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Messages - Zelanius Forcys

#61
Battle Blog / 100 Valor
November 27, 2011, 07:45:23 AM MT
001: Game Started
002: Computer 7's  turn has started
003: Computer 7's Wizard casts Water Elemental on (7, 0)
004: Computer 7's Bard moves from (5, 1) to (6, 3)
005: Computer 7's Bard uses Song of Valor
006: Computer 7's Bard uses Inspire on Computer 7's Bard
007: Computer 7's Samurai moves from (7, 1) to (10, 3)
008: Computer 7's Samurai attacks Computer 5's Samurai with  dice roll of [11,5,7]
009: Computer 7 earns 1 of 3 possible Valor for attacking enemy units this round
010: Computer 7's Wizard moves from (6, 0) to (6, 2)
011: Computer 7's Wizard casts Seeker Missile on Computer 5's Samurai
012: Computer 7's Seeker Missile attacks Computer 5's Samurai with  dice roll of [5,1,11,19]
013: Computer 7 earns 2 of 3 possible Valor for attacking enemy units this round
014: Computer 5's Samurai loses 1 life
015: Computer 7's Samurai uses Eviscerate on Computer 5's Samurai
016: Computer 5's Samurai loses 1 life
017: Computer 7's Water Elemental moves from (7, 0) to (5, 0)
018: Computer 7's Wizard sprints from (6, 2) to (4, 2)
019: Computer 7's  turn has ended
020: Computer 5's  turn has started
021: Computer 5's Sorceress casts Battle Horn
022: Computer 5's Samurai attacks Computer 7's Samurai with  dice roll of [19,3,19,10]
023: Computer 5 earns 1 of 3 possible Valor for attacking enemy units this round
024: Computer 7's Samurai loses 3 life
025: Computer 5's Minotaur moves from (11, 6) to (10, 4)
026: Computer 5's Minotaur attacks Computer 7's Samurai with  dice roll of [20,14,3,20,7,18]
027: Computer 5 earns 2 of 3 possible Valor for attacking enemy units this round
028: Computer 7's Samurai loses 3 life
029: Computer 7's Samurai is defeated!
030: Computer 5's Sorceress moves from (12, 5) to (12, 4)
031: Computer 5's  turn has ended
032: Zelanius Forcys's  turn has started
033: Zelanius Forcys's Paladin moves from (1, 10) to (2, 8)
034: Zelanius Forcys's Wizard moves from (0, 10) to (3, 8)
035: Zelanius Forcys's Wizard casts Skeleton Warriors
036: Zelanius Forcys's Wizard casts Sleep on Computer 6's Summoner
037: Computer 6's Summoner is stunned.
038: Zelanius Forcys's Skeleton Warrior moves from (2, 7) to (2, 6)
039: Zelanius Forcys's Skeleton Warrior attacks Computer 6's Minotaur with  dice roll of [14,15]
040: Zelanius Forcys earns 1 of 3 possible Valor for attacking enemy units this round
041: Computer 6's Minotaur loses 2 life
042: Zelanius Forcys's Skeleton Warrior moves from (4, 8) to (5, 8)
043: Zelanius Forcys's Skeleton Warrior attacks Computer 3's Bard with  dice roll of [1,18]
044: Zelanius Forcys earns 2 of 3 possible Valor for attacking enemy units this round
045: Zelanius Forcys earns 2 Valor for attacking two enemy players this round
046: Computer 3's Bard loses 1 life
047: Zelanius Forcys's Wizard sprints from (3, 8) to (0, 10)
048: Zelanius Forcys's Paladin sprints from (2, 8) to (3, 9)
049: Zelanius Forcys's  turn has ended
050: Computer 3's  turn has started
051: Computer 3's Fighter Mage casts Mana Surge
052: Computer 3's Paladin moves from (7, 9) to (6, 8)
053: Computer 3's Paladin uses Combat Healing on Computer 3's Bard
054: Computer 3's Bard recovers 1 life
055: Computer 3's Fighter Mage moves from (6, 10) to (9, 8)
056: Computer 3's Fighter Mage casts Flesh Golem on (10, 7)
057: Computer 3's Bard uses Song of Valor
058: Computer 3's Bard uses Inspire on Computer 3's Paladin
059: Computer 3's Flesh Golem moves from (10, 7) to (12, 5)
060: Computer 3's Flesh Golem attacks Computer 5's Sorceress with  dice roll of [12,6,15]
061: Computer 3 earns 1 of 3 possible Valor for attacking enemy units this round
062: Computer 5's Sorceress loses 1 life
