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Author Topic: (ISG) Darkness Redeemed: "The Many", (Don't know what to put here!)  (Read 67834 times)

Shadestyle

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Re: (ISG) Darkness Redeemed: "The Many", (Town sweet town!)
« Reply #870 on: October 04, 2014, 07:34:38 pm »


You purchase a group ticket for the normal rooms and rest until morning, The comfortable beds do wonders, and you have a strange dream.


Come on, we have a healer, a black mage, an ice/time wizard, a Slime, a Fat necromancer, a ninja, a Mysterious nomad, and an axe crazy berserker, we can take down this Beast!

"Yes, but why are we doing this? it just causes more suffering."

"A necessary evil, we have to become stronger if we are going to save this world."

"That is what I was talking about Mr. 'Prepared'."

"We can argue about the morality of saving an 'imperfect world' as you put it later, this thing has been tormenting that village for far too long!"

Player turn start

Spoiler: Party (click to show/hide)
« Last Edit: October 04, 2014, 08:27:20 pm by Shadestyle »
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Armok

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Re: (ISG) Darkness Redeemed: "The Many", (Dream sequence!)
« Reply #871 on: October 04, 2014, 08:10:45 pm »

((that... is a really small list of avilable stuff if it's for all the shops, and a very weird one if it's not suposed to contain the weapons and armor shops. I am confused.))
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Shadestyle

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Re: (ISG) Darkness Redeemed: "The Many", (Dream sequence!)
« Reply #872 on: October 04, 2014, 08:17:01 pm »

((There are multiple varieties of each weapon available, the list is just a general one, where you may be able to find specific types of each item at the shops themselves, and that besides, this is a highly industrial city, Fancy weapons may require that you commission them at the local crafting district. Regardless, i aim to please, and am now adding even more crap to the shops list.

EDIT* done.))
« Last Edit: October 04, 2014, 08:27:39 pm by Shadestyle »
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Armok

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Re: (ISG) Darkness Redeemed: "The Many", (Dream sequence!)
« Reply #873 on: October 05, 2014, 07:37:12 am »

((Ye, that's better. Also, that's a *lot* of weapons. Hmm, did we ask what commission costs would be for more materials, or for using materials we provide ourselves? Do we know how staffs, staves, and rods compare for wand-type ranged magic bases, and also where a random weapon enchanted to also o that, or a shape optimized for convenience instead such as thimble, glove, or visor?))

((We're SO all getting a ton of magical Knuckledusters (these can be worn while wielding another weapon as well right), boots, hats/helmets/hoods, thimbles, wands, tons and tons of potions/teas, and ropes before leaving this town. Materials still undecided until what's available is more clear. Also, GLASSES! I'm *so* gonna make my favorite item I attempt in everything that has time magic; glasses that show what'll happen about half a second from now, for better than perfect effective reflexes! ))

((hum, I wonder how hard a multi-compartment teakettle of holding would be to acquire... it's not that different a concept form the ammo bag...))
((idea: remaking into/transfering enchantments from kireks knife -> stiletto))
((plan: trace back the suppliers for the berzerk healing potion, since just buying if for the nodes seems wastefull.))
((idea: Great Tobigsword+LOTS of hover nodes+seat strapped to it = RAMMING SPEED!))
((... what is a bottlesword?))
((shovel/pickaxe + something using inverted eath nodes and energy = Minecraft?))
((Monster trap+illusion nodes, + bait+inverted illusion+malt-o-magic))
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birdy51

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Re: (ISG) Darkness Redeemed: "The Many", (Dream sequence!)
« Reply #874 on: October 05, 2014, 08:23:49 am »

Lord Prepared fire a black bolt!

Lady Vernal wait to see if anyone sustain injuries!

Lord Winter make it cold!

Lady Lover uses tackle!

Lord Fall drain it's life!

Lord Grocer slash that monster!

Lord Aestival wait and see if anyone gets hurt!

Lord Shelter go for the Big slash!
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Shadestyle

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Re: (ISG) Darkness Redeemed: "The Many", (Dream sequence!)
« Reply #875 on: October 05, 2014, 08:56:43 am »


-Lady Vernal stalls, allowing reactive turns

-Lord Prepared fires a black bolt, dealing 2 damage.

-Lord winter casts Cold, The beast loses 1 speed.

-Lady Lover tacked the enemy, Dealing 1 damage.

