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#money spell tutorial
enchanting-jewel · 9 months
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Super Easy Money Bowl Tutorial:
You are welcome to swap out some of the ingredients with anything else you feel is money or abundance attracting or calls to you. A few suggestions are:
Alfalfa… quick witch tip: store some in your cabinet so you never go hungry!
Basil… if you’re trying to attract money for your business
Blackberry… leaves and berries attract wealth
Blue violet… for good fortune
Buckeye… good luck and attracts money and wealth
Clover… luck and attracting money
Comfrey… use the root for money
Dill… money and luck
High John… obtaining success, to win at gambling, luck and money
Irish Moss… luck herb, gamblers herb and ensures a steady flow of money
Jasmine… draws wealth and money
Jezebel root… money and achievement
Job’s tears… attracts luck, wishes and money
Lo John… money, success and luck
Mandrake… prosperity
Mint… draws in customers into a business, brings wealth and prosperity if you rub it on money
Nutmeg… attracts prosperity, brings luck, and money
Oak moss… luck and money
Oat straw… draws in money
Patchouli… draws in money
Peony… good luck, good fortune prosperity and business success
Periwinkle..: attract money
Red clover… money
Rice… attracts money
Star Anise… brings luck
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Some crystals you can add are:
Pyrite
Green Jade
Clear quartz
Tigers eye
Amazonite
Rutilated quartz
Ametrine
Emerald
Peridot
Carnelian
Moss Agate
Amethyst
Hematite
Garnet
Turquoise
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And as mentioned in the video, you don’t have to use real money until you acquire some. You can use play money or coins. Just replenish whenever you obtain money and constantly feed your bowl.
Add anything else that resonates with you and obtaining your goal for this bowl. Instead of salt on the bottom, you can replace with rice. You don’t have to sprinkle cinnamon, you can use the sticks just the same.
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I hope this inspires you to make your own bowl and you receive all the blessings you deserve. If you have questions or if I left something out, please let me know!
Love and light witches! Follow for witchy vibes full of spells, tips, and loads of information!
Oh and this is literally my first voice over EVERRRRR so please be easy on me I was trying to speak clearly and I was nervous bc I hate my voice. Haha
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rpgsandbox · 1 year
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After last year’s successful kickstarter, Limitless Heroics is now available.
Limitless Heroics: Including Characters with Disabilities, Mental Illness, and Neurodivergence in Fifth Edition
When you play a tabletop role-playing game like 5e, you want to be the hero. The world is different for you having been there, better. What if you could make the real world better by playing an RPG?! That’s what Limitless Heroics is all about. Limitless Heroics is the most comprehensive disability compendium ever created for a Tabletop Role-Playing Game. For Fifth Edition, it provides:
450+ Traits: Game mechanics for nearly every condition or trait in existence (plus some fantasy traits, because that’s what you should expect in a world with magic) with 4 Impact Extents, and 6 Frequencies. With 1–6 traits per character (or more), that’s 64,800+ combinations with the option to add more.
78 Random tables to choose or generate the traits, their Impact Extent, and their frequency (Get a free ashcan sample with all the tables from the book.)
200+ New Magic Items and an online random generator for thousands more! Nearly every trait includes mundane and magic assistive options.
4 New Monster Stat Blocks because sometimes, the disability or assistive device is a creature.
6 New Spells because sometimes, assistance comes from a spellbook
Service animals designed as classes (similar to sidekicks)
50 Example NPCs, fully illustrated, ready to use
A one-shot adventure
Thousands of real world examples so players can learn more and better represent the traits
Tutorials: Opening articles discuss how and why to implement these options, how to discuss it with your players, and common tropes to avoid. You have all the tools here to run an inclusive campaign.
Our website will have a free random generator to simplify determining character traits, but you’ll need the book for the descriptions and mechanics, or you can use the included tables to choose or roll manually.
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We talked to dozens of people with diverse conditions to make sure our game mechanics represented their experiences before writing it, and over 900 people looked at the manuscript draft, and we got 90 pages of feedback from their experiences!
All writers, editors, and artists hired for this book are disabled, neurodivergent, and/or have mental or chronic illness.
Book Accessibility
Dyslexia-friendly layout
PDF, ePub, and plain text versions
Fully screen reader accessible
Indexed audio version included with every digital purchase
A player’s edition of the book is also available:
The Players Edition of Limitless Heroics includes everything in the full book except the adventure, magic items, and NPCs, reducing the size and associated costs by 346 pages. If you plan to use these resources in settings where you need multiple copies (e.g. schools, clinics, community organizations, etc.), this will save you some money.
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freemindedspirit · 3 months
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https://www.tumblr.com/freemindedspirit/740244550749241344/when-you-do-a-money-spell-that-you-think-did?source=share
Tutorial please 👁👄👁
Miaro's big bag money bowl
Keep in mind this is not the only money spell i have done. There were a few before that, but this last one really spoke in volumes, each spell was taking more momentum and this one is the one that made everything fall down.
What you need :
-some sort of bowl or plate
-trinkets from your childhood you associate with riches
-some fake jewelry
-some little toys you associate with riches
-foreign currency
-things that remind you of gold, of stability, of richness, of treasures etc
-potentially a sigil or rune if you are into that
I personally used some gifted pieces of jewelry in fake gold and fake stones, a small toy chest filled with foreign currency coins and covered with yellow wax, some golden keychains etc.
Basically, what this spell focuses on, is habituating your mind to associate money with fun, happy, easy childlike things, it works best paired with some inner work about your relationship with money because it does just that. It keeps away old thinking patterns about money and opens a freeway for it to come to you.
