I didn't realize there were different types of buildings. Did I still deliver a present to the Armory? Also, what is the type of building on 144 and 175 and can I deliver presents to them?
Posted: Sat Jan 02, 2016 1:03 pm
Kowsauni
I didn't realize there were different types of buildings. Did I still deliver a present to the Armory? Also, what is the type of building on 144 and 175 and can I deliver presents to them?
The present you delivered at the Armory did not go through. The building on 144 (136 for the other team) is the Vendor and the building on 175 (161 for the other team) is the Inn. You can get an item for delivering a present to the Inn but not for the Vendor or Armory because the Inn has guests staying at it.
The different type of buildings aren't just for show. You can go buy stuff from the Armory or Vendor (weapons from the Armory; items, tomes and staves from the Vendor) and rest at the Inns to recovery your HP for a small fee.
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Posted: Sat Jan 02, 2016 1:12 pm
gabriel sama
Kowsauni
I didn't realize there were different types of buildings. Did I still deliver a present to the Armory? Also, what is the type of building on 144 and 175 and can I deliver presents to them?
The present you delivered at the Armory did not go through. The building on 144 (136 for the other team) is the Vendor and the building on 175 (161 for the other team) is the Inn. You can get an item for delivering a present to the Inn but not for the Vendor or Armory because the Inn has guests staying at it.
The different type of buildings aren't just for show. You can go buy stuff from the Armory or Vendor (weapons from the Armory; items, tomes and staves from the Vendor) and rest at the Inns to recovery your HP for a small fee.
Well shoot, sort of wasted my turn. Well at least now I know. Thanks for the heads up. I think next time there should be a legend with the map explaining the different buildings. I understand this might be common knowledge to some people but my only Fire Emblem experience comes from awakening and in that game the only thing you could visit in combat were villages.
Posted: Sat Jan 02, 2016 1:32 pm
Trying to deliver to the armory was still worth it, just to see if you could, though. It could have been possible. Sometimes in boardgame, particularly in my games, I want people to try to do something even if it ends up not working. It may surprise the players.
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Posted: Fri Jan 08, 2016 7:58 pm
I'm working on stat and growth changes for the classes, trying to make things more balanced, and would like some feedback.
On the class stats and class growths tabs, you'll see a section to the right of a blue column where I'm noting the changes I'm thinking of doing. I'm more interested in the 1st tier right now, as I haven't actually made the 2nd tier stuff 'official'
Hey guys, quick announcement. I will be using Gift Relay to test out the changed class stats/growths mentioned above since combat hasn't gotten to far yet. I'll only be allowing edits to bonus stats/growths to make up for these new adjustments until the end of turn 6. Feel free to edit the official doc. Any changes made after turn 6 won't be used in this game. Only exception is given to Oujay because I know he's in Japan right now and won't be home in time.
