Skip to content

Posts from Erthenia Auto-translated

No ratings yet — be the first to rate!
User Avatar
#153
Auto-translated
You will all die anyway.

Be strong. Believe
User Avatar
#154
Auto-translated
I don't understand what your problem is. I mean, why can't there be characters with repeating abilities?
Special snowflakes, considering that this approach is noticeable and relatively common.
or why your character should be overpowered
We will have battles. They always exist. If a character is strong, they have a higher chance of surviving the battle. And this effectiveness of the character doesn't harm the role-playing aspect. If you don't like analyzing, Ar, that doesn't mean others can't. The point is to have fun, in the end.
User Avatar
#155
Auto-translated
Revan, doesn't light armor reduce speed? What is its approximate protection range? Does the armor stack with the Ice Armor enchantment? Do they work separately? Or do they not affect each other at all?
 

К А
Стикеры GBF в Telegram
User Avatar
#156
Auto-translated
It's not necessary to create an overpowered unit for battles, which can negatively impact role-playing and other aspects. Besides, combat isn't always the only solution.

Be strong. Believe
User Avatar
#157
Auto-translated
The only problem for those who play aggressively is psychological: you become less cautious and constantly risk dying (which often happens in the end). Otherwise, there are no downsides, only advantages. And it's much more interesting to play this way than when you're surrounded by only Attaraxians and Setta-nomicon users, who either one-shot you or "kite" you because you can't do much yourself.
 

К А
Стикеры GBF в Telegram
User Avatar
#158
Auto-translated
Blood Mark. Converts 10% of damage dealt into health. Passive ability.
Does it work with attacks that instantly kill the opponent?

Added 3 minutes later
Beheading. The next attack by the character, if it hits, will be fatal. 5 Action Points. x2
I hope this applies to melee combat, right?

Whatever
User Avatar
#159
Auto-translated
Does it work with attacks that instantly kill the opponent?
It works, but the healing is based on the regular damage dealt.
I hope this applies to melee attacks, right?
Yes.
User Avatar
#160
Auto-translated
You don't necessarily need to create an overpowered character for combat, while sacrificing role-playing elements, etc.
Aretz, you should at least read the posts before responding to them.
And combat isn't always the only solution.
Aretz, we've never had situations here where there are absolutely no battles. This is almost as naive as hoping for the usefulness of skills like Zoologist.
Overpowered characters only have one problem, a psychological one: you behave less cautiously and constantly risk dying (which often happens in the end). Otherwise, there are no downsides, only advantages. And it's much more interesting to play this way than when you're surrounded by only Attaraxians and Sethronomicons, who either one-shot you or "lead" you because you can't do much yourself.
This.
I hope this applies to melee combat, right?
Yes, I already asked Revan. Unfortunately, the shots are so powerful that you won't be able to make their head explode like an overripe watermelon. At least, not with this skill.
User Avatar
#161
Auto-translated
This is almost as naive as hoping for the usefulness of skills like a zoologist.
Monsterologists and zoologists know the approximate parameters and characteristics of the respective creatures, so it may be useful, depending on the location.
User Avatar
#162
Auto-translated
In my opinion, these are very situational skills. But who knows, maybe you'll break the vicious cycle?
User Avatar
#163
Auto-translated
Combat Training
+30 health
+2 reaction, +2 accuracy
+1 speed, +2 willpower
+Skill
Scouting
+10 health
+2 willpower
+2 speed
+10 stealth
Firearms
+Skill
+1 accuracy
+1 reaction
Throwing Weapons
+Skill
-40% damage from area-of-effect attacks
Assassin
+10 stealth
+3 reaction
+100/250 damage - ranged/melee.
Martial Arts
+Unarmed Combat (15x3)
+3 reaction
+3 accuracy
+20 health
+Disarm (accuracy -5)
Battle Magic
+5 mana, +1 magic
+Convert damage to chosen element (1 mana/hit)
+Additional damage (magic*10)
One-Handed Weapon
+Skill
+2 reaction
+2 accuracy
+Parry
Two-Handed Weapon
+Skill, +25 health.
+Cleave. 33% chance to deal double damage to the enemy.
+Stun. 33% chance to paralyze the enemy.
Polearms
+Skill
+4 reaction
+1 attack range
+Accurate Strikes. 33% chance to paralyze the enemy.
Archery
+Skill
+Extra Attack
+33% chance that damage will be tripled
+100% firing range
+2 accuracy
Antimagic
-3 magic
Damage from magic -50%
Resistance to negative magical effects is three times higher
Archery (crossbow)
+Skill
+4 accuracy (ranged combat)
+Armor Piercing (20)
+33% chance of paralysis
Armour and Shield
+50 health
+Block
+Armour skill
Medicine
+15 health
+Bandaging
+Disinfection
+Surgery
Leadership
+Aggressive Tactics. +3 accuracy, +1 speed.
+Defensive Stance. -1 speed, +3 reaction, +3 willpower.
+Retreat. +5 speed, -4 reaction
Heavy Weapons
The character can use stationary weapons as well as Asvaldr's arsenal
Killer
+Bleeding (-10% current health/turn, -20%/hit, -5%/cell)
+20% chance of critical damage
-3 speed of the selected target
User Avatar
#164
Auto-translated
Zetsumei. The selected character dies. The target has +10 to magic resistance. 100
As I understand it, this spell is likely an equivalent to a spell that also works at a distance. To protect yourself, you need to have high magic resistance.
Beheading. The next attack on the character, if it hits, will be fatal. 5 Action Points. x2
Requires 5 Action Points, 2 Order Units, and being in melee range, as well as a successful attack. To protect yourself, you need high dodge (and maybe even parry and block).

