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Yanne | |
Dragon Slayer | |
Class | Archer |
---|---|
Role | Main DPS |
Atk Type | Physical |
Position | Back |
Grade | ★★★ |
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A barbarian warrior that travels the lands, hunting down monsters that trouble the people. She is the lone slayer of the Mad Dragon, Svelta. Her massive, powerful arrows are capable of piercing through castle walls.
- 1Overview
- 2Build
- 3Skills
- 4Transcendence Perks
- 4.1Transcendence 3
- 4.2Transcendence 5
Overview[edit]
Why Yanne? Yanne is very good against dragons. Her skills are built around doing extra damage to them, ignoring their defenses, and stunning them. If you want to take down dragons with ease, Yanne is a great choice.
In PvP or PvE other than dragons, Yanne's skills may be underwhelming. They miss many core features that make her a great asset in dragon raids. As such, Yanne is not recommended for new players, as her unique specialization hurts her accessibility.
Pros and Cons[edit]
Pros: | Cons: |
Build[edit]
PvP[edit]
Yanne is not a recommended hero in PvP, unless her UW has been equipped, and is awakened to at least a 3 star level.
If Yanne is included in the PvP team, make sure she is protected, as archers tend to be rather vulnerable.
Gear[edit]
Yanne is an archer, so she should focus on normal DPS stats.
Options to Look For:
- Crit
- ATK
- ATK Spd
- Crit DMG
Recommended Runes[edit]
ATK +20% |
ATK +20% |
ATK +20% |
Builds[edit]
Tips[edit]
Skills[edit]
Focus Shot![edit]
Mana
9 sec Cooldown
Taking up a stance, focuses for a while and deals 70,009
P.DMG to enemies in a straight line. If the target is a dragon, inflicts stun for 3 sec. The longer she focuses, DMG and stun duration are increased by 100%.
- Attributes
20
DMG is increased by 10%.
60
DMG is increased by 15%.
120
Crit DMG is increased by 50%.
Focus Shot! Animation |
---|
Wipeout![edit]
Mana
10 sec Cooldown
Deals 462,518
P.DMG to target enemy and other enemies in range. If the target is a Dragon, deals 368,519
extra DMG that ignores DEF.
- Attributes
20
DMG is increased by 10%.
60
DMG is increased by 15%.
120
Crit DMG is increased by 50%.
Wipeout! Animation |
---|
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No Holding Back![edit]
Mana
25 sec Cooldown
Dispels all negative effects from self. For 30 sec, ATK is increased by 25,808
and DEF Penetration is increased by 500. For the duration of sKILL, normal attacks consume 3% Mana to deal DMG to all enemies in a straight line and deals 122,797
additional P.DMG that ignores DEF to Dragons. This effect is irremovable.
- Attributes
20
ATK boost is increased by 10%.
60
ATK boost is increased by 15%.
120
ATK boost is increased by 25%.
No Holding Back! Animation |
---|
Note: The extra P.DMG to dragons is influenced by Yanne's ATK stat.
Dragon Slayer[edit]
Passive
ATK is increased by 7,637
and Max HP is increased by 30%. Also, DMG dealt to dragons is increased by 100%.
- Attributes
20
ATK boost is increased by 10%.
60
ATK boost is increased by 15%.
120
ATK boost is increased by 25%.
Dragon Slayer Animation |
---|
Dragon Slayer |
Transcendence Perks[edit]
Transcendence 3[edit]
Focus Shot![edit]
[Light] DMG is increased by 40%.
[Dark] Target takes 25% additional P.DMG for 10 sec.
Wipeout![edit]
[Light] When there is 1 enemy, DMG is boosted by 100%.
[Dark] Enemies hit are stunned for 2 sec.
No Holding Back![edit]
[Light] ATK Spd is boosted by 250 for the duration.
[Dark] For the duration, all DMG taken is reduced by 25%.
Notes: No Holding Back! [Light] is amazing for Yanne. She needs a lot of mana, and her dmg mostly comes from her auto atks. Picking this perk is a no brainer.
Dragon Slayer[edit]
[Light] Reduces DMG that all allies take from Dragons by 20%.
[Dark] Changes self's DMG Boost against Dragons to 130%.
Notes: Dragon Slayer [Light] provides too small of a dmg reduction to be effective. Dragon Slayer [Dark] is the only logical choice here. A 15% flat dmg increase is massive. DMG increase is different from ATK increase, as it is calculated at the end of the formula. It's huge jump compared to an ATK increase.
