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Posted

Fabian winked at the shaman.

"Pleasure doing business with such a... well-built gentleman as yourself. But what's this? A collEr, you say? Looks more like a collAr to me. It is really of little value, I'll give you 15 gold for it."

Damn, how could I miss that. :facepalm:

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Posted

So, does this mean established elementally-protected artifacts such as the Aurora Helmet are actually imbued with gems?

That's right. :wink:

But remember that once the gem is removed, the elemental protection is gone from the artefact.

And I think the images for Peasant Hood and Leather Cap are mixed up.

Good catch, thanks! I switched them to their right places.

Posted

Woohoo! Very cool stuff so far. The artifact shop is even more expansive than I thought it would be. Just one question: how do the quivers work? Do they add WP to your weapon? And could the weapons only be a ranged weapon? For example, an assassin with a scythe couldn't use it?

Posted
Just one question: how do the quivers work? Do they add WP to your weapon? And could the weapons only be a ranged weapon? For example, an assassin with a scythe couldn't use it?

Yes, they add WP to a weapon. Good suggestion, I hadn't thought about it. I'll edit them so that they are only usable with bows and crossbows.

Sandy, you forgot to lock the index topic after you updated it.

Thanks! Apparently I've got too many pots on the stove, as the saying in my country goes. :laugh:

Posted

I see Boomingham and I are no longer the only two beggars in Heroica. :tongue: Though I'll likely be begging for cash for that Robe of the Archmagi, after I've squared my existing debts, that is. :drool::blush:

Now, I'm a little confused by the wording of the spellbound gloves: let's assume that Arthur survives this battle and grows to Level 14 (bringing his default Power to 21). Let's further suppose that Arthur buys a pair of those gloves and equips them; this means his spell power with his Amethyst would become 26. Now, if Arthur casts a Darkness spell at a Humanoid enemy, would the power be increased to 31 and then be doubled due to elemental weakness, or does "doubled if the enemy is weak to the element" just mean that the extra power granted by the gloves is doubled as part of the normal double-damage from elemental weakness?

Posted

Yes, they add WP to a weapon. Good suggestion, I hadn't thought about it. I'll edit them so that they are only usable with bows and crossbows.

While this would make sense, I think the quivers should be available to handcannon wielders, too. It's not a common weapon and not allowing wielders of them to use quivers would lessen their usefulness and desirability.

Then again, another artifact could be made instead, like a scope or stock... hmm... And it is only 1 WP. *Scribble scribble*

A hand cannon is like a gun, right? :look:

Posted

Now, I'm a little confused by the wording of the spellbound gloves: let's assume that Arthur survives this battle and grows to Level 14 (bringing his default Power to 21). Let's further suppose that Arthur buys a pair of those gloves and equips them; this means his spell power with his Amethyst would become 26. Now, if Arthur casts a Darkness spell at a Humanoid enemy, would the power be increased to 31 and then be doubled due to elemental weakness, or does "doubled if the enemy is weak to the element" just mean that the extra power granted by the gloves is doubled as part of the normal double-damage from elemental weakness?

Umm, is there are difference between these two scenarios? :wacko: Sorry, my math sucks... :laugh:

The artefact simply adds 5 damage to your spells, and 10 damage to spells with an elemental strength in play.

Posted

While this would make sense, I think the quivers should be available to handcannon wielders, too. It's not a common weapon and not allowing wielders of them to use quivers would lessen their usefulness and desirability.

Then again, another artifact could be made instead, like a scope or stock... hmm... And it is only 1 WP. *Scribble scribble*

A hand cannon is like a gun, right? :look:

Well, handcannon-users have an entire Expert Job Class dedicated to them, so I wouldn't call the situation exactly unfair. :laugh:

You made me question the logic behind arrows empowering all weapons, don't go back on that now! :wink:

Posted

Umm, is there are difference between these two scenarios? :wacko: Sorry, my math sucks... :laugh:

The artefact simply adds 5 damage to your spells, and 10 damage to spells with an elemental strength in play.

Let me use pure numbers, my wording is unclear. :blush:

Scenario 1:

Regular spell (i.e. Darkness vs. Aquatic):

WP:7 + Lvl. 14 + 5 (gloves) = 26 damage

Super-Effective spell (i.e. Darkness vs. Humanoid):

WP:7 + Lvl. 14 + 10 (gloves) = 31 damage x 2 = 62 damage

Scenario 2:

Regular spell (i.e. Darkness vs. Aquatic):

WP:7 + Lvl. 14 + 5 (gloves) = 26 damage

Super-Effective spell (i.e. Darkness vs. Humanoid):

WP:7 + Lvl. 14 + 5 (gloves) = 26 damage x 2 = 52 damage

Which one is correct?

Posted

Scenario 1:

Regular spell (i.e. Darkness vs. Aquatic):

WP:7 + Lvl. 14 + 5 (gloves) = 26 damage

Super-Effective spell (i.e. Darkness vs. Humanoid):

WP:7 + Lvl. 14 + 10 (gloves) = 31 damage x 2 = 62 damage

Scenario 2:

Regular spell (i.e. Darkness vs. Aquatic):

WP:7 + Lvl. 14 + 5 (gloves) = 26 damage

Super-Effective spell (i.e. Darkness vs. Humanoid):

WP:7 + Lvl. 14 + 5 (gloves) = 26 damage x 2 = 52 damage

Which one is correct?

The first scenario doubles the power of the gloves twice, so the second scenario is correct.

Posted

heroica-sterilegloves.jpgSterile Gloves – Protects from poisoned- and badly poisoned –effects. Costs 80 gold.

I'm getting myself those Sterile Gloves, and then we can fight in the Arena, CMP. :grin:

:sadnew: It could be worse....

heroica-tinhelmet.jpgTin Helmet – Protects from confused- and hexed-effects. Costs 80 gold.

:cry_sad: I still have my Ancient Crown....

heroica-blessedamulet.jpgBlessed Amulet – Protects from cursed-effect. Costs 40 gold.

:cry3:

Posted

I want those sticky gloves so much! But, shouldn't there be a rule that's Hybros should be banned from them? His gold would be able to buy heroica. :tongue:

No! :tongue: And like I've said before, it's the raiders you have to be worried about. If you haven't been following Quest 27, Eric has more money than I do - and that's without using the consumable strategy (minus the occasional mead).

Well, handcannon-users have an entire Expert Job Class dedicated to them, so I wouldn't call the situation exactly unfair. :laugh:

You made me question the logic behind arrows empowering all weapons, don't go back on that now! :wink:

True, true. :laugh:

Posted

The Witch Class has just become redundant in the arena! :tongue:

But on the other hand, now that the Witch's Talisman is available to all, Witches just got that much more deadly in regular quests. (albeit at a cost of 400 Gold)

See how much Gold you lost in that deal, darkdragon. :tongue:

Posted

Jeb, love the inclusion of Singerson in your quest. :sweet:

I also had one more question regarding the artifacts: if a class that the artifact is suitable for isn't specified, does that mean that it is suitable for anyone, including expert classes? For example, the spellbound gloves would be wearable by a Chi Monk and any martial hit would have 5 power added to the elemental-imbued attack?

Posted

I also had one more question regarding the artifacts: if a class that the artifact is suitable for isn't specified, does that mean that it is suitable for anyone, including expert classes? For example, the spellbound gloves would be wearable by a Chi Monk and any martial hit would have 5 power added to the elemental-imbued attack?

I have a sneaking suspicion that they were originally designed with Chi Monks in mind, and that they were expanded for other classes later. :wink:

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