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EO3 Abyssal God Data

Feb 1st, 2017
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  1. This is a writeup listing out the details of the Abyssal God fight in EO3. This will list out the effects of its skills, and its exact behaviors. It has 2 phases.
  2.  
  3. Abyssal God
  4. Level: 80
  5. HP: 10000
  6. STR: 87
  7. VIT: 71
  8. TEC: 85
  9. AGI: 63
  10. LUC: 72
  11. Exp: 0
  12. Drop 1: N/A
  13. Drop 2: N/A
  14. Drop 3: N/A
  15.  
  16. Damage Resistances:
  17. Cut: 10%
  18. Bash: 10%
  19. Stab: 10%
  20. Fire: 10%
  21. Ice: 10%
  22. Volt: 10%
  23.  
  24. Ailment Resistances:
  25. Sleep: 10%
  26. Confusion: 10%
  27. Plague: 10%
  28. Poison: 10%
  29. Blind: 10%
  30. Curse: 10%
  31. Paralysis: 10%
  32.  
  33. Bind Resistances:
  34. Head: 10%
  35. Arm: 10%
  36. Leg: 10%
  37.  
  38. Other Resistances:
  39. Death: 0%
  40. Petrification: 0%
  41. Stun: 10%
  42.  
  43. Skills:
  44.  
  45. Magma Ocean: Uses the Head. Deals 350% TEC-based Fire damage to the entire party. Has an action speed of +0. Has an accuracy of 150.
  46. Ice Tempest: Uses the Head. Deals 350% TEC-based Ice damage to the entire party. Has an action speed of +0. Has an accuracy of 150.
  47. Proton Thunder: Uses the Head. Deals 350% TEC-based Volt damage to the entire party. Has an action speed of +0. Has an accuracy of 150.
  48. Regenerator: Uses the Head. Revives a Tentacle on the map, restoring 1000 HP to the Abyssal God, and increases its damage resistances by 20%. Has an action speed of -3.
  49.  
  50. The Abyssal God follows a specific attack pattern depending on how many tentacles are currently alive during the battle. The amount of damage it takes increases the when there are less Tentacles alive. And depending on how many Tentacles you kill, it will start out with less HP at the beginning of the fight. Here's a simplified version of the attack pattern:
  51.  
  52. |# of Tentacles |Attack Pattern |Damage Multipliers |HP Remaining |
  53. |0 |Fire > Ice > Volt |1.7 |2000 |
  54. |1 |Ice > Volt > Fire |1.5 |3000 |
  55. |2 |Volt > Fire > Ice |1.3 |4000 |
  56. |3 |Fire > Volt > Ice |1.1 |5000 |
  57. |4 |Volt > Ice > Fire |0.9 |6000 |
  58. |5 |Ice > Fire > Volt |0.7 |7000 |
  59. |6 |Volt > Fire > Ice |0.5 |8000 |
  60. |7 |Ice > Volt > Fire |0.3 |9000 |
  61. |8 |Fire > Ice > Volt |0.1 |10000 |
  62.  
  63. And here's a more detailed version of its AI:
  64.  
  65. Abyssal God (Form 1)
  66. ====================
  67. If turn count is at 20 or above:
  68. 32% chance to cast Magma Ocean. (Standard targeting.)
  69. 33% chance to cast Ice Tempest. (Standard targeting.)
  70. 35% chance to cast Proton Thunder. (Standard targeting.)
  71.  
  72. If 0 tentacles are alive:
  73. If Regenerator is cast at any point, add 1 to the tentacle count.
  74.  
  75. Turn 1: Cast Magma Ocean. (Standard targeting.) 39% chance to cast Regenerator at the end of the turn.
  76. Turn 2: Cast Ice Tempest. (Standard targeting.) 79% chance to cast Regenerator at the end of the turn.
  77. Turn 3: Cast Proton Thunder. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  78.  
  79. Loop from turn 1 once turn 3 is reached.
  80.  
  81. If 1 tentacle is alive:
  82. If Regenerator is cast at any point, add 1 to the tentacle count.
  83.  