063: Computer 3's Paladin attacks Zelanius Forcys's Skeleton Warrior with +4 modified dice roll of [5,13,9,9]
064: Computer 3 earns 2 of 3 possible Valor for attacking enemy units this round
065: Computer 3 earns 2 Valor for attacking two enemy players this round
066: Zelanius Forcys's Skeleton Warrior loses 1 life
067: Zelanius Forcys's Skeleton Warrior is defeated!
068: Computer 3's Bard moves from (5, 9) to (2, 8)
069: Computer 3's Bard attacks Zelanius Forcys's Paladin with  dice roll of [13,11,14,10]
070: Computer 3 earns 3 of 3 possible Valor for attacking enemy units this round
071: Computer 3's Fighter Mage uses Flash on (12, 8)
072: Computer 3's Fighter Mage attacks Computer 2's Samurai with  dice roll of [17,11,5,19]
073: Computer 3 earns 2 Valor for attacking three enemy players this round
074: Computer 2's Samurai loses 2 life
075: Computer 3's  turn has ended
076: Computer 2's  turn has started
077: Computer 2's Summoner casts Mana Surge
078: Computer 2's Paladin uses Combat Healing on Computer 2's Samurai
079: Computer 2's Samurai recovers 1 life
080: Computer 2's Summoner casts Bloodlust on Computer 2's Samurai
081: Computer 2's Samurai attacks Computer 3's Fighter Mage with  dice roll of [19,17,15,20]
082: Computer 2 earns 1 of 3 possible Valor for attacking enemy units this round
083: Computer 3's Flesh Golem loses 3 life
084: Computer 3's Flesh Golem is defeated!
085: Computer 2's Summoner casts Demonic Lash on Computer 3's Fighter Mage
086: Computer 2's Demonic Lash attacks Computer 3's Fighter Mage with  dice roll of [6,2,7]
087: Computer 2 earns 2 of 3 possible Valor for attacking enemy units this round
088: Computer 2's Summoner casts Ice Shards on Computer 3's Fighter Mage
089: Computer 2's Ice Shards attacks Computer 3's Fighter Mage with  dice roll of [15,19,5]
090: Computer 2 earns 3 of 3 possible Valor for attacking enemy units this round
091: Computer 3's Fighter Mage cannot be stunned.
092: Computer 3's Fighter Mage loses 2 life
093: Computer 2's Samurai uses Eviscerate on Computer 3's Fighter Mage
094: Computer 3's Fighter Mage loses 1 life
095: Computer 2's Paladin moves from (11, 10) to (10, 8)
096: Computer 2's  turn has ended
097: Computer 4's  turn has started
098: Computer 4's Minotaur moves from (12, 1) to (10, 3)
099: Computer 4's Minotaur attacks Computer 5's Minotaur with  dice roll of [20,19,7,17]
100: Computer 4 earns 1 of 3 possible Valor for attacking enemy units this round
101: Computer 5 earns 4 Valor for being attacked by two enemy players this round
102: Computer 5's Minotaur loses 3 life
103: Computer 4's Minotaur uses Roar
104: Computer 4  rolls [2].  Roar fails.
105: Computer 4  rolls [7].  Roar fails.
106: Computer 4's Wizard moves from (12, 0) to (12, 2)
107: Computer 4's Wizard casts Fireball on Computer 7's Wizard
108: Computer 4's Fireball attacks Computer 7's Wizard with  dice roll of [14,14,11,11]
109: Computer 4 earns 2 of 3 possible Valor for attacking enemy units this round
110: Computer 4 earns 2 Valor for attacking two enemy players this round
111: Computer 7 earns 4 Valor for being attacked by two enemy players this round
112: Computer 7's Wizard loses 2 life
113: Computer 4's Wizard sprints from (12, 2) to (10, 2)
114: Computer 4's Wizard casts Ice Shards on Computer 5's Minotaur
115: Computer 4's Ice Shards attacks Computer 5's Minotaur with  dice roll of [6,14,3]
116: Computer 4 earns 3 of 3 possible Valor for attacking enemy units this round
117: Computer 5's Minotaur is stunned.
118: Computer 5's Minotaur loses 1 life
119: Computer 4's Soul Reaver moves from (11, 0) to (12, 2)
120: Computer 4's  turn has ended
121: Computer 6's  turn has started
122: Computer 6's Samurai moves from (1, 4) to (3, 1)
123: Computer 6's Samurai attacks Computer 7's Wizard with  dice roll of [18,11]
