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File: swamp village.jpg (1.13 MB, 1680x1050)
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You were drawn to Tarnished Glory Online by its premise: perpetual, unrestricted conflict between players when one side - the subscription players - would be the "good guys," the heroes: the Champions, while the other - the free to play accounts - would fulfill the role traditionally occupied by the "E" of the PvE equation: the monsters. This alone promised an experience on a whole different level from the typical fare of theme part VRMMOs, where PvP was treated as a side distraction, at best.

Getting stuck in the body of a kobold, one of the weakest races on the monster side, made things challenging, to say the least. Every encounter with a Champion so far had been a harrowing affair of desperate fights and close calls as you struggled to keep the three named NPC members of your warband alive - especially as you found out that they are considered a priority target for the Champion players due to the unique loot they drop. This information, incidentally, came to you from a Champion who, surprisingly, wasn't immediately hostile: one Jimmy the Furious, a self-confessed opportunist who expressed interest in establishing a partnership with you: a way for both of you to obtain goods, services, or information that, for one reason or another, one side or the other struggles with due their nature.

You agreed - tentatively.

You then hurried to the instance to continue what you realized was a largely unexplored and unknown storyline. However, along the way, you had the misfortune of running into a Champion mage and made the unfortunate decision to defend yourself by stealing her staff. This drew the ire of her... brother? Boyfriend? Significant other? - Roderick Cinderfrost, who took what you consider a vastly disproportional response to your actions, declaring you the target of an Oathsworn Hunt - a game mechanic allowing him to track you and follow you anywhere -including inside instances.

Which meant that, as you made your way through an atmospheric mission with fairly interesting mechanics, most of your sense of immersion and the ability to appreciate the storyline was negatively impacted by the need to outpace a Champion constantly breathing down your neck.

You'd probably complain less if you actually kept the staff. But, as it was the other player's Bound Item, you couldn't even hold it in your hands without incurring rapid fatigue buildup. So you threw it away.

But it is what it is, and right now you're in sight of your objective: the Corrupted Tribe Heart that has turned the local kobold population into Soulless - unthinking, unresponsive zombies. And the last obstacle between you and it is the Hidden King Soulkeeper - a large naga mage that promises to be a tough, if not outright lethal fight.

Quest Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Solo+Experience+Quest
Somewhat incomplete character/status sheet: https://pastebin.com/kPv7KCWx

>(cont.)
>>
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"We'll poison him." you decide, turning toward Banished. "Which way to the shaman's house?"

Ironically enough, in this particular scenario, poison seems like the most straightforward of the available options. And, as an aside, the one most likely lead to loot - both from the shaman's house and from the Soulkeeper's intact, unburned corpse.

Which, according to game logic, also makes it the most difficult option - or at least the most inherently risky one. Poison or no, you're still going to be fighting a giant snake that could easily crush you with just its sheer weight.

You'll need a plan beyond "stab it, but with poison" is what you're saying.

But for now you focus on following Banished's directions as you once again guide the warband through the village and the Brute patrols. Which goes far too slowly for your liking, due to once again being forced to split your kobolds into two groups to ensure they can fit into hiding places along the route.

Having to repeat each section of the route twice is tedious and more than a little irritating, and you have to wonder how anyone could've considered this good quest design - then you recall the patch notes from the update soon after you started playing mentioning something about increasing the default size of kobold warbands.

Is that the issue? The quest being designed on the assumption that it would just be you and the three Muckrakers in the instance? It would certainly explain why the other three kobolds have been such non-entities. They follow orders well enough, but haven't really said anything aside from brief acknowledgements and you've yet to see them react to anything that's been going on.

All things that deserve further consideration - when you have the luxury of time.

>(cont.)
>>
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Nevertheless, you make the trip through the village without much actual issue and, by the end of it, you even start feeling confident enough to guide two groups at once by using the delayed order function of the Gesture Command Interface. Only across very short distances, while stressing out, and quietly cursing the lack of a minimap - which remains a locked function - but the important part is that you manage it without screwing up.

As it turns out, the shaman's house is one of those built up in a tree, though the destruction wrought upon the village has rendered it completely isolated from the largely ruined network of rope bridges above - which explains the need to approach from the ground. Whereas game logic explains the otherwise inexplicable presence of two Misshapen Brute Overseers right under said tree.