Here's what I have for each character. Team Holly players
Bertrand
Base Stats: 18 HP, 5 STR, 0 MAG, 8 DEF, 0 RES Stat Additions: 0 HP, 3 STR, 0 MAG, 0 DEF, 2 RES Class Growths: 45 HP, 20 STR, 0 MAG, 15 DEF, 0 RES Growth Additions: 25 HP, 25 STR, 0 MAG, 20 DEF, 30 RES Total Stats at level 1: 18 HP, 8 STR, 0 MAG, 8 DEF, 2 RES
Naina
Base Stats: 16 HP, 3 STR, 0 MAG, 2 DEF, 0 RES Stat Additions: 0 HP, 2 STR, 0 MAG, 3 DEF, 0 RES Class Growths: 40 HP, 15 STR, 5 MAG, 5 DEF, 5 RES Growth Additions: 20 HP, 20 STR, 10 MAG, 30 DEF, 20 RES Total Stats at level 1: 16 HP, 5 STR, 0 MAG, 5 DEF, 0 RES
Jaren
Base Stats: 16 HP, 0 STR, 3 MAG, 0 DEF, 6 RES Stat Additions: 0 HP, 4 STR, 0 MAG, 1 DEF, 0 RES Class Growths: 35 HP, 5 STR, 15 MAG, 5 DEF, 15 RES Growth Additions: 60 HP, 15 STR, 0 MAG, 15 DEF, 10 RES Total Stats at level 1: 16 HP, 4 STR, 3 MAG, 1 DEF, 6 RES
Lilith
Base Stats: 18 HP, 6 STR, 0 MAG, 6 DEF, 0 RES Stat Additions: 0 HP, 4 STR, 0 MAG, 1 DEF, 0 RES Class Growths: 45 HP, 20 STR, 0 MAG, 10 DEF, 5 RES Growth Additions: 15 HP, 50 STR, 0 MAG, 25 DEF, 10 RES Total Stats at level 1: 18 HP, 10 STR, 0 MAG, 7 DEF, 0 RES
Ganon
Base Stats: 16 HP, 1 STR, 1 MAG, 1 DEF, 1 RES Stat Additions: 0 HP, 2 STR, 1 MAG, 2 DEF, 0 RES Class Growths: 65 HP, 5 STR, 0 MAG, 5 DEF, 0 RES Growth Additions: 20 HP, 35 STR, 20 MAG, 15 DEF, 10 RES Total Stats at level 3: 18 HP, 4 STR, 2 MAG, 3 DEF, 1 RES
Team Jolly players
Seth
Base Stats: 18 HP, 6 STR, 0 MAG, 6 DEF, 0 RES Stat Additions: 2 HP, 2 STR, 0 MAG, 1 DEF, 0 RES Class Growths: 45 HP, 20 STR, 0 MAG, 10 DEF, 5 RES Growth Additions: 15 HP, 40 STR, 0 MAG, 30 DEF, 15 RES Total Stats at level 2: 21 HP, 9 STR, 0 MAG, 7 DEF, 0 RES
Blossom
Base Stats: 20 HP, 5 STR, 0 MAG, 5 DEF, 0 RES Stat Additions: 2 HP, 3 STR, 0 MAG, 0 DEF, 0 RES Class Growths: 45 HP, 20 STR, 0 MAG, 10 DEF, 5 RES Growth Additions: 20 HP, 40 STR, 0 MAG, 25 DEF, 15 RES Total Stats at level 1: 22 HP, 8 STR, 0 MAG, 5 DEF, 0 RES
Deborah
Base Stats: 22 HP, 4 STR, 0 MAG, 4 DEF, 0 RES Stat Additions: 0 HP, 3 STR, 0 MAG, 2 DEF, 0 RES Class Growths: 50 HP, 10 STR, 0 MAG, 10 DEF, 5 RES Growth Additions: 5 HP, 40 STR, 0 MAG, 40 DEF, 15 RES Total Stats at level 1: 22 HP, 7 STR, 0 MAG, 6 DEF, 0 RES
Brady
Base Stats: 16 HP, 0 STR, 3 MAG, 0 DEF, 6 RES Stat Additions: 1 HP, 2 STR, 2 MAG, 0 DEF, 0 RES Class Growths: 35 HP, 5 STR, 15 MAG, 5 DEF, 15 RES Growth Additions: 20 HP, 10 STR, 30 MAG, 25 DEF, 15 RES Total Stats at level 1: 17 HP, 2 STR, 5 MAG, 0 DEF, 6 RES
Iris
Base Stats: 17 HP, 0 STR, 3 MAG, 3 DEF, 3 RES Stat Additions: 1 HP, 1 STR, 3 MAG, 0 DEF, 0 RES Class Growths: 50 HP, 0 STR, 15 MAG, 5 DEF, 10 RES Growth Additions: 10 HP, 15 STR, 30 MAG, 5 DEF, 40 RES Total Stats at level 1: 18 HP, 1 STR, 6 MAG, 3 DEF, 3 RES
Adele
Base Stats: 20 HP, 3 STR, 3 MAG, 3 DEF, 3 RES Stat Additions: 0 HP, 3 STR, 0 MAG, 0 DEF, 0 RES Class Growths: 40 HP, 15 STR, 15 MAG, 15 DEF, 15 RES Growth Additions: 0 HP, 30 STR, 0 MAG, 20 DEF, 0 RES Total Stats at level 1: 20 HP, 6 STR, 3 MAG, 3 DEF, 3 RES
PS: Rath wanted me to tell you all that the stat caps for promoted units are 60 HP and 30 everything else.
