GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Lvl 1: 3 Com / 1 Def / 4 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize), 8 Juice
Lvl 2: 3 Com / 1 Def / 8 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize; Renew), 16 Juice + 3 CS
Lvl 3: 3 Com / 1 Def / 12 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize; Renew; Minor Ward), 24 Juice + 6 CS
Lvl 4: 3 Com / 1 Def / 16 Hits / 8 SM; 8 OHM / Fire; Quick-shot / Special: Healomancer (Revitalize; Renew; Minor Ward; Ward), 32 Juice + 9 CS


Swodaems wrote:I'm pretty sure the archers were popped without spare AP. (At least 4 of them were. Don't know about the other 2.)

MarbitChow wrote:Rolf (Werebiscuit): Warrior {Lvl 4, 53xp}
[ 21 Combat / 16(+2) Defense / 32 Hits / 8 {8} Move. Attack, Rage.]
Special: Heavy, Well-Armed, Mighty Blow, Block, Interpose, Co-ordinate
Effects: (Ward-8)
Equipment:Potion of Healing Ward
[/spoiler]
Armor of Eckrich : Defense +2. Mighty Blow, Interpose, and Coordinate penalties are halved
Let me know if you see any errors.
HerbieRai wrote:And Cupid is now a Heavy!!!!!
Also, if I can get some defensive items. The armor may be a bit much since I don't have Mighty blow, support, ect., but I'd love the ring!
Exate wrote:Edit: Ah, right, dragon treasure. Either of the +2 stat rings would probably suit Yuri best. No strong opinions on which one.


Lord of Monies wrote:Hey, I totally stand out from the crowd. Not got a helmet, so you can see my brown messy hair, and my cape is purple, not blue. Honestly.

MarbitChow wrote:Dude, your NAMES are written on the character tiles, and I can still manage to mess you guys up.
Let me see what I can do about upgrading your armor appearance. Over the next week, I'd like update each character's appearance if they have a visible magic item.
WaterMonkey314 wrote:My current new level progression:
- Code: Select all
Lvl 1: 3 Com / 1 Def / 4 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize), 8 Juice
Lvl 2: 3 Com / 1 Def / 8 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize; Renew), 16 Juice + 3 CS
Lvl 3: 3 Com / 1 Def / 12 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize; Renew; Minor Ward), 24 Juice + 6 CS
Lvl 4: 3 Com / 1 Def / 16 Hits / 8 SM; 8 OHM / Fire; Quick-shot / Special: Healomancer (Revitalize; Renew; Minor Ward; Ward), 32 Juice + 9 CS
The big issue for me is how best to spend the combat stats. I could, for example, spend it all on Hits, giving me a whopping 43 Hits, but only 1 Def. Alternatively I could take all Combat and be a quick-acting quick-firing Healomancer... or I could put it all in Def. The issue is I'm not really sure what the context for stats will be (will Com 12 still be rather early? Will Def 9 be very tankish?) or what the best use would be (do I really NEED Com 12 as a healer?)

MarbitChow wrote:I'd like update each character's appearance
The Colonel wrote:the Dagrons head

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Exate wrote:The Colonel wrote:the Dagrons head
Hrm. You know, Yuri is a mighty lord of war, and he does have a skull mask motif going on already... perhaps it's time to upgrade to a more impressive skull.
0beron wrote:Edit: However, maybe Marbit would rule that I can make it can function like a rechargeable Cloak (usually Dollamancy items dust when they run out of charges)

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


MarbitChow wrote:Rolf (Werebiscuit): Warrior {Lvl 4, 53xp}
[ 21 Combat / 16(+2) Defense / 32 Hits / 8 {8} Move. Attack, Rage.]
Special: Heavy, Well-Armed, Mighty Blow, Block, Interpose, Co-ordinate
Effects: (Ward-8)
Equipment:Potion of Healing Ward
Armor of Eckrich : Defense +2. Mighty Blow, Interpose, and Coordinate penalties are halved
MarbitChow wrote:Rolf (Werebiscuit): Warrior {Lvl 4, 53xp}
[ 21 Combat / 16(+2) Defense / 32 Hits / 8 {8} Move. Attack, Rage.]
Special: Heavy, Well-Armed, Mighty Blow, Block, Interpose, Co-ordinate
Effects: (Ward-8)
Equipment:Potion of Healing Ward
Armor of Eckrich : Defense +2. Mighty Blow, Interpose, and Coordinate penalties are halved
Lvl 1: 5 Com / 4 Def / 12 Hits / Strike / Special: Leadership
Lvl 2: 7 Com / 5 Def / 16 Hits / Strike / Specials: Leadership, +1AP
Lvl 3: 8 Com / 7 Def / 20 Hits / Strike / Specials: Leadership, +2AP
Lvl 4: 9 Com / 9 Def / 24 Hits / Strike / Specials: Leadership, Improved Leadership, +2APMarbitChow wrote:Tenebris is 32 move away from Dis City. The Balrug has a 40 hex move, and can carry 4 passengers. (It also has 0 combat, 1 defense, 4 hits and 8 squares move, just as an FYI.) It can reach the Capital from Dis City in a single turn, so you can get the crown there by the end of the turn and set orders for units to pop at the start of the next turn. Your side currently only has 1 Balrug; they take 4 turns for a Level 4 city to pop, 2 turns in a level 5, and can't be popped in a level 3 or lower at all.Swodaems wrote:If we send it back on the Balrug with Wanderous and Junetta, will it take 4 turns to get there? (Under the new rules, Cupid has 10 more overland hex move then anyone else. How does that compare to the Balrug and how fast can he get the crown to King Creperum and get back here?)
0beron wrote:And you have a Dollamancer!!! Even if I'm not high enough level to make it MAGICAL, I can make it into something!
Are there any other units I know about that the capital can pop and Dis city can't?
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