Darkness Rising

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Re: Darkness Rising

Postby 0beron » Thu Jul 26, 2012 4:49 pm

Oooooh, so my healing spell is for in-combat use, ok cool :)
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Re: Darkness Rising

Postby Werebiscuit » Thu Jul 26, 2012 7:14 pm

Right re-build
level 1 warrior 5 com/ 5def/14 hits/8 mov 3 Ap purchase heavy so this becomes 9c/8d/14h/8m attack , heavy
lvl 2 warrior 10c/10d/18h/8m which with heavy (+3c) makes 13c/10d/18h/8m 1AP for well-armed gives 16c/10d/18h/8m attack, heavy, well-armed
lvl3 warrior 17c/12d/22h/8m which with heavy (+2c +6h) makes 19c/12d/28h/8m 1 Ap buys Mighty Blow & Block for 19c/12d/28h/8m attack, heavy, well-armed, Mighty Blow,Block
lvl 4 20c/14d/32h/8m with heavy (+1c+2d) makes 21c/16d/32h/8m 1app buys interpose & co-ordinate (to use the new armor) to give a final
21c/16d/32h/8m attack, heavy, well-armed, Mighty Blow, Block, Interpose, Co-ordinate.
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Re: Darkness Rising

Postby Swodaems » Thu Jul 26, 2012 9:42 pm

My idea for our warriors and spearmen. We give everyone dance-fighting and use 3 of the L2 warriors as leadership units. This allows us to create 3 +6/+6 stacks.

3X L2 Warrior 6 Combat / 6 Defense / 21 Hits Leadership, Dance-Fighting (gives a +2 leadership bonus, while still allowing stack to get the full +4/+4 from dance-fighting. Will be 12/12/21 with bonuses)

5X L2 Warrior 11 Combat / 11 Defense / 21 Hits Heavy, Dance-fighting (17/17/21 powerhouses)

3X L1 Warrior 5 Combat / 5 Defense / 14 Hits Interpose, Guard, Bodyguard, Dance-Fighting (11/11/14 bodyguards for the Leadership units, not sure if really needed.)

5X L1 Warrior 5 Combat / 5 Defense / 14 Hits (choose 2 of beefy, well-protected, and well armed), Dance-Fighting. (Units with either [14/14/14],[14/11/22], or [11/14/22])

8X L1 Spearman 5 Combat / 4 Defense / 12 Hits (choose 2 of beefy, well-protected, and well armed), Dance-Fighting. (Units with either [14/13/12],[14/10/20], or [11/13/20])

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

Postby WaterMonkey314 » Thu Jul 26, 2012 10:30 pm

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?)
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Re: Darkness Rising

Postby MarbitChow » Fri Jul 27, 2012 12:05 am

Player Character Summary

Image
Image

Here are the revised player characters:

Rolf (Werebiscuit): Warrior {Lvl 4, 53xp}
Spoiler: show
Image
[ 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


William Showend Tell (BLANDCorporatio): Archer {Lvl 4, 53xp}
Spoiler: show
Image
[ 32(+2) Combat / 9 Defense / 22 Hits / 8 {8} Move. Fire, Quick-Shot.]
Special: Well Armed, Well protected, Heavy
Effects: (Ward-8)
Equipment:
    Hazardous Bow of the Duke : Combat +2
    Potion: Renew (Heal 16 Hits)


Cupid (HerbieRai): Flier {Lvl 4, 54xp}
Spoiler: show
Image
[ 20 Combat / 13(+2) Defense / 20 Hits / 12 {18} Move. Fire, Quick-Shot.]
Special: Fly, Heavy
Effects: (Ward-8)
Equipment:
    Ring of Defense +2
    Potion: Renew (Heal 16 Hits)


Yuri (Exate): Warrior {Lvl 4, 54xp}
Spoiler: show
Image
[ 14(+2) Combat / 18 Defense / 35 Hits / 8 {8} Move. Attack, Rage.]
Special: Heavy, Leadership
Effects: (Ward-8)
Equipment:
    Ring of Combat +2
    Potion of Healing Ward


