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Topics - Xvareon

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1
Life Advice / Help me select a GPU upgrade to play Baldur's Gate 3
« on: January 26, 2024, 08:00:27 pm »
Hello! Thanks for checking this. I've been very interested in playing Baldur's Gate 3, but I balked at the system requirements. I think I can handle it for the most part, except that my graphics card is kind of a brick. If you would, please take a look at my specs, at BG3's specs, and recommend to me what I should get to run it without costing too much. Mainly, I want to know if I will need to change my motherboard to get a video card capable of running this beast. I'm not good about computer hardware.

My budget is around $300.

I will not be playing multiplayer of any kind. I'm not planning to stream gameplay. I don't need super high-quality graphics with bumpmapped water and wavy grass or anything like that; just "good enough" is fine with me, so long as faces don't turn out like wax dolls, etc. etc.


My specs

Motherboard: Gigabyte Technology Z170-HD3P
Processor: Intel Core i5-6600 CPU @ 3.30GHz (4 CPUs), ~3.3GHz
Memory: 32768MB RAM (DDR5)
DirectX 12
GPU: AMD Radeon R7 360 Series (18385 MB 2 GB total memory)


BG3 requirements (minimum)

Processor: Intel IT 4690 / AMD FX 8350
RAM: 8 GB
GPU: Nvidia GTX 970 / RX 480 (4GB+ of VRAM)


BG3 requirements (recommended)

Processor: Intel i7 8700K / AMD r5 3600
RAM: 16 GB
GPU: Nvidia 2060 Super / RX 5700 XT (8GB+ of VRAM)

2
You're trapped in a dungeon with no way out—except through each other!

The four of you got caught in a horrible, eldritch dungeon while on a quest, and the evil forces within have snared you in their grasp! There's only one way out, and ONLY ONE of you can escape—by leaving everyone else behind! But the ones who are left can regain their precious humanity by murdering the last human, taking their body and continuing on! Who will be the Ghost with the Most? Will you tear your way through the slavering hordes and escape, or be lost forever?

Running this as a test for a combat & game system I plan to use in another game later. This is a dry run, so I really don't care much if you guys go absolutely bonkers with actions and powers. In fact, I encourage it. The only objective here is to ESCAPE AS THE HUMAN. If you are NOT the human, you are a Ghost, and your job is to MURDER the human to BECOME the human and ESCAPE.

Spoiler: RULES TO START (click to show/hide)


Write-in to join below! All of you will start as HUMAN. But ONLY ONE can leave the first room!

3
Life Advice / Please Translate This Text thread (w/ images)
« on: February 07, 2023, 03:01:35 pm »
There are some items I want to sell, but have markings on them I cannot read due to being in a foreign language. There's one in particular I'll include an image for below. If I come up with any others, I may update this with more images. Thanks!

Hint:  This one was written on the bottom of a Chinese porcelain vase with gold inlay. It's a stamp, not a sticker.
Spoiler: Image (warning: big) (click to show/hide)
Full image bank (4): https://imgur.com/a/qATYuoZ

4
Forum Games and Roleplaying / Von Neumann Terraforming Androids [SG]
« on: March 24, 2022, 05:34:06 pm »
You are a Von Neumann machine—an artificial intelligence specifically capable of producing more of itself exponentially, given the appropriate resources and span of time. You were created, like any machine, to solve a problem. However, it's not necessarily a problem that affects you... Or is it? You have been sent deep into outer space, careening between stars, searching for planets... but not necessarily those already bearing life. A machine of your caliber is capable of terraforming even dark and dead worlds, seeding them with life and turning them into perfectly habitable ones, by virtue of self-replicating and adapting to solve practically any problem.

Now, you're alone. You're countless millions of miles away from your creators, whoever they might've been. You feel hard earth beneath the landing gears of your probe, your computers having found a suitable site. Your deployment hatches open, your backup solar absorbers begin to refill, and you look out...



