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Dellis

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Posts posted by Dellis

  1. "So, buddy, what do you eat?" Asked Dellis the little lizard.

    Izzy would have lifted an eyebrow, if she had had any.

    *Seriously?* She asked, glancing at the cream croissants in his backpack.

    Dellis didn't notice any of that. Instead, he started pacing back and forth in the shop.

    "I mean, there must be something you cave lizards eat. A favourite food, or something like that... maybe..." He stopped in his tracks, pondering something. "No, that's not right. I know! You eat insects!"

    *no... wait, that's not...* started to think Izzy, but it was too late.

    Dellis had already darted out of the shop, picking her up while doing so.

    *I'll kill you someday.* thought the little lizard, flying dangling from his shoulder as he ran.

    Hours later, they were back to the shop, Dellis panting heavily.

    "Anf... Anf... These are all the... flies I could buy with my Col. They're usually used as a bait, but they'll do fine!" He said, placing the container on the table.

    Izzy was sad she didn't have eyebrows.

    She stared at Dellis first, then at the container, then at Dellis, then went into the backpack and guzzled down another croissant.

    *Make that two, you deserve this.* She thought, guzzling down another one.

  2. Dellis stared grumpily at the lizard sitting in front of him on the table.

    *What? What's up?* Thought the little lizard, darting his tongue in and out casually.

    They were in the shop, and it had been more than ten days since the last customer had visited.

    Partly, that was because Dellis had forgot to remove the "closed" sign for it, but don't tell him that, sshh...

    A gentle wind blowed through the stall, the soft breeze moving the tent flapping slowly. The sun was up, and a pleasant warmth emanated from the earth. It was a fine day.

    "Spring is coming, Izzy," The young blacksmith said casually to the little lizard. "And still we've got to make some progresses in our quest to help people get out of this game."

    The heating coals, slowly cooling down behind him, emitted a low pitched noise.

    "This day seems to be saying, 'slow down, lay down for a bit, and enjoy the weather. There's no need to hurry'. It's hard not to sleep right here where I am." He said, laying his head on the table.

    Quick, the little lizard darted and jumped into his backpack, emerging with a croissant.

    "Hey! You opportunist lizard! Give that back this inst... oh, well." He said, looking at the lizard gulping down in one single bite the whole croissant.

    He returned to lay his head on the table.

    Izzy stopped in his tracks. He had never saw him so... strange. Half between depressed, weary, and simply slacking.

    "You okay, buddy?" She said, licking his chin.

    "Shhh-sss..." heard Dellis.

    He raised his head. "Say... Izzy... what are you?" he asked, suddendly.

    *What? Pray tell explain why have you lost the little bit of mind that you had? Of course, I'm a lizard.* Thought the little lizard.

    Dellis couldn't hear her. "You're strange. You aren't a monster, or you would have attacked me. You aren't a NPC either, your actions aren't preprogrammed. It's strange, it's like your AI's self conscious."

    *Your mom is self-conscious*, thought the little lizard, amusingly. Luckily, still Dellis couldn't hear her thoughts.

    "I didn't know there were things like these", said the blacksmith casually playing with the blacksmithing hammer. "Your behaviour, i've just found in certain bosses, like that Red Dragon. Able to speak, reacts naturally to player imput..."

    The little lizard went down in the backpack to retrieve another cream croissant. Dellis didn't stop her.

    "They say there are beast tamers in this world. People who have monster which follow them and help them. It's even tied to a quest I've found, sometime ago."

    Izzy gulped the croissant in one go, again. *And, what has that to do with me?*

    He stared at the lizard, casually. "Say... Izzy... are you my pet? You behave strangely, and you've got no pet bar. And yet... you follow me..."

    *I'm your worst nightmare, and I'm haunting you. That's why I follow you*. Thought the little lizard.

    Dellis slumped back on the chair, staring at the sun sadly. "Say... Izzy... you know you're my only friend... right?"

    The lizard could feel his pain. She stopped eating, and went near him.

    *Of course, buddy. The same goes for me.* She nuzzled his chin.

    "Thanks, Izzy. I can't understand you, but you're a good girl-- ah, sorry, lizard."

    They stared at each other for quite a long time, the sun shining down from the sky.

