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  1. Range is relevant for melee attacks in the case of a Stealthy target - as originally written this ability would not help against Stealth, with your re-wording it now would. This is such a niche case as to be most probably irrelevant, but I thought I would point it out anyway
  2. Xyphistor

    Road to Legend Bug Report

    You don't actually get any items, you just get a bit of gold later as payment for helping transport something unknown - I think it's 20 gold per hero you choose to carry stuff, but could be less than that... You didn't miss anything significant!
  3. My gut agrees with Zaltyre's 😛 I would read Earthen Anguish to mean that no range is required to hit the summoned stone, so whatever range you roll on your dice counts as excess range. Since Sorcery converts excess range into damage I would say it can convert the full range rolled (up to the maximum of 3) into hearts.
  4. Xyphistor

    The Shadow Rune Project

    Great work DerDelphi One question: How? It doesn't appear to show up in my Valkyrie 'download' page... Some sort of FAQ / user guide for Valkyrie might be useful, does such a thing exist? Otherwise maybe some simple instructions for downloading and adding user-made content to Valkyrie, or indeed for using it at all - there's very little that's intuitive and so far I haven't found any useful documentation...
  5. Xyphistor

    Multiple-target attacks in RtL

    Having re-read your response here and that CRRG entry a few times I think you've summarised the choice of who receives full damage quite nicely, not sure why my brain didn't register it before Regarding multiple-target attacks on heroes, if we ignore the Blast rule wording temporarily there are two 'logical' ways to look at it: The damage reduction effect is intended to counteract the dumb monster placement/movement in RtL, and therefore it should not be applied to the heroes (since they should be moved intelligently). From a fluff perspective, most of these attacks (most commonly Blast by heroes and probably Fire Breath for monsters) in real life would tend to do less damage after the primary target - the first guy takes the brunt of the hit and then associated damage is suffered by others: some adjacent fire damage, ricochet from Repeating Crossbow/Dawnblade, follow-through for Whirlwind etc. So the damage reduction effect should be applied to everyone. The wording of your quote above tends to support option 1, the wording of the Blast rule tends to support option 2. Given that in a normal overlord game the fluff perspective is ignored (everyone takes full damage), I'm leaning towards house-ruling option 1 as follows: The chosen target receives full damage Each additional monster affected receives half damage (rounded up) Each additional hero affected receives full damage Which is pretty much how we've been playing it anyway
  6. Xyphistor

    Droid bug or feature?

    I don't know specifically for the Android app, but in the PC app if you quit while you're in a town then when you reload you're not in the town any more and you have to Travel there again. Every time you Travel to the town it takes a week of game time and causes the shop items to refresh - this may be what you're seeing.
  7. What Charmy said ^^ You can only discard hex tokens from the target of your attack to add damage to that attack. So with a regular attack, which only targets one monster, you can only discard the hex tokens from that one monster. Plague Cloud is a special case since it specifically targets all hexed monsters (in line of sight), and therefore allows you to discard hex tokens from multiple monsters to add damage to the attack as a whole.
  8. It's not so bad for Cataclysm or Prismatic Assault, since they are separate attack rolls for each stone/token, but yeah, X could be a problem for the solo-roll skills And you're right, these sort of things are no use in an Overlord game, but they're fun to imagine/try to setup for RtL You can't house-rule out the X though, that's the risk you take for the massive reward... If you go to the trouble of setting up a character with this sort of capability, put some mitigating measures in place: Use Widow Tarha with her re-roll ability Have a Bard nearby with Rehearsal giving re-rolls Get the Golden Mask to treat X as blank
  9. Hi all, In a very specific (but not entirely implausible) scenario, I reckon the Hexer can kill two whole monster groups in one round from a standing start, almost irrespective of hero, weapon or any other gear... For example this situation, Hexer on the X with the adjacent class cards: Hexer turn as follows: Shoot Master Zombie - use a surge to hex any Zombie (with Internal Rot this places 2 Hex tokens) Use Viral Hex for one fatigue to put a hex token on the master Goblin Archer, doubled again by Internal Rot to 2 hex tokens (he's within 3 spaces) Plague Cloud! for three fatigue All Zombies and all Goblin Archers become Hexed due to the recursive nature of Plague Cloud - two hex tokens on each of the others Perform an attack which targets each hexed monster in your line of sight and ignores range: All monsters are hexed and in line of sight Use Enfeebling Hex to discard hex tokens from any targets (CRRG p49): discard 20 hex tokens... Each hex token discarded increases the damage dealt to each target (CRRG p49): +20 damage on top of your dice roll... Internal Rot also gives Pierce 2 on each hexed monster... Even in Road to Legend where you only deal full damage to one monster and half to the others, you're hitting each of them for 10+ hearts with pierce 2: they're still all going to die The bigger the monster groups / the more monsters, the more damage they all suffer... If there was an additional Shadow Dragon in the bottom right corner adjacent to the Zombie group, you could assign the full damage there and one-shot him as well as killing all five Zombies and all five Goblin Archers Anybody have any reasons why this wouldn't work? Is there something I've misunderstood? Anybody have any suggestions for scenarios which can beat this for destructive power?
  10. Xyphistor