Reminder that its not because it worked for me in that specific way that i can assure it will work for you. What it did was set up a lot of happy coincidences and circumstances together that were already on my radar anyways, it just not only assured thry happened but also made them happen at the same time. Im sure it can do wonders from people who expect an aid, a scholarship or a big gift, but I cannot garantee anything in anyway. The spell also took about a month to do anything visible.
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Mod I Wish Existed
Play as Miraak Alternate Start.
Still able to freely choose race and gender - if we’re going AU then Lady Miraak or Khajiit Miraak can work, why not.  You can call yourself what you like - keeping the name the Dov gave you or leaving it behind.
Starting point is in the Temple of Miraak with your cultists around you.  You’ve got Destruction and Speech set to 100, Alteration and Restoration set to 75, One-Handed and Heavy Armour set to 50, Conjuration 40, all other skills race-based.  You are level 40... and so is everything else, hem hem.  Tutorial message advises you to view the level up screen immediately so you can assign attributes and perks as you see fit.
Starting spells: all novice and apprentice vanilla Destruction spells, Greater Ward, Steadfast Ward, Fast Healing, Healing Hands, Healing, Cure Wounds, Thunderbolt, Wall of Storms, Lightning Cloak, Ebonyflesh, Ironflesh, Stoneflesh, Conjure Seeker, Conjure Lurker.
Starting Shouts: Bend Will, Dragon Aspect, Unrelenting Force, Become Ethereal, Fire Breath, Frost Breath, Whirlwind Sprint, Disarm, Dismay.  All fully unlocked.  You have 10 dragon souls.  You still need to learn everything else.  Your Shout cooldown is half what a standard PC would be.
Shrines present in your temple that give the benefits of the end of Waking Dreams and Epistolary Acumen if you activate them.  If you have Pilgrim or Wintersun there’ll be a Mora shrine too.
Starting inventory: just the robes, mask, staff and sword.
The Dragonborn main quest simply never fires up, but you can do any other Solstheim quest.  If you go to the Skaal Village, first thing you see is Deor and Fanari arguing.  Tel Mithryn largely unchanged.  Raven Rock ditto.  No one is working at the All-Maker Stones, and they’re all yours.  You need to visit each Stone to activate its power though.  The locations are on your starting map but not open for fast travel.
Inside the temple, it’s actually tricked out as a player home - you have a master bedroom with weapons racks, mannequins, shelves and storage chests.  The kitchen and dining room has food and drink to help yourself to plus a cultist with food and drink for sale plus rumour dialogue.  There is an alchemy room with several alchemy labs, free potions and ingredients to help yourself to, and an alchemist with the ability to train you in the arts and who sells ingredients and potions.  The enchanting room has standard and staff enchanters, a selection of heart stone and soul gems, plus a cultist who can train you in Enchanting and has soul gems and mage gear for sale.  The smithy has all smithing stations, a wood-chopping station with a woodcutter’s axe next to it, a chest with various ingots and pelts in it plus some free lockpicks, and an ancient nordic pickaxe available.  There’s also a cultist who acts as a blacksmith merchant who can train you in Smithing.  Last but not least, there is a bathroom, including showers, toilet, a jacuzzi and swimming pool.
Cultists wander around freely with generic dialogue for the most part.  No cultist is ever hostile.  About three or four are available as followers and Hearthfire stewards.  If you join the civil war, some of your cultists will join you for set piece battles.  They can also be recruited to the Blades.
No children’s bedroom but you can ask one of your cultists to set one up (for a fee - they would give you stuff for free but they have their own expenses).  There is also a treasure room with money in it - perhaps a couple of thousand to start.  The cult is not that wealthy but will hand its profits over.
LOTD plugin - Micmou’s Spade relocated from Apocrypha to the Temple, the Dragonborn display activates as soon as you become relic hunter officially, and the text declares Miraak to be an ancient hero who will return one day to save Skyrim in her darkest hour.  Sahrotaar scales available by simply asking Sahrotaar for some after the museum opens up.  Replica recipes for your gear and Black Books also available at that point.  Nchardak Control Cubes already on display.
Plugin for Deus Mons - you have the key in your inventory already and there’s no guardian dragon. Location is on your map, and reachable on dragon back.
Outside the temple, your dragons will be found living.  All permanently friendly and available for riding just by activating.  You also have shouts to summon them - if there are enemies, they’ll attack, if not, they’ll land in case you want to ride them.  Fast travel to the Skyrim map is available if you’re on dragonback but not otherwise until you’ve paid Gjalund at least once.  The hold capitals are automatically unlocked if you’re on dragon back as are any other destinations you’ve heard of - exceptions are Skuldafn, Shrine of Malacath, Throat of the World and Forgotten Vale, these need to be unlocked via the usual quests before you can take your dragons there.  Assume Skuldafn’s location was either unknown to you before or Alduin had it shielded from you after the rebellion, so you still need to rely on Odahviing flying you in.
All other content is completely unchanged!  No one’s heard of you on the mainland, no one on Solstheim remembers anything about working the Stones, so you’re all good to go.  Possible tweaks might be needed to Way of the Voice to account for you knowing the Shouts already.  Otherwise off you go, and the First Dragonborn Turned Last Dragonborn can either go finish what he started with Alduin, or just take up fishing instead.
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blubberquark · 4 months
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New Year's Resolutions
Hey everybody. It's a new year. Happy New Year!
Gamedev Blogging
Last year I have fallen behind on posting gamedev stuff. It's mostly because there is no good way to format code listings in the new editor. So this year, I am not even going to try eith gamedev tutorials on tumblr. I might post them elsewhere and just link them. I have already taken a look at Cohost, but It doesn't have the features I need. Wouldn't it be cook if you could post pico-8 carts on cohost? Or source code listings? Or LaTeX? I might as well write the HTML by hand and host it somewhere. But that won't be the focus of this blog in 2024.
