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Author Topic: You are a Dungeon  (Read 47022 times)

adwarf

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Re: You are a Dungeon
« Reply #810 on: September 19, 2015, 03:50:54 am »

Use Surpass death on the Giant Empire Bat
You only have one seed of power which is what is required to use Surpass Death, that seed of power is currently in Captain Bones.
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evilcherry

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Re: You are a Dungeon
« Reply #811 on: September 19, 2015, 03:55:16 am »

Add illusionist room (small15DP)

Small, attached to the entrance hall room. Preferably separated with a hard to spot door that allows to surprise attackers from behind. Hosts illusionist mage ready to strike


The illusionist on it's own isn't very intimidating, but an illusionist with a contingent of melee skeletons could be good. Have the illusionist conceal the already hard to spot door, then have the skeletons ambush unwary adventurers wih the illusionist playing backup. I like it.
I though the Illusionist is more of a kind of Rogue-mage?

Hawk132

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Re: You are a Dungeon
« Reply #812 on: September 19, 2015, 04:13:20 am »

Do we even have a second Surpass Death we can use? We seem to have already used it on our Captain.

I guess we can always just switch it.
Capitan is much more likely to die. Remember that Captian buffs all skeletons and keeping him alive can be more important. I prefer to not switch
Well, I don't particularly want to switch it too. The Emperor Bat is a joke (a lethal one, but still) boss, after all. Also, I want our Captain to become boss-tier, so he has to live (well, un-live) for quite a bit.
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TheBiggerFish

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Re: You are a Dungeon
« Reply #813 on: September 19, 2015, 02:07:11 pm »

Oh:
Investigate the red bat spot on the Emperor Bat.
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Angle

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Re: You are a Dungeon
« Reply #814 on: September 19, 2015, 03:12:47 pm »

Add illusionist room (small15DP)

Small, attached to the entrance hall room. Preferably separated with a hard to spot door that allows to surprise attackers from behind. Hosts illusionist mage ready to strike


The illusionist on it's own isn't very intimidating, but an illusionist with a contingent of melee skeletons could be good. Have the illusionist conceal the already hard to spot door, then have the skeletons ambush unwary adventurers wih the illusionist playing backup. I like it.
I though the Illusionist is more of a kind of Rogue-mage?

Yeah, I agree. But rogues don't do all that well on their own either, unless they can take the enemy completely by surprise. And even then, groups are trouble.
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Ukrainian Ranger

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Re: You are a Dungeon
« Reply #815 on: September 19, 2015, 03:17:28 pm »

I actually like our force\dungeon  as it is and prefer to fast forward few days. Then think about a way to spend DP

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TopHat

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Re: You are a Dungeon
« Reply #816 on: September 19, 2015, 03:45:48 pm »

I'm a bit worried that we only have four melee skeletons, and no zombies. That's going to crumble pretty quickly in the face of pretty much any opposition, then it's only some traps between them and our mages & archers. In light of this I propose we:
Create 3 Zombies (-15dp)
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Re: You are a Dungeon
« Reply #817 on: September 19, 2015, 03:49:53 pm »

We need a larger melee core.
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Ukrainian Ranger

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Re: You are a Dungeon
« Reply #818 on: September 19, 2015, 03:55:11 pm »

How about Buy 3 more zombies each day and put them into entrance hall until something interesting happen?
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

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Re: You are a Dungeon
« Reply #819 on: September 19, 2015, 04:01:53 pm »

Skelebums with swords are a better choice. More damage and usability.
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Ozarck

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Re: You are a Dungeon
« Reply #820 on: September 19, 2015, 04:10:43 pm »

I actually like our force\dungeon  as it is and prefer to fast forward few days. Then think about a way to spend DP
How about Buy 3 more zombies each day and put them into entrance hall until something interesting happen?
Skelebums with swords are a better choice. More damage and usability.

Any of these three is fine with me

Angle

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Re: You are a Dungeon
« Reply #821 on: September 19, 2015, 04:23:40 pm »

Lets get three zombies for our melee minions, then get a skeleton with a sword and buckler each day for another three days. Then, we should get Skeletonw with bows for another three days.
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Re: You are a Dungeon
« Reply #822 on: September 19, 2015, 04:26:19 pm »

Lets get three zombies for our melee minions, then get a skeleton with a sword and buckler each day for another three days. Then, we should get Skeletonw with bows for another three days.
+1.
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Ozarck

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Re: You are a Dungeon
« Reply #823 on: September 19, 2015, 04:27:02 pm »

Lets get three zombies for our melee minions, then get a skeleton with a sword and buckler each day for another three days. Then, we should get Skeletonw with bows for another three days.
+1.
+1 in the interest of moving this along

Angle

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Re: You are a Dungeon
« Reply #824 on: September 19, 2015, 04:29:12 pm »

Oh, on another note, our melee minions are behind the rockfall traps, right? And disable/reactivate traps at will or move minions past them without issue, right? (If not, it's not actually a problem. We'd just need to rely on our flying minions and ranged units to attack the enemy.
« Last Edit: September 19, 2015, 04:32:08 pm by Angle »
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