I see a balance issue.

Whatever
User Avatar
#165
Auto-translated
The warrior has both regular attacks, while this mage has a maximum of 5 attempts and nothing more.
User Avatar
#166
Auto-translated
Okay.
W – saving throw is magic resistance
E – saving throw is evasion of targeted spells

All damage reduction does not add up, but is applied sequentially. For example, a character has heavy armor for -50% damage, an ice armor, and an experience with endurance ability of 20. He receives 1000 units of physical damage: -40% (ice armor is applied before regular armor) = 600 - 50% = 300 - 20% (experience is applied last, as it is essentially a reduction of the final damage) = 240.

QUESTIONABLE POINT: Can fire spells counter cold spells, and can water spells counter fire spells (unfreeze/extinguish) – I haven't decided on this yet. It seems logical to some extent, but if such things are allowed, then other similar situations may arise.

Runes. To use runic magic, the following is required:
1. The presence of a forge nearby, ready for use.
2. The character must have runic stones.
3. 50 units of magical energy for one use.

To use seal magic, the character must also have specially prepared paper talismans.
This type of magic came from Tao and spread widely in Illianar, and later in other countries.
Warriors also have regular attacks
There is indeed a meaning to this. Because in the case of a warrior, beheading is an ultimate action, in addition to which there are other ways to kill.
User Avatar
#167
Auto-translated
Just like with a warrior, decapitation is the ultimate action, but there are other ways to kill.
Moreover, a warrior with maximum wisdom can perform six such attacks. If they also invest in cunning, they can perform seven. And if they are also a dark elf, considering their cunning, they can perform as many as ten. And the chances of missing or being parried will be quite low, considering the 50% bonus to accuracy. Add to this a very useful ability called "Reaping." If the character has at least eighteen wisdom, successful kills won't even consume one action point (OD). So, I wouldn't underestimate the effectiveness of decapitation. You can build an entire character around this ability. Max out dexterity, increase wisdom to eighteen, and invest the remaining points in health or speed. In addition to the necessary "Reaping" and "Decapitation," you can take "Death's Embrace" and "Blood Mark." Spend your second specialization point on earth magic and learn the "Shield" spell there; with your wisdom, you should have four hundred and twelve mana points, which is more than enough for top-tier resistance. Such a shield will cost you three hundred and forty mana points, meaning that in ten rounds, at least nine deaths should occur, which is a piece of cake with your ability. The character isn't perfect; they are somewhat weak against mages and possibly archers, but they pose a huge threat to practically any melee fighter.