News:

Welcome to Hero Mages!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - diesbudt

#1
General Chat / The World of Papillion
August 06, 2012, 09:48:10 PM MT
I have decided, since I have been enjoying Minecraft, that I have now started to "build" Papillion in Minecraft, Working on the castle and city now, Just finished building the Drendal Firepits (Duel map)
#2
Events / Diesbudt's combat summer event
June 25, 2012, 04:49:59 PM MT
So starting June 29th, I will be hosting a "tournament" type event. The rules are simple yet complex.

1) I will be your opponent. You must defeat me on a best of 3 dual games.
2) I choose the maps (will be balanced self made maps)
3) Games will be unranked.
4) Units will be chosen (hidden) except for my elimination rule.
4a) elimination rule - whenever a player wins a game, he/she may not use any of those units left in the rest of the games.
5) spectators will be allowed, however if table talk turns against either player I will remove that person from the game
6) you may only challenge me once every 3 days, and I must be online not in a game to ask for a challenge
7) I can decline challenges if I believe I have a good reason.
8) Whoever beats me will win 1 unit pack or 10 map saves.
9) limit 1 win per person, 5 wins in all.
10) the people/person that beats me must post on here saying so or they won't get a prize (this way more people get aware of the forums

Spread the word via forums Facebook and other Internet social media. (and even in game)

Good luck.
#3
Bugs & Support / Valor
May 06, 2012, 12:59:28 AM MT
Since the dawn of time, in this world we call Hero mages, valor has always only increased while the mage on a team was alive.

Recently I have noticed even with the mage dead, a person can still earn valor every time he attacks. (up to 3 per turn like usual)

It isn't that big a deal except, I watched 1 game.

Summoner died at 14 valor, on his turn he attacked, getting 15 valor, and all the sudden all the summon units got the summoner buff. (which should not happen)

Just letting you know ross.
#4
Now that player counts are starting to increase again, I will on Monday nights around 8pm eastern time (and because me and trasd kinda started doing it) to help teach newcomers the basics or players who know them some advance tactics. Such as FFA or team tricks or how to play fast (15-30s) turns.

This includes games like skittles, circle of death, 2v2v2 and so on.

P.s. 5 Points to anyone who can guess why I named this toPic as is
#5
Game Balance / Future Game changes
October 25, 2010, 02:22:35 AM MT
Change ideas

You may have seen these in other threads too.

1a) Bard's inspire = +4 --> +3

1b) Since last big update it dropped most units deg 1 point, the +4 has become incredibly more powerful. A +3 would keep this balanced.

2a) Bard's Other spell = +1 to all visible friendly units --> +1 to all friendly Guardians and summons.

2b) With the change idea I have for the summoner, a bard + summoner wouldn't change much for her, also this way the bard can stay behind a wall and buff other guardians that need it. But also to help reduce the power of FM just a little bit, without a direct change, he isn't effected by it. Also this will deter the other mages from getting into melee range more just a very little bit. Helping characterize the mages for the roles they are built for.

3a) FM unstun ability = Cannot be stunned ---> Cannot be stunned by destruction or manipulation spells.

3b) This leaves just 2 iron golem spells in the game that can stun the FM, slightly weakening that talent AND buffing the summoner slightly in 1 go.

4a) Sorc's lightning = 0 cards and a diagonal direction ---> 1 card, and hits both diagonal directions (left and right of sorc, or down and up of sorc, or up-left and down-right diagonal of sorc)

4b) This change would be an awesome change, forcing a free lightning a sorc can do every turn from a huge distance to a 1 card (like a summoners skele cost) but also add that it will attack the opposite direction, so if she is being surrounded, she could manuever to make this attack do damage to more units than before. Or force your opponent to be more careful in positioning.

5a) Teleport = Teleport to select tile --> Teleport to select LoS tile.

5b) This would prevent any first and maybe second turn teleport assaults allowing the game to open up a bit first, given each player a chance, no matter how good ones hand is, and will make the game have more strategy. (Can hero A get into a spot so next turn when he teleports he can move 5 to get to the mage?)

6a) Imprision = 2 mana --> 1 mana

6b) This change would help give heroes a bit cheaper way to get defense in as unless a wizard a player wastes a full turn of "points = 2 mana + 1 cards" to just play defense.

