egoo
Totally Not Creating Problems Where None Existed
- Location
- Russia
I'm pretty sure we used up the energy when going to SOthoryos, and DP had it keep but dregs of it..?
Regardless, it doesn't really matter.
I'm pretty sure we used up the energy when going to SOthoryos, and DP had it keep but dregs of it..?
Eh, Valyrians apparently sacrificed HD in tens of thousands for the bigger rituals.You know, is there any evil overlord that manages to get so many sacrifices done like we manage?
Because burning hundreds of CL and HD worth of sacrifices should be a rare occurance, not something we can do by digging in our old pile.
To be fair, we've collected a lot of this stuff over the past couple years. This sacrifice represents a lot of loot we've taken from dozens of high level enemies and hundreds of mid-level ones. It's not really something we can do all that often, though I have high hopes that our raid on the City of Brass will net us a whole lot of loot.You know, is there any evil overlord that manages to get so many sacrifices done like we manage?
Because burning hundreds of CL and HD worth of sacrifices should be a rare occurance, not something we can do by digging in our old pile.
To be fair, we've collected a lot of this stuff over the past couple years. This sacrifice represents a lot of loot we've taken from dozens of high level enemies and hundreds of mid-level ones. It's not really something we can do all that often, though I have high hopes that our raid on the City of Brass will net us a whole lot of loot.
There will also be a lot of non-magical explosives and IEDs, immense clouds of Sleep-Smoke, and flood-like bursts of Liquid Ice.With half the plans we have in the works for CoB the looting itself is going to be an expedition akin to Valyrian ruins in some districts.
That's what happens when you Pompeii a fire based metropolis with brown mould and earthquakes as an opening salvo.
The raid where we are aiming to destroy the Living Brass Forge won't likely result in the fall of the City of Brass, but it will be its death knell, I hope.I still hope we get to drop off the Ice Heart at the centre of high-borne Efreeti popjlation, the guys that actively support their ruler - and Fimbulwinter them all.
All while dropping off Liquid Ice from supersonic-going Wyverns.
And hell, with Maelor's shop we probably can pull it off, too!
Edit: oh wait, were you guys not talking about the "final" storming of the place?
We can't manage 16 per month. Right now we're working on 8 this month, which is manageable, but pushing it. We'll have full use of our new crafters next month, so that will increase somewhat, but I wouldn't try to go past 10 or 12. We have a lot of other stuff to work on, including the 2 Moonchasers, more Heralds, etc.@Goldfish Speaking of grand plans of assaults on planar metropolises, next turn we should start making as many Wyverns as we train pilots for. So 16. Just, the more I think about it, it's one of our greatest force multipliers at the moment for mass combat. And if we can complete both Engineering additions courses next month, I'm sincerely considering continuing the trend of building two Moonchasers every two months. Though I'm not sure how much flex our capacity gives us. I'm assuming enough for that and everything else we'd want, considering we didn't get multiple weeks of crafting days out of all our various new hires.
They're not assigned anywhere specifically yet. As of right now, they're just hanging out in SD.@Goldfish Also, where did we assign our last order of Glass Golems? Inquisition?
???
He was under the effects of Arcane Spellsurge at the time, which DP has been allowing to affect Wild Arcana duplicated spells as if they were regular spells for the whole time we've had it available.
Using non-errata'd. Because the errata'd version isn't even official.Wild Arcana (Su)
(See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Did we? Where did the Alchemists come from? I think we only got 2 Hedge Mages?Oh also, @Goldfish, we gained some Level 5 Alchemists (and I think some Hedge Mages?) this month. How many/what kind of Alchemy factories are we opening by next month?
Did we? Where did the Alchemists come from? I think we only got 2 Hedge Mages?
Here's what we currently have;
I don't think we need more weaponized Alchemy for the moment. We're more bottlenecked by delivery systems than we are components. Maybe an Antitoxin facility next?
- Facility #1: Alchemist's Fire (2,700 per month, Not For Sale)
- Facility #2: Liquid Ice (2,250 per month, Not For Sale)
- Facility #3: Sleep-Smoke (3,600 per month, Not For Sale) - Half Production Run/Retooling to Produce Healy Myrrh - Begins Production in 12th month
- Facility #4: Healing Salve (2,160 per month, Not For Sale)
- Facility #5: Healing Salve (2,160 per month)
- Facility #6: Allnight (960 per month)
- Facility #7: Alchemist's Kindness (72,000 per month)
- Facility #8: Night Tea (720,000 per month)
- Facility #9: Antiplague (1,800 per month, Not For Sale)
- Facility #10: Vermin Repellent (14,400 per month, Not For Sale)
- Facility #11: Explosive Packs (450 per month, Not For Sale)
- Facility #12: Explosive Packs (450 per month, Not For Sale)
- Facility #13: Explosive Packs (450 per month, Not For Sale)
- Facility #14: Explosive Packs (450 per month, Not For Sale)
- Facility #15: Explosive Packs (450 per month, Not For Sale)
- Facility #16: Explosive Packs (450 per month, Not For Sale)
- Facility #17: Liquid Ice (450 per month, Not For Sale) - Begins Production in 12th month
- Facility #18: Auran Masks (450 per month, Not For Sale) - Begins Production in 12th month
- Facility #19: Fungal Stun Vials (450 per month, Not For Sale) - Begins Production in 12th month