[TUTBAD] Will one of the entad lutes be really useful?
7
100Ṁ139
resolved Aug 31
Resolved
YES

As of Chapter 131 of This Used to be About Dungeons, the Settlers have about 100 unidentified entad lutes they found in a megadungeon. This resolves "yes" if at least one of these lutes:

  • Has an ability that significantly changes transportation logistics of the party, such that they're able to do distant dungeons that wouldn't otherwise be practical/cheap or something similar.

  • Significantly changes combat, such as by making the Overguard Maneuver the default, making someone other than Alfric a front-line fighter, allows them to avoid combat almost entirely, significantly improves overall party defense, etc

  • Changes or affects dungeons themselves somehow, such as making them bigger, smaller, more full of entads, less full of monsters, or stable across reset days

  • Interacts significantly with any of the parties special abilities in a significant way, such as protecting Isra from dungeon madness, making Hannah's healing more effective, making Verity able to do more progressive enhancements, affecting resets somehow, or improving Mizuki's control of magic.

  • Somehow provides a lead on the missing people, such as through divination effects, or something more indirect.

  • Will sell for 1 million rings or more, according to Alfric

  • Has other similar levels of capabilities, discuss in comments

The dagger of teleportation is near the low-end of a "yes" resolution for transportation in particular. Isra's time-stopping bow is probably not quite impactful enough to qualify on it's own. Feel free to ask for more specific examples. This is subjective, and will probably take a day to resolve to allow discussion. The general criteria is something like "are any of these significantly better than most of the other currently used entads".

Close date updated to 2022-08-30 12:09 pm

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