Forwarded from Ash's Workplace 🎨
Water Breathing Manual
1. Tidal Momentum
Water Breathers can harness surrounding water to double (2x) the damage of their techniques. Additionally, they receive 40% reduced damage from fire-based techniques.
2. Flowing Combat
If an opponent uses a continuous attack technique, this ability automatically activates, allowing the player to dodge all incoming attacks.
When the opponent delivers the final hit of their continuous attack, 50% of the total damage from the combo is reflected back onto them. Also, when the player uses a Water Breathing technique for the first time in a battle, it consumes only half the usual breathing bar points.
Breathing Forms:
When an opponent attempts to dodge an attack, this ability automatically triggers, striking them with immense speed and instantly reducing their HP by 5%.
The player spins forward in a rotating attack, immediately reducing the opponent’s HP by 5%. While maintaining momentum, the player lands a second 5% HP reduction hit, then launches into the air. Finally, while airborne, the player executes a vertical Water Wheel, dealing an additional 10% HP reduction.
Upon activation, for the next five moves, the player dodges all incoming attacks. A new Flowing Dance button replaces their standard attack. Each use deals no damage initially, but on the fifth activation, all dodged damage is accumulated and released in a single strike, instantly reducing the opponent’s HP by 50%. Additionally, the opponent suffers from a slow regeneration debuff, losing 10% HP per turn for the next three moves.
The player summons sharp water tides that surge across the battlefield. These tides can damage both the player and the opponent (with a higher chance of hitting the opponent). The technique remains active as long as the breathing bar has points, but drains 1.5x faster. Players can disable this ability anytime using the “Disable Technique” button. Each tide strike instantly reduces the opponent’s HP by 5%.
If the opponent’s HP drops to 20% or lower, a special “Blessed Rain After the Drought” button appears. When activated, the opponent is instantly killed without pain. This button remains available on the opponent’s turn as well, but only if their HP is at or below 20%.
The player creates a whirlpool, trapping all nearby opponents. The whirlpool reduces HP by 5% per turn and increases by an additional 5% per move, lasting for four consecutive turns. While trapped, the opponent cannot take any actions.
The player delivers a precise and rapid thrust, instantly reducing the opponent’s defense by 80%.
Additionally, the thrust pierces through the opponent, dealing 5% HP damage.
A jump button appears after activation. The player can choose to activate it at any time during battle. After jumping, the player enters a vulnerable state, but if they successfully dodge an opponent’s attack mid-air, a Waterfall Basin button appears.
Clicking it delivers a devastating strike, instantly reducing the opponent’s HP by 75% and slowing their regeneration by 10% for the next three turns.
Upon activation, the player moves unpredictably, allowing them to dodge all opponent attacks. Each successful dodge automatically triggers a counterattack, reducing the opponent’s HP by 2% per dodge. This ability remains active until the player chooses to disable it. It consumes low stamina but maintains high offensive potential.
After activation, the player’s attack button changes to Rotation, enhancing all attacks for the next five moves. Each attack gains a 50% damage boost, breaks all defenses, and makes the player immune to enemy attacks. If the player successfully maintains this form for five moves, on the sixth move, water takes the form of a massive dragon, delivering a critical strike with 1000% attack damage.
Passive Abilities
1. Tidal Momentum
Water Breathers can harness surrounding water to double (2x) the damage of their techniques. Additionally, they receive 40% reduced damage from fire-based techniques.
2. Flowing Combat
If an opponent uses a continuous attack technique, this ability automatically activates, allowing the player to dodge all incoming attacks.
When the opponent delivers the final hit of their continuous attack, 50% of the total damage from the combo is reflected back onto them. Also, when the player uses a Water Breathing technique for the first time in a battle, it consumes only half the usual breathing bar points.
Breathing Forms:
1st Form: Water Surface Slash
When an opponent attempts to dodge an attack, this ability automatically triggers, striking them with immense speed and instantly reducing their HP by 5%.
2nd Form: Water Wheel
The player spins forward in a rotating attack, immediately reducing the opponent’s HP by 5%. While maintaining momentum, the player lands a second 5% HP reduction hit, then launches into the air. Finally, while airborne, the player executes a vertical Water Wheel, dealing an additional 10% HP reduction.
3rd Form: Flowing Dance
Upon activation, for the next five moves, the player dodges all incoming attacks. A new Flowing Dance button replaces their standard attack. Each use deals no damage initially, but on the fifth activation, all dodged damage is accumulated and released in a single strike, instantly reducing the opponent’s HP by 50%. Additionally, the opponent suffers from a slow regeneration debuff, losing 10% HP per turn for the next three moves.
