Flipz Posted February 14, 2015 Posted February 14, 2015 Thanks, that's what I thought, but it never hurts to double check. Note that you can swap multiple Artifacts within a single turn; if you're wearing a hat and a cape, for example, it only takes one turn to swap them both for boots and gloves. Quote
Sandy Posted February 14, 2015 Author Posted February 14, 2015 For Hoke's Zoot's Plaything, will the WP be calculated on the level or the incremental level (lvl 40.6 = 40.6 or 40)? It should be just the level you are on. The decimals are only there to calculate your progress towards the next level, they are not part of your level (ie. you can't round your level up based on the decimals). Quote
UsernameMDM Posted February 14, 2015 Posted February 14, 2015 It should be just the level you are on. The decimals are only there to calculate your progress towards the next level, they are not part of your level (ie. you can't round your level up based on the decimals). Gotcha, thanks. Quote
The Chosen Minifigure Posted February 15, 2015 Posted February 15, 2015 What dies the *Scary* effect do? Quote
K-Nut Posted February 15, 2015 Posted February 15, 2015 Last I checked it made the wearer immune to damage from enemies half their level or below. Quote
Flipz Posted February 15, 2015 Posted February 15, 2015 Enemies half the character's Level and lower can't attack the character at all. Quote
Asphalt Posted February 15, 2015 Posted February 15, 2015 Effective effect, but I have never run into enemies that proportionately low. Quote
The Chosen Minifigure Posted February 15, 2015 Posted February 15, 2015 It'd be good in the fields. Quote
UsernameMDM Posted February 15, 2015 Posted February 15, 2015 Does the Pitchfork of Domination ignore Row (description says pierces all defenses)? Quote
Sandy Posted February 15, 2015 Author Posted February 15, 2015 Does the Pitchfork of Domination ignore Row (description says pierces all defenses)? If it would ignore row, it would say so... Quote
UsernameMDM Posted February 15, 2015 Posted February 15, 2015 If it would ignore row, it would say so... Well, I understand that, but I guess my real question is what does 'all defenses' mean if the description also singles out SP. Quote
Flipz Posted February 15, 2015 Posted February 15, 2015 Well, I understand that, but I guess my real question is what does 'all defenses' mean if the description also singles out SP. Sentinel/Guardian Angel, maybe? I mean, I'm opposed to the idea, but that's what comes to mind. Quote
Sandy Posted February 15, 2015 Author Posted February 15, 2015 Well, I understand that, but I guess my real question is what does 'all defenses' mean if the description also singles out SP. Sorry, didn't mean to get snappy at you. You should've just asked the real question in the first place. It means the weapon pierces all barrier-type specials as well, so it is always guaranteed to hit if the roll is successful (and the user is not under any negative effect). Quote
UsernameMDM Posted February 15, 2015 Posted February 15, 2015 (edited) Never hurts to be a lil snappy every now & then: how else are you going to keep us all in line? :D But it wouldn't hurt my feelings if you added 'ignores row.' I mean, really, how dominating can a pitchfork be if it doesn't ignore row? ;) Edited February 15, 2015 by UsernameMDM Quote
Palathadric Posted February 15, 2015 Posted February 15, 2015 It means the weapon pierces all barrier-type specials as well, so it is always guaranteed to hit if the roll is successful (and the user is not under any negative effect). Frightening!!! My life is ruined. Quote
Cutcobra Posted February 15, 2015 Posted February 15, 2015 Why does Heckz's jinxed spells cost an additional 2 ether when the bad luck charm in the Marketplace has no drawback? Quote
Kintobor Posted February 15, 2015 Posted February 15, 2015 Bad Luck Charm (Makes the sorcerer’s spells - including Razzmatazz and Sleight of Hand - cause an additional jinxed-effect, increasing their ether cost by 1; suitable for sorcerers; accessory) This is what your Bad Luck Charm states in your inventory, so I've been following that. I didn't know there was another version of it. SAAAAANDYYYYYY!!! Quote
Cutcobra Posted February 15, 2015 Posted February 15, 2015 This is what your Bad Luck Charm states in your inventory, so I've been following that. I didn't know there was another version of it. SAAAAANDYYYYYY!!! I just want to know which version is the correct one. Quote
Lind Whisperer Posted February 16, 2015 Posted February 16, 2015 (edited) (Since it's Rules and FAQ, I decided this was a better place for the question.) After a lot of thought, I'm seriously thinking about putting off the first quest in my trilogy until I've reworked the plot to a point where I personally feel satisfied with it. It's perfectly playable, but it's missing something. I'm instead considering a single, stand-alone quest that doesn't have any ties to my other four(trilogy+loosely connected stand-alone). Are there any grassy plains on Olegia that have mountains(or at least foothills, buttes, mesas, etc.) alongside them, and haven't yet been fully flushed out? Edited February 16, 2015 by Lind Whisperer Quote
Kintobor Posted February 16, 2015 Posted February 16, 2015 Not really. Just about all of Uland has been covered. When in doubt, trek to the Low Kingdoms. There's not a lot that's been fleshed out there, it's got a nice middle ages/low tech vibe, and I'm certain you could work out something there. Quote
Zepher Posted February 16, 2015 Posted February 16, 2015 He said Olegaia. But yeah, I'd agree, Low Kingdoms sounds right for that. But in all honesty there's a whole world out there - as long as you don't contradict anything that's been said, you'll be fie anywhere! Even places that have been explored can be further explored - look at 111 and you'll see a well developed area being taken in a new direction without destroying any of the old. Just giving it some new information. I also support that idea. Test driving a QMing before working on a bigger idea is always a nice way to go about things. Quote
Waterbrick Down Posted February 16, 2015 Posted February 16, 2015 I whole-heartedly agree, do a stand alone quest first. You'll end up learning so much that if you start with the trilogy, by the second installment there will be so much that you'll wish you had done differently. Quote
The Chosen Minifigure Posted February 16, 2015 Posted February 16, 2015 I can't seem to find a specific answer: does dual strike apply to spells? I know most negative (to the enemy) effects don't, but does dual strike? Also, if a Mystic Knight rolled a spellspin blade with a dual strike weapon would the number of hits be doubled? Quote
Flipz Posted February 16, 2015 Posted February 16, 2015 I can't seem to find a specific answer: does dual strike apply to spells? I know most negative (to the enemy) effects don't, but does dual strike? Also, if a Mystic Knight rolled a spellspin blade with a dual strike weapon would the number of hits be doubled? No, and no. There is one weapon in the game that allows spells to be dual-cast, but that's it, and it's separate from normal dual-strike. Quote
The Chosen Minifigure Posted February 16, 2015 Posted February 16, 2015 Damn. I expected the second to be a no, but the first to be a yes. Could you direct me to this weapon, by any chance? Quote
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