you next update!~
Edit: Did some quick bug hunting. Some errors were fixed, so it's been updated from 3.2 to 3.3.
I've updated the Golden Sun Character Creation Template to its next incarnation. Click here for the spreadsheet (xlsx file). The following changes have been made:
Inepts redefined as Freelancers.
Removed weapon type: Martial
Redefined Weapons:
Daggers (Hybrid to Mystic)
Scythes (Hybrid to Mystic)
General overhaul of weapon roles (incomplete, not final) Builds now fully customizable Roles Redefined Base Luck now determined by Primary Role Min and Max stat values defined Luck now factors in to balance. Checks luck multiplier (LUK x field). Independent tabs for Freelancer, Physical, and Caster builds.
Later on, I will be posting a more in-depth explanation of weapons and how they'll work in the system. Future updates will include weapon information, as well as slots for equipment and djinn (current forms do not factor these into stats).
If you cannot open an xlsx file, you need a version of Microsoft Excel after 2003, or need to have the latest version of Open Office Calc.
If you have any questions, please feel free to throw me an ask.
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As Jay Yarow notes at the link above, “This would create the biggest pay-TV business by a mile. There’s not exactly a ton of competition in the world of cable, but this would effectively make it nonexistent.” Comcast and Time Warner are the two largest ISP’s in the United States. This would be like Coca-Cola and Pepsi merging into one super beverage company. As a friend of mine said earlier, “if this deal actually goes through, anti-trust legislation is effectively dead letter.”
This is a disaster. We need to fight this - what they're doing is creating a monopoly on cable and internet across the nation. As much as I dislike most liberal government types, then is when we need them. They're the ones who are supposed to shut down horrible anti-consumer moves like this.
Obama, if you're listening, and you wanna gain a bit of trust with this conservative, kill this business deal, and punish them for daring to try. For the rest of you guys, I know I'm not one to call for this and tend to try and avoid this type of thing, spread this, make it viral if you can. We've got to stop this.
I’ve talked around a bit, and have noticed that a lot of people seem to be Round Weyard Athiests. Allow me to put your skepticism to rest.
Weyard, in its current state, cannot possibly be round. Why do you ask this? Well, look at the landmass itself. If Weyard was round, then you cannot reach...
I can take this further if you guys want. I've posted Flip Side Theory on other fansites before, so I could just make some helpful charts to help explain it a bit better in a more in-depth post.