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Gromnir

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Everything posted by Gromnir

  1. https://forums.obsidian.net/topic/102849-no-random-encounters-in-neketaka/ this is not a new issue, but it persists in 4.0. about 50% of Gromnir's characters are unable to ever trigger nekataka random encounters. have tested running back and forth between nekataka maps at various points o' the game. dozens o' map transitions w/o a random encounter. other characters get a random encounter after a few transitions, or eventually. what triggers random encounters? sidenote: in 4.0 we did get the ship random encounter for orlan's head when entering the city... occured while travelling between ship and serpent's crown. again, this is not a new issue as numerous others have posted similar queries in the past. https://www.google.com/search?q=nekataka+random+encounters+bug&rlz=1C1CHFX_enUS699US699&oq=nekataka+random+encounters+bug&aqs=chrome..69i57.17047j1j7&sourceid=chrome&ie=UTF-8 any progress? can't imagine developers is unaware. converse, if you have given up the ghost on this issue, let us know that too. HA! Good Fun!
  2. wait wait wait. so woedica fists actually count as fists? So a multiclass priest/monk at level 20 with +1 PL from food or Acute will get legendary scaling twice??? that seems broken. it's better than just normal monk, in fact. we keep saying how the woedica spiritual weapon + transcendent suffering schtick is cheese, and we noted earlier in this thread how such were working in 4.0, nevertheless, there has been little resistance from boardies on this matter. the thing is, the woedica priest spells is also highly potent. is not as if woedica priest got underpowered spells and need a character development break or two to reach parity with other priests. take your three-cheese grilled cheese sandwich, then cover it in cheese whiz and deep fry it and serve it as part o' fondue. maybe we need report as a bug, 'cause am doubting developers read our posts on this matter. in part 'cause o' stuff such as spirit lance, we have never had an issue with generating wounds as a shattered pillar sage. nalpazca don't appeal to our personal aesthetic and helwalker benefits and malus synergize so much better as contemplative. shattered pillar and vanilla is both offering potent sage builds. HA! Good Fun!
  3. personal we prefer helwalker for contemplative and shattered pillar for sage. the might bonuses is nice for sages, but they is more significant for contemplative's heals. regardless, the fears regarding keeping a helwalker + _________ alive is negligible once you reach mid levels, though helwaker builds probable require more attention than is possible if you like to let ai control your party. it is best to have a pure priest in your party if you have a helwalker + _________, but ain't critical. regardless, a sage has incredible defensive buffs available which even on potd will make your midlevel helwaker easy to keep alive as long as you do not try and tank with him/her. keep in mind, sceptres is much underrated weapons, seeing as how they is a ranged weapon which is able to do crush damage and have high penetration. sceptres also is ideal helwalker weapons, at least for early levels. so you won't need be exposing self to lethal melee charlie fox situations unless you choose to. ... hesitate to mention this, but whatever. thanks to xp awards from deadfire ship combat, you may avoid any helwalker awkwardness by skipping the tough levels. yeah, you probable still need do port maje as primarily a sceptre wielding sage, but immediate after you acquire a ship, you are able to start doing ship combat and ship bounties. so do nothing but ship combat and ship bounties 'til you exhaust such possibilities. 11th level. clear deadfire waters o' targets (which will be harder to do in 4.0 and beyond) and you will be into mid levels with a broad catalog o' defensive and offensive spells. difficulty slider does not affect ship-to-ship combat, so your low level party may use sl00p or dhow to sink the toughest junks and galleons available even in potd. helwalker sage gameplay might be difficult until you get a nice assortment o' the good defensive and offensive spells to supplement already noteworthy monk survivability and lethality, but you are able to effective skip difficult gameplay by exhausting ship-to-ship combat. HA! Good Fun!
