Desktop Platform RSS Feed | Desktop RSS Feed on en Launch Media Network Tangledeep Has Awesome Roguelike Roots,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/t/a/n/tangledeep1-2af90.jpg 315tf/tangledeep-has-awesome-roguelike-roots Sat, 19 Aug 2017 13:21:31 -0400 LuckyJorael

When I was a kid, one of the first games I played was Moria. It was a Tolkien-esque version of the classic Rogue game, wherein you choose a race and class and explore the infinite depths of the Mines of Moria, finding equipment, spells, and tons of hostile monsters along the way. I have fond memories of dying over and over again, restarting each time with a new character, hoping that this time, I'd finally find the Balrog and win the game.

Tangledeep evokes that same feeling of near-death tension, exploration, and resource management. Except the delving aspect is flipped: the town you start in is deep below ground, and you need to take staircases up to eventually find the surface. This inversion isn't anything revolutionary, but it keys you in to the sense that Tangledeep is taking the Roguelike genre and doing something different with it.

Tangledeep has a wonderful pixel art style that reminds me heavily of Secret of Mana and other games of that era. The style choice is refreshing, whether you're coming from huge AAA games like The Witcher or Roguelikes like Moria. The animations are minimal, but fit the style and give the game just enough life and movement to feel right. The first few levels are a mix of grass, stone, trees, water, and other features like mud and lava, but they don't feel monotonous. Bonus areas, accessed by alternate "up" staircases, might also change up the style so things don't get rote -- one memorable area was a crumbling castle ruin, complete with candelabras, tapestries, and faded carpets. 

Art style aside, Tangledeep really shines in its job system. You start the game by picking one of 10 jobs: Brigand, Floramancer, Sword Dancer, Spellshaper, Paladin, Budoka, Hunter, Gambler, HuSyn, and Soulkeeper (currently in beta). Each job has its own talents, abilities, and stat bonuses, as well as distinct playstyles. The greatest thing about the job system, however, is that you can go back to the main town, Riverstone Camp, and change your job. When you do, you keep all the skills you've learned in your previous job -- including the fairly important passive skills -- and start anew with your current pick. This allows for a huge amount of customization.

Want to up your critical chance to ridiculous levels or make sure you gain extra turns super fast? Combine the Brigand and Hunter jobs to increase your critical chance and CT gain. Want to evade, block, or tank every hit? Combine the Sword Dancer, Paladin, and Budoka classes' skills. In essence, Tangledeep really encourages you to play the way you want to -- while you survive.

Like all other Roguelikes, Tangledeep is hard. Like, "mismanage your health flasks or take on one too many enemies and you're dead" hard. Fortunately, if you don't like losing all of your progress, there are three difficulties: Adventure Mode, Heroic Mode, and Hardcore Mode.

In Adventure Mode, when you die, you'll lose your current experience, job points, and half your held gold, but you'll respawn at Riverstone Camp. In Heroic Mode, you'll suffer permadeath, but your banked items, gold, and town progress will be saved, so you can make a new character in that slot and benefit from your previous adventuring. Hardcore Mode means nothing is saved. Tangledeep tells you "all traces of your adventure are permanently erased," and the game means it.

If you choose Hardcore Mode, though, the game does something pretty cool. Out in the procedurally-generated dungeons, you can find tree seeds. Take these seeds back to town, and you can plant them. After some time, the trees will grow, and you can collect fruit or other items from them. Let them grow large enough, and you can harvest the tree for experience and job points. So, if you just died an agonizing death and need to restart, you can give yourself a quick boost at the start of your new game by harvesting a tree. It's a great way to reward you after a long adventure, even if you failed.

The gameplay in Tangledeep is very similar to every other Roguelike. Enter the next area, hunt down the monsters, find loot, rinse and repeat. This could get boring pretty quick if it wasn't for the variety of enemies and your own abilities.

Enemies are all different: lizards shoot out flames, crabs disarm you, mold-covered rats can pull you toward them. Each is immediately recognizable from the others, and you quickly learn how to combat each one based on their individual attacks. In addition to enemy types, each enemy might spawn in as a Champion, which gives them special abilities beyond their normal ones. Several I've fought constantly summoned lightning bolts around them at random, while others teleported around. One even spawned what looked like stone spiders when I tried to run.

There's a lot more for me to explore in Tangledeep. Like my time with Moria, I've died more times than I care to count, but despite those failures, I keep coming back to the game. It's not any one feature or design choice that makes me like the game; it's the combination of all the things Tangledeep does well -- the art, the mechanics, the gameplay, and the challenge -- that keeps me coming back.

Stay tuned to GameSkinny for more news and information on Tangledeep as it develops. 

Hearthstone Guide: How to Beat Lord Marrowgar,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/l/o/r/lord-marrowgar-5b2a8.jpg q86vf/hearthstone-guide-how-to-beat-lord-marrowgar Sat, 19 Aug 2017 12:57:37 -0400 Kellan Pine

With the Knights of the Frozen Throne expansion to Hearthstone, Blizzard has introduced more challenging single player content than ever before. The new missions are based on the World of Warcraft raid Icecrown Citadel, with the Lower Citadel containing the first set of bosses players can face. Lord Marrowgar sets a high bar for player skill, which is why we decided to give you all the information you will need to beat him.

Lord Marrowgar, like all Hearthstone bosses, has a unique hero power as well as a selection of unique cards. This creates a specific set of mechanics for players to deal with during the match. Of all the abilities available to Lord Marrowgar, two stick out as being particularly shocking when players first encounter them -- Skeletal Reconstruction and Bone Spike.

Skeletal Reconstruction Bone Spike

Skeletal Reconstruction is Lord Marrowgar's unique hero power and primary defensive mechanic. The ability allows him to restore his health to a full 30 points for free every turn. As a result, players need to be able to deal 30 damage in a single turn to win. There are multiple ways to do this, with one of the easiest being Lord Marrowgar's own Bone Spike card.

Players with access to Priest cards like Mind Control can take a Bone Spike as their own, effectively cutting Lord Marrowgar's health in half. This makes the match more manageable. Of course, Bone Spike can also be dealt with through standard removal like Shadow Word: Pain. Minion damage is also an option for removing Bone Spike, as it has 0 attack and will not destroy your minions.

Mind Control  Shadow Word: Pain

Lord Marrowgar has two other unique offensive cards, as well -- Bone Storm and Bry'roll, the Bone Arbiter. Bone Storm is a relatively minor threat as it only deals 1 damage to all enemies. However, it allows Lord Marrowgar to draw an additional card. This means his more dangerous cards are never far away.

Bryn'troll is a strong weapon card that Lord Marrowgar can equip. It allows him to deal 3 damage twice per turn for 3 turns. When the boss uses both Bone Storm and Bryn'troll on the same turn, he can clear out key minions from your side of the board. Weapon removal is highly recommended because of this possibility.

Bone Storm  Bryn'troll

The final two boss-only cards found in this match are minions that benefit the player. Deathcharger and Skeletal Knight reward the player for defeating them by either dealing damage to Lord Marrowgar or giving the player a random card from Knights of the Frozen Throne. While Deathcharger can help get you to the 30 damage total in a single turn, it is likely to die before you want it to.

Skeletal Knight might give you a great card, or it might give you a card that you can't take advantage of. Planning around either of these minions is not advisable, but neither should be considered a significant threat.

Deathcharger  Skeletal Knight

So how do you beat Lord Marrowgar with the knowledge of these cards? You have to deal 30 damage in a single turn, while also having a way to deal with Bone Spikes before they can damage you. The best classes for this are the Priest, Mage, and Druid.

Lord Marrowgar vs. Priest

As mentioned earlier in the guide, cards like Shadow Word: Pain and Mind Control will be vital for this class. Turning a single Bone Spike effectively cuts Lord Marrowgar's health from 30 to 15 if you can keep it alive. The ability to heal minions after Bone Storm or attacks also serves to make things easier.

Lord Marrowgar vs. Mage

If you do not have access to a good selection of Priest cards, Mage is another good choice for this fight. The objective here is to get enough cards in hand to deal 30 damage with spells and minions. Spells like Fireball and Frostbolt are key. The player can cast two Fireball spells and one Frostbolt to deal 15 spell damage in a single turn. The remaining damage will have to come from minions that are able to attack that turn.

Cards like Shatter or Polymorph can be used to deal with Bone Spikes by destroying a frozen Bone Spike or turning one into a sheep that is easily removed in more conventional ways. 

Lord Marrowgar vs. Druid

A deck from the Druid class will probably use a different technique for handling Lord Marrowgar. Rather than use his own minions against him, or whittle him down with spells, a Druid will use strategies like the popular Jade Druid deck. Essentially, the Druid is good at summoning a large number of powerful minions. This allows them to beat the boss through minion damage.

While these three classes have the easiest chance of beating Lord Marrowgar, any class can do it as long as you follow this list when building your deck:

  • Bring removal to deal with Bone Spikes before they can trigger -- Shadow Word: Pain, Mind Control, Corruption, even Stubborn Gastropod if you need to.
  • Bring a way to deal with weapon damage. Something like Acidic Swamp Ooze will remove Lord Marrowgar's dangerous weapon before he can use it.
  • Have a way to summon minions quickly, time is not on your side against Lord Marrowgar.

Good luck in Icecrown Citadel, and feel free to post in the comments if you have additional tips!

And make sure to check out our other Knights of the Frozen Throne guides for more tips and strategies. 

West Of Loathing: One of the Year's Best Games is Made of Stick Figures,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/m/a/x/maxresdefault-ab6cd.jpg tczly/west-of-loathing-one-of-the-years-best-games-is-made-of-stick-figures Fri, 18 Aug 2017 17:51:42 -0400 Ty Arthur

Until just very recently, I had never even heard of Kindgom Of Loathing or developer Asymmetric, which now seems like a sad oversight on my part. Out of nowhere we've now got a full-length, Western themed follow-up to that browser game, and it just may be the sleeper hit of the summer.