    "They say to make a monster your companion, you have to feed him. Find something to give him, a food he likes. And then, there's a bond that will never break again between the two of them."

    "..."

    "..."

    "Izzy... would you like to be my companion?"

    "I lost you at 'food'. If it gets me more... I'm in, buddy". Said the little lizard, redacting the main reason was that he was his buddy, and wanted him to be happy.

    "Shhhhhshhhshhh--sssss...shhhsss", heard the Young Blacksmith.

    "What do anchovies have to do with the discourse we were making?" Asked a surprised Dellis.

    No, Dellis couldn't definetely understand her still.

  3. I've read all your input, and decided to make the required amendments to the prices, and the money earning system.

    I liked Nikki Styx's idea to tie the amount earned to a dice roll, but didn't know what dice roll tie it in, and I thought applying to every single post wasn't feasible.

    Yet, I liked the idea of randomizing Col. amount gained, and I think 9Lives' proposal implements that fine, since the posts in which you defeat things are considerably less than all the posts that make up a quest. So, you'll end up having to check four/five posts at the worst, to calculate your Col. drops.

    So, the new method to gain Col. would be like this

    You gain 400 col per page of a topic.

    Standard creatures drop 5 x loot roll of the post in which they are defeated.

    Bosses drop 10 x loot roll of the post in which they are defeated.

    You divide the amount between the participants to the battle.

    I thought, though, to solve the monster difficulty problem which Shard's objections brought up, to add boundaries to what can be defined a worthy standard creature, and what a boss. Kinda like in MMOrpg you don't gain experience for killing much lower leveled monsters.

    Added Rules:

    Only Standard Monsters whose health is at least half of the highest leveled player's health in the topic give this reward

    Only Bosses whose health is equal or higher to the highest leveled player's health in the topic give this reward.

    So, the revised set of rules would be:

    • You gain 400 col per page of a topic.
      Standard creatures drop 5 x loot roll of the post in which they are defeated.
      Bosses drop 10 x loot roll of the post in which they are defeated.
      You divide the amount between the participants to the battle.
      Only Standard Monsters whose health is at least half of the highest leveled player's health in the topic give this reward
      Only Bosses whose health is equal or higher to the highest leveled player's health in the topic give this reward.

    Would that be fine?

    Let's assume a medium completed RP has 2 pages, three standard creatures, one boss. Let's assume medium roll 10. That means 800 + 150 + 100 = 1050 Col., roughly.

    That's for a single player post - more players normally get to do more pages, since there's double the posts - so the price will tune itself fine.

    Aside from that, I need to tune the prices, as Shard said.

    So!

    Teleport Crystal – Gets you out of a dungeon once. It disappears on use. Some areas or boss fight may not let you use it, so use caution! 1000 Col. As Shard said, they seem rare in the anime. This will get players to use them with some thought. You can buy roughly one, with each adventure

    Healing Crystal – Heals some of your HP once. It disappears on use. Restores a quarter of maximum HP. 500 Col. roughly two per quest, seems fine since they restore quite a bit of HP.

    Normal Poison Flask – Adds to your next successful hit with the weapon it is applied to the poison status. This drains 1 HP from the enemy per post, for three posts. 400 Col. This seems fine, since 3 HP are quite a bit of damage, and there is no way to avoid it, once you've been hit. Roughly two/three per adventure.

    Normal Hunting Trap – This is an average hunting trap. It is undetectable if not with the proper skill. If triggered, it does 1 HP of damage, and the monster or player hit can’t move for one post. They can still attack and defend, though. 400 Col. Same as Poison Flasks, they're quite useful, and having too many stacked can be an issue. So, a bit of cost.

    Small Bomb – A small, gunpowder made bomb. Once lit and thrown, it explodes damaging all monsters and players in the target area for 2 HP of damage. Sets fire to flammable objects. 700 Col. The damage is instant, and at area of effect. They can be useful even to destroy walls and the like. Seems fair that they be a little pricy.

    Normal Quality Food – You can eat this to recover part of your energy. Usable only out of combat. It disappears on use. Once used, it restores half of your health over the duration of two posts, which must describe the player eating. 100 Col. Since you can use them only out of combat, it's not an issue if you buy a lot of them. Plus, food isn't that rare.

