1) No, you're allowed to use fully levelled characters if you wish. If you pick 3 lvl 1's - it's just more of a challenge, since you won't have slots for all loot drops. 2) You can keep everything you equip, and you can use the loot chest to switch equipment between chars et c. When you go onto the next map, anything in the chest goes into the collection and is off limits. 3) You have your regular adventure retries. No gold retries.
Only if you want to start your characters at lvl 1. Otherwise you can use existing ones. No, sorry, I wasn't clear on that. You start naked at lvl 1, but after that you don't need to remove any equipment. If you add something after a battle you can keep it on for the entire run. Yep. But feel free to modify that rule if you want.
Ok, so with the reset I am going at it again, but I have the 1 adventure per level thing down. This is still alot of fun, enjoying the concept and challenge quite a bit. I am able to get to level 9 adventures. Not confident which to take here. 1) Return to Woodhome, the first adventure seems like suicide. I struggle with it when I have good items. 2) Gladiator Arena 1, Zombie level seems very difficult, the others seem possible though. 3) Gladiator Arena 2, The first adventure is rough, and the last adventure won't be easy either. I have no parry, and very limited blocks. Most of my attacks are low damage. These are adventures where that's not a great place to be in. So this seems to be the point where a store visit would be of significant help (heck I even picked up an epic treasure on this run to fund a store run). I expect it would still be difficult, and I'd need a good plan, but a couple more levels may be doable with an extra item or two.. I really like how this mode is changing my play behavior and making me evaluate items and cards in a completely new way. For me this pleasantly, forces you into a very different manner of playing. It's challenging enough you need to think about what you're doing each turn and replaying it is different enough to be interesting. 1) I've actually played a few new cards that were otherwise unplayed since the game started ( I know this because they still had the shiny "new" tag on them). I never has a reason to play them before, so I never bothered. It's fun rediscovering items that I would never have any reason to use given the scope of my collection. 2) I normally don't sell high level treasure, because again I've never needed to. I would happily sell the epic treasure I picked up to try and get a bit further at a game mode like this. It's an interesting alteration in how I value these items based on the challenges presented by a rogue-like rule set. 3) I find myself already considering my party choices from a completely different angle. I'm not confident a priest is worth it, when he doesn't seem able to get much heal or damage buffs. (His discard can be very nice though, which has been a pleasant surprise). But if I took 2 warriors or mages I'm not sure I'd find enough items.
Discard has certainly saved me a few times, so I'm happy to keep my priest for that. Frenzy has been quite helpful too.
Ok, I tried my first run and followed this path successfully. For level 8 I went with Compass of Xorr. Second battle was bad, but manageable if I just concentrated on picking off one at a time. Beating Xorr or any level 8 is key because the loot from 6/7 almost all had tokens.. now I can use some of that stuff. My priest still doesn't have a divine weapon and and only one divine item, but my warrior is decently equipped and my wizard has some nice arcane power. Will probably go Return to Woodhome for 9.
So I've beaten through lvl 9. Yeah I think Compass of Xorr is the best option. I've beaten that on both runs. So compass of Xorr at lvl 8 I took down Gladiator Arena 2 for lvl9. Lucked out and got an Admanant Shortsword after the first board of that. It's a huge help. Picked up a Cleansing Morningstar in the final chest, but not sure if it's worth using. Obviously it has one great attack and one ok attack, but then it tapers off. Maybe if I was going to take a route through the geomancers, but I don't think I wanna tackle that based on a couple of cleanse terrain cards. So at lvl 10 I have Garnet Demon Portal, I'm running 2 dwarfs so I'm not sure this is one I want to attempt. The Sinister Wood, I have experience on this, lots of big trees to deal with, and the last board is no slouch. The Viscous Tombs, I recall this one as a pain in the butt, definitely would want a lot of non-bludgeon attacks. I managed to beat The Sinister Wood, but the last battle was very close. For Lvl 11 I tried Goblins in the Woods, which I managed to beat. I had to replay the 2nd level one time (the first replay I've needed). Both the second and third battles were very close, being down to one remaining figure. I'll figure out Lvl 12 tomorrow, but I can't see how I could beat Temple of Scales. So I'll have to choose between Tree Forts and Tvericus. But hey I'm up to lvl 11, beat that.