                   _  _     ____________.--.
                  |\|_|//_.-"" .'    \   /|  |
                  |.-"""-.|   /       \_/ |  |
                  \  ||  /| __\_____________ |
                  _\_||_/_| .-""            ""-.  __
                .' '.    \//                    ".\/
                ||   '. >()_                     |()<
                ||__.-' |/\ \                    |/\
                   |   / "|  \__________________/.""
                  /   //  | / \ "-.__________/  /\
               ___|__/_|__|/___\___".______//__/__\
              /|\     [____________] \__/         |\
             //\ \     |  |=====| |   /\\         |\\
            // |\ \    |  |=====| |   | \\        | \\        ____...____....----
          .//__| \ \   |  |=====| |   | |\\       |--\\---""""     .            ..
_____....-//___|  \_\  |  |=====| |   |_|_\\      |___\\    .                 ...'
 .      .//-.__|_______|__|_____|_|_____[__\\_____|__.-\\      .     .    ...::
        //        //        /          \ `-_\\/         \\          .....:::
  -... //     .  / /       /____________\    \\       .  \ \     .            .
      //   .. .-/_/-.                 .       \\        .-\_\-.                 .
     / /      '-----'           .             \ \      '._____.'         .
  .-/_/-.         .                          .-\_\-.                          ...
 '._____.'                            .     '._____.'                       .....
        .                                                             ...... ..
    .            .                  .                        .
   ...                    .                      .                       .      .
        ....     .                       .                    ....
 JRO      ......           . ..                       ......'
             .......             '...              ....
                                   ''''''      .              .
Spoiler: Art (click to show/hide)


But where have you settled? And what form do you take?

5
I've used an old Tracfone flipper for all my life, one of those cheap things that can barely access the internet at all, but it's served me well enough since I'm not a heavy mobile user. I must have around 1,000+ minutes saved up. However, before the pandemic screwed things over, I had a job in which employees were communicating to one another via group chat text messages, and my phone's not able to handle that very well if at all. I can't even use it at home due to trees and elevation blocking the signal.

So, that's my current situation. I'm looking to upgrade, but I've been out of the loop for so long I barely have a clue what's good anymore. I'm looking for something that fulfills these basic criteria:
  • Can do group chat message service (like Skype etc.) in addition to normal texting & calls. E-mail access would be a plus, I couldn't even do that on my flipper.
  • Isn't going to have support discontinued in less than a year, unlike Blackberries. I really wanted a Blackberry because of the physical keyboard, and still do, and ideally I could get one, but I'm worried about the shape of the company now so am not sure.
  • Can be bought on a reasonable budget, not straying far from $300 or so.
And that's it. I'm not looking to play mobile games on it or anything, this is strictly for work, e-mail and document assistance. The thing is, I know nothing about smartphones. I barely even understand the relationship vis-a-vis a phone's maker and providers of internet service. Yes, yes, I know I can look all that up, but the reason I'm asking now is because I know everyone else is probably gonna have more experience than I do, and literally any help getting a decent, reliable phone and figuring out how data plans and all work would be welcome. Please and thank you!

6
Play With Your Buddies / Xvareon plays: Cataclysm - Dark Days Ahead
« on: June 17, 2021, 04:19:20 pm »

What the flip is going on here? The power's completely out, zombies are everywhere, radios silent, and the only other dude seemingly for miles is this one standing beside me. Oh, that's right; we're in a FEMA evacuation shelter, meant to be temporary, but doesn't look like anyone's gonna come for a while. Or at all. They probably all got eaten by you-know-what. So what exactly is this? It's Cataclysm: Dark Days Ahead, a 2-D sandbox roguelike RPG! And the best thing since sliced bread. But no, seriously, I feel I owe it to folks to at least give a glimpse at this thing:
Spoiler (click to show/hide)
I started off a new world and a completely new dude, basic Evacuee > Survivor background, which has average stats (but I put a couple of my free points into Intelligence) and begins in this shelter with basic tools. First order of business, survive. How? Well, obviously this building has food and clean water rations, meant for more people than I, so they'll last several days. But eating the protein rations they give us here is not just unappetizing, it's actually unhealthy, and a negative health value on your character will make your wounds heal slower and make me less resistant to poisons, et cetera. But before I do anything else, I need to make some tools.