  4. https://forums.obsidian.net/topic/92420-tim-cain-at-reboot-develop-2017-building-a-better-rpg-seven-mistakes-to-avoid/?hl=%2Btim+%2Bcain Thanks! Followed with... I am suddenly much LESS excited for this game. Pretty much every single thing he said... I disagree with. I will wait to see what is said in the announcement... but... damn, now I am not sure at all if I will like this. I had literally got my hopes up that it would be Arcanum in space... and now that seems VERY unlikely... I think people misinterpret a lot of what Tim says in this talk, thinking that what's he's talking about is Bethesda-esque streamlining (ie: removing features from a game to simplify it for novice players). But I don't think he's talking about streamlining. He's talking about making the game more intuitive for novice players, which is something I can totally get behind. (Then again, maybe I'm the one misinterpreting him.) EDIT: Just saw that Tim himself commented in that original thread saying pretty much what I just said. am thinking there weren't all that much misunderstanding. https://forums.obsidian.net/topic/92420-tim-cain-at-reboot-develop-2017-building-a-better-rpg-seven-mistakes-to-avoid/?p=1908891 personal, we agree with cain 'bout flattening the learning curve and making initial character development choices more intuitive. sure, some o' the "hardcore" folks overreacted to what were misrepresented as a generalized effort by cain to be dumbing-down crpgs. such slippery slope nonsense shows up frequent on message boards and is not least 'bit surprising to witness. triangles and adjectives as the first two o' the seven seals o' a crpg apocalypse? *snort* converse, there is a tendency 'mongst the cult o' cain to reimagine any cain statement as mana from on high. listen to disciples o' cain defend some o' the more unbalanced aspects o' special, or fallout outdoorsman skill. comical. personal, we didn't feel confused by cain. didn't agree with some o' cain, as you might recognize from our linked response, but am not gonna claim ignorance. cain speakings left us ambivalent. conflicted. we liked fallout much. didn't like the troika games we played, and cain were largely responsible for poe skills mechanic, which we thought were a particular meh portion o' that title. nevertheless, we like obsidian games in general. ambivalent. conflicted. gonna wait for game release and reviews from a few people we trust 'fore we purchase a cain-obsidian-microsoft title... regardless o' anything we learn 'bout the development. HA! Good Fun!
  5. lack o' discussion is likely due to fact the subclass has been playable via mod for awhile. woedica priest is not new in same way other subclasses is new. am thinking one o' the other reasons you not see much discussion o' this subclass is a few o' the munchkin inclined build monkeys is hopeful the transcendent suffering + woedica spiritual weapon cheese remains under the radar. there is a tendency for obsidians to balance obvious op stuff, and such a combo qualifies. as to the subclass itself, the writ spells, particular war and sorcery, is powerful options for a class which does not boast much in the way o' aoe cc and only a few noteworthy debuffs. as such the woedica writs shore up an arguable class weakness. but again, the genuine silliness is regarding the subclass spiritual weapon which mind boggling stacks with monk transcendent suffering. a helwalker contemplative o' woedica is silly powerful with either a lightning strikes or swift flurry build. as an aside, while a woedican forbidden fist contemplative has obvious synergy, it lags behind the helwalker. with salvation o' time extending buffs comical long while under the influence o' duality of mortal presence/turning wheel, the forbidden fist contemplative will never need fear death, but am not seeing a way to improve on helwalker damage output even when jacking up forbidden fist past 150%. your forbidden fist retains turning wheel bonuses (which is likely lower as you is burning through wounds,) but it does not benefit from lightning strikes elemental or spiritual weapon raw damage. a rooting pain route for the forbidden fist contemplative might be a superior option to be trying. curious, when we tested clarity o' agony and minor intercession with forbidden fist curse, the duration o' the negative effects were not diminished while salvation o' time and high intellect extended the duration o' penalties and boon equal. more curious were how we were able to, under specific conditions, utilize suppress affliction to halt forbidden fist penalties, but benefits were similar suppressed. sure enough, when the suppression elapsed we had a potential sooper-charged fist as we could stack high as long as the wound cost remained 0. am thinking the suppress affliction bit is a bug. HA! Good Fun!
  6. all the second amendment honks we personal know were okie dokie with bump stock prohibitions. most such folks we know were genuine curious why such prohibitions has taken so long to be implemented, 'cause almost nobody were against such. automatic weapons has been banned w/o much nra resistance for some time. whenever pundits at cnn misrepresented semi-automatic rifles as being equivalent to full-auto machine guns, folks with firing neurons would roll their eyes and attempt to once again explain the fundamental difference 'tween automatic and semi-auto weapons. "of course automatic weapons are illegal." las vegas happened. were a shock to many gun folks. see video from the mass shooting and hear the rapid-fire gun shots. sounded like automatic weapon fire. knowledgeable folks seeing/hearing initial vegas video assumed the shooter were using automatic weapons, which were already prohibited, so no real need for change to laws, eh? bump stocks came as a shock to many gun folks, but las vegas made the shock particular disturbing. again, all the gun folks we personal know has been in agreement regarding automatic weapons = bad. this were never a cold dead hands issue 'cause emotional and psychological, gun folks were already opposed to what bump stocks do. for years such gun folks had accepted and were in agreement with automatic weapon bans. discover bump stocks could effective transform semi-auto into auto were disconcerting to such folk and most we know were wondering how such modifications could be legal. HA! Good Fun!
