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CHAOS Realm

OK, so in theory most 4+ figure units should eventually die. What's the goal for how long that should take?

Three examples: Green high men engineers (this feels like the ultimate target that should be killed). A magic spirit (this feels like the kind of target I expected to be killed, but doesn't seem to be).
Veteran dwarf halberdiers (this seems to be included by your description, but how long should it take?)

Edit: to clarify, I'm looking for the goal of how long it should take, not how long it actually takes based on current numbers.
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I don't have goals this specific. Engineers usually go down in 1-3 turns and I'm happy with that. The dwarf halberdiers I'd expect to take like 10 turns because they have lots of hit points.
Generally, it shouldn't be too fast (except on very vulnerable units), otherwise units die before the spell can be dispelled.

Magic Spirits are single figure with high health - they die but it takes very long so they can still reach and meld nodes.
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Why aren't Fire Giants +2 to hit? (I understand Gargoyles and Chimera, but compared to other realm uncommon units, I would expect Fire Giants to be +2)
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It's a 110 cost creature...
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In a recent campaign I frequently used "mystic surge" during combat.

One thing I do not like is that if the unit randomly becomes undead, it stays undead after battle forever (with only 1 heart).
All other given enchantments are gone, so I think "unded" should also be removed from the unit.
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Blood Lust turns units undead permanently as one of its effects. That's how that spell works. So if you get it, the unit becomes undead.
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This thread is now updated with changes from the recent change log.
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Eldritch weapon: removed

Flame blade: changed to common tier

Mystic Surge: new uncommon spell. Target gets randomly buffed, choosing from all possible buffs in the game. This can result in 1 buff, or many buffs (10+), or anywhere in between. This can allow illegal buffs (like summons getting holy armor do get +2 armor) or useless buffs (focus magic does nothing). If the target gets bloodlust, the target permanently becomes undead (which means no healing). The target also triples its movement, gains +2 defense, and -2 resistance. For the rest of the combat, the unit cannot be healed; and st the end of combat the unit is set to 1 HP.

Cost is.. 25 or 30 mana, and can only be cast in combat.
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Quote:The target also triples its movement

Almost, it actually gets +3 moves. You can see the cost in the cost table I posted.
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Oh did movement change? Specifically I remember doom bats with mystic surge having speed 18?
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