Instead I'm going to do more tumblr posting about game design, just less on the code side. It will be more on the screenshot side. First thing will be about my 2023 Game Of The Year. It will probably surprise you. I did not expect it to be this good. You can also expect something about some of my old prototypes. Over the years I have started and abandoned game prototypes after either concluding that the idea won't work and can't be made to work, or after learning what I needed to learn. What did I learn? Wait and find out!
Computer Litaracy
I'll also attempt to write more about general computing and "computer literacy" topics. I have two particular "series" or "categories" in mind already. Almost Good: Technologies that sound great when you hear abut them, but that don't work as well as you might think when you try them out. Harmful Assumptions About Computing: Non-technical people often have surprising ideas about how computers work. As a technically inclined person, you don't even realise how far these unspoken assumptions about computers can reach.
Usability of computers and software seems to have gotten worse rather than better in many aspects, while computers have become entrenched in every workplace, our private lives, and in our interactions with corporations and government services. Computer literacy has also become worse in certain ways, and I think I know some reasons why.
There will also be some posts about forum moderation and community management. It's rather basic and common-sense stuff, but I want to spell it out.
Actual Game Development
I am going to release a puzzle game in 2024. You will be able to buy it for money. You can hold me to it. This is my biggest New Year's Resolution.
I will continue to work on two games of mine. One will be the game I just mentioned. The other is Wyst. I put the project on ice because I was running out of inspiration for a while, but I think I am sufficiently inspired now. I will pick it up again and add two more worlds to the game, and get it into a "complete" state. I'll also have to do a whole lot of playtesting. This may be the last time I touch Unity3d.
I will try out two new engines and write one or two proof-of-concept games in each of them, maybe something really simple like "Flappy Bird", and one game jam "warm-up" thing, with the scope of a Ludum Dare compo game. Maybe that means I'll write Tetris or Pong multiple times. I probably won't put the "Pong in Godot" on itch.io page next to a "Pong in Raylib" and "Pong in Bevy", but I'll just put the code on my GitHub. The goal is to have more options for a game jam, so I can decide to use Godot if it is a better fit for the jam topic.
In the past, I have always reached for PyGame by default, because Python is the language that has flask and Django and sqlalchemy and numpy and pyTorch, and because I mostly want to make games in 2D. I want to get out of my comfort zone. In addition to the general-purpose game engines, I will try to develop something in bitsy, AGS, twine, pico-8 or Ren'Py. I want to force myself to try a different genre this way. Maybe I'll make an archaeologist dating simulator.
All in all, this means I will so significant work on two existing projects, revisit some old failed prototypes to do a postmortem, I'll write at least six new prototypes, and two new jam games, plus some genre/narrative experiments. That's a lot already. So here's an anti-resolution: I won't even try to develop any of my new prototypes into full releases. I will only work on existing projects from 2023 or before if I develop anything into playable demo versions or full games. I won't get sidetracked by the next Ludum Dare game, I promise. After the jam is over, I'll put down the project, at least until 2025.
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kichimiangra · 3 months
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KAY. CEEEEEEEEEEE!!!!
I wanna collaborate! How do I unlock collaborative mode with you??
First you have to beat the main story in order to unlock New Game+. Once that's unlocked Start a NG+ save file. You can select one thing to carry over to the new save and although the next step sounds easier if you select to carry over your levels and skills you have to select to keep items and equipment for this to work. Once the NG+ has been started use the key item you got in the haunted house on the previous save (Holy Water) in the first tutorial dungeon before going to the boss. This will make it so the boss will cast a new spell called "Magna Aura". This will cause a debuff to be cast on you. You need this debuff to go on so dont kill the boss until you been afflicted. Once you have the debuff you can move on but fair warning: staying at an inn will cure the debuff so your going to have to grind low level low damage dealing enemies for gold early on because you'll need the money to heal with items from the shop to keep the debuff. This is going to be hard because from here the time is ticking as the debuff only lasts 12 hours of game play on the system clock so you won't have a lot of time to grind money. My recommendation is checking some speed runs and see if you can perform any sequence breaks to save time. I've never been able to actually perform one myself but I've seen it done on YouTube vids so I know it's possible. Either way you need to speed run to the final dungeon before the Magna Aura debuff wears off. This makes it so that the treasure chest that normally has the best sword in the game "Sol Del Sol" in it to drop the "Sol Del Luna" instead.
Now that you have the Sol Del Luna equip it. Normally once you enter the final dungeon you can't exit it so if you save in there your game is sorta softlocked but if you have the Sol Del Luna it let's you leave through the front door. I should have mentioned this earlier, but while speedrunning to the final dungeon you probably wouldn't have had time to do this but I'm going to stress this: DON'T START THE ZODIAK GAUNTLET UNTIL YOU'VE GOTTEN THE SOL DEL LUNA. DON'T EVEN GO IN THERE YET IF YOU DON'T HAVE THAT SWORD EQUIPPED!! If you have the Sol Del Luna equipped now and you go to fight the 12 Zodiak bosses they'll each drop a gemstone ((except for the Cappricorn that will drop "Orange". This is a mistranslation of 'Citrine', (Citrino) as the English localization is based on the Spanish localization of the game so you SHOULD get 11 gemstones and an orange. This is normal.))
(you probably have to level grind but without the time limit you can take your time here)
Once you have the 12 gemstones go beat the final boss and start another NG+ where you keep your items and equipment. At the beginning of the game before your hometown gets burned down after the tutorial go to the fountain in the forest behind your house. If you have the gems a cutscene will play and the fountain will move showing the staircase to a secret dungeon. Go in but be warned saving is disabled inside so you have to do this in one fell swoop. There's an optional boss called Forest Guardia you gotta make sure not to miss or you have to do the whole thing over again. Afterwards it'll skip the tutorial and go straight to your village being on fire scene, except the villages won't be dead afterwards. Play the game normally up to the point where the princess you saved gives you her hankerchief and return to your hometown to start a trading quest. Again play the game normally but each town will now have 1 npc that will want to trade from another item in the quest chain. One completed the Sol Del Sol treasure box will instead be a Mimic. Kill it and it will drop a "Funny hat". Beat the last boss with the Funny Hat equipped. Do one more NG+ But this time select "Carry Over Acievements".