4th Form: Striking Tide
The player summons sharp water tides that surge across the battlefield. These tides can damage both the player and the opponent (with a higher chance of hitting the opponent). The technique remains active as long as the breathing bar has points, but drains 1.5x faster. Players can disable this ability anytime using the “Disable Technique” button. Each tide strike instantly reduces the opponent’s HP by 5%.
5th Form: Blessed Rain After the Drought
If the opponent’s HP drops to 20% or lower, a special “Blessed Rain After the Drought” button appears. When activated, the opponent is instantly killed without pain. This button remains available on the opponent’s turn as well, but only if their HP is at or below 20%.
6th Form: Whirlpool
The player creates a whirlpool, trapping all nearby opponents. The whirlpool reduces HP by 5% per turn and increases by an additional 5% per move, lasting for four consecutive turns. While trapped, the opponent cannot take any actions.
7th Form: Drop Ripple Thrust
The player delivers a precise and rapid thrust, instantly reducing the opponent’s defense by 80%.
Additionally, the thrust pierces through the opponent, dealing 5% HP damage.
8th Form: Waterfall Basin
A jump button appears after activation. The player can choose to activate it at any time during battle. After jumping, the player enters a vulnerable state, but if they successfully dodge an opponent’s attack mid-air, a Waterfall Basin button appears.
Clicking it delivers a devastating strike, instantly reducing the opponent’s HP by 75% and slowing their regeneration by 10% for the next three turns.
9th Form: Splashing Water Flow, Turbulent
Upon activation, the player moves unpredictably, allowing them to dodge all opponent attacks. Each successful dodge automatically triggers a counterattack, reducing the opponent’s HP by 2% per dodge. This ability remains active until the player chooses to disable it. It consumes low stamina but maintains high offensive potential.
10th Form: Constant Flux
After activation, the player’s attack button changes to Rotation, enhancing all attacks for the next five moves. Each attack gains a 50% damage boost, breaks all defenses, and makes the player immune to enemy attacks. If the player successfully maintains this form for five moves, on the sixth move, water takes the form of a massive dragon, delivering a critical strike with 1000% attack damage.
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Forwarded from Ash's Workplace 🎨
Thunder Breathing Manual
1. Lightning Reflexes –
This ability increases the user's dodge rate. Whenever the player successfully dodges an opponent's attack, an electrified afterimage remains behind. This afterimage paralyzes the opponent for 1 move and deals 200 HP damage.
2. Thunder Wrath –
Thunder Breathers store 1.5% electric charge per successful hit. If they land three consecutive hits, the stored electric charge bursts, instantly reducing the opponent's HP by 5%.
Breathing Forms:
After activation, Thunder users vanish from the battlefield, and the opponent’s controls change to "Look Around", but they will only see flashes of lightning surrounding them.
The user’s button changes to "Flash":
First two uses: Deal 5% damage each.
Third use: Instantly reduces the opponent’s HP by 10% and breaks 30% of their defenses.
i) Thunderclap & Flash: Sixfold
Players can now use the "Flash" button six times:
First five uses: Deal 5% damage each.
Sixth use: Instantly reduces the opponent’s HP by 10% and paralyzes them for 2 moves.
ii) Thunderclap & Flash: Eightfold
Players can now use the "Flash" button eight times:
First seven uses: Deal 5% damage each.
Eighth use: Instantly reduces the opponent’s HP by 10% and paralyzes them for 3 moves.
After activation, this technique waits for the opponent to use consecutive attacks or a technique. If the opponent attacks, this ability automatically activates.
The user's button changes to "Multiple Counter Slashes".
If the opponent has 5 consecutive attacks, the player will also get 5 counter moves.
Both will attack simultaneously, but the Thunder user will nullify all damage.
After activation, the user vanishes again and attacks from multiple directions.
The user’s button changes to:
Vertical Slash
Horizontal Slash
Diagonal Slash (Three moves total, each dealing 10% damage).
Bonus: If this technique is used after First Form, each strike deals an extra 5% damage.
While active, all incoming enemy attacks will miss.
After activation, the user unleashes a thunder wave across the battlefield, targeting all opponents.
Effect:
Instantly reduces the opponent’s HP by 10%.
Paralyzes the opponent for 1 move.
Stamina Mechanic:
This technique drains stamina over time but can be disabled anytime.
Opponents must land 3 successful hits on the user without being hit by the thunder wave to cancel the technique.
User’s buttons change to:
"Distant Thunder" (Activate Attack)
"Disable Technique" (Turn Off)
After activation, the user’s blade becomes coated in glowing yellow thunder.
The user gets two hit chances:
First hit: Reduces 25% of the opponent's HP.
Second hit: Reduces 50% of the opponent's HP and paralyzes them for 3 moves.
Miss Mechanic: If the opponent dodges, the blade redirects toward them, dealing half damage and applying paralysis for 1 move.
