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Let's Play - Duelmaster: Challenge of the Magi
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SlyJohnny
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Joined: 23 Jan 2012
Posts: 953

PostPosted: Sun Jul 16, 2017 11:05 pm    Post subject: Reply with quote Add User to Ignore List

I think he's talking about past duels between other challengers, not particularly commenting on the progress of yours?
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Thaluikhain
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Joined: 29 Sep 2016
Posts: 999

PostPosted: Tue Jul 18, 2017 4:17 pm    Post subject: Reply with quote Add User to Ignore List

Ok, been a few days and it doesn't look like another game is happening, so I'll start answering questions and posting my own thoughts. Might take a while, as there is a lot to cover, and I'll have to hunt around the books to find things. I've no idea where the horn to summon the Deathknight, for example, I'll have to go looking. This also means there might be things I've missed.

Firstly, in regards to lesser magic. The necromancer spell 'Raise the Dead' can only be used in one place in the House of Mausolus, and creates a zombie. The book doesn't say anything about creating multiple zombies if a player has multiple 'Raise the Dead' spells, if they can do so in one go, or if they have to do one, Invoke the Portals to someone else and come back for another. If the player later goes to the cathedral, all their zombies go back to being dead, so maybe they can have more than one at a time, though that might unbalance things. Having to burn up WAITs going back and forth for each one might counter that though. If a player other than a necromancer investigates the bodies, a zombie attacks and does 2 LPs of damage before being destroyed.

Anyway SGamerz asked about 'Bless'. AFAIK, this can only be cast at that same place in the House of Mausolus. It insta-kills the zombie, and prevents necromancers from being able to use 'Raise the Dead' spells there anymore. Given that players won't normally know their opponent is a necromancer, this seems a waste of lesser magic slot, though you can be granted an extra bless spell at the cathedral, IIRC.

'Animal Kinship' is used when you meet Silvermane the wolf in the Caverns of Perdition. She then follows you around and gives you +2 in combat. SGamerz was on the right track about Illexmanan, if Silvermane is with you, she kills Illexmanan (again) before he can get his spell off.

In regards to Ambuscade and Dispel Trap, I like the idea of this, but the effect is the loss of 2 or 3 or 4 LPs, and maybe 1 extra WAIT. A Heal spell regains 4 LPs and you can use it any time except combat, so Dispel trap seems a poorer choice. Also, your opponent has to visit that land for Ambuscade to actually work. OTOH, again you can find those spells in the adventure, you don't have to use a lesser magic slot for them.

Teleport seems a very nice lesser magic. It occurred to me that this might be why the blue magics seem underpowered (Feeblemind reduces enemy CP, not LP, and Phantasm only reduces enemy LP by 3, and only 50% of the time), to balance out sorcerors having a nice lesser magic. By contrast, wizards have the not very useful Bless, but Holy Fires of Judgement reduces enemy LPs by 5 and CPs by 2, much better than Phantasm. Getting the Diadem of Rulership is easier than getting the Sacred Relics as well.

I could be reading too much into it, and the same spells having different effects in different places makes it hard to tell, but that might be an attempt at balance, despite it looking unbalanced at first glance.

Green magic seems rather over-powered. As well as the thing with Tanglevines (and if you don't insta-kill your opponent you can stab them for 6 LPs, which is a lot), Creeping Doom having a persistent effect of doubling CP costs for spell is quite nasty.

As an aside, I think I may have been doing combat wrong. From my reading, bonus to dice rolls (such as the +1 for a zombie or a shield) would count to rolls to seem who hit and rolls for damage, but the section where you can fight Helm who has 32LPs, and he gives you a McGuffin if you last 5 rounds implies you can't kill him in 5 rounds, which would imply that bonuses don't apply to damage. Or they overlooked that possibility.
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Thaluikhain
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Joined: 29 Sep 2016
Posts: 999

PostPosted: Tue Jul 18, 2017 4:52 pm    Post subject: Reply with quote Add User to Ignore List

Ok, random other things:

The Key to Limbo. Firstly, after you pick the right choice out of three, you have to pick the right choice out of two in the next section. Having go the book, you go back to the beast who doesn't remember where you find Limbo, which is helpful. It's the door outside the Rainbow Inn, the only locked door you come across, IIRC. The first time you go in, you are fully healed and can go to any land. The second time you get all your CPs back and can go to any land. It's worded a bit vaguely, you might be able to use it a third time and get your CPs back and go to any land again.

In the Rainbow Inn, if you talk to the barman, you can either buy food with magic blue pepper that heals 3 LPs, or ask for help in the Duel. If you can tell him the 3 correct names of the demons, he will give you the Robe of Many Colours and tell you to go the "high place where opposites meet" which is the Tower of Immutable Paradox. If you have the Robe and sit on the throne (which is the Seat of All-Seeing Wonder), you can see the entire Rainbow Land and where your opponent is. It's basically the same as the Orb of All-Seeing Wonder except it's not portable. You get the Orb in a Land just next to the Tower, mind.