Sure, the gaming world is in the doldrums without any AAA big name releases until autumn arrives, but as West Of Loathing very clearly shows -- we don't even need 'em!

Saddle Up, Pardner

On the graphical front, West Of Loathing might have seriously been drawn in Microsoft Paint. The gameplay is just as simplistic as the art, with each map segment behaving like an adventure game -- peppered through with occasional combat that offers up a bare bones, turn-based RPG style.

Elements from classic cRPGs of bygone eras like Fallout are present, where you've got perks and skills to develop that can be used in dialog or various world map situations. Some are gained just by leveling, while others appear by completing tasks (like foolishly walking into cacti over and over).

The combination of six-shooters with magic along with the dusty Western setting will obviously bring to mind Wasteland 2 or Hard West, but there are none of the gameplay or graphics pitfalls from those titles, because West Of Loathing doesn't bother with anything even remotely complex or complicated.

 She may only have her grandpa's brass knuckles and a bit of moxie, but she's ready to take on the whole weird west!

How Is This So Much Fun?

Not long after deciding whether to be a Cow Puncher, Beanslinger, or Snake Oiler, our gritty protagonist has left her farm life behind to discover adventure out in the west. As in any RPG, there's adventure aplenty to be found in some dusty little hamlet.

As it turns out, the local Sherf (yes, the Sherf) can't lock anyone up anymore because the last criminal to break out took the cell door with him. The Sherf is too busy practicing his chair tippin' and nappin' to go find it himself.

During the adventure I pick up the Walking Stupid perk, and now I find myself staring at my Cow Puncher as she glides, crawls, digs, flaps, flies, levitates, and cartwheels across the game world. It's a stick figure, but somehow it's more interesting than an open 3D world.

While out searching for the cell door I find myself trying to convince a skittish horse (who has seem some serious shit, man) that it should put the locoweed down and accept reality in all its harshness. When finally discovering the varmints who stole the cell door, I remember seeing a wanted poster about a bandit who steals faces, which seemed like a pointless joke. Turns out I can convince the gang that I'm that very face-stealer, letting me get the door without even pulling out my pistol.

Somewhere in all this silliness it suddenly dawns on me... I'm actually having more fun playing this ludicrous RPG parody drawn with stick people than I did with the bigger budget Wasteland 2.

 There's never been a barrel labeled TNT that shouldn't be blown up!

Silly Mode: Activate!

Remember playing classic RPGs like Torment or Icewind Dale II and realizing all those seemingly-useless items did in fact have a purpose, or that places you'd been to before actually had a lot more to discover once you acquired some new item or nugget of information? That's basically the entire game with West Of Loathing, just with joke after joke after joke coming at you hard and fast.

There's a fabulous meta-ness to the jokes that somehow straddles the line between silly nonsense and legitimately being funny on multiple levels. For instance, you can wear many hats throughout the game, including a secret hard hat that... makes the game more difficult.

It's a black and white game... with a color blind mode. Locks are picked with needles, which are found by opening haystacks. "When The Cows Come Home" goes from a quaint Western colloquialism to a phrase filled with dread, as it now means flaming demon cows tore open a portal from hell.

The pun-tastic tone here is something along the lines of Discworld or the Xanth series if they were set in the old west.

 Coincidentally, his name was Cactus Man before he mutated into a Cactus Man

The Bottom Line

Considering the vastly different tones, size of the development crews, and amount of money that went into them, it would be silly to try to compare West Of The Loathing to any of the AAA games that came out this year, from Resident Evil 7 to Prey to Horizon Zero Dawn.

But here's the thing -- for RPG fans who like a little parody every now and again, this tiny little indie title might be just as fun as any of those gamesWest Of Loathing is a testament to what you can do when you have a fun concept, solid gameplay, and enough polish on the style front.

It doesn't matter that these are literal stick figures, or that the game is entirely black and white, or that each area is tiny. It's silly, it's accessible, it's enjoyable, and I could play it all day long without getting bored.

What's What in the New Cities Skylines Concerts DLC,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-cities-skylines-concerts-bc934.png eke8t/whats-what-in-the-new-cities-skylines-concerts-dlc Fri, 18 Aug 2017 17:47:40 -0400 ESpalding

It seems like only yesterday that we were discussing the Cities: Skylines - Mass Transit DLC. But now Paradox Interactive is giving us yet another DLC for their smash-hit city building sim. The new Concerts DLC gives players the opportunity to host and manage their own outdoor concerts. With a new festival ground, festival management, and an in-game radio station, there is a lot of new content to keep you entertained.

We've drawn up this guide to show you whats what in the new DLC and how it all fits together with existing content.

How to Unlock the Festival Ground in Cities: Skylines - Concerts

It's actually relatively easy to unlock the Festival Ground -- you just need to do a bit of groundwork beforehand. The festival ground will become useable once you have reached a population of 1,000 people. So spend time at the beginning of your game building residential areas and work on drawing people into the city to live.

As with all unique buildings, the festival ground needs to be built next to a road and preferably away from too much residential construction, as residents may be affected by noise pollution.

You will find the festival ground build option in the first tab of the unique building menu.

How to Hold a Festival in Cities: Skylines - Concerts

Luckily, the festivals/concerts run automatically. There are three bands on the concert list, and all the game does is cycle through them. Even though it would be nice to constantly hold heavy metal concerts, for example, you have to think about the rest of the citizens of your city!

If you click on your festival ground, it will bring up a new menu. In this menu, you will be able to see the dates of future concerts, past concerts, how well they were received by your citizens, ticket prices, different kinds of budgeting sliders, and upgrade options for your festival ground.

Getting Your Concert to be a Success in Cities: Skylines - Concerts

There are a lot of different factors that you need to get take into consideration for your concerts to be a success. First of all, you need to make sure that your citizens can get to the venue. To do this, you need to make sure you have sufficient public transport in place. You could have a bus route that stops outside, a train station nearby, the venue could even be served by a metro line.

You need to make sure you keep an eye on an artists popularity. All the artists start at 50 popularity but, depending on the success of a concert, this can increase or decrease. Obviously, if an artist's popularity increases, you don't have to worry about people attending. But if it goes down, you need to figure out a way of getting people in. One way of doing this is to lower the ticket prices. Lower ticket prices will draw more to a concert and hopefully work on increasing how popular the artist is.

How to Upgrade Your Festival Area in Cities: Skylines - Concerts

While there aren't is any other new buildings in the DLC apart from the festival area, you can still change its appearance, how many buildings are in the area, and its maximum capacity by upgrading the plot. These aren't unlocked by getting to a certain level, but they do have certain criteria you need to fulfill.

2-Star Upgrade

The criteria you need to fulfill to upgrade your festival to a 2-star venue are:

  • Held 6 concerts at the venue
  • At least one band with a popularity of 70
  • $90,000 to cover upgrade costs
3-Star Upgrade

The criteria you need to fulfill to upgrade your festival area to its maximum are:

  • Held 18 concerts at the venue
  • At least one band with a popularity of 85
  • Had at least one sold out concert
  • $120,000 to cover upgrade costs

The Cities: Skylines -  Concerts DLC is available now through Steam and requires no other expansion aside from the original game.

If you like this guide then you need to check out the rest of our Cities: Skylines guides for more tips and tricks that will make your city the best it can be!

11 Worlds for The Sims 3 Are Still Available to Download,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/i/m/sims-dragon-valley-pic-a92d6.jpg ldxyu/11-worlds-for-the-sims-3-are-still-available-to-download Fri, 18 Aug 2017 14:44:40 -0400 Skykat30


All these new worlds offer new stories and new in-game characters that make them worth playing. Riverview is the only world that you can download without paying. For all other worlds, you will have to buy SimPoints, or Sims 3 store currency, to download them. The cost ranges from a $19.99 bundle, up to 2,426 SimPoints per world.


There are also Gold Editions available for some of the worlds, which include premium content. Gold Editions cost more SimPoints. You will also need to log in the website to download anything.


If you are looking for new content for your Sims 3 game, I suggest getting a new world. 


Roaring Heights


Roaring Heights is a town for those living in the fast lane. It comes with a cool Fixer-Upper Car that you can repair, customize, and then drive. This town seems to have an oldies theme to it, with the hair styles, clothing, and houses. On the website, it recommends that you get the Boardwalk premium content with it, which includes a roller coaster. The Gold Edition comes with the world, Fixer-Upper Car, Boardwalk Attire, and 1900 SimPoints.


Download Roaring Heights here.


Midnight Hollow


Midnight Hollow is a dark town where creativity comes to life. It has a Victorian theme to it. The Gold Edition comes with a Toy Machine and the Savvy Seller’s Collection, which is all you need to get started to start your own business.


Download Midnight Hollow here.


Dragon Valley


Dragon Valley is a town full of fantasy that adds dragonlings to the mix. Included in the Gold Edition are red dragons, green dragons, and purple dragons. There are some great new sims and stories to be played in this town, too, as its denizens must decide between tradition and progress.


Download Dragon Valley here.


Aurora Skies


Aurora Skies is a town with a lot of scenery and nature. It also has a multi-colored night sky to enjoy. The Gold Edition includes a Toddler Walker, Playpen, and Hot Air Balloon. Great for families!


Download Aurora Skies here.


Monte Vista


Monte Vista is a quiet little town that's full of charm. Centered on cooking and art, it is a great place to call home. Included in the bundle is the Monte Vista world, a Wood Fire Oven Premium Item, and 100 SimPoints. This town has great museums, too!


Download Monte Vista here.


Sunlit Tides


Sunlit Tides is a great town for vacations. With waterfront homes, new objects, sims, and stories, this is a great town to have. The Gold Edition includes a Sauna, and Zen Massage Table. This is the place to relax!


Download Sunlit Tides here.