T. Coil (ETheBoyce): Caster {Lvl 4, 55xp}
Spoiler: show
Image
[ 10(+3) Combat / 1 Defense / 22 Hits / 8 {8} Move. 32 Juice ]
Special: Shockamancy (Hiya, Hoboken, TooGeeWonCee, Ickypron)
Effects: (Ward-8)
Equipment:
    Staff of Locockus : Combat +2.
    Ring: +1 Combat
    Potion: Renew (Heal 16 Hits)
    Potion: Restore Juice (Restore 20) x2
    Scroll: Revitalize
    Scroll: Renew


Bill (The Colonel): Caster {Lvl 4, 56xp}
Spoiler: show
Image
[ 5 Combat / 3 Defense / 16 Hits / 8 {8} Move. 47(+8) Juice. Fire, Quick-shot.]
Special: Croakamancy (Reanimator, Bone Puppeteer, Uncroak, Pall Raiser, Bone Warlord)
Effects: (Ward-8)
Equipment:
    Stewart’s Rod : Max Juice +8.
    Scroll: Revitalize
    Scroll: Renew
    Scroll: Lucky Streak
    Scroll: Regenerate
    Potion: Restore Juice (Restore 20) x2


Tod (Swodaems): Spearman {Lvl 4, 58xp}
Spoiler: show
Image
(Character Not Revised)
Effects: (Ward-8)
Equipment:
    Ring: +1 Defense
    Talkie Bracer : Thinkagram 2x/day; +1 Effective Level for Leadership purposes
    (ARTIFACT) Crown of Darkness
    Potion: Renew (Heal 16 Hits)
    Gem: 25000 Shmuckers
    Gem: 5000 Shmuckers
    Gem: 2000 Shmuckers


Triage (WaterMonkey314): Caster {Lvl 4, 56xp}
Spoiler: show
Image
(Character Not Revised)
Effects: (Ward-8)
Equipment:
    Staff of Er : Allows caster to cast a 2nd Healmancy spell in the same turn. Casting cost of the 2nd spell is doubled.
    Potion: Restore Juice (Restore 20)


Vinny Starcall (0beron) : Caster {Lvl 1, 0xp}
Spoiler: show
Image
[ 3 Combat / 1 Defense / 4 Hits. 8 {8} Move. 8 Juice. Fire.]
Special: Dollamancer (Craft Cloak)
Effects: none
Equipment:
    none


Brick Wall (Lord of Monies) : Warrior {Lvl 1, 0xp}
Spoiler: show
Image
[ 5 Combat / 5 Defense / 22 Hits. 8 {8} Move. Attack.]
Special: Guard, Interpose, Bodyguard, Beefy
Effects: none
Equipment:
    none


Let me know if you see any errors.
Last edited by MarbitChow on Fri Jul 27, 2012 7:13 am, edited 4 times in total.
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Re: Darkness Rising

Postby MarbitChow » Fri Jul 27, 2012 12:06 am

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.)

All 6 archers that you currently have were popped w/out spare AP.
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Re: Darkness Rising

Postby Werebiscuit » Fri Jul 27, 2012 4:16 am

MarbitChow wrote:Rolf (Werebiscuit): Warrior {Lvl 4, 53xp}
Image
[ 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
[/spoiler]


Let me know if you see any errors.

No errors that I can see on mine
However it was Cupid (HerbieRai )that expressed an interest in the Def +2 ring and Yuri (Exate) that didn't mind which of the rings he got. You noted then as given the other way round. It might not be a mistake as it also makes sense and you may have more up to date info.
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.


Lastly ...any chance of a slight armour makeover to differentiate my new armour ? You're always getting me ( Rolf) and Yuri mixed up anyway and now that we also have Brick...well.....
A lighter grey (silverish) would be nice but I leave it up to your discretion since the armor was your invention.
Last edited by Werebiscuit on Fri Jul 27, 2012 4:25 am, edited 1 time in total.
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Re: Darkness Rising

Postby MarbitChow » Fri Jul 27, 2012 4:25 am

Ok, rings are swapped.
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Re: Darkness Rising

Postby Lord of Monies » Fri Jul 27, 2012 5:34 am

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.
With the dawning of each new day, my evil machinations inch me closer to world domination. And also breakfast.
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Re: Darkness Rising

Postby Werebiscuit » Fri Jul 27, 2012 6:18 am

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.

