Talk:Scouting of the Games

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Ring of the Earth Masters

Did you really give this item out Jono? Im I reading ths correctly, free ranking of general spells for 13 months?


Ring of Earth Masters

Ring of the Earth Masters
WGT: 0.1 Oz Value: 12,500 sp
This normal looking silver ring is very magical.
In the hands of an Earth Mage, it is very powerful. Once triggered it provides 35MA from the spirits of the earth for the purposes of ranking for 13 months and then stop giving the MA to the user of the ring. The MA will count above normal maximum for calculating MA discount on general knowledge spell Exp discount but the MA will not help in any other ways.
The ring will also add one rank to general knowledge spells for earth mages while worn up to a maximum of rank 22 but not above (yes 22).
Number of Charges: 1 (one charge only).
GM: Jono Bean (ph 828 2959)
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Power
Magically Trapped/warded/cursed: No


Good spotting. My maths may be shonky but that would be two spells to 20 and two to 18. Seems a little overboard.

Mandos 06:38, 2 May 2006 (NZST)

Yes, I did give this out.

--Jono Bean 07:15, 2 May 2006 (NZST)

Nothing like a quick 100,000ep bonus to speed up development :-)

Mandos 07:54, 2 May 2006 (NZST)

Yes, but I think it is more like a tax of 13 months on time, rather than bonus Exp. :-)

--Jono Bean 08:33, 2 May 2006 (NZST)

I am puzzled how it is a tax? I mean it stops someone playing for a year but gives them the EP as if they had been playing.

I mean if you want to stop someone playing DQ for a year there are easier ways to do it :0-)

Mandos 08:53, 2 May 2006 (NZST)

Its not stopping them playing as such, but its more that they may well spend 13 months ranking Earth GK spells which GMs do not often provide an arena to use. They are after all the Earth GK spells, which at best are minor. They still have to spend the time, which they could I guess for character reasons, but given that the three earth mages I looked at before doing this did not have any noticable ranks in earth GK spells, it seems as if it is a minor effect.

--Jono Bean 08:58, 2 May 2006 (NZST)

Good point, I took a look at the generals, they are pretty naff :)

Mandos 09:12, 2 May 2006 (NZST)

I went through a similar process - OMG this is sooo loose!, Oh it's ok it's Earth General Knowledge.

The most useful spell to rank with it is probably Earth Special Counter (and it's the highest EM spell in EGK).

Or you could rank Lesser Enchantment to 20 and put the guild Earth Mages out of the Lesser business! You could sell it to every guild member that doesn't have a permanent Lesser for 1,000sp each and become stinking rich! Like at least 7,000sp! Then the guild would be totally dependent on you to get their lessers replaced when they die! Move over Logan, the guild has a new owner!!

Or you could rank Tracking and get +50% on tracking outside! Or rank Herbal Lore and get +52% on finding herbs! (has anyone ever rolled against this BC?) Or wait, you could converse with animals for 63 hours without recasting! Who's the Earth God Now!!

It's cool and funky, I'd take it so I could have Rk 21 spells. Not for any gaming reason, just bragging rights.

Stephen 09:50, 2 May 2006 (NZST)

Its loose but less loose than most people would think.
--Jono Bean 11:44, 2 May 2006 (NZST)

Im very surprised that this item is deemed acceptable by people. However as it is let the owner know that Im willing to pay them 60,000sp for the ring.


Greater Werewolf Ring

WGT: ¼ lb, Value: 2,500sp
This small sliver & black ring with silver stars on the top is cursed to shape changers. Once put on it will not be able to be removed without a remove curse MA 3. This ring is a powerful item that was made a long time ago by Bloghic, a powerful Goblin/Shape Changer Wizard and Shaper. The ring is cursed to change any Shape Changers Wolf into a Greater Werewolf. As a Greater Werewolf the shape changer will gain the following benefits as well as the normal race abilities of 1 to 11 as per character generation.

12. A shape changer’s natural armour is increased to 3 points, but this does not stack with any worn armour.
13. A shape changer’s natural attacks (claw, bite etc) are considered magical in nature.
14. A shape changer is able to act (without going unconscious) to negative ½ Endurance but beyond
negative ½ Endurance they will suddenly die. This damage can be healed back normally.
15. Grow to almost twice the size (gaining 50% to base PS, EN and FT, and +2 TMR) and become a two hex creature (capable of trample attacks).
16. The ability to stand upright (even if hunched over).
17. Gain opposable digits, which will allow the use of tools.
18. As unarmed (based off PS 15): they get a claw, claw, and bite.

  • Claws (SC 60 +ranks to 10) doing D+2 damage.
  • Bite (SC 55 +ranks to 10) doing D+4 damage.

19. In un-armed close or melee combat:

  • if you land an EN blow (or better) with the first hand attack, then
  • the second hand gains –10 on the SC dice roll, and if you land both hands (second blow can be a Ft blow)
  • you gain a powerful free bite attack for free at double your current Bite damage

GM: Jono Bean (ph 828 2959)
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Transformation
Magically Trapped/warded/cursed: Yes

I see this as a much looser item. --Jono Bean 11:50, 2 May 2006 (NZST)

I thought it was pretty tough, but lets be honest shapechangers suck, and anything that gives someone a reason to keep playing their character is good. It also doesn't do that much, other than let then use weapons and better unarmed stuff. The trample is pretty cool, but the stuff here doesn't give out free EP and isn't much worse than many other characters have.

Mandos 13:06, 2 May 2006 (NZST)

The Duck

Also no comment on Oscar the Guard Duck?
--Jono Bean 11:52, 2 May 2006 (NZST)

The duck is cute, I like the feeding cost. :-)

Mandos 13:06, 2 May 2006 (NZST)