    Crafting Material – This is a general crafting material. You can use this to craft an Item if you’ve got the right profession. The specifics of the material are up to you. 800 Col. This is the one I'm more edgy about. Too little cost, and crafters will never need to do quests to gain materials. Too high, and it becomes too expensive to be efficient.

    EDIT: Since we reached 5 votes, this proposal will get soon into GM review. I'm editing the first post so the up to date proposal gets reviewed, and not outdated ones. I'll keep editing as soon as you express your ideas!

  4. Dellis was sitting alone in his inn room. A dim light shone down on his bed, while he flipped once more through the pages of his trustworthy Beta Guide. He had read that book uncountable times, and yet he still liked to flip through it when he was feeling nervous. It made him feel as if reading that little book could push away the day he would meet his end in this game.

    He stretched his back, and fell down on the soft mattress, lifting a little puff of dust. *We're never going to finish this game...* He thought to himself.

    Kayaba had thought of everything. You couldn't finish this game by yourself, it was simply impossible. Floor bosses required multiple people to fight alongside, or all the monster's attacks piled up against the only one which was fighting. Even higher leveled players than the floor they were in had no chance of winning, alone.

    On the other hand, the system was made so players would fight one another. The key was the limited resources. In normal MMOs, resources aren't limited. Quests are repeatable, even rare monsters respawn. Yet... this way, the greediness of some players could impair the birth of great alliances.

    There were too many individualists...

    "We're never going to finish this game", he repeated, this time out loud.

    He stood up from the bed, opened the door, and went into the corridor ahead. Morning light shone down from the windows, cheering him up a bit. The room had been dark, since the window was stuck shut, but here light came unimpeded into the corridor.

    He went down the stairs, carefully treading as not to trip, and once he got into the common room he looked around.

    "Morning, Kaya", he said to the NPC innkeeper that was behind the counter, washing dishes from the day before.

    "Good day, Player!" She answered. The standard response. He sighed.

    There was no one else in the room. *I don't know what I was expecting...*

    Days before, he had put flyers all over the seven floors.

    *There are too few people out here which decide to help others retain their lives. Too little support classes. It's fine to get by with dropped items at the start, but in later stages you need crafted items, and to be able to sell your goods and buy more. There are too few PC vendors...*

    This was what he had thought at that time. There -were- blacksmiths, merchants, alchemists around. There just weren't any expert ones, and he had never seen any PC shop outside his own. So he figured he'd help how he could, training new blacksmiths. Telling them were to find the materials, good quests, weapon recipes, and the like.

    So, he had put flyers.

    The flyers, in little, thin, cursive letters, read just...

    If you are starting out in the blacksmiths profession, and want some information, come to floor seven, at the Scorched Tree Bark inn. Ask for Dellis.

    A week had past, and no one had showed up yet.

    "I guess this was a failure, Izzy." He said to the little cave lizard on his shoulder, slumping down at one of the tables.

    The little lizard climbed up on his neck, and nuzzled his chin. "Thanks buddy", said the weary blacksmith. "But if no one shows up today, I guess it's time I accepted this was useless."

  5. Hmm, that might work. linking it to just the floor number won't work though. I'll explain why, since adventures are player driven - i get to decide what monsters I find and how many - even on floor 8, if i'm a player which enjoys killing lesser monsters, i'll put monsters which have low health and aren't that dangerous.

    On the contrary, I can make quests on floor 2 and fill them with monsters of really high health and dangerous skills. I've done that myself in one of my quests: found a secret boss on floor 2 which had the same exact health of the level 7 floor boss.

    That means floor isn't an accurate indicator of quest difficulty (and thus deserved reward), at least for player driven adventures, which are the majority.

    Instead, if we want the Col. to be related to the "difficulty" of the quest, as I think is the goal you want to reach with your amendment proposal, I think it's better to tie it to the sum of all the HP values of all the monsters defeated in that adventure.

    The Hp value is really one of the major things that determines the monster's strenght (and thus the difficulty of the adventure). That's since monsters have a fixed damage, no matter what monsters they are.

