Actions:
Zambie 1 moves 4 SE
Zambie 2 attacks Gerald
Zambie misses.(94)
Zambie 3 moves 1 SE, 1 S and attacks Gerald
Zambie misses.(79)
Zambie 4 moves 2 SE, 2 S
Zambie 5 attacks Nirur Torir
Zambie stumbles and misses.(89)
Zambie 6 moves 2 NE, attacks Gerald
Zambie lunges and falls over.(90)
Zambie 9 attacks DarkPaladin
His strike fails to connect. (72)
Zambie 10 moves 1 SE, 1 S, attacks Wolfy
His attack barely misses. (52)
Zambie 11 moves 1 N and attacks Tiruin
Zombies can't find a way up the mountain!(35)
Zambie 12 attacks Wolfy
The Zambie grabs Wolfy from behind, tearing into his neck for 4 damage, causing Wolfy to gurgle blood and collapse.Wolfy has been killed!Zambie 16 moves one N onto the thread and Wolfy's corpse, and razes the thread.
A Bad Memory rises from the ashes!Zambie moves 4 SW
Bad Memory 1 moves 1 South and 3 SE, and then attacks Gerald.
Gerald feels a twinge of guilt over letting adwarf die, and takes one damage.Bad Memory move 2 SE and 4 S, then attacks Nirur Torir.
Nirur Torir feels bad about leaving his family behind to go adventuring, and takes one damage.Adwarf Gerald's team acts first.(click to enlarge)
Basic Income: 3 Gold Per Round - Income per claimed thread: 3 Gold Per Round
Locations of Note (Explorable):
Temple to Armok: Swirly bit in the middle.
The Burnt Forest: Purple tree in middle of woods.
Goal: Survive
Fortress Tiles: +25% defense.
| Water tiles: Two light shades are shallow water, +2 mp to move out of that hex. Darker shade is deep water, impassable for all current characters. -10% evasion.
| Forest: +25% defense versus ranged attacks.
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Swamp: +1mp to move out of.
| Mountain: +25% defense versus melee. +2mp to move into. Counts as two hexes for purposes of ranged attacks, meaning they can't be fired over and the shooter must be adjacent to fire into them (but not out of them, which still works fine)
| Everything else is field, or the equivalent thereof.
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Forces:
Team Dwarf: Controls 1 Threads, 2 gold
Team Flame: Controls 1 Threads, 5 gold
| Commander Adwarf - 2 followers Scrappy, Disciplined Regular Farmer of the !!DWARVES!! 16hp - 0xp - 0 gold - 1 resist Pitchfork, Leather Attacks: Fork - Melee, 12-1, 75% Special: Recovers a point of health automatically each turn. Special: Units under your command gain a 15% boost to experience gained. DEAD
| | Gerald, the Wealthy, Clever, Regular Farmer of the !!DWARVES!! 15/16 hp - 6/8xp - 17 gold - 2 resist Pitchfork, Bow, Scale Attacks: Fork - Melee, 12-1, 75% Bow - Ranged, 4-1, 75%
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| Worldmaster, Wealthy, Clever Modder Acolyte of the !!DWARVES!! 8 hp - 6/8xp - 26 gold - 1 resist Club, Leather Blast, Regeneration, Heal Attacks: Club - Melee, 3-1, 75% Blast - Ranged, 6-1, 100% Special: Once per turn, sacrifice a move point to regain 2 health.
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| darkpaladin - Bulky, Healthy Regular Farmer of the !!DWARVES!! Pitchfork, Leather 22 hp - 6/10xp - 0 gold - 1 resist Attacks: Fork - Melee, 13-1, 75%
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| Tiruin, Sharp, Scrappy, Lurker Hunter of the Elven Woods 12hp - 6/10xp - 2 gold - 0 resist Bow Attacks: First - melee, 2-1, 85% Bow - ranged, 4-2, 85% Special: +10% evasion Underground. Does not engage automatically. Can disengage for 2mp OR 1ap.