On this next NG+ you should have unlocked collaboration mode.
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azure-wolf-227 · 11 months
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Music Star Luz AU
Luz Noceda has always loved music. It was her favorite thing besides fantasy stories. She and her father would often play together and make up funny and sweet songs.
After Manny’s death, money was a bit tight despite Camila’s best efforts to shield her daughter from the severity of it. Determined to help her mother, Luz summited a song she wrote to a music competition in hopes of winning some prize money. Luz’s song not only won first place, but also shoot her into the path of fame. Despite her worry about her daughter being pushed into fame so young, Camila encouraged Luz to share her talent with the world. 
Luz was at first thrilled about being a famous music star, but then the pressures of fame began to bear down on her. The thing that bothered Luz the most was how lonely she felt because most people her age were her fans rather than friends, or just wanted to befriend her for her fame. By the time she turned 14, Luz was feeling burnout from the fame and had even began to loose her passion for music. So, Camila decides to sent Luz to a house/villa owned as a way for Luz to relax, and maybe find inspiration for her next album.
Of course, we all know that Luz ends up following a certain owl into a new world. Luz decides to stay in the Demon Realm to get song inspiration from this new world - and yes, because she also wants to be a witch.
Because this Luz is a musician, there will be a focus on Bard Magic, and I want Luz to be able to use it in some way. The idea is that she either finds a Bard Magic Glyph that she carves into her instruments to channel the magic; or, make it so that some Bard Magic can be used without the need to a bile sac. Like, some spells do require the use the the witch’s internal magic, but bards can also manipulate the external/ambient magic through their music.
Due to the focus on Bard Magic, Raine Whispers would appear earlier and have a more significant role. They first appear in Covention because Luz was interested in the Bard Coven booth. Luz uses Bard Magic during her duel with Amity and when Lilith accuses her and Eda of cheating, Raine would defend them. Raine’s earlier appearance would lead to things like Bard Magic Mentor Raine, Older Sibling BATTs, and maybe Raeda Romance Rekindled.
Vee obviously takes Luz place in this AU, but she has a few problems because unlike Luz, Vee doesn’t know how to play music instruments or even sing. Fortunately, Vee quickly learns how to play the guitar by watching video tutorials - I headcanon that Basilisks are naturally good at learning by imitation. Also, she meets and befriends Marsha (and the other two), who is helps her compose songs. So, “Luz” next album is a collab between Vee and Marsha.
Some notes:
Luz main instrument is the acoustic guitar, but she also knows how to play several other instruments like electric guitar, piano, trumpet, drums, violin, clarinet, and a few others.
Luz’s guitar was a gift from her father and her favorite instrument. She has it with her when she follows Owlbert through the portal.
Most of Luz’s music is from the rock genre, but she sometimes plays other genres of music when necessary.
Luz still loves The Good Witch Azura and fantasy in general, so many of the songs she has written have fantasy-inspired themes. I had this idea that some of her songs have been used in the Azura movies.
Before her father passed away, Luz had been working on a song for him, but he died before she could finish it. It has been sitting incomplete for years, but maybe Luz would find the motivation to finish it during her stay in the Boiling isles.
Luz’s friends eventually learn to play music/cast bard magic, and I have this image of the Hexsquad playing together to literally defeat a foe with the power of music.
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twstgameplay · 2 years
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General Gameplay Advice
🐙Cards and Magic/Spells  🐬Tests/Exams and Battles 🦈Events and Story
Mod Stuff
☆ ASK THE MODS
Why do we do card analysis?
How are team comps chosen?
Which cards do we have 10/10 Magic?
Do the mods spend real money?
How do we figure out the math?
Mod Jeido - Why stop leveling at Lv.99?
What type of card do we want to see added?
Most number of rolls without getting rate up SSR?
Any cards we’ve changed our minds on?
Which cards are we uncapping in the Guest Room?
Are we fluent in Japanese?
How did we get our Dorm Cards?
If we had to fight the battle from the tutorial, what team would we use?
Do we max our SSR with honey or use lessons?
What event R/SR do we find useful?
What are the Mods’ favorite cards?
What teams do the Mods have for all tests?
☆ BRAGS
Mod Zuzu - SSS Omni Defense Test
Mod Zuzu - SSS Flora Basic Test
Mod Zuzu - SSS Fire Defense Test
Mod Zuzu - SSS Cosmic Defense Test
Mod Zuzu - SSS 9th NRC Unified Exam (Part 2)
Mod Jeido - SSS Omni Defense Test
Mod Jeido - SSS 5th NRC Unified Exam
Mod Jeido - SSS Cosmic Basic Test
Mod Furoido - SSS Omni Defense Test
Mod Furoido - SSS 9th NRC Unified Exam
Anemone Viru - SSS 6th NRC Joint Exam
☆ PREDICTIONS
Club Card Order
Bloom Birthday DUOs
General Gameplay
☆ GENERAL INFO
Player Rank
Change your character’s outfit on the homescreen
Where to find the chibi animations
Double Login Bonus
Badges and Titles
Customer support inquiries
Post About Chapter 6 to Twitter?
Use VPN to play EN/JP game out of your region
What are the payment methods possible?
How do people have alt accounts?
How is TWST doing money-wise?
[EN] Will LP Increase to 30 like JP?