Well, to give the devs their due, there are also half a dozen or so Soulless, currently making rounds between a ground level building and a Brute-sized hand cart, loading it with various bundles and sacks carried from inside. A warehouse of some sort?

"Defilers," Targun hisses beside you as you watch from hiding. "Kill Tribe. Enslave Tribe. Now, steal from Tribe. Should kill them," then he looks at you. "Can kill them? Chief?"

"Not why we're here," Banished mutters on the other side of you. "Fighting now risky, ey? Can just go around - climb tree from other side."

You consider the situation. While it's true a fight would be riskier, it would also be a lot faster than more sneaking. And you'd likely get some loot out of the cart. With your numbers and with the amount of high ground available, you're fairly certain that winning the engagement wouldn't be difficult. The only real problem would be the alarm horn that one of the Brutes carries, as you'd rather not have to fight the whole garrison.

"Why Hidden Kings need Muckraker stuff anyway?" Koriat wonders quietly as you think. "Is just kobold weapons - too small for Misshapen."

>No distractions - go around and climb the tree.
>You'll be damned if you pass up on loot again. Fight the Brutes
>There is a lot less fog in the village than there was out in the bog. But maybe you could at least have the NPCs pretend to be Soulless again and steal at least some of the supplies.
>Other
>>
>>3583251
>No distractions - go around and climb the tree.
>>
>>3583251
>>You'll be damned if you pass up on loot again. Fight the Brutes

Kill the one with the horn first.
>>
>>3583251
>You'll be damned if you pass up on loot again. Fight the Brutes
We can't actually beat the boss with a near level 1 party.

>Archers climb up the building for plunging bonus
>Order Banished to steal the alarm horn with climbing and cutting
>Can we use the steel skinning knife as an offhand weapon? Harvesting or no, it's still good steel.

This assumes that climbing up isn't going to alert anyone, and that we can't just give everyone spears and spear wall spam.
>>
>>3583278
>Fight the brutes

Focus horn one hard. Keep the important kobolds out of harms way.
>>
>>3583251
>You'll be damned if you pass up on loot again. Fight the Brutes

>Prioritize getting their horns from them so they can't call for backup.
>Try to keep our important guys from danger

I think this seems reasonable.
>>
>>3583278
+1
>>
>>3583251
>You'll be damned if you pass up on loot again. Fight the Brutes
>>
>>3583251
They might be taking the rare ingredients we need, better to face them now then to try track them down later. Also no direct combat, we saw just one of them knocking a champion around, they'll squish a kobold. Have everyone who can try and shoot an arrow at that horn to damage it or make it useless.
>>
>>3583278
Good strategy, but I propose we spear wall with all our spearbolds and have archer cover with plunging bonus instead of using the skinning knife, which we might have given to Banished anyway.
>>
>>3583251
You'll be damned if you pass up on loot again. Fight the Brutes.
Have one of the npc pretend to souless to get close to get rid of thr horn and then every one eils jumps in
>>
>>3583251
>>No distractions - go around and climb the tree.
>>
>>3583251
>No distractions - go around and climb the tree.
>>
>>3583251
>No distractions - go around and climb the tree.
>>
>>3583260
>>3584091
>>3584162
>>3585347
Circumvent.

>>3583264
>>3583278
>>3583278
>>3583293
>>3583326
>>3583677
>>3583682
>>3583771
>>3583932
>>3584086
Kill them and take their stuff.
>>
>>3585534
Give it to me
>>
>>3585534
Crush, kill, destroy!
>>
>>3585534
you ok op?
>>
>>3585534
well then, rip to another good quest
>>
>>3592868
You serious? It's only been two days. OP probably just had stuff suddenly come up in real life that they had to deal with.

