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Posted

bors.png -"Hold on to yer butts."

:rofl:

"Alright ramblers, let's get rambling!"

Also, 50p to the person who can identify this quote. I've been wanting to use it for so long.

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Posted

I feel like you're overusing your magic compass. It completely ruins the mystery, the search, the suspense!

Hey, its been established that the Wolfgang has some sort of protective magic barrier... If the compass works, it works. :shrug_oh_well:

Posted

I feel like you're overusing your magic compass. It completely ruins the mystery, the search, the suspense!

...balanced by the fact that, at most, we can know where they are, but can't exactly chase them down (or for that matter, we can't know exactly where they are). Plus, in-character knowledge--the other teams have no clue about this information. :wink:

Hey, its been established that the Wolfgang has some sort of protective magic barrier... If the compass works, it works. :shrug_oh_well:

Only when they're in their base...it's their base that has the protection. :wink:

Posted

Hey, its been established that the Wolfgang has some sort of protective magic barrier... If the compass works, it works. :shrug_oh_well:

You can't just point a magic compass at every bad guy? What's stopping you from walking up to them... and just killing them? :wacko: I'm pretty sure that's against the rules!

Posted

Also, 50p to the person who can identify this quote. I've been wanting to use it for so long.

Reservoir Dogs, Joe. (I really need to watch the whole thing sometime, I've seen a few YouTube clips and that's it. :sad: )

Posted

Narrowing it down one cardinal direction doesn't help us - all the compass tells us whther or not they're ut a-prowlin' or not. If we stray too far from our post, chances are really bad things would happen anyway.

Posted

You can't just point a magic compass at every bad guy? What's stopping you from walking up to them... and just killing them? :wacko: I'm pretty sure that's against the rules!

At best, the Magic Compass can only tell if they are who they say they are (and then only if you already know enough about the person you're actually looking for to have even an inkling of whether or not your target is telling the truth).

Also, we can't leave our post. :wink:

I'm mostly worried that cat is going to turn into Violetta and murder us all. :laugh::blush:

Posted

Narrowing it down one cardinal direction doesn't help us - all the compass tells us whther or not they're ut a-prowlin' or not. If we stray too far from our post, chances are really bad things would happen anyway.

I'm talking in general. It's the rules man. :sadnew: Guts actually has a Magic Compass, I don't know if he ever used it...

Posted

I'm talking in general. It's the rules man. :sadnew: Guts actually has a Magic Compass, I don't know if he ever used it...

Hunters and Assassins have Track Down, why don't they go out and kill all the Wolfgang? Or whatever bad guy they're assigned to take out on their Quests?

We have tools and opportunity, here, so we're just making use of it to defend ourselves. :wink:

Posted

From a QM perspective, I'm not too big a fan of the compasses either. However they are included in the game, and if a player is abusing them I generally allow them to get away with it, however with there being consequences. Quest 11, is prime example, if the party hadn't used their magic compass they would have ended up with a lot more loot by exploring a set of catacombs. I feel Sandy is very good at hinting at what items players should be using in a specific situation, if he meant for the compass to be used in the situation to benefit the heroes he'd allow it, so players shouldn't be surprised if they don't get the answer they were wanting.

Posted

No pushover? I'd kill her in two critical hits with those stats. :tongue:

She's had time to train, though...AND it's likely she used that Medal of Valour to do it...

And, if she has that Moebius Ring equipped...AND if she used the Libra Signet to buy consumables and upgrade her equipment... :look:

Posted

Violetta is no pushover, though... especially if she has artifacts like these equipped...

It's funny how most of those artifacts now have an analogous item/trait available elsewhere more or less. :laugh:

~ The Bonapartes: Medal of Valour (Artefact) – Outclassed by the Medal of Glory available in the Fields of Glory.

~ The Shadeaux: Libra Signet (Artefact) – Somewhat more powerful than a Alchemist's job trait.

~ The Guild of Invision: Moebius Ring (Artefact) – Just saves the party from having to use a phoenix essence.

