The Witch Hunters' Legacy: How Their March Continues Today

By admin

The wicked march of the witch hunters has long been recorded in history as a dark and terrifying period. Across different times and cultures, a fervor for eradicating those who were believed to practice witchcraft swept through communities, causing mass hysteria and unimaginable horrors. Witch hunts often began with accusations based on superstitions, rumors, or personal vendettas. Fueled by fear and ignorance, witch hunters targeted primarily women, labeling them as witches and blaming them for everything from failed crops to mysterious illnesses. These allegations were often supported by flimsy or fabricated evidence, such as the ability to float in water or having a birthmark. Once accused, the accused witches faced cruel and torturous interrogation methods in an attempt to extract confessions.


Double-click to apply to a piece of armor. (1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +10% Boon Duration (5): +100 Vitality (6): +125 Vitality

To account for healing-over-time effects now activating this rune, the percentage of incoming healing converted to barrier has been reduced from 20 to 10. This is part of a larger picture on the approach to the game and problems in general, and I really can t understate it - the game is easier with minors.

Supreme rune of shielding

Once accused, the accused witches faced cruel and torturous interrogation methods in an attempt to extract confessions. These methods included techniques like the infamous dunking or swimming test, where accused individuals were thrown into bodies of water, and if they floated, it was considered proof of witchcraft. Another brutal tactic was the use of the "witch's mark," where a mole or blemish on the body was identified as a sign of demonic influence.

Supreme rune of shielding

The reason for using superior runes is strict mathematical efficiency. You're making a trade-off between your margin for error (character health) for, generally, one of two things: either a straight buff to a main power attribute, moving it from 14 to 16; or to gain a lot of extra attribute points in second and third attributes by letting you lower your base attributes to less costly levels.

Mathematically, you're giving up about 13% of your margin for error (the amount of damage you can take before you get away / a monk intervenes / everything dies, etc) - a number that increases if you make further trade-offs or pick up DP - for that boost to efficiency. What you gain from that depends on what skills you want to look at, and how many dimensions scale on them. If you're looking at getting a straight, 14-16 attribute boost:

Minion armies gain a 50% increase in potency from the superior rune, between minion durability, minion damage, and the extra minion on the cap. No character benefits nearly as much going from 14 to 16 as a Minion Master.

Spiteful Spirit and Insidious Parasite do about 25% more damage if they last their full durations. At the same time Enfeebling Blood gains very little from the extra attribute, and Reckless Haste literally gains nothing. If things die before those hexes expire naturally, you get a damage bonus on par with what you get from Barbs, 14%.

Elementalist damage skills get 10 and 13% more damage when you put on the superior. With the exception of Mind Blast and Glowing Gaze, secondary effects from your skills rarely gain anything from the attribute boost. All linearly scaling damage skills perform the same way. Defensive enchantments from Earth gain a lot of potency however, particularly Stoneflesh Aura, in addition to extra seconds that might be necessary to maintain them.

Healing skills gain between 7% (small heals) and 12% (party heals) from putting on a superior. Protection skills gain virtually nothing, usually a second or two tacked onto the end that doesn't matter that much.

Physical attackers gain about 10% extra weapon damage from putting on a superior, between base damage, extra criticals, and better skills.

The argument against taking superiors stems from the value of simplified gameplay. A common argument for taking a superior is that it makes you do more damage or heal for more, and the health loss isn't a big deal because you can play around it. Well, turn that on its head. If I don't take a superior rune, I don't have to play around my fragile HP total. My mistakes are less likely to be fatal; risky moves are less risky, aggressive plays less likely to go wrong.

If the primary measuring stick of PvE is time, how much time do you save when fatal mistakes become nonfatal? How much faster can you go when methodical play can be less methodical and more aggressive? How much easier does everything become when you start playing with a larger margin for error - when instead of having to do everything right to avoid death, you can play poorly more often and still come out successful?

This is part of a larger picture on the approach to the game and problems in general, and I really can't understate it - the game is easier with minors.

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Ensign
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A rune is a kind of upgrade item that is applied to a character's armor. Runes differ from insignia - the other kind of armor upgrade - in that runes add a suffix modifier to the armor, whereas insignia add a prefix modifier. Each piece of armor can be upgraded with one insignia and one rune.
Wicked march of the witch hjnters

The trials of accused witches were sham proceedings, with little regard for fairness or justice. Confessions were often coerced through torture, and those who maintained their innocence were still deemed guilty due to the commonly accepted belief that witches could lie or deceive. Punishments ranged from public humiliation, such as being paraded through town, to execution by hanging, burning at the stake, or even drowning. The march of the witch hunters was not limited to a specific time or place. In Europe, the height of the witch hunts occurred during the late 16th and early 17th centuries, claiming the lives of thousands. The infamous Salem witch trials in colonial Massachusetts during the late 17th century were another dark chapter in the history of witch hunting, resulting in the execution of nineteen innocent individuals. The wicked march of the witch hunters ultimately revealed the depths of human fear and cruelty. Innocent lives were lost, families torn apart, and communities destroyed. It stands as a stark reminder of the dangers of unsubstantiated accusations, blind faith, and the power of mass hysteria. Though witch hunts have largely ceased to exist in contemporary society, the echoes of this dark period continue to resonate. It serves as a reminder to remain vigilant against baseless accusations and to promote tolerance and understanding in the face of fear and ignorance. The wicked march of the witch hunters represents a dark chapter in human history, one that must be remembered and learned from to prevent similar atrocities in the future..

Reviews for "Exposing the Witch Hunters: Shedding Light on Their Wicked March"

1. John - 2 stars
I was really excited to read "Wicked March of the Witch Hunters" as I am a fan of fantasy novels. However, I was left disappointed and underwhelmed by this book. The plot was incredibly predictable, and I found it difficult to become invested in the characters. Additionally, the writing style was dry and lacked the creativity and descriptive detail that I usually enjoy in this genre. Overall, I felt let down by this book and would not recommend it to fellow fantasy enthusiasts.
2. Emily - 1 star
I found "Wicked March of the Witch Hunters" to be an incredibly boring and unoriginal read. The storyline felt like a recycled version of other fantasy novels I have read before, without offering any new twists or original ideas. The characters were one-dimensional and lacked depth, making it difficult for me to connect with them. The pacing was also off, with slow and tedious sections that made it hard to stay engaged. Unfortunately, I cannot recommend this book to anyone seeking a captivating and unique fantasy read.
3. Sarah - 2.5 stars
I had high hopes for "Wicked March of the Witch Hunters" but was ultimately disappointed by its execution. The concept was intriguing, but the execution fell flat. The world-building was lacking, and I found it hard to visualize the different settings. The dialogue felt forced and unnatural, making it difficult to connect with the characters. While there were a few moments of suspense, they were overshadowed by the overall lackluster storyline. Overall, I found this book to be a missed opportunity and would not recommend it to others.

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