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Peril Conditions?

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So has anyone figured out how the peril conditions work in Road to Legend?

My group was playing the "Rise of all Goblins" finale on Saturday, and we seemed to have a decent handle on it.  We were passing most of the 'whispers' checks, cleared past the 'T' split, and took the banner on the right side, then backtracked to the banner on the left side.

The perils we were getting were mostly respawning the bone horrors near the cart, and the aformentioned 'whispers' checks.  After taking the banner in the first room on the left side, we proceeded up the hallway towards the pit/bridge room.  There we were bottlenecked by two shadow dragons and the goblin archers.  A turn later, the Ariad lieutenant spawned in the hallway next to us, along with an Arachyura.  There was no peril the following round, but after clearing out the dragons and Ariad, we moved up into the room to clear the goblins.  The next round started the deadly perils, 2 damage to every hero.  We cleared out the goblins the next round, and moved up to the door (but didn't pick up the banner that round)... and received 5 damage per hero from a deadly peril, killing 3 heroes and ending the campaign.

Does anyone know what advances the perils?  Could we have avoided the 'deadly peril' by picking up the banner?

 

Thanks.

 

Also, side question.  Ariads activation card listed the following;

(action): spot the closest hero.
(action): attack the closest hero within 3 spaces.
(action): attack the closest monster within 5 spaces, if the monster is killed, deal X damage to each hero, where X is the total life value of the monster killed.

So in our game, Ariad was already within 3 spaces of a hero, so no spot. She attacked the hero, but then had one action left.  We chose NOT to apply the 3rd action, since Ariad had already performed an attack this round.  Was this correct? or should the weird "attack a monster" action have been applied?

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You need take only two actions on monsters/lieutnants activations. If you have the requeriments for the first two actions, skip the third, otherwise, you need circle until make two valid choices.

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I assume the peril conditions are a timing thing - dawdle to long and you start getting minor perils; take too much longer and they become deadly. We haven't got deadly ones yet, only minor.

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QilXOx1.jpg

Oops, apparently I applied the peril incorrectly.  It should have been 8 damage spread among the 4 heroes, rather than 8 damage each.  Although it probably wouldn't have mattered, since the next round is 14, then 26, etc.

I may have to test it with the actual encounter, but I guess I am just curious to know if the peril escalation can be 'reset' or moved back by reaching certain checkpoints.. or if you basically only have 2-3 rounds to finish the encounter once the deadly perils start to appear.

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Oops, apparently I applied the peril incorrectly.  It should have been 8 damage spread among the 4 heroes, rather than 8 damage each.  Although it probably wouldn't have mattered, since the next round is 14, then 26, etc.

 

 

Perils being spread among heroes was a change made in the latest update, before, each hero suffered the damage. So you probably didn't apply it incorrectly if you played before the last update.

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QilXOx1.jpg

Oops, apparently I applied the peril incorrectly.  It should have been 8 damage spread among the 4 heroes, rather than 8 damage each.  Although it probably wouldn't have mattered, since the next round is 14, then 26, etc.

I may have to test it with the actual encounter, but I guess I am just curious to know if the peril escalation can be 'reset' or moved back by reaching certain checkpoints.. or if you basically only have 2-3 rounds to finish the encounter once the deadly perils start to appear.

Yes, in some checkpoints the perils ends, but some types act as countdown to end a quest (this is one).

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**** you to the very depths of Hell you **** Tendrils!!!

 

On a lighter note, as far as I can tell, Peril is a lot more lenient in Normal mode.

Edited by Luijod

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I did some testing (for anyone who is interested), picking up the banner or opening the final door to the boss does not reset or reduce the peril level.  So in other words, once you hit deadly perils, you probably only have 2-3 rounds left (Unless the peril is 'ends in 2 rounds' in which case you have exactly two rounds left).

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26 damage to the party? That is savage:p Essentially that is the game saying 'game over' but trying its best not to appear random. Well actually, you did it upon yourself of course. I remember the discussion in the pod co-ops "look, I know we have not yet drawn the doom card, but if we could rest that would help out a lot!" Spoiler alert, we drew the doom card :mellow:  

 

And died.

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