~ The Hinckwells: Cornucopia (Artefact) – Pretty much sticky gloves for non-rogue players.

~ The Ziegfrieds: Zirconia – Most mage based players by level 20 have at least had the chance to acquire almost all of the gems

Posted

It's funny how most of those artifacts now have an analogous item/trait available elsewhere more or less. :laugh:

Yeah, you're right. Although:

~ The Bonapartes: Medal of Valour (Artefact) – Totally outclassed...though the simple buff of "user always gains a full level of experience" would fix it while also making it crazy OP. :tongue:

~ The Shadeaux: Libra Signet (Artefact) – Works at Anwyl and on Quests--Alchemists, not so much. :wink:

~ The Guild of Invision: Moebius Ring (Artefact) – Can save the party from a TPK, and that's still 50 Gold (one Phoenix Essence) per battle saved.

~ The Hinckwells: Cornucopia (Artefact) – is a higher multiplier than Sticky Gloves, and STACKS with them (for 3x Gold earnings).

~ The Ziegfrieds: Zirconia – True, but what about imbuing? I know that imbuing into an Artifact would be instant immunity to elements, but what about imbuing into a weapon? If I put it in my sword, would I be able to choose which elements I'd be using to attack with? If imbued into a Wishing Wand, would the user be able to attack physically with any element or combination of elements they chose AND select one of the four Effects granted by the Wishing Wand?

Posted

One of the things I considered while jotting down concepts for my next quest was gems that combine two elements, casting spells with the strengths and weaknesses of both elements. Mostly because I have some of the trans lime green gems from Mars Mission (They were on the PaB wall at the end of that theme's run; I grabbed a couple dozen.), so I came up with the concept of: Peridot - Enables the casting of Wood-Lightning-elemental spells. The resulting spell is therefore doubly effective against Aquatic enemies, effective against Flying, Mechanic and Rock enemies and ineffective against Electric, Plant and Vermin enemies.

So if the Zirconia needs a buff, it could allow the hero to cast spells of any combination of the nine elements. Facing Beasts? Cast a Fire-Ice-elemental spell. Aquatic Vermin? Wind-Ice-Lightning-Wood-elemental spell. In some cases it would be crazily OP so it would go back to being one of those items that players dream of having, but the QM could still partially control that by being careful about the enemy types used if a player somehow got his hands on it.

Posted

One of the things I considered while jotting down concepts for my next quest was gems that combine two elements, casting spells with the strengths and weaknesses of both elements. Mostly because I have some of the trans lime green gems from Mars Mission (They were on the PaB wall at the end of that theme's run; I grabbed a couple dozen.), so I came up with the concept of: Peridot - Enables the casting of Wood-Lightning-elemental spells. The resulting spell is therefore doubly effective against Aquatic enemies, effective against Flying, Mechanic and Rock enemies and ineffective against Electric, Plant and Vermin enemies.

I've had a similar idea, although for an element completely separate from the basic nine. (For example, Bloodstone - Enables the casting of blood-elemental spells, dealing double damage to Humanoids, Vermin, and Beasts, but with no effect on Mechanical or Undead enemies.)

Posted

I've had a similar idea, although for an element completely separate from the basic nine. (For example, Bloodstone - Enables the casting of blood-elemental spells, dealing double damage to Humanoids, Vermin, and Beasts, but with no effect on Mechanical or Undead enemies.)

Edible Gem: Enables the casting of food-elemental spells, dealing double damage to Humanoids and Beasts, but with no effect in any other type.

Posted

Gem of the Redcloaked Goblin - Enables casting of Chlorine-, Titanium-, Magnesium-, and Osmium-elemetal spells.

Sorry for the lack of a reference link. Giant In the Playground's website is having technical difficulties and I can't access the OotS archive.

Posted

Edible Gem: Enables the casting of food-elemental spells, dealing double damage to Humanoids and Beasts, but with no effect in any other type.

We still need to see a cheese gem. :look:

~Insectoid Aristocrat

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