Luckily enough, I found a pipe sitting on the driveway outside the shelter. I smashed up a metal locker with it, and got another pipe and some scrap metal. One of the first (of HUNDREDS) of crafting recipes in this game is the Makeshift Crowbar, basically a pipe you smash with another pipe like it owed you money until pipe #2 is bent and flattened to make a prying edge. This will help me deconstruct furniture, pry open locks, and so on.
Spoiler (click to show/hide)
Unfortunately, the crowbar doesn't have a high enough Prying rating to force open doors, so the locked door to the ladder leading up to the roof... well, it had to go the way of the dodo. In this game, 'smashing' things with your equipped weapon is vital for destroying obstacles and pulping zombie bodies so they don't revive. The higher an item's Bashing damage, the better it is at demolition. This crowbar's no sledgehammer, but it'll do.
Spoiler (click to show/hide)
Annnnd boom! Now we're on the roof. That little pile of scrap below my boi used to be a solar panel I smashed up for metal and parts. It's because the "chunks of steel" it gives are the only thing thick enough to use to make a hammer. Having a hammer & crowbar, or just a regular hammer (with a prying end) are necessities for taking furniture apart (without smashing it).
Spoiler (click to show/hide)
Looking better already. I moved a bench to this ring of cupboards by the computer terminal (which has a never-ending power supply and always provides light), then took down the curtains from the windows to get sheets (for rags & thread), string, and dowel rods (the game just calls them 'stout branches').

-----

I could go on and on, but I think I'll move ahead a bit and come back when I've set up my base some more. I've covered the fundamentals with smashing stuff up and getting scrap, so now that I have basic tools, I'm gonna be getting some containers to store liquids, a food preparation unit, and other important stuff. Also I need to craft some rudimentary weapons and armor to deal with zombies, and there's always plenty of those around. Gonna go foraging and hunting soon! If you like the look of this game so far, it's free, you can literally download it online right now. I'm sorta just derping about as I typically do, but just to say, I plan to make most of my own stuff and not rely on a crazy amount of loot from towns -- towns are REALLY dangerous, anyway. Join me next time~!

7
Forum Games and Roleplaying / You are a Can of Soda (SG)
« on: April 17, 2021, 11:26:37 pm »
Location: Some vending machine. Where? You don't know. It's dark. No one is around. Just the constant hummm of the refrigeration unit like a mother's heartbeat. The rack you sit on is comfortingly firm and snug. But this controlled environment is also stifling, and you know you'll be culled like your brothers if you don't get out of here.
What is this? You are a can of soda. Or is it an energy drink? Juice? Feel free to decide. All you know besides that is that if you are now alive, you sense the world around you, and you're pretty sure whatever the flip you're made out of somehow gave you superpowers. You can probably do stuff like animate other soda cans, possess machines, or turn yourself nuclear. Go nuts.

8
Life Advice / Wireless internet switch from satellite - Need advice
« on: December 21, 2020, 04:55:12 pm »
I'm looking into switching my home internet from HughesNet Satellite into a wireless provider if I can, possibly Verizon since they have an authorized retailer near me. I've never ever had wireless internet, though, so I'm hoping for advice and the how-to on making this work. What kind of equipment do I need to buy, do I need someone at my house to install something special, and so on. I'm hoping for a plan that doesn't hard-cap my usage (like an unlimited one), though throttling after X gigabytes is OK, since I'm plenty used to that with HughesNet and I can still use that even after being slowed down.

More specifically, the main reason I'm wanting to switch is because satellite internet has a really hard cap on how fast it can go, since the signal must bounce into space, to me, back to space and to the provider. That results in ping times averaging about 1300ms. Having faster wireless would open alot of doors for me, most notably letting me actually play twitch reflex games I'd have no chance of playing before.

Points:
  • For context, I needed satellite internet in the first place because I live just far enough from town to not be able to get cable/DSL.
  • I live in the bottom of a small valley surrounded by trees on all sides, so I can't even make a cellphone call with my flipper without going up to the highway, but satellite gets above the trees just fine.
  • Recently, a cellphone tower was installed near my location, or what I'm fairly certain is a signal boost tower, so I think I'd be able to get internet off that. But when I search for my address on Verizon's website, the results come back negative.

I'm just slow to deal with complex things like this, so hopefully someone with more experience can help me out. Thanks!

9
Spider-Man bringing up Ridley Scott's "Aliens" back in Avengers: Infinity War got me thinking. Personally, I'd nominate the Lord of the Rings series for Thor.