  7. didn't read the post. stopped after the thread title. quit. if you played a game long enough to dislike it, then don't work at trying to convince yourself the game is worth a greater investment o' your time. this advice is particular meaningful for deadfire as unlike many crpgs where gameplay significantly alters at some unspecified point as one levels, deadfire is far more consistent. in d&d games based on d20, the first few levels is marked by player impotence and repetitive (but disproportional lethal) combat. high levels in d&d games is resulting in predictable player roll-stomp. is a kind sweet spot for d&d games. deadfire don't have same extremes as d&d. am personal liking deadfire. mechanics is, but for a few notable exceptions, more rational and transparent than in other crpgs. deadfire improves 'pon poe in most respects, save for a few glaring issues such as penetration v. dr. am thinking poe is more a character-story driven game than deadfire and benefits from greater unity o' thematic development, but even so, poe narrative were a bit directionless at times, as if writers were kinda simultaneous brainstorming and completing final drafts. deadfire story is ironic suffering from a clear desire to provide enhanced player agency-- deadfire "story" is more 'bout the player exploring tangential and optional side quests and making the pivotal faction choice more deep and significant. curious, in spite o' deadfire focus on player choices o'er critical path narrative and thematic cohesiveness, it largely eschews any efforts to make player anything more than a spectator during climax o' game. etc. obviously we got criticisms o' deadfire. am not a rabid fanboi who cannot see room for improvement in a game we like. however, the thing is, if you have played deadfire long enough to come to conclusions 'bout the game and felt need to post 'bout such conclusions, then am doubting additional gameplay or fan responses will serve you. cut your losses. deadfire has potential to be a long game with many tens o' hours o' gameplay. why suffer to make some kinda point? ... 'less the act posting dissatisfaction were the actual point, in which case you has already succeeded. regardless, our advice is simple: move on. is what Gromnir will do insofar as this thread. no more to be said. HA! Good Fun!
  8. not to be a wet blanket, but an arcanum inspired console rpg set in space does not appeal. am not suggesting this new game will be the directionless bugfest as were arcanum or that a new microsoft crpg will necessarily be tooled primarily towards consoles, but... troika games, more than any other developer offerings, were disappointing to us. weren't as if arcanum and toee were worst-game-ever material, but our expectations and hopes were so brutal dashed by reality o' the actual games. toee had the basis o' a nice d&d combat engine. sure, toee reach weapons and aoo were comical busted, but nevertheless, toee offered the best tb implementation o' d&d combat in a crpg to-date. everything else toee sucked. only slight hyperbole. were a poor paint-by-numbers simulacrum o' a pnp d&d module w/o any effort to breathe life into encounters, locations or characters. were a buggy and largely unplayable mess until fan patches were released. and what more can we say 'bout arcanum? https://forums.obsidian.net/topic/66481-chance-for-a-arcanumesque-sequel-to-pillars/?p=1468720 https://forums.obsidian.net/topic/66481-chance-for-a-arcanumesque-sequel-to-pillars/?p=1468834 arcanum were possible our most disappointing game purchase evar. didn't play the troika vampire game. fool Gromnir twice... so, to say we are guarded 'bout our expectations regarding the upcoming obsidian game is understatement. HA! Good Fun! ps am also fundamental disagreeing with a few recent tim cain game development observations... while enthusiastic in agreement with other such observations. https://forums.obsidian.net/topic/92420-tim-cain-at-reboot-develop-2017-building-a-better-rpg-seven-mistakes-to-avoid/?p=1908891 has us wanting to be optimistic, but am equal parts concerned 'bout a forthcoming tim cain game.