Transcendence 5[edit]
Yanne[edit]
[Light] ATK, DEF, HP + 15% / Crit DMG +20%.
[Dark] Auto-attacks ignore enemy Block effects.
Notes: Yanne [Dark] is almost useless, except that it does make her viable in Red Dragon Hard Mode. Otherwise, it is not necessary to T5 her, but take Yanne [Light] if you do decide to do it.
Unique Weapon[edit]
Dragonbane, Svelta | Star | Value | Value | |
---|---|---|---|---|
Upon a Crit Hit, there is a | 10% | chance of dealing | 200% | of ATK as P.DMG, and recovering 5% Mana. If the target is a Dragon, inflicts Stun for 1.5 sec. |
★ | 12% | 240% | ||
★★ | 14% | 290% | ||
★★★ | 17% | 350% | ||
★★★★ | 21% | 420% | ||
★★★★★ | 25% | 500% |
- Item introduction: An enchanted weapon made from the bones, tendons, and pieces of hide the Mad Dragon Svelta. Too heavy for a normal human to even lift, let alone draw, this monstrous greatbow is a combination of the siege weapon technologies from the Dark Elves and Dwarves. Only those with incredible muscular strength such as Yanne can hope to handle this ridiculous bow. The Mad Dragon's soul still remains in this bow. Her ferocious energy rides on every arrow it fires, granting it the power to shatter through even the mightiest of walls.
1st Skill Unique Treasure[edit]
Talisman of Concentration | Star | Value |
---|---|---|
[Focus Shot!] Increases ATK Spd by 800 for the skill's duration, and increases P.DMG target receives by | 10% | for 10 sec. |
★ | 12% | |
★★ | 14% | |
★★★ | 17% | |
★★★★ | 21% | |
★★★★★ | 25% |
- Item Introduction: Bracelet that Yanne received from the townspeople when she slayed Svelta. Made from Red Dragon leather, it gathers the yang energy inside the wearer to allow them to achieve a high level of concentration. When Yanne takes aim, it helps her successfully fire a single, killing shot.
2nd Skill Unique Treasure[edit]
Giant Arrow of Sudden Death | Star | Value |
---|---|---|
[Wipeout!] Increases DMG by | 20% | and reduces Cooldown by 12% upon a Crit Hit. |
★ | 24% | |
★★ | 29% | |
★★★ | 35% | |
★★★★ | 42% | |
★★★★★ | 50% |
- Item Introduction: An arrow made from Mad Dragon Svelta's spine, who spews out powerful magic cannons. It's Yanne's loot. The arrowhead has the Mad Dragon's burning red eye. It's still imbued with its madness, always ready to burn the enemy.
3rd Skill Unique Treasure[edit]
Dragon Steak | Star | Value |
---|---|---|
[No Holding Back!] Reduces Mana Cost by 1 and increases DMG to Dragons by | 10% | for the skill's duration. |
★ | 12% | |
★★ | 14% | |
★★★ | 17% | |
★★★★ | 21% | |
★★★★★ | 25% |
- Item introduction: T-bone steak from which you can taste a dragon's sirloin and tenderloin at the same time. The taste is truly wonderful. The dragon's holy energy enters the body, and increases Yanne's battle stamina to the max.
4th Skill Unique Treasure[edit]
Blazing Heart of Giant | Star | Value |
---|---|---|
[Dragon Slayer] Increases ATK boost by 50%. All allies deal | 4% | increased DMG to Dragons. |
★ | 4.8% | |
★★ | 5.8% | |
★★★ | 7% | |
★★★★ | 8.4% | |
★★★★★ | 10% |
- Item Introduction: When Yanne was requested to kill off the giants, she met the Fire Giant, the leader of them all, and fought three days and three nights to defeat it. The heart of the Fire Giant was pierced, but strong flames were still blazing in it. There, she found a fist-sized stone. When she took the stone out, the flames died out. Since then, Yanne's arrows have been imbued with flame energy.