  84. Turn 1: Cast Ice Tempest. (Standard targeting.) 39% chance to cast Regenerator at the end of the turn.
  85. Turn 2: Cast Proton Thunder. (Standard targeting.) 79% chance to cast Regenerator at the end of the turn.
  86. Turn 3: Cast Magma Ocean. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  87.  
  88. Loop from turn 1 once turn 3 is reached.
  89.  
  90. If 2 tentacles are alive:
  91. If Regenerator is cast at any point, add 1 to the tentacle count.
  92.  
  93. Turn 1: Cast Proton Thunder. (Standard targeting.) 39% chance to cast Regenerator at the end of the turn.
  94. Turn 2: Cast Magma Ocean. (Standard targeting.) 79% chance to cast Regenerator at the end of the turn.
  95. Turn 3: Cast Ice Tempest. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  96.  
  97. Loop from turn 1 once turn 3 is reached.
  98.  
  99.  
  100. If 3 tentacles are alive:
  101. If Regenerator is cast at any point, add 1 to the tentacle count.
  102.  
  103. Turn 1: Cast Magma Ocean. (Standard targeting.) 29% chance to cast Regenerator at the end of the turn.
  104. Turn 2: Cast Proton Thunder. (Standard targeting.) 59% chance to cast Regenerator at the end of the turn.
  105. Turn 3: Cast Ice Tempest. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  106.  
  107. Loop from turn 1 once turn 3 is reached.
  108.  
  109. If 4 tentacles are alive:
  110. If Regenerator is cast at any point, add 1 to the tentacle count.
  111.  
  112. Turn 1: Cast Proton Thunder. (Standard targeting.) 29% chance to cast Regenerator at the end of the turn.
  113. Turn 2: Cast Ice Tempest. (Standard targeting.) 59% chance to cast Regenerator at the end of the turn.
  114. Turn 3: Cast Magma Ocean. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  115.  
  116. Loop from turn 1 once turn 3 is reached.
  117.  
  118. If 5 tentacles are alive:
  119. If Regenerator is cast at any point, add 1 to the tentacle count.
  120.  
  121. Turn 1: Cast Ice Tempest. (Standard targeting.) 29% chance to cast Regenerator at the end of the turn.
  122. Turn 2: Cast Magma Ocean. (Standard targeting.) 59% chance to cast Regenerator at the end of the turn.
  123. Turn 3: Cast Proton Thunder. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  124.  
  125. Loop from turn 1 once turn 3 is reached.
  126.  
  127. If 6 tentacles are alive:
  128. If Regenerator is cast at any point, add 1 to the tentacle count.
  129.  
  130. Turn 1: Cast Proton Thunder. (Standard targeting.) 19% chance to cast Regenerator at the end of the turn.
  131. Turn 2: Cast Magma Ocean. (Standard targeting.) 49% chance to cast Regenerator at the end of the turn.
  132. Turn 3: Cast Ice Tempest. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  133.  
  134. Loop from turn 1 once turn 3 is reached.
  135.  
  136. If 7 tentacles are alive:
  137. If Regenerator is cast at any point, add 1 to the tentacle count.
  138.  
  139. Turn 1: Cast Ice Tempest. (Standard targeting.) 19% chance to cast Regenerator at the end of the turn.
  140. Turn 2: Cast Proton Thunder. (Standard targeting.) 49% chance to cast Regenerator at the end of the turn.
  141. Turn 3: Cast Magma Ocean. (Standard targeting.) 99% chance to cast Regenerator at the end of the turn.
  142.  
  143. Loop from turn 1 once turn 3 is reached.
  144.  
  145. If 8 tentacles are alive:
  146. Turn 1: Cast Magma Ocean. (Standard targeting.)
  147. Turn 2: Cast Ice Tempest. (Standard targeting.)
  148. Turn 3: Cast Proton Thunder. (Standard targeting.)
  149.  
  150. Loop from turn 1 once turn 3 is reached.
  151.  
  152. Once killed, it will move onto the 2nd phase. The Abyssal God has 2 different forms in the 2nd phase, and will switch between them throughout the battle. It starts off the phase in the defensive form.
  153.  