-Lord Fall uses Life Drain, And gains 1 HP from dealing 2 damage.

>The beast lashes out dealing 2 damage to Lady Lover.

-Lady vernal Casts heal on Lady Lover, restoring 1HP.

(Try to avoid that next time love.)

(Don't call me that.)

-Lord Grocer performs a ninja slash, attacking 2 times for 1 damage.

-Lord Aestival stalls, allowing reactive turns.

-Lord Shelter Prepares a demonic big slash!

Lord Grocer's "Monster Manwell" activates, Revealing the enemy to have 35 HP At full Health!

Spoiler: Party (click to show/hide)
« Last Edit: October 05, 2014, 08:58:40 am by Shadestyle »
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birdy51

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Re: (ISG) Darkness Redeemed: "The Many", (Dream sequence part deux!)
« Reply #876 on: October 05, 2014, 10:36:43 am »

Make way for the Big Slash!
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Re: (ISG) Darkness Redeemed: "The Many", (Dream sequence part deux!)
« Reply #877 on: October 05, 2014, 01:39:32 pm »


-Everyone excluding Lord Shelter jumps.

>The beast lashes out at lord Shelter, Dealing 1 damage.

-Lord shelter unleashes a devastating attack, dealing 6 damage!

>The beast falls.

"Now that that buisness is over."

Lord prepared tosses a gemstone into the air, where it disappears in a flash of blue light.

"What was that?"

"Gem of Life sight, Remember? The one that made healing you less of a pain in the ass?"

You wake up all of a sudden, the strange dream already fading from memory. a strange green gem lies on the stand next to your bed.

After waking everyone up. You all split up between the shopping and crafting districts, intent of getting what you need, Gear, information, the works.

Richard no longer looks like a cactus, and the pirates no longer look like brooms.

It is nighttime. due to the party having slept through the day.

What do you buy, sell, do, and ask?

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)


« Last Edit: October 06, 2014, 05:13:50 pm by Shadestyle »
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Armok

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Re: (ISG) Darkness Redeemed: "The Many", (Waking up to smell the... gemstones!)
« Reply #878 on: October 05, 2014, 04:24:39 pm »

QUESTIONS; lets ask around and stuff until we have the answer to these before doing much anything.

> How much would those 900 pounds sell for in the currency gold? And in case there's a market-flooding type diminishing returns, how much of it would we need to sell to get half that?
> First, see how much more something commissioned/not already in stock would cost, and how long stuff generally takes to make.
> Is the wood/iron/steel/localcheapmetal thing for what's available already made?
> If you provide materials yourself, can you get stuff made out of anything and how is the price?
> What other materials are available if you commission, especially ones good for enchanting?
> At the very least, there was supposed to be magicite for the airship fueling in this town, if we find that maybe we also find other interesting materials.
> How big would a Great toobigsword be? Thinking of using it as the base of a vehicle...
> Does knuckledusters ave realistic convenience aka. can wear all the time and weild another weapon while still being able to use it instantly? Gauntlets, gloves, same question.
> What is a bottlesword?
> What materials are available for the textile stuff like boots, hat, hood, cloak, shroud, shoes, etc.? Can we make some of our gold into wire and have it sew in for extra enchantability? (further; does these go for the wip and rope as well?)
> Notice gloves aren't on the list, does that mean anything or is it just incomplete?
> How do staffs, staves, and rods compare for wand-type ranged magic bases? Or is there a special wand-base item you forgote to list/has to be commisioned?
> Compared to something that's just soposed to be a wand, how does a weapon enchanted to do ranged magic compare? Thimbl/glove/visor, for convenient avilability, same question?
> If I wan't a teakettle of holding, surely there must be a better option than buying an ammobag and transfering the nodes? rigth?
> What'd be easiest and/or give best result, buying a stiletto and transfering/re-enchanting all the magic from kireks knife, or commisioning having it reforged into one?
> How many places are there that werent marked important? Is this a town with lots of supply gaps, or will going looking for more specific places be likely to give results?
> Hmm, could the brewery sell some equipment for larger scale potion-making?

