CMP Posted September 10, 2014 Posted September 10, 2014 I agree that it's confusing, but you can't upgrade the SP of the Arm Shield except with Bright Polish. You can use it at the same time as a regular shield, though. The Bright Polish only works on artifacts that already provide SP. Last I checked, anyway. Quote
Brickdoctor Posted September 10, 2014 Posted September 10, 2014 The Bright Polish only works on artifacts that already provide SP. Why the MegaBloks does the Arm Shield provide only HP and no SP?! I didn't check that; I just assumed that it would provide SP. Quote
Flipz Posted September 10, 2014 Posted September 10, 2014 Yeah, Artifacts that grant only HP are pretty much worthless compared to everything else that's out there. Bonus HP is a nice little extra for an Artifact, not the point of the thing. Quote
samurai-turtle Posted September 12, 2014 Posted September 12, 2014 Talking about SP. Is the only way to increase it is with "Bright Polish"? I thought you might be able to do it in the "marketplace" like weapons. But, I did not see mention any where in the place. Quote
Flare Posted September 12, 2014 Posted September 12, 2014 Talking about SP. Is the only way to increase it is with "Bright Polish"? I thought you might be able to do it in the "marketplace" like weapons. But, I did not see mention any where in the place. Yes that's the only way. However, shields are the exception, where you are able to upgrade them in the marketplace. But everything else is dependent on bright polish. Quote
Zepher Posted September 12, 2014 Posted September 12, 2014 We needed someway to make the rarely-hitting Knight a nice little class. So they get to buff their SP, while the rest of you have to wait for drops. Quote
Flipz Posted September 14, 2014 Posted September 14, 2014 Preemptive rules clarifications on behalf of Quest 112 because I know they will be asked: *Can a Hero move a square or two, attack, and finish their movement? *How long will positive effects (specifically Hastened) last? *How will Slowed be handled--shortened movement speed, or forcing a choice between move OR attack? Quote
Brickdoctor Posted September 14, 2014 Posted September 14, 2014 Preemptive rules clarifications on behalf of Quest 112 because I know they will be asked: *Can a Hero move a square or two, attack, and finish their movement? *How long will positive effects (specifically Hastened) last? *How will Slowed be handled--shortened movement speed, or forcing a choice between move OR attack? Yes. Same as a normal quest — until the end of the next battle. Movement is unlimited outside of battle anyways, Also the same as a normal quest — Slowed means that you act every other Round. Hastened in Quest #112 isn't directly increasing your movement and action allowance; it's giving you extra movement and actions as a result of your being able to take two turns in one Round. So Slowed just means that you only get an action every other Round. It seems counterintuitive if you've played Enemy Unknown, but it deviates less from normal Heroica rules, so I'm going with it. Quote
Brickdoctor Posted September 15, 2014 Posted September 15, 2014 I thought you had a specific target and then the effect radiated out from there, but since the Training Room doesn't mention that, Arc Spell prevents Free Hits from every enemy, correct? Quote
Sandy Posted September 15, 2014 Author Posted September 15, 2014 I thought you had a specific target and then the effect radiated out from there, but since the Training Room doesn't mention that, Arc Spell prevents Free Hits from every enemy, correct? No, the Archmage still needs to target a specific enemy even if attempting an Arc Spell, and only that targetted enemy's Free Hit is prevented. Remember the rule: if an enemy has no chance to attack when being attacked, then that enemy gets a Free Hit. Quote
Brickdoctor Posted September 15, 2014 Posted September 15, 2014 No, the Archmage still needs to target a specific enemy even if attempting an Arc Spell, and only that targetted enemy's Free Hit is prevented. Remember the rule: if an enemy has no chance to attack when being attacked, then that enemy gets a Free Hit. Ah, so it works the same way as Dual Strike. Thanks! Quote
Brickdoctor Posted September 16, 2014 Posted September 16, 2014 Does the Pheles Kris's Aura last until the end of the Round, until the end of the next Round, or until Atramor's turn in the next Round? Quote
CMP Posted September 16, 2014 Posted September 16, 2014 Does the Pheles Kris's Aura last until the end of the Round, until the end of the next Round, or until Atramor's turn in the next Round? It lasts from my turn (assuming the 50/50 chance is successful) to the end of the round. Quote
Brickdoctor Posted September 16, 2014 Posted September 16, 2014 It lasts from my turn (assuming the 50/50 chance is successful) to the end of the round. Got it, thanks! Quote
Asphalt Posted September 20, 2014 Posted September 20, 2014 Can My Cleric Character remove the Blade from a Halberd and Make it a Broomstick so he can wield it in battle? Quote
Flare Posted September 20, 2014 Posted September 20, 2014 (edited) Can My Cleric Character remove the Blade from a Halberd and Make it a Broomstick so he can wield it in battle? Nope. I just didn't know who else to give it to Edited September 20, 2014 by Flare Quote
Pyrovisionary Posted September 20, 2014 Posted September 20, 2014 If only you were Dutch, then I could make an Austen powers reference... Quote
Sandy Posted September 21, 2014 Author Posted September 21, 2014 PLEEEEAAAASSSEEEE? Come on, now you're just being bratty. The rules were created for a reason. If we went with everyone's whims and wants, this game would be a chaotic clutter. Quote
KotZ Posted September 21, 2014 Posted September 21, 2014 PLEEEEAAAASSSEEEE? You could easily sell it in the market or to another character, or even save it for when you reach an advanced class to use it then. Quote
Lind Whisperer Posted September 21, 2014 Posted September 21, 2014 Just as a side note, I was also suggesting that clerics be allowed to use scythes. I understand why they aren't, but it's not just one person voting for the change. Quote
Flare Posted September 21, 2014 Posted September 21, 2014 Just as a side note, I was also suggesting that clerics be allowed to use scythes. I understand why they aren't, but it's not just one person voting for the change. No one gets to vote. This game is not a democracy. Even so, he was talking about a halberd, completely unrelated. If you new players will please stop trying to change things to suit your personal wants, it would be great, thanks. Quote
Emjajoas Posted September 21, 2014 Posted September 21, 2014 (edited) Clerics have a variety of weapons at their disposal; making another type accessible to them isn't going to help the cause any. If you want a Cleric with an "offensive weapon," a hammer is honestly the same thing as a scythe as far as the game is concerned-- If you're having trouble finding a weapon, it's not the rules' fault, but the fault of QMs. (Not pointing fingers-- drops are hard, and making a good variety is even harder. I learned that after 109) The rules have been around for a while now and I don't think I've ever seen many complaints about the weapons. I think they're fair; most other players do as well. You guys'll find good stuff eventually, just give it time. This game isn't a rush to see who's the strongest and how quick they can get there. Enjoy the journey. Edited September 21, 2014 by Emjajoas Quote
Endgame Posted September 21, 2014 Posted September 21, 2014 That's a little abrasive, don't you think, Flare? I, personally, would not agree with the implementation of scythes, but I am playing a cleric now - my opinion will change over time. And things have been changed and altered before on player consensus. Besides, just because a player is relatively "new", that doesn't mean we should automatically nullify their opinions. Quote
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