How to reach Friendship Lv.100 for the Roommate Badges?
What are the Roommate Badges?
How long does it take to max Friendship?
How to get more madol/thaumarks
Retry Tickets
Do a Batch Download to help minor glitches
☆ AWAKENING PERFUMES
Where to get Perfume
Perfume recommendations: [1] [2] [3] [4] [5]
☆ GEMS
A Guide on How to Farm for Gems and Keys
How to purchase gems with Android
How to purchase gems with iOS
Update game using VPN
☆ MATERIALS
Spending AP/LP starshards
Refreshing AP/LP with gems
Using waffles efficiently
Using honey efficiently
Should honey be used in small quantities?
Running low on thaumarks
Do consumables have a limit?
When should we spend consumables?
Best way to grind textbooks.
☆ MYSTERY SHOP
Sam’s Item Gacha
Recommended things to purchase for beginners
Where to find the voice lines purchased during Unified Exams
Worth purchasing the tenfold summon
What should be purchased with alchemy tokens?
Does the Gem Shop give one single key, or three?
☆ PLAYER BIRTHDAY
Setting up your birthday
When are the birthday wishes available to view in-game?
☆ MISSIONS
Is there a limit to missions?
☆ SUMMONING SHOWCASE
How to find groovy art
Keys vs Gems
Tenfold Summon vs Single Summon [1] [2]
When do previous event showcases return?
Is it viable to play with only Standard Showcase summons?
Is it worth summoning Dorm Jamil?
Limited card summoning recommendations
Guaranteed SR+
Can you “choose” the event SSR you want?
What is “pity”?
When should you stop summoning?
Chance of getting featured card on single pull
Indications of SSR
☆ GUEST ROOM
How to craft new furniture / Where is the battle map?
How to collect room medals
Can cards go over Lv. 100 with an increase in friendship?
Are the drop rates for collection battles consistent? [1] [2]
Are the number of guests in the room RNG?
How to increase the room medal drop per hour
Is it possible to get Great or Perfect on Friendship level up?
How often will Great/Excellent boosts happen for Friendship at 300+?
Does mat drop rate depend on how well you do in the battle? [1][2]
Are the RP bottles in the Gem shop worth getting?
Club Medals: Do they expire?
Drop Rate on Gift Items
Does higher comfort level affect trouble?
Are some items worth more comfort points than others?
Are there themes that work better together?
How to get great/excellent voice lines
Unlocking exclusive furniture (How to get exclusive furniture) [2]
Is Guest Room timegated for new players?
Better ways to get Sunshards?
How many dorm points do the statues give?
Estimate of Drop Rates (JP: outdated)
How to maximize space for comfort levels.
Do Theme and Dorm points stack?
Interactions with specific furniture
Unlock portrait recipes for SSRs
What are the “bars” of Theme points?
Guest Room Mat Drop Stats
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timeclonemike · 3 months
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Economics and Logistics
Coin of the Realm: The nation of Veck (and by extension the Barony of Barry) uses a currency colloquially referred to as a Buck, a silver disk roughly the diameter of the average thumbnail. The official name is the Royal Mark, but the nickname "buck" won out because one side prominently features a stag, that animal being a focal point in the royal family's coat of arms. The Hafton Princes also mint silver coinage with their own heraldic emblems, and that might have helped the "buck" terminology gain traction, to make it clear what nation's currency will be accepted at any given business. (The coins are similar in size and shape, and have been similarly devalued with other metals over time, so in practice they are used interchangeably throughout the archipelago.)
You Can Take That To The Bank: Carrying around a large bag of silver has numerous logistical problems when it comes to making large purchases, so of course there are various means by which different individuals and organizations get around it. Banks offer written checks (or cheques, as the empire on the mainland spells them for some reason) against the recorded balances of account holders, businesses establish records of credit and debit, and there are plenty of traders and merchants who speculate on physical goods that might fetch a better price than what they paid for them. All of this creates paper trails of one sort or another, which the Hero can use to try to figure out the Villains' plans - but the Villains can also do the same to keep track of the Hero and their Party. Buying cash is not that anonymous when every trader remembers the three dangerous looking people carrying fistfuls of silver. (Dexter points this out early on in his Mission Planning tutorial and also lampshades how hard it is for an individual to launder money compared to a larger organization.)
Can't Make Bricks Without Clay: In order to oppose the machinations of at least two aspiring dictators, the Hero and whoever they recruit will need more than just a sense of righteous indignation and catchy theme song. Party members will need food, medicine, equipment maintenance and upgrades, ammunition for various types of weapons, crafting components, and all manner of unusual context specific items needed for one quest or another. All of this runs into questions of money. Establishing and upgrading safehouses often requires an outlay of funds if the safehouse is not acquired through some sort of quest or mission, and any damage will need to be repaired as well. All of this means that saving the world can be a costly proposition, and some of the missions and side-quests the Hero will need to undertake will be purely for financial gain and stability; Party members without food, medical care, or a safe place to sleep can't fight as effectively, recover from injuries, or use their full range of skills.
New Money Versus Old Money: As part of their attempts to leverage control over occupied territory, both Silas Van Der Horne and Ben Waters start mandating the use of their own currency instruments and financial networks in any territory they manage to occupy. This means the only businesses in occupied territory that will still take bucks will be Pawn Shops, which do not have the same range of inventory. Complicating things further, traders from across the sea or the mainland will sometimes try to spend the money of their homeland rather than finding somebody who can do a currency exchange, and a few of those traders are either hamstrung by port regulations or paranoid about being cheated and will ONLY accept payment for their goods or services in the forms they recognize. (At least one quest requires Imperial Crowns from the Siderial Empire.)
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friend-crow · 2 years
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Grovedaughter Witchery and Pestlework
Last week I was delighted to receive two books by @breelandwalker, as well as some stickers and an extra spell that she included!