    So, if we tie with a formula the earned col. to the sum of the health of all the monsters defeated throughout the adventure, we get a pretty accurate correlation between quest difficulty and col earned.

    Something on the lines of,

    You get X col for every point of health of every monster you defeated in that adventure.

    Where X is set so it isn't too difficult to buy lower tier items.

  6. Ah, sure shard. I forgot to add that those prices are merely examples at this stage. I've just set off to write the whole proposal without staying there to think a lot on these details, since i was eager to get it out.

    I agree, after reviewing them, they might be too high, and not proportional to the item's usefulness or rareness. Which prices do you propose should be fair?

  7. I must admit you got me, on dancers. I hadn't thought of those.

    I can't think of anything plausible they could craft, to fill the rule gap that there is at the moment. Maybe shoes? Dancing clothes? No, really, it sounds a bit silly i guess...

    I guess then some kinds of performers, those that do not use instruments, actually just have no impact on the game, rulewise, till said rules stay as they are.

  8. Would it even be possible to put in another random dice at the top of the post, Say a D10, and whenever you do a post it rolls and whatever that dice rolls that's how much Col you get per post?

    That is indeed possible, i think, but requires too much work. Erron should code another dice into the system just for this, and at the end of the adventure you'd have to sit down with a calculator in hand adding all the individual results one to the other. For adventures 60 posts long, that's a lot of math.

    I'm all for adding some randomness to the earned money, but I don't think this method's practical. You got any other ideas? I could add them to the proposal!

  9. I've thought about it a lot. This has been a question that has been nagging me for a week past.

    The problem comes from the fact that there ARE professions, like the performers, that do NOT craft.

    Yet, the only system we have in place for professions... is crafting.

    So, what to do to get some sense out of this situation?

    There's only one answer, without modifying the rules.

    Performers must craft.

    What?

    Well, instruments.

    And just like other crafters, their crafted instrument will have a quality rating. If it's high enough, they will have powers. Since they're performer's instruments... powers that support other people, once the instrument is played.

    Here you go. I know it's not optimal, but that's the only thing I got from a long reasoning time.

    Hope this answers a bit your doubt! If it does, I'm happy. I just want to help other players like you.

  10. Ahah, you sure can xD

    Anyway, I hope you'll have fun here. Ah, and remember to come and check my blacksmithing shop, once you've done some adventures and got the hang of it! xD

  11. .... Aaaand meet Haine. She's a person with a great sense of randomness too, just like you.

    Anyway, welcome to the forum! I hope you find yourself at home here. Like I promised, i've sent to you some help to understand the site by PM, i love to help new players.

    Aaaand as for the matter of you not liking your real name, you should know mine. It's Giorgio Indelicato. (Yes, I'm Italian). Well, you say, what's strange about that name? Weeeell... Giorgio comes from greek Georgos, which means Farmer. Indelicato is roughly translatable with Rude.

    So... i'm Rude Farmer. Nice to meet you, Haru. I think I win in having a lame name xD

  12. NOTICE:

    Col. Earning Methods and NPC shop Prices updated.

    We've reached 5 votes! The proposal will be reviewed. Let's hope this gets approved, even with some modifications, if necessary, that would be cool.

    As I’m sure any of you have seen, at the moment we have a good crafting system in place, and it’s working very well.

    Strangely, though, there aren’t many crafting shops open out there. I’m positive my shop is the only one which is active right now, and I believe I know why, and with this proposal, I’m going to try and fix it.

    You see, in shops, you usually pay with money. With that money, that shopkeeper aims to buy something else – materials, other items he can’t craft, things like that.

    Our problem, at the moment, is we don’t have a money system. Sure, there’s the Col., but have you ever seen someone find any Col. In any adventure, let alone use it to buy something from someone else? No.

    That’s because, at the moment, with Col., you can’t buy anything. With the rules for self-made RPs, you can decide you find them on a monster, using the loot dice, but no sane player would accept it for their crafted goods, since they can’t use them to buy anything else.

    How to get the economics going? You must make it so that Col. can buy things. Since we cannot force players to accept them, you must make it so they can use it another way. Which one? Npc shops.

    I’m gonna explain further.