    Multiple-target attacks in RtL

    Hi all, My wife was given Descent 2nd Edition for Christmas, and we've both been fairly obsessed with it since then... We've resisted buying all the expansions in one go but we did get Labyrinth of Ruin and Shadow of Nerekhall, and we've played through all the RtL campaigns (multiple times) apart from Frostgate... In the process we've done a fair amount of googling around for answers to various questions and have become quite familiar with the forums here and at BGG, and with Sadgit's CRRG. There is one aspect though which I feel isn't as clear as it might be, and that's around the area of multi-target/multi-affect attacks. In the Steps of Combat section on page 6 of the CRRG there's a Road to Legend section which ends with this: There's also a separate entry for Blast which repeats the same thing, that one Target monster is chosen and all others receive half damage. That generally seems clear enough, although it could be made more obvious that all attacks which affect multiple monsters in any way use this half damage mechanic... Possibly worth including weapons like Dawnblade and Repeating Crossbow in the list of examples as well. Things that I think could do with further clarification are: I read somewhere that you can choose any one of the targeted/affected monsters to receive full damage, it doesn't necessarily have to be the one you originally attacked - is that the case? Seems a bit unwieldy with the Repeating Crossbow for example, since you'd essentially be changing your main target depending on whether you rolled/used the surge or not... For Enfeebling Hex the CRRG specifies that "Discarding a hex token from a targeted monster during a multi-target attack increases the damage dealt to each target" - presumably in RtL that is a damage increase to the original attack, which is then halved onto the other monsters even though they provided the hex tokens? Do we have to make a distinction here between Targeted and Affected monsters - I would guess maybe we do? Does this half-damage mechanic apply to Hero multi-target attacks which hit other Heros - eg Leoric's heroic feat? So for example Leoric would deal full damage to one adjacent monster, half damage to another adjacent monster and half or full damage to an adjacent hero? For Blast this is specifically described: "If multiple monsters are affected by a Blast attack, one targeted monster is dealt Hearts as usual, other figures (enemy or friendly) are dealt half the Hearts (rounded up) before subtracting the defense results." So I would assume that this can be applied generically and therefore Leoric's adjacent hero would also receive half damage. Does this half-damage mechanic apply to Monster multi-target attacks which hit multiple heroes? For example Changlings with whichever corruption card gives them Blast? The way we have played this so far is that all heroes receive full damage, since the reason for the mechanic is to counteract 'dumb' monster placement by the app, and heroes should be controlled in a more intelligent fashion... But what about if that blast also hits a monster? Or two monsters? If it hits two monsters technically it falls into the Blast definition above so only one hero could receive full damage. Where do we draw the line? I realise some of these questions are getting into quite specific circumstances, but it's probably still worth attempting to add some clarity into the CRRG somewhere - for Q3 and Q4 it could be as simple as re-wording the first sentence in the image above to something like one of the following: For Hero attacks affecting multiple monsters follow the steps below: For ANY attacks affecting multiple figures follow the steps below: For Hero attacks affecting multiple figures follow the steps below: Any thoughts/comments/advice welcome!
  11. CRRG is an awesome resource Sadgit, thanks for all your work on it I've found a couple of errors/typos in version 1.10: On page 43 'Augur Grisom' is incorrectly referred to a couple of times as 'Augur Grimson'. In Appendix 3.2 the list of tiles for 'In a Manor of Speaking' includes tile 72 within the SoN list; this tile is requested by the RtL app but is not required for this quest (and you don't have it with just SoN expansion) - might be worth adding a note to this effect? I also have a few suggestions for improving clarity: On page 53: 'Inscribe Rune' text isn't very clear - if it means what I think it means, you could rephrase as "Inscribe Rune does not counteract the effects of an equipped item which prohibits Runes. With this combination the hero will be unable to equip any weapons." For 'Quick Casting' you could add the clarification that the triggering attack does not need to succeed (you can still attack again even if the first one rolls an X) - I'm pretty sure I read that somewhere...