After activation, the user disappears and moves randomly, striking all opponents with five consecutive slashes of explosive thunder damage.
Per slash:
Reduces the opponent’s HP by 10%.
Deals an additional 5% explosive damage.
Applies a knockback effect.
After activation, the user transforms into a dragon-like Thunder God, gaining godlike speed.
Effect:
All stats increase by 1000% for one move.
A single slash instantly kills the opponent.
Drawback:
After using this move, the user becomes immobile for 5 moves.
Passive Abilities:
1. Lightning Reflexes –
This ability increases the user's dodge rate. Whenever the player successfully dodges an opponent's attack, an electrified afterimage remains behind. This afterimage paralyzes the opponent for 1 move and deals 200 HP damage.
2. Thunder Wrath –
Thunder Breathers store 1.5% electric charge per successful hit. If they land three consecutive hits, the stored electric charge bursts, instantly reducing the opponent's HP by 5%.
Breathing Forms:
First Form: Thunderclap & Flash
After activation, Thunder users vanish from the battlefield, and the opponent’s controls change to "Look Around", but they will only see flashes of lightning surrounding them.
The user’s button changes to "Flash":
First two uses: Deal 5% damage each.
Third use: Instantly reduces the opponent’s HP by 10% and breaks 30% of their defenses.
Variations (Unlocked only if the player meets Zenitsu in story mode)
i) Thunderclap & Flash: Sixfold
Players can now use the "Flash" button six times:
First five uses: Deal 5% damage each.
Sixth use: Instantly reduces the opponent’s HP by 10% and paralyzes them for 2 moves.
ii) Thunderclap & Flash: Eightfold
Players can now use the "Flash" button eight times:
First seven uses: Deal 5% damage each.
Eighth use: Instantly reduces the opponent’s HP by 10% and paralyzes them for 3 moves.
Second Form: Rice Spirit
After activation, this technique waits for the opponent to use consecutive attacks or a technique. If the opponent attacks, this ability automatically activates.
The user's button changes to "Multiple Counter Slashes".
If the opponent has 5 consecutive attacks, the player will also get 5 counter moves.
Both will attack simultaneously, but the Thunder user will nullify all damage.
Third Form: Thunder Swarm
After activation, the user vanishes again and attacks from multiple directions.
The user’s button changes to:
Vertical Slash
Horizontal Slash
Diagonal Slash (Three moves total, each dealing 10% damage).
Bonus: If this technique is used after First Form, each strike deals an extra 5% damage.
While active, all incoming enemy attacks will miss.
Fourth Form: Distant Thunder
After activation, the user unleashes a thunder wave across the battlefield, targeting all opponents.
Effect:
Instantly reduces the opponent’s HP by 10%.
Paralyzes the opponent for 1 move.
Stamina Mechanic:
This technique drains stamina over time but can be disabled anytime.
Opponents must land 3 successful hits on the user without being hit by the thunder wave to cancel the technique.
User’s buttons change to:
"Distant Thunder" (Activate Attack)
"Disable Technique" (Turn Off)
Fifth Form: Heat Lightning
After activation, the user’s blade becomes coated in glowing yellow thunder.
The user gets two hit chances:
First hit: Reduces 25% of the opponent's HP.
Second hit: Reduces 50% of the opponent's HP and paralyzes them for 3 moves.
Miss Mechanic: If the opponent dodges, the blade redirects toward them, dealing half damage and applying paralysis for 1 move.
Sixth Form: Rumble & Flash
After activation, the user disappears and moves randomly, striking all opponents with five consecutive slashes of explosive thunder damage.
Per slash:
Reduces the opponent’s HP by 10%.
Deals an additional 5% explosive damage.
Applies a knockback effect.
Seventh Form: Flaming Thunder God (Unlocked only if the player meets Zenitsu in story mode)
After activation, the user transforms into a dragon-like Thunder God, gaining godlike speed.
Effect:
All stats increase by 1000% for one move.
A single slash instantly kills the opponent.
Drawback:
After using this move, the user becomes immobile for 5 moves.
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Wind Breathing Manual
Whispering Winds –
Whenever a Wind user successfully dodges an attack, their next attack deals 10% more damage.Two consecutive dodges: Next attack deals 20% more damage.Three consecutive dodges: Next attack deals 30% more damage.
Eye of the Storm –
If an opponent uses a melee attack, a wind barrier repels them, preventing all damage.
Adds a knockback effect on the opponent for 1 move.
Breathing Forms:
The user charges forward, creating a whirlwind that engulfs all opponents.
Each rotation contains 20 slashes, dealing 0.5% HP reduction per slash. Opponents can either block or counterattack. Breathing bar drains at 1.5× speed while active.
If an opponent tries to heal or use a defensive technique, the user unleashes four diagonal slashes, disrupting their actions. Each slash reduces 10% HP/armor if it lands.