Lucky Palms


Lucky Palms is a town ready for rest and relaxation. New content, stories, and sims are included as well. The Gold Edition of this world includes a Wishing Well, Black Jack table, and Slot Machine. Great for casinos!


Download Lucky Palms here.


Lunar Lakes


Lunar Lakes is a town that's out of this world. This colony was created on another planet, and it is thriving. There are new objects, clothing, and locations for you to explore. Explore the Crystal Mine and discover rare rocks and gems. There are bio-dome parks to invoke the feel of other towns. This world truly is unique!


Download Lunar Lakes here.


Hidden Springs


Hidden Springs is a mysterious place that is said to hold magic. There are exclusive new items, sims, stories, and the fountain of youth. The town holds lots of secrets that you will have to discover.


Download Hidden Springs here.


Barnacle Bay


Barnacle Bay is an adventure island in the sea. It comes with the Buccaneer’s Bounty Set and two new staircases. It also adds 20 new items and clothing, a pirate ship, watering hole, and gallery. This town is made for the pirate adventure!


Download Barnacle Bay here.




Riverview was the first world released after The Sims 3 came out. And it's currently available for free on the Sims 3 store. It offers a sleepy little town that is more relaxed than city life, with farming and gardening at its heart.


Download Riverview here.


The Sims 3 is an older game, but it's still very fun to play. It comes with a lot of content, and expansion packs to install if you wish. But let’s not forget that there is still a lot of stuff on the Sims 3 store that is still available to purchase and play. There is premium content, houses, and worlds to download.


Currently, there are 11 new worlds that you can still download through this website. Let's take a look at what they are and what they have to offer your Sims experience.

Kickstarter Campaign for Re: Legend Reveals New Stretch Goals,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/o/m/combat-relegend-b1962.jpg f1xsy/kickstarter-campaign-for-re-legend-reveals-new-stretch-goals Fri, 18 Aug 2017 13:53:46 -0400 Erroll Maas

The Kickstarter campaign for the co-op monster raising and life simulation game, Re:Legend, has revealed two new stretch goals this week after receiving $279,798 USD from backers.

Developed by Magnus Games with help from the Square Enix Collective, Re:Legend had a campaign goal of $51,284 -- which means the Kickstarter project has made more than 5x its original goal. To celebrate, Magnus has shown off new weapon types, a new magnus, and a brand new mechanic as well. 

New Weapons

In addition to great swords, dual blades, staves, and bows, four additional weapon types have been announced, doubling the total number of types. The four new weapon types are detailed below.

Knuckles: A counterpart to the dual swords weapon which are infused with magic to cast protective and offensive spells and have high offensive power.

Great Shields: Heavy weapons and a counterpart to the great sword weapon which can also be used to cast protective and offensive spells.

Chakrams: Gigantic boomerang-like weapons that have a long range and cut up everything in their path.

Prisms: Crystals infused with a high concentration of magic and boost magic power. These weapons can be used for quicker spell casting and give the player more mobility.

New Magnus and Magnus Breeding

In addition to revealing three new Magnus -- the Seacolt, Dunehound, and Nerlict Bug species -- the current final stretch goal has been revealed to be Magnus breeding. The details of the stretch goal are unknown at this time, but more information is expected soon. It's also possible there will be another stretch goal added once the Magnus breeding stretch has been reached.

The Kickstarter campaign for Re: Legend will end on August 25. Re: Legend has an expected release date of June 2018 for PC. The Nintendo Switch, PlayStation 4, and Xbox One releases of the game are expected to be come around six months after the PC release.

Hearthstone Icecrown Citadel Guide: The Upper Reaches,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-2c9ee.jpg kh0o6/hearthstone-icecrown-citadel-guide-the-upper-reaches Fri, 18 Aug 2017 11:03:27 -0400 Sergey_3847

The second level of the Icecrown Citadel adventure is now live worldwide in Hearthstone. If you managed to beat the first four bosses of the Lower Citadel, then the Upper Reaches will unlock for you to play through.

The upper level includes three bosses: Blood Queen Lana'thel, Professor Putricide, and Sindragosa. This guide will provide you with three cheap decks that will surely help you beat all the bosses and get your free Frozen Throne pack as a reward.

How to Beat Blood Queen Lana'thel in Hearthstone's Icecrown Citadel

Lana'thel is your first boss, and the first thing she does is change your hero power to Vampiric Bite that costs 0 mana and gives any minion +2/+2. The trick is that you must use this power every turn, even if you have no minions of your own on the board.

This means that you should always have at least one of your minions on board every turn, or you will have to buff one of Lana'thel's minions. Also, it must always be a fresh one, since the Vampiric Bite works only once on each minion.

In order to beat Blood Queen Lana'thel you need to make a deck that consists of many cheap minions that have Charge and can go face immediately. The best class for this job is Hunter.

Here is the Hunter decklist you can use to beat Lana'thel:

  • 2x Alleycat
  • 2x Animal Companion
  • 2x Bluegill Warrior
  • 2x Crackling Razormaw
  • 2x Dire Wolf Alpha
  • 2x Eaglehorn Bow
  • 2x Kill Command
  • 2x Kindly Grandmother
  • 2x Raptor Hatchling
  • 2x Scavenging Hyena
  • 2x Stonetusk Boar
  • 2x Stubborn Gastropod
  • 2x Tundra Rhino
  • 2x Vicious Fledgling
  • 2x Wolfrider

How to Beat Professor Putricide in Hearthstone's Icecrown Citadel

The battle against the second boss consists of three phases. Each phase will mark the change of Professor's hero power to something even more sinister. He begins with 30 points of life and 15 armor. Every time you break his armor, he will regenerate it and enter the next phase.

In the first phase his hero power will make all secrets cost 0 mana -- including yours. This is a great opportunity for you to play one of the three classes that utilizes secrets: Hunter, Mage, or Paladin.

As soon as you break his armor, he will activate his second hero power that makes all weapons cost 1 mana. In the third and final phase all cards will cost 5 mana, which will limit you to two plays each turn.

All this means that you need to have tools that destroy secrets and weapons. Among the three mentioned heroes, the best one turned out to be Mage.

Here is the Mage decklist you can use to beat Professor Putricide:

  • 2x Acidic Swamp Ooze
  • 2x Arcane Missiles
  • 2x Arcanologist
  • 2x Counterspell
  • 2x Eater of Secrets
  • 2x Fireball
  • 2x Firelands Portal
  • 1x Flamestrike
  • 2x Frostbolt
  • 2x Gluttonous Ooze
  • 2x Ice Barrier
  • 2x Mana Wyrm
  • 2x Medivh's Valet
  • 2x Polymorph
  • 1x Pyroblast
  • 2x Secretkeeper

How to Beat Sindragosa in Hearthstone's Icecrown Citadel

Sindragosa is a powerful dragon that will prevent you from playing your minions by blocking your board with four immovable blocks of ice. Thus you will be able to play three minions max.

Additionally, her hero power will turn all of your minions into blocks of ice when her life total goes down to 20. If you're not careful, your board will be fully blocked, and you will have no chance of playing any more of your minions.

All this indicates that you need to have an OTK combo on your hands, and at the same time be able to remove all of her threats. The plan is to play your minions and buff them up with Divine Spirit + Inner Fire combo as a Priest until you have a total minion power of 30 damage or more on board. Then, you can kill her with one shot.

Here is the Priest decklist you can use to beat Sindragosa:

  • 2x Ancient Watcher
  • 2x Binding Heal
  • 2x Divine Spirit
  • 2x Forbidden Shaping
  • 2x Humongous Razorleaf
  • 2x Inner Fire
  • 2x Kabal Talonpriest
  • 2x Lightspawn
  • 2x Lightwell
  • 2x Power Word: Shield
  • 2x Purify
  • 2x Radiant Elemental
  • 2x Shadow Word: Death
  • 2x Shadow Word: Pain
  • 2x Silence


That is it for Upper Reaches bosses in the Icecrown Citadel adventure, and in the meantime check out other Hearthstone guides at GameSkinny:

Gigantic Tier List: All Heroes and Their Stats,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/g/i/g/gigantic-moba-1dbf4.jpg aj5sr/gigantic-tier-list-all-heroes-and-their-stats Fri, 18 Aug 2017 10:43:45 -0400 tofuslayer

Gigantic is the upcoming free-to-play MOBA from Motiga, that released on July 19 for PC and Xbox One. Each of the heroes in this team-based combat game has their own set of unique abilities and stats -- and knowing them is important to building the most effective party.

So far, there are 22 different heroes across 6 playable tiers. This list will lay out all the heroes we currently have, which tier they are in, and all their stats.