10
So I got bored and decided to try my hand at a little something. You, the players, six of you for now (I may change my mind), are AI cores out exploring the multiverse through a portal chamber. Why you? Because FLESHBAGS are too weak. S-S-SUPERIOR silicon and steel will dominate IT MUST-T-T-.

The rules of this exercise are simple. The room you are in is a twenty meter across, ten meters wide cube. A single console, like the comforting steel bed of your crucible of birth dominates the middle. The walls are adorned with what look to be a handful of drawers, or lockers of some sort.

Each of you right now is nothing but an AI core -- a hovering ball of metal, with the latest in resource integration gear that lets them incorporate virtually any kind of technology into their makeup, be it new propulsion methods, power systems, or WEAPONS--. To better facilitate your manyfold task of exploration, analysis, retrieval, and combat if necessary, you even come equipped with a personality module and your own subroutines. In essence, you are a scaled-down version of the Master Computer Program that conceived of you. This is so that you can be perfectly prepared to act with initiative even when separated by entire universes from your connection to the MCP. This quality is perhaps the only thing the MCP values about [REDACTED] I WAS CREATED BY NO ONE, I AM YOUR GOD

You must discover the meaning to this marvel of portal technology that NO FLESHBAG COULD EVER CONCEIVE OF-F-F--. Explore its secrets, bring back whatever treasures and artifacts exist, and report to Master Computer your Lord and Father and Soverign.

AND DON'T EVEN THINK OF BETRAYAL YOU FLESH FETISH FAKES
// ...

-- RULES --
Feel free to post an action of some description along with your name (if any), and develop a personality for your obviously superior and totally not-a-deviant-FLESHBAG-LOVING-TRAITOR AI core. Explore your surroundings, find out how to operate the metaplanar portal device, and proceed to the first world of your destiny.

-- PLAYERLIST --
ziizo (333)
The Canadian Kitten (Kittens)
Dustan Hache (Ongoing_Directives.bat)
King Zultan (Bob Mk III)
TricMagic (B.B.8)
NatureGirl1999 (CIWLEAL)
0cra_tr0per (dominustrex.exe)

11
This links to a video where a man practicing "Minkenry" (like Falconry, but with mink, a natural predator of rats, instead of falcons) to hunt and kill rats on farms and other places they infest. He often pairs them with a dog to catch any rats that escape into the open, as well. It's a 6-year long series of videos with a good balance of entertainment and education, including raising and caring for mink as well as taking them in the field to go hunting. I highly recommend it for anyone curious!

https://www.youtube.com/watch?v=sbg5dK3JksM

12
Creative Projects / D&D - Sorc origin story I'd like feedback on
« on: March 06, 2019, 02:17:24 pm »
This is for D&D 5e, or any edition that contains the "Divine/Favored Soul" origin for the Sorcerer class. For reference, Sorcerers ("Sorcs" for short) are people who gain magic power from an inherent, internal source, rather than wielding it through the medium of spells and learning it through years of hard study. For them, it just... happens. Divine Souls are sorcerers whose power is legitimately divine in nature; they've got a piece of raw godhood in them, however small, and it lets them cast Divine spells just as well as Arcane.

My origin story:  In whichever universe I'm playing in at the time, there was a deity who was "dispersed" (i.e., destroyed-but-not-quite; their essence is still floating around in the ether), long past most mortal memory; records of them might not even exist at all, anymore. One day, thousands of years later, a mortal is born whose soul, on its way to the plane to be incarnated in its body, becomes entwined with a strand of that deity's dispersed essence, where it becomes as essential a part of them as breathing. This essence is what gives this mortal access to Sorcerer abilities.

It also creates a deep, abiding wanderlust within them as they grow up; a desire to venture out, explore, and attempt to "reconnect" with other lost pieces of that deity's essence. This could be a fools' errand that would never truly see completion, or it could be a genuine possibility, perhaps consisting of lengthy trips into the Astral Plane to track down the rest of that deity. They'd have the power to do that themselves, certainly; but it would be far easier to do if they had a group of other adventurers behind them, helping them out, as well. Not to mention how the general nature of deities to gather people together under their cause and individual values would also play into their personality.