First of all, I would like to say that I'm delighted that I was able to buy the books directly from her wordpress shop, as I hate Amazon with a fiery passion and refuse to buy from it. The ordering process was pretty cute -- you fill out a contact form and list the items you'd like to buy, then she sends you a paypal money request for the items + shipping, and promptly ships your order once you've paid. I assume she also gets a better profit margin for her book sales this way, since Amazon isn't taking a cut.
I ordered on the 26th, she shipped my items on the 27th (via USPS -- bonus points for that), and they arrived on the 30th, for a total of 5 days turnaround time.
Alright, on to the books! What sold me on checking these out was a review of Pestlework by @windvexer which mentioned that after a one page forward, the book immediately gets down the business. The introduction is all practical information for using the recipes which follow.
If you've read a lot of contemporary books on magic, then you know that this is rare. Most authors pad out their books with an immense amount of personal backstory, [often questionable] history, etc. In some cases you end up reading half the book before you get to any of the information that you're likely reading it for. Neither of the books I received from Bree are like this.
Pestlework is, as advertised, largely a recipe book for magical powders and oils. The introduction gives you the foundational information you'll need in following the recipes, and goes over safety, tools, techniques, and tips for creating your own recipes (there are even a couple of pages in the back for you to fill in with your creations). Ingredients that are dangerous to ingest or inhale, as well as those which are dangerous to handle while pregnant, are marked in every recipe.
Each powder recipe comes with a short passage on what it's for and how to use it (some of the more unusual preparations also come with special preparation instructions beyond what the introduction goes over).
The oils section is more condensed, as uses and preparation techniques are more or less covered in the intro. Some come with short notes, but most are a brief description and a list of ingredients, which means there are a lot of recipes packed into this section.
The book concludes with a list of reputable retailers of herbs and other relevant supplies, followed by a list of suggested reading. All in all it's a very solid little reference book.
Grovedaughter Witchery also comes with a one page forward on the subject of what makes a witch. This is followed by a series of brief passages giving practical advice on getting started as a beginner, fire safety, smoke cleansing, consent in love magic, baneful magic, etc. Much like in the structure of Pestlework, these short passages give you some of the foundational concepts that you'll need as you move through the rest of the book.
The next section is a series of tutorials on subjects like creating your own spells and attaching them to objects, tools that will aid you in spellwork, and assembling a spell kit. Then it gives you a series of instructions for crafting various tools and ingredients. It's worth mentioning that Bree makes note of places where cultural appropriation is common, and provides alternatives.
The rest of the book is primarily instructions and recipes for charms, powders and incense blends, potions and oils, and Bree's personal spells. There are lists of correspondences (again, hazardous ingredients are clearly marked) in the back, as well as online resources, additional reading, and a pair of handy indexes -- one categorical and the other alphabetical.
There is a little bit of overlap between the two books, but they both contain enough unique information that I'm not bothered by it. I'm just happy to have two highly practical, secular reference books to add to my collection.
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v-arbellanaris · 5 months
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some ~critical~ thoughts on my exp with pillars so far under the cut for negativity ig
so i gave up on pillars (for now?) and i might pick it up again later but right now, i'm really, really frustrated with it. i'm really stressed out, and frankly, upset. i'm not having a good time playing it, and every attempt to just stick it out is making me MORE frustrated and upset. the "tutorial" barely did anything, i'm still incredibly lost most of the time for combat. and idk, i dont wanna just say the combat system is garbage, but if i've been playing it for a week, and it's still really difficult to navigate or play, i have to wonder at the "mystery" behind it. like why make it so impossible to play the game, why make it so difficult to figure out the combat system, why isn't there an actual tutorial or actual helpful instructions on the system??? i'm playing on EASY because a) new combat system and b) i want to know more about the story but i just keep getting bogged down by all these stupid encounters that KO multiple party members, even when i have the chara ai switched on and everything, and it's really aggravating and upsetting. i explicitly DID NOT sign up for a hard time, so why am i getting a hard time from the game???
it's also not super RSI friendly to me? the amount of clicks i would have to go through just to cast a spell or cast a healing spell is absurd - i have pause, then click the character, strain to click the tiny thing in the corner of their character portrait to pull up their abilities, find the ability, aim it, etc etc. and presumably there's an easier way to do this but - you guessed it! there's no tutorial on how to do it. i had to fucking google how to select my whole party at once because it's not intuitive and i had to manually click each character AND their summons to move them. it made my RSI flare up so badly a few days ago that i couldn't use my arm at all that whole day.
and finally, it's really hard to get into the story for me because it's so, so heavily text-based. there's a lot of dialogue, there's a lot of descriptions around the dialogue - and there's some conversations you can't revisit so you just miss key details. i don't feel like i know anything about the companions, or feel particularly close to them - i don't even really feel all that much interest in my pc - and the amount of text to read per conversation really really bogs me down; there's a lot to read and a lot to process, to the point of it being overwhelming. going into the cyclepedia or whatever doesn't help me, i feel like information is scattered everywhere and there's so much that it's difficult for me to filter it. ive played text-based games before, so i know it's not a problem with the text, but it feels like it's not anchored in anything and it's really difficult for me to process it. i can't remember specific conversations with my companions - only some lines are voiced, and others are not, and there's no way for me to anchor those specific conversations in more memorable lines or anything like that. i remember a few of eder's ambient dialogue, because it's funny or witty or interesting, but i can't recall what the other party members have said or remarked???
and i think that really sums up my experience with this game so far; it's too overwhelming, and it feels like the game really does not want me to play it, it's made for other people and at times it feels like actively hostile to players like me, who are not familiar with the system. idk, i know loads of people enjoy this game, so there's obviously good things about it, but this feels really unwelcoming to my adhd and my RSI, and i'm upset bc i wanted to have a good time playing and i didn't. i bought both games during the autumn sale, and i cannot get through the first one. i feel like i spent so much money on a game i can't even enjoy playing (because i've been trying, thinking it's a scaling issue and maybe after i'm a couple of levels in, this will stop happening. im at level 5, and it's still happening, and i'm STILL lost) and i'm really upset abt it
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chaosgrenade · 1 year
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VIEJA ESCUELA
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There's a lot of cool minimalist and “OSR-Adjacent” D&D clones out there. Black Hack, Into the Odd, and Knave are a few of the titles many talk about.