Jesus, it's like you guys need to be reassured constantly that the world isn't ending or you'll go insane and strap kitchenwear to your body and go on a riot.
>>
>>3593014
>needing an excuse to strap kitchenware to your body and riot
>>
I want to point out we can use the poison on the boss then lure the boss to the pit or create molotov cocktails to set it on fire as well before fighting it properly. Preferably we poison the boss AFTER we get him to the pit. Thereby making it much harder for him to escape it.
>>
>>3593014
Yeah, stuff came up. Sorry guys, but this is turning out to be a terrible month for QMing for me. I'll probably have some time to post an update either much later today or tomorrow.
>>
>>3593138
Yeah sounds a bit hard to do that if its on fire. The fire might destroy the poison on the arrow, for example, and banished might die climbing a burning boss
>>
Well we are going to attempt to kill these two guys and take the shamans supply. I'm positive we'll find SOMETHING we can use for the big boss.
>>
>>3593201
sorry for doubting
>>
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You've just about had it up to here with passing up on loot - but that doesn't mean you're about to simply rush the Brutes. Not with the image of Roderick tumbling through the bog still fresh in your mind. There is no way you or anyone in your warband can hope to survive that kind of hit.

Though, truth be told, there aren't many things you can survive taking a hit from period.

Luckily, the area the Brutes are in seems (and likely is) tailor-made for staging a surprise attack. The warehouse itself is too small in comparison to the creatures to provide much of a height advantage, but there is a series of tiered houses built up against the trunk of the tree that you send your archers to climb to from behind. You also notice several small, narrow approaches through ditches and between buildings or vegetation leading into the warehouse's courtyard - and deploy Targun and the other two spear wielders accordingly.

The plan is simple: have the archers kill the Brute with the horn with carefully aimed shots to the head, taking full advantage of the element of surprise. Then you aggro and distract the other one while the spear kobolds come up from behind and use the Spear Wall buff to cripple its legs and then stab it to death once it's down.

But it's also, ultimately, a risky one. And while there's risk associated with any fight, the memory of your nighttime encounter on the river and of how quickly a simple plan can go wrong makes you wary of ending the preparations there. Which is why you next turned to Banished: the only kobold still without assignment.

"Banished, would you be able to pose as... if you were to join that..." you rub the back of your head in frustration. You're fairly sure the quest's scripting should support this, given how things worked out in the bog. The issue is that you're fairly sure you're trying for something nonstandard and you're struggling with how to phrase your requests in a way the AI will understand. "Are you able to copy the actions of that Soulless?" you ask finally.

The NPC looks the way you're pointing for a long moment before turning to look at you.

"Yes," he answers simply.

"Are you able to grab that Brute's alarm horn?"

An even longer pause, followed by:

"Yes."

Neat.

From there, it's just a matter of setting up a few waypoints and command triggers through the GCI. And taking up your own ambush position.

Things start off fairly well. You order Banished to join the Soulless during the brief window when both Brutes are distracted, and the kobold seamlessly integrates himself with the Soulless listlessly making their rounds between the cart and the warehouse. You let him make a couple of trips, both to make certain that the ruse is working, and to make sure you have a handle on the time and distance involved. Then, as he exits the warehouse for the third time, you order the archers to begin taking aim.

>(cont.)
>>
The pace adopted by Banished as part of whatever script is handling him right now makes it unlikely that he'll be at the place at the perfect moment when neither Brute is looking in his direction. So instead you send out the next order when he's at his closest to the Overseer with the horn, counting on the transition from idle, to alert, to hostile status to last long enough to provide you enough time.

Granted, a real person likely would've handled the transition better than simply dropping the bundle he was carrying and breaking into a dead run. But you can't have everything.

In the moment when both Brutes freeze in place, entering their "surprised" animation, you order the archers to shoot. But as you yourself leap cover and begin running, is when things start going wrong.

Perhaps you misremembered how long it took the Overseer in the Bog to react to Roderick's appearance. Or perhaps the "surprise" duration is randomized to some degree. Either way, the Brute reaches for his horn just as Banished's hands are closing around it. Given the size and weight difference between the two, there is no question as to who will win a tug of war.

"Shit!" you exhale, accelerating to a sprint as two arrows strike the Overseer, one glancing off his forehead, the other sinking into the side of his neck - non-lethally.

But, as the creature lifts the horn, still intent on sounding the alarm, Banished, for some reason, does not let go and is lifted clean off the ground, holding on even as the Brute shakes its hand vigorously, attempting to throw him off.

You're almost within melee distance - though still unsure whether a spear or dagger will be the better choice there. Your spear warriors - called forth by a belated order, are only starting to approach. And the second Brute is now hefting his weapon, eyes - for now - focused on Banished.