The user rapidly spins, creating a tornado of slashes that acts as both offense and defense.
If an opponent uses a melee attack, they get caught in the tornado, losing their buttons and 20% HP per move. If an opponent uses a long-range attack, the tornado nullifies the damage. While active, the user heals 5% HP per move. Breathing bar depletes at 2× rate.
The user dashes forward, summoning a rising cyclone that reduces 25% of the opponent's HP and applies bleed (1% HP loss per move for 5 moves). If the opponent is airborne, damage is doubled (50% HP reduction).
The user swiftly slashes the opponent multiple times, but these first three slashes deal no damage. On the fourth move, the opponent's next attack misses and instead, they lose 75% of their HP instantly.
The user disappears into the mist, attacking from multiple directions. Each slash reduces 5% HP. If the opponent fails to land a hit, their HP continues to drop until the technique is disabled. Breathing bar depletes at 2× rate. The user can cancel the technique anytime.
When a Wind user is tagged into battle, they unleash a sudden gust, slashing the active opponent and instantly reducing their HP by 40%. This effect triggers only once per match.
Must be activated in advance.
Triggers when the user’s armor breaks and the opponent lands their next attack. An upward slash instantly reduces 50% of the opponent’s HP and breaks 50% of their defense. If the opponent is airborne, an additional upward slash deals 30% more damage.
The user spins at extreme speed, creating a typhoon of slashes that traps all opponents. Each move, opponents lose 10% HP while trapped. The user heals 10% HP per move while spinning. Opponents cannot attack while caught in the typhoon. Breathing bar depletes at 3× rate. The longer opponents are trapped, the greater the damage they suffer.
Passive Abilities:
Whispering Winds –
Whenever a Wind user successfully dodges an attack, their next attack deals 10% more damage.Two consecutive dodges: Next attack deals 20% more damage.Three consecutive dodges: Next attack deals 30% more damage.
Eye of the Storm –
If an opponent uses a melee attack, a wind barrier repels them, preventing all damage.
Adds a knockback effect on the opponent for 1 move.
Breathing Forms:
First Form: Dust Whirlwind Cutter
The user charges forward, creating a whirlwind that engulfs all opponents.
Each rotation contains 20 slashes, dealing 0.5% HP reduction per slash. Opponents can either block or counterattack. Breathing bar drains at 1.5× speed while active.
Second Form: Claw Purifying Wind
If an opponent tries to heal or use a defensive technique, the user unleashes four diagonal slashes, disrupting their actions. Each slash reduces 10% HP/armor if it lands.
Third Form: Clean Storm Wind Tree
The user rapidly spins, creating a tornado of slashes that acts as both offense and defense.
If an opponent uses a melee attack, they get caught in the tornado, losing their buttons and 20% HP per move. If an opponent uses a long-range attack, the tornado nullifies the damage. While active, the user heals 5% HP per move. Breathing bar depletes at 2× rate.
Fourth Form: Rising Dust Storm
The user dashes forward, summoning a rising cyclone that reduces 25% of the opponent's HP and applies bleed (1% HP loss per move for 5 moves). If the opponent is airborne, damage is doubled (50% HP reduction).
Fifth Form: Cold Mountain Wind
The user swiftly slashes the opponent multiple times, but these first three slashes deal no damage. On the fourth move, the opponent's next attack misses and instead, they lose 75% of their HP instantly.
Sixth Form: Black Wind Mountain Mist
The user disappears into the mist, attacking from multiple directions. Each slash reduces 5% HP. If the opponent fails to land a hit, their HP continues to drop until the technique is disabled. Breathing bar depletes at 2× rate. The user can cancel the technique anytime.
Seventh Form: Gale, Sudden Gust (Team-Based Move)
When a Wind user is tagged into battle, they unleash a sudden gust, slashing the active opponent and instantly reducing their HP by 40%. This effect triggers only once per match.
Eighth Form: Rising Wind Cutter
Must be activated in advance.
Triggers when the user’s armor breaks and the opponent lands their next attack. An upward slash instantly reduces 50% of the opponent’s HP and breaks 50% of their defense. If the opponent is airborne, an additional upward slash deals 30% more damage.
Ninth Form: Idaten Typhoon
The user spins at extreme speed, creating a typhoon of slashes that traps all opponents. Each move, opponents lose 10% HP while trapped. The user heals 10% HP per move while spinning. Opponents cannot attack while caught in the typhoon. Breathing bar depletes at 3× rate. The longer opponents are trapped, the greater the damage they suffer.
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Demon Slayer Rank System
## Joining the Demon Slayer Corps ##
After discovering the Hidden Corps and successfully completing the required tests, players will officially join the Demon Slayer Headquarters.
Once enlisted, players become eligible for rank battles, which determine their progression within the Corps.