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| Commander Flame - 2 Follower The Scholarly, Clever Lurker Hunter d'GM 12 hp - 0/8xp - 5 gold - 0 resistance Bow and Dagger Attacks: Dagger - 4-1, 75% Bow - `4-2, 75% Special: Your units gain an additional point of experience every time they use a spell, and you may purchase spells even if you are not an acolyte. If you are an acolyte, the cost of spells is reduced by half for you, and you may teach a spell you know to any one other acolyte at the beginning of each battle in which you command. Special: +10% evasion in forests. Does not engage automatically. Can disengage for 2mp OR 1ap. Special: Experience costs reduced by 20%. Only 8 experience required to next level.
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| Nirur - Sneaky, Wealthy Lurker Hunter of the Cutebolds Bow, Scale 12 hp - 2/10xp - 18 gold - 1 resist Attacks: Fists - Melee, 2 Bow - Ranged, 4-2, 75% Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
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| Wolfy, Clever, Scrappy Modder Acolyte of the Elven Woods 0/8 hp - 2/8xp - 0 gold - 0 resist Pitchfork, Cloth Withering Curse, Blessing Attacks: Fork - Melee, 10-1, 75% Wither - Magical Ranged, 2-2, 75%. Inaccurate, as far as magical spells go. Targets hit by this spell, even if it does no damage, have their MP, AP, and Damage reduced to half (rounded up) until the end of their next turn. DEAD
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| Cript, Sharp, Quick Reliable Soldier of the Cutebolds 19hp - 5/20xp - 1 gold - 1 resist Pitchfork, Leather Attacks: Fork - melee, 12-2, 85% Special: 1 more mp per turn Special: +4 melee damage, +1 melee attack
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| Arahael the Watcher, Sneaky, Sharp Forum Guide of The Wildlands 16 hp - 0/17xp - 0 gold - 0 resist Bow, Dagger Attacks: Dagger - Melee, 5-1, 85% Bow - Ranged, 5-2, 85% Special: +10% evasion in forests and underground. Special: Does not engage automatically. Can disengage for 2mp OR 1ap. Special: (Pathfinder) All terrain has a movement cost of 1 for you. Special: +1 melee damage, +1 ranged damage, +1 ranged attacks
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Zambie: HP: 14, Resistance: 0, Attacks: Melee 4-1, 50%, MP: 2, 8xp to level1 HP: 14/14hp, 0/8xp
2 HP: 14/14hp, 1/8xp
3 HP: 14/14hp, 1/8xp
4 HP: 14/14hp, 0/8xp
5 HP: 2/14hp, 0/8xp
6 HP: 14/14hp, 0/8xp
7 HP: *REDEAD*
8 HP: *REDEAD*
9 HP: 1/14hp, 0/8xp
10 HP: 14/14hp, 0/8xp
11 HP: 10/14hp, 0/8xp
12 HP: 4/14hp 1/8xp
13 HP: *REDEAD*
14 HP: *REDEAD*
15 HP: *REDEAD*
16 HP: 14/14hp 1/8xp
17 HP: 14/14hp, 0/8xp
Bad Memory: HP: 8, Resistance (75% vs. Physical), Attacks: Magical Melee 1-1, 100%, MP: 6, 8xp to level
Special: Every successful attack by the Bad Memory increases it's damage by 1.
Special: Bad Memories heal 1 damage at the beginning of its turn. Bad Memory 1: 8/8hp, 1/8xp: Attcks: Magical Melee 2-1, 100%
Bad Memory 2: 8/8hp, 1/8xp: Attcks: Magical Melee 2-1, 100%
Bad Memory 3: 8/8hp, 0/8xp
Upon review, the growth potential of the Bad Memories has been reduced - attacks now need to be successful to boost their damage, and it only boosts damage, not number of attacks.
Also, you may have noticed that magical attacks bypass armor... or at least the basic physical armor you can buy at this point in the game.