    I propose that in the Floor 1-10 the GMs open a sticky thread, so it stays on top, which lists some easy to find, general usage items that players can buy with Col.

    For example, they could be able to buy teleport crystals, or healing crystals, or poison flasks, or traps, or even food, and why not, materials for crafting.

    All these items would be available for Col.

    This system would have a double effect: It would make useful having some Col, since there would be things which you can buy only with Col., and additionally, it would get some items usage flowing into the game. This can only better up the gameplay.

    At the moment, for instance, everybody just assumes they have infinite teleport crystals. If someone’s about to die in a RP, they lift the crystal and teleport.

    If we implement this proposal, they would have to make sure to: 1)have bought it beforehand 2) not use it like it’s candy, since it’s expensive. I’ve always been fond of rules which make players think about what they do beforehand.

    Plus, what use is having an inventory in our journal if everyone just makes up what he has? He needs a rope in that quest, tada, he has it. No! This is an RPG, and in RPG you have to buy things and keep them in your inventory for when you'll need them.

    Now, you’re telling me, this is all well and good, but how do players earn Col.?

    By doing adventures, and killing monsters. Just like that. These are the rules.

    • You gain 400 col per page of a topic.
      Standard creatures drop 5 x loot roll of the post in which they are defeated.
      Bosses drop 10 x loot roll of the post in which they are defeated.
      You divide the amount between the participants to the battle.
      Only Standard Monsters whose health is at least half of the highest leveled player's health in the topic give this reward
      Only Bosses whose health is equal or higher to the highest leveled player's health in the topic give this reward.

    Now, you could object that this way, we don’t know if players cheat. Well, it’s simple enough to avoid. Every time a player gains or spends Col., they must record the transaction in their journal. The ten most recent transactions are

    displayed, if you do more, the older transaction gets out and the new gets in.

    This way, GMs have an easy way to check if you’ve been cheating, if they suspect anything.

    It sounds difficult, explaining it, but it’s actually very simple to buy an item: post what you buy in the NPC shop thread, go to your journal, deduct the money, record the transaction. As simple as that.

    As for what you could buy in the shop and its costs, I’ve took the liberty of making a simple list, for starters, more may be added by yours and the GM's ideas.

    Teleport Crystal – Gets you out of a dungeon once. It disappears on use. Some areas or boss fight may not let you use it, so use caution! 1000 Col.

    Healing Crystal – Heals some of your HP once. It disappears on use. Restores a quarter of maximum HP. 500 Col.

    Normal Poison Flask – Adds to your next successful hit with the weapon it is applied to the poison status. This drains 1 HP from the enemy per post, for three posts. 400 Col.

    Normal Hunting Trap – This is an average hunting trap. It is undetectable if not with the proper skill. If triggered, it does 1 HP of damage, and the monster or player hit can’t move for one post. They can still attack and defend, though. 400 Col.

    Small Bomb – A small, gunpowder made bomb. Once lit and thrown, it explodes damaging all monsters and players in the target area for 2 HP of damage. Sets fire to flammable objects. 700 Col.

    Normal Quality Food – You can eat this to recover part of your energy. Usable only out of combat. It disappears on use. Once used, it restores half of your health over the duration of two posts, which must describe the player eating. 100 Col.

    Crafting Material – This is a general crafting material. You can use this to craft an Item if you’ve got the right profession. The specifics of the material are up to you. 800 Col.

    These are just examples, there are many more that can be thought of. Even if you do not accept the Col. system, or the NPC shop system, it could be useful to implement them independently, some way.

    Of course, at the NPC shop you can buy only Normal quality items. Higher quality items, weapons with enhancements, particular foods, bombs, traps, crystals must be crafted. There you can have Fast Food, which requires just a post to restore half your health, or Smoke Bombs, which blind the enemy, subtracting one to his next battle dice roll… the possibilities are endless ™.

    This way, crafters have a motivation to craft, and people to go buy from them. Everybody has more fun!

    So, what do you think of it? Should this system be implemented?

  13. Thanks Saix!

    Actually, what I meant with that sentence

    The Crafting Tier of the item should raise or lower this value, by 1 for tier up or down the "normal" quality tier.

