Amiri

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So we have been playing it correctly, thats good if not a little annoying when you clear a conflagration and another pops back on from the blessings deck. (and you can only defeat a conflagration on the beginning of a turn)

About closing; the rules always seemed to make Closing one term, with sub terms of "permanent and temporary". So when a Conflagration says may not be closed, both would apply, IMO. Or thats how I've been playing it. Getting all those Conflagrations off the locations have been like putting a raging fire out sometimes.... Oh I get it... ha.


In Mummy's Mask Scenerio 0.5 "Forged in Flames":

Henchman Barrier Conflagration says "While displayed, this location may not be closed."

So if its displayed at Location A, and a player explores and finds the Villain at location A, will the Villain not close the location if defeated?

1) Does the Rulebook explanation of defeating a Villain banishes all non-villain cards then if there is no other Villain in the location it closes?

2) Even defeating the Villain, the location remains open and the Villain excapes to its own location? (and any other locations not Temporarily closed, of course)

Seems like youd have to get rid of conflagration before facing the Villain, unless a defeated Villain closing the location overrides another cards ability keeping a location open. This kept blocking us from closing the Villains location each time we discarded one from the blessings deck.


*2 player- Ran out of time 3 times (Local Heroes, Here Comes the Flood, Under Jorgenfist) and 0 deaths.*

Last mission was great! No blessings deck = Can't run out of time, so either you die or boss dies!

Our favorite cards (not necessarily most powerful)
Kyra: Staff of Heaven and Earth
Valeros: Poog of Zarongel

Now we are starting a Skull and Shackles with Jirelle/Damiel.

Character Name: Kyra
Role Card: Exorcist
Skill Feats: Strength+4, Wisdom+2
Power Feats: Hand Size 6, Weapon Proficiency, Shuffle 1d4 (+2), Add 1d8 (+1) to defeat Undead ([x] or Outsider) trait, Recharge Blessing of Sarenrae ([x] or put it on top of your deck) instead of discarding it.
Card Feats: Weapon 3, Spell 5, Armor 3, Item 2, Ally 2, Blessing 8
Weapons: Mokmurian's Club, Greatclub+3,Fanged Falchion
Spells: Find Traps, Scrying, Sign of Wrath, Swipe x2
Armors: Breatplate of Fire x2, Magic Full Plate
Items: Staff of Heaven and Earth, Emerald Codex
Allies: Mountaineer, Toad
Blessings: Gorem, Gozreh x2, Lamashtu, Pharasma, Sarenrae x3

Character Name: Valeros
Role Card: Guardian
Skill Feats: Strength+3, Dexterity+2, Constitution+1
Power Feats: Hand 5, Add 1d4(+3) to another players combat check at your location, When you play a [x]Armor you may recharge instead of discard, When another player at your location is dealt combat damage reduce it by 2
Card Feats: Weapon 8, Item 4, Ally 4, Blessing 4
Weapons: Dancing Scimitar+2, Flaming Icy Axe+1, Runechill Hatchet+2, Shortspear+3, Shortsword+1, Venomous Dagger+2, Chellan Sword of Greed, Karzoug's Burning Glaive
Spells: -
Armors: Adamantine Plate Armor, Fortress Shield, Winged Shield
Items: Sihedron Ring, Revelation Quill, Sihedron Medallion, Wand of Enervation
Allies: Black Arrow Ranger, Charmed Red Dragon x2, Poog of Zarongel
Blessings: Abadar, Gorum x2, Iomedae


Thanks to pluvia and orbis! I hadn't found that temp FAQ yet, useful.

pluvia33 wrote:


3. No, he never has the Arcane/Divine skills long enough to use it for Attack spells because he only has it while playing a non-attack spell or when he would banish a non-attack spell. He doesn't have those skills for any other situation. (I'm still kind of wishing he would have the skills when he encounters non-attack spells, but that's just me maybe wishing for too much)

Yes, I was hoping there was a way to get it for Acquiring, but after playing with him for awhile without that, he still seems pretty good if you balance your potions well, and maybe run him with a Caster to help him acquire good Support spells.


Has Damiel's Q been answered yet?

Or if not an official errata has been finalized yet; is there someone that can say to his Abilities Intended use? (Would like to know so I can at least use him to what the creators intended with the ability)

Example:

1. Can he only recharge Non-attack spells with Divine/Arcane = Craft? (Which seems if he can't his ability is basically useless)

2. Can he recharge Speed/ Strength "Display" type Non-Attack spells, or only Support spells that discard right away with use?

3. Is he not suppose to ever have Arcane/Divine long enough to Effectively use an Attack spell. (Which seems a bit OP if he was able to).

I have been playing him as he can play and recharge Non Attack spells, and only has d4 for any attack spells (with banishing), but Strength/Speed, should I still be banishing?