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Pipstickz

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Everything posted by Pipstickz

  1. Item 13 x 13 = 130 plushies ID 855125 - claw 2, jewelshards, kellethafire ID 866271 - claw 2, jewelshards, kellethafire ID 851549 - jewelshards ID 859335 - jewelshards, kellethafire ID 859364 - jewelshards, kellethafire ID 694991 - jewelshards, kellethafire
  2. Is this the permanent spell or a spellstone? The other spells are specified as stones.
  3. Item 8 - 50 plushies Item 9 - 50 plushies
  4. There does seem to be a discrepancy or unbalance in the difficulty of gaining loyalty and the ease of losing it in this way, but I'm not sure what could be done to correct it either.
  5. A good idea, I had considered that as well and I was on the fence for a bit, but then I fell on the side of the House since I liked the idea of the liquid dust feeding on/degrading the resources of the treasury over time.
  6. What group/land you represent in your request: No Man's Land Amount of Storage wanted (items): 500 Amount of Storage wanted (creatures): 50 How much you would pay (weekly) for this: Consumption of some of the resources stored in there, up to 50 units of resource per week. If less than 20 units of resource are consumed in a given week, treasury only accepts deposits, not withdrawals. The treasury could "choose" which resources to consume from a list of weighted preferences of which fenths should be at or near the top. Location you would put your treasury: 1_1x-3_1 House of Liquid Dust. Hopefully in the cracked ground to the left of the House, where it looks like two rectangles are meeting. (I've long thought that looked more like an artificial installation than a natural crack in the ground. Compet-erative (competitive/cooperative) treasury only available to non-homelanders.
  7. When sacrificing for shards, the box that shows you how many you'll be getting claims that there are rarity and premium bonuses. The bonuses that say "x2 recovered shards" for both rarity and premium don't seem to be applying. As example here is what my snowman says he gives: The altar says this snowman gives a total of 1201 shards when sacrificed, when it looks to me like it should be 4804.
  8. It seems to me that the number of shards given when sacrificing creatures is unbalanced toward creatures with a high number of levels. For example I have a maxed untokened Shmsh (~7 levels) who gives 1792 for its level. I also have a maxed untokened Imp. Aramor (~3 levels) who gives 28 for his level. For a final example I have a maxed tokened (13 tokens) GG Drachorn (~5 levels) who gives 1160 for his level and tokens. As it works now it looks to me like a creature's level is rather overvalued but only when it has more than 5 levels, meaning certain creatures are very easy to farm shards for, while other ones are much more difficult.
  9. Aia and redneck have both proven themselves to be better at losing than me, so it looks like I've lost and they both advance
  10. Sometimes I'll attack somebody who has some heads to try and take them all for myself, but I only get 2 at a time by winning. Why does that happen and how can I get all of them in one fight?
  11. Regeneration is a combat stat. It heals your creatures after you fight with them. Some creatures have it naturally, others may need to borrow yours via influence. Energetic immunity is a stat that buffers against the negative effects of walking. In particular the higher your EI the less VE you lose by walking in places other than your homeland (doesn't work for No Man's Land citizens). Trade sense is a stat that buffers against shop prices. The higher your trade sense, the less WI you need to buy armour. Briskness will increase the amount of heat you can harvest with your Erolin Device. Initiative is a combat stat. It determines which creature will move first in a battle. Defence & Attack are interlinked combat stats. If my creature has 10 attack and yours has 2 defence, my creature will do 8 damage to yours (if it uses the "damage" ability). Power is both a combat and non-combat stat. Mostly it's used to influence creature abilities such as heal, lifesteal, martyrism. Outside of combat it can also influence some spells. Luck is both a combat and non-combat stat. In combat it will randomly affect your creature's performance, usually helping in an unpredictable way. Outside combat it can give you little surprises sometimes just for walking along. Volition is gained simply by walking. Gaining more of it has no direct effect as of yet, though it's a good way to compare who has moved around more in the past. Cartography lowers the AP cost of moving between scenes. If a scene costs 50 and you've got 40 cartography you'll still need at least 50 AP to move there, but it will only cost 10. The following are stats related to resource gathering, or some to crafting. As far as I'm aware they all do the same thing but for different resources. The more of a particular resource-related skill you have, the more efficiently you can use the tool that lets you gather that resource. Some are easier to guess what they're for than others, but I'll leave it to you to figure out which is for what. Some stats cover multiple tools or activities. All information is based on my own incomplete knowledge, so feel free to correct me.
  12. Aramor Assembler on Gateway Island is titled Aramor Assambler
  13. Similar issue, clicking outside the frame used to close it, that behaviour doesn't work for me anymore. Clicking left or right of it works fine, but underneath doesn't anymore.
  14. To the best of my knowledge the private message system is entirely private between the two participants, so it's a great way to have quiet conversations.
  15. Some general rules of thumb according to my understanding: If you find something that seems like an exploit or bug, don't abuse it for personal benefit It can be ok to "paint outside the lines" (ie. break or bend some rules) but realize that you do so at your own risk Try to respect the time and effort of other players Don't threaten or harass others, or anything similarly personally abrasive Don't make similar mistakes multiple times
  16. The most important buttons of the whole interface, in my experience, are Navigate (left side menu) and inventory (bottom bar icon which opens your inventory in the right side panel). Creatures page (left menu) is also important if you want to look at and heal your creatures. Most of the rest can be explored at your own pace.
  17. Shard abilities generally interact with the marks of other creatures and can have various effects. You can give a creature a shard ability by sacrificing other creatures of the same species to gain shards, and then spending those shards on your desired creature's page.
  18. A good way to get a large amount of heat scars is to ask somebody to set a defence ritual with huge VE and then beat it. Creatures who use lifesteal can be a great way to accomplish this.
  19. The intoxicate ability doesn't seem to do much in combat but if you can hit your opponent's creatures with it, it should reduce your opponents stats temporarily once the fight is over. This can be confirmed by the trigger "intoxicated_by_[your player ID]".
  20. There are tag dispensers at various locations around the realm. I've seen one in Loreroot and one in MagicDuel Archives, but there might even be more. Each tag on the different dispensers has unique requirements to access it.
  21. One way to accomplish this is to trade your creature to a trusted friend and have them give it back, though your creature will lose some age that way. Another way to accomplish this, if you totemize a creature and then quickly untotemize it, your creature will keep all its wins, age, and other stuff but will return as a level 1 version of that creature, allowing you to rename it or even stop at an earlier level.
  22. First you should prepare with a heat jar (can be found in Golemus Golemicarum as a shared tool) and 2 timeless dust. Then set out to find the totemizer, it's a clickable item somewhere near the Archives. A notepad would be handy too, as the totemizer will ask you for both the heat jar ID number and the ID number of whatever creature you wish to totemize. Once you give the creature ID, you should get a shiny new totem.
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