124: Computer 6 earns 1 of 3 possible Valor for attacking enemy units this round
125: Computer 7 earns 4 Valor for being attacked by three enemy players this round
126: Computer 7's Wizard loses 3 life
127: Computer 6's Minotaur attacks Zelanius Forcys's Skeleton Warrior with  dice roll of [14,19,15,11]
128: Computer 6 earns 2 of 3 possible Valor for attacking enemy units this round
129: Computer 6 earns 2 Valor for attacking two enemy players this round
130: Zelanius Forcys earns 4 Valor for being attacked by two enemy players this round
131: Zelanius Forcys's Skeleton Warrior loses 3 life
132: Zelanius Forcys's Skeleton Warrior is defeated!
133: Computer 6's Samurai uses Eviscerate on Computer 7's Wizard
134: Computer 7's Wizard loses 1 life
135: Computer 7's Wizard is defeated!
136: Computer 7 can no longer earn Valor or cast spells because their Hero Mage was defeated.
137: Computer 6's Minotaur moves from (1, 6) to (2, 7)
138: Computer 6's Minotaur uses Roar
139: Computer 6  rolls [9].  Roar succeeds.
140: Computer 6's  turn has ended
141: Computer 1's  turn has started
142: Computer 1's Samurai moves from (0, 1) to (4, 2)
143: Computer 1's Samurai attacks Computer 6's Samurai with  dice roll of [7,1]
144: Computer 1 earns 1 of 3 possible Valor for attacking enemy units this round
145: Computer 1's Soul Reaver moves from (1, 0) to (3, 0)
146: Computer 1's Soul Reaver attacks Computer 6's Samurai with  dice roll of [3,1,15,3]
147: Computer 1 earns 2 of 3 possible Valor for attacking enemy units this round
148: Computer 6's Samurai loses 1 life
149: Computer 1's Soul Reaver uses Taunt on Computer 6's Samurai
150: Computer 6's Samurai attacks Computer 1's Soul Reaver with  dice roll of [1,2]
151: Computer 6 earns 3 of 3 possible Valor for attacking enemy units this round
152: Computer 6 earns 2 Valor for attacking three enemy players this round
153: Computer 1's Soul Reaver attacks Computer 6's Samurai with  dice roll of [17,4,7,20]
154: Computer 1 earns 3 of 3 possible Valor for attacking enemy units this round
155: Computer 6's Samurai loses 2 life
156: Computer 1's Fighter Mage casts Seeker Missile on Computer 6's Samurai
157: Computer 1's Seeker Missile attacks Computer 6's Samurai with  dice roll of [6,15,19,1]
158: Computer 6's Samurai loses 2 life
159: Computer 6's Samurai is defeated!
160: Computer 1's Fighter Mage moves from (0, 0) to (0, 2)
161: Computer 1's Fighter Mage casts Fireball on Computer 4's Wizard
162: Computer 1's Fireball attacks Computer 4's Wizard with  dice roll of [3,8,3,11]
163: Computer 1 earns 2 Valor for attacking two enemy players this round
164: Computer 1's Fireball attacks Computer 4's Minotaur with  dice roll of [10,9,6,18]
165: Computer 4's Minotaur loses 1 life
166: Computer 1's Fighter Mage casts Shield on Computer 1's Fighter Mage
167: Computer 1's  turn has ended
168: Computer 7's  turn has started
169: Computer 7's Bard uses Song of Valor
170: Computer 7's Bard moves from (6, 3) to (9, 1)
171: Computer 7's Bard attacks Computer 4's Wizard with  dice roll of [20,16,1,6]
172: Computer 4 earns 4 Valor for being attacked by two enemy players this round
173: Computer 4's Wizard loses 2 life
174: Computer 7's Water Elemental moves from (5, 0) to (5, 1)
175: Computer 7's Water Elemental attacks Computer 1's Samurai with  dice roll of [7,14,12,3]
176: Computer 1 earns 4 Valor for being attacked by two enemy players this round
177: Computer 7's  turn has ended
178: Computer 5's  turn has started
179: Computer 5's Sorceress moves from (12, 4) to (10, 7)
180: Computer 5's Sorceress casts Earth Elemental on (9, 8)
181: Computer 5's Sorceress casts Hex on Computer 2's Paladin
182: Computer 5's Earth Elemental attacks Computer 2's Paladin with  dice roll of [9,16]
183: Computer 5 earns 1 of 3 possible Valor for attacking enemy units this round
