Please note that new user registrations disabled at this time.

Guild of Mystery (extra heraldry)

This forum is to be used for all discussions pertaining to Heuristic Park's Dungeon Lords.
Post Reply
User avatar
lparnell
Posts: 73
Joined: Tue Jul 12, 2005 11:20 am
Contact:

Guild of Mystery (extra heraldry)

Post by lparnell »

I think this is a bug, but I am playing 1.3 as an adept/paladin and mage/battlemage/warlock. Well, I had my first four character slots filled and I went back to the Guild of Mystery in Fargrove and asked about the Guild of Mystery. She asked if I wanted to join, I said yes and paid the fee. This was after the mansion, of course. I was told to deliver the treasure map to the guy in Skuldoon. I delivered it and I got the old good job and I got to choose another heraldry to add to my list. I never got any ability to go on another quest for them, but I thought the extra heraldry was neat.

I now have more than ten heraldries (I think 12 or 13, but I do not remember). It would be nice to know if they do help and if having more than 10 is OK, meaning do they just keep the 10 best for you or what.
User avatar
swcarter
Posts: 3274
Joined: Mon Nov 17, 2003 12:00 pm
Location: California
Contact:

Post by swcarter »

Current speculation is that heraldry bonuses don't do anything right now, no matter how many you have.

SWC
Sir Edmund: "Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?"
Me: "It's a great way to get promoted, I know that much."
User avatar
lparnell
Posts: 73
Joined: Tue Jul 12, 2005 11:20 am
Contact:

Post by lparnell »

Yahoo, once again, I, the collector of useless things, show my superior ability to accomplish essentially nothing. :D :D :D
Post Reply