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Your ideas for abilities and spells~; Got a thing you thought up? Post it here~
Topic Started: Mar 21 2015, 07:13 PM (2,038 Views)
Nikki
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Omniheurist
That's a good idea. Although these people knew nothing of Golden Sun, so it would not have mattered anyway.
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WitchRolina
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Missing the Unified Aesthetic

Let's get nerdy as hell. I'm going full mechanics on this one! Here's my initial revamp on healing:


Changes to ST Healing were done to alleviate the formula breaking that the Pray/Ply series does. However, simply fixing it to fit formula makes it utterly worthless compared to Wish - healing a meager 60 hp more to a single target. The higher values are necessary to make it worth bothering with at all. As such, the formula itself has been changed from 2x per tier rank up, to 2.5x per tier rank up. This avoids the somewhat OP nature of Pure Pray, while still allowing it to be rather potent. It also gives similar potency to other spell families of its type. Cure and Boon have been slightly buffed to allow for the addition of Heart, but without allowing Hearth to be utterly worthless. If following patterns form the canon games, Hearth would be the same power as it's Full Party counterpart (Aura), and as such there'd be no point. Their level requirement and costs have been adjusted to compensate. In addition, healing itself is more expensive - it was too cheap in base game anyways.

                  ,-------------------------------.
  Single Target   | Element | Rng | Lv | PP | Pow |
,-----------------+---------+-----+----+----+-----|
| Hearth          |    Mars |   1 |  1 |  3 |  70 |
| Warm Hearth     |    Mars |   1 | 11 |  8 | 175 |
| Soothing Hearth |    Mars |   1 | 30 | 18 | 435 |
 >----------------+---------+-----+----+----+----<
| Cure            |   Venus |   1 |  2 |  4 |  80 |
| Cure Well       |   Venus |   1 | 13 |  9 | 200 |
| Potent Cure     |   Venus |   1 | 32 | 20 | 500 |
 >----------------+---------+-----+----+----+----<
| Boon            | Jupiter |   1 |  3 |  4 |  90 |
| Nature's Boon   | Jupiter |   1 | 16 | 10 | 225 |
| Vital Boon      | Jupiter |   1 | 34 | 22 | 560 |
 >----------------+---------+-----+----+----+----<
| Pray            | Mercury |   1 |  4 |  4 | 100 |
| Pray Well       | Mercury |   1 | 18 | 11 | 250 |
| Pure Pray       | Mercury |   1 | 36 | 24 | 625 |
`-------------------------------------------------'



MT healing takes advantage of the fact that Healing can, in fact, be affected by diminishing areas. Just change its range and BAM, everyone's not getting healed for the same. It's designed to be between ST and FP healing in strength, and as a result has also been given a Tier 2 restriction (you have to have a 2 djinn class to use these). Their power increase is 2.25x per tier. Note that the Care line is known as the Fresh Breeze line in the US. I'm using the JP name for consistency (one should follow naming conventions, dammit!). It's placed here as a reference to how it was area healing gotten early. These spells are affected by similar diminishing area effects as most offensive spells, though the magnitude is weaker, similar in retention to that of breath spells.

                  ,-------------------------------.
  Multi Target    | Element | Rng | Lv | PP | Pow |
,-----------------+---------+-----+----+----+-----|
| Glow            |    Mars |   3 |  4 |  4 |  60 |
| Warm Glow       |    Mars |   5 | 14 | 10 | 135 |
| Soothing Glow   |    Mars |   7 | 33 | 21 | 300 |
 >----------------+---------+-----+----+----+----<
| Aid             |   Venus |   3 |  6 |  5 |  70 |
| Aid Well        |   Venus |   5 | 17 | 11 | 155 |
| Potent Aid      |   Venus |   7 | 36 | 23 | 345 |
 >----------------+---------+-----+----+----+----<
| Care            | Jupiter |   3 |  7 |  6 |  80 |
| Tender Care     | Jupiter |   5 | 20 | 13 | 180 |
| Hearted Care    | Jupiter |   7 | 39 | 26 | 405 |
 >----------------+---------+-----+----+----+----<
| Anoint          | Mercury |   3 |  8 |  7 |  90 |
| Anoint Well     | Mercury |   5 | 22 | 15 | 200 |
| Pure Anoint     | Mercury |   7 | 41 | 28 | 450 |
`-------------------------------------------------'



Full Party healing has basically been upped in cost. In terms of power, it's essentially the same. I've nerfed Pure Wish, but only a small amount so that it follows formula. I'm sure you can see, but I'm very strict with spells following proper formula rules. These spells can only be accessed in Tier 3 classes and above (4 djinn classes).