Players must explore within the bot’s DM system.
If two players happen to explore the same location, they will have the opportunity to duel each other.
Auto-matchmaking will trigger when both players accept the duel, initiating a battle in their DMs.
If the battle is Slayer vs. Slayer:
The winner earns 25 - 50 points (the fewer moves used, the higher the points).
The loser loses 10 - 15 points.
If the battle is Slayer vs. Demon:
The Slayer earns 2x points for defeating a demon.
Additionally, Slayers can earn bonus points by completing missions based on their rank.
All players begin at the Mizunoto rank and advance by earning points through battles and missions. Each rank has different rewards and demon transformation risks.
The starting rank for all players.
Rank Battle Rewards: +1 Yen for each victory.
Demon Transformation Risk: 80% (If a Slayer loses to a demon and the demon chooses to convert them, they start over at 0 points.)
Upon reaching 100 points, the player advances to Mizunoe.
Missions become more challenging, and PvP duels become more competitive.
Rank Battle Rewards: +1 Yen for each victory.
Demon Transformation Risk: 75%
Players unlock team battles and face tougher challenges.
Rank Battle Rewards: +1 Yen for each victory.
Demon Transformation Risk: 70%
Players face more difficult battles and receive basic healing power during rank battles.
Rank Battle Rewards: +2 Yen for each victory.
Demon Transformation Risk: 60%
Players gain advanced healing abilities for battles.
Rank Battle Rewards: +3 Yen for each victory.
Demon Transformation Risk: 50%
Enhanced healing abilities and increased mission difficulty.
Rank Battle Rewards: +3 Yen for each victory.
Demon Transformation Risk: 40%
Players gain a damage booster when fighting demon players.
Rank Battle Rewards: +5 Yen for each victory.
Demon Transformation Risk: 30%
Unlocks the point booster (victories give 2x points).
Receives advanced damage booster.
Rank Battle Rewards: +5 Yen for each victory.
Demon Transformation Risk: 20%
Retains the 2x point booster and advanced damage & healing abilities.
Rank Battle Rewards: +5 Yen for each victory.
Demon Transformation Risk: 10%
Players at this rank are considered Hashira candidates.
At the end of the season, Kinoe-ranked players will enter a tournament, competing for the right to become a Hashira for a specific Breathing Style.
Rank Battle Rewards: +10 Yen for each victory.
Demon Transformation Risk: 0%
## Joining the Demon Slayer Corps ##
After discovering the Hidden Corps and successfully completing the required tests, players will officially join the Demon Slayer Headquarters.
Once enlisted, players become eligible for rank battles, which determine their progression within the Corps.
Exploration & Duels
Players must explore within the bot’s DM system.
If two players happen to explore the same location, they will have the opportunity to duel each other.
Auto-matchmaking will trigger when both players accept the duel, initiating a battle in their DMs.
Battle Rewards & Penalties
If the battle is Slayer vs. Slayer:
The winner earns 25 - 50 points (the fewer moves used, the higher the points).
The loser loses 10 - 15 points.
If the battle is Slayer vs. Demon:
The Slayer earns 2x points for defeating a demon.
Additionally, Slayers can earn bonus points by completing missions based on their rank.
Rank Progression
All players begin at the Mizunoto rank and advance by earning points through battles and missions. Each rank has different rewards and demon transformation risks.
1. Mizunoto (0 - 99 Points)
The starting rank for all players.
Rank Battle Rewards: +1 Yen for each victory.
Demon Transformation Risk: 80% (If a Slayer loses to a demon and the demon chooses to convert them, they start over at 0 points.)
Upon reaching 100 points, the player advances to Mizunoe.
2. Mizunoe (100 - 299 Points)
Missions become more challenging, and PvP duels become more competitive.
Rank Battle Rewards: +1 Yen for each victory.
Demon Transformation Risk: 75%
3. Kanoto (300 - 599 Points)
Players unlock team battles and face tougher challenges.
Rank Battle Rewards: +1 Yen for each victory.
Demon Transformation Risk: 70%
4. Kanoe (600 - 999 Points)
Players face more difficult battles and receive basic healing power during rank battles.
Rank Battle Rewards: +2 Yen for each victory.
Demon Transformation Risk: 60%
5. Tsuchinoto (1000 - 1499 Points)
Players gain advanced healing abilities for battles.
Rank Battle Rewards: +3 Yen for each victory.
Demon Transformation Risk: 50%
6. Tsuchinoe (1500 - 2099 Points)
Enhanced healing abilities and increased mission difficulty.
Rank Battle Rewards: +3 Yen for each victory.
Demon Transformation Risk: 40%
7. Hinoto (2100 - 2799 Points)
Players gain a damage booster when fighting demon players.