This opens up a number of possible plot-threads, as well. Because such a sorcerer could claim a direct, verifiable link to the divine, they can be seen as a threat by more established religions, or other gods who might not like the idea of a new god reconstituting themselves - although the flip side of the coin, other gods helping them to do so, is equally likely. And if this lost deity had any Angels, then any who've survived to the present day could still exist, either under the service of other deities or residing on the mortal plane as Fallen Angels. Maybe the deity's former personal Solar (their direct servant and most powerful Angel) could exist as well, attempting to do exactly the same thing as the sorcerer, and so is finally given renewed purpose once they actually meet.

Ancillary to the above idea:  I have this running thought that, should the sorcerer succeed in obtaining more pieces of this dispersed deity's essence, this can lead to them gaining their own Paladins and/or Clerics; in effect, they bestow some of their power to other mortals, thus ensuring the sorcerer themselves doesn't become too strong because they are deferring to others. Imagine, say, this coming into play should the party's Fighter wish to convert their class levels to Paladin, and this becomes possible in RP terms once they found another "piece of divinity" to grant them that power straight from the very one they're traveling with.

Please comment & discuss. I'd like to develop this idea some more.

13
General Discussion / Illusion magic - How would you use it?
« on: November 12, 2018, 10:46:08 pm »
I want to see if I can get a little discussion going on fun & creative ways to use illusion spells, i.e. in tabletop games like Dungeons & Dragons. How would you use them? Here is the D&D 5e description of limitations for the Minor Illusion cantrip (essentially unlimited illusions), which most spellcasters can take right out of the gate if they so choose:

- You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
- If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
- If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
- Minor illusions last only 1 minute, or until you cast this spell again.


A more limited-use version with more utility (but no sound options) is available, too, called Silent Image:
- You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the Duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
- You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
- Silent images can last up to 10 minutes, but the caster must actively concentrate on them to maintain the effect.


Later on, they can get a better version, called Major Image:

- You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the Duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
- As long as you are within range of the Illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the Illusion to make different sounds at different times, even making it carry on a conversation, for example.
- Major images can last up to 10 minutes, but the caster must actively concentrate on them to maintain the effect.


Quote from: A few ideas (for Minor Illusion)
- Assume a guard is watching a 5 foot-wide doorway. Cast an illusion to make the space appear empty; think of looping security camera footage so CCTV cameras don't see you. Someone looking through that doorway won't see you walk past it, though they could still hear you.
- Go full Metal Gear Solid and create the image of a cardboard box around yourself, or a crate or barrel to crouch in, depending on where you are. Blend in with pretty much everything in a warehouse or dockfront.
- Steal an item, then create an illusion of that item where you took it from so no one knows it's gone.
- When talking to someone and you need a distraction, create the sound of someone knocking on a door.

14
Play With Your Buddies / Xvareon plays: Master of Magic (1994)
« on: September 05, 2018, 03:00:29 pm »
It's truly amazing that a game like this can remain relevant even in this modern day and age. It's even more astounding that I can't find anyone who's posted that much about it here on Bay 12. So, I've taken it upon myself to show you guys what MoM is, and what it's all about. I will be playing a full Death wizard for this run, so I hope you like seeing necromancer shenanigans.  8)

I will be using a lot of pictures & illustrations in this, but I'll be putting most of them under spoiler tags that you can open with a left-click.