                  ,-------------------------------.
  Full Party      | Element | Rng | Lv | PP | Pow |
,-----------------+---------+-----+----+----+-----|
| Aura            |    Mars | ALL |  7 |  5 |  50 |
| Cool Aura       |    Mars | ALL | 16 | 11 | 100 |
| Soothing Aura   |    Mars | ALL | 33 | 21 | 200 |
 >----------------+---------+-----+----+----+----<
| Heal            |   Venus | ALL |  8 |  7 |  60 |
| Heal Well       |   Venus | ALL | 20 | 13 | 120 |
| Potent Heal     |   Venus | ALL | 38 | 25 | 240 |
 >----------------+---------+-----+----+----+----<
| Breeze          | Jupiter | ALL | 10 |  8 |  70 |
| Fresh Breeze    | Jupiter | ALL | 24 | 16 | 140 |
| Soothing Breeze | Jupiter | ALL | 42 | 28 | 280 |
 >----------------+---------+-----+----+----+----<
| Wish            | Mercury | ALL | 12 |  9 |  80 |
| Wish Well       | Mercury | ALL | 27 | 18 | 160 |
| Pure Wish       | Mercury | ALL | 46 | 31 | 320 |
`-------------------------------------------------'



Regen spells were designed to be stronger than normal healing spells, but the healing occurs over several turns. Regen is considered an effect, and does not stack with similar spells. If a stronger regen spell is cast, it overwrites the older version. Weaker regen spells imply have no effect. Regen, as a general rule, is a third as strong as a comparable full strength healing spell, but heals over the course of 4 turns. Regen spells are considered effects, not buffs, and are immune to the effects of break-type spells.

Single target regen is based on single target healing. They can be learned as soon as Tier 1 (0-1 djinn classes).

                  ,-------------------------------.
  Single Regen    | Element | Rng | Lv | PP | Pow |
,-----------------+---------+-----+----+----+-----|
| Warmth          |    Mars |   1 |  2 |  3 |  20 |
| Balmy Warmth    |    Mars |   1 | 12 |  9 |  55 |
| Soothing Warmth |    Mars |   1 | 31 | 19 | 145 |
 >----------------+---------+-----+----+----+----<
| Regen           |   Venus |   1 |  4 |  4 |  25 |
| Regen Well      |   Venus |   1 | 15 | 10 |  65 |
| Potent Regen    |   Venus |   1 | 34 | 21 | 165 |
 >----------------+---------+-----+----+----+----<
| Breath          | Jupiter |   1 |  5 |  5 |  30 |
| Fresh Breath    | Jupiter |   1 | 18 | 12 |  75 |
| Vital Breath    | Jupiter |   1 | 36 | 26 | 185 |
 >----------------+---------+-----+----+----+----<
| Bless           | Mercury |   1 |  6 |  6 |  35 |
| Bless Well      | Mercury |   1 | 20 | 13 |  85 |
| Pure Bless      | Mercury |   1 | 38 | 26 | 205 |
`-------------------------------------------------'


Full Party Regen is based on full party healing. It can be learned at the same time as full party healing - from Tier 3 onwards (4 djinn classes).

                  ,-------------------------------.
  Party Regen     | Element | Rng | Lv | PP | Pow |
,-----------------+---------+-----+----+----+-----|
| Pulse           |    Mars | ALL |  5 |  5 |  15 |
| Warm Pulse      |    Mars | ALL | 15 | 10 |  35 |
| Soothing Pulse  |    Mars | ALL | 37 | 21 |  65 |
 >----------------+---------+-----+----+----+----<
| Recover         |   Venus | ALL |  7 |  6 |  20 |
| Recover Well    |   Venus | ALL | 18 | 12 |  40 |
| Potent Recover  |   Venus | ALL | 37 | 24 |  80 |
 >----------------+---------+-----+----+----+----<
| Calm            | Jupiter | ALL |  8 |  7 |  25 |
| Tender Calm     | Jupiter | ALL | 22 | 14 |  45 |
| Soothing Calm   | Jupiter | ALL | 40 | 28 |  95 |
 >----------------+---------+-----+----+----+----<
| Sanctify        | Mercury | ALL | 10 |  8 |  30 |
| Sanctify Well   | Mercury | ALL | 24 | 16 |  50 |
| Pure Sanctify   | Mercury | ALL | 43 | 29 | 110 |
`-------------------------------------------------'


Because of the diminishing effects of multi target healing, there is no regen version of that. Healing and Regen effects are mutually exclusive - you can have ST Healing OR ST Regen, and can have FP Healing OR FP Regen. However, you don't have to stick to only one type. It's entirely possible to have both ST Regen and FP Healing, etc.
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Coatl
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Verdandi, Urd and Skuld as weapons/unleashes/summons, due to the Greek Fates being named as weapons and similarities between the Greek Fates and the Norns. Also doubles as my passion for Ah! My Goddess. Still haven't thought of their abilities though. Speaking of which Clotho's Distaff should have a humanoid unleash, because her sisters show up as well :(

Edited by Coatl, May 7 2015, 04:08 AM.
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WitchRolina
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Missing the Unified Aesthetic

You know, I should probably post some of the new spells we came up with back when clan competitions were a thing. Gimme a bit to hunt down my formatting and I'll edit in a couple new spell lines for y'all to check out.