It's a clusterfuck, is what you're saying.

>Dealing with the Overseer with the horn (and helping Banished) takes priority. Order the spearmen to distract the other Brute in the meantime
>Dealing with the Brute about to start swinging its mace around takes priority. Hopefully Banished can hold out a bit longer
>Other
>>
>>3599219
>Order Banished to attack the Brute's mouth instead
>Dealing with the Brute about to start swinging its mace around takes priority. Hopefully Banished can hold out a bit longer
>>
>>3599219
>Helping Banished takes priority
>>
>>3599219
Dealing with the Overseer with the horn (and helping Banished) takes priority. Order the spearmen to distract the other Brute in the meantime.
Could we shoot thr horn with a bow or thow a rock to stop him blowing it?
Have banshed let go and run though the Overseer legs hopefully the other brute would hit the Overseer.
>>
>>3599219
>>Dealing with the Overseer with the horn (and helping Banished) takes priority. Order the spearmen to distract the other Brute in the meantime
>>
>>3599219
>Dealing with the Overseer with the horn (and helping Banished) takes priority. Order the spearmen to distract the other Brute in the meantime
And now my watch begins
>>
>>3599219
>Dealing with the Overseer with the horn (and helping Banished) takes priority. Order the spearmen to distract the other Brute in the meantime

Horn takes priority, banished second, our non-blue boi's last.
>>
>>3599219
>Dealing with the Overseer with the horn (and helping Banished) takes priority. Order the spearmen to distract the other Brute in the meantime
We don't need attention from the other Brutes, or Rory.
>>
>>3600501
Non blue boys are meat shields
>>
>>3600552
Rory always knows where we are from that hunt bullshit he put on us.
His just taking his sweet time killing npcs so we need to hurry up and finsh this quest and qtfo
>>
>>3599219
>Dealing with the Overseer with the horn (and helping Banished) takes priority. Order the spearmen to distract the other Brute in the meantime
>>
>>3599228
Banished can handle himself

>>3599273
>>3599275
>>3599407
>>3600395
>>3600501
>>3600552
>>3600818
Take out the guy with the horn first
>>
>>3601697
Whwn will you love me back?
>>
>>3601697
Did you die
>>
Everyone needs to chill, Op obviously has shit he's busy with, op'll post when op wants to post.
>>
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It's obvious what your priorities are: prevent escalation. And keep the named NPCs alive.

"Banished, let go!" you yell, while also gesturing an order for the spearmen to engage the other Brute.

The exiled Muckraker obeys - and is flung away by the Overseer's flailing just moments before the other enemy's mace passes through the space he just occupied. Unfortunately, the weapon also completely misses the Overseer, who once again raises the horn to its lips.

Which then once again dips - this time under your weight, as you leap into the air, latching onto it with one hand, the other drawing your dagger as the leftover momentum swings you up and you twist your lower body to brace your leg against the underside of the creature's forearm.

Granting you the leverage to forcefully drive your dagger's blade into the joint of the Brute's thumb.

You already knew that TGO's body modeling is fairly detailed, but the feel of the joint simply coming apart as you twist the blade is still... disquietingly visceral. Enough so that when the Brute roars in pain, dropping the horn - and you with it - you're halfway to the ground before you remember to do anything to soften the landing.

You hit the ground with an awkward half-roll, scrambling to your feet as you keep your grip on the horn, turning the motion into a windup to a throw, sending the item... well, out of immediate reach at least.

Then you keep moving, skipping out of the Overseer's reach as you take stock of the situation. The other Brute, who originally stayed aggroed on Banished, is now engaged by your spear kobolds, stabbing at its legs and avoiding mace swings. Banished himself is also back on his feet and cautiously approaching the Overseer, who, in turn, is now aggroed on you.

You reassign the archers to attack the Brute fighting the spearmen, while you focus on holding the Overseer's aggro, maneuvering to make it easier for Banished to attack from behind.

The Overseer makes no attempt to retrieve the horn. And with it no longer a factor, the encounter becomes a regular fight - a battle of attrition as you and your warband slowly wear down the larger opponents through accumulated damage and bloodloss while dodging the swings of their massive weapons.