My run continues. I just barely managed to beat The Tomb of Tverricus using both retries. I have very limited damage/heal effects for these adventures, I doubt much more progress (suprised to make it this far) Lvl 13 is next, but I'm not liking my chances on any of the options. <edit> High Mountain Pass did me in, managed to beat the first adventure but was destroyed handily in the second adventure three times in a row. That would set my record at Lvl 12.
This is a great variant. I wonder how lucky you have to be on items to make it; what percentage of runs are winnable?
Been playing though another run since the reset yesterday. This time instead of a balanced party I'm trying 2 warriors and a priest. My mage was good up until about level 8/9 last time, than his damage just couldn't keep up, so i wanted to try something different. I just beat Goblins in the Woods again. Had enough piercing damage that I went through the Trogs this time, Beneath the Frozen Earth, that first battle was incredibly hard. I don't know that I'd recommend it if you have the option, Defense of Woodhome is far easier IMO. I'd say up until around this point it's not incredibly hard. I have nothing special in terms of equipment, and many blanks remaining on my equipment sheets. Most of it comes down to careful strategy and having characters that are above the adventure level giving you a nice HP buffer. I think it would be more difficult if your levels matched the adventure level, I would definitely have lost more adventures that way. But is seems you also need to avoid any of the levels that require a specific strategy to beat, which limits your options. I think it's quite fun as a method of play, but I'm have doubts that the SP campaign levels are the best design for this type of thing. If each map were filled with 4-5 random opponents, in a more rogue-like fashion, I think it would work better. Both in terms of keeping replay fresh and more balanced than some of the current boards when you can't define your strategy with specific types of items. The maps themselves could reuse the SP boards, but the enemy choice is key.
Ouch! My first drop was a Beginner's Staff and Brass Buttons, and it didn't get much better. I picked up a lot of treasure, and was still mostly nude entering level 6. No boots, no shield, no heavy armor. My 3rd Bendolth's Pauldrons dropped on level 5 and I actually used this set because I had nothing else. I think it was very slightly better than the disposable cloth armor. The only helm I found was Shimmering Hood, which only helped on the Demon Portal. I discarded my 2 Thin Poignards to make it through Woodhome, then died of Staggering Blows in the forest. I hope the RNG is kinder with it's drops after reset. Edit: I think it would have been easier if I hadn't used brand new characters. Next run I won't.
Going for the lv 8 moduls now, but i fell my party is bit Liddrung Level 7 Dwarf Warrior Shiny Blade Grey Rapier Heirloom Assegai Plate Mail Light Blue Shield Cloth Cap Tough Fencer's Boots Unskilled Dwarf Novice Gouging 4 x Cloth Armor 2 x Flimsy Block 1 x Lunging Hack 2 x Weak Strike 1 x Icy Block 1 x Walk 1 x Weak Chop 1 x Strong Stab 1 x Predictable Stab 5 x Stab 1 x Shuffle 2 x Shifty Stab 1 x Rusty Armor 1 x Impaler 1 x Mail 3 x Able Stab 1 x Hardy Mail 6 x Penetrating Cut 1 x Thickened Mail Rilgrom Level 7 Dwarf Priest Enervating Spear Repelling Mace Thick Healer's Hide Coward's Shield Awkward Spiked Boots Uncertain Healing Orb Berzerker's Bones Empty Pockets Trained Cleansing 1 x Trip 1 x Jump Back 1 x Spiked Mail 2 x Weak Block 1 x Invigorating Touch 2 x Bad Medicine 3 x Minor Heal 4 x Simple Bash 1 x Holy Presence 1 x Entangling Roots 2 x Predictable Stab 1 x Healing Presence 1 x Cautious Sneak 5 x Wavering Faith 2 x Draining Touch 1 x Thick Hide Armor 3 x Righteous Frenzy 1 x Purge Ghalbar Level 6 Dwarf Wizard Hickory Staff Armorbane Pendant Zapping Headband Empty Pouch Thaumaturge's Robe Moldy Cloth Boots Unskilled Dwarf Unskilled Arcane 1 x Flimsy Block 1 x Weakened Armor 2 x Cloth Armor 1 x Combustible 1 x Big Zap 1 x Dissolve Armor 1 x Mail 1 x Acid Blast 1 x Short Spark 2 x Sorcerous Bolt 2 x Zap 2 x Fire Spray 1 x Spark 1 x Memory Loss 2 x Penetrating Zap 1 x Bungled Bolt 2 x Little Zap 1 x Force Bolt 1 x Shuffle 1 x Ember Spray 1 x Run
My "True Nudies" are still alive - managed to get through Defense of Woodhome and the Forest of Souls, but now levelling them up from lvl 1 is starting to take its toll. Getting a lof of empty slots as I've had to discard items that I simply didn't have any unlocked slots for. We'll see how far I can take this. Wooo!
