Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sankarul

Pages: [1] 2 3 4
Boppi's best buddy, sucks I just drifted away from it all a couple months ago. Would have been fun to be there until the end.

Books and Publications of the City / A tinkers book: Continuation
« on: January 24, 2021, 03:17:35 PM »
Further studies with the strange alien objects

These strange alien objects continue to provide true innovation. Yet another experiment has been a great success.  A wand with the very same powers that the longsword held. The ability for the wielder to reach out, and attempt to seize the mind of another individual. No spellcasting is required to make this wand, and I could not even cast a spell similar to the one that the wand will cast.

If this proves anything, it proves that these fleshy objects come from some creatures with an innate ability to touch the mind of another living creature. Now, while many aspects of the tinkering craft will look like magic to most, such as spring-loaded boots that can throw a person across great distances, usually it is not magical. In this case, this is clearly not the case, here.

Can these creatures perhaps be reached, somehow? Maybe if a connection could be established, it will become possible to trade with them. If a little bit of their flesh, or perhaps I am working with their tools? If a little bit of this,  whatever it is, can lead to these wonders of tinkering. What could they have made themselves?  A thought that would certainly be worth studying a bit more closely.

Theories on these strange objects
Now, we have discussed some of the great wonders that this research has already led to. Weapons that would allow a person who has never studied any magic, to suddenly be capable of casting spells from the third and fourth circle. Spells that only fairly accomplished mages would ever get to cast. Could this lead to the end of wizardry as we know it? Will the future grant the humblest of farmers the abilities of the most legendary wizards of today? I hope, and I think, that is not the case. For not only will a scholarly mind be required to even produce these items, but as of now, the materials required are quite rare.

As for why such a future is not hoped for, how irresponsible would a person be with a mighty tool of destruction if all they needed to do was to purchase it at the local market?  No years of study, such as what a wizard would need to do. No years of simply honing the craft, learning how to control the energies that someone of sorcerous blood would have to go through. None, simply a purchase at the market, and suddenly a person has the power of a mage at their fingertips. That would likely be too dangerous. No, while such a future would  be a possibility, the scarcity of the materials required would luckily prevent everyone from gaining these powers.

Unless, of course, getting in contact with these creatures would allow for a steadier supply.

Books and Publications of the City / A tinkers book
« on: January 14, 2021, 08:13:55 AM »

The noble art of making something, anything, out of something lesser. 

Starting off

Any single person with some time and dedication can begin upon this noble profession, and have some luck with making tools. Shovels, rakes, and other things that the farmers will need. Useful things for all! All you need to do is sit down, find yourself some good materials describing how the tools on the workbench are to be used, and you can begin working on your very own schematics. That is all that's required to begin making something useful. And, of course, few pieces of junk metal that none else would value, some time, and a work station. Maybe some orc teeth.

Perhaps some minor gadgets for self defense, such as grenades. Of course, these deadlier things will require a more practiced tinkerer. Someone with a steady hand, and an understanding of how to make explosives. After all, all that is required is some orc teeth and some explosives. However, do remember, practice with some simpler things before you work on these things - blowing your hands off would never please anyone.

Once the craftsman has a steady enough hand and the basic understanding of the craft, all the above can be made, and much more! Siege weaponry, spiked barricades.
A schematic and some time!

Advanced work

Once a tinkerer has found their hand is steady enough, and their understanding has grown well enough on how these base materials might be utilized to create functional tools and equipment, that is when the truly amazing things begin.

Ancient technology, brought together with modern tinkering. Seek old materials used by the sibilant, from when they ruled these lands! Perhaps not the most prestigious of items to make, however they certainly knew how to work with acid and poison.

Technology that might is even older than even the sibilants empire, found in ancient ruins, that can only be put back together with the steadiest of hands. This can be worked on, for the advanced tinkerer. Magical artifacts that have not seen the light of day in centuries, put together today with modern technology!

Now, on to what might be the most interesting part, innovatively using alien technology and creatures from some far off, strange plane, to create the wonders of today. The rest of this little book will focus upon this, and questions surrounding it.

Innovation through strange alien objects
Strange alien objects. Magical in nature. These can be used by the proficient tinkerer to create true wonders. A strange fleshy mass. Who would think to work with these?

They hold strange properties. If used in the right way, a truly skilled tinkerer might be capable of imbuing a weapon with them, and through this, the wielder of the weapon can then access the innate powers of these alien beings, and these powers can be quite impressive. Even a person who has never in their life cast a spell could suddenly be capable of dominating another person's mind, with these items.

Is this strange fleshy mass a piece of an alien creature that we crudely work into our weapons, or is it a piece of their technology?

Other ways that these strange objects have been used. A necklace made with these, in the correct way, will harden the skin of the wearer while dulling their mind. A dangerous but potentially quite powerful trinket. When used with the bow string, it allows the arrows fired to penetrate certain magical protection.

What are these creatures, that we either borrow technology from, or use in our very own technology?  Where are they from?