I'd also like to note that fences can't be crossed by ground units. Please enter houses from the space below them.
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Posted: Mon Jan 11, 2016 3:53 pm
gabriel sama
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Kowsauni
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Nomad Rath
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WhirlwindTerror
In light of the recent confusion about movement in regards to houses, allow me to clear things up. It has always been my intent that fences around houses were non-traversable, except to flying units or units with the acrobat skill. Players are suppose to enter houses from the southern space to enter the front door. Normally players have to exit the same way they enter, but given the map, I wanted to add more movement options so I allowed "going out the back," which means that the only directions one could move after visiting are up or down.
The house rule also apply to businesses such as the armory, vendor, and inn given their scaling on the map. However, I am not allowing a backdoor option for them unless it fits for the character. For example a transporter would be allowed through because they know about the delivery entrance or a thief could sneak out without being notice.
Upon carefully reviewing each turn just now, I realized that I didn't double check canto movements so there are inconsistencies and for that I am sorry. I was careless at the start. Blossom's move from space 51 to 50 was valid because there are no fences between houses, although if you read the villager reaction post you could tell that it is frowned upon. Because of how difficult it would be to go back and change all of the movements I didn't verify, I have to let them slide without penalty. From now on, please take these rules into consideration during your move phase.
While I'm being clear, anyone can talk to Rathy Claus and get a personal gift. (1 per person) You will have to use the gift during one of your turns to receive an item of your choosing from the item pick up list on the first page of Gift Relay as long as its value is 500 gold or below. So your choices are an herb, vulnerary, mine, or any of the tonics. You must open the gift by the end of turn 30 when the game ends or else a random item from that limited list will be given to you instead. Those who don't talk to Rathy Claus by the end of the game may still get a consolation prize based on their performance in the game. That, however, will be a surprise.
Wrathy Claws' warp trap can teleport anyone who ends their turn on that space to literally any numbered space on the map. After the trap has been activated it will move to a different space in that sections of the map to avoid multiple warp tiles. The trap that Brady activated has moved somewhere between spaces 16 and 193. The sections are Zone #1 spaces 1-15, Zone #2 spaces 16-193, and Zone #3 spaces 194-283. Not all zones have one or more traps, but it's safe to assume there are at least one in the larger sections.
Now there is a difference between Wrathy Claws' trap and the field event "Confetti Time." The trap will 100% without a doubt teleport only the person(s) on that specific spot. The field event, which has 10% chance of activating when stepped on, will teleport everybody, teams and enemies alike, to their own random spot anywhere on the map.
I'd also like to mention that I have color coded the changes in stats listed in my previous post. Red means that stat/growth has decreased. Green means that stat/growth has increased. All stat changes will go into effect starting turn 7, which is when I'll be using the adjusted class stats. This could take anywhere from a day to a week depending on how fast turns are taken. Be prepared for it by getting your edits in as soon as possible.
Posted: Wed Jan 13, 2016 9:09 pm
Kowsauni
For future reference, please edit your movement space in before you do an attack roll.
Ninja_Maiden Crew
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Posted: Wed Jan 13, 2016 9:10 pm
Ok, can do.
