Swodaems wrote:Question about the bracer's +1 to leadership: When I level to 6, will I need to take commanding leadership to use the bracer to get to +7/7?
Yes. It raises your effective level, but does not grant you additional abilities.
Swodaems wrote:Do I know how much money it would take to get Dis city (or our capital) up a level? (What level is our capital anyway?)
Tenebris is currently a Level 4 city, and Dis City is currently Level 3. Upgrade costs : 1->2 = 4,000; 2->3 = 9,000; 3->4 = 16,000; 4->5 = 25,000. After upgrading Dis City a few turns ago, you've currently got about 5,000 in the Treasury.
Please note that I intend to keep things like unit upkeep and city production intentionally vague. It will be a very long time before diminishing returns for controlling too many cities is an issue, and since uncroaked and golems have no upkeep, I'm going to assume you can support whatever you can pop for a long time.
Swodaems wrote:Are the Bracer's and Crown's thinkagrams two way or one way?
Two-way, and each Thinkagram lasts for the duration of a complete conversation.
The Colonel wrote:OKAY! I take Bone Warlord, Pall Raiser and Uncroak, anything I should not take here? Oh and I boost Defense and get a +6 to juice for level Four. Level Three, +1 Combat, +6 Juice, Level Two, +1 Defence, +6 Juice
So, your level progression based on the new rules looks like this, correct?
1: 3 Combat / 1 Defense / 4 Hits / 8 Juice / 8 {8} Move. Reanimator
2: 3 Combat / 2 Defense / 8 Hits / 22 Juice / 8 {8} Move. Reanimator, Bone Puppeteer
3: 4 Combat / 2 Defense / 12 Hits / 36 Juice / 8 {8} Move. Reanimator, Bone Puppeteer
4: 4 Combat / 3 Defense / 16 Hits / 50 Juice / 8 {8} Move. Reanimator, Bone Puppeteer, Uncroak, Pall Raiser, Bone Warlord
Final Stats:
[ 4 Combat / 3 Defense / 16 Hits / 8 {8} Move. Fire. Special: Croakamancy (Reanimator, Bone Puppeteer, Uncroak, Pall Raiser, Bone Warlord). 50 Juice.] (Ward-8) Scroll: Revitalize, Scroll: Renew, Scroll: Lucky Streak, Scroll: Regenerate, Potion: Restore Juice (Restore 20)
If everyone else could revise their characters in a similar manner to the above, I'd appreciate it. The {8} move indicates your overland Hex Move stat.
The Colonel wrote:And with what all the casters have been through, howabout everyone getting a tan?
Native Tenebrisian units are monochromatic. They come in pale grey and dark grey, and their colors don't change.
Werebiscuit wrote:I'm going to put in a claim on the Armor as I was building Rolf towards Bodyguard. He would be taking Guard X2 with the AP refund from buying Well armed and the 3rd guard needed with his next AP earned (4th level - i.e now) the spare 0.5 AP would be spent on interpose. I am interested to see what Exate plans or which item interests him.
Please see Bill's example above. You have the opportunity to completely redesign your build. I'd encourage you to examine the new Mount rules. The Bad Ass unit is a flying mount. (Exact stats will not be available until you pop one, but the crown gives you impressions of the unit.) You may wish to swap Heavy for the Beefy / Well-Armed / Well-Protected build, which would allow you to ride.
The new Mount rules might, in fact, make Heavy underpowered at this point, and I'm considering lowering it's AP cost to 2 in light of that. I'd like to hear all of your thoughts on the matter.
Werebiscuit wrote:You're right I was getting confused with shield mastery...which I'm not sure I see the benefits of.
In the original rules, only one Attack Modifier could be used at a time. Shield Mastery was intended to allow units w/ max Block to use another Attack Modifier (like Mighty Blow) if they chose to, and still use Shield Mastery to get block-like benefits. Since that is no longer an issue, I've reduced the Attack penalty on Shield Mastery so that it gives you a much better exchange rate, and have adjusted Reckless Assault similarly.