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Re: Fools Lament II - Newbies Welcome
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Re: Fools Lament II - Newbies Welcome
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Re: Fools Lament II - Newbies Welcome
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Re: Fools Lament II - Newbies Welcome
Solar Brilliance? Devils have pretty high MR so they tend not to be too affected by that.
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Re: Fools Lament II - Newbies Welcome
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...I have to ask this: How on earth did Mictlan end up with all the Arch Devils and Ice Devils? It should be nearly impossible to snag all the Ice Devils from under Jotunheim's greedy starting Skrattis and their blood site and Abysia should present a very decent competition for at least one or two Arch Devils even if most would go to Mictlan. I thought Jotunheim and Abysia were player-controlled? http://forum.shrapnelgames.com/images/smilies/happy.gif [/totally clueless] EDIT: Or perhaps I underestimated Mictlan's bonus blood site for mass summoning the high level uniques or perhaps Jotunheim's player didn't know to go after Ice Devils ASAP? |
Re: Fools Lament II - Newbies Welcome
Abysia is not player controlled, and Jotunheim is apparently controlled by a newbie who didn't know to go after the Ice Devils.
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Re: Fools Lament II - Newbies Welcome
Someone can tell me how mind duel works? I tried it and my mage just went feeble minded..
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Re: Fools Lament II - Newbies Welcome
Mind duel or mind hunt?
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Re: Fools Lament II - Newbies Welcome
Mind hunt would be a start... I would like to understand both...
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Re: Fools Lament II - Newbies Welcome
Mind Hunt: You cast it on a distant province, your mage casts mind burn or soul slay on a randomly selected, non-hidden commander. Spell is resisted as normal (i.e. base + penetration + d6oe vs target MR).
If there is an astral mage in the target province, then I think it is nearly guaranteed your mind hunting mage will be feebleminded... i.e. the astral mage detects your mind hunting mage's silver cord and severs it, resulting in feeblemind. Mage Duel: Or Mind Duel? I forget. Basically you can cast this on the battlefield, a random astral mage on the other side is targetted, you do a contest of astral skill and the loser dies, both mages die in event of a tie (basically both sides roll d6 + astral). |
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