184: Computer 2's Paladin loses 2 life
185: Computer 5's Samurai attacks Computer 4's Minotaur with  dice roll of [5,12]
186: Computer 5 earns 2 of 3 possible Valor for attacking enemy units this round
187: Computer 5 earns 2 Valor for attacking two enemy players this round
188: Computer 4 earns 4 Valor for being attacked by three enemy players this round
189: Computer 5's Sorceress sprints from (10, 7) to (10, 6)
190: Computer 5's Sorceress uses Lightning Bolt on Computer 4's Wizard
191: Computer 5's Lightning Bolt attacks Computer 4's Wizard with  dice roll of [20,20,16]
192: Computer 5 earns 3 of 3 possible Valor for attacking enemy units this round
193: Computer 5's Lightning Bolt attacks Computer 4's Minotaur with  dice roll of [3,8,16]
194: Computer 5's Lightning Bolt attacks Computer 5's Minotaur with  dice roll of [19,7,10]
195: Computer 4's Wizard loses 3 life
196: Computer 4's Minotaur loses 1 life
197: Computer 5's Minotaur loses 1 life
198: Computer 5's Samurai uses Eviscerate on Computer 4's Minotaur
199: Computer 4's Minotaur loses 1 life
200: Computer 5's Minotaur attacks Computer 4's Minotaur with  dice roll of [6,3,10,10]
201: Computer 5's Sorceress uses Fireball on Computer 4's Wizard
202: Computer 5's Fireball attacks Computer 4's Wizard with  dice roll of [18,17,13,1]
203: Computer 5's Fireball attacks Computer 4's Minotaur with  dice roll of [4,7,9,3]
204: Computer 5's Fireball attacks Computer 7's Bard with  dice roll of [8,5,19,3]
205: Computer 5 earns 2 Valor for attacking three enemy players this round
206: Computer 4's Wizard loses 3 life
207: Computer 4's Wizard is defeated!
208: Computer 4 can no longer earn Valor or cast spells because their Hero Mage was defeated.
209: Computer 7's Bard loses 1 life
210: Computer 5's  turn has ended
211: Zelanius Forcys's  turn has started
212: Zelanius Forcys's Wizard moves from (0, 10) to (1, 10)
213: Zelanius Forcys's Wizard casts Air Elemental on (0, 10)
214: Zelanius Forcys's Air Elemental moves from (0, 10) to (1, 8)
215: Zelanius Forcys's Air Elemental attacks Computer 6's Minotaur with  dice roll of [10,2,5]
216: Zelanius Forcys earns 1 of 3 possible Valor for attacking enemy units this round
217: Computer 6 earns 4 Valor for being attacked by two enemy players this round
218: Zelanius Forcys's Paladin attacks Computer 3's Bard with  dice roll of [11,13,1]
219: Zelanius Forcys earns 2 of 3 possible Valor for attacking enemy units this round
220: Zelanius Forcys earns 2 Valor for attacking two enemy players this round
221: Computer 3 earns 4 Valor for being attacked by two enemy players this round
222: Zelanius Forcys's Paladin moves from (3, 9) to (3, 10)
223: Zelanius Forcys's Wizard casts Imprison on Zelanius Forcys's Paladin
224: Zelanius Forcys's  turn has ended
225: Computer 3's  turn has started
226: Computer 3's Fighter Mage casts Heal on Computer 3's Fighter Mage
227: Computer 3's Fighter Mage recovers 5 life
228: Computer 3's Bard uses Inspire on Computer 3's Fighter Mage
229: Computer 3's Fighter Mage attacks Computer 2's Samurai with +4 modified dice roll of [11,9,20,22]
230: Computer 3 earns 1 of 3 possible Valor for attacking enemy units this round
231: Computer 2 earns 4 Valor for being attacked by two enemy players this round
232: Computer 2's Samurai loses 2 life
233: Computer 3's Paladin moves from (6, 8) to (8, 7)
234: Computer 3's Paladin attacks Computer 5's Earth Elemental with  dice roll of [13,6,3]
235: Computer 3 earns 2 of 3 possible Valor for attacking enemy units this round
236: Computer 3 earns 2 Valor for attacking two enemy players this round
237: Computer 3's  turn has ended
238: Computer 2's  turn has started
239: Computer 2's Samurai attacks Computer 3's Fighter Mage with  dice roll of [19,3,4,17]