I've been dropping so many treasures on my nudie run... never been so sad to get Kraktopus Oil before in my life.
Starting at level 1 you're actually below level for the adventures now aren't you? This would defnitely make it harder, but I still think it's doable through Defense of Woodhome. I'm impressed you also made it through Forest of Souls. Compass of Xorr isn't horrible, but good luck after that. That's a good run, getting by the Arena can be tough. Which route did you choose? The trees in sinister wood can deal some serious damage. Lvl 9 is a test, than 10 and 11 really require you to have some damage capabilities. After that, good luck. ****************************** It's interesting from a balance perspective. I'd personally say the earliest adventures are too easy, unless you have to choose a level like the trogs that requires specific card types. Level 12/13 are feeling like the real wall to me, I'll be curious to see someone make it by 13.
Yeah, I just turned 8 after beating the first lvl 9 adventure (Arena Qualifiers, before that I beat Xorr) - which is also the closest yet for me. 1v1 left on the third map, on 2nd attempt. Not getting the loot I need will seriously hamper my progress from now on I believe, since I'll likely be getting a lot of power token items I can't really use. Here's the current team Weaksauce: Vileslicer Level 8 Human Warrior Blunt SwordGrey RapierBare KnucklesOld Padded MailBare ArmsCloth CapNimble Chain BootsUnskilled HumanNovice Gouging3 x Unreliable Block1 x Impaler2 x Penetrating Cut1 x Lunging Thrust3 x Mail3 x Cloth Armor3 x Able Stab1 x Hardy Mail1 x Predictable Stab6 x Simple Strike3 x Walk4 x Weak Strike1 x Cautious Sneak4 x BludgeonNote: Has 2 unused power tokens, 4 empty slots Boombat Level 8 Dwarf Priest St. Trobor's MaulSt. Trobor's MaulGlowing Hide ArmorBare ArmsCheap Fencer's BootsAcolyte's Healing RingMedallion Of St. BeldarMaple RootsUnskilled DwarfNovice Medic5 x Healing Presence1 x Shuffle3 x Entangling Roots2 x Lunging Hack3 x Minor Heal1 x Thick Hide Armor1 x Invigorating Touch1 x Reliable Hide Armor1 x Righteous Frenzy4 x Simple Bash1 x Healing Spirit1 x Walk1 x Flimsy Block1 x Light Heal1 x Heal1 x Cloth Armor3 x Unreliable Block2 x Misguided Heal2 x Bludgeon1 x Boosted HealNote: 0 unused power tokens, 2 empty item slots Fizzlestick Level 8 Elf Wizard Sorcerery StaffBare HandsBurning BangleStone Of Burning DreamsEmpty PouchEmpty PouchPortal FrockScrap-heap BootsUnskilled ElfApprentice Blazing1 x Sizzling Bolt1 x Cautious Sneak1 x Hardy Mail1 x Sorcerous Bolt1 x Mail1 x Firestarter2 x Zap2 x Sorcerous Blast2 x Simple Strike4 x Walk3 x Ember Spray2 x Dimensional Traveller2 x Hot Spot2 x Unstable Bolt1 x Memory Loss1 x Brain Burn1 x Bludgeon7 x Little Zap1 x Fire SprayNote: 0 unused power tokens, 4 empty item slots
Given the current loot tables you see this with a max level party too. In my runs around lvl 11 you start pulling items that can require yellow power tokens, which you won't get until lvl 13 or 14 adventures (much less having your guys leveled up to have them). I think i'll try a similar party (starting from lvl1) when I get a chance as it'll help shore up my theories on the difficulty ramp. On a side note the first level of Tvericus destroyed my current party this time. I replayed it more than 3 times just to try some other strategies against the zombie horde, but nothing was successful. I just couldn't do enough damage or heal quickly enough to deal with them, and I felt my team actually had decent weapons for this mode. So this time it ended at LVL 12. Ruffurbar Level 19 Dwarf Priest Copper MaceBare FistsMail Of Righteous AngerChipped ShieldMoldy Cloth BootsSmall Healing OrbNovice's Healing RingEmpty PocketsStout ChargerTrained Healer1 x Healing Spirit1 x Weak Block1 x Spiked Mail1 x Cloth Armor1 x Mail1 x Healing Pulse1 x Bad Medicine1 x Weakened Armor1 x Hit The Deck1 x Minor Heal1 x Heal2 x Simple Bash4 x Righteous Frenzy4 x Unreliable