Without theme slot conflicts, it is still possible for a hero with any of the following themes to also become Skeletal: Crowtouched, Drauven Wings, Foxish, Hawksoul, Mortificial Enhancements, Mothly, Petrified, Ratlike, Scorpioid, Skunkish, Stormtouched, Teeny Wings Theme Upgrade Without theme slot conflicts, a Skeletal hero is still eligible for any of these additional themes: Crowtouched, Drauven Wings, Foxish, Hawksoul, Mothly, Petrified, Ratlike, Scorpioid, Skunkish, Stormtouched, Teeny Wings If a hero has any of these themes, it is not possible to also become Skeletal: Beartouched, Botanical, Celestial, Child of the Hills, Crystalline, Deepist Spy, Elmsoul, Flamesoul, Frogtouched, Frost, Gorgonoid, Mark of the Horn, Shadow, Spell Touched, Sylvan, Vulture Acolyte, Wolftouched Weights: weapon = 0.3, armor = 0.31, augment = 0.4, offhand = 0.1įor securing, there's a 10% chance of getting a weapon/armor/offhand/augment (plus a 100% chance of getting an augment if you chose the long option)įor missions, there's a 35% chance of getting weapon/armor/offhand,Īnd then a 50% chance of getting an augment/offhand (and if both of those fail, it'll give you a weapon/armor/offhand/augment)Īrtifact vs non-artifact is determined after it knows you're getting a weapon.Įvery time you get a non-artifact weapon, the chance increases by 0.15.Įvery time you get an artifact, the chance decreases by 0.5.A Skeletal hero will not be eligible for any of these additional themes: Beartouched, Botanical, Celestial, Child of the Hills, Crystalline, Deepist Spy, Elmsoul, Flamesoul, Frogtouched, Frost, Gorgonoid, Mark of the Horn, Mortificial Enhancements, Shadow, Spell Touched, Sylvan, Vulture Acolyte, Wolftouched These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These are, as you might guess, items that a hero can hold in the hand that's not currently holding a weapon. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers. Tier 1 weapons are your rusty sword, your standard hunting bow, and a nice stick for a wand. Tier 0 is the makeshift weapons of the farmers. But soon, they'll discover and create much better ones. Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up-hammers, pitchforks, etc. Like all augments, these will not carry over into new campaigns. Some events grant artifact augments with special abilities. Ask me to tell you the story of how Grobar the One-Handed got his nickname.Īround the waist, above armor, below belt probably.Īugments are randomly generated in both appearance and aspect based on a variety of factors, including where the item was obtained and the current chapter of the campaign. On the Shoulders and down the back, behind. The current augment "slots" are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads The example above shows two different full augment 'sets," but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Augments are also colored by the hero's primary and secondary colors.Īugments, unlike weapons or armor do not carry over with legacy heroes. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. They provide the ability to further customize a hero's strengths and role in combat, as well as some more visual variation. See Augments for a list of unique and/or named weapons.Īugments are extra bits and pieces that heroes can wear on top of their armor. Witchveiling - When Hero is reduced to less than half his/her health, he/she becomes hidden.įeral Memory - When Hero is below half health, he/she gains 1 potency. Swashbuckler - On killing an enemy, +20/+35 stunt chance until stunt. Wildwoven - When Hero is hidden, he/she gains 1 potency. Valiant Bracing - When guarding, Hero agains 1 armor and 1 warding until the start of his/her next turn. Fashioned for the Fray - Hero gains +10/+15 dodge while he/she isn't walling.
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