SURE PURCHASES:

> Glasses x1
> Gold Thimble x2
> Shell (Handcannon) x1 (mostly for picking apart hoping for components)
> Black Powder ounce x20
> Potion Ration x5 (not sure what these even *are* but it was usefull for the mana potion ^_^)
> Malt-o-magic x1
> Rope x2
> bait x3
> Monster trap x1

SELL:

> 1 Crystal phial (Mana potion)
> 1 Crystal phial (Illusion potion)(Quidives: make on the spot)
> Liquid Light
> 1 crystal phial (Morte-morte)
> 1 curvy sword (Poison, strengthening)
> Conspicuous stick (Inverted illusion) ((we'll make a better verion during this enchanting binge))

> VOTING AGAINST ALL OTHER SELLING!

OTHER ACTIONS:

> Trace the supply chain for the guy making the berzerk healing potion. The potion itself isn't all that intresting, but getign our hands on some Restoring nodes from the ingredients would be REAL nice. And we might find more stuff for general potion-making as well.
> Find a good place near where you can do a bunch of work, Quidives can set up potion making, and is near enoguh to the blacksmiths that we can do nifty stuff like adding in magic while comisioned objects are being forged to do stuff better than just tacking it on.
> Kirek: While we still need to ponder material choices more, we'll have the glasses and rope by next turn if nothing else, so go to above mentioned location and start getting into that new trance.
> Pirates: check out the brewery offscreen, with 100 gold mysteriously disappearing around the same time.
> Quidives: Start looking for the rest of the stuff needed to make more of the Advanced Anthropomorphic Potion.
> One thing we're runing low on is Alchahest, keep a lookout for it.
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Shadestyle

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Re: (ISG) Darkness Redeemed: "The Many", (Waking up to smell the... gemstones!)
« Reply #879 on: October 05, 2014, 06:14:17 pm »

you and the party ask around, gathering info on the various shops.

The blacksmith can only afford 10 pounds of it, at 1000 gold, the tinkerer's shop is the same way, save for the fact that the tinkerer offers 1750 for 20 pounds.

Since you are buying it from the source, commissioned work is 3/4 of it's store price, but would require a full day to be completed.

Yes. there is plenty in stock for things on the list, from wooden Thimbles to Steel Great-Toobigswords.

Yes, and the price would be the same, to compensate for the blacksmith working out of quota and using a material he has no experience with.

The local crafters mainly deal in Iron, steel, and Sandsteel, the local metal.

The local blacksmith knows a guy for magicite, who would be willing to sell it at 1000 gold a pound.

A normal Toobigsword is approximately 3 Yards long, and Great items are twice as big.

Yes, you could feasibly wear two knuckledusters, two gloves, two gauntlets, two Great-gloves, two Great-gauntlets, and still be able to hold a weapon, but your hands would be chunk mitts by then.

A weapon that came into recent popularity after the discovery of ancient texts describing a drunken warrior who used a bottle to slay a horde of demons, and then brewed margaritas from their blood. a common bottlesword looks like
Spoiler: this. (click to show/hide)
and they have hollow insides, perfectly sealed in case of hydration emergency.

All textile items are made out of Cotton cloth and leather, a metalworking city like this has little else to offer. you could make the gold into wire, but that would mean two days, one day for the wire, and another for the tailor to make anything out of it.

They do make gloves, at 50 Gold pieces for a pair.

The ones provided here are made of Mundane materials, and have no special preference, but the stave is the largest, and therefore has more room for nodes, and other magic effects.

Theoretically, they are all the same, in practice, wands and other cylindrical poles provide the perfect shape to channel magic and hold nodes in the precise locations required for spellcasting.

It would be as easy as buying an ammo bag, going into a meditative state, and then creating copies of the nodes you want. and applying them to the tea-pot.

Reforging would be for the best, there are a LOT of nodes on your knife by now, From poison to control, reforging it would allow you to refine those further, in theory. transferring it would be more cut-and-dry however, with less chance of failure.

There are a few humble Ma-and-pa stores in the living district, and most of the important manufacturing goes on in the royal district, so as to keep an iron grip on the people, you also hear rumors of there being a black market of sorts in the tavern. and lastly, Quidives couldn't get an inventory of any kind from the local "LCA", due to it's item on request, or totally random. selling style. basically, you give him money, and he gives you whatever he feels like.

After a bit of searching, you find that it is produced in the brewery, and he apparently only uses a rare root that grows around here. taking a look at the potion, it has no restorative nodes, only emotional manipulation ones, carefully balanced to force the body to heal while in an enraged state.

You and Quidives get set up with the blacksmith and brewery to create what you need, the brewers isn't an alchemical lab, but Quidives has more than enough materials to make her potion, along with producing a refill of alchahest, the brewer charges her 350 gold for materials.

