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Adventurer's Vault 2 Playtest
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<blockquote data-quote="fissionessence" data-source="post: 4582628" data-attributes="member: 63357"><p>So, the AV2 playtest is up for insiders.</p><p></p><p>Included are 12 magical tattoos and 3 'orbs of sequestered conflict'. Magic tattoos can only be removed with disenchant magic item, and most of them become more powerful the more healing surges you've spent that day.</p><p></p><p>The orbs of sequestered conflict all transport you and creatures in a burst 2 within 2 to a 5-by-5 miniature universe inside of the orb; the terrain is different depending on which version you have. The gossamer orb's realm is filled with spider webs, the boneyard is a big red dragon skull pedestal surrounded by shifting bones, and the glacier is covered with ice and several stalactites and is obfuscated with mist. These orbs start at level 19~20.</p><p></p><p>So, do you think these tattoos will encourage players to play longer to take advantage of the 'how many healing surges have you used today?' powers, or do you think these items will be looked over for not supporting the 15-minute adventuring day?</p><p></p><p>As for the sequestered orbs . . . how can you break this crazy and awesome power?</p><p></p><p>~</p></blockquote><p></p>
[QUOTE="fissionessence, post: 4582628, member: 63357"] So, the AV2 playtest is up for insiders. Included are 12 magical tattoos and 3 'orbs of sequestered conflict'. Magic tattoos can only be removed with disenchant magic item, and most of them become more powerful the more healing surges you've spent that day. The orbs of sequestered conflict all transport you and creatures in a burst 2 within 2 to a 5-by-5 miniature universe inside of the orb; the terrain is different depending on which version you have. The gossamer orb's realm is filled with spider webs, the boneyard is a big red dragon skull pedestal surrounded by shifting bones, and the glacier is covered with ice and several stalactites and is obfuscated with mist. These orbs start at level 19~20. So, do you think these tattoos will encourage players to play longer to take advantage of the 'how many healing surges have you used today?' powers, or do you think these items will be looked over for not supporting the 15-minute adventuring day? As for the sequestered orbs . . . how can you break this crazy and awesome power? ~ [/QUOTE]
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Adventurer's Vault 2 Playtest
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