I will be bloodbinding with Workstone and Etherstone, and will be upgrading my Phasestrike javelin if possible.
Definitely possible!
I will use it to heal someone later. The reason I wanted it was to enhance the healknife.
Oh ho ho, I hadn't thought of how one might upgrade the
healknife! A quick reminder: this item is "healing roulette" . . . or "stupidity roulette."
Healknife (healthstone, bindstone): 125 opal, weight 1 kg
You remove Fail, Succeed greatly; your Succeed weakly and Succeed now restore health; sharp;
and, grudgingly, you can butcher animals with this too
So the "good" results now restore health, but you can still roll a "Fail terribly" or "Fail by succeeding" and cause more damage. This is a keep-the-player-from-breaking-the-game measure. By improving it, you will tilt the roulette a bit more in your favor. Enough to break the game? We'll find out!
But there is still the question of what to do with the boost from the
healthstone bloodbinding. This boost will happen no matter what,
Dustan, since it's part of the initial ritual. You can choose manually to do it
again later, but
Tohil (randomgenericusername) here has correctly identified that somebody's gotta getta boost:
((If no one else wants it, I would like the permanent inventory increase as I have been with an almost full bag for a long time. Depending on the result of the action of this turn, Tohil might also take a glowstone bloodbinding.))
. . . So I'll give it to
Tohil unless I hear otherwise. (Also, as it seems there's no contestation, I'll do the math around an
ember tunic or
roaring axe and get back to you.)
I haven't noticed anybody going for Bindstone binding (tell me if I'm wrong), yet that really isn't my 'thing' to try. (Actually, Healthstone might be more my thing than Etherstone, but I'm not currently in a position to splurge on bindings that copy others, like Dustan). The Etherstone thing sounded like a Last Resort skill that maybe someone could welcome my bringing to the party when the chips are down.
Correct, no one has chosen
bindstone. If you don't feel like crafting magical items, you don't have to. (The idea is that you could either try to emulate known items or you could make stuff up and I'd see if I could fit it into the game. The latter has the potential either to be fun or be a massive headache. I'm fine if you don't use it!)
And yes,
etherstone is your "Get Out of Jail Free" card. It's also a reminder that z-levels exist, since you could levitate. If ultimately you decide against, there will be more opportunities later.
. . . Almost ready to start writing the update. I'll just see if anyone replies to these tidbits.
Edit:
((Question: Can we barter or do quests for the merchants in exchange for a lower price for a specific piece of gear?))
The quests are all plot-related and I have a discrete list of steps from here to the end of the game.
However, these quests all connect to the players. It's remarkable how good a job
John (ziizo) has been doing of triggering everything; I may be shoehorning things in, but you folks have to take the bait.
So if you want cheaper gear, I may-or-may-not already have a plan and you just need to take the bait. Regardless, remember how sometimes I give out bonuses when you do local work in Rock Bottom? You can always tell me what you want and then try to make nice by working for a relevant merchant/craftsperson; a good roll could give you a discount.