Unfortunately, this is where your newest recruits' lack of skill shows. While your attention is occupied with your own target, one of the unnamed spear kobolds overextends and runs out of stamina - resulting in the same loss of mobility you yourself experienced during your fight with Leggy Lass.

By the time you notice this, it's too late to reach. The Brute's mace hammers him into the ground with a sickening crunch.

His name immediately disappears from the warband window.

>(cont.)
>>
The Overseer is the first of the enemies to go down: Banished scales its back, stabbing it around the head and neck, then leaps clear on your order as the creature makes a grab for him. Then it's your turn to repeat the maneuver as it turns away from you. Except that you cap off your own attack by yanking out the arrow stuck in its neck, widening the wound and causing blood to spill out with renewed vigor - it collapses quickly after that.

By then, the other Brute is also bleeding from multiple stab wounds and has several arrows bristling from the unarmored portions of its body. Once you and Banished join the rest of the warband, it is also brought down in short order.

The fight is won.

There are no injuries or bleeding wounds to deal. And, other than the single casualty, who is far beyond help, the only tangible cost of this fight was the accumulation of fatigue. Which, between the combat and the earlier march through the bog, now hovers around 25% for the named NPCs and 35% for yourself and the "meatshields." Your Cohesion also took a hit, you think, but it wasn't enough to downgrade it to the level below "Decent".

All in all, given the size and strength of your enemies, you could call it a successful engagement by any reasonable metric.

But you're still down one warband member. And a brief browse through the warband options tells you that the recruitment option cannot be used inside this instance. Which means a small, but significant reduction to the band's overall damage output and armor penetration bonus for any eventual encounter against Roderick.

"Is kobold's lot," Targun says unexpectedly and you look up at him from the corpse. "Kobold fights, kobold dies. But Tribe survives. Kobold not important. Tribe important." then, after a small pause. "Chief important."

Huh. Wonder what prompted that. Your gaze lingering on the body? Or just the fact that this was the first death in your warband? A gentle reminder from the devs to avoid assigning undue importance to the NPCs. Something you've encountered in a number of games - a result of the, at times... excessive anthropomorphisation brought on by the advent of immersive VR gaming.

"Yeah, I understand," you sigh. And you move on to the looting.

>(cont.)
>>
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Which becomes another tutorial. Because, as it turns out, the game won't simply let you have a cart and warehouse full of weaponry and armor. Instead, you're taken to the Looting menu - a subset of the Raid menu - where, as a tooltip explains it, you're given an allotment of points to spend on items representing the "useful" portion of the haul. With this particular loot being treated as "military supplies" - discounting the cost of purchasing weapons and armor, while heavily marking up every other category, which includes things like alchemical, construction, and various crafting supplies. There is also an "augments" tab, but it's grayed out and inaccessible.

Here is where you also finally get some idea of how the equipment tiers are structured in relation to one another. Primitive equipment is, unsurprisingly, Tier 1. Tier 2 is the domain of Tribal gear, offering an improvement, but also an increase in cost. Interestingly enough, Tier 3 represents a significant spike in cost and includes two grades of equipment: Tarnished - the same as your dagger - and Ancient. Their statistics are virtually identical, but Tarnished gear has the added bonus of possessing an augment slot - and costs a lot more as a result.

You assume Steel would be Tier 4, but that grade of equipment doesn't even appear as an option here.

Every weapon type within a tier costs approximately the same amount, though ranged weapons carry the "hidden" cost of requiring a quiver or ammo pouch - which counts as a separate item. Armor pieces are not that pricy individually, but as a set consists of six pieces: body, head, arms, hands, legs, and feet, it means the cost of a full set adds up quickly.

And while you'd ordinarily love to sit here, compare costs, and learn the system until you squeezed every possible point out of it, you once again have to remind yourself that it's only a matter of time until Roderick comes after you again. So you force yourself to do some quick and dirty estimates and grab:

>Full sets of Tier 1 armor for all warband members. Not very good, but maybe enough to turn an instantly lethal blow into a "merely" crippling one.
>Tier 2 weapon upgrades for the whole warband plus just enough left over for a Tier 1 body armor and helmet
>>Two full sets of Tier 2 armor
>One Tier 3 Ancient weapon
>One Tier 3 Tarnished armor piece (any slot other than body) and one Tier 2 melee weapon
>One Tier 3 Ancient body armor piece
>Two Tier 3 Ancient armor pieces (any slot other than body)

Sorry for another delay. I do have shit I'm busy with. I also delayed this update by a day to rewrite it, due to being unhappy with how I originally structured the fight scene.
>>
>>3608459
>>Full sets of Tier 1 armor for all warband members. Not very good, but maybe enough to turn an instantly lethal blow into a "merely" crippling one.
>>
>>3608459
>>Tier 2 weapon upgrades for the whole warband plus just enough left over for a Tier 1 body armor and helmet
Give the armor to ourselves or Targun probably.