The pirates mysteriously disappear along with 100 of your gold, only to return with a big waterskin, bubbling violently.

you purchase and sell the items on your list, except for the morte-morte, which the shopkeep refused to take so much as a drop of, for 100 (mana potion), 50 (Illusion potion), 0 (Liquid light) 250 (curvy sword) and 50, (Conspicuous stick)

The blacksmith hammers out a few thimbles using some of your gold.

What now?


Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)



« Last Edit: October 06, 2014, 05:13:30 pm by Shadestyle »
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Armok

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Re: (ISG) Darkness Redeemed: "The Many", (Grocery shopping!)
« Reply #880 on: October 05, 2014, 09:06:08 pm »

((ppst, you forgot nodes on the latest inventory update, although I guess most of then are (none). Also, the refilling of the alchahest. Also the potion refill. Also, listing out the bubling waterskin the pirates bought. Also, listing what the various things actually sold for. ))


Questions:

> Is that 1 day delay for commissions the same for even the smallest things? Is there any limit of how many we can have in parallel before it takes even longer?


> The commission price would be the same as *what*? The iron version which the actual list price corresponds to?


> Look up sandsteel in the magical metallurgy book. Also recall steel and iron while you're at it for comparison.


> Woah, 3 meters "toobig" wasn't an exaggeration. No need to even great it. Any estimates of how hard it'd be to make it levitate by copying nodes form the necromantic chunk?


> Look up in metalugy book/mess around to figure out the pros and cons of
  • Commissioning some kind of gold/steel or gold/iron alloy mentioned in the book.
  • Just telling the blacksmith to incorporate some gold while making the item
  • making it out of pure gold and using reinforcing nodes to make it not such as a weapon instead
  • adding gold on the outside ourselves on a non-commissioned item
> Try to figure out how much gold thread would actualy help with enchanting on a leather item. Also, check if there's leather other than cow avilable, such as from some local monster than might have better enchantability.


>  Hum, so wandifying is only the general shape, and size... So, does that mean doubling as a spear, great stiletto, or musket barrel bears no disadvantage? F*** YEA for great stilleto wands!


> The buff from the meditative state is powerful enoguh that I can just plain copy fairly powerfull nodes like that? O_o No need to buy it, if I can copy I can do that from the ones we already have...


> Contemplate/look up in magic metalurgy book what'd happen if you added  tiny bit of magicite to an alloy.


> How hard would it be to copy enough spacial warping nodes to give the wagon an extra room? Preferably one more room like than wagon like where we can have a fully functional smithy/alchemy lab.


Buy:



> Hmm, buy half a pound of magicite to start with.


> Even if we dont end up adding it all to cloth we'll find *some* uses for gold thread. Maybe even enchanting it directly. Lets commission a whole bunch, like 10 pounds.


> Get the knife reforged into a stiletto. Add in some gold dust, some more of the easily copyable ones already there, and also take the opportunity to copy some sleep and corrupting nodes into it.


> IF we think we can strengthen it enough to not impact performance, get a golden musket and 10 balls for it. We'll be adding enchantments before it's done so they'll take better, but not this turn, other than maybe the strenghtening and regenerating that actually affects materials properties making it possible to make a musket form it at all. Unless... HOW shape specific is the shape specific invulnerability, and how hard to copy?


Sell:



> 30 pounds out of 900 for 2750? Sell. Also, inquire if the blacksmith might take part of the payment for larger items in it.


Enchant:
There are... a lot of these. Probably treat this as a quee and or command to *start* projects, not necessarily finish them immediately.


> Try copying the nodes of the Burgundy satchel (Regenerating, Spacial warping, Light mana drain) onto a random empty bottle. Also add some magic resist, strengthening, and maybe even a time slowing effect.


> Ooh, the glasses. Big project. So, the idea here is to essentially have two Evimera's Quicken type portals, inside each lense. Bad new's is we have to make them go backwards, and be permanent. Good news is, they only nee to have a range of like half a second, which is WAY less than a turn, and only really need to let through a small window of light/information. A good start might be evimera trying a bunch of extremely short range and thus cheap portal cast throguh the necromantic chunk, and kirek copying and layering on Mana Draining, light, control, strtuctural, inverted illusion/"revealing", converting, psychic, neutrals to "hold" the portal, and whatever else might possibly help.