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Gleam
Jupiter, Tier 1 Basic Spell, Small Area, 6 PP
Learned at Lv 4, known at any Class Tier
"Strike with a bright stellar ray."

Calls down a beam of celestial energies to strike a foe. When used on the field, sends a beam of light down in front of the caster.

Glimmer
Jupiter, Tier 2 Basic Spell, Medium Area, 11 PP
Learned at Lv 12, known at any Class Tier
"Strike with a dazzling stellar ray."

Calls a wide beam of celestial energies across an area.

Radiance
Jupiter, Tier 3 Basic Spell, Large Area, 31 PP
Learned at Lv 27, known at any Class Tier
"Strike with a blinding stellar ray"

Calls a massive beam of celestial energies down upon a wide area.



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Volt Ribbon
Jupiter, Tier 1 Added Damage, Single Target, 7 PP
Learned at Lv 13, known at any Class Tier
"Strike with a flowing ribbon of lightning."

A woven braid of lightning flows towards the target as though it were a ribbon. Strikes the foe in an upwards arc, then curves around and strikes again from a downwards arc.

Ripple Drive
Jupiter, Tier 2 Added Damage, Single Target, 18 PP
Learned at Lv 13, upgrades from Volt Ribbon at Class Tier 3
"Strike with a spinning pair of electric ribbons."

Two woven braids arc in a circle opposite each other, as if in orbit around the caster. The two repeatedly strike a single target as they complete three full rotations.

Mjolnir Weave
Jupiter, Tier 3 Added Damage, Single Target, 24 PP
Learned at Lv 13, upgrades from Ripple Drive at Class Tier 5
"Unleash a barrage of interwoven lightning."

Caster teleports behind the foe and launches them into the air with an electric ribbon. They then teleport to various locations around the foe, striking with additional ribbons of electricity. Finally, they appear above the foe unleashing a powerful bolt, sending the target plummeting to the ground.

Edited by WitchRolina, Apr 2 2017, 06:14 PM.
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Nedben
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Orzic Nedbens

Okay, this somehow evaded four different searches with the search feature and also has lain asleep for over a year. Thank you Rolina for actually bringing this back to actually being found!

*casts Revive!*

I've already spent most of my good ideas into filler characters I can use in unexpected situations, but here's a few I haven't worked out yet. Maybe 'element dominant but also alchemy' class progressions, where all 4 elements are involved but one has a minor or great majority, usually the user native.

Like the item classes, they have only 4 tiers due to the limit of djinn you can actually have on a person at once, but unlike them it's really likely to topple into other classes for configurations that fall into their territory instead. Might not have 1st/2nd tiers due to configuration if it's not their inherent class. I'm not gonna come up with all the permutations just yet.

1st tier 0-1 native
2nd tier 2-3 native, and above until next tier minimum achieved
3rd tier 1 opposite 1 neutral 1 symbiote 2 native, and above until next tier minimum achieved
4th tier 2 opposite 2 neutral 2 symbiote 2-3 native

seems about right
-
Grenadier -> Cannoneer -> Bomber -> Alchemist's Fire

Mars native Striker with Controller elements. Themed off using explosives and a big psychic or mundanely provided cannon, with a little bit of acid and assistance from other elements in the form of chemical reactions like crazy alchemist fighters of old. High PP, high attack, moderate agility, doesn't affect or lowers HP, very bad defense, no luck effect or possibly luck up slightly.