  154. Abyssal God
  155. Level: 80
  156. HP: 60000
  157. STR: 87
  158. VIT: 71
  159. TEC: 85
  160. AGI: 63
  161. LUC: 72
  162. Exp: 0
  163. Drop 1: Darkstar Bead
  164. Drop 2: N/A
  165. Drop 3: N/A
  166.  
  167. Damage Resistances:
  168. Cut: 25% in defensive form, 100% in offensive form
  169. Bash: 25% in defensive form, 100% in offensive form
  170. Stab: 25% in defensive form, 100% in offensive form
  171. Fire: 25% in defensive form, 200% in offensive form
  172. Ice: 25% in defensive form, 200% in offensive form
  173. Volt: 25% in defensive form, 200% in offensive form
  174.  
  175. Ailment Resistances:
  176. Sleep: 10%
  177. Confusion: 10%
  178. Plague: 10%
  179. Poison: 10%
  180. Blind: 10%
  181. Curse: 10%
  182. Paralysis: 10%
  183.  
  184. Bind Resistances:
  185. Head: 10%
  186. Arm: 10%
  187. Leg: 10%
  188.  
  189. Other Resistances:
  190. Death: 0%
  191. Petrification: 0%
  192. Stun: 10%
  193.  
  194. Skills:
  195.  
  196. Defensive Form:
  197.  
  198. Nameless Wall: Does not use a body part. Whenever the Abyssal God gets hit with a physical attack, it performs a counterattack on the person who attacked it. Counterattacks deal STR-based Almighty damage and deals 4 times the damage the Abyssal God took. Has an action speed of +60. Cannot miss.
  199. Mist Curtain: Does not use a body part. Whenever the Abyssal God gets hit with an elemental attack, it performs a counterattack on the person who attacked it. Counterattacks deal STR-based Almighty damage and deals 4 times the damage the Abyssal God took. Has an action speed of +60. Cannot miss.
  200. Chaotic Beckon: Uses the Legs. Deals 100% STR-based Stab damage to the entire party. The Abyssal God is then healed for twice the damage it dealt. Has an action speed of +3. Has an accuracy of 150.
  201. Spurting Fumes: Does not use a body part. Whenever the Abyssal God gets hit with a physical or elemental attack, it attempts to inflict every single status ailment at once on the entire party, each of which has a 6% chance of landing. Both the Plague and Poison components tick for 500 damage. Has an action speed of +60.
  202. Abyssal Offering: Uses the Head. Heals itself for 11475 to 11480 HP and dispels all debuffs. Has an action speed of -3.
  203.  
  204. Offensive Form:
  205.  
  206. Demon Rage: Uses the Legs. Randomly hits the party 8 times, dealing 180% STR-based Bash damage per hit. All buffs are dispelled on the party members that are hit. Has an action speed of -10. Has an accuracy of 120.
  207. Rising Claw: Uses the Legs. Deals 300% STR-based Cut damage to the entire party, and has a 30% chance to Stun the targets. Has an action speed of +0. Has an accuracy of 120.
  208. Chaos Tentacle: Uses the Legs. Deals 5000% STR-based Stab damage to one party member. Always targets the party member with the lowest HP. Has an action speed of +10. Has an accuracy of 150.
  209. Primitive Burn: Uses the Head. Deals 150% TEC-based Fire damage to the entire party, and decreases their damage output by 80% for 4 turns. Has an action speed of +0. Has an accuracy of 120.
  210. Foul Glacier: Uses the Head. Deals 150% TEC-based Ice damage to the entire party, and has a 30% chance to head bind the targets. Has an action speed of -10. Has an accuracy of 120.
  211. Dark Lightning: Uses the Head. Deals 150% TEC-based Volt damage to the entire party, and has a 20% chance to Confuse or put the targets to Sleep. Has an action speed of -10. Has an accuracy of 120.
  212.  
  213. Note that if the fight lasts for over 40 turns, the Abyssal God will switch back into offensive form permanently for the rest of the battle, if it isn't in that form already (and if it can change forms in the first place), and use far stronger versions of its offensive moves.
  214.  
  215. Demon Rage: Power increases from 180% to 300%. Accuracy increases from 120 to 300. Number of hits decreases from 8 to 2.
  216. Rising Claw: Power increases from 300% to 600%. Accuracy increases from 120 to 300. Chance to Stun increases from 30% to 40%.
