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Author Topic: (ISG) Darkness Redeemed: "The Many", (Don't know what to put here!)  (Read 66741 times)

Shadestyle

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Re: Darkness Redeemed: "The Many", (Less alchohol, more poisoning.)
« Reply #705 on: August 31, 2014, 03:35:56 pm »

((due to the poisons viscosity, a droplet is about a 20th of the whole bottle. gg wolfram))
"Oh yeah, you can have my shiniest tooth, the same day you get me back to being a 500 foot dragon."

Looking around, you eventually rip out the drawer to use as a box, after enchanting it thoroughly and adding some bits and bobs from around the ship, you have created the perfect box to keep the bottle in.

You firmly decide against taking out more than half of the poison for experimentation, at least, until you are good enough at magic to do basically whatever you want with no downsides.

Richard has started sitting on the barrel, bored out of his mind.

To the far right, you see a glimpse of several more barrels, precariously tied together with some rope.

Your mana system is now very strained.

What now?

Spoiler: Stats (click to show/hide)

Spoiler: Follower's stats (click to show/hide)

Spoiler: Kirek's Abilities (click to show/hide)

Spoiler: Spells/Skills Kirek (click to show/hide)

Spoiler: Spells/Skills Richard (click to show/hide)

Spoiler: Spells/Skills Quidive (click to show/hide)

Spoiler: Skills Evimeria (click to show/hide)

Spoiler: Skill Books (click to show/hide)

Spoiler: Special Skills (click to show/hide)




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Worldmaster27

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Re: Darkness Redeemed: "The Many", (Better than wolfram alpha!)
« Reply #706 on: August 31, 2014, 04:27:56 pm »

I have no idea what's going on.

Win everything.
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Shadestyle

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Re: Darkness Redeemed: "The Many", (Better than wolfram alpha!)
« Reply #707 on: August 31, 2014, 05:30:38 pm »

((Most of the suggestions so far have been "sit around doing science instead of walking to the right" That's whats been going on, you might as well look through the items/skills and suggest your own science...))
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Armok

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Re: Darkness Redeemed: "The Many", (Better than wolfram alpha!)
« Reply #708 on: August 31, 2014, 05:53:02 pm »

(which of the bonus features for the lamp did we end up making? how powerful is it now?)

> Take out 10 [1/1000 of the bottle], put them inside crystals that we can remove the strengthening nodes from then break to get them out, and then put the rest of the bottle in the box and wield it shut.

> Take one [1/1000 of the bottle], then separate it out in 5 to 20 different ones based of the main components/node types, then  stabilize each of those into a crystal for storage/later use. (please list what these actually are...)

> Take the leftover nodes from the 3 droplets used (we have one we only took poison from, and one we only took flamable/energy from, I think), then separate it out in 5 to 20 different ones based of the main components/node types, then  stabilize each of those into a crystal for storage/later use. (please list what these actually are...)

> Read some sections from the grimore of poisoned magic that seem relevant to enchanting stuff using the nodes from the morte-morte.

> Read some random bits of earth magic.

> Read a table from magical metallurgy summarizing what relatively cheap/common metals are good and bad a enchantment-wise.



Edit: Also, you might want to consider making partial updates without pictures and full inventory listings to get through these science sections where they aren't as needed anyway faster.
« Last Edit: August 31, 2014, 05:54:38 pm by Armok »
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Shadestyle

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Re: Darkness Redeemed: "The Many", (Better than wolfram alpha!)
« Reply #709 on: August 31, 2014, 10:02:18 pm »

((No bonus features as of yet, like you said, those come later, you can attempt to add one, but like I said, Kirek's mana system is nearing kaput. good idea though armok))

You pull very minute amounts of poison from the bottle, Seperating it into 10 crystals.

You then take another smaller amount and split that into crystals based on the nodes, seven in total, Holy, Natural, Poison, Raw, Healing, Energetic and Energy.

You then take the remainders of your experiments and split them into 5 crystals, Holy, Natural, Healing, Raw and trace nodes. the amounts are too minute for there to be much use from them on their own.




Kirek's magic Network is getting very strained.
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Armok

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Re: Darkness Redeemed: "The Many", (Based Science!)
« Reply #710 on: September 01, 2014, 12:14:45 am »

Hmm, the nodes here that stand out even in small amounts of those are healing and raw. How does the amount of healing nodes in those minute amounts compare to the healant, and other sources we can get or buy? What do raw nodes do?

Iron oxide sounds interesting, an useful in a sort of "filter" that can split one node into several simpler or corrupted ones.
> Keep a lookout for any red rocks we pass on our travels, it shouldn't be that hard to find naturally!

Also, I'm seeing parallels between the behavior of mercury described here and how ferromagnetic materials work. that is *really* interesting. We have to get our hands on some of that as well. Also, shapeable antimagic shielding!
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Shadestyle

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Re: Darkness Redeemed: "The Many", (Based Science!)
« Reply #711 on: September 01, 2014, 02:50:55 am »

((Magic on rust decays metal, not the other way around. enchanting rust causes the materials to decay. not the magic))
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Shadestyle

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Re: Darkness Redeemed: "The Many", (Based Science!)
« Reply #712 on: September 01, 2014, 04:08:35 pm »

Raw nodes are easier to brute force into other types of nodes, otherwise they are mainly used for logic and structure in spells and enchantments to hold other nodes in place.