But the one that stole my heart is a little title named Vieja Escuela, a Spanish RPG that had been translated to several languages (including English). The name itself means “Old School” — it’s a set of rules born out of a fanzine of the same name. It has roots in several clones, including Microlite20, Swords & Wizardry, and Whitehack. 
What’s The Deal?
First off, the size: 16 pages, including a character sheet and the OGL. It’s the perfect zine-sized rules, and it covers quite a bit. It’s surprisingly detailed, albeit compact. It doesn’t bog you down with fluff or tutorials — it assumes you know the type of game it is, and jumps right into it.
Character creation is the standard rolling 3d6 for the six attributes we all know, with modifiers ranging from -2 to +2. Four races (Human, Elf, Dwarf & Halfling) and three classes (Fighter, Rogue, Magic-User). Every race and class gives you two talents. You also choose a Background (in a 1-sentence description) and then choose four of 6 skills: alertness, communication, lore, manipulation, stealth and survival.
The skills presented here are an interesting twist — modern players of d20/3e and newer will probably scoff at how few there are. OSR types may scoff they’re even in there. Their execution in the rules is even more intriguing: it’s not Stat+Skill, instead they’re chosen over an attribute. On top of that, attribute scores remain static (at least in terms of character advancement) while skills improve over time. The creators stated that they felt experience is more important than attributes, which I can’t really argue with that presentation.
You may have noticed that there’s no Cleric class. There are two reasons for this: First, it’s a game with an implied sword & sorcery vibe — magic is dangerous, and the gods are pretty absent. The other reason is because of the magic system itself. It’s a freeform system, inspired by Whitehack, with a pretty simple-yet-effective guideline attached to it. In short: the Magic-User has a number of Magic Points available per level. When they cast a spell, they must “name it” to give it form. You then haggle with the GM about how many points the effect will cost. The guideline mentioned is 1 Point = 1d6 Damage or Healing, or a level of effect. For bigger effects the GM may also put in other sacrifices: health, money, stats, etc. Matter of fact it should be noted that a Magic-User can sacrifice 3 Hit Points for 1 point of Magic.
Running the Game
The mechanics of the game are roll high on a d20, adding modifiers, usually against a difficulty number. The lowest difficulty is 11+, for standard or hurried tasks (if it’s easy, the game asks, why roll?). After that the difficulty escalates by 3 (14, 17, and 20+). There is a 5e “Advantage/Disadvantage” system present as well.
Combat uses rolls against an ascending Defense score, modified by ability scores and an attack bonus by level. “Saving Throws” here are rolled vs Difficulty using a combined bonus of Ability Modifiers and an “Instincts” score. I would love to point out that Wisdom functions as a “Sanity” score in this system, and there are even times to make a Charisma roll in this system! (Primarily for attuning magical items.)
On tasks, as I’ve mentioned, the player uses either an ability score or a skill. If their Background would offer experience in dealing with the task, they get a +2. If it’s deeply connected to their Background, they get to roll with Advantage. I LOVE THIS. At first I was worried the skills and attribute modifiers were too small, but working within your background concept offsets the odds and makes even simple Level 1 characters playable and somewhat competent.
Monsters are short, sweet little stat blocks. Their Level determines their Hit Dice, Attack Bonus, and their Instincts score. This makes it incredibly easy to arbitrate NPCs and new monsters on the fly. Should also be pretty easy to convert most OSR stat blocks by just focusing on their level and any important attacks or features.
Magical items are pretty straight forward — anyone can use potions, magic-users and thieves can read magic scrolls. Enchanted items, however, are sought after but also risky — especially since most of these items are considered to be intelligent (we have an example of a sentient sword that will fight on its own, but if its own avoids combat it may turn on them!)
Characters level at the same rates, and the game is presented on a B/X-style scale of 1-14. At level 6 you acquire a third talent for your class (Fighters get a better crit range, MUs get a familiar, and Rogues can use magic scrolls.) At 10th level, you get a new background, but this one is tied to a title of importance — Baron of a Region, Leader of the Thieves Guild, Archmage of the Tower, etc.
The XP system itself is swift: Every session the GM awards 1-3 XP. At 10 XP, you level. It’s easy, it allows the GM to set the pace or the rewards, it’s not dependent on slaying monsters or acquiring treasure, and it’s a bit more detailed than leveling up after every adventure or milestone arbitrated by the GM.
My Take Aways
As time goes on, I realize just how elegant and thought out the rules are. It’s a very nice middle ground of old-school and modern gaming ideas. Where I was initially concerned that it was too simple, and that characters would play too similarly, I realize there’s plenty of wiggle room for players and DMs to tinker without having to really add new rules.
The free-form casting may be tricky for some players or GMs but I find it pretty liberating, especially since it’ll still play nice with most OSR content. I’ve actually printed Maze Rats spell generation tables, as well as Knave’s 100 Level-less spells to keep for inspiration and ideas (and also to randomly produces scrolls for players to find.)