7a) Summoner abilities:
--a) Army of darkness - a summoner may have unlimited summons and they each have +1 def
--b) Keep same
--c) Keep same
--d) *NEW - (2-card) Soul Link - Summon a black fountain on a surrounding tile. It has 2 hp. Anytime a summon that isn't the flesh golem gets hit (as long as this is active) this box loses 1 hp instead of the targeted summon taking damage.

Black fountain's stats - (0 str, 9 def, 2 life)
Ability 1 - Inanimated object - this unit cannot move, attack, or be affected by augumentation, restoration, or manipulation spells. This unit can be passed through by other units (allowing players to walk through it, but cannot land on it)
Ability 2 - This unit takes 1 damage instead of a summon taking damage as long as this unit is active.

7b) This change would help make the summoner's summons be more resilient so that the easy to kill skeles dont die so quickly. Also since the box can be attacked, if it isn't in a safe position it wouldn't be hard to kill. Also, the change to remove the +1 attack, is so they are more resilient instead, and also +1 def from the start will help that cause to. This will make the summoner on of the more defensive heros, especially since she got the short stick of dropping to 12 def from 13.

A.I. changes I noticed could be used:

1. While the computer's mage is dead, the rogue should check for a Finish shot before an attack (since it doesn't have to card control with a dead mage)  It was fun standing my summoner in the open with just its rogue left and summoning skeletons and each turn he would shoot the skeleton, when it would be better to finish shot the skele, and shoot something else (unless finish shot fails, in which case the) rogue would attack the skele again.

2. The computer units always go for the weakest unit for the most part, instead it should do something like attack weakest unit, unless a mage is available to attack that has 4- health. (trying to finish off the most useful unit)  **Maybe this would be better for hard+ mode.

3. Their paladins play way too defensive. They need to attack some too, not just sit back and heal/unstun for the most part.

4. Maybe add in some way the computer can attack itself in a stun that it cant dispell, as long as it is a weak unit and the mage is decent health.

5. The protecting a mage when they dont need it via warrior... thats getting annoying as it seems so useless of them...

---- This is just a continuation list of change ideas that I have thought for a while that would benefit the game.
#6
General Chat / Short story(s)
September 03, 2010, 04:25:57 AM MT
Ross I am intrigued and was wondering, if it would be ok for me to make an attempt at a short story or 2 for the forums that takes place in the Hero mages universe, using your names/backgrounds already created to an extent.
#7
This will be a forum thread that I will have locked, and will keep updated until all unit inputs are over. (Total so far   36 Guardians, 13 Mages)

As a reminder these are EXACTLY as you players have added them (maybe English cleaned up a bit). Ross will still have to balance them before allowing people to vote for some of the better ideas, so if you see yours has change if/when voting happens, don't complain, its all for the balance of units.

I will also put a rating number (1-5) which will mean how balanced i THINK the unit is already. Where the 1= least balanced and needs work and 5 = very balanced.

GUARDIANS

Ranger | Guardian  
[STR: 1, DEF: 15, LIFE: 6]
Ability 1: Crossbow (Passive) - The Ranger can attack any visible unit.
Ability 2: Hail of Bolts (Passive) - If the Ranger's attack hits, you may attack again.
Entry: Alderon
***(Rating 3/5) - Has too much potential into killing every visible unit when buffed with augmentations and paired with a bard, as it can be infinite attacks.

Gladiator | Guardian  
[STR: 3, DEF: 15, LIFE: 6]
Ability 1: Trident Reach (Passive) - This unit may attack a unit 2 spaces away (Along with hitting a unit inbetween it its so)
Ability 2: Giant Fishnet (1 Card) -  If any adjacent enemy unit takes damage this turn after the Gladiator uses this ability, he/she is immobilized.  This ability cannot be used if the Gladiator has sprinted already this turn.
Entry: diesbudt
***(Rating 3/5) - With the passive, and high defense, it can make it too hard for an opponent to kill, especially if a warrior sits in front.

Jester | Guardian  
[STR: 2, DEF: 16, LIFE: 4]
Ability 1: Mimic (1 card + 1 life) - Copies an ability of any unit on the field or spell card. The ability can be replaced by paying the cost again.
Ability 2: Mimic Attack (X cards/mana) -  Cast the mimic'ed ability if you do not have a passive ability mimic'ed. The cost is the same as the original cost of the mimic'ed ability.
Ability 3: Imprision Wall (2 cards) - Cast a magic wall (imprision) on target visible unit, until start of your next turn.
Entry: noobzilla
***(Rating 1.5/5) - Just too weak. 4 life? easily killed. and the abilities are nothing that  would offset its stats in any way. Plus copying a mages ability and spell makes the mage less unique. Also an imprision on demand for no mana is too powerful.

