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Author Topic: Necromancer: A prologue  (Read 8273 times)

~Neri

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Re: Necromancer: A prologue
« Reply #90 on: August 11, 2013, 08:00:14 pm »

Tell zombie to go punch the skeleton, attempt to take over the skeleton during this.
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Karnewarrior

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Re: Necromancer: A prologue
« Reply #91 on: August 12, 2013, 04:24:57 pm »

Combat (turn 2)

Code: [Select]
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Ancient Zombie ACT: 4  (Symbol A)
Skeleton ACT: 6  (Symbol S)


Ancient Zombie HP: 9
Skeleton HP: 6

Ancient Zombie ATK: 1d4 +1 (10% crit for +1 DAM)
Skeleton ATK: 1d4 (20% crit for +1 DAM)

Hero Spellbook: (12 Mana)
Firebolt: 1d4 DAM (No enemies on the battlefield are currently vulnerable to this spell) (3 MANA to cast)

Creature Specials:
AZ: Undead (unit takes no damage from death magic. Unit takes extra damage from Divine Magic. Unit takes reduced damage from water magic. Unit does not sleep. Unit cannot be blinded.)

SK: Dry Bones (Skeletons are immune to fire magic)
Undead (unit takes no damage from death magic. Unit takes extra damage from Divine Magic. Unit takes reduced damage from water magic. Unit does not sleep. Unit cannot be blinded.)

Spoiler: Combat (click to show/hide)

>Turn Undead is unavailable for the following reason: Spelltag [CUTSCENE] : Spelltag [COMBAT:NO] : Spelltag [EVERYDAY:NO]
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Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Rolepgeek

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Re: Necromancer: A prologue
« Reply #92 on: August 12, 2013, 05:13:24 pm »

Stay still. Attack the Skeleton when it comes to us.

If we move towards it, it will be able to Power Attack us, and we won't be able to attack it.
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Harbingerjm

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Re: Necromancer: A prologue
« Reply #93 on: August 12, 2013, 10:32:43 pm »

Move backwards two spaces?
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Rolepgeek

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Re: Necromancer: A prologue
« Reply #94 on: August 12, 2013, 10:34:17 pm »

Then we can't attack it. It can't reach us, but it can't attack us right now either.
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Sprin

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Re: Necromancer: A prologue
« Reply #95 on: August 15, 2013, 08:39:07 am »

See this is why we should buy wepons. Burn the forest with fire!
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Quote from: Karnewarrior
HOW DID YOU KNOW I WAS LOOKING UP RULE 34 OF D*CKS?
Sprin is certifiably insane, but there is no denying his brilliance.

Karnewarrior

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Re: Necromancer: A prologue
« Reply #96 on: August 15, 2013, 07:27:40 pm »

See this is why we should buy wepons. Burn the forest with fire!
Aaron, being the MC, is unable to use any weapons. In fact, Aaron is incapable of taking part in combat, and losing all units will result in a loss and reload to the last visited Altar (Last Level-up). However, you may purchase weapons for Heroes, like Miri (Miri uses Daggers, BTW). This gives them a +1 to their DAM roll for every level over Rusty the weapon is. The list is as so:

Rusty > Iron > Steel > Orcish > Dwarven > Adamantine > Mythic > Glowing > [ARTIFACT]

Mythic and above can only be found in certain locations, never purchased. Death's Scythe was a [ARTIFACT], with a massive +8 DAM added on to whatever Adelheid could roll.

I can guarantee you won't find many Artifacts. At all. You probably won't find any Glowing weapons either, unless you manage to raid a Ancient's Stronghold. And trust me, you're going to want a big stack of top-level creatures and heroes if you do.

Combat (turn 3)



Code: [Select]
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THE ZOMBIE ATTACKS!
THE ZOMBIE'S ATTACK GLANCES THE TARGET! 1 DAM
THE SKELETON IS OUT OF ACT.