Posted: Thu Jan 14, 2016 3:18 pm
gabriel sama
Belzayne
askem2
Kowsauni
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Ssbmfreak36
Marshmallow Kitty
Nomad Rath
Night Gopher
WhirlwindTerror
[6:03 PM] Rath: people also need to clarify what weapon they intend to attack with before rolling- otherwise people would never get the backlash of the devil axe unless its all they had
So that means if you have more than 1 weapon you can use in your inventory, state (preferably in bold) which weapon you are using with your attack before you roll for damage.
Ninja_Maiden Crew
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Posted: Thu Jan 14, 2016 7:51 pm
Ah I see. I thought you had to take an action to switch weapons so that's cool to know now that I just have to declare which weapon I am using in my post. Needless to say I don't plan on ever using the devil axe and will be depositing it as soon as I get too many items. A weapon that has a 50% chance of damaging you is not worth it in my book.
Posted: Thu Jan 14, 2016 8:42 pm
Patch 4.0
New Character Sheets
-If you haven't noticed already, thanks to WhirlwindTerror and gabriel sama, the doc is sporting some new character sheets that make it much easier to see your stats, particularly if you class change or promote, need to rework stats, or need to plan stats for a new character. -The lower level is to see your 2nd tier stats. To see your max stats, change the level in both the top and bottom to 20. To change what class you want to promote into, click the drop down arrow and select it, but make sure the classes align (you can't promote into a sorcerer from a knight for instance) -If you're a class that doesn't promote, you ignore the bottom half completely. To check your max stats with this type of class, just set the level in the top part to 40.
Classes Stats and Growths
The more games we do, the more I get a sense of what needs balancing. #foreverbeta? The PvP game we did really allowed me to see that some classes were a little OP, while some needed help, which opened my eyes to the issues with other classes as well. Against regular enemies, it's a little harder to tell. I can't promise I won't ever be changing the stats and growths in the future, but for now the Doc has been updated and these are the changes I have made:
--Because of this, you may need to change your stats or growths. Please have them the way you want them before you join a new game. You won't be able to freely change them afterwards. ---I assume the promoted option on the dropdown arrow is what people intend to have their character main as (unless you recently used a second seal). That said, here are the currently 'active' characters that currently have stats that exceed the caps based on what the promoted option is listed as: Alex (STR), Annis (STR), Kira (MAG) --Be aware that there are stat caps. The caps are 20/20 as a second tier unit or at level 40 if your class does not promote. The caps are: HP:60 STR:30 MAG:30 DEF:30 RES:30
-That leads me into the next thing, which is officially including 2nd tier classes into boardgame. Technically, they've been there a while, but I never made it official. These may go through some changes in the future too. The 2nd tier class growths in the growths tab of the doc also doubles as the class tree, fyi. (ignore how male and female bishop are separated in it)
2nd Tier Classes
-The skill listed is the one gained upon promotion to this class. You will keep the 2 class skills of the class you promoted from. However, you only ever need 2 of your class skills equipped, meaning you can choose to unequip one of the 3 if you desire.