Avenger | Guardian  
[STR: 3, DEF: 15, LIFE: 5]
Ability 1: Fury (2 cards) - The Avenger gets +2 strength until the start of your next turn.
Ability 2: Vengeance (Passive) -  Whenever your opponent kills one of your units, the Avenger gains +2 to his attack dice until the start of your opponent's next turn. Multiple Vengeance's from the same opponent cannot stack.
Entry: Kin
***(Rating 4/5) - Decently balanced, though gaining up to 5 strength wit h2 discards at only 5 life, would be less efficient playing more other units.

Phantom Assassin | Guardian  
[STR: 3, DEF: 14, LIFE: 6]
Ability 1: Etheral (Passive) - The Phantom Assassin can move through other units, but may not end a move ontop of a unit.
Ability 2: Spectral Dagger (1 card) -  Attack a target visible unit with 2 attack dice.
Entry: Kin
***(Rating 4.5/5) - Well balanced, as it has no over the top strength, or weakness. And can help a bit on a clutch range attack.

Magical Adept | Guardian  
[STR: 1, DEF: 12, LIFE: 5]
Ability 1: Magical Conduit (Passive) - Spells cast by the mage can use this unit's LoS instead of the mage's.
Ability 2: Magical Interference (2 cards) -  Target enemy mage will receive 1 less mana at the start of their next turn.
Entry: Aritheall
***(Rating 2/5) - Too weak. The abilities don't offset the stats well enough. only 5 life at 12 def... all this unit would be good for is another spot to use LoS keeping your mage safe. But thats all 1 or 2 turns as it has no offense itself and will die quite fast unshielded.

Demonologist | Guardian  
[STR: 2, DEF: 16, LIFE: 6]
Ability 1: Demolish (2 cards) - Destroy target adjacent wall tile. It will stay destroyed until the end of the game.
Ability 2: Jury rig grenade (1 card) -  Target unit and all adjacent units to target take a 2 STR strength attack, and all units hit are stunned until the start of your next turn.
Entry: Aritheall
***(Rating 1.5/5) - Giving a guardian the ability to stun, especially a multi-range stun is way too overpowered. Not to mention able to break walls at will means making too easy quick kills.

Martial Artist | Guardian  
[STR: 3, DEF: 17, LIFE: 5]
Ability 1: Mobility (Passive) - This unit may move 7 spaces instead of 5 each turn. The Martial Artist may also sprint every turn.
Ability 2: Flurry (1 card) - The Martial Artist may make an attack on all adjacent units for his/her STR. This ability may not be used if you attacked or sprinted this turn. You may not attack the same turn after you use this ability.
Entry: Aritheall
***(Rating 3/5) - A unit that can move more than 5 for free is a tad on the powerful side, because he can sit out of range until ready to attack, especially at such a high defense, Flurry is decent as it replaces the attack and not giving him a second attack.

Blade Master | Guardian  
[STR: 2, DEF: 16, LIFE: 6]
Ability 1: Opportunist (Passive) - When this unit moves makes a 2 STR attack against every unit that is adjacent to it along the way.
Ability 2: Parry (1 card) - The first regular melee attack against this unit automatically does no damage. Any effect of the attack still happens. Lasts until the start of your next turn.
Entry: Aritheall
***(Rating 2.5/5) - Stats are nice, parry however is too powerful, as late game with only 1 guardian left he will be invincible from all but 1 guardian unit. Also I am not sure how easy it would be to program the passive ability.

Lizardman Warrior | Guardian  
[STR: 2, DEF: 14, LIFE: 6]
Ability 1: Scaly Skin (Passive) - The Lizardman warrior ignores the first point of damage it takes each turn.
Ability 2: Savage (2 cards) - All damage inflicted by the Lizardman warrior is doubled this turn.
Entry: JormiBoced
***(Rating 2.5/5) - The passive ability and stats are nicely balanced, but the doubling damage ability is quite too powerful. Through a bard + bloodlust and welcome easy 1 shot kills.