S+ Tier Characters in Gigantic

  • Type: Ranged
  • Role: Shooter
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 2100
    • Front armor: 30
    • Back armor: 20

Lord Knossos
  • Type: Melee
  • Role: Bruiser
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 2500
    • Front armor: 15
    • Back armor: 10

S Tier Characters in Gigantic

  • Type: Melee
  • Role: Assassin
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1500
    • Front armor: 15
    • Back armor: 10

  • Type: Melee
  • Role: Fighter
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1700
    • Front armor: 15
    • Back armor: 10

  • Type: Ranged
  • Role: Shooter
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1600
    • Front armor: 15
    • Back armor: 10

Uncle Sven
  • Type: Ranged
  • Role: Healer/Utility
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 2100
    • Front armor: 15
    • Back armor: 10

A+ Tier Characters in Gigantic

The Margrave
  • Type: Melee
  • Role: Tank
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 2950
    • Front armor: 30
    • Back armor: 20

  • Type: Melee
  • Role: Assassin

  • Type: Melee
  • Role: Tank/Utility

  • Type: Ranged
  • Role: Caster
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 2000
    • Front armor: 15
    • Back armor: 10

  • Type: Melee
  • Role: Tank
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 2150
    • Front armor: 15
    • Back armor: 10

A Tier Characters in Gigantic

  • Type: Melee
  • Role: Bruiser/Control
  • HP Regeneration Delay: 4s
  • Health &  Armor Values:
    • Health: 2450 
    • Front armor: 15
    • Back armor: 10
    • Armor back special: 10

Tyto the Swift
  • Type: Melee
  • Role: Assassin
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1/s
  • Health & Armor Values: 
    • Health: 1700
    • Front armor: 15
    • Back armor: 10
    • Right side armor: 10

  • Type: Ranged
  • Role: Shooter/Utility
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1600
    • Front armor: 15
    • Back armor: 10

B+ Tier Characters in Gigantic

  • Type: Ranged
  • Role: Shooter
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1500
    • Front armor: 15
    • Back armor: 10

  • Type: Ranged
  • Role: Caster
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1500
    • Front armor: 15
    • Back armor: 10

  • Type: Ranged
  • Role: Control
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1700
    • Front armor: 15
    • Back armor: 10

B Tier Characters in Gigantic

  • Type: Melee
  • Role: Summoner/Utility
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1500
    • Front armor: 25
    • Back armor: 15
    • Left side armor: 15
    • Right side armor: 25
    • Front armor special: 35
    • Back armor special: 25

  • Type: Ranged
  • Role: Summoner
  • HP Regeneration: Delay: 5s/ Rate: 133s
  • Stamina Regeneration Delay: 1s
  • Health & Armor Values: 
    • Health: 1600
    • Front armor: 15
    • Back armor: 10


Those are all the heroes we currently have info on! Check out our other Gigantic guides, and be sure to stay tuned for more content as the game gets updated!

Oxygen Not Included Needs Some Mods That Aren't Language Packs,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/o/x/y/oxygen-not-included4-e4d67.JPG jydka/oxygen-not-included-needs-some-mods-that-arent-language-packs Thu, 17 Aug 2017 16:44:34 -0400 ActionJ4ck

It's hard to deny that Oxygen Not Included, the latest game from the studio behind indie hits Don't Starve and Invisible, Inc., is a good game. Despite still being in Early Access, ONI boasts an overall "very positive" rating on Steam, with players praising the base-building survival game's physics mechanics, complexity, and art style. But if Oxygen Not Included has one critical flaw that could prevent it from becoming a lasting hit, it's that the game needs mod support.

As a quick glance through the game's Steam workshop will tell you, the only mods currently available for Oxygen Not Included are language packs. And while knowing how to say "I want better decor" in German is sure to be useful someday, language packs are not the type of content that will keep players interested in the game long post-launch. Mods are.

Despite ONI's largely glowing Steam reviews, a recurring complaint is that there's little motivation to play once food, oxygen, and heat are under control (feats that can be accomplished quickly if you know what you are doing). This flaw is an unfortunately common one. The inherent problem with survival and colony management games is that players inevitably reach total self-sufficiency -- the point where all the players' needs are met in excess by their farms, factories, etc. -- and expansion serves no purpose.

Players can always start a fresh save, of course -- but once you know the strategy for constructing the perfect base, it often becomes a matter of simply going through the exact same steps as last time until you've once again obtained a self-sufficient colony. There's some variance, of course, but the formula for success is too often the same.

What breaks up this formula -- and consequently keeps even veteran players coming back -- are the additional mechanics/challenges/silliness provided by mods. You may already know how to create a thriving space colony in vanilla Oxygen Not Included, but what if one of your dupes is actually a double-agent working to sabotage your base? How will you react when you accidentally uncover a Xenomorph? Or maybe the game is just more fun with Nicolas Cage's face stamped on almost every visible surface.

The point is that mods add the additional fun, challenge, and replayability that games of the base-building and survival genres desperately need. A good vanilla game is important, sure, but mods are what make a survival game survive. Games like Terraria, RimWorld, Age of Empires II, and even Minecraft are fantastic on their own, but mods give them a fresh set of legs that keep players coming back long after the their first few save files. 

So why is there such a lack of mods for Oxygen Not Included? It's both simple and perplexing: the current version of Oxygen Not Included just doesn't allow mods other than language packs. Developer Klei Entertainment has remained pretty mum on the topic of mod support for ONI, which is a strange choice considering Don't Starve, Don't Starve Together, and Invisible, Inc. all support community-generated content. So what's the deal?

Many players believe the current lack of mod support is to prevent modders from adding features to the game that the developers themselves intend to implement during the Early Access period, and that modding will be enabled closer to the release of the final product. Hopefully this is the case, because survival games need mods like dupes need oxygen; and without mod support for Oxygen Not Included, the game runs the risk of being just a few playthroughs' worth of fun rather than a long-lasting and perpetually evolving experience. 

Do you think mod support is essential for most games? What mods would you like to see in ONI? Let us know down below!

Interviewing the Arctic Developers of Distrust,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/d/i/s/distrust1-b00f5.jpg mkfxd/interviewing-the-arctic-developers-of-distrust Thu, 17 Aug 2017 16:32:23 -0400 LuckyJorael

Distrust, an indie adventure/horror game by developer Cheerdealers, focuses on two survivors who must pit their skills and determination against a frozen arctic climate, horrifying supernatural creatures, and perhaps man's greatest enemy: sleep deprivation.

In Distrust, the player must manage a pair of survivors as they explore a randomly-generated arctic base -- picking up tools, avoiding monsters, and dealing with the harsh climate. To make matters worse, your survivors have to sleep; if they don't, they'll start suffering from madnesses that affect how each survivor perceives the world. But if the survivors do sleep, more monsters will show up to eat their faces!

GameSkinny recently had the chance to talk to Cheerdealers about their upcoming game, so we discussed to the developers through the wonderful Evgeny Kasputin, Head of Midcore Marketing (because, like Sam Rockwell in Iron Man 2, I don't speak Russian).

GameSkinny: What was the draw to use John Carpenter's The Thing as inspiration for Distrust, as opposed to other horror movies?

Cheerdealers: "We just adore The Thing and believe it's the best horror movie ever made. [The] closed space of a hostile arctic base with a brilliantly depicted atmosphere of sustained uncertainty and fear that eventually leads to paranoia -- that's what we were greatly inspired by. In Distrust, we did our best to deliver a similar feeling of anxiety and pressure.

Our game is not a 'scary-scary' one. We do not aim to suddenly frighten people at all costs. Instead, we try to put the player under constant pressure created by both severe climate conditions and the uncertain threat of an unknown nature to keep the player under pressure for as long as possible. In this respect, we consider The Thing to be the main source of inspiration for both the setting and the atmosphere."

GS: Why use the top-down isometric view for the game? Why not a first-person horror game?

CD: On the one hand, there are lots of great [first-person horror and survival games] on Steam right now, and we wanted to make a difference. Our decision to stick to an isometric view was reinforced by the desire to give the player control over a group of survivors, rather than over a single character.

In addition, we wanted the player to be able to control the location of each character and track the anomalies that move across the base. The top-down isometric view helped us achieve those goals without making things too complicated, and now the gameplay experience in Distrust is very different from any other existing survival game.

On the other hand, we had limited time and resources. We could keep developing this game for ages or enter another endless game mode (“Early Access”), however, that just seemed to be completely wrong. The use of the isometric view was a sound decision, so we needed to make the best of it in terms of the development process. Specifically, this view streamlined content production and let us lower the granularity where necessary, without affecting the overall quality of the game and without any feature-cutting.

GS: How do you balance the different mechanics, like having to sleep and the eventual hallucinations, without making the game undergo a difficulty spike?

CD: Balancing the game was a real challenge for our game-designers, but trying to find a balance between [sleeping] and [staying awake] was not the most difficult part. We just fixed the metric [so] that any decision a player takes could work out fine. A player decides by themselves to either take a risk and probably get another madness or rest and attract monsters, but they still can survive, if they act quickly and efficiently. Moreover, some madnesses may be really useful.

The most difficult part was to plan and develop the random generation of the objects within the base. This is the part of the game that required a thorough balancing. We have a huge set of rules that help us keep a player under pressure, but there are no lose-lose situations. Extremely difficult parts of the game that you may [barely] clear give way to easier periods when you can catch [your] breath and restore the characters’ metrics.

Based on the feedback that we are receiving after launching the free demo version, we have managed to find the balance between the difficulty and interesting gameplay.

GS: Survivors in Distrust have different traits and abilities. What's your favorite combination of survivors and why?

CD: We won’t dwell upon the tragedy of choosing your survivors -- finding the best combination of characters is an essential part of the game and we will not go into spoilers.

But it is worth mentioning that there are many effective combinations -- and every member of our team has their own favorite one. Some prefer Martin Brown, because of his ability to batter down a door; some choose James Brown because of his frost-resistant skills. Our producer’s favorite -- and probably the most hardcore -- pair of survivors are the old [Doctor] Katashi Hayashi and the loner Ronald Witkes. Apart from all the trouble that you will eventually face, you also must constantly remember to maintain Ronald’s isolation and bear in mind that Doctor Katashi is very slow.

GS: What limitations -- in the game engine, the way the game was designed, etc. -- did the team encounter in making Distrust? How did that change the game?

CD: Originally, Distrust was planned to be a 2D game. But then, as we were digging into the development, we faced lots of limitations on animation, random generation and -- this was extremely discouraging -- on dynamic light. Just imagine what a miserable game it would be to wander about a base without a flashlight! Therefore, we decided to shift to 3D, even though it was a new experience for us. Fortunately, the transition went smoothly, and the development became even easier.

In addition, [in] the very early stages of development, we intended to introduce a complicated crafting system, [including] searching for different components and turning them into some device or a tool. What we saw was that a player became too busy with [repeatedly searching] and other monotonous actions, while the overall atmosphere of suspense leveled out. So, we totally extracted crafting and the only option left was to repair a tool, and that brought the atmosphere back to the game. 

And, of course, we [spent] a hell of [a lot of] time working on random generation. It was easy to generate levels, but to have a whole base with a number of buildings and countless numbers of different objects generated properly -- that was a hard nut to crack!