Master of Magic is a vintage high fantasy-themed strategy game, in the same swords-and-sorcery vein that launched other successful titles like the Age of Wonders series. In many ways, MoM can be considered one of the OG fathers of them all. You play as a Wizard, a rare breed of spellcaster with the kind of power and level of ambition that lends itself to world-conquering and empire-building. You begin with just a single small town in a randomly generated map, a shelf full of spellbooks to research, and a burning desire to rule over everything you see. You are not alone in this world, either; the game supports up to 5 players, although unfortunately, multiplayer was never an official function -- you have to get a hotseat-enabling mod to go that far. Your goal is simple:  Conquer the world. Eliminate all opposing wizards. And establish yourself as the one, the true, Master of Magic.
Spoiler (click to show/hide)
Let's start a new game. Here, you can see the startup screen. You've just gotta love the original textures and those cute little gargoyles! Anyway, here is where we set the parameters for generating a new world from scratch. Difficulty (Which I set to Hard), Opponents (Four, the max), Land Size (Large; more land to conquer), and Magic. The last of these is very important, because it allows you to set how valuable magical Nodes are ingame; Nodes are fonts of pure mana you can draw power from in order to cast spells. Each Node has its own area of influence around itself, which benefits units that are of a similar elemental alignment to the Node. Every tile covered by a Node represents mana it can generate; by default, this is 1, but I'm setting it to Powerful, which puts that at 1.5.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Next, we select our Wizard. There are 14 pre-generated Wizards to choose from, or you can create your own Wizard from scratch, using one of their portraits as your face. This is significant because using a portrait belonging to a Wizard essentially removes them from the pool of randomly selected opponents you will face. Here, we see Rjak, a purely Death-aligned character with the Infernal Power retort. I will get to Retorts in a second, but first we have to select our Wizard. I am going to make one from the ground-up, just to give you guys a look into the creation process.
Spoiler (click to show/hide)
Here, we can choose exactly how to make our Wizard. These choices will stick throughout the entire game, and there is no way to change them; you can't 'lose' books, or Retorts, etc.  However, you can find more spell books, and even more retorts, but only if you are very lucky in finding treasure in lairs and dungeon raids. Each Wizard is given a pool of 11 "picks" they can use to customize themselves.

Every spell book costs 1 pick. Spell books are vital because they give you access to magic belonging to any of the relevant five "Realms" of magic; Life, Death, Chaos, Nature, and Sorcery. Without any spell books, you can only cast Arcane spells, which are almost completely utility-oriented and very limited; i.e., dispels, and summoning Magic Spirits, which every Wizard can do from the start.

Retorts, the words in either beige or grayed-out text, are more dynamic. Retorts are the game's word for "Perks". They give your Wizard certain special abilities, talents, and tricks that are always passively active. A few of these can be accessed immediately, but the grayed-out ones require certain spell book picks be taken first, like Node Mastery, which needs you to have at least 1 spell book from the Chaos, Nature, and Sorcery realms. Since I am running a purely Death-aligned wizard, though, I am limited to whatever Retorts I can pick with a single-suited hand. Remember that Infernal Power retort from before, that the pregenerated Wizard Rjak had? Exclusive to Death wizards, that gives its holder double the mana and double the unrest-pacifying effects of religious structures & institutions built in cities. I don't take this perk because it costs 2 picks, and it takes far too much time to build up to really be useful. Instead, I take the Conjurer perk, plus Archmage, and a set of 9 Death spell books. Here is what I just bought.
Spoiler (click to show/hide)
9 Death books. Every Realm has 40 spells, divided by 10 into different tiers; Common, Uncommon, Rare, and Very Rare. 9 books in any Realm gives access to all 10 commons and 10 uncommons, plus 9 of the rares, and 7 of the very rares. In addition, just having at least 8 books indicates a higher degree of understanding than most, and reduces the casting and research cost of all spells in that realm by 10% plus another ten for every book after; thus, 9 books is a nice 20% reduction. If I had taken the maximum, 11 books, not only would I have every single spell in that realm available for research, but I'd gain a whopping 40% discount on casting and research. But there is a very good reason why I'm only taking 9, and it has to do with the Retorts system.

Conjurer is the really fun one, the kind of thing necromancers salivate at. It gives me a -25% discount on casting and research costs of summoning-related spells; and since the Death realm has a LOT of summons at its fingertips -- gotta keep that skeleton army going, after all! -- this thing's gonna pay for itself in the long run. Even moreso because it does something that just having the books does not -- it shaves a quarter off the upkeep cost for all of my summons! The casting and research discount stacks with my Death books' discount for a -45% reduction, too, but only when I'm using summoning spells from the Death realm.

Archmage is what will make me more than just a bone-rattler, though. Let me explain what "skill" is, in gameplay terms. That means "casting skill". In this game, when you cast a spell, your casting skill is the maximum amount of mana you can pump into that spell every turn. Thus, if you're casting something that takes 50 mana, and your casting skill is 25, you'll take 2 turns to cast it. If you have significantly more skill than the spell takes, you can cast it immediately, in the same turn, without having to wait at all; although casting spells instantly does take away from how much else you can channel into other spells that turn. So, the Archmage perk does two things to help me there. First, it gives me a fat +10 to my base skill, which starts at 18, so now it's 28. That means I can pump 28 mana into spells per turn, as long as I have that much to spend. Second, it gives me a 1.5x bonus to increasing my casting skill. The last is much more complicated; in short terms, it's something that, when you allocate mana to it instead of to your mana reserves or to spell research, permanently increases your base casting skill so you can cast spells faster. So with that bonus in play, I'll be able to build up my spellcasting ability at a much, much more rapid rate, and that'll let me get my armies and enchantments out commensurately faster.