:lol: Yeah...And I have a different helmet from Yuri (black as opposed to a skull) and my cape is blue, not red, and yet still we've been misplaced in the pictures for each other (though our orders and results are correctly noted).
Anything that helps differentiate the 3 of us is a help. AND the armor is unique, not Tenebrisian standard issue.
Last edited by Werebiscuit on Fri Jul 27, 2012 7:10 am, edited 1 time in total.
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Re: Darkness Rising

Postby MarbitChow » Fri Jul 27, 2012 6:41 am

Dude, your NAMES are written on the character tiles, and I can still manage to mess you guys up. :D
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.
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Re: Darkness Rising

Postby Werebiscuit » Fri Jul 27, 2012 6:51 am

MarbitChow wrote:Dude, your NAMES are written on the character tiles, and I can still manage to mess you guys up. :D
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.


Thanks Marbit. You're a STAR !
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Re: Darkness Rising

Postby The Colonel » Fri Jul 27, 2012 7:04 am

I want to do a Dragon dance with the Dagrons head as the Dragon head, and my zombies as the dancers for the victory parade.

What? I thought it was appropriate.

WE SHALL RETURN VICTORIOUS! WITH APLOMB!
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Re: Darkness Rising

Postby MarbitChow » Fri Jul 27, 2012 8:09 am

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?)

Remember that, as a caster, you can also spend Combat Stats on Juice. Since you can ward and heal yourself, you might want to consider a mix of Hits and Juice. With the Delay rules, if you don't act on the first turn, you can have a readied action waiting to heal at any time on the following turn.

Longer term, you've got a Dollamancer on your side now, and if he lives and levels, he can make a few extra items to further protect your character. In addition, getting your character onto a flying mount will give you added protection.
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Re: Darkness Rising

Postby Exate » Fri Jul 27, 2012 10:14 am

MarbitChow wrote:I'd like update each character's appearance

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.
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Re: Darkness Rising

Postby 0beron » Fri Jul 27, 2012 10:16 am

And you have a Dollamancer!!! Even if I'm not high enough level to make it MAGICAL, I can make it into something! :)

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)
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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.
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Re: Darkness Rising

Postby MarbitChow » Fri Jul 27, 2012 10:36 am

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.

The actual Dagron's head is officially a trophy (as you can clearly see from the small golden plaque that appears on it). It is thus unsuitable for use as a helm or part of an armor set.
I'll see if the Fabricators can whip up something that looks similar, however.

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)

Cloaks have to be cloaks. You're far too inexperienced to be able to do custom items (that's Level 8).
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Re: Darkness Rising

Postby 0beron » Fri Jul 27, 2012 10:38 am

Hmmm well it's the thought that counts.

*Presents the victors with a dragon helm made out of tinfoil*
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GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
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Re: Darkness Rising

Postby Werebiscuit » Fri Jul 27, 2012 11:13 am

MarbitChow wrote:Rolf (Werebiscuit): Warrior {Lvl 4, 53xp}
Image
[ 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}
Image
[ 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


WAIT ! Is that special Glowy armor, I see ?..... IT IS !
WOOHOO !

I ALWAYS wanted special Glowy armor....and...and..and now I've got some...and...it's especially...glowy... and... and...wheres that cloak maker ?
I've got a deal I want to cut with him... :twisted:
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Re: Darkness Rising

Postby Swodaems » Fri Jul 27, 2012 11:30 am

I've decided that I'm not going to change much about my build. The only real difference between it and my current one is the lack of dance-fighting. I'm not rebuying it this time because I want to take a good look at the new mounts and decide if I want to take heavy at level 5 or not.
Code: Select all
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, +2AP


MarbitChow wrote:
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?)
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.

Okay, since the Balrug arrived this turn, that means that Wanderous and Junetta will be sent off to, and arrive in, the capital next turn, along with the crown. (This means we have one more turn's worth of production before we can pop units from the crown. If Dis City is still a lvl 3 city at the end of this turn, we use the production to produce 2 more archers without spare AP to round out the stack.)

The Balrug can return with Vinny and Brick on the turn after that.

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! :)


Bill, I looked over the rules and realized that you might want to let Vinny borrow your +8 juice staff when he arrives. The only ability that he can use outside of combat at level 1 is an 8 juice ability to create a protective magical cloak. Having the staff would double the amount of cloaks he can make per turn.

Are there any other units I know about that the capital can pop and Dis city can't?
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