Ancient Zombie ACT: 4  (Symbol A)
Skeleton ACT: 6  (Symbol S)


Ancient Zombie HP: 9
Skeleton HP: 5

Ancient Zombie ATK: 1d4 +1 (10% crit for +1 DAM)
Skeleton ATK: 1d4 (20% crit for +1 DAM)

Hero Spellbook: (12 Mana)
Firebolt: 1d4 DAM (No enemies on the battlefield are currently vulnerable to this spell) (3 MANA to cast)

Creature Specials:
AZ: Undead (unit takes no damage from death magic. Unit takes extra damage from Divine Magic. Unit takes reduced damage from water magic. Unit does not sleep. Unit cannot be blinded.)

SK: Dry Bones (Skeletons are immune to fire magic)
Undead (unit takes no damage from death magic. Unit takes extra damage from Divine Magic. Unit takes reduced damage from water magic. Unit does not sleep. Unit cannot be blinded.)







Logged
Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Rolepgeek

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Re: Necromancer: A prologue
« Reply #97 on: August 15, 2013, 08:06:56 pm »

Move back 1 tile. Attack it when it gets close to us.

This way, it can't attack us twice.
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

~Neri

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Re: Necromancer: A prologue
« Reply #98 on: August 15, 2013, 08:51:18 pm »

TAKE OVAH THE SKELETON'S MIND!
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Harbingerjm

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Re: Necromancer: A prologue
« Reply #99 on: August 15, 2013, 10:27:33 pm »

See this is why we should buy wepons. Burn the forest with fire!
Aaron, being the MC, is unable to use any weapons. In fact, Aaron is incapable of taking part in combat,
Ok, I can see that we can't attack living enemies because they might die and bad things for us, but undead?

TAKE OVAH THE SKELETON'S MIND!
We can't do that again, we're in combat and I think we've used our cast of it for the day.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Rolepgeek

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Re: Necromancer: A prologue
« Reply #100 on: August 15, 2013, 10:40:57 pm »

We're too cowardly.
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Urist Mc Dwarf

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Re: Necromancer: A prologue
« Reply #101 on: August 16, 2013, 10:27:48 am »

Step back.

Karnewarrior

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Re: Necromancer: A prologue
« Reply #102 on: August 16, 2013, 05:48:13 pm »

Combat (turn 4)



Code: [Select]
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THE ANCIENT ZOMBIE STEPS BACK!
THE SKELETON MOVES FORWARD!
THE SKELETON HAS HIGHER ACT!
THE SKELETONS ATTACK HITS A NON-VITAL AREA! 2 DAM!
THE ANCIENT ZOMBIE ATTACKS!
THE ANCIENT ZOMBIES ATTACK MISSES!

Ancient Zombie ACT: 4  (Symbol A)
Skeleton ACT: 6  (Symbol S)


Ancient Zombie HP: 7
Skeleton HP: 5

Ancient Zombie ATK: 1d4 +1 (10% crit for +1 DAM)
Skeleton ATK: 1d4 (20% crit for +1 DAM)

Hero Spellbook: (12 Mana)
Firebolt: 1d4 DAM  (FIRE) (No enemies on the battlefield are currently vulnerable to this spell) (3 MANA to cast)

Creature Specials:
AZ: Undead (unit takes no damage from death magic. Unit takes extra damage from Divine Magic. Unit takes reduced damage from water magic. Unit does not sleep. Unit cannot be blinded.)

SK: Dry Bones (Skeletons are immune to fire magic)
Undead (unit takes no damage from death magic. Unit takes extra damage from Divine Magic. Unit takes reduced damage from water magic. Unit does not sleep. Unit cannot be blinded.)
Logged
Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Rolepgeek

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Re: Necromancer: A prologue
« Reply #103 on: August 16, 2013, 06:28:27 pm »

Move sideways. Again, attack when it gets near.
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

3man75

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Re: Necromancer: A prologue
« Reply #104 on: August 16, 2013, 06:53:30 pm »

Conjur up the dead to fight for us!
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