240: Computer 2 earns 1 of 3 possible Valor for attacking enemy units this round
241: Computer 3's Fighter Mage loses 3 life
242: Computer 2's Paladin moves from (10, 8) to (11, 8)
243: Computer 2's Paladin attacks Computer 3's Fighter Mage with  dice roll of [17,4,8]
244: Computer 2 earns 2 of 3 possible Valor for attacking enemy units this round
245: Computer 3's Fighter Mage loses 1 life
246: Computer 2's Summoner moves from (12, 10) to (9, 9)
247: Computer 2's Summoner attacks Computer 5's Earth Elemental with  dice roll of [2,6]
248: Computer 2 earns 3 of 3 possible Valor for attacking enemy units this round
249: Computer 2 earns 2 Valor for attacking two enemy players this round
250: Computer 5 earns 4 Valor for being attacked by two enemy players this round
251: Computer 2's  turn has ended
252: Computer 4's  turn has started
253: Computer 4's Minotaur attacks Computer 5's Minotaur with  dice roll of [5,2,1,19]
254: Computer 5 earns 4 Valor for being attacked by three enemy players this round
255: Computer 5's Minotaur loses 1 life
256: Computer 5's Minotaur is defeated!
257: Computer 4's Soul Reaver moves from (12, 2) to (9, 0)
258: Computer 4's Soul Reaver attacks Computer 7's Bard with  dice roll of [13,10,6,17]
259: Computer 7's Bard loses 1 life
260: Computer 4's Soul Reaver uses Taunt on Computer 7's Bard
261: Computer 7's Bard attacks Computer 4's Soul Reaver with  dice roll of [14,19,12,14]
262: Computer 4's Soul Reaver loses 1 life
263: Computer 4's Minotaur moves from (10, 3) to (10, 5)
264: Computer 4's Minotaur uses Roar
265: Computer 4  rolls [6].  Roar fails.
266: Computer 4  rolls [16].  Roar succeeds.
267: Computer 4's  turn has ended
268: Computer 6's  turn has started
269: Computer 6's Summoner moves from (0, 5) to (3, 5)
270: Computer 6's Summoner casts Crystal Golem on (4, 4)
271: Computer 6's Summoner sprints from (3, 5) to (5, 6)
272: Computer 6's Summoner uses Skeleton Warrior on (6, 7)
273: Computer 6's Crystal Golem moves from (4, 4) to (3, 8)
274: Computer 6's Crystal Golem attacks Computer 3's Bard with  dice roll of [1,7,9,20]
275: Computer 6 earns 1 of 3 possible Valor for attacking enemy units this round
276: Computer 3 earns 4 Valor for being attacked by two enemy players this round
277: Computer 3's Bard is immobilized.
278: Computer 3's Bard loses 1 life
279: Computer 6's Minotaur attacks Computer 3's Bard with  dice roll of [14,5,11,13]
280: Computer 6 earns 2 of 3 possible Valor for attacking enemy units this round
281: Computer 3's Bard loses 1 life
282: Computer 6's Skeleton Warrior moves from (6, 7) to (9, 5)
283: Computer 6's Skeleton Warrior attacks Computer 4's Minotaur with  dice roll of [1,2]
284: Computer 6 earns 3 of 3 possible Valor for attacking enemy units this round
285: Computer 6 earns 2 Valor for attacking two enemy players this round
286: Computer 6's Minotaur uses Roar
287: Computer 6  rolls [17].  Roar succeeds.
288: Computer 6  rolls [4].  Roar fails.
289: Computer 6's Summoner casts Shield on Computer 6's Summoner
290: Computer 6's  turn has ended
291: Computer 1's  turn has started
292: Computer 1's Fighter Mage moves from (0, 2) to (2, 2)
293: Computer 1's Fighter Mage casts Skeleton Warriors
294: Computer 1's Samurai attacks Computer 7's Water Elemental with  dice roll of [14,14]
295: Computer 1 earns 1 of 3 possible Valor for attacking enemy units this round
296: Computer 7's Water Elemental loses 3 life
297: Computer 7's Water Elemental is defeated!
298: Computer 7's Bard recovers 1 life
299: Computer 1's Fighter Mage uses Flash on (2, 6)
300: Computer 1's Fighter Mage attacks Computer 6's Minotaur with  dice roll of [7,17,3,6]
#62
Suggestions & Comments / Re: New Character idea Threads
November 26, 2011, 05:52:00 PM MT
Chanced upon this while browsing the forum, and decided to post my own:


