Let's Play - Duelmaster: Challenge of the Magi
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- King
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Oh, just noticed an inconsistency with Creeping Doom.
In the beginning of the book, where the descriptions are, it says it costs 2 CP to cast. In the Forest of Arden or Sacred Grove, it doesn't say how much it costs to cast, so I assumed it'd be 2 CP.
In the Garden of Contemplation it says it costs 1 CP to cast, the same as the counterable not-instakill spells for the other colours.
Personally, I'm leaning towards that being a typo in the beginning of the book, that all counterable spells other than instakills should be 1CP, but I could also accept the argument that it's an error in the Garden of Contemplation, or that it's just easier to cast there for some reason and is 2CP elsewhere. In most places it seems to repeat the CP cost for each spells which would avoid this. If it was a 1CP spell, than each colour has a 3CP uncounterable, a 2CP instkill, and a 1CP counterable, with the sole exception of blue's uncounterable being 2CP, which is also stated to be 2CP when using it.
(Also, in the even numbered books, Spirit of Flame has a cost of 3CP in the beginning of the book, which I'm assuming is just a typo)
In the beginning of the book, where the descriptions are, it says it costs 2 CP to cast. In the Forest of Arden or Sacred Grove, it doesn't say how much it costs to cast, so I assumed it'd be 2 CP.
In the Garden of Contemplation it says it costs 1 CP to cast, the same as the counterable not-instakill spells for the other colours.
Personally, I'm leaning towards that being a typo in the beginning of the book, that all counterable spells other than instakills should be 1CP, but I could also accept the argument that it's an error in the Garden of Contemplation, or that it's just easier to cast there for some reason and is 2CP elsewhere. In most places it seems to repeat the CP cost for each spells which would avoid this. If it was a 1CP spell, than each colour has a 3CP uncounterable, a 2CP instkill, and a 1CP counterable, with the sole exception of blue's uncounterable being 2CP, which is also stated to be 2CP when using it.
(Also, in the even numbered books, Spirit of Flame has a cost of 3CP in the beginning of the book, which I'm assuming is just a typo)
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- King
- Posts: 6219
- Joined: Thu Sep 29, 2016 3:30 pm
I might be interested but I have 2 advantages that would probably make it unfair: I have been following the game and have read all three threads, and I remember having these books 20 years ago. Virtually all I actually remember though is
in which zones the instadeath items are located and the correct means to unlock the White instadeath item.
Last edited by Mr Shine on Mon Feb 13, 2017 2:10 pm, edited 2 times in total.
I think a lot of it is chance based on the zones you end up and the spells you have that work. If you don't catch a person when they flee, and/or don't get to hit them with your colours damaging spells/don't win initiative, it's possible to not do much damage over several encounters. Pursuing aggressively seems to be a strong play if you happen to get an early advantage, though, and it's something sorcerers are good at doing.
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- King
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If your opponent doesn't have the counterspell, yes.Ikeren wrote:I didn't realize there were insta-death items. So all the tier-2 locked spells are instadeaths if you find the right item?
A lot down to luck. You could both start at the same realm and fight right away, or you could wander around for ages without seeing each other.Ikeren wrote:It seems like the game assumes you explore a fair bit pre-duel, but it seems like the game also forces the duel pretty quickly sometimes?
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- King
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The winner gains one more greater magic, one lesser magic, one CP and one LP than a normal mage, but have to use the same spells and counterspells they used last time. And they'd not keep items they found, I guess.
There aren't rules for what colour spell different types of mage can gain, though in-game it wouldn't matter for sorcerors. The book does assume that, for example, wizards will never learn black magic, even if they have gone up levels.
There aren't rules for what colour spell different types of mage can gain, though in-game it wouldn't matter for sorcerors. The book does assume that, for example, wizards will never learn black magic, even if they have gone up levels.
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- King
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- Joined: Thu Sep 29, 2016 3:30 pm
Hmmm, retreating produced a loss pretty quick, and it seems like getting summoned to a white+black realm for a duel happens pretty quickly in each game? Is that an event or something after a certain number of turns? As necromancer or wizard, I only get 2 spells to throw out in that area, and that's not enough to kill someone, so then it always is just going to come down to the luck of the rolls at the end either way, even if you've made optimal choices?
Yeah, I found a place to get a magic sword, and a place to teleport you to the same place as your opponent, and have used that in all three games. Forcing an early confrontation while you have an advantage (even a slight one) seems to work. I rolled really luckily in that fight, though.
I think just puts us in the same randomly-selected area of colour magic. Last time it was the gardens of contemplation (blue/green).
I figured you were going to flee inward and head to the white tower, but I guess you'd have lost 6 points from two retreats, just to be able to land a 5 damage spell again.
I figured you were going to flee inward and head to the white tower, but I guess you'd have lost 6 points from two retreats, just to be able to land a 5 damage spell again.
Last edited by SlyJohnny on Tue Feb 28, 2017 1:01 pm, edited 1 time in total.
I'm interested in creating a new mage for a game, but like Mr Shine I've been reading both threads (part of the reasons why I dropped out of Team 1....I couldn't resist looking in the other thread). Since I know all about SlyJohnny's character, it probably wouldn't be fair to play against him (not to mention Mr Shine is ahead of me in the queue).