Posts from ⚔️Serberia
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Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Wait until evening, at least; I'm fasting today.
e si ieu muoir, er mi grans deliuriers
healing is good, it's already available to Ment.
This is to say that insurance won't be unnecessary.
I choose immunity to bleeding and go to learn from Eisen.
Let me go over the constellations, but only those tied to the passage of years. Because the rest simply give a bonus to characteristics, and everything is immediately clear with them.
The character produces higher quality items. Additional skills at the start.
Unfortunately, no one has chosen this sign, so it is difficult for me to assess its impact on skills. If it works similarly to Elheim, then it is a very strong pick for any character and a direct competitor to the Mage. If, however, it simply gives crafting skills regardless of the mentor, then it is a good way to create a versatile character. The principle of the bonus's operation directly on crafting is, unfortunately, difficult to assess. At a minimum, it should help in earning money when using crafting professions, if they take this into account.
Once a day, the character can restore health, spell points, and other resources, as well as remove negative effects at any time without spending a turn.
A choice for those who are afraid that a succubus will charm them, a black mage will control them, a heckel will poison them, or a Mage Guild character will paralyze them. It helps both against rare, exceptional cases and directly in battle. It is of particular interest to mages (doubles their mana reserve) and durable tanks, as it gives them a source of healing that ignores effects such as injury.
+1 to event points.
A sign aimed at developing the character, as (if the experience works as in the game) it directly affects the speed of skill learning, but at the same time can be used for other purposes. For a character not from Reichheim, this is at least +25% to experience. But I would say that in reality it turns out to be even more, since players rarely spend all their event points on leveling up. Useful for everyone.
Once per battle, it cancels the first negative effect or attack applied to the character.
A kind of analogue of the Cup, but for characters who should not be hit often, such as agile characters with parries. Useful separately from abilities, but not overpowered, while in combination with certain features it becomes very strong.
+5 to stealth, +5% to critical hit chance.
Perhaps the weakest of the signs in the game. +5 stealth looks quite situational and will only interest a player who wants to level it up in every possible way. But, considering that there are already ways in the game to raise agility and speed at the same time, they are already doing well with this. So this is just a big plus to a very situational parameter. If I were playing an assassin, I would rather take the Lyre - the effect on stealth will have almost the same effect, but will also help with all other rolls. As for the 5% crit, this bonus cannot be called significant against the rest of the signs - it is equivalent to +7.5% final damage. Against some Hero, which even with the most straightforward use gives the character +20% final-final damage (as well as a degree of flexibility in its actions), it does not look very good. In order to somehow compete with its counterpart, the Snake would be good to give at least +10%, or even +15% to the chance to inflict a critical hit. And all this, apart from the fact that the Snake is simply the most boring of the signs, any of its bonuses can be achieved by leveling up characteristics, while all the other zodiac signs give a unique passive ability, an active ability, or a bonus to a rare parameter, which is either difficult or impossible to duplicate.
+3 to movement speed, immunity to slow.
Doubling the character's starting speed and immunity to a very unpleasant debuff. A strong bonus in itself, but with the right approach to creating a character, it becomes even stronger.
+20% to health regeneration at the beginning of the turn.
A kind of more stable competitor to the Cup, for those who want sustain characters. If the opponent is not able to frequently apply serious debuffs to the character (i.e., is not able to cause poison, bleeding, injury, burn, control, and paralysis with anything other than crits), then this option is good. In any other situations, in my opinion, it loses to the Cup - some kind of injury completely makes this feature useless. Immunity to it would probably improve the situation somewhat, but it is difficult to say for sure. Don't be tempted by an easy source of regeneration, guys.
20% chance to activate an additional turn after the previous one is completed.
Potentially a strong sign, especially for a character aimed at dealing damage, but highly dependent on luck. If you want something more reliable, then I advise you to take a closer look at other signs. In other situations, I would say that it is not the worst option.
The character makes two rolls and uses the best of the results (does not apply to games).
The strongest of the zodiac signs, and none of them even comes close to it. The magnitude of the effect varies depending on the parameters of both the character and the opponent, but for simplicity, you can consider the Lyre as +5 to each of the parameters used for the rolls (but in reality, the effect may be even stronger). Overpowered, if not on the level of the double turn of the Nozenrot, then very close to it.
Once a day, the character can escape from battle at any time, without spending a turn and even if he cannot move for any reason.
A choice for those who like to die not from Mage Guild characters, but from fruits. A good option for mages who have spent all their mana, or for non-combat supports who may be drawn into battle. Or for those who highly value their character's life and are willing to pay with combat effectiveness for the ability to save him. Not the most overpowered sign, but it does its job well.
Immunity to control, charm, and confusion.
A choice for those who are very afraid of succubi, ikigai, and kirishimas. A good pick for a character with low willpower or for someone who has taken Eugen as their origin. The Cup will probably be stronger and more versatile, but in some other situations, the Crown should be more useful.
Actual damage taken -30%.
Another competitor to the Cup, similar to the Warrior, but does its job better than the latter. Together with the friendship bonus from Aizen, it will make the character almost invulnerable, provided that he can wear heavy armor.