Rank Battle Rewards: +5 Yen for each victory.
Demon Transformation Risk: 30%
8. Hinoe (2800 - 3599 Points)
Unlocks the point booster (victories give 2x points).
Receives advanced damage booster.
Rank Battle Rewards: +5 Yen for each victory.
Demon Transformation Risk: 20%
9. Kinoto (3600 - 4499 Points)
Retains the 2x point booster and advanced damage & healing abilities.
Rank Battle Rewards: +5 Yen for each victory.
Demon Transformation Risk: 10%
10. Kinoe (4500 - 5499 Points) – The Hashira Path
Players at this rank are considered Hashira candidates.
At the end of the season, Kinoe-ranked players will enter a tournament, competing for the right to become a Hashira for a specific Breathing Style.
Rank Battle Rewards: +10 Yen for each victory.
Demon Transformation Risk: 0%
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🌸 Blue Spider Lily System – The Ultimate Power 🌸
🔹 Core Concept 🔹
The Blue Spider Lily is a legendary flower, scattered across the map in the form of 100 petals. These petals hold immense power, but they are limited in number—they cannot be increased or duplicated, making them one of the rarest and most sought-after items in the game.
🌺 The Power of a Fully Assembled Blue Spider Lily
🔸 1 Full Flower = 100 Petals
🔸 Only a player who collects 100/100 petals can consume the flower to unlock its game-changing transformation.
🌞 If a Demon Slayer Consumes It:
✅ Becomes a Hybrid – A fusion of Demon & Slayer, unlocking enhanced abilities.
⚠ Drawback: Still weak to sunlight like normal demons.
🔥 If a Demon Consumes It:
✅ Becomes Sun-Proof – No longer affected by sunlight, achieving Muzan-level dominance.
⚠ Drawback: Cannot become a Hybrid—forever remaining a pure demon.
🔍 How to Obtain Petals? – The Ultimate Grind 🔍
Blue Spider Lily petals won’t be easy to find. Players must:
✔ Explore – Hidden in sacred ruins, battlefields, demon lairs, and ancient temples.
✔ Steal – Attack and loot petals from defeated players (if the winner chooses to check the loser’s bag).
✔ Trade & Gift – Players can exchange petals in secret deals or gift them to allies.
✔ Gamble – Some underground gambling NPCs may wager petals in high-stakes games.
⚔ Risk & Strategy – Not Just Anyone Can Hold Power ⚔
🔸 Petals Can Be Stolen:
If a player carries petals in their bag, they risk losing some if defeated.
The victorious player can check the loser’s inventory and take some petals.
🔸 Petals Can Be Hidden:
Players can bury, stash, or hide petals anywhere on the map.
However, if another player explores the area, they can discover and take hidden petals.
🔸 Inactive Accounts Lose Petals:
If a player does not log in for one week, all their petals are automatically removed.
🔸 Holding Petals Boosts Strength:
Every petal in a player’s bag increases their stats by 50%.
However, this makes them a target, as stronger players will be hunted down.
👑 The Final Message – A Battle for Power 👑
The Blue Spider Lily is not meant for one person. It is a symbol of power, fought over by the strongest warriors and demons.
To claim its full strength, you must:
✅ Grind tirelessly to collect petals.
✅ Defend your stash from thieves and killers.
✅ Outsmart your enemies by hiding or trading wisely.
✅ Risk everything to become the ultimate being.
💀 Will you rise to the top… or will you fall before reaching 100 petals? 💀
🔹 Core Concept 🔹
The Blue Spider Lily is a legendary flower, scattered across the map in the form of 100 petals. These petals hold immense power, but they are limited in number—they cannot be increased or duplicated, making them one of the rarest and most sought-after items in the game.
🌺 The Power of a Fully Assembled Blue Spider Lily
🔸 1 Full Flower = 100 Petals
🔸 Only a player who collects 100/100 petals can consume the flower to unlock its game-changing transformation.
🌞 If a Demon Slayer Consumes It:
✅ Becomes a Hybrid – A fusion of Demon & Slayer, unlocking enhanced abilities.
⚠ Drawback: Still weak to sunlight like normal demons.
🔥 If a Demon Consumes It:
✅ Becomes Sun-Proof – No longer affected by sunlight, achieving Muzan-level dominance.
⚠ Drawback: Cannot become a Hybrid—forever remaining a pure demon.
🔍 How to Obtain Petals? – The Ultimate Grind 🔍
Blue Spider Lily petals won’t be easy to find. Players must:
✔ Explore – Hidden in sacred ruins, battlefields, demon lairs, and ancient temples.
✔ Steal – Attack and loot petals from defeated players (if the winner chooses to check the loser’s bag).
✔ Trade & Gift – Players can exchange petals in secret deals or gift them to allies.