GS: Last question: What's the single coolest aspect of Distrust?

CD: Teetering on the edge of suffering from madnesses that occur when your characters stay awake [for too long], and being threatened by the monsters which come when your characters sleep. Whoever you pick as your survivors, we will make you desperately seek balance between an exhausted wake and a deadly rest. But whatever your decision is, there always be something interesting. And we believe that keeping a player interested is the most important thing!

GameSkinny would like to thank Cheerdealers for agreeing to this interview, and Evgeny Kasputin for being our liaison. Distrust releases on Steam August 23, but you can get a sneak peek at the full game by downloading the free demo that's available now.

For more information about Distrust, visit the game's Steam page or the Distrust website.

The Elder Scrolls Online: Falkreath Hold Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/f/a/l/falkreathholdheader1-a5d2d.png 05g6x/the-elder-scrolls-online-falkreath-hold-guide Thu, 17 Aug 2017 15:42:43 -0400 Seth Zulinski

Just a few short days ago, Elder Scrolls Online dropped its first major DLC since the release of the Morrowind expansion. With two new dungeons (and a new Trial) in the mix, plus a colossal difficulty spike, the "Horns of the Reach" DLC is already leaving plenty of unprepared players gored. 

Luckily, we did the dungeon delving for you and walked away with a few tips and tricks to help you through defending the besieged Falkreath hold. So paint those white flags red, and charge into this guide -- then show those Reachmen what happens when you mess with the bull. 

ESO: Falkreath Hold Dungeon Overview

The first and most important thing to realize is that the "Horns of the Reach" dungeons (Bloodroot Forge and Falkreath Hold) are definitely in the DLC-difficulty category, and more in line with the overall power of the White-Gold Tower than, say, Fungal Grotto. 

Many "trash mobs" are familiar enemies to long-time players by now -- the humanoid enemies that mimic a player class and pose a medium threat are still around, and have added a Warden substitute equipped with a bow, Cliff Screecher, and Insect Swarm to their ranks.

The truly dangerous members of the Dreadhorn clan are apparent soon enough, however, as three new Minotaur enemies have joined the fray. 

The first, Dreadhorn Wallbreakers, wield massive axes and can easily one-shot squishier party members on Normal -- and tanks on Veteran. Block or dodge roll the heavy attacks, but otherwise just treat them like the gigantic damage sponges that they are. 

Dreadhorn Tramplers also boast the capability to destroy a player -- though mostly only in Veteran mode. Sidestep or block their bull rushes and avoid the flames. 

Earthbinders are an upgrade on their human allies most of the time, and do many of the same things, but also boast the ability to damage shield themselves. These minotaur mages also create massive delayed AoEs in the form of magma rocks that burst from the ground -- and then burst into the air for massive bleed damage.

Lastly, the dungeon design in this DLC makes "grouping" clusters of enemies together to lay down the Area of Effect damage a bit harder than usual. Whether you're in the woodlands out front or the urban environment of Falkreath Hold itself, be prepared to defend against enemies coming from multiple sides and elevations throughout, or your party will be burning Soul Shards faster than you can say, "Ole!"

Boss 1: Morrigh Bullblood

At least Falkreath Hold eases you into the difficulty curve, giving you "only" a handful of human enemies and a single Wallbreaker alongside the first boss of the dungeon. Luckily for us, Morrigh isn't exactly turning up a ton of new tricks, being a fairly straightforward fight until around half health or lower. Her spinning blade attack does have a stun and silence component, though. So watch out for that.

Once Morrigh dips below half health, she will occasionally protect herself with a wide-area golden shield as fire rains from the sky. Unfortunately for her, we've had plenty of practice with her trump card, thanks to the Vaults of Madness, and know to hide inside her shield until the attack is over.

Boss 2: Siege Mammoth

This woolly wonder is found milling about just past Morrigh, stomping about the gate to Falkreath Hold. Have the tank close distance and keep it facing along the outer wall, while any ranged characters keep their distance and melee users stick to the back of the creature.

Its primary attack -- a horizontal swing of its gigantic tusks -- is a heavy damage cone that can chunk tanks and leave your damage and heals either dead or dying. Block or simply walk backwards to avoid this. 

Usually it will follow up a tusk swing or two with a wild charge, knocking anyone in front of it back and down. Tanks that attempt to keep their back to the wall will soon be forced to face the mammoth towards their back line, but letting it charge back and forth along the gate wall keeps your crew mostly safe. 

Siege Mammoth's last attack, triggered in the second phase subtly cued by its entire back being set ablaze, is a rear-and-stomp that sends some of the flames from its body out in waves. These hurt badly in normal mode, and will regularly one-shot any non-tanks in Veteran. Dodge roll or avoid them, or die. 

With the mammoth extinguished, it's time to head inside the Hold. Help Eeryka evacuate and secure as much of the Hold as she can - usually by fighting off waves of Dreadhorn Tramplers, Earthbinders, and Reachmen - and eventually you'll come upon...

Boss 3: Cernunnon and his amazing friends

See the gigantic glowing blue Bone Colossus up ahead? See how he splits into little spheres that travel inside Tuecille, Mokveda, and Erbogar? Most importantly, see those little altars? 

Engage the three (though be careful of Tuecille, as its Veteran counterpart's heavy attack deals 65k+ damage when unblocked), and be sure to keep the fight inside the swirling circle of smoke. When you see "the Vortex tugs at your soul", it's the games way of telling you that if you leave this circle, you will die. 

Take out Erbogar (the archer) first, and have a DPS pick up the orb he drops upon "death" and walk it to a nearby glowing altar -- but move fast, as the orb increasingly slows and damages its carrier over time. Once the orb is deposited, Erbogar will finally fall (rather than rise at 30% health, as he does if you fail).

Repeat this process with Tuecille, and finally Mokveda before Cernunnon rises from its glowing pit and engages you itself. Stay spread out to avoid killing each other with the splash damage from his meteors (cued by a charged glowing ball of energy in his hands), and make sure to keep your guard up if tanking -- as his bone blade also deals roughly 65k+ damage unblocked. 

Break his bones down to roughly 70%, and Cernunnon will retreat back to his circle to resummon his three minions for another round. Kill them the same way as before to end the phase and drag the Colossus back to this plane, where you can finish him. 

Follow the retreating Nords into the halls of the dead, keep your eyes on the way the draugr bodies glow after they fall, and keep moving until you find...

Boss 4: Deathlord Bjarfud Skjoralmor

Aside from having what is easily the game's hardest name to correctly pronounce with a straight face, the Deathlord doesn't have very much going for him.

Melee attacks and a few draugr servants comprise most of Bjarfud's repertoire, and nothing is particularly that threatening...

...except a red Damage over time that builds up under each player, and will eventually start dealing lethal amounts of damage. To cleanse this, have at least one character head to a sacred glowing urn found in the corners of the room, and begin cleansing the nearby glowing draugr corpses with X. Once enough are cleansed, the damage ceases for a time. 

Luckily, this time is usually enough to chew through the Deathlord's astonishingly low health pool. So claim your prize, and head outside the Halls into The Thane's Hall. Inside you'll meet the current head of Falkreath, and face...

Final Boss: Domihaus the Bloody-Horned

Domihaus, more than anything, is a DPS check. In his first phase he smashes the ground repeatedly, bringing up rocks that chase each individual player and are incredibly lethal. Avoid these and channel damage into him until his next attack.

For the second move in his rotation, Domihaus turns himself to perfectly invulnerable stone and summons four Atronachs -- one of each element -- to do some of his bloody work for him. Down them quickly, because this attack is not triggered by the death of the elementals, but by time. So any leftovers when he wakes up will stick around and continue fighting.

After taking a significant amount of damage (at around 65%), Domihaus will begin to Shout (cued by the message at the bottom of your screen telling you this). Quickly run behind the nearest pillar, putting it between you and Domihaus, or his Fus-Ro-Dah imitation will quickly leave you Fus-Ro-Dead. 

At 20% or so health, he summons a horde of elementals without freezing himself at all. And another horde. And another after that.  

At around 10%, try to keep all the atronachs corralled near the boss so that they die as a result of AoE damage, and burn him down as soon as possible.

The Bloody-Horned may also bring to bear a series of sharp spikes in circular patterns around him, slowing and steadily dealing damage to all players not in the outer circle near the pillars. Typically, this is the best time to avoid the center and attempt any rezzes -- so if you die, try to die as close to the edge as possible. 

A series of fireballs is also in his arsenal, most of them irritating at best. However one fireball -- denoted by a "charge" where he gathers the fire into his hands -- is perfectly capable of taking out any target that missed the cue or isn't blocking, dealing roughly 65k damage in Veteran Mode. 

Usually, after forcing players to the edge of the arena with the hovering shards, Domihaus will then glow and raise his arms to the sky. That's everyone's cue to jump back into the center of the circle, as the outer ring is about to be filled with flame.

Veteran mode is more of the same with significantly increased stats, though a quick look at the pillars after a Shout reveals the real danger of the encounter -- much like Valkyn Skoria before him, Domihaus is "timed". It would behoove your party to bring the best damage they can find -- if the fight takes too long, eventually the players will simply run out of pillars to hide behind, and be subjected to the full might of the master Minotaur's Voice.

With enough courage and determination (and damage, armor repair kits, and soul shards), you can triumph over the Bloody-Horned and save Falkreath Hold. 


That wraps up this guide to the Falkreath Hold dungeon in ESO. But we still have some questions. What emboldended the Dreadhorn clan so? What led to the alliance of Minotaur and man? Where did these weapons of blood and fire come from? For that, my friends, we'll have to mount an offense against the other Horn of the Reach, and the source of the problem...