  217. Chaos Tentacle: Power increases from 5000% to 8000%. Accuracy increases from 150 to 350. Action speed increases from +10 to +100. Now targets a random party member instead of the one with the lowest HP.
  218. Primitive Burn: Power increases from 150% to 300%. Accuracy increases from 120 to 300. Damage debuff increases from 80% to 90%.
  219. Foul Glacier: Power increases from 150% to 300%. Accuracy increases from 120 to 300. Action speed increases from -10 to 0. Chance to inflict Head bind increases from 30% to 40%.
  220. Dark Lightning: Power increases from 150% to 300%. Accuracy increases from 120 to 300. Action speed increases from -10 to 0. Chance to inflict Confusion or Sleep increases from 20% to 40%.
  221.  
  222. And here's the AI script for the Abyssal God. First off, a note on how its form changes work:
  223.  
  224. Every time the Abyssal God changes forms, a counter gets set to 0. This counter increases with the amount of actions the Abyssal God takes (Each counterattack from a counter skill counts as an action.) When the counter reaches 6, the Abyssal God will change forms as soon as possible. The only exception to this is when its HP is above 76%, as it is scripted to only change forms at specific points in the fight. However, other factors can also force the Abyssal God to change forms early.
  225.  
  226. Abyssal God (Defensive Form)
  227. ============================
  228. If turn count is at 40 or above:
  229. 39% chance to shift into offensive form, and follow this routine:
  230. 15% chance to cast Demon Rage. (Standard targeting.)
  231. 16% chance to cast Chaos Tentacle. (Standard targeting.)
  232. 16% chance to cast Rising Claw. (Standard targeting.)
  233. 17% chance to cast Primitive Burn. (Standard targeting.)
  234. 17% chance to cast Foul Glacier. (Standard targeting.)
  235. 19% chance to cast Dark Lightning. (Standard targeting.)
  236.  
  237. Shift to offensive form once the counter reaches 6, and follow this routine for the rest of the battle:
  238. 15% chance to cast Demon Rage. (Standard targeting.)
  239. 16% chance to cast Chaos Tentacle. (Standard targeting.)
  240. 16% chance to cast Rising Claw. (Standard targeting.)
  241. 17% chance to cast Primitive Burn. (Standard targeting.)
  242. 17% chance to cast Foul Glacier. (Standard targeting.)
  243. 19% chance to cast Dark Lightning. (Standard targeting.)
  244.  
  245. When HP falls below 51%, 29% chance to shift to offensive form and follow this routine:
  246. 32% chance to cast Dark Lightning. (Standard targeting.)
  247. 34% chance to cast Foul Glacier. (Standard targeting.)
  248. 34% chance to cast Primitive Burn. (Standard targeting.)
  249.  
  250. When HP falls below 76%, shift to offensive form and cast Demon Rage once the counter reaches 6. (Standard targeting.)
  251.  
  252. When HP falls below 76%, 29% chance to shift to offensive form and follow this routine:
  253. 32% chance to cast Dark Lightning. (Standard targeting.)
  254. 34% chance to cast Foul Glacier. (Standard targeting.)
  255. 34% chance to cast Primitive Burn. (Standard targeting.)
  256.  
  257. When HP falls below 51%, shift to offensive form and cast Primitive Burn once the counter reaches 6. (Standard targeting.)
  258.  
  259. From 25% HP to death:
  260. If a Fire attack was input, 79% chance to cast Mist Curtain. (Targets self.)
  261. If an Ice attack was input, 79% chance to cast Mist Curtain. (Targets self.)
  262. If a Volt attack was input, 79% chance to cast Mist Curtain. (Targets self.)
  263. If a Cut attack was input, 79% chance to cast Nameless Wall. (Targets self.)
  264. If a Bash attack was input, 79% chance to cast Nameless Wall. (Targets self.)
  265. If a Stab attack was input, 79% chance to cast Nameless Wall. (Targets self.)
  266. If Mist Curtain and Nameless Wall do not get cast, 39% chance to cast Chaotic Beckoning. (Standard targeting.)
  267. If Chaotic Beckoning does not get cast, 9% chance to cast Spurting Fumes. (Targets self.)
  268. If Spurting Fumes does not get cast, cast Abyssal Offering. (Targets self.)
  269.  