✔ Gamble – Some underground gambling NPCs may wager petals in high-stakes games.
⚔ Risk & Strategy – Not Just Anyone Can Hold Power ⚔
🔸 Petals Can Be Stolen:
If a player carries petals in their bag, they risk losing some if defeated.
The victorious player can check the loser’s inventory and take some petals.
🔸 Petals Can Be Hidden:
Players can bury, stash, or hide petals anywhere on the map.
However, if another player explores the area, they can discover and take hidden petals.
🔸 Inactive Accounts Lose Petals:
If a player does not log in for one week, all their petals are automatically removed.
🔸 Holding Petals Boosts Strength:
Every petal in a player’s bag increases their stats by 50%.
However, this makes them a target, as stronger players will be hunted down.
👑 The Final Message – A Battle for Power 👑
The Blue Spider Lily is not meant for one person. It is a symbol of power, fought over by the strongest warriors and demons.
To claim its full strength, you must:
✅ Grind tirelessly to collect petals.
✅ Defend your stash from thieves and killers.
✅ Outsmart your enemies by hiding or trading wisely.
✅ Risk everything to become the ultimate being.
💀 Will you rise to the top… or will you fall before reaching 100 petals? 💀
Guild System
Basic Structure
In the first version, the guild system will be kept simple yet immersive.
Slayer Path: Players who choose the Demon Slayer path will have the opportunity to discover the Demon Slayer HQ through the storyline. Once they find the hidden HQ, they will receive a link to join and can become part of different regiments based on their Breathing Style, such as:
Water Breathers
Wind Breathers
Thunder Breathers
Demon Path: Players who choose the Demon path will receive a link to the Underworld (also unlocked through the storyline). Unlike the structured Slayer Corps, demons do not have regiments. Instead, they are all under the command of Azaroth, the sole leader, who will guide them in their path of destruction.
Slayers’ Regiments & HQ Development
Joining a regiment comes with several benefits:
1. Weekly Salary → Players earn a salary based on their rank.
2. Rank Battles → Players can compete in PvP battles to increase their rank.
3. Unlock New Locations → Advancing in rank will unlock new areas on the map.
4. Territorial Control Raids → Participate in large-scale battles to capture or defend territories.
Players will contribute to developing the Demon Slayer HQ, rather than their individual regiments.
Defeating demons in ranked or normal battles will grant Honour Points. These points will be added to the HQ Honour Bar, which, when filled, upgrades the HQ level, unlocking new strategic advantages and rewards.
At the base level, certain building materials will be available to strengthen HQ defenses, including:
Traps
Wisteria barriers
Walls & fortifications
A Treasury System will be implemented, allowing slayers to donate yen to purchase building materials. (More details on this system will be provided in Version 2.)
Hidden Hideouts: These locations will be concealed on the map—even slayers themselves will be unable to see their exact positions unless discovered through missions.
> Note: A similar system will be implemented for demon players. However, instead of yen, demons will offer the blood of captured humans to strengthen their forces and upgrade their own hideouts.
Territory Control System
The entire game map will be open for both Slayers and Demons, allowing for real-time battles to determine dominance.
Players will engage in Tug-of-War style territorial battles:
Demons initiate a raid on a specific area.
Slayers receive an alert at HQ and dispatch a squad to defend the location.
Any players already present in the area will automatically be part of the battle.
The first side to be completely wiped out loses the territory.
Winning Factions Gain Control:
Victorious players can fortify their newly conquered area, establishing strongholds.
Slayers gain safe houses, better equipment, and access to hidden NPCs.
Demons gain new feeding grounds, better Blood Art progression, and hidden passageways.
This system will create an all-out war scenario, where Slayers aim to eliminate demons, while Demons seek to wipe out Slayers and dominate the map.
(More details and expansions to this system will be included in Version 2.)
#DemonSlayerBot
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Forwarded from Dᴇᴍᴏɴ Sʟᴀʏᴇʀ Bᴏᴛ
????
"Got a minute?"
CHOOSE YOUR RESPONSE
Choice 1: "Uh, sorry, we’re in a hurry."
Choice 2: "Who the hell are you?"
Choice 3: "Depends. What do you want?"
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Forwarded from Dᴇᴍᴏɴ Sʟᴀʏᴇʀ Bᴏᴛ
Narration
As you struggled to steady your breath and make sense of your surroundings, a sharp rustle shattered the silence—hurried footsteps, urgent voices closing in fast. Someone is coming.
You had only seconds to react. Would you run? Hide? Or stand your ground and face whatever was heading your way?
Choose Your Response
Choice 1: "Hide in Bushes"
Choice 2 : "Run in Opposite direction"
Choice 3 : "Call for help"
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Hello slayers and demons,
A very troublesome announcement i want to make, we are facing a issue with our image generation tool, due to recent update in app the quality and art style of the images completely changed. We tried everything to regain that same art style but nothing worked so now we have 2 option change the entire pic style like start from beginning or just mix the art style in between.