The Bloodroot Forge. Stay tuned for another guide on this second dungeon for Horns of the Reach! In the meantime, check out the rest of our ESO guides for more help with the game:

Get Ready to Smile; We Happy Few Announced For Modern Consoles,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/30412d814c35088456e5e680069f2297.jpg h9mja/get-ready-to-smile-we-happy-few-announced-for-modern-consoles Thu, 17 Aug 2017 13:25:27 -0400 Jeffrey Rousseau

Recently, it was announced that We Happy Few will be released for PC, Xbox One, and  PlayStation 4. Developed by Compulsion Games, the survival horror title will be officially releasing in April 2018.

We Happy Few is story is set in an alternative post-World War II timeline. The game takes place in a downtrodden, retrofuturstic, and drug controlled society. To escape the ugliness of the war, the people have become addicted to the drug "Joy" -- a substance that leaves citizens happy and totally obedient to all commands. Players will play as one of three protagonists hoping to escape their hallucinogenic reality and find out the truth.

The title saw an Early Access release via Steam and earned lots of positive player reports. Our own preview of We Happy Few gave it a solid 8/10. The upcoming April 2018 release will include the full game, new missions, and extra content. The game will also have a Collector's Edition that includes bonuses like a guide, a mask replica, and the soundtrack on vinyl to name a few. 

Fans of survival horror games and or mystery titles can look forward to We Happy Few early next year.

Stardew Valley: Mushrooms or Bats? Mushrooms...Here's Why,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/t/a/stardewvallery-header-6a0ff.jpg vtyx4/stardew-valley-mushrooms-or-bats-mushroomsheres-why Thu, 17 Aug 2017 13:12:58 -0400 ThatGamersAsylum

In Stardew Valley you grow your own farm, become part of a community, and seek to restore the community center to its former glory -- among other things.

Once you have started to get your legs underneath you a little bit (by making 25,000 G), a man named Demetrius will offer you the opportunity to participate in an experiment. If you accept, you must decide whether to use your cave as a home for some fruit-providing bats or as a garden for some mushrooms.

But which one should you choose? The answer is clear: mushrooms

In this short guide, we'll go over why you should choose to host mushrooms in your Stardew Valley cave, and what benefits you'll reap from doing so. 

Why Mushrooms are Better than Bats in Stardew Valley

Mushrooms Are A Time Saver

Perhaps the biggest reason to use mushrooms is the fact that it saves a lot of time. Most mushrooms are only available in one or two seasons, which can make them a pain to get in a pinch. Moreover, the only reliable way to get purple mushrooms is by mining -- and it can take mining as deep as the 90th floor before you start reliably seeing large amounts of mushrooms. Not only does that much mining take a long time, but it can also be risky, assuming you value your life.

But if you've got plenty of mushrooms growing right in your own cave, you're all set!

Mushrooms are More Consistent

The bats are, well, bats. They don’t always bring fruit, and the fruit that they bring is random. The mushrooms, on the other hand, are much more reliable. There will be 6 planters, and every two days those will net you 6 mushrooms.

While the mushrooms you get are on a more reliable time table, they are still random -- so you will get some duds.

You Can Grow Fruit, But Not Mushrooms

Naturally, you can eventually grow all types of fruit trees. And it doesn't take a very long time. But you can only grow mushrooms 1 of 2 ways. The first is by choosing the cave option that we're discussing here. The second is completely luck-based and can’t be controlled. During the Fall, there is a chance that a fully grown common tree might be changed into a Big Mushroom Tree overnight. While this tree will spread like other trees, you can not actively plant it, which makes it unreliable.

Moreover, unlike the mushroom cave option -- which provides you with all types of mushrooms -- the Big Mushroom Tree only provides common, red, and purple mushrooms. Because of this, the mushroom option is the only way to reliably have mushrooms without having to actively gather them on your own time.

Mushrooms Let You Make Life Elixirs

There are two types of people in this world -- those that swear by life elixirs, and those that would rather eat spicy eel. I just so happen to be one of the former. Life Elixirs restore all of your HP, which is valuable from the beginning of the game until the end of the game. Simply put, Life Elixirs are one of the best healing items.

Additionally, since Life Elixirs don't give a buff, they will not overwrite a previous buff. Life Elixirs can be made once you have combat Skills at Level 2 and use one (1) of each of the following:

  1. Red mushroom
  2. Purple Mushroom
  3. Morel
  4. Chanterelle

These ingredients are hard to gather without the mushroom option, but become laughably easy to get once you have it. This, in turn, means you don't have to worry about how you are going to heal for much of the game.

The Only Case for Choosing Bats

Honestly, one of my biggest knocks on bats is that they are not as regular as the mushrooms. Not knowing for certain that you will have X number of berries every Y number of days is not only annoying, but can also literally result in you having significantly fewer berries than what you would have earned in an equivalent amount of time getting mushrooms.

That said, some fruit trees can be expensive to buy, and their seeds can take time or luck to obtain. Moreover, some fruit -- blackberries and salmonberries in particular -- are only found on certain days during their respective season, making them a pain to forage.

Fruits also arguably help you complete more essential bundles than mushrooms, such as the Artisan Bundle. Most villagers like most of the fruit variations, and some villagers even love certain fruit. So these factors are all worth considering.

It Doesn’t Matter...Nothing Matters

Ultimately, however, neither decision matters forever. So don’t stress too much. I find mushrooms more helpful, but if your current circumstances mean that you'll find fruit more helpful, then you'll want to go for the bats. Choosing mushrooms or fruits is really just choosing which you’d prefer to have accelerated use of early on.

Need more help with your farming adventure? Check out the rest of our Stardew Valley guides for more tips and tricks:

Sonic Mania Guide: All Cheats, Unlockables, and Secrets,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/o/n/sonicmania00-98e67.png 4wt32/sonic-mania-guide-all-cheats-unlockables-and-secrets Thu, 17 Aug 2017 12:18:08 -0400 David Fisher

Sonic Mania may already be twice the length of the classic Genesis titles with its extra zones alone, but there's even more content stored away in this title. While most can be unlocked with simple dedication and practice, the team responsible for this callback to the past greatness of Sonic the Hedgehog made sure to pack in as much extra goodies as possible.

In this guide, we'll go over all the unlockables in Sonic Mania and how you can access every single one of them.

How to Unlock Stage Select and Debug Mode (Cheat)

Before we get to the legitimate ways to unlock bonuses in Sonic Mania, let's cover something a little more nostalgic. If you hold the B and Y button on the Nintendo Switch before the "Press Any Button" prompt appears at the bottom of the title screen, you will unlock the Stage Select mode. Once in Stage Select, you will be able to access any map in the game.

Pressing X while in a stage chosen through Stage Select  will let you access Debug Mode. In this mode you can take the form of any item, object, or enemy and freely place them around the map. Changing the item you are is as simple as pressing the Y or A buttons to cycle through the list. You can also use it as a form of noclip mode, allowing you to explore the stage for the sake of exploration. 

For PS4 and Xbox One Players

Debug Mode and Stage Select can still be unlocked on the Xbox One and PlayStation 4 via collecting Silver or Gold medals from the Blue Spheres Bonus Stages. Afterward, go into the Secrets Menu to activate Debug Mode. Once activated, you can press Square and Options for PS4 or X and Menu on the Xbox One. This was likely done to avoid conflicts with the achievements systems on either console.

How to Unlock "& Knuckles" Mode

Your reward for completing each Blue Spheres stage is bonus lives. However, if you are dedicated enough to complete all of the Blue Spheres bonus stages with Gold Medals, you will unlock the elusive "& Knuckles" mode. 

This mode functions much like the Sonic and Tails mode -- but instead of Tails, you get Knuckles following you around. Even while playing as Knuckles.

The memes are real, kids...

Mean Bean Machine Mode and Blue Spheres Extras

Can't get enough Mean Bean Machine or Blue Spheres? By collecting Gold and Silver medals from the regular Blue Spheres Bonus Stages, you can unlock extra stages for Blue Spheres in a dedicated mode or a full version of Doctor Robotnik's Mean Bean Machine -- which is effectively just a mini-arcade version of Puyo Puyo.

The Mean Bean Machine substitute can even be played with a friend. So if you're really dying to get your hands on some knockoff Puyo Puyo, start finding those medals!

Wind Attack and Super Peel Out Abilities

Sonic's Wind Attack from Sonic 3 -- otherwise known as the Insta-Shield and Twin-Spin Attack -- as well as the Super Peel Out ability from Sonic CD are available in Sonic Mania as unlockable skill sets. Each is unlocked by gathering either the Silver or Gold medals from the Blue Spheres Bonus Stages. And unfortunately, these abilities can only be used in No Save mode.

To access them after unlocking them, simply press Y or Triangle to open up the bonuses menu, change Sonic's abilities to the mode you want, and then start a No Save game.

What is the Wind Attack?

For those who don't know what the Wind Attack is, in Sonic 3 and Sonic Advance you could press the jump button to create a split-second barrier that will destroy enemies just out of range of your spin jump. It's just a few pixels wider than your regular jump attack, but it is particularly useful for beating basic enemies that are a little more defensive.

Super Peel Out?

On the other hand, Super Peel Out from Sonic CD lets you hold up on the D-Pad or Control Stick while pressing the jump button to wind up your running speed. This lets Sonic run at full speed without having to use the Spin Dash ability. While this seems like a straight downgrade to the Spin Dash, the Super Peel Out ability is much better at keeping its momentum than being in ball form.

That's all for now!

These extra features in Sonic Mania really show how dedicated the developers were to making a true Sonic the Hedgehog title for the fans. Remember, these are just the unlockables, so be sure to turn on that debug mode and see if you can find any Easter Eggs hidden throughout the stages! As always, stay tuned to for more on Sonic Mania guides.