Paladin (Base WPN +1>) /// Defender: Defense and Resistance +2 to allies on the same space; passive HP: 24 STR: 9 MAG: 0 DEF: 9 RES: 3
Great Knight (Base WPN +2>) /// Luna: For attack, ignore the enemy's DEF. Does not ignore buffs from skills, items or terrain. (3 turn cooldown) HP: 25 STR: 10 MAG: 0 DEF: 10 RES: 0
General Great Shield: If an enemy attacks and they do more damage than the General's last attack, the damage is negated. Does not work against magical attacks; passive HP: 24 STR: 9 MAG: 0 DEF: 12 RES: 0
Halberdier Impale: For attack, roll four 6-sided dice (3 turn cooldown) HP: 28 STR: 7 MAG: 0 DEF: 7 RES: 2
Sniper Deadeye: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is put to sleep (3 turn cooldown) HP: 25 STR: 8 MAG: 1 DEF: 7 RES: 3
Ranger Trapper: Allows unit to place a bear trap on an adjacent tile, with a maximum of 5 traps on the field at one time. HP: 26 STR: 6 MAG: 3 DEF: 5 RES: 5
Hero Sol: For attack, roll 8-sided die and heal self for amount of total damage dealt (3 turn cooldown) HP: 25 STR: 8 MAG: 1 DEF: 8 RES: 3
Warrior Colossus: For attack, roll three 8-sided dice (3 turn cooldown) HP: 28 STR: 12 MAG: 0 DEF: 5 RES: 0
Berserker Wrath: Die amount for attacks is doubled when under half health; passive HP: 30 STR: 11 MAG: 0 DEF: 4 RES: 0
Swordmaster Astra: For attack, roll five 10-sided dice and divide the combined number in half, rounding up (3 turn cooldown) HP: 22 STR: 7 MAG: 3 DEF: 6 RES: 5
Assassin Lethality: If attack roll is the same as your last attack roll, instantly defeat the enemy; passive HP: 24 STR: 9 MAG: 1 DEF: 5 RES: 3
Trickster Lucky Seven: All stats +7 up to the 7th turn and every turn that's a multiple of 7 after that (14, 21, 28, etc); passive HP: 22 STR: 4 MAG: 5 DEF: 4 RES: 6
Falcon Knight Relief: Recover 10HP at the start of the unit's Turn if no units are within a 3 tile radius; passive HP: 20 STR: 6 MAG: 3 DEF: 6 RES: 9
Dark Flier Galeforce: Allows the user another full turn after they defeat an enemy during the user's turn (only once per turn); passive HP: 19 STR: 5 MAG: 6 DEF: 5 RES: 9
Wyvern Lord Stun: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is stunned (3 turn cooldown) HP: 25 STR: 9 MAG: 0 DEF: 9 RES: 0
Wyvern Knight Pierce: For attack, ignore the enemy's DEF and roll three 4-sided dice. Does not ignore buffs from skills, items or terrain. (3 turn cooldown) HP: 22 STR: 7 MAG: 2 DEF: 7 RES: 5
Sage Flare: For attack, ignore enemy's RES and roll three 4-sided dice. If die result is 7 or higher, the enemy is burned (3 turn cooldown) HP: 20 STR: 0 MAG: 8 DEF: 4 RES: 8
Mage Knight Aurora: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is frozen (3 turn cooldown) HP: 22 STR: 3 MAG: 6 DEF: 5 RES: 4
Sorcerer Vengeance: Add half accrued damage, rounding down, during attacks (unit's Max HP - Current HP)/2= extra damage; passive HP: 22 STR: 0 MAG: 6 DEF: 6 RES: 6
Dark Knght Lifetaker: Recover half of total HP after defeating an enemy during the user’s turn; passive HP: 22 STR: 4 MAG: 4 DEF: 7 RES: 3
Bishop Corona: For attack, ignore enemy's RES and roll three 4-sided dice. If die result is 7 or higher, the enemy is blinded (3 turn cooldown) HP: 22 STR: 0 MAG: 6 DEF: 2 RES: 10
Valkyrie Demoiselle: DEF and RESe +2 to all male allies within a 3 tile radius; passive HP: 22 STR: 0 MAG: 5 DEF: 5 RES: 8
War Cleric/Monk Renewal: Roll a 12-sided die and heal self for result. HP: 22 STR: 4 MAG: 5 DEF: 6 RES: 6
New Class
-This class is utilized with the Summon skill Phantom (1>) /////// Levitate: Does not activate event spaces, does not get terrain bonuses, and can pass over unlandable spaces; passive Durable Arms: Weapon does not degrade; passive HP: 20 STR: 3 MAG: 3 DEF: 3 RES: 3
Class Skills
-I am removing Critical from Wyvern Riders, Pursuit from Pegasus Knights, and Maelstrom from Hawks and Ravens. In place, all of those classes will receive a new "Flight" skill. --This skill is very similar to Acrobat and the Phantom's Levitate skill. Flight isn't exactly anything new to these units, but I felt that allowing them to freely have such a powerful and game changing ability for free on top of their 2 skills was a bit OP. Flight will allow these units to move across unlandable spaces and move onto water tiles. They will not receive terrain bonuses. (again, not really 'new') If this upsets people, I'm sorry. I feel that mobility has proven to be such a tremendous asset in these games that it shouldn't be 'free'. Removing it wouldn't make sense for these units, nor would Tantivy, thus I am removing the skills stated. (wyverns were losing critical no matter what)
Laguz Mastery Skills Ire: For attack, roll three 8-sided dice; Dragons only (3 turn cooldown) Roar: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is struck with fear; Beast laguz only (3 turn cooldown) Tear: For attack, roll three 6-sided dice and reduce the enemy's STR and MAG by 5 for one turn (3 turn cooldown)
Skills
I've edited some of the existing skills.