While I tend to groove the options and “fullness” of games like D&D Rules Cyclopedia or Swords & Wizardry Complete, VE hits all the right notes for me — it has enough familiar mechanics that players of both old-school and modern can pick up. The number ranges are easy to track, and monster stat blocks can fit on a post-it note. The generalized skills and Background mechanics make it easy to make a variety of characters. The free-form magic system is simple, infinite but reeled-in. Easy to add on to and plays nice with other OSR games. And, most importantly: I can pack this whole game up and take it anywhere no problem!
FIND VIEJA ESCUELA HERE:
Vieja Escuela main zine site (in Spanish)
English Translation of the Game
Lulu POD Copy
Also, if you want something more compact than a zine, I made a Pamphlet Version!
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Note
Thank you for that beautiful answer on that bioregion ask!!!!! I am from the wee small further-echoes of the great old mountains, and have been there a few times and was awed by them!!! I was not there long enough to meet any grannies or wisepeople, although i did meet somebody who warned me about laurelhells. Could you describe the hanky doll babies??? What were their purposes? are they friends to fill a space, or watchers, or something else? (i am also asking because of my continuously growing antique hanky collection.... surely some of them would like instead to be doll babies, as some of them love to be wee little 'envelopes' for wishes and spells and poems)
Thank you for asking it! All places have their own little awe-inspiring beauties, but I've got a special spot for these old mountains. Laurelhells! Very wise of someone to steer anyone else away. A hanky doll baby is used for just about anything I find! I personally use them heavily in sympathetic workings, such as making one out of a black handkerchief for someone that I want to 'stay in the dark' about something, and put that in a box and stow it away somewhere. But of course use whatever you like for whatever you like! But the colors can also depict what you want the working to be about, blue for healing & protection, red for love and/or money, green for money or legal workings, etc, etc. Using handkerchiefs OR flannels is a common thing around here as far as I'm aware. This is a decent little tutorial for making doll babies out of hankies and other small fabrics! It's really simple once you get the hang on making the 'legs' first before you do the big knot that makes the arms and head. www.youtube.com/watch?v=05UZHdtFjeI
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viralarcadian · 1 year
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cool dream about a SNES game last night
you're the son of a wealthy vaguely european family who, at age 15, has come into his inheritance, and that inheritance is that youre family is actually werewolves. wolves in this vaguely european setting have a lot of cultural importance, specifically revolving around the sacrifice of one every year in order to gain god's protection or something along those lines. but all the real wolves have either fled or been killed, and in this game werewolves are physically identical to real ones, so now your family is being hunted
you are of great interest because your werewolf form has pale blond fur, and golden wolves are especially sought after for the sacrifice, as in addition to protection their sacrifice is said to grant great wealth to the region.. somehow. dream didn't get into specifics
over the course of the game you'd spend time alternately fleeing from hunters and fighting in dungeons and discover that the whole "wolf sacrifice" thing was all the idea of one particular family. the head of the family is actually some sort of semi-immortal warlock who keeps himself alive with wolf blood and uses their teeth and organs for his magic, and has ruled this region w an iron fist for centuries using magic to slowly brainwash the populace into funneling all their wealth to him. werewolves are his enemies, as while he uses wolf parts for magic WEREwolves are immune to it, and golden ones can even reverse his spells and free people from his control.
anyways the game played like super mario kart and og doom mashed together. the first "level" was you and your family dashing around the countryside w mode seven graphics and was a tutorial level showing how the "fleeing" portion of the game works, and how the leveling system works. you gain experience in the "fleeing" levels by collecting animals and money on the road, and at first since you're so new to being a werewolf you're only really capable of "hunting" smaller animals like squirrels and mice, while larger ones like rams and bulls act like road obstacles until youve levelled up enough to "hunt" them too. there were branching talent trees.
money was used for the dungeon portions. before you enter one you'd go to a shop in the region to by stuff like weapons and healing (as a human obv), and the dungeons themselves played like doom. your goal wasto find one of the warlocks "children", horrible homonculis creatures crafted from human remains that hold some level of high status in the closest town and act as extensions of their "father's" will. mob enemies consisted of a mix of rabid animals, smaller homonculi, and mind controlled townsfolk. you were encouraged to avoid directly killing townsfolk by using your super special golden powers to free them, as killing them lowered the rating you get at the end of the dungeon and they don't have good drops anyways
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takallamm · 2 years
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Learn How to Speak Arabic Online
Of course, the best way to learn to speak Arabic is to immerse yourself in the culture and language to learn to converse in it. This is not possible for most people, so you have to find other ways to learn the language. The key to learning any language is to take your time and practice it wherever and whenever you want. There are many websites that offer free tutorials and interactive activities so you can see how a word is spelled in Arabic, the sounds of a word written in English, and the sounds of words for native Arabic speakers.
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Before you can fully understand the Arabic language, you must understand the syntax of the language. Just like learning English, French or Spanish, learning Arabic involves learning the alphabet and the individual sounds of 28 consonants and 3 vowels. Vowels can be long or short. If you know the alphabet, you can learn to form words and sentences.
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So if you look at it, there are great ways to learn Arabic that exist both online and offline. However, the best way for our money is to learn to speak Arabic online, because it has several advantages, since you can almost easily enroll in a course that will teach you how to speak Arabic online at any time. You don't need to ring around schools, colleges or universities or find an exchange student abroad; you can do everything from your computer and get your course right before anyone tries to find a place online.
So for ease of use, money back guarantee and online Arabic language tutorials anytime, even if it's midnight, the online store is the best choice.
Source & Reference: https://sites.google.com/view/takallamm/learn-how-to-speak-arabic-online
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mahmudulhasan46 · 7 days
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GALAXY 10K Review - Verified Passive Income System (Glynn Kosky)
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GALAXY 10K Review – Verified Passive Income System
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Source: GALAXY 10K Review - Verified Passive Income System (Glynn Kosky)
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