Total War Warhammer 2: An In-Depth Look at the Skaven,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/t/w/w/tww2-skaven-rgb-1501163326-a2801.jpg hhqss/total-war-warhammer-2-an-in-depth-look-at-the-skaven Thu, 17 Aug 2017 11:48:37 -0400 Skrain

Yesterday was an exciting day for Warhammer fans, as the Skaven were officially confirmed as the fourth playable faction in Creative Assembly's Total War Warhammer 2

Now that we've seen a little bit more footage of what gameplay looks like with the Ratkin, let's scurry and break down the awesome concepts that have been revealed as of this afternoon -- and detail the effects they will have in your Skaven campaign. 

Scurry and Hurry, Sneak-Seek Warpstone

After having completed a ritual, the Great Horned Rat has granted me a vision of what's to come from his under-kin's plans. You too can be granted this boon by completing the same ritual, the answer to which is a punny remark about rats I made earlier. (Alright, I'll stop now.)

After you pass the secret ritual, you get a sneak peek at the in-game intro cinematic for the Skaven campaign that offers some contextual information about the Ratfolk themselves and their overall campaign goal. You want to gain dominion over The Great Vortex -- a prophecy ascribed into the Pillar of Commandments by the Great Horned Rat himself.

To do this, the Skaven must seek out vast quantities of warpstone as tribute to summon the Screaming One, a powerful daemon that will help the Ratkin accomplish their plans. It's not currently known what this daemon is, but one could take a guess at it being one of the Exalted Verminlords -- magnificently grotesque beings created by the Horned Rat to serve his immortal bidding.

Skaven Campaign Overview

There is a lot to go over here. Creative Assembly seems to have put a lot of effort into the Skaven and their campaign concepts. There are currently two known leaders for the Skaven. The first is Queek Headtaker, the most fearsome warlord affiliated with Clan Mors. The other is Skrolk, one of the nine legendary plaguelords of Clan Pestilen.

The Skaven of clan Mors begin in the jungles of the Southlands, just below the Lizard temple city of Zlatlan. Their first mission is to defeat an Elvish faction and take the neighboring settlement of Dawn's Light. Warpstone is the reward for completing issued mission -- and again the collection of Warpstone helps the Skaven toward their goal of controlling the Great Vortex centered above Ulthuan. (In fact, all four races in Total War Warhammer 2 have the goal of controlling the Great Vortex. Some have noble intentions, but the Skaven certainly do not.)

Rat Mechanics...Literally

The first noticeable feature of the Skaven is the fact that their settlements are underground. To other factions, it simply seems as if the region is dominated by the ruins of a previous city. It is only until they send an army to colonize it that the truth of the Under Empire will be revealed to them. Heroes and treasure hunters can also reveal Skaven settlements. This lets the Skaven hopefully build up their initially weak power base without being bothered until the time to strike is right.

A rat's metabolism is apparently something fierce, however, and the Skaven require vast quantities of food -- which can be acquired through settlement buildings, sacking enemy settlements, and winning battles against the Ratfolk's foes. A powerful tool for these ornery rodents is their ability to stalk around the campaign map and ambush while moving -- quite quite useful for squeaky rats.

Food also plays into another mechanic for the burrowing Skaven -- the ability to summon clanrats from below to join in the assault during battle. This is very useful for dealing with enemy artillery or forcing an advancing army to turn and face a new threat. The number of times this ability can be used is dependent on the food stores, as well as the level of Skaven corruption within a province.

Skaven corruption works very similarly to chaos corruption from the previous game -- so if you're familiar with that, it shouldn't be hard to understand. But Skaven aren't the most loyal of creatures, so you have to carefully manage your armies or you may find them turning against you if they think that they can sneak-stab into you without consequences. 

Skaven are known for their advanced (if not wily) technology, such as Ratling guns, Warpfire throwers, abominable Rat ogres, and even the humorlessly named Doom Wheel. But before you can enjoy the offerings of clan Skryer's warlock engineers, you must start at the bottom. The bottom for Skaven being Clanrats and Slave rats, which will make up the bulk of your early armies.

Clanrats' only benefit is listed as "meatshields", but they are certainly cheap and numerous. So your goal early on in battle will be to swarm and surround. This is where the hidden underground cities will really benefit you. Bide your time with raids, and only battle when you have the clear advantage.

Once you have the infrastructure to utilize clan Skryer's mechanical horrors you can begin your conquest in earnest. Don't forget about Hell Pit Abominations though, as it's easily the strongest creature the Skaven can field.

Rituals and the End Goal 

When a sufficient number of resources have been gathered (Warpstone for the Skaven), either you or the AI can initiate powerful rituals that grant massive bonuses for the faction that manages to complete them. Once five rituals have been completed by a single faction, the end game draws near and your campaign is nearly finished.

Rituals have their risks involved of course . Mostly, they'll attract the attention of either Chaos or rivals attempting their own rituals -- both of whom will attempt to stall you in your goal.


Having always loved the Skaven in Warhammer, I'm excited to see the detail, and attention Creative Assembly has put into them for this sequel. They certainly seem to stand out from what we know about the other factions, and the developers expertly captured the jittery nature that is a hallmark of the underkin.

I'm sure I'll enjoy the default campaign and vying for control over the Vortex, but I am far more excited about the campaign that will combine the map from the first installment, as well as the map from Warhammer 2. 

Total War Warhammer 2 releases on September 28th -- so scurry-hurry if you wish to join the conflict for the Vortex on release.

Black Desert Online: Fixing the Internal Error,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/e/a/header-404a3.jpg gxir9/black-desert-online-fixing-the-internal-error Thu, 17 Aug 2017 11:06:52 -0400 StraightEdge434

It looks like quite a number of players are running into an annoying error whenever they try to play Black Desert Online. An "internal error" happens whenever players try to purchase an item or recharge an item with "real life currency" from the Black Desert Online store.

Not only does this cause failed transactions and frustration among players, but there is also the possibility of triggering a Fraud Prevention system -- which basically freezes your ability to make any future purchases for the next 24 hours.

Of course, this internal error is not a pleasant thing to deal with -- because not only are you not receiving the item that you need or desire, but you are also at risk of getting "banned" for 24 hours (not from playing the game, but from purchasing anything else).

But what exactly causes this issue, and what can be done about it, if anything? In this guide, we'll dig a bit deeper into the Black Desert Online internal error and try to offer some of solutions to the problem. 

What Items Cause the Internal Error in BDO?

As some of the community posts out there on the web suggest, the most common trigger for the internal error is when a player tries to purchase game currency using actual money. As some posts show, the most common item is Daum Cash -- in-game money which can be used in order to buy Pearls. 

A similar situation happens when users try to purchase Kakao cash, which is also a form of virtual currency in the game.

Why Does the Internal Error Occur in BDO?

The most common reason for the internal error is the player's browser. It's related to the cookies that are stored on their computers when interacting with the Black Desert Online store.

According to the forums, the problem seems to be most persistent in Google Chrome browsers. 

How to Fix the Internal  Error in BDO

Fortunately, there are a few solutions that will fix this internal error problem. Here are some of the quick workarounds you should try:

  • Completely logging out and then back in.
  • Deleting cookies and restarting the browser.
  • Changing browsers, and using any other browser besides Google Chrome.
  • Making the purchase from the game's website, not from the game itself.
  • Disabling any add-ons.

These are just some of the most common ways of dealing with the error, and they seem to work for the majority of the players so that they can finally make whatever purchases they want without encountering any issues.


Did any of these methods work for you? Or do you yourself have methods of fixing the internal error that weren't mentioned here? Make sure to let us know in the comment section! And check out the rest of our Black Desert Online guides for even more tips, tricks, and error fixes:

Total War Warhammer Norsca DLC Guide: Best Technologies and Chaos Gods,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/m/a/x/maxresdefault-b7374.jpg m5w6e/total-war-warhammer-norsca-dlc-guide-best-technologies-and-chaos-gods Thu, 17 Aug 2017 10:48:33 -0400 Sergey_3847

The Norsca DLC for Total War: Warhammer introduced 33 new technologies and 4 Chaos Gods that can help you move forward with your campaign. However, the Chaos Gods mechanic is a bit more complicated and requires a closer look at your situation before making a pledge.

If you want to know which technologies are the most helpful in the Norsca DLC, and which god to choose depending on your stance in the campaign, keep on reading this Warhammer guide for all the information you'll need. 

The Best Technologies in Total War: Warhammer Norsca DLC

There are three major wings of technologies in the Norsca DLC: War Tools, Monster Hunter, and Sea Marauder’s Tools.

Sea Marauder’s Tools

The majority of Norsca armies consist of tribal robbers, so the most beneficial technology you can research in the Norsca DLC is Razing of the Empire. It will make all tribal robbers extremely cheap to hire, and thus help you significantly increase the number of units in your army early in the game.

However, you can’t research Razing of the Empire immediately. First you must start with Sea Marauder’s Tools, which will open the next two technologies: Corpulent Sails and Champions of War. All of them are especially impactful in the first half of the campaign.

You can begin the research of Sea Marauder’s Tools during the first step of your campaign. The next is Corpulent Sails, which will let you be more mobile on the map, and Champions of War, which will let you unite and recruit enemy armies. You can research both of these and Razing of the Empire technologies on steps 4 or 5.

Monster Hunter

The other three most important technologies in the Norsca DLC are: Monster Hunter, One With Beasts, and Master of Beasts.

You can start researching them after you’ve researched the Razing of the Empire tech -- usually in the second half of the campaign. They will open access to special battles, the Monster Hunts, that will reward you with unique artifacts.

The War Tools

This wing is not as important as the previous ones, but the technologies represented here can make your life in the campaign easier. It is not essential to research them, but only if you have enough time and resources. Basically, they make crafting of weapons and maintenance of your army cheaper.

Chaos Gods in Total War: Warhammer Norsca DLC

The Norsca DLC offers four gods for worshipping that may enhance your gameplay, if you choose to pledge your allegiance to one of them. But you also need to consider that by fully devoting yourself to one god, you will summon the wrath of the other three gods -- meaning that you will not be able to change your direction once you've chosen.

Before deciding which god to worship, or even if you want to do it in the first place, let’s take a look at what each of them offers.