> We'll be needing a lot of mana, for vast scale enchanting and for puting into mana potions. Take the obelisk, and the rope, and maybe some gold or whatever, an lay it out in a large "antenna" pattern to then enchant. Does not neccecerily need to be easy to  move, althou not having to re-expend the mana to fabricate the actual nodes if it's packed up carefully would be nice. LOTS of spredad out light mana drain nodes, a bunch of sending, maybe a pinch of control or converting. Got the idea from how the flame was draing mana in an area for a while, but presumably not a bit further away, wheras ropes can strech hopefully out of the mana drain range and/or sending can help overcome it.


> Monster trap. Lets examine how it works. Adding a whole bunch of illusion to make it look like anything other than a trap will surely help thou, so do that. Also, strengthening, control for better triggering, mana drain to power the illusion, and maybe a pinch of spacial warping given the variation in size monsters come in.


>  To complement the trap, magic bait. Really, just add a bunch of inverted illusion, sleep, and life for taste. Also, let Jop-un Dear have a go at it to improve the taste and focus the inverted illusion at revealing the best parts of the taste.


> That blue learthe coat richard is wearing gives 5 slots even withote magic... what abaut adding a bit of spacial warping to it?


> Hmm... an experiment: To the Handcannon Shell, add by copying form stuff we already have: LOTS of levitation, strengthening, Life, mind, control, soul, Inverted illusion, LOTS of light, mana absorption, control. Idea is it'll fly around flashing being rediculusly conspisius and distracing.


> Might also be time to five that flaming lamp one of those upgrades. I vote the basic levitating around one.


Do:


> Quidives, Nahme: start cooking up a HUGE batch of potion base, in anticipation of making a whole lot of random potions. Like, I'm thinking enoguh for 100 uses/crystal phials/portions of resulting potions once water is added.


> While Kirek is currently trancing and will be for a while, let's check the feasbility of geting a blacksmith follower for later. We're doing a lot of stuff requiring smiting, after all.


> Everyone who has some over: lend mana to kirek, he'll need it for all this enchanting.
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Shadestyle

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Re: (ISG) Darkness Redeemed: "The Many", (Grocery shopping!)
« Reply #881 on: October 06, 2014, 05:12:41 pm »

No, he made a few thimbles for you real quick like, and he can make up to five things in a day.

Yes, the normal listed price.

Spoiler: You skip over to it. (click to show/hide)

3 yards long, which is actually larger than a meter you believe. Apparently, Toobigswords are commonly ordered by the Monster citadel from time to time, as they are used by the giants that live there.

For any levitation, it would take 100 times more effort than the Chunk did, for it to fly as fluently as the chunk, with as great a control, it would be even harder. you could do it in parts however, adding more to it as time goes by, but you would need time and storage space to do that.

Iron and gold make a poor alloy, and would cause instability in an magic infused into the metal. Steel may have some benefit, but it is unknown.

All of the other ones really have no cons, other than that gold is a soft metal, the metallurgy book specifies that some battlemages used enchanted gold as weaponry, since they could spare large amounts of magic to make it essentially invincible.

It would be very effective, some kings garments are made with gold thread to allow for holy magics that prevent poisoning and assassinations.  They actually use sheep leather, and import anything else, if you could get other types of leather, it would be pricy.

Indeed, New age witches actually make use of enchanted handguns and flintlocks due to their wand-like shape.

Yes, but Kirek would be stuck in it for a while, at least 3 turns total, and it doesn't minimize mana costs, so he would be in a heavily strained state, after creating nodes out of nothing but mana and ether, but meditative state would make it possible.

It would spark madly and likely corrode itself into nothing during the forging process, leaving the remainder full of tiny holes and trapped mana. If your educated guess from what you have read is correct.

3 Days of solid effort along with around a 100 mana potion binge and 4 days of recovery due to the strain. if you had a potent ritual circle and a couple more magicians you could cut that down to a day.

You purchase a half pound for 500 Gold, should be enough to power the essential facilities required to start repairs on the ship.

You commission 10 pounds of gold thread, considering it's simplicity, it will be done before daybreak.

For 50 gold, you have your Dagger reforged into a longer sleeker stiletto, adding sleep and corruption to it in the process, along with a helping of gold dust.

You commission a gold musket, which will be finished by this time tomorrow, and decide to purchase 10 balls for it. Evimeria is ecstatic about the whole thing, and glues herself to the blacksmith shop to supervise.