Nature's Guardian

Druid - Mage
(3 Strength, 13 Defense, 5 Life)
Passive, Friend of Nature: Player's elemental summons gain +1 Life (and only the 4 elementals; not the golems or the skeletons)
Valor 5, 1 Card, Nature Reverence: Place a wood wall on target space (cannot be used if you control 3 or more wood walls)
Valor 10, 1 Card, Emergency Heal: Target visible ally with 1 Life left recovers 2 Life
Valor 15, Passive, Nature Avatar: Druid gets +3 Life (the Druid is a mage that starts with a lower life, and +2 seems kind of low for a Valor 15 ability)

Ranger - Guardian (attack is melee, not range)
(2 Strength, 14 Defense, 6 Life)
1 Card, Crossbow: Roll 1 attack dice against a visible unit
1 Card, Double-Strike: Roll 2 attack dice against a surrounding unit

Shifter - Guardian
(3 Strength, 13 Defense, 7 Life)
1 Card, Lycanthropy: +1 Strength, +1 Defense and attack causes Immobilize until start of next turn
1 Card, Swipe: Roll 1 attack dice against surrounding units in the direction you are facing (basically, the unit in front, the unit to the front-right, and the unit to the front-left, in terms of the direction the Shifter is facing)

Wood Wall - Creature
(0 Strength, 15 Defense, 2 Life)
Passive, Wall: Acts as a barricade until defeated (if, due to game mechanics, a Creature also cannot act as a Wall, a Creature is still a pretty good foil, if it blocks a Warrior, or prevents Fighter Mage from using Flash to get your mage)
Passive, Grounding: Redirects all electricity into the ground (prevents Lightning Bolt, both the spell and the Sorc's valor ability, taking 0 damage and preventing it from penetrating to targets behind the wall)


Coven Sisters

Witch - Mage
(2 Strength, 12 Defense, 6 Life)
Passive, Magic Lineage: Player generates 1 additional Mana at the start of each turn
Valor 5, 1 Card, Conversion: Generate 1 Mana, -1 Defense until start of next turn
Valor 10, Passive, Mirror Invocation: Attacking units must roll 1 dice of 12 or higher to be able to attack normally; otherwise, all rolls misses (basically, attack unit must roll
1 dice; if it is 12 or higher, they will attack as per normal, otherwise, all rolls will be treated as being lower than the Witch's defense), but not applicable to magic and if the attacking unit misses, the Witch loss a card. If there is no card left, this ability cease to work.
Valor 15, 1 Card, Soul Sisters: Transfer 2 Life from an adjacent Guardian, Witch +2 Life (basically drains life of ally Guardian)

Seer - Guardian
(2 Strength, 13 Defense, 6 Life)
1 Card, Premonition: Target surrounding ally gains +2 Defense
1 Card, Foresight: Target visible ally gains +1 Strength and add 1 to all dices until start of next turn (this add 1 to all dice includes abilities and spells, unlike the Bard's Inspire)

Huntress - Guardian (although her abilities are ranged, her standard attack is melee)
(1 Strength, 14 Defense, 6 Life)
1 Card, Archery: Roll 2 attack dice against visible unit
1 Card, Seeking Arrow: Roll 2 attack dice against a unit up to 4 spaces away


Unthemed

Healer - Mage
(0 Strength, 14 Defense, 6 Life)
Passive, Medical Training: Player's Recovery spell modifiers get +1 absolute value
Valor 5, 1 Card, Healing Aura: Surrounding units recover 1 Life (regardless whether ally or enemy, and Healer himself don't recover)
Valor 10, 1 Card, Blood Magic: Converts 1-3 Life to the same amount of Mana (this is random, similar to sprint; especially scary in situations where you need 1 more Mana for Healing Hand, and has exactly 3 Life left)
Valor 15, Passive, Broken Vow: Healer gets +3 Strength

**Just changed a typo and adjusted the Huntress and Ranger's Strength and abilities due to being easily overpowering (7 attack rounds with 2 cards, for just 1 Guardian in the very first round can pretty much finish off any unit). I also adjusted the Shifter's Strength as he is also slight overpowering.

***Second adjustment, as Witch's Mirror Invocation is too powerful, so nerfed it a bit, by making it not applicable to magic and that there has to be cards, plus the witch losses card for each attack missed.

****Third amendment, as I forgot to adjust the Wood Wall's abilities. Added a new one, called Grounding.
#63
Hi Ross,

Thanks for the advise.

I will try it out once I get my hands on the Mac at home.
#64
General Chat / Re: New Guy here
November 21, 2011, 01:57:14 PM MT
Hi Fronta,

Thanks.

I hope so too, but my timezone is GMT +8, so I am not sure if the timing is compatible. I am usually on during evenings here, starting at 8-9 PM and to 10-11 PM. Sadly, there is not enough players on this side of the world, but I am hoping to change that by introducing HM to my colleagues and friends.

Zela Forcys
#65
After trying it out on a Window Vista with Google Chrome, and on Mac OS X with Firefox, it seems that the problem might be simply that Google Chrome and Mac OS X are not running well together. In the meantime, I will try to figure it out, and if possible, post a solution for others using Mac with Chrome.

Thanks.
Zela Forcys
#66
Events / Re: Hero Mages for Android
November 19, 2011, 10:00:23 AM MT
How about getting an Android tablet PC?

That should work too!
#67
Strategy & Tactics / Re: Beginners look here
November 19, 2011, 06:42:10 AM MT
I should have came here when I first started playing.

But after about 2 weeks or so of playing, I would like to add my 2 cents worth, hopefully preventing new players from making the same mistakes I did.

1) Mana regenerates every round, effectively providing unlimited mana. For most people transitioning from turn-based RPG strategy games, this can be quite a shock. This is not a game where magic can run out, which leads me to my next point...