Slaanesh, the Lord of Pleasure (The Serpent)

Choose this god if you want to maintain and hire new units in your army cheaper by 10%. If you manage to upgrade your allegiance to level 3, then you will also have a powerful chaos sorcerer fighting on your side.

Nurgle, the Lord of Decay (The Crow)

Choose Nurgle if you want your army to be healed instantly, and your lords may even return to life immediately after death. If you max out your worship to Nurgle, then he will cast a massive plague all over the world, but your own army will be unaffected.

Khorne, the Blood God (The Hound)

Khorne will make your army stronger in melee combat, and will increase the experience received from the battles. At level 3 you will be able to recruit an Ice-Forge Legion -- the only available artillery legion in the Norsca DLC.

Tzeentch, the Changer of Ways (The Eagle)

This eagle-god will increase your research rate by 20%, and will give +20 to your starting amount of Winds of Magic. At the highest level you will gain access to a unique lord -- Azrik the Maze Keeper.

So, which god to choose?

Obviously, the strongest god among them all is Nurgle, the Lord of Decay. Fearlessly pledge your allegiance to him and watch your enemies all over the map die in terrible conditions. Even if they survive, their numbers will be greatly reduced, and those left will have absolutely no power to withstand your own army.

The rest of the gods are not particularly interesting unless you want to try something different for your next replay.


That wraps up this guide! Hopefully it's helped you decide which technologies to focus on and which chaos gods to follow. Need more help with the game? Check out other Total War: Warhammer guides for everything you need to know:


FFXIV: How to Make the Battered Fish Recipe,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/m/o/o/moonfirefaire-42dc7.jpg 0yby4/ffxiv-how-to-make-the-battered-fish-recipe Thu, 17 Aug 2017 10:40:42 -0400 Wizard of Warsaw

As another Moonfire Faire has passed -- and so too has passed an opportunity to make the Battered Fish meal in FFXIV.

The Battered Fish recipe has been a point of contention for a while, with players proclaiming the lunacy of requiring a specific holiday event to obtain the ingredients. This recipe consists of:

  • Water Shard
  • Fire Shard
  • Popoto
  • Olive Oil
  • Table Salt
  • Haddock

How to Get All Ingredients for the Battered Fish Recipe in FFXIV

The Fire and Water Shards are pretty easy to find. Mining, quarrying, logging, and harvesting are good ways to get massive amounts of both shards. They also come as quest rewards for a ton of quests. Certain enemies will drop these Shards as well. Fire Sprites and Firemane in Halatia drop Fire Shards, while Water Sprites in Middle La Noscea and Stagnant Water Sprites from Central Shroud will drop Water Shards.  

Popotos are another easy ingredient to find. You'll need to have the Botanist gathering class and find level 18 harvesting nodes.

Aside from that, Olive Oil and Table Salt can be found in Novv's Nursery -- sold by Sahagin Vendor for 8 gil and 2 gil, respectively. 

How to Get Haddock

The final ingredient, Haddock, is the biggest pain. It's important to point out that the Haddock required for the Battered Fish recipe is NOT the same as the Haraldr Haddock. This infuriating little fish is only available from one vendor, the Festive Fisher, during the Moonfire Faire event.

The Moonfire Faire happened once in 2015, and again earlier this year, but that hasn't stopped players from trying their hardest to figure out how to complete the recipe. The fish is Market Prohibited, but there is a way around it. 

Some players have found success by going through the party finder system, stating that they are looking for Haddock and have been lucky enough to find someone willing to trade them some. So if you really want to make that Battered Fish recipe, this will probably be your best bet.


The prospect of waiting for another Moonfire Faire is appalling to most players. When you're aiming for completion, having to wait for an event to come back around is one of the most frustrating things. But it's not impossible to complete the Battered Fish recipe if you're willing to hunt through the Party Finder for Haddock to trade. It's way less annoying than waiting around for two more years.

Need more help with FFXIV? Check out the rest of our FFXIV guides for more tips, tricks, and recipes:

Guild Wars 2: Path of Fire Preview Showcases New Mechanics,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/8/0/0/800px-path-fire-concept-art-7c0a9.jpg 9lrra/guild-wars-2-path-of-fire-preview-showcases-new-mechanics Thu, 17 Aug 2017 10:20:27 -0400 Kellan Pine

ArenaNet first released Guild Wars 2 in August 2012. Five years later, the game has seen the introduction of one expansion and a series of smaller Living World updates that advanced the story.

Enter the next full expansion to the game, Path of Fire, which is set to be released next month. Leading up to its release, ArenaNet invited players to participate in free preview weekend August 11-13 (with another coming August 18-20). This first preview weekend focused on PvE content, while the second is expected to center on allowing players to try out new abilities in PvP.

The previous expansion, Heart of Thorns, seems to have set the pattern for expansions that would follow. Prior to announcing Heart of Thorns, ArenaNet introduced players to a new main antagonist using Living World updates. They repeated that pattern here, bringing back the god of war that players saw referenced in both Guild Wars and Guild Wars 2. This deity, Balthazar, is no longer a benefactor to mortals. It is up to the players to find out why -- and stop his plans before he brings about the end of the world.

Heart of Thorns also introduced a number of new mechanics into the game. Among the most immediately impactful was the introduction of gliders. These tools were given to players early in the expansion and became a popular way to get around the world. In many newer maps, gliders were often the only clear way for players to reach their destination. Like many other aspects of Heart of Thorns -- such as interactions with special vendors and objects in the world -- gliders were reliant on the Mastery system.

This was a new method of horizontal progression ArenaNet introduced, allowing players with max level characters to unlock new abilities or quality of life improvements. The system appears to have the goal of adding meaningful progression without trivializing the abilities and equipment players already have.

Player mounted on Raptor

Path of Fire looks to develop on these ideas by introducing mounts, which are also based on the Mastery system. In addition to providing faster movement through the world, each mount will have a unique movement ability and be able to reach otherwise inaccessible areas.

This mirrors many aspects of the glider, and will hopefully help to alleviate the sometimes tedious travel in older maps. While some professions do currently have access to abilities that improve movement speed, taking those abilities means excluding potentially more useful combat oriented options. The game does also provide fast travel through a waypoint system, but those waypoints are not always close to the player's destination.

The faster movement of the mounts should come in handy -- especially because the new areas introduced by Path of Fire are larger than older zones and have fewer fast travel points. The special movement abilities offered by mounts also allow ArenaNet to create new and varied platforming challenges for players along the lines of the popular jumping puzzles already present in Guild Wars 2.

Mounts will not be usable in combat, but they do provide an Engage Skill to the player. These skills are powerful abilities designed to help a mounted player enter combat effectively. The preview provided access to the Raptor mount, which will be the first mount players can unlock in the expansion.

Navigating the mount takes some getting used to, but the long-range jump provided by the Raptor will be useful in exploring the rocky environments of the Crystal Desert. The Raptor provides a tail spin engage skill that leaps to a target and deals damage in an area. While the tail spin skill tended to one-shot minor enemies in the preview map, it was difficult to gauge the overall utility of the skill in the limited preview window. It certainly felt like it fit the stated purpose of a fast and efficient entry into combat.

The environments and characters available in the preview weekend look and feel different from those in the original game, and very different from the wild jungles of Heart of Thorns. This is a refreshing change that also serves as an homage to the first Guild Wars, which heavily featured the new Crystal Desert and Elona regions in the Nightfall expansion.

If Path of Fire follows the same pattern as the original game, many of the armor appearances shown on NPCs in the preview will be available to players as well. Guild Wars 2 already provides a system for armor customization, so the additional options will help players create new looks inspired by the story of the new expansion. 

A desert environment in Path of Fire

If Guild Wars 2: Path of Fire can deliver on the experience promised by the preview, it will represent a great jumping on point for new players -- as well as an enjoyable experience for existing players.

Players that pre-order Path of Fire will receive an item that immediately boosts a single character to max level, transporting them to the Silverwastes region of the game and equipping them with a character build and items selected by ArenaNet specifically for players new to the game or a particular profession. While these builds are typically not the most effective, they do offer new players a lot of survivability while still providing enough damage to complete events in the open world and progress the story missions. A new player that uses this item will also be able to complete all the story missions from the original game without the level gating that is typically required.

Guild Wars 2 is free-to-play for PC and Mac. As was the case with the original Guild Wars, the paid expansions are stand-alone. Heart of Thorns is not required to play Path of Fire, although players should be aware that some character abilities do require the Heart of Thorns expansion. The expansions for Guild Wars 2 can be purchased individually or as a bundle in game or from the Guild Wars 2 online store.

For more on Path of Fire, check out the new elite specializations.

Hearthstone Global Games: Choose Your Champion Open Now,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/c/r/screen-shot-2017-112305-5356e.png 4oyog/hearthstone-global-games-choose-your-champion-open-now Thu, 17 Aug 2017 09:46:16 -0400 Kellan Pine

Today, Blizzard opened a new Choose Your Champion event for the upcoming finals of the Hearthstone Global Games. The event allows players to earn free card packs from the Knights of the Frozen Throne card set by predicting which team will go home with the grand prize after the finals at GamesCom on August 26.

Any Hearthstone player that selects a champion will be awarded a free pack of cards, with a second pack being issued to anyone that correctly predicts the outcome. Champion selection is open from August 16-23 and can be accessed through a notification in the Hearthstone client or by logging into your Blizzard account on the official Hearthstone eSports website.

The Hearthstone Global Games started on April 11, with teams from 48 countries competing for a piece of the $332,000 prize pool. In the semi-finals on August 25, the United States will be facing the Czech Republic for a chance to play in the finals on August 26. The other semi-final match is between the top-ranked South Korea team and second place Ukraine team.

If you want more about Hearthstone, check out our Knights of the Frozen Throne reviewWe also have a guide to the best new cards, and budget decks for you to try if you would like to get in on the action!