Soul Weapon[edit]
Dragonbane, Svelta | Cooldown | Skill Activation Requirement | Advancement Phase 1 |
---|---|---|---|
Summons the soul of Dragonbane, Svelta for a 10 sec, increasing all allies' ATK Spd by 300 and recovering own Mana by 400 every sec. For the duration of Skill, increases All DMG that all enemies take by 20%. If the target is a Dragon, the DMG Boost effect changes to 60%. | 25 sec | Charges up over 18 sec. | The duration of the effect increases by 10 sec. |
Available Use(s) | Advancement Phase 2 | ||
7 | For the duration of Skill, increases own ATK by 50%. |
- Soul Weapon Story: Even in death, Mad Dragon Svelta's soul did not fully rest in peace. His rage and resentment lingered in Yanne's great bow, and let out a cry of destruction. However, after spending years as Yanne's weapon, Svelta's soul acquired the ability to control its anger which had been slowly eating away its mind. Perhaps it was because Svelta's soul had touches with Demone and Mad Dragons that Yanne had hunted for years. Gradually, it learned the ability to understand the nature of those who had to face the Mad Dragon's anger. Not all the creations of the world deserved anger. Demons, Mad Dragons, evil creatures, and the corrupted beings were the ones that had to be destroyed. Svelta's soul attained serenity, and it communed with Yanne's soul. Now the soul of the Mad Dragon shares the same path with the dragon slayer of the dragon heritage.
Trivia/Lore[edit]
- Yanne is a 21 year old barbarian young woman.
- She is 185cm (around 6'0'feet)
- Her birthday is June 30th.
- Her constellation is Mira the Minstrel.
- She likes delicious dishes, cooking and monster hunting.
- She dislikes monsters who cannot be defeated physically.
- She is a barbarian warrior that travels the lands, hunting down monsters that trouble the people. The lone slayer of the Mad Dragon Svelta. Her massive, powerful arrows are capable of piercing through even castle walls.
- Yanne appears alongside Mediana in the new dragon raid tutorial from the patch note of March 8. She is seen trying to kill a dragon before it causes more trouble while Mediana wants to control and cure it with an injection.
Hero's Backstory
A barbarian warrior who specializes in dealing with monsters that threaten people. Thanks to a unique physical trait, her muscular strength is several times stronger than that of a normal barbarian warrior. She wields a greatbow larger than her own body with such ease that people call her a walking siege weapon. While she is a kindhearted woman who enjoys helping others, once engaged in combat, her barbarian aggressiveness begins to surface. She once slayed a mad dragon named Svelta, a feat that earned her the nickname Dragon Slayer.
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Gallery[edit]
Heroes | |
---|---|
Aselica, Clause, Demia, Dosarta, Glenwys, Jane, Loman, Morrah, Neraxis, Phillop, Ricardo, Sonia, Taily | |
Bernheim, Chase, Gau, Kasel, Kirze, Naila, Nicky, Priscilla, Scarlet, Seria, Theo, Viska | |
Epis, Erze, Ezekiel, Fluss, Gladi, Kibera, Laudia, Mirianne, Nia, Reina, Roi, Tanya | |
Arch, Dimael, Luna, Requina, Selene, Shamilla, Yanne, Yuria, Zafir | |
Annette, Cecilia, Chrisha, Crow, Hanus, Kara, Lakrak, Miruru, Mitra, Oddy, Pansirone, Rodina | |
Aisha, Artemia, Cain, Cleo, Dakaris, Esker, Lewisia, Lilia, Lorraine, Maria, Nyx, Ophelia, Pavel, Veronica | |
Baudouin, Cassandra, Frey, Juno, Kaulah, Laias, Lavril, Leo, Lucias, May, Mediana, Rephy, Rehartna, Shea |
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Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Hit Points
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.
Damage Rolls
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers. If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast.
Critical Hits
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When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well. Beat dmg for death knight movie.
Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a GM assign a damage type to a new effect.
Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.
Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon’s breath deal lightning damage.
Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including spears and monsters’ bites,
deal piercing damage.
Poison. Venomous stings and the toxic gas of a green dragon’s breath deal poison damage.
Psychic. Mental abilities such as a mind flayer’s psionic blast deal psychic damage.
Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.
Slashing. Swords, axes, and monsters’ claws deal slashing damage.
Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Damage Resistance and Vulnerability
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage type, damage of that type is halved against it.
If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.
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Healing
Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points, and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit pointsand has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. A creature that has died can’t regain hit points until magic such as the revivify spell has restored it to life.
Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.
Death Saving Throws
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below).On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at leastbe stabilized so that it isn’t killed by a failed death saving throw. You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
Monsters and Death
Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.
Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Temporary Hit Points
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hitpoints; they are a buffer against damage, a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
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Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed
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