2) Blizzard is powerful, but is terrible against Fighter Mage, especially when teamed up with a Paladin. Imagine casting a Blizzard - even the maximum damage you can do is 5 damage per unit with a Sorceress at 15 Valor. This is just enough to kill Paladins, Samurais, and Soul Reavers, all of which have high defense. You might be able to use Lightning Bolt and Fireball later, but remember, these Valor abilities are not affected by Destructive Aura or Nature's Wrath. You are also left with no Mana to draw any spells. On to the next point...

3) Even if you hit all 3 units of your opponent with a Blizzard, you are left with no Mana to follow up with other spells, and will have to rely on guardians or Valor abilities. This is especially dangerous against a Fighter Mage, when paired with a Paladin. Firstly, the Fighter Mage can use Dispel Magic to wake the Paladin, who will do Bless and Combat Healing. If the Fighter Mage is lucky enough, Group Heal and Healing Touch can be followed up to bring the team to tip top condition. Remember, 3 mana is generated each round, and having these 3 cards is usually enough to recover everything.

4) Wizards are more powerful than they look. Assuming the above scenario, where Blizzard hits each target to the brink of death but not quite, Meditate can boost you up to allow an extra Meteor Shower or Fireball, if you have them in your arsenal. Suddenly, the Wizard has more dice rolls than the Sorceress in the same situation. Even if you expand all your cards in the scenario above, the likelihood of a kill suddenly increases, especially against the enemy mage.

5) Teleport, Touch of Death and Imprison are all Manipulation spells that usually takes up 2 Mana. In the hands of a Wizard, he can cast them in succession each round, and still Meditate for 2 extra mana to cast another spell, like 2 of Demonic Lash, Ice Shard or Seeker Missile, or even a Fireball. Do this in the round you can Sprint, and if you kill the enemy mage, do a summon to protect yourself. Keep a couple of Sleep to supplement your spells, especially if you are going into territory with surrounding enemy guardians.

6) Fireball is more powerful than Blizzard in the right situation. A Blizzard has the potential to hit more targets, but only if everyone is in LoS. This means that your mage is potentially vulnerable to counter attacks from any enemy that was not hit by Blizzard, or is a Fighter Mage or has a Paladin that dodged the attack. Fireball can hit enemies out of LoS, simply by having 1 surrounding unit within LoS. Send a summon in, cast Shield, and then Fireball and watch the mayhem. Particularly fun with Sorceress.

7) Do not be afraid to discard any cards. Every card is useful in the right situation, but is it useful in your situation? Sleep is useless against Fighter Mages, and Paladins can easily Bless a friendly mage out of stun at the cost of 1 card and 0 mana. Mages can attack their own units easily to break stun, since all except Fighter Mage has only 2 dice rolls. Ice Shard makes more sense, but when your goal is to do damage, 3 attack dice that may or may not hit is terrible compared to 4 attack dice (Seeker Missile), or an almost guaranteed 2 damage (Demonic Lash). This is especially true when your goal is exactly 2 damage, and Demonic Lash suddenly becomes a much more attractive alternative when you are left with only 1 mana.

8) Unsummon is way more powerful than you think. A Flesh Golem with 3 life? Unsummon. A Iron Golem with 17 defense? Unsummon. A mage with 1 life left but protected by a Flesh Golem or other summons? You get the picture.

9) Crystal Golem is fully worth the 3 mana. It leaves you with no mana, but in a desperate situation, it might be the only thing to save your hide. Ran out of options, but an enemy is putting pressure on you? Crystal Golem has 4 dice roll attacks, and causes Imobilize. It might seem like an inferior and more expensive cousin of Iron Golem, with less defense and a worse special ability, but Crystal Golem has 1 more life, which is sometimes crucial enough to make the difference, unless Unsummon or Touch of Death comes into play; it has 4 attacks compared to 1, which is only matched by 3 other units, making it the most offensively powerful summon; it is not limited by Short Attack; Stun might be better than Imobilize, but in the face of a Fighter Mage, it is far superior, and when there is a Paladin, there is literally n diference in both of them, unless the enemy has no cards to utilize Bless; 16 defense is not exactly shabby, and the best any unit can do naturally is 17, namely by Iron Golem and Warrior. With all these in mind, Crystal Golems are still not necessarily game changes, so do not treat them like one, unless your strategies could be augmented greatly by their presence.

10) Summoners are a little weak due to mostly superior Valor abilities or stats of other mages, but in a prolonged game or maps with lots of cover, she alone can truly build an army. Unlike most mages or tactics you might employ using other mages, Destruction spells are generally secondary. Summon fast and summon a lot. Every deck has 10 summon magic, and your 5 Valor gives an extra one. Having lots of summons also means that Sacrifice is not as painful to use, as when you have only 1 or 2. Summoners are about playing defensively, so Paladins and Warriors are great, unless you plan to do long range damage using Psionists and Rogues.