Spy | Guardian  
[STR: 2, DEF: 15, LIFE: 6]
Ability 1: Stealth (2 cards) - The spy is turned invisible to all enemy players for 2 turns. If this unit would take damage, attack or be moved into, it is revealed.
Ability 2: Backstab (3 cards) - This ability can only be used by standing behind their target. The spy rolls 8 dice. If 4 of the dice hits, the target dies. If 3 or less hits, the target takes that much damage. If 5 or more dice hit, the target takes no damage.
Entry: Andodel
***(Rating 2.5/5) - The backstab ability is too possible to be game breaking. Sure it is luck, but it is over 10% chance of an auto kill, making it a bit over the top, only its cost makes it not too bad. Passive and stats are good.

Ninja | Guardian  
[STR: 5, DEF: 10, LIFE: 5]
Ability 1: Cloak (2 cards) - The ninja cannot be the target of spells or attacked until the start of your next turn. The ninja may not move while under this effect.
Ability 2: Kappa Waza (Passive) - Whenever an adjacent unit melee attacks the ninja, the attacker is stunned until the end of its next turn.
Entry: Dimir26
***(Rating 1/5) - The cloak ability along with such a high defense makes this unit impossible to kill, and he is a super killing machine. Plus if he somehow does get hit, the unit is stunned?  Way overpowered.

Scorpion | Guardian  
[STR: 2, DEF: 16, LIFE: 6]
Ability 1: Teleport (1 card) - The Scorpion can teleport up to 2 spaces in any direction in an up, down, left or right direction.
Ability 2: "Get Over Here" (2 cards) - Scorpion attacks a target LoS unit within 4 spaces in a left, right, up or down direction with his STR. If the ability hits, the unit is moved to the closest spot adjacent to Scorpion, unless the path is blocked.
Entry: Uberdoggie
***(Rating 3/5) - with such high defense and manipulative abilities it is a bit on the strong side, however the abilities themselves are nicely done. (Remember this name however is trademarked/patented/copyrighted)

Sub-Zero | Guardian  
[STR: 4, DEF: 15, LIFE: 5]
Ability 1: Frozen Armor (Passive) - When Sub-Zero is hit with a melee attack, there is a chance the attacker is stunned until the end of its next turn.
Ability 2: Frozen Fury (2 cards) - All units adjacent to Sub-zero take a 2 STR attack. Any unit that takes damage from this ability is stunned until the start of your next turn.
Entry: Uberdoggie
***(Rating 1.5/5) - Again, a guardian unit that can stun 1 or more units is too powerful.

Necromancer | Guardian  
[STR: 3, DEF: 12, LIFE: 6]
Ability 1: Dark Magic Blast (Passive) - The Necromancer may attack any visible unit up to 4 spaces away.
Ability 2: Life Drain Shield (Passive) - Any unit that hits this unit with a melee attack takes 1 damage.
Entry: MagicalBurn
***(Rating 4/5) - The unit is nicely balanced, though maybe a small change to Dark Magic Blast would be better.

Pikeman | Guardian  
[STR: 3, DEF: 15, LIFE: 6]
Ability 1: Pike (Passive) - This unit may attack any unit up to 3 spaces away. Any enemy unit that moves adjacent to the Pikeman takes an attack of 1 STR.
Ability 2: Impale (1 card) - Make an attack against an unit within range. It the attack hits the unit is immobilized. If this unit has attacked this turn already, it may not use this ability. If this unit uses this ability, it cannot attack this turn.
Entry: Kastenessen
***(Rating 3.5/5) - Just a mediocre-high defense that can immobilize and never get in a melee range, because of its passive, of a unit can be too much against an opponent.

Negation-Mage | Guardian  
[STR: 1, DEF: 12, LIFE: 5]
Ability 1: Dispell Magic (2 cards) - Dispell a target unit of all magic effects.
Ability 2: Anti-magic (Passive) - Whenever the Negation-Mage deals damage to a unit, the controller of that unit discards a card for each point of damage delt.
Entry: Kastenessen
***(Rating 4/5) - A dispell on a guardian is something i am not sure about as it can be too clutch of a card, but making it cost 2 cards make its a well balanced ability. The stats also offset the powerful abilities it has. Just maybe 1 more STR or life would make it "almost" perfect.

Shield-Bearer | Guardian  
[STR: 2, DEF: 17, LIFE: 6]
Ability 1: Grant Cover (Passive) - Friendly units surrounding the Shield-Bearer have +1 to their defense, as long as they are surrounding him/her.
Ability 2: Shield-Bash (2 card) - Roll 1 die on an adjacent unit. An 8 or above stuns the target unit, until the start of your next turn.
Entry: Kastenessen
***(Rating 3/5) -  The only too powerful part on this guardian, is the fact that a guardian can stun more than half the time. Even at 2 cards, it can be game breaking. Especially on a unit that could be expected to survive walking up to an opponents mage without dying half the time.