Updated Skills
-Healtouch now only heals an extra 3HP instead of 5 -Pursuit now has a 1 turn cooldown -Critical now has a 1 turn cooldown -Gamble now has a 1 turn cooldown -Patience now has a 1 turn cooldown -Focus now has a 1 turn cooldown -Archer's bowfaire and Mage's tomefaire skills are being renamed to Longshot because I'm actually bringing in all the weaponfaire skills. Longshot will work the same way, specifying that it only works with weapons that attack at range. -Armsthrift has changed from the levels being even or odd to if the damage output is even or odd. -Howl is now: If attacked indirectly, the enemy is stunned; Beast Laguz only; passive (3 turn cooldown) Shriek is now: Roll a 4-sided dice and lower the DEF and RES of an enemy within a 3 tile radius for 1 turn; Bird Laguz only (1 turn cooldown) -2nd tier class skills have been listed in the master skill list for some time, because I knew some people might want them as an innate skill, but I have edited them now that the 2nd tier classes are official. Look at the classes to see those skills. -Other skills have been reworded for clarity but nothing has changed about them.
Keep in mind that if you have ideas for skills, I'm open to them. I tend to like them being actually from Fire Emblem. Nothing from Fates yet, not until it comes to the states. New Skills
Daunt: STR and MAG -1 to all enemies within a 3 tile radius; passive Veteran: Receive +5 exp when acquiring exp if sharing the space with an ally; passive Quick Burn: HP+20 at the start of the game and decreases with each passing turn; passive Slow Burn: HP increases by 1 each turn, up to the 20th turn; passive Deliverer: Movement +2 when rescuing somebody; passive Dual Support: Gain support points with other characters twice as fast; passive Beastbane: Deals effective damage to ; passive Wyrmsbane: Deals effective damage to ; passive Bond: Doubles stat bonuses from supports; passive Summon: Summon a custom Phantom unit to the same or adjacent space and do a 0-10 RNG to determine the weapon they spawn with. Swordfaire: Damage +3 when attacking with a sword; passive Axefaire: Damage +3 when attacking with an axe; passive Lancefaire: Damage +3 when attacking with a lance; passive Bowfaire: Damage +3 when attacking with a bow; passive Tomefaire: Damage +3 when attacking with a tome; passive Swordbreaker: Damage taken -3 when attacked by an enemy with a sword; passive Axebreaker: Damage taken -3 when attacked by an enemy with an axe; passive Lancebreaker: Damage taken -3 when attacked by an enemy with a lance; passive Bowbreaker: Damage taken -3 when attacked by an enemy with a bow; passive Tomebreaker: Damage taken -3 when attacked by an enemy with a tome; passive
Daily Arena
The arena will have two separate divisions.
PVP Arena
One will be a PvP arena where you and another person can choose characters to battle each other. --In the arena, you always fight with bronze weapons. Skills on or off will be determined by the combatants. Wager will be determined by the combatants. --Who goes first will be decided by rolling an RNG between 1 and 2. Players will paick a number ahead of time and then one of them will post the RNG. --The players will then take turns rolling their attacks until one of the units reaches 0HP, and then the winner receives 5exp and the gold.