-The obvious Fire Bomb series...
-Some form of acid bomb ability: single target Mars with chance to stun, like the not-so-mighty Numb Ant.
-Sleep but only because there's a bomb for it
-Psy Grenade but as a psynergy
-Cannon Blast: A single-target or few-target beam of death attack multiplier that works in various utility functions to blast things.
-Point Blank: Mars priority Attack plus damage then multiplied: smash into your enemy with weapon ablaze and then fire off a cannon directly at them before anyone can tell you otherwise. Mostly to cement the Striker angle.
-Alchemist's Fire: Burns enemies, then continues burning them for a few turns of bonus damage no additional action required! Because greek fire shenanigans isn't put out by water attacks.
-Ice Balloons: Barrage foes with water balloons except they're set up in a vicious reaction to explode into ice or something. Mercury damage series.
-EMP: Zap your enemies with a burst of electrical energy for Jupiter damage that may inflict Seal!
-Quake Bomb: Blow up the ground beneath all your enemies for a sudden barrage of flying rocks and shaky ground for Venus damage!
-Crystal Burst: Fire a ball of chemicals that interact and then turn into a big crystal for spiky, spiky Venus damage!
-Toxic Bomb/Venom Gas: Chemical weapon warcrimes! Inflicts Poison in 1st psynergy and inflicts Deadly Poison in 2nd.
-Flaming Weapons: Like Impact but also causes non-elemental attacks to inflict additional Mars damage. Might weaken some cold-reliant Mercury psynergies and cause most other psynergies or effects to deal bonus Mars damage.

-
Yardworker -> Gardener -> Herbalist -> Farmer

Venus native. Supporter caster with enough striking capability between refreshing regens and shoveling PP into meters that any glaring elemental weakness can be poked. Themed off some form of plant master. Slightly above base HP, high PP, weakened attack, base then moderately above base defense, average then slightly above average PP, and high luck.

-Growth series is a core component.
-Cure series, possibly swap out for the Regen series (Venus single-target regen) as outlined above by Rolina.
-Revive
-Sanctify as outlined above by Rolina (Mercury full party regen).
-Epsom Tonic: Remove all the negative status conditions all of them from a single ally.
-Ginseng Tea: Abruptly brew tea in the middle of battle and give it to an ally, restoring a moderate amount of PP. Costs nothing but takes 2 turns because you can only rush tea so much without magic before chemistry gets in the way. A full party version Tea Party restores less psynergy points but does it for all currently battling allies. Usually spammed out of battle to ensure that if there's a break between battles people can keep deploying psynergy (and probably won't die of dehydration).
-Rake: Slash an enemy with psychic force tools for modest non-elemental/physical damage. Can be used out of battle for performing simple mundane tasks like sweeping floors and raking leaves, or providing temporary tools of mild and shaped telekinesis to be used manually.
-Froth series
-Thorn series, mostly for a sense of thoroughness, likely to be discarded in a serious count limit
-Pepper Toss: Use a Mars-aligned physical attack with a chance to stun...that consists of going up to an enemy and flinging spices at them. Pepper Toss II provides additional damage instead of just being a regular attack but Mars and possible-stunning.
-Propeller Plant: Summon a glowing psynergy using plant that spins really fast to generate an equivalent member of the Whirlwind series, for completionism mostly. Out of battle can be used as either Whirlwind or a toned down version to permanently grow small plants that act like fans and provide lighting.

-

Edited by Nedben, Jun 20 2017, 12:21 AM.
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WitchRolina
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Missing the Unified Aesthetic

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Flame
Mars, Tier 1 Advanced Spell, Single Target, 4 PP
Learned at Lv 4, known at any Class Tier
"Strike with a swirling flame."

A long flame strikes out at an enemy in a spiraling pattern.

Flame Arc
Mars, Tier 2 Advanced Spell, Small Area, 13 PP
Learned at Lv 17, known at any Class Tier
"Strike with strong arcing flames."

A long flame strikes out in a small area in a spiraling pattern.

Flame Spiral
Mars, Tier 3 Advanced Spell, Medium Area, 27 PP
Learned at Lv 42, known at any Class Tier
"Strike with powerful spirals of flame"

A large flame strikes out in a spiral shape, searing those it comes in contact with.



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Cold Shard
Mercury, Tier 1 Advanced Spell, Single Target, 5 PP
Learned at Lv 5, known at any Class Tier
"Strike with a thrown dagger made from ice."

A dagger of solid ice is formed and thrown at an enemy.

Frost Spike
Mercury, Tier 2 Advanced Spell, Small Area, 13 PP
Learned at Lv 18, known at any Class Tier
"Strike with a thrown volley of frozen daggers."

A set of frozen daggers are formed then lobbed at a small area.

Ice Dagger
Mercury, Tier 3 Advanced Spell, Small Area, 22 PP
Learned at Lv 42, known at any Class Tier
"Strike with an array of frozen daggers."

A large volley of frozen daggers are formed and sent flying towards foes within a small area.