If we change the art style it might take a week to reach what we achieve till now maybe outcome will be better or disappointing noone knows
Share your views.....
So with deep thinking and self discussions we have decided to keep the things as it is and lets move forward with new style, so i request everyone to understand the situation and cooperate with usCritics fuck you
Supreme mod
~ Ash
Forwarded from Ash's Workplace 🎨
Name :- Thrain
Work :- Unknown
Hobby :- Kill demons
Abilities :- Known For His Unpredictable Fighting Style
Nature :- Calm yet taunting
We still know less about this character
I made this character for my bro @TheLastSkywalker
#demonslayerbot
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Forwarded from Ash's Workplace 🎨
🗡️ Weapon: Crimson Chains
*A cursed weapon forged from demonic iron, infused with molten blood that never cools. The chains coil and lash with an eerie intelligence, waiting to strike.*
⚔️ Stats:
- Attack: 380 – Brutal constriction and impact damage.
- Speed: 65 – Moderate attack speed, reducing enemy dodge chances.
- Weight: 15 kg – Light for swift movement yet heavy enough to carry force.
- Durability: 100/100 – Lasts for 100 strikes before dulling; requires daily repair after battle.
💀 Special Ability: Blood Binding
- Light Attack: Bloodlash → Damage: (250 - 380) | Consumes 8 blood
- Heavy Attack: Scarlet Bind → Damage: (400 - 550) | Consumes 15 blood
*A cursed weapon forged from demonic iron, infused with molten blood that never cools. The chains coil and lash with an eerie intelligence, waiting to strike.*
⚔️ Stats:
- Attack: 380 – Brutal constriction and impact damage.
- Speed: 65 – Moderate attack speed, reducing enemy dodge chances.
- Weight: 15 kg – Light for swift movement yet heavy enough to carry force.
- Durability: 100/100 – Lasts for 100 strikes before dulling; requires daily repair after battle.
💀 Special Ability: Blood Binding
- Light Attack: Bloodlash → Damage: (250 - 380) | Consumes 8 blood
- Heavy Attack: Scarlet Bind → Damage: (400 - 550) | Consumes 15 blood
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Forwarded from Ash's Workplace 🎨
🛠️ Weapon: Tenbatsu Ōtsuchi
A monstrous war hammer crafted by Hoshigawa Renzō, its head infused with sanctified iron that resonates with the wrath of the heavens. Each strike carries the weight of divine judgment, crushing through demonic defenses like a meteor descending upon the cursed earth.
Affinity: Stone Breathing – Enhances endurance, raw power, and battlefield control.
⚔️ Stats:
- Attack: 450 – Pure, unrelenting force capable of shattering the toughest demon armor.
- Speed: 40 – Heavy and deliberate, demanding precise execution for maximum devastation.
- Weight: 38 kg – Immensely heavy, requiring mastery to wield effectively.
- Durability: 120/120 – Can withstand 120 strikes before losing its divine resonance; must be recharged at the Sanctum of Stone.
💀 Special Ability: Heaven’s Verdict
🌬️ Breathing Bar Integration
- Light Attack: Judgment Blow → Damage: (350 - 450) | Consumes 10 Breathing Points
- Heavy Attack: Falling Wrath → Damage: (600 - 800) | Consumes 18 Breathing Points
A monstrous war hammer crafted by Hoshigawa Renzō, its head infused with sanctified iron that resonates with the wrath of the heavens. Each strike carries the weight of divine judgment, crushing through demonic defenses like a meteor descending upon the cursed earth.
Affinity: Stone Breathing – Enhances endurance, raw power, and battlefield control.
⚔️ Stats:
- Attack: 450 – Pure, unrelenting force capable of shattering the toughest demon armor.
- Speed: 40 – Heavy and deliberate, demanding precise execution for maximum devastation.
- Weight: 38 kg – Immensely heavy, requiring mastery to wield effectively.
- Durability: 120/120 – Can withstand 120 strikes before losing its divine resonance; must be recharged at the Sanctum of Stone.
💀 Special Ability: Heaven’s Verdict
🌬️ Breathing Bar Integration
- Light Attack: Judgment Blow → Damage: (350 - 450) | Consumes 10 Breathing Points
- Heavy Attack: Falling Wrath → Damage: (600 - 800) | Consumes 18 Breathing Points
So guys I want to discuss the image style, so this is a character named azaroth in the storyline so in the first image it is the new design style after the update and in the second that is old one which we were working with.
So I want your reviews on these issues and tell if you guys can compromise with the mix in these styles
So I want your reviews on these issues and tell if you guys can compromise with the mix in these styles