  9. couldn't help but think o' tiger, tiger. https://smile.amazon.com/Stars-My-Destination-Alfred-Bester/dp/B0026P9LFW/ref=tmm_hrd_swatch_0?_encoding=UTF8&qid=&sr= is arguable the grandfather o' cyberpunk novels. got space travel w/i the solar system being common but limited (no ftl) and conflict between inner solar planets and outer at the tipping point o' open war. despite fact the book has aged ok, it is nevertheless full o' anachronisms which remind the reader the novel were written in the mid 1950s. multinational omnicorps which challenge and/or supplant national governments is a staple o' modern cyberpunk, and the tiger, tiger examples o' such corps fulfill the role, but have kodak be one o' the most powerful such multinationals is straining credulity. is so retro 1950s, but futuristic even so. HA! Good Fun!
  10. am thinking enoch and Gromnir has similar fundamental complaints 'bout a mechanic, but our pov is differen all the same. as much as we initial disliked the phrase cap for skalds, we saw how the mechanic were intended to function and how it were a reasonable limit on actual skald gameplay. as such, purposeful choose a high phrase, non-offensive invocation is an exploit which potential empowers a skald beyond envisioned developer scope. regardless, the mechanic is counter-intuitive and breaks internal logic, which asm suspecting is where enoch and Gromnir seem to be in complete agreement. as such, the skald phrase limits is a fail even if is not excessive onerous or gamebreaking. HA! Good Fun!
  11. am admitting we were annoyed at first by the mechanic. however, the offensive invocation cost for skald is reduced, so skald requires fewer phrases to be effective. a 2 phrase cap feels harsh when one looks at numbers, but when one considers from a practical pov how rapid one may paralyze or shock multiple foes while working with such a cap, the penalties is less irksome. our most recent skald is a hearth orlan wildrhymer. named him hermey. gave him sinister voice and savage pose and the stag from a ghost heart ranger kit. our failed dentist has anger issues but as he is a rankin/bass creation, he needs to express his rage in song. and yes, we named the deer rudolph. am suspecting we could get a better crit ratio with a war caller, but our potd run o' the aforementioned is seeing slight better than 50% crit ratio with anticipation o' better numbers as we get into later portion o' the game. have kept stealth and survival numbers high to take advantage o' deadfire spears. a hearth orlan ranger using high accuracy weapons such as spears and clubs is seeing excellent crit numbers. have not genuine felt the need to pad with non-offensive chanter talents. HA! Good Fun!
  12. seeing as how it were already eclipsed by new stories, we will also link the smithsonian scholars favorite books o' 2018... o' which we have only read one title. https://www.smithsonianmag.com/smithsonian-institution/smithsonian-scholars-pick-their-favorite-books-2018-180970823/ am sad to say we were not a fan of there there. am thinking the one thing we took away from the recent novel by tommy orange is what an amazing achievement were as i lay dying by faulkner. one book is a somewhat chaotic collection o' tales o' woe as told by instantly forgettable narrators. the other is art. wanted to like there there. got a recommendation from a person we respect. were a punishing read, and not simple 'cause it were unapologetic and predictable bleak. skip it. HA! Good Fun!
  13. MIT Flies Model Airplane Powered by the Blue Glow of Electric Fields and Ionic Winds https://www.smithsonianmag.com/innovation/mit-flies-model-airplane-powered-electric-fields-and-ionic-winds-180970877/ aside: gd and others interested in nonfiction might want to look at the main smithsonian page as their choices for best history books o' 2018 has been posted. HA! Good Fun!
  14. HA! Good Fun!
  15. in the race to the bottom, the redskins have just overtaken the cowboys. http://www.espn.com/nfl/story/_/id/25394305/former-49ers-lb-reuben-foster-claimed-redskins daniel snyder and jerry jones should each get the following tattooed on their forehead: 1-800-799-7233 the tattooing wouldn't necessarily need be voluntary to satisfy.