Block3 x Wavering Faith1 x Talented Healer2 x Simple Strike2 x Healing Presence1 x Charge4 x Bludgeon1 x Run1 x Misguided Heal Izorthag Level 14 Dwarf Warrior Old AdzePuncturing DaggerCrummy Short SwordBashing MailChipped ShieldWyvern Hide HelmetNimble Chain BootsNovice FerocityNovice Chopping1 x Weak Block1 x Dancing Cut1 x Stab2 x Penetrating Cut1 x Mail2 x Vicious Thrust1 x Weak Chop2 x Hardy Mail1 x Reaching Swing1 x Slicer1 x Quick Reactions1 x Simple Bash1 x Flimsy Block1 x Traveling Curse1 x Cautious Sneak2 x Lunging Thrust6 x Chop1 x Simple Strike1 x Backbiting Strike2 x Charge2 x Unreliable Block1 x Thick Hide Armor3 x Lunging Hack Benedict Level 16 Human Warrior Chipped DaggerGolem CleaverAcrobat's BladeThick CuirassHeavy Dueler's ShieldSergeant's CapLight Chain BootsUnskilled HumanTrained Impaling4 x Stab1 x Able Bludgeon7 x Penetrating Cut2 x Mighty Hack2 x Thickened Mail1 x Puncturing Stab1 x Weak Block1 x Quick Step1 x Weakened Armor1 x Fumble3 x Walk1 x Simple Bash2 x Impaler1 x Lunging Thrust2 x Shuffle, Team!1 x Able Stab1 x Simple Strike2 x Parry2 x Reliable Hide Armor
Very nice mode, trying it out (with level 10 chars)(yep, bought them when I was a newbie)... only beaten level 2 for now (workshop), but going on! Nice idea, Farb!
i did all 1-2-3 modules, then dungeon of the lizard king-rescue from shieldhaven-defense of woodhome-forest of souls-xorr-arena qualifiers and then defeat at the sinister woods
The second attempt is going better. I just beat Garnet Demon Portal, and the last chest filled the last of my empty slots. I'm still running level 2 and 3 items, but they're items. I went with War/War/Prst this time (Hu/Dw/Dw), and have been deluged with arcane stuff. Looking ahead, I wish I'd done a 1/1/1. Taking a break while I decide where to go for level 11. Yup. I got a Pure Silver Comb and a Silvery Chalice this run and lamented both. At least I didn't get Fool's Mauls like the first run. I've never been so happy to get a Shiny Blade, and when the Hefty Stout Club dropped I had a fleeting sense of gaining control of the situation. Reviewing the rest of my gear squelched that delusion in short order. It would be great if CH could sandbox this for "SCAVENGER" PVP. - Players get to run one adventure of each level until they fail or complete the course. - All equipment gained in the run is used in the Scavenger tournament. The unequipped items would be the player's sideboard. - Character levels remain 18 as normal. - Single elimination, with all the loser's items going to the winner. (To the victor go the spoils, just like in the old knight tourneys and in D&D.) Duplicate items might be given if transferring is too much trouble, but getting the vanquished foe's loot should be a big deal for Scavengers. This loot would be added to the inventory for use in succeeding rounds. The Grand Scavenging Victor would receive the loot of all the vanquished, which should amount to quite an impressive pile of junk. One upon which Conan might stand - slouching, scowling, grunting, and bleeding a bit - without looking at all out of place. Except, of course, that it will all be precisely positioned and sorted in an inventory display window. Still, you could drag things around, muss it up a bit, and place a picture of Conan atop your monitor. (Verisimilitude is neither guaranteed nor likely. Much depends upon how you look at it - so for best effect, I recommend viewing it through the bottom of a freshly emptied whiskey glass or bottle.) The Grand Scavenging Victor might then embark upon a career as a dealer in "Virtual Martial, Magical, and Metaphysical Implements, and other Imaginary Scrap", performing essentially the same function as international investment bankers. Or having better sense, might simply retain the title until the next tournament. This option does not require viewing anything through the bottom of a transparent liquor-dampened receptacle, but that doesn't mean you can't or shouldn't.