11) Cards are about 75% of everything in this game, which is where a Wizard truly shine. Transmute, a 5 Valor ability, changes out a card you do not need, effectively allowing you to draw 1 extra card. Meditate, at 5 Valor, provides 2 additional mana to draw cards. Never hesitate to use them. This is a very good reason why Wizard have weaker defense than other mages, due to the sheer amount of card control they can employ.

12) Guardians are the other 25%. Unless you are playing random, select the guardians to augment and complement your mage and strategy, unless you are looking for a challenge. Have a Summoner and need some defense to build an army? Warriors and Paladins, possibly swapping one out for Bard. Have an agressive style in range attack using Sorceress? Psionists and Rogues will fit in nicely. Want a rushdown team giving no-holds-barred beating using Fighter Mage? Add in the Barbarian, and either match it with the Minotaur due to Bull Charge, Bard for buffs, or Psionist to help move your intended target closer to home. Need lots of field and card controls using the Wizard? Paladins will do nicely, but so will Psionist to push enemies away or Soul Reaver with Taunt to make enemies attack on your terms and Minotaur with Roar to prevent any attacks at all. No matter the style, but you want to make sure you get in those few last crucial hits to make the kill? Rogues with Finishing Shot and Samurais with Eviscerate will be just what you need. All guardians can help to fit one tactic or the other, and use them accordingly. ****Unfortunately, I do not have the Minotaur, so these comments on Minotaur from fighting bots using Minotaurs, and how, surprisingly, they can be effective once a Minotaur is thrown in.

13) Almost all non-passive abilities have to rely on card usage (the sole exception being Sorceress's Lightning Bolt). Watch out for the number of cards your opponent has before even trying to enact any strategy, no matter how foolproof, as all it takes is bad dice rolls to ruin everything.

Hope these help new comers when trying to understand some of the details that one tends to miss when they first started.

Zela Forcys
#68
Just to add on, I am playing from Mac and on Google Chrome, but I have read around, and it seems that it might be a scripting issue.

Thank you.

Zela Forcys
#69
Bugs & Support / This page requires AC_RunActiveContent.js.
November 19, 2011, 05:25:40 AM MT
Hi All,

Anyone else received the above error?

It seems to be a java issue.

Thanks

Zela Forcys
#70
Hi Ross,

Thanks for the reply.

I was thinking of the Match Mode...if we are playing best out # number of rounds, if the losing player wins 1 less round than the winning player, the loser losses no rank, because both players are almost evenly matched, and the winning player might simply have gotten better rolls, cards, etc, or party with good synergy if playing random heroes.

As for the enforced exit, it was more because I was always playing practice rounds against 7 other bots, and setting them up continuously is a bit of a pain, so returning to the Game Room I previously set up without having to set them up again would be great, especially for new players looking to put in some practice before going into ranked.

I have also previously posted about classes that specialize in recovery magic...in D&D games, there are Clerics and Druids, and I was wondering if we can have those classes in? I am still thinking about their theme and abilities, but Druids can have something like Nature's Guardians, and have Ranger and perhaps Werewolf as Guardians, while Clerics can be a standalone class, and given away at special events (because we already have the Paladin in a separate theme). The Druid, however, would have a mix-bag of specialization in Destruction and Recovery spells.

Just throwing some suggestions out here and hope they are taken into consideration.

Zela Forcys.
#71
Suggestions & Comments / Enforced Game Exit upon completion
November 03, 2011, 03:19:14 PM MT
Hi All,

Not sure if anyone has posted on the above topic, but is there a reason we have to exit the game after completing it? Having to return to the same room to set up the match for the same players can get a bit tedious, especially for 'marathon sessions' if you have plans to play for hours with friends. It will be great if we can return to the room that was already set up and just play again from there.

If this is an issue with server space, perhaps the host of the game can use his computer as the temporary server to save the room?

Zelanius Forcys
#72
General Chat / Re: New Guy here
November 03, 2011, 02:31:44 PM MT
Hi Ross,

Thanks for your reply. Hopefully, more people will join in this games, as I have not found any member from around my side of the globe.

This game is really great, and is very easy to learn, but hard to master. On top of that, it is suitable for both serious and casual gamers.

All the best in the mobile version! I would love to see how this game develops down the road, as it has tons of potential for expansion.

Zelanius Forcys
#73
General Chat / New Guy here
October 31, 2011, 09:57:41 AM MT
Hello to all,

New guy here. I just started playing last week, and have bought all the classes in the marketplace.

Love this game!

Btw, will there be more classes coming out? I am hoping for a recovery spell specialist, which would really add a whole new dimension to strategy in team play, although it will probably not be very popular in solo play.

Zelanius Forcys