  16. as enoch mentions, xoti is having tank potential. maybe not primary tank, but off-tank. in point o' fact, +90% o' the time am using giving xoti weapon and shield talent and tank appropriate gear. 'tween her and eder, you got more than enough meat shielding. the thing is, there is no reason for keeping your party fixed and immutable. is more than enough xp to go around, so mixing your party composition to take advantage o' individual character quests makes much sense. as such, we typical got pairs o' characters who fulfill similar combat and skill roles. such pairs often have ideological conflicts-- keeping 'em separated allows us to more effective gain influence. aloth and tekehu (as a pure druid) is both great for ranged damage spells. sure, we are able to get heals outta tek which we cannot achieve with aloth, and aloth has debuffs which tek does not have access, but we is able to plug tek in for aloth rather easily. am admitting we dislike tek as a character, but regardless o' personal feelings, his tendency towards the irreverent conflicts with aloth. pallegina and xoti is not ideal squadmates. solution is to keep 'em insulated from each other for much o' the game while assigning 'em similar roles. pure priest xoti is a fantastic buffer and healer who we have off-tank. pallegina as a paladin/chanter will be able to fulfill a similar role, albeit with a bit more melee dps potential. maia as a scout and serafen as a cipher is our usual pairing. ideologically, the blue monkey and the gubhawk is hardly polar opposites, but from a skills perspective, we have 'em doing similar stuff. serafen is our trap\stealth guy... so too with maia. if you personal play as a cipher, then switch serafen to barbarian or witch makes perfect sense. is a few comical effective barbarian+blunderbuss builds which we do not actual recommend using as they is kinda cheesy one-trick ponies, but is worth investigating to at least see just how flexible is deadfire barbarians. tank eder is kinda our staple unless we personal play a tank. eder gets along with everybody, or so it seems, and he is kinda ideal as a tank. the thing is, even if you have pallegina and xoti in same party all the time, chances are they won't rage-quit on you 'cause they dislike each other. your potential problem arises if you are constat telling xoti what you believe she wants to hear with pallegina, particular a disloyal pallegina, in your party. if you import a poe1 save in which pallegina were disloyal to the ducs, then she is gonna be a bit less forgiving o' your god talks with xoti. there were an early release bug which resulted in the possibility for a disloyal pallegina to leave your party after a single such pro-gods discussion. the bug were fixed, but am honest not knowing what is pallegina's current faith threshold. we got in the habit o' avoiding any vtc entanglements or god talk with pallegina in the party, which is a bit limiting. as for player character builds with a party most often composed o' aloth, eder, xoti and maia/serafen... *shrug* am personal seeming always to be playing priests, so our personal first choice involving cipher would be a cipher soul blade + priest o' berath. might sound like an odd combo, but unlike mages who have grimoires which they may switch out at any time to be getting access to potential every wizard spell in the game, priests are not so lucky. even with xoti as a pure priest, you will still likely need forgo a few nice priest spells. play a priest multi as a main character solves dilemma. xoti prefers passionate dialog responses, so berath's dispositions ain't ideal, but simple choose benevolent and godly options whenever possible and you will be fine. could play a cipher + priest o' eothas for ideal pairing with xoti, but the spiritual weapon for eothas is a flail, which while nice enough doesn't synergize as well with a soul blade cipher as does berath's great sword. is nothing wrong with going vanilla cipher. such a character can be built for melee as easily as ranged. early beta release deadfire ciphers had issues with gaining focus rapid enough to be useful casters, but such is no longer the case. ranged or melee is gonna build decent focus with almost any weapon or weapon combo. soul blades and soul blade multi-class ciphers will actual need be engaging in melee a significant portion o' the game to be getting the benefits o' the subclass. cipher + paladin is a fine melee option and you are even able to build such as a tank if you so desire. cipher + fighter is also a fantastic option with which you might also be taking advantage o' critical hit builds. our only caution 'bout soul blades is how the soul annihilation mechanic has a tendency to limit gameplay. is not an actual limitation as there is no reason a player need build focus and then exhaust with soul annihilation at the expense o' casting, but there is a tendency for soul blade players to do so. is too bad you do not like playing monks, 'cause in addition to vanilla monks, virtual all multiclass monks have nice options. as with poe1, deadfire monks is a powerful and versatile class which may tank or dps (or a bit o' both) with high effectiveness. armoured or unarmoured monk is equal viable. pillars monks is not relegated to fighting armourless and empty-handed. monks also got some significant variety o' gameplay from the available subclasses. along with chanters, we would suggest monks as being the most versatile deadfire class. as an aside, we wouldn't feel limited 'bout class choice based on your desired party config o' eder, aloth and xoti. other than going immortal tank with eder doing the same, you could play just 'bout anything and still achieve great party synergy. as we noted already, with a similar core party we typical play priest multis and priest characters. deadfire is flexible. HA! Good Fun!
  17. curious. we initial read as sloopy seconds. kinda funny the way we read it. HA! Good Fun!