Regular Arena
The other arena will be the regular one where you fight 1 round against a faceless unit and whoever does the most damage to the other is the winner. This arena will have several tiers to choose from. --Rank A: 2nd tier classes lvl 11-20 --Rank B: 2nd tier classes lvl 1-10 --Rank C: 1st tier classes lvl 11-20 --Rank D: 1st tier classes lvl 1-10. I'll have 10 classes listed, and I'll have people roll 2 d10s, to determine what class they're up against and at what level. Each area tier will have a base entry fee, and if you win the duel you'll get double the entry fee and +50 gold per level above lvl 1 that the opponent is. (if the opponent is lvl 2, you get +50g, if its lvl3, you'll get +100g, etc) -You will not have any skills in this arena. After determining who your opponent is, you will again roll 2d10s- the first number is your attack roll and the second is your opponents. Do the math to determine who does the most damage to the other. -In order to know what the stats of your opponent are, there will be a handy chart in the Doc like the ones we use to do the stats for our characters. Select the class you're against with the dropdown arrow, set the level of the opponent and there you go. If you're uncertain about it at first, ask somebody.
Regardless of which arena you use, you can have characters fight in the arena 5 times a day. -This is not 5 times per character. It is 5 times total. Daily. -Like always, you MUST keep your guild office file updated or you won't receive credit when that character enters another game.
Weapons
-New -For the reaver weapons, you essentially turn the weapon triangle function for boardgame backwards. Those attacking somebody with a reaver weapon equipped will need to pay attention to this as well. Lancereaver [ C | Mt: 2 | Rng: 1 | Uses: 15 | Worth: 1800 | Strong against lances, weak against axes ] Axereaver [ C | Mt: 2 | Rng: 1 | Uses: 15 | Worth: 1800 | Strong against axes, weak against swords ] Swordreaver [ C | Mt: 2 | Rng: 1 | Uses: 15 | Worth: 1800 | Strong against swords, weak against lances ] -Updates -Renaming the Aum stave to Phoenix just because, who cares. I'm also editing it in light of no more perma-defeat in games. -- Phoenix [ A | Rng: - | Uses: 5 | Worth: 15000 | Revives a defeated ally to the same or adjacent space ]
I think that's all I wanted in this update, idk. I will actually be working to get the info hub up to date holy crap I know, right? Wow, such GM. If there's something unclear (as there usually is), ask about it and I'll answer. More things to come probably maybe.
Nomad Rath Vice Captain
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WhirlwindTerror Crew
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Posted: Thu Jan 14, 2016 9:11 pm
Kowsauni
Needless to say I don't plan on ever using the devil axe and will be depositing it as soon as I get too many items. A weapon that has a 50% chance of damaging you is not worth it in my book.
Adele gazes balefully at you
Posted: Thu Jan 14, 2016 9:17 pm
WhirlwindTerror
Kowsauni
Needless to say I don't plan on ever using the devil axe and will be depositing it as soon as I get too many items. A weapon that has a 50% chance of damaging you is not worth it in my book.
Adele gazes balefully at you
lol I chuckled to myself when I saw she got that weapon. At least you can summon her back if it gets her killed. xd
Kowsauni
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WhirlwindTerror Crew
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Posted: Thu Jan 14, 2016 9:20 pm
Kowsauni
WhirlwindTerror
Kowsauni
Needless to say I don't plan on ever using the devil axe and will be depositing it as soon as I get too many items. A weapon that has a 50% chance of damaging you is not worth it in my book.
Adele gazes balefully at you
lol I chuckled to myself when I saw she got that weapon. At least you can summon her back if it gets her killed. xd
I'm hoping it helps her out before it gets her killed. She does have Vengeance as an innate skill, after all. blaugh