The healing nodes are minute, maybe a small cut, or a substitute for a stich or two, but vastly different than the healant, which as far as you know, is designed mainly for undead or emergencies.

Remember, mercury's effect takes place under the effects of only one field at a time, according to the book. Natural magic in the air could cause instability unless the mercury was under a strong enough magical field that it forced out other fields as well.

You decide to look out for red rocks while (and when) you start traveling.

What now?

Spoiler: Stats (click to show/hide)

Spoiler: Follower's stats (click to show/hide)

Spoiler: Kirek's Abilities (click to show/hide)

Spoiler: Spells/Skills Kirek (click to show/hide)

Spoiler: Spells/Skills Richard (click to show/hide)

Spoiler: Spells/Skills Quidive (click to show/hide)

Spoiler: Skills Evimeria (click to show/hide)

Spoiler: Skill Books (click to show/hide)

Spoiler: Special Skills (click to show/hide)




THE PARTY IS OVER ENCUMBERED, YOU WILL NEED TO LOWER THE AMOUNT OF INDIVIDUAL ITEMS IN YOUR INVENTORY.
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Armok

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Re: Darkness Redeemed: "The Many", (Based Science!)
« Reply #713 on: September 01, 2014, 06:39:25 pm »

> Merge those useless crystals into one, hopefully without mixing the nodes TO badly. Chain the curvy swords together into 5 swordchuks.

> Enough science for the moment, lets get going.
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ShadowHammer

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Re: Darkness Redeemed: "The Many", (Based Science!)
« Reply #714 on: September 01, 2014, 06:40:54 pm »

> Merge those useless crystals into one, hopefully without mixing the nodes TO badly. Chain the curvy swords together into 5 swordchuks.

> Enough science for the moment, lets get going.
+1
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Shadestyle

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Re: Darkness Redeemed: "The Many", (Based Science!)
« Reply #715 on: September 01, 2014, 07:07:46 pm »

You put all the crystals together in a cluster, and craft 5 curvy swordchucks. making use of some if the clothing substitute.

You eagerly run to the right, but suddenly the barrels come loose, toppling down!

You are only just able to dodge one as it impacts your pirate friend in the face.

More of them continue to fall.

That fat yellow ball is drawing near.


What will you do?


Spoiler: Stats (click to show/hide)

Spoiler: Follower's stats (click to show/hide)

Spoiler: Kirek's Abilities (click to show/hide)

Spoiler: Spells/Skills Kirek (click to show/hide)

Spoiler: Spells/Skills Richard (click to show/hide)

Spoiler: Spells/Skills Quidive (click to show/hide)

Spoiler: Skills Evimeria (click to show/hide)

Spoiler: Skill Books (click to show/hide)

Spoiler: Special Skills (click to show/hide)






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Armok

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Re: Darkness Redeemed: "The Many", (We gameplay now I promise!)
« Reply #716 on: September 02, 2014, 09:26:22 am »

> everyone take a step to the side.
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Shadestyle

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Re: Darkness Redeemed: "The Many", (We gameplay now I promise!)
« Reply #717 on: September 02, 2014, 04:08:48 pm »

That... was surprisingly easy. through your simple plan, you wait out the barrels, they pool into the walkway behind you, falling down to the sand below.

Ahead of the barrels you see a large room with a larger door. likely the captains quarters.

Dawn is getting close.

What now?

Spoiler: Stats (click to show/hide)

Spoiler: Follower's stats (click to show/hide)

Spoiler: Kirek's Abilities (click to show/hide)

Spoiler: Spells/Skills Kirek (click to show/hide)

Spoiler: Spells/Skills Richard (click to show/hide)

Spoiler: Spells/Skills Quidive (click to show/hide)

Spoiler: Skills Evimeria (click to show/hide)

Spoiler: Skill Books (click to show/hide)

Spoiler: Special Skills (click to show/hide)




« Last Edit: September 02, 2014, 04:12:22 pm by Shadestyle »
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birdy51

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Re: Darkness Redeemed: "The Many", (Three dee thinking!)
« Reply #718 on: September 02, 2014, 04:26:27 pm »

Approach the doorway.
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Armok

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Re: Darkness Redeemed: "The Many", (Three dee thinking!)
« Reply #719 on: September 02, 2014, 07:57:12 pm »

> Kirek: spy through any shadows in the room

> Richard: shine shape "something to look into the room withote being discovered!" ((for example a periscope if you're out of ideas))
> Use that thing to do that.

Also, I realized there's some abilities we havn't been using enoguh... So, next time we have time for science:
> Have the Slime crawl all over the glass sheld making it magic resistant. Help this out with some enchanting.
> Try sing shine shape and/or shadowmancy object creation for *molds* and then form crystals in them with reinforcing nodes to make them permanent.
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