  18. aside, but the ball and chain flail may never have been a real weapon. https://www.publicmedievalist.com/curious-case-weapon-didnt-exist/ ball and chain flails is likely similar to iron maidens as a staple in art but absent from reality. hinged pole weapon is a legit flail, but not what most people imagine when speaking o' crpg flail. HA! Good Fun!
  19. you have described our everyday for the last +15 years. HA! Good Fun!
  20. anime and lack o' rl experience has ruined folks. even if you have never used a sledgehammer in rl, you can no doubt find a +35lb kettlebell at any local gym. the deadfire morningstars have steel (presumable) heads which is enormous. compare in size to kettlebells or sledgehammers or whatever. pick up a deadfire morningstar sized kettlebell and swing it around a bit. then imagine how unwieldy such would be at the end o' a 3.5'-4' handle. am knowing the oversize thing for weapons is common in crpgs. developers has explained how particular with overhead pov such as deadfire uses, realistic sized weapons appear almost indistinguishable from similar sized weapons. warhammer looks like a mace or a club, particular once combat begins. is same reason women has chest swell in armours which would otherwise render gender differences indistinguishable. we get it. play a guy wielding a morningstar and you wanna see your character wielding a morningstar. play a female character, and you wanna see feminine. we mentioned morningstar size specific as one o' the credulity stretching staples which is common and accepted. is many deadfire weapons is sized wrong, and particular with overhead pov and camera pulled back, the size issues is largely unnoticed. morningstars is thus both wrong and internal consistent. everybody gots a different threshold for what is exceeding acceptable levels o' silliness or camp. apparently Gromnir draws line at comic book inspired claw weapons. others? HA! Good Fun!
  21. enthusiastic agreement. is the most impressive tv we has seen in a long time. the coen's signature banter is present in several stories, but we were floored by the taciturn meal ticket. all gold canyon were thematic a bit incongruous with the other stories, but even so, we found the enetriety to be well-acted, solid directed and impeccable filmed. bookend with streets o' laredo and the unfortunate rake were a nice musical touch. gonna watch this one a few times to see everything we missed. HA! Good Fun! ps includes the best james franco performance in... anything.
  22. yes, strangulation is a well known and common martial combat technique. men and women with unnaturally large and strong hands has been known to forgo a sword or spear in favor o' bare hands as they maneuver 'bout the battlefield waiting for the moment they can pounce on a bare-necked opponent and slowly squeeze the life outta 'em. insert eye-roll am knowing the current implementation has munchkiny appeal, but people is being funny. sure, is hundreds o' ridiculous things in deadfire and this is hardly a gamebreaker, but glowing wolverine claws as a stand-in for a garotte or strangulation is ridiculous on multiple levels. a defense based on anything other than rule o' kewl is silly. is wolverine inspired cestus summoned weapons as a stand-in combat weapon for strangulation anything other than eye-roll worthy? then again, the size o' the deadfire morningstars is similar comical. so yeah, is loads o' funreal (intentional spelling) stuff in deadfire and the wolverine claws might be just another example. fine. even so, am thinking sceptre makes a whole lot more sense. simple as that. sheesh. HA! Good Fun!
  23. y'know, the portrait didn't look all too much like paul rudd to us, and until we googled a few o' the responses at josh's twitter, we were as confused as shady. even so, the linked pic did make us recall a few o' the weird bg1 portraits with the unnatural facial expressions. so, nostalgic? HA! Good Fun!
  24. am aware. am repeating self. am only addressing the silliness o' the cestus/claws and suggesting more setting appropriate alternatives. is not as if we believed the modder were also an amateur animator who designed and implemented his wolverine/logan fantasy into the game... for kicks. boeroer may not have noticed, but Gromnir don't always agree with obsidian choices. (insert shocked face gif here if such would help) yes, is doubtful obsidian goes through effort to change, but am betting it would be relative simple to change cestus to sceptre. can hope somebody at obsidian had an eye-roll moment seeing current woedica spiritual weapon and chose to implement a minor fix before dlc release. unlikely, but so what? HA! Good Fun!
  25. have seen the odd, glowing, purple cestus/claws from the implemented priest o' woedica mod. bets on how much time before somebody makes a woedica contemplative named wolverine? however, our observation were regarding what weapons would fit the setting. given the weapon choices for other other gods, sceptre or sceptre +_______ is most consistent with the internal logic o' the game. HA! Good Fun!
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