Can greenbolds summoned by the horn become bluebolds?
>>
>>3608459
>Tier 2 weapon upgrades for the whole warband plus just enough left over for a Tier 1 body armor and helmet
agreed with >>3608628
>>
>>3608459
>Tier 2 weapon upgrades for the whole warband plus just enough left over for a Tier 1 body armor and helmet
We're not suddenly making them able to survive massive blows with Teir 1 Armour. A touch more damage will help though.
>>
Rolled 44 (1d100)

>>3608459
>Tier 2 weapon upgrades and a Tier 1 body armor and helmet
Armor for us, sorry buddies but the chief's important like the guys said.
>>
>>3608459
>Tier 2 weapon upgrades for the whole warband plus just enough left over for a Tier 1 body armor and helmet
>>
>>3608628
I dont think so there only 3 blues forever
>>
>>3608764
This
>>
>>3608459
>Tier 2 weapon upgrades for the whole warband plus just enough left over for a Tier 1 body armor and helmet
>>
>>3608459
Large improvements to damage is better than armor that would only stop a kobold from dying but still be out of a fight, the faster we can end a fight the better especially if we can ambush our targets.

Keep that overseers horn by the way, we might be able to us it in the fight with Roderick.
>>
>>3609709
Maybe it will work like our horn when we leave the instance? That'd be great.
>>
>>3609743
I doubt it, but if we can call these brutes(or normal kobolds) to be allies once we're out that would be great.

I meant that it might be useful to draw the aggro of all the brutes he might have missed when we engage him. Assuming either we try to take him on ourselves or after we have him fight the naga and he comes out on top he'll be in a position where he can't just lead us away because when we chase him we can keep blowing the horn to keep the brutes coming the right way. If we're lucky we could try coral him into the oil pit.(Before we leave or set fire to that pit we should absolutely grab some of the oil in jars or pots or something, for later use, sale, or to try and kick-start the combustion engine.)
>>
>>3609762
The combustion engine might be a bit hard...
>>
>>3609801
Sort of, technically the hardest part would be refining the oil. To make a simple engine you just have to have a piston and some way of turning the explosive energy into forward momentum. So probably water into steam to power a turbine to spin the wheels. Or something like that.
It's not like we can't look it up, in character as well.
>>
>>3609819
Right, the External Combustion Engine. But we need to be able to work metal, which we can't right now, and probably have some sort of tinker skill. Also, oil refinement putting it in a boiler with several pipes at different levels, so that's metalwork again.
>>
>>3609819
No, the hardest part is creating precision pieces that fit together and have no weak spots for steam explosions.

I wouldn't exactly call that low-tier in the crafting menu.

>>3609762
But yes, the horn could come in handy.
>>
>>3608626
Armor for everyone!

>>3608628
>>3608760
>>3608764
>>3608795
>>3608837
>>3609628
>>3609709
Weapons for everyone!
>>
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Ultimately, it's not a difficult choice: making the extremely fragile kobolds slightly less fragile and hoping they survive a hit is far less useful than shortening fights by increasing damage output.

You do pick up a Primitive chest armor and helmet for yourself with the few leftover points though. Largely because there's nothing better to spend them on, but also just in case it becomes enough to save you.

It's like Targun said: the Chief is the important one.

As you confirm your selections and exit the loot menu, you also hear the telltale sound of a skill leveling up.

Looting Skill Acquired: Rank 1

The skill's description tells you that, predictably enough, it increases the total amount of Loot Points gained through looting or pillaging, also reducing the chance of gear you retrieve from player corpses becoming degraded or destroyed. Additionally, you now have the ability to create a persistent, hidden item stash - though not inside an instance, so you leave reading up on that feature for later.