You sell 30 pounds of gold for 2750 gold coins.

You begin entering the meditative state, leaving the world behind you, sitting in your room with the non monetary inventory. Richard takes over the plot ball until you complete what you want in the world of enchanting.

Kirek begins the process of Copying the nodes from the burgundy satchel to a random milk bottle from the morning's breakfast.

Quidives and Nahme get to work, Using up half the alcahest, a chunk of the illusion powder, draining the necromantic chunk until it falls asleep, and all of the potion rations, completely filling her crackpot with Alchemical powder, ready to be mixed with water.

Despite your royal linage and fair diplomantic skills, none of the blacksmiths here want anything to do with an adventuring party, too much paperwork would have to be dealt with, and crafters tend to "disappear" when they want to leave Goddess Road for good.

What now?

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)


« Last Edit: October 07, 2014, 03:59:38 pm by Shadestyle »
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birdy51

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Re: (ISG) Darkness Redeemed: "The Many", (Trance, not even once!)
« Reply #882 on: October 06, 2014, 05:43:15 pm »

Exam the green gemstones. I don't know if we've looked at those yet.
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Re: (ISG) Darkness Redeemed: "The Many", (Trance, not even once!)
« Reply #883 on: October 06, 2014, 06:00:47 pm »

In Kireks meditative state he observes the green gemstone, unable to discern much else other than that it can be toggled on and off, and that it is currently off.

What now?
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Armok

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Re: (ISG) Darkness Redeemed: "The Many", (Toggle switch!)
« Reply #884 on: October 06, 2014, 09:45:11 pm »

> 100 times the chunk, how much is that in terms of potions and time? Is "any levitation" just making it cary it's own weight, with control and forward thrust left to be provided some other way?
> So, if none of those have cons, that means the best would be to get a steel item that dosn't need comisioning, then just stud the outside with the gold? And the result would be as durable as the steel, AND as enchantable as pure gold, and go way faster than commissioning?


> Hmm, can using up some of the renewable nodes as "raw material"/converting from them, or using mana potions more directly than drinking them afterwards to recover, bring down the strain for fabricating nodes?
> Evimera: "supervise" in a particulalrry divinely inspiring fasion that may also result in sphere attunement and/or holy nodes.


> alchemy team; make some more mana potions, then probably drink one or two in order to make even more.
> Try making some with life nodes and see if you can get kirek to copy some restoring/regenerating/healing.
> Check what illusion potions will sell for. We don't need them much ourselves, but it's one thing we can produce in bulk withote geting in the way of the other stuff we're doing.
> Check what happens if you dissolve some malt-o-magic to use as a potion version instead.


> Everyone who can contribute, especially quidives: consider the possibility of a wand directly fueled by a potion, as oposed to limited charges or the users mana. Think a bottle on top of it feeding it like a hopper (like you'd find of a squirtgun). Two distinct posibilities come to mind, one working of mana potions, and one where the potion's nodes is relevant to what the wand does.


> Kirek: work yo ass of on this huge enchanting quee, as you will be for many many turns. Priorize the thing that gets you more mana.


> Anyone who can: lend kirek mana. Also someone feed him a mana potion.


> Considering sheld and chestplat for richard, is there any proficency or such stuff to take into acount? Do they just add to a hidden roll to resist taking damage of how does that work?
BUY (+some enchanting):


> Steel knuckleduster, then stud with gold.
> Steel great stiletto, then stud with gold, and start base enchantments for making it a wand (projecting forwards, mana drain and converting the users mana, etc.)
> Steel great chakram, then stud with gold, add hovering and control nodes. Make sure to have the control nodes use the hover nodes to keep it actually spinning and above stall speed by default. Also structural, Light mana drain, mind, Life.
> Whole bunch of sandsteel in whatever form the dragon would find tastiest. It's not just the scales that adapt right?
> Commission having the fireballs lamp partialy reforged and reinforced with steel,
> Commission gold dice. Control nodes, attainment to Evimera, maybe even whatever ritual lets them be dedicated as a holy symbol to her.
> Also, Nahme check those ma 'n pa stores for a proper set of tea related parphelia.


META:



(I thoguht electrum was silver, not iron?)

(you forgot to list the magicite in stuff, and also to add nodes to the last few items again. Also, the alchemical powder.)
(given how much of it I'll be replacing, maybe it's time to fully list the clothing everyone is wearing? )



Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...
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