    This is so the skill doesn't become much more important than the item itself, and to differentiate between item types.

    is that, for instance, while a normal quality heavy armor at skill level 10 with my method gives 5 Absorption of Damage, if you instead use a higher quality heavy armor (uncommon, rare, perfect) you get respectively an Absorption of Damage value of 6, 7, or 8.

    I wasn't suggesting to change how your crafting skills work, they're perfectly fine!

  14. Mmmh, i've got some problematics to make you notice in this system.

    First of all, many skills give +1 to an attempt to do something. +1 to what? I assume a Dice Roll, and yet at the moment there is no needed dice roll to find people, or hide, or listen, or detect monsters.

    You might want to define a way this rolls work. For instance, do you need a set result of, let's say, 6, of your battle dice roll to activate the skill (after adding the skill bonuses)? If it is so, can you use them in the same turn you attack? If that is the case, though, since they're based on the same roll, they will probably both succeed or both fail, which is a bit nonsensical.

    Or, do the skill activate only if your roll is higher than the enemy roll (for skills which are opposite, let's say Searching and Hiding?) In this case, what about, for instance, hiding from field monsters? They do not get rolls, so you can't really compare your roll with theirs.

    Another thing, these +1 bonuses scale quite well at earlier stages, but become overpowered at later stages. Let's say I spend all my points in dodging, i have a +20 to dodge, which seems quite overpowered.

    Keeping on acrobatics, the +1 to the dodge mechanic raises another question: what is the dodge mechanic? We have none implemented at the moment. This point i've already raised in the other topic, and the doubt is the same, so i'll quote it below^^

    This raises some questons. Namely, how does dodge work? Is it an action that you take before the enemy attacks, and the enemy subtracts its value from his next post's battle dice? That way, though, your opponent may not notice you used it, if they don't read carefully your post, and then you'd have to pm them asking to edit theirs.

    Moreover, can you dodge in the same post you attack, or you choose one or the other? If its the latter, that means there is no reason not to dodge every single post you make. That's a bit overpowered.

    If not, then most people will never dodge, since it just means their turn will be over and they'll give another chance to the enemy to attack without retaliation. Things would change if certain skills were stronger than others - i.e., i choose to evade Skull Split since it adds 6 damage to the roll, but can't be used for three turns. So I spend this chance of attacking to make his skill miss.

    As it is, though, every hit has the same chance of doing the same damage, therefore, there's no reason to evade, since you're spending your turn to have a chance of evading an attack, and giving the enemy immediately leave to do another. In the best of cases, he will have just have made two attacks instead of one, in the worst, he'll hit you two times instead of only one.

    Don't know if I've been clear, I can explain more if needed. The core of the matter is that the dodge mechanic's a bit difficult to decide for it to make sense, so a skill that adds a +1/2 to a dodge chance may be very useless, till the dodge mechanic's set and decided.

  15. I like it. It keeps things simple enough, and provides a bit of utility.

    I've only got one question and one comment.

    Regarding Sprint skill: it helps evading, adding 1/2 to the roll to evade enemy attacks. This raises some questons. Namely, how does dodge work? Is it an action that you take before the enemy attacks, and the enemy subtracts its value from his next post's battle dice? That way, though, your opponent may not notice you used it, if they don't read carefully your post, and then you'd have to pm them asking to edit theirs.

    Moreover, can you dodge in the same post you attack, or you choose one or the other? If its the latter, that means there is no reason not to dodge every single post you make. That's a bit overpowered.

    If not, then most people will never dodge, since it just means their turn will be over and they'll give another chance to the enemy to attack without retaliation. Things would change if certain skills were stronger than others - i.e., i choose to evade Skull Split since it adds 6 damage to the roll, but can't be used for three turns. So I spend this chance of attacking to make his skill miss.

    As it is, though, every hit has the same chance of doing the same damage, therefore, there's no reason to evade, since you're spending your turn to have a chance of evading an attack, and giving the enemy immediately leave to do another. In the best of cases, he will have just have made two attacks instead of one, in the worst, he'll hit you two times instead of only one.

    Don't know if I've been clear, I can explain more if needed. The core of the matter is that the dodge mechanic's a bit difficult to decide for it to make sense, so a skill that adds a +1/2 to a dodge chance may be very useless, till the dodge mechanic's set and decided.