For now, you distribute your new weapons, noting how the spear and arrowheads still seem to be made from flint, though this variety is darker, with an almost reddish sheen. You also don the armor pieces which brings up a tooltip warning about stamina penalties caused by insufficient ranks in Armor Skill (Light), but between the partial set and the relative low weight of the pieces, they amount to a penalty of just a couple percentage points - definitely bearable, especially as you seem to gain progress in the skill from simply moving around.

As you finish up, you realize that the Soulless have continued to make rounds between the warehouse and the cart - now empty-handed, as your looting has caused the armor racks and weapon bundles to simply empty out or disappear. Yet, the kobolds mindlessly persist trudging back and forth.

Still better than them attacking you.

You again try issuing a couple of orders, but, just as it happened out in the bog, the Soulless do not respond, or even acknowledge your presence - though they do step around you when you try and get in their way.

With no obvious way to make use of them, you instead head over to where you threw the Brute's alarm horn.

The good news is that it is an item that you can pick up, carry, and even use, its description reading: "A horn used to summon more Misshapen Brutes to their brethren's aid. Also increases the alert level within the Muckraker Tribe Village".

The bad news is that the horn does not scale down as you pick it up, remaining appropriately sized for a Brute's hand - and far too large for a kobold. To blow it, you'd need to brace it against the ground. To carry it, you'd need to sling it across your back - and it's heavy enough that you suspect it would spike your stamina costs and fatigue buildup.

>Still worth it if it means you can mess with Roderick down the line. Just stick it on one of the NPC kobolds
>Nah, that's too much hassle. Leave the horn behind
>Other
>>
>>3609964
>Still worth it if it means you can mess with Roderick down the line. Just stick it on one of the NPC kobolds
we've still got a few cannon fodder. If Roderick wastes his ambush(if he's even capable of that) on a plain kobold, that's well and worth it.


Could we possibly blow it here then travel from above so that our actual destination has less Brutes?
>>
>>3609970
Hell, we can blow it from here after looting the alchemy place and just sandwich Roderick in the stairs with Brutes on one side and tons of furniture and spears on the other.
>>
>>3609964
>>Nah, that's too much hassle. Leave the horn behind
>>
>>3609964
>Nah, that's too much hassle. Leave the horn behind
>>
>>3609964
>Still worth it
Stick on an unnamed NPC kobold
>>
>>3609964
>Nah, that's too much hassle. Leave the horn behind
>>
>>3609964
>Still worth it if it means you can mess with Roderick down the line. Just stick it on one of the NPC kobolds
>>
>>3609964
Still worth it
>>
>>3609964
>Too much hassle, leave it.

We already lost a kobold due to stamina loss when it came to a battle. We can't replenish them currently. Not to mention the Brutes it summons attack us, and the alert level inconveniences us. Cons outweigh the pros.
>>
>>3609964
Still worth it
>>
>>3609964
I can understand both choices, but currently if we can use it to summon Misshapen Brutes to possibly interfere with Roderick's day it would be worth it.
And also the description of it doesn't seem to immediately suggest that it can't be used outside of the instance, if it just summons more of the brutes whenever blown I don't think I have to tell anyone how valuable that could be, both for leveling, looting, and possibly selling.
Now, it's likely that it wouldn't work that way but there is a decent chance I think. It could be another exploit the devs didn't think about.

>Still worth it if it means you can mess with Roderick down the line. Just stick it on one of the NPC kobolds
Stick it on the rando archers back, he likely won't be getting into direct combat so a lose of stamina is least risky for them.
>>
>>3609964
>Still worth it if it means you can mess with Roderick down the line. Just stick it on one of the NPC kobolds
>>
>>3609964
>Still worth it if it means you can mess with Roderick down the line. Just stick it on one of the NPC kobolds
>>
>>3609970
>>3610280
>>3610325
>>3610591
>>3610827
>>3610965
>>3611571
>>3611833
Keep the horn.

>>3610176
>>3610200
>>3610282
>>3610654
Ditch the horn.
>>
>>3610965
>the rando archers back, he likely won't be getting into direct combat so a lose of stamina is least risky for them.
Good idea
>>
>>3612350
page10
>>
>>3612350
cya in the new thread op!



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