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"In the land of the showdown, the high movement survivor is king." -- Carol the Weird

Every single step in the showdown is built on the foundation of positioning, your position determines if you can attack, who gets attacked and so on. While it is determined often by your role in the showdown and your weapon's range/reach, where you stand is a hugely important part of the game. If you are in the right spot, the monster will never get you (or it will get you if that is what you, your shield and your pile of lube want).

Each item in this (and the Antelope Mask in the previous 'Activators' article) gives you the ability to position in a superior fashion to normal, either directly through a replacement ability or indirectly via additional movement.

Finally, before we get to the items, this area is not the sole remit for support items, it also includes Armor sets (Dancer), Armor pieces (mostly boots) and Fighting arts such as Harvestman and becoming the all powerful Gloom Man.


Lantern Mendhi

Crafting Cost: Find during battle with the Lion God

Additional Categories: N/A (should be Lantern imo)

Affinities: Really good, a Whole Red affinity by itself (which is rare) plus a down blue.

Abilities & Keywords: Symbol works with the Necromancer's abilities and is a big part of that SFA's main gimmick. Soluble is (as always) an issue, especially vs. the Sunstalker.

Main Ability:  As I am sure you have experienced when you generated an ambush, starting wherever you want on the showdown board is strong. Survivors with bows in particular will get the largest benefit, being able to set up at the very edge of their range instead of closer. But also support survivors who do not want to get involved in the fight (and HL/AI control + gather, heal) often have 'infinite' range for what they are doing.

Rating: Solid affinities with a great ability, this one gets a B+ because outside of the Necromancer this is typically a luxury item rather than a must have. The difficulty in unlocking it and the single use per showdown nature of its ability is also a limiting factor. It's reasonable to get your hands on, but still scary as it involves the Lion God. So the best thing to use this for is the Red affinity in a built that is short one - for example Red Charms.


 

Feather Mantle

Crafting Cost: 2x tail feather, 1x scrap

Additional Categories: N/A 

Affinities: A very solid set of affinities here, two of them are in premium positions and down red is often useful for builds as well. Affinity filling is one of the prime reasons to use the Feather Mantle. (These affinities also match the Survivor's Lantern from People of the Lantern.)

Abilities & Keywords: Flammable, as always; deserves the usual 'watch out cause it can get archived' warning.

Main Ability: Ignoring collision is always great because if helps avoid knock downs so the benefits there are obvious, some monsters love to cause knockbacks and collisions, this is very useful against them. Reducing your knockback by up to 3 spaces may not sound like a lot but as typical knockback is 5 squares, it's a 60% reduction in the spaces moved and you can choose to get knockbacked more if you want.  Even knockback as powerful as the Lion God's or the Hand's can be impacted enough to walk the line between life and death with this reduction. 

Rating: Affinities matter here, if this item was just the ability without any affinities then it would not be worth a second look until new monsters turn up, but with those premium affinities and that relatively low crafting cost the feather mantle gets a B+.

 

Silk Bomb

Crafting Cost: 2x resources, 2x silk

Additional Categories: N/A

Affinities: N/A

Abilities & Keywords: Silk, amber & fragile. This means that it can get archived, but it's also of use for Silk Surgeon SFA survivors. But there is better options for them out there already.

Main Ability:  In contrast to the Feather Mantle above this one helps every survivor on the showdown board ignore knockback and bash. Once. And then it's gone. This is a situational activated ability that can be used once and then it has to be re-crafted. It does have a 100% success rate when used, so there are situations where it can be beneficial (such as the Lion God Trap) but even then, the self archive of this item meaning it's 4 resources for that one use. That's a very tall price to pay and while I can concoct situations where it would save the life of survivors, I can always find another piece of gear that would have either avoided that situation in the first place or be similar in effectiveness.

Rating: I have no hesitation currently giving this one an F, there are few pieces of gear I consider to be abject failures, but the Silk Bomb, just like the Musk Bomb from the Barber Surgeon is an overpriced, single use item with a far too specific ability to justify its cost or presence in your gear grid. For example of a "single use" item that is viable, check out how the Founding Stones are used later on in campaigns.

 

Antelope Mask

See the activators article for details on this amazing piece of gear (here).

And because most of the other items that increase movement and help with positioning are located in armor sets, that is it for this portion of the series. Here are some links back to armor sets with position based elements.

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