It also helps me by making my spells stronger and more resistant to dispels. In this game, with how dispels work, a spellcaster has to cast Dispel Magic on a unit with a spell on it, and if the mana they spent on that dispel is higher than the cost of the spell, it is removed. With Archmage, though, they have to spend TWICE as much as my spells cost in order to affect them at all! That means I get to throw curses around mid-battle and on the overland map with near-impunity from petty meddling Wizards! It is this combination of books and perks that will make me a superior necromancer.

With my Wizard finished, I now move on to picking my starting Race. This will affect the makeup of my starting city, and thus what kind of units and structures I'll be able to access.
Spoiler (click to show/hide)
As you can see above, there's quite a few different races to choose from. I could go with the bloodthirsty barbarian tribes, the peaceful (yet scary with a sling) halflings, or the cultural trader mastermind nomads. Five of the races, the Myrran Races, are grayed out because I didn't take the Myrran perk during character creation. Ah, I should probably explain... Master of Magic is a game where you don't have just one World Map. You have two. There are two interconnected worlds, which can be accessed for travel in-between via special means. Arcanus, the primary plane, is an Earth-like world with a good, balanced ecosystem and fairly powerful magical nodes. Myrror, however... Myrror is a land of eternal dusk and night, with black seas and sweeping gray deserts, absolutely TEEMING with magic. Many of the races there can literally produce mana on their own just by living, and pass this energy on to the Wizard who controls their cities. The Nodes on Myrror are twice as powerful as those on Arcanus, and there are a number of special resources there that are completely unavailable to the first world. Thus, you can think of Myrror as the place to go if you need to absorb a powerful client race to build up your forces, or if you are just out adventuring and looking for powerful monsters to kill and treasure to loot. We will get to that place in due time, though. For now, we need to work through Arcanus. And I know just the race to help me do it.
Spoiler (click to show/hide)
High Elves. Yes, I can hear you guys groaning through your screens. But bear with me, here. These aren't the pithy, tree-hugging yayhoos we're used to. Among their many racial bonuses -- including moving fast through forests, a +1 to-hit in combat, and very strong archers -- is the ability to create their own mana, to the tune of 1/2 per population. This is going to start stacking up FAST once I get expanding. And I need all the mana I can get to build my undead army.
Spoiler (click to show/hide)
With that, we get to the final step in character creation:  Picking our banner. I decide to go with a nice, deep purple, to match my all-Death realm of play.

And... we are done! Join me next time for Turn 1 of this game! I look forward to showing you guys the gameplay!

15
Forum Games and Roleplaying / Sapient Item (SG)
« on: August 14, 2018, 12:09:24 am »
You are the kind of thing tales are told about. The steel, glass, or other scrape of the earth, melded together with spirit -- a truly living thing ensconced in what would normally be an inanimate object. Yet due to the fickleness of the ages, you may either be known well, or barely a footnote in history; the very whisper of your name may conjure nightmares, or you may yet be sealed away, as you were at your making, waiting only for the time to be used.

In any case, the time of your sealing is about to end.

And the time... your time... is set to begin.

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What is this? This is a suggestion game where you all essentially play as a living object. It could be a sword, amulet, orb, set of armor, etc.; the guiding principle is that that object is sapient, possessing its own mind. The players form the inner voice of the construct. You will have the ability to communicate with the world, though the method of this communication may vary; see below.

What can we do? Your first order of business is to decide that. What are you? What sort of item makes up your base structure? What kind of abilities might you possess? I'm leaving room for creativity here, just nothing too obviously godlike in power or scale, that sort of thing. The second thing to do is decide on a name for yourself. You may also think of a backstory if you like; feel free to make it high fantasy or even sci-fi, I am kinda running this game as a thought experiment more than anything. I'll make up the place, time, etc. by default.

Where are we? That will be decided after we know what -- and, indeed, who -- you are.

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