    The other comment is on Defensive Equipment skills (armor, shields and the like). I'm all for it, but the maximum damage absorption value should be tied to the type of the item - in your version of the skill, there is no difference between a leather armor and a heavy metal one.

    For instance, leather armor give +0.25 each rank, rounded up. At level 10, that's a maximum of three.

    Light Metal could give 0.4 each rank, rounded up. At level 10, that's a maximum of 4.

    Heavy Metal could give 0.5 each rank, rounded up. At level 10, that's a maximum of 5.

    Light Shield give 0.25 each rank, rounded up. At level 10, that's a maximum of three.

    The Crafting Tier of the item should raise or lower this value, by 1 for tier up or down the "normal" quality tier.

    This is so the skill doesn't become much more important than the item itself, and to differentiate between item types.

    Numbers are obviously made up and adjustable.

    A similar thing could be said for weapons, but I reserve to write about that later.

  16. Hi Shard, you definetely can craft items for yourself, and for others.

    This is the process:

    Just get the materials (your earning a living quest, when reviewed by a GM, should have given you 1 to 10 materials. If he didn't, ask another GM to award you them! Try Shark).

    Afterwards, open a [sHOP-FX] thread where X is the number of the floor your shop is in.

    Then, in that thread, proceed to craft.

    How this is done is basically explained in the tutorial: crafting section, but if you need examples, just check my shop thread, it's in my signature.

    I basically describe how i'm crafting the item in the post, then post it.

    Afterwards, I look at the crafting roll and based on the success rate which is shown in the tutorial section, professions thread. Here! : viewtopic.php?f=20&t=735

    This one, for level 1 blacksmiths.

    Rank 1: Starting rank and 2 Crafts a day

    1=Epic fail 1 EXP (lose mats if crafting)

    2-4=fails 1 EXP (lose mats if crafting)

    5-7=bad Item 1 EXP (50% chance to salvage mat's in repeat quest)

    8-9=Good Item 2 EXP

    10=Uncommon Item 3 EXP (GM approval for enhancements)

    11=Rare Item 5 EXP (GM approval for enhancements)

    12= Perfect Item 8 EXP (GM approval for enhancements)

    If the result is an Uncommon Item or higher, just send the item description to a GM and ask him for the enhancements it has. So far, Shark and Oske have replied quite fast to my requests, so i'll suggest PMing them.

    As you can see, you can try to craft only twice a day, at the start.

    When you've exhausted all materials you've gained from earning a living quest, just do more adventures and find them the usual way! Using the loot dice, that is.

    (let's say you kill two cobolds, you write at the end of the last post this or a similar template:

    Dellis searches through the corpses

    1-5: no materials

    6-10: 1 material

    11-14: 2 material

    15-18: 4 material

    19: 6 material

    20: 8 material)

    You then look what is the loot dice result in that post, and get materials accordingly. Update your journal's inventory and you're done!

    Hope I've been helpful. If you need anything, just drop a PM, after all we blacksmiths should look after each other.

  17. I drowned my friends in tears when Sachi's gift appeared... at the moment she started singing.

    But the moment i would have cried more... the moment that would really have me drown in my own tears, would have been Klein dying to save them.

    Luckily, that didn't happen... yet, if i imagine the scene... ohican'tstopcryingnotopi'mcryingoverthekeyboardstopstopsto--- *keyboard shortcircuits*

  18. I believe in a God. Not necessarily the one that the various churches say is god, though.

    I believe in a greater being, which loves us and is made of love, and that incites us to become better, and kindles our positive feelings.

    Note, it is the god of christianity, yet I simply cannot believe in the teachings of its church, because I can't believe a god would impose ways to pray him, chants, or going to the church every sunday no matter what. To me, they're only things added by man on a faith that should primarily be an inner thing.

  19. I agree unconditionally with Nikki Styx. It has been a bit of an overreaction... no need to get hostile, even if it seems strange at first sight.

    Hey, we're Roleplayers, we're strange to begin with! Why should we even raise an eyebrow at a new thing? We're all a big family *hugs*

    Okay, in topic now: I wish you luck in your search, Shen.

    Good Luck!

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