  270. From 50% to 26% HP:
  271. 9% chance to cast Spurting Fumes. (Targets self.)
  272. If a Cut attack was input, 49% chance to cast Spurting Fumes. (Targets self.)
  273. If a Bash attack was input, 49% chance to cast Spurting Fumes. (Targets self.)
  274. If a Stab attack was input, 49% chance to cast Spurting Fumes. (Targets self.)
  275. If a Stab attack was input, 49% chance to cast Spurting Fumes. (Targets self.)
  276. If a Cut attack was input, 49% chance to cast Spurting Fumes. (Targets self.)
  277. If a Bash attack was input, 29% chance to cast Spurting Fumes. (Targets self.)
  278. If the party has at least 1 buff:
  279. If a Stab attack was input, 29% chance to cast Spurting Fumes. (Targets self.)
  280. If a Cut attack was input, 29% chance to cast Spurting Fumes. (Targets self.)
  281. If a Bash attack was input, 49% chance to cast Spurting Fumes. (Targets self.)
  282. If a Stab attack was input, 49% chance to cast Spurting Fumes. (Targets self.)
  283. If Spurting Fumes does not get cast, move onto the next routine:
  284. If a Cut attack was input, 99% chance to cast Nameless Wall. (Targets self.)
  285. If a Bash attack was input, 99% chance to cast Nameless Wall. (Targets self.)
  286. If a Stab attack was input, 99% chance to cast Nameless Wall. (Targets self.)
  287. If a Fire attack was input, 99% chance to cast Mist Curtain. (Targets self.)
  288. If an Ice attack was input, 99% chance to cast Mist Curtain. (Targets self.)
  289. If a Volt attack was input, 99% chance to cast Mist Curtain. (Targets self.)
  290. If Mist Curtain and Nameless Wall do not get cast, 19% chance to cast Chaotic Beckoning. (Standard targeting.)
  291. If Chaotic Beckoning does not get cast, cast Abyssal Offering. (Targets self.)
  292.  
  293. From 75% to 51% HP:
  294. If a Cut attack was input, 99% chance to cast Nameless Wall. (Targets self.)
  295. If a Bash attack was input, 99% chance to cast Nameless Wall. (Targets self.)
  296. If a Stab attack was input, 99% chance to cast Nameless Wall. (Targets self.)
  297. If a Fire attack was input, 99% chance to cast Mist Curtain. (Targets self.)
  298. If an Ice attack was input, 99% chance to cast Mist Curtain. (Targets self.)
  299. If a Volt attack was input, 99% chance to cast Mist Curtain. (Targets self.)
  300. If Mist Curtain and Nameless Wall do not get cast, 19% chance to cast Chaotic Beckoning. (Standard targeting.)
  301. If Chaotic Beckoning does not get cast, cast Abyssal Offering. (Targets self.)
  302.  
  303. From 100% HP to 76% HP:
  304. Turn 1: Nameless Wall. (Targets self.)
  305. Turn 2: Mist Curtain. (Targets self.)
  306. Turn 3: Chaotic Beckon. (Standard targeting.)
  307. Turn 4: Spurting Fumes. (Targets self.)
  308. Turn 5: Abyssal Offering. (Targets self.)
  309. Turn 6: Shift to offensive form and cast Demon Rage. (Standard targeting.)
  310.  
  311. If the form change isn't successful for whatever reason, keep trying until successful.
  312.  
  313. Abyssal God (Offensive Form)
  314. ============================
  315. If turn count is at 40 or above:
  316. 15% chance to cast Demon Rage. (Standard targeting.)
  317. 16% chance to cast Chaos Tentacle. (Standard targeting.)
  318. 16% chance to cast Rising Claw. (Standard targeting.)
  319. 17% chance to cast Primitive Burn. (Standard targeting.)
  320. 17% chance to cast Foul Glacier. (Standard targeting.)
  321. 19% chance to cast Dark Lightning. (Standard targeting.)
  322.  
  323. While HP is below 51%, shift to defensive form and follow this routine once the counter reaches 6:
  324. 19% chance to cast Spurting Fumes. (Targets self.)