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Nedben
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Orzic Nedbens

Sea Blades: These twinned blue longswords that are suspiciously light enough to be wielded like lighter blades can be used as actual swords either way, or just a decorative equippable item for those who can't actually wield them. Either way, they act as a Mercury-aligned class item with a number of physical backups, themed off Neraine from Ge.Ne.Sis and her Tarots, changing the user's class series to a Mercury mono Jack of all Trades. Likely only capable of being wielded as a class-changing item for Mercury adepts, or possibly as a psynergy item usable by freelancers to have the blades do the pointy thing on their own with conventional body energy reserves rather than psynergy from the mind (since Neraine didn't seem to freeze people with rage in Singapore).

Nereid -> Narain -> Great Wave -> Tsunami -> Absolute Riptide

High attack, good agility, average but slightly more HP, moderately above base defense, low PP in base but gets much higher in upper tiers no luck effect. Casting is low in base class but gets good at high levels: this is a series that starts physical and gets more caster-y at high levels.

agh brb editing this in a sec to include psynergy

Unleash 1 (if wielded as a weapon): The First Dance: Execute 3 mundane but faster separately calculated physical attacks in rapid succession. Non-elemental rapid slicing attack. An interpretive dance about the origin of the world.

Unleash 2 (maybe add onto other unleashes if not wielded as a weapon, def available as a weapon) Soul Ritual: Inflict boosted physical damage and stuns the enemy.

Unleash 3: Blue Paradise: Envelop the field in hopeful light. Doesn't affect the attack itself, but a heal equivalent to a basic Wish psynergy is applied to the party, and each member has their natural elemental power raised for the battle slightly (alternatively, just boosts casting)

Psynergy
Edited by Nedben, Apr 8 2017, 11:00 PM.
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Safe Haven
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Bratty Vagabond

Jealous of everyone's ability to comprehend this
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Nedben
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Orzic Nedbens

Well, nothing says we can't teach you to sate the driving wrath of your jealousy!

Do you have any ideas we could help with or questions on formulating something?

Also, to be on topic:

Driving Jealousy (Jupiter): Mind-control an enemy into thinking someone else has something it wants and should be taken down a notch by hitting them. It will certainly attack one of your party members if the second target is one of them (using any theft abilities if valid or draining abilities if the thing it wants happens to be HP or PP. Great for controlling aggro against single enemies or at least forcing the initial targeting to be on the most resilient party member), and has a 50% chance to attack one of its allies if they're chosen as the second target.

Driving Hate (Jupiter): Cause an enemy to hate someone on their team so much they'll waste a turn action on attacking them with the strongest move they've got available. Next in series of Driving Jealousy with different ability bias and guaranteed attack-an-ally.

Driving Suicide (Jupiter): Fill an enemy with self-hatred and will to stop being, causing them to attempt to end their life in a moment of desire to not be, by self-targeting the deadliest ability in their arsenal, which knocks them out of it. Final member of Driving Jealousy series.
Edited by Nedben, Apr 8 2017, 10:09 PM.
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WitchRolina
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Missing the Unified Aesthetic

If you're confused, ask and I'll be happy to explain some stuff to ya.
Edited by WitchRolina, Apr 9 2017, 03:26 AM.
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Violet Spinel
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Mars CEO

I have a really long and expansive list of new Psynergy I made mostly for Perfect Imbalance. Think I should post them here?
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WitchRolina
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Missing the Unified Aesthetic

That's what this place is for! Share away, I'd love to see the details.
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Nedben
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Orzic Nedbens

Thinking about multi-element combo chains (quickcast from one element and another one from another for a pretty strong 2x inflict combob), and full light/full dark effects (non-elementals themed after that). gtg, but for now,

Scald -> Boiling Scald -> Vaporizing Scald

Combine an effect that produces water with an effect that produces heat (i.e. Douse + Arid Heat or Froth + Beam or Water Blessing + Raging Heat or any of those water paired with any of those heat fire) to access.

Apply lots of water to the enemy for initial Mercury damage, then quickly heat it up with a heating psynergy for Mars damage. Because scalding water hurts, ow.
Edited by Nedben, Jun 7 2017, 06:24 PM.
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xX_GrimCloud_Xx
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Grim Heretic

Earth Table
LevelNameTargetsDescription
1Earth3Throw a clump of rock at foes.
2Big Earth5Throw a boulder at foes.
3Huge Earth5Throw a planetoid at foes.
...
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Catman
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Loneliest Stardust Crusader

Earth Table Ext.
LevelNameTargetsDescription
4Giant Earth10Throw a chunk of a planet at foes.
5Massive Earth1000000Throw an entire planet at foes.
6Gargantuan Earth7000000000Throw a planet that is significantly larger than this planet at foes.
WHY ARE WE STILL HERE...Posted Image...JUST TO SUFFER?!
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