At the Shrine of the Martyrs, a druid or wizard can pray to regain 3 CPs and a spell they had lost if they were cursed. The only way they can be so cursed, IIRC, is by the really bleak bit about getting the Diadem of Rulership by burning the dryad to death.

If you tell the Black Knight you want revenge on the person who killed your mum, he gets angry, says he's no assassin to go round chasing people, and will only kill your opponent for you if you get him to come to the Inn first and the conversation ends. There's no way to get him to do this if your opponent does come to the Inn.

You don't need Animal Kinship to steal his horse, you need to be able to kill him when he attacks you for trying to steal his horse. You get to keep the horse if you win, though.


There's a few places where if you or your opponent have visited before, there's something new to see. If you steal Manlius' armour, for example, or a mage's scrolls in the Garden of Contemplation, you find someone angry there later. If you go back afterwards to the city where the Ring of Summoning was being auctioned, you get robbed of an item of your choice. Sometimes it's something good, like the bag of gold the druids leave in their stone circle after their ritual. Or the phoenix curing you of Origob's curse the second time someone visits its nest. After you get the Eye of Flame ruby, if someone goes back to the crystal caves, they get a shard of crystal that can use to summon a crystal warrior to fight for them (the player stands around and does nothing until that fight is resolved).

After you (or your opponent) falls in the water and find part of the Rod of Summoning, if you come back later you can get the Jug of Water, which counters the Fireskin counter to Creeping Doom. A pyromancer can use Spirit of Flame to destroy the item and thus get an objective point.

The Crystal that Illexmanan had was the counter to Absorption, the counter to Feeblemind, though that one will be drained after one use, and only recharges if you roll a 6. You roll once dice for his every new paragraph, not sure if they mean numbers sections there because some sections have many paragraphs in them.

The other counterspell blocking things were the Bag of Wind you get from the Djinn in the Oasis and the Book of Unholy Words. Also, the magic flaming sword in the cave, however that only counters Mouth of the Void, the counter to Holy Word if you are a wizard.


Last edited by Thaluikhain on Tue Jul 18, 2017 5:08 pm; edited 1 time in total
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Mr Shine
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Joined: 07 Jan 2014
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PostPosted: Tue Jul 18, 2017 5:47 pm    Post subject: Reply with quote Add User to Ignore List

Cheers, Thaluikhain, very thorough summary and thanks for the effort you've put into this game.
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Mr Shine
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Joined: 07 Jan 2014
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PostPosted: Tue Jul 18, 2017 5:52 pm    Post subject: Reply with quote Add User to Ignore List

A couple more questions that brings up:

Does the Jug of Water also double as a jug of water, for scenes where you need to have some?

Also, thinking about your water bottle, I'm guessing the fountain in the Garden was a source, is that right? the Rainbow Inn was one, were there any other water points?

Does the magician have any way to keep restoring LP indefinitely? All 5 main classes can use their sanctum, necromancers(and pyromancers?) can use the Altar of Darkness too. Magicians are SOL in a war of attrition?


Last edited by Mr Shine on Tue Jul 18, 2017 6:01 pm; edited 2 times in total
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Thaluikhain
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Joined: 29 Sep 2016
Posts: 999

PostPosted: Tue Jul 18, 2017 6:29 pm    Post subject: Reply with quote Add User to Ignore List

Mr Shine wrote:
Does the Jug of Water also double as a jug of water, for scenes where you need to have some?


No..it logically should do, I guess, but doesn't.

Mr Shine wrote:
Also, thinking about your water bottle, I'm guessing the fountain in the Garden was a source, is that right? the Rainbow Inn was one, were there any other water points?


Again, logically you should be able to fill up at the fountain, or at various other waterfalls and streams, but no. If you go to the village at the Shrine of Mausolus, the one you meet Sargash en route to, you can refill there.

Also, if you go to the hills in the Scorched Sands, you drink all your water, and then reach a dervish camp. Their leader wants to sell the Silver Scimitar. If you buy it for one bag of gold, or if you or your opponent already has, the locals are friendly and you can refill your water bottle. If not, you get staked out in the desert for a bit.

I don't know of any other places you can fill your bottle.

Mr Shine wrote:
Does the magician have any way to keep restoring LP indefinitely? All 5 main classes can use their sanctum, necromancers(and pyromancers?) can use the Altar of Darkness too. Magicians are SOL in a war of attrition?


There is no other way I know of which would work indefinitely, you can buy healing in the Rainbow Inn, but apart from that, not really.

The "friend" in the Rainbow Inn gives magicians a scroll with counters to the black, white and green insta-kill spells that don't cost any CP.


Last edited by Thaluikhain on Tue Jul 18, 2017 6:32 pm; edited 1 time in total
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