  325. If a Stab, Bash, or Cut attack was input, cast Nameless Wall. (Targets self.)
  326. If a Volt, Ice, or Fire attack was input, cast Mist Curtain. (Targets self.)
  327. If Spurting Fumes, Nameless Wall, or Mist Curtain did not get cast, 29% chance to cast Chaotic Beckoning. (Standard targeting.)
  328. Else, cast Abyssal Offering. (Targets self.)
  329.  
  330. While HP is below 51%, 39% chance to shift to defensive form and follow this routine:
  331. 19% chance to cast Spurting Fumes. (Targets self.)
  332. If a Stab, Bash, or Cut attack was input, cast Nameless Wall. (Targets self.)
  333. If a Volt, Ice, or Fire attack was input, cast Mist Curtain. (Targets self.)
  334. If Spurting Fumes, Nameless Wall, or Mist Curtain did not get cast, 29% chance to cast Chaotic Beckoning. (Standard targeting.)
  335. Else, cast Abyssal Offering. (Targets self.)
  336.  
  337. While HP is below 76%, 39% chance to shift to defensive form and follow this routine:
  338. 24% chance to cast Mist Curtain. (Targets self.)
  339. 25% chance to cast Nameless Wall. (Targets self.)
  340. 25% chance to cast Chaotic Beckon. (Standard targeting.)
  341. 26% chance to cast Spurting Fumes. (Targets self.)
  342.  
  343. While HP is below 76%, shift to defensive form and follow this routine once the counter reaches 6:
  344. If a Stab, Bash, or Cut attack was input, cast Nameless Wall. (Targets self.)
  345. If a Volt, Ice, or Fire attack was input, cast Mist Curtain. (Targets self.)
  346. If Spurting Fumes, Nameless Wall, or Mist Curtain did not get cast, 29% chance to cast Chaotic Beckoning. (Standard targeting.)
  347. Else, cast Abyssal Offering. (Targets self.)
  348.  
  349. If HP fell below 76% on the last turn:
  350. 24% chance to cast Mist Curtain. (Targets self.)
  351. 25% chance to cast Nameless Wall. (Targets self.)
  352. 25% chance to cast Chaotic Beckon. (Standard targeting.)
  353. 26% chance to cast Spurting Fumes. (Targets self.)
  354.  
  355. From 50% HP to death:
  356. If no one has the debuff from Primitive Burn, 39% chance to cast Primitive Burn. (Standard targeting.)
  357. If no one has their head bound, 39% chance to cast Foul Glacier. (Standard targeting.)
  358. If no one is asleep, 39% chance to cast Dark Lightning. (Standard targeting.)
  359. If no one is confused, 39% chance to cast Dark Lightning. (Standard targeting.)
  360. If no one is below full health, 49% chance to cast Demon Rage. (Standard targeting.)
  361. If at least 1 party member is below 76% of their maximum HP, 69% chance to cast Chaos Tentacle. (Targets the party member with the lowest HP.)
  362. Else, cast Rising Claw. (Standard targeting.)
  363.  
  364. From 76% to 51% HP:
  365. Turn 1: Dark Lightning. (Standard targeting.)
  366. Turn 2: Foul Glacier. (Standard targeting.)
  367. Turn 3: Demon Rage. (Standard targeting.)
  368. Turn 4: Chaos Tentacle. (Targets the party member with the lowest HP.)
  369. Turn 5: Rising Claw. (Standard targeting.)
  370. Turn 6: Shift to defensive form and cast Abyssal Offering. (Targets self.)
  371.  
  372. From 100% to 76% HP:
  373. Turn 1: Rising Claw. (Standard targeting.)
  374. Turn 2: Chaos Tentacle. (Targets the party member with the lowest HP.)
  375. Turn 3: Primitive Burn. (Standard targeting.)
  376. Turn 4: Foul Glacier. (Standard targeting.)
  377. Turn 5: Dark Lightning. (Standard targeting.)
  378. Turn 6: Shift to defensive form and cast Abyssal Offering. (Targets self.)
  379.  
  380. If the form change isn't successful for whatever reason, keep trying until successful.
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