What other innovations will be found when experimenting further upon these objects? What other problems can they solve? Are they any danger to us tinkerers, or the wielders of them? These, and many more questions must be answered. For now, perhaps it is simply best to experiment further with caution.

Screen Shots & Obituaries / Re: Alaric Hardigan, Dungeoneer
« on: January 10, 2021, 12:19:04 PM »
I liked Alaric. Didn't have much to do with him in my previous characters, but I'd say he was one of Boppi's first friends. :( ripperino.

Bug Reports / Spring Loaded Boots, Greater - bugged tinkering item.
« on: January 07, 2021, 10:20:05 PM »
As we can see in the screenshot below... I used the boots, and they disappeared, as if they were the Lesser kind.

The problem there is, that the LEsser claims a single use then it breaks. While the Greater, it claims a use/day. So I imagine this is a bug!

This is the tinkering item made with the Uncommon Objects theme.

Bug Reports / Stinking Mask
« on: December 22, 2020, 04:32:49 PM »
I recently acquired the Stinking Mask and picked up the Mestil's Acid Breath spell to play around with it, on my wizard.

It does not do the special "//This item, when equipped, increases the DC of Mestil's Acid Breath by 2 and gives a 10% acid  vulnerability to the targeted enemies"

My DC was still 22 when I got GSf conjuration, 5 int mod, and it's a 3rd level spell, so 10+4+5+3 = 22, and there was no acid vulnerability when I hit stuff, tried it on my own summon and tried it on another player. 

Bug Reports / Re: Morghoul traps being.. not where they should be.
« on: December 17, 2020, 08:15:40 AM »
I can add to this "first pit to the 2nd pit", I have no screenshot of the location, however I've found a spot that I have fallen down twice and  I've seen others fall down multiple times. Ever since I stopped using WASD in morghouls, I never fell into a hole, except for at this one exact location.

It's where you get up from the first pit, at the doorway. You do the U-turn and now, you have the corridor leading up to the first rug location. If you walk on the right side of this corridor, near some of the cluttered mess, then when you get closer to the location of the rugs to the first pit  there seems to be a spot to fall down into the 2nd pit.  I've fallen down this even when walking with mouse clicks. Walking on the left side of the corridor, I've never met this problem.

On the weird boss behavior: every time I saw this thing where people fell down into the 2nd pit from such an early point, then the boss gets weird and summons stuff immediately, so you'll face him long before you reach the 2nd pits, even, which might make it difficult to reach the person who fell into the second pit. My guess is that the behavior will go back to normal if the 2nd pit bug gets fixed!

sadly I didn't see you in game very much, but the little I saw and all I heard of you was great. Well done :>

Screen Shots & Obituaries / Re: Sister Mandy Mank, the healer
« on: December 05, 2020, 04:16:29 PM »
Mandy was there when I played Larken and my short time on Herbert too. Richard too, of course, and my failed little alts in between up until Fernando, which just died too.

I will msis that little healer.  A presence that had been there the whole of my time on EFU, ded.

On my first day on the server, my little throw away character ran into Ordyn and he was bossing people around even then. I'll miss this dwarf. :( well played.

Bug Reports / Fire domain turn: Wildfire
« on: November 16, 2020, 10:43:40 PM »
Wildfire: Nearby enemies in a colossal radius are lit aflame for 1dCHA fire damage a round for three rounds. On the third round, they make a reflex save VS DC 10 + 2*CHA. Upon failure, they and all nearby enemies in a huge radius to them around them take an additional 1dCHA fire damage.

It claims, on the third round, to do an AOE that, if the reflex fails, targets all nearby enemies in a huge radius. It hit myself too, and I imagine it might hit other allies to myself. It also hit the rats I grilled, so it's not that the wording is wonky - it hit allies and enemies.

Is it a bug, or is the wiki perhaps wrong? Whichever it is, it would be good to know! I almost blew myself up on these 5 rats when they blew up on the 3rd round!

Suggestions / Fishing license
« on: November 11, 2020, 10:26:05 AM »
With the recent fishing craze, and the removal of fishing spots in safe areas, I just thought it'd be fun if a fishing license showed up that'll get people fined by blackjacks or retainers or whatever if they lack one. Any reason to get people fined for a lesser crime would be fun, I think!

Since it was Glitt that set up the "NO FISHING!" sign, maybe they should be the chief enforcers of it?

big RIP. I liked her on Richard, seeing you all die now makes me almost regret retiring Richard. :<

Bug Reports / Druid shop not having a shop!
« on: October 18, 2020, 12:30:17 PM »
A certain druid shop that has something to do with manyworms (I am trying to not spoil stuff for the un-knowing!) does not have a shop. Heard it may have broken when it was moved from another location, to where it is now.

You can pick the shop option, but nothing happens.

Screen Shots & Obituaries / Re: Bell "Turkey" Fowler
« on: October 18, 2020, 09:43:51 AM »
This saddens me. The blackjacks were so amazing. :(

Pages: [1] 2 3 4