Thief | Guardian  
[STR: 2, DEF: 13, LIFE: 5]
Ability 1: Theft (Passive) - If this unit deals damage to an opposing unit, the controller of the Thief, may look at the controller of the target's hand and exchange 1 card with them.
Ability 2: Sneak (2 cards) - Roll 1 die, on a result of 5 or higher, the Thief cannot be targeted by attacks.
Entry: Kastenessen
***(Rating 3/5) - The ability still makes a unit unattackable, which is what most of the damage comes from in games, still making this unit too protected..

Druid | Guardian  
[STR: 2, DEF: 14, LIFE: 5]
Ability 1: Turtle form (1 card) - This unit gets +3 defense, and takes half damage from any source of damage rounded up. This ability may not be used if Panther form was already used this turn.
Ability 2: Panther form (1 card) - This unit gains +3 strength. Whenever this unit deals damage with Panther form active, it deals an extra damage. This ability may not be used if  turtle form was already used this turn.
Entry: Kastenessen
***(Rating 4.5/5) - [1 of my favorite ideas] This unit is very nicely balanced.

Apprentice Wizard | Guardian  
[STR: 2, DEF: 11, LIFE: 5]
Ability 1: Teleport (2 cards) - Same as the spell Teleport.
Ability 2: Lightning bolt (0 cards) - Same as the spell Lightning bolt.
Entry: Kastenessen
***(Rating 4/5) - Well balance, maybe just a bit low on the defensive stats, and maybe a teleport on a guardian isnt a good idea.

Duelist | Guardian  
[STR: 3, DEF: 15, LIFE: 5]
Ability 1: Crippling Blow (3 cards) - Roll 2 attack dice against a surrounding enemy unit. If this attack hits, that unit is immobilized until the start of your next turn.
Ability 2: Poison (Passive) - If the duelist deals damage to a unit, it becomes poisoned. Poisoned units lose 1 hp at the start of their turn until dispelled or the target of a healing spell or ability.
Entry: Kastenessen
***(Rating 2/5) - Poison type abilities can be too powerful, as only 1/5 the deck is restoration cards, and that means 1 less hp you need to do as they wont get a chance to heal that 1 hp as they will die at start of turn.

Kage | Guardian  
[STR: 2, DEF: 14, LIFE: 5]
Ability 1: Ambush (1 card) - The controller of Kage selects 1 tile around him. If an enemy unit while moving enters the title, Kage automatically attacks the unit and stops his movement if he had any more. If this attack hits, the enemy unit is stunned. The tile is only affected until the start of your next turn. The title is not shown to any enemy players.
Ability 2: Poison (Passive) - If any of the Kage's attack dice hits, he does 1 exact damage and the opponent is poisoned.While poisoned the opponent will lose 1 life every round for 2 rounds.
Entry: Tampit
***(Rating 2.5/5) - Stats and the ambush ability is a bit underpowered, as it is practically a wasted card as peopel can control what space they land on. The Poison ability... again has too much potential to be game breaking, especially if you spread it around.

Windrunner | Guardian  
[STR: 1, DEF: 18, LIFE: 4]
Ability 1: Gust (3 cards) - Until the end of the turn Windrunner may move 1 extra space on normal movement and a successful attack on a target unit will move it 1 space in any direction
Ability 2: Whirlwind (Passive) - If Windrunner sprints up to the most spaces it can on its turn, a target friendly unit gets +1 def until the start of your next turn.
Entry: the stoat
***(Rating 2/5) - Too weak offensively, and an ability that costs 3 cards that doesnt do much makes this unit too underpowered.

Dark Knight | Guardian  
[STR: 3, DEF: 16, LIFE: 4]
Ability 1: Unholy Might (1 card) - For this turn, on attack rolls, all natural 18-20 dice results does an extra damage to the target
Ability 2: Drain (Passive) - On attack rolls, all natural 16-20 dice results will heal the Dark Knight 1 hp.
Entry: Finns
***(Rating 3.5/5) - Just a bit low on life, no unit should ever get below 5 starting life, as it makes it super easy to kill them. Also, this unit has too much potential to be unstoppable.. though that requires luck, and lots of it.
#8
Bugs & Support / Bloom add/subtract
August 27, 2010, 03:59:13 AM MT
So spectating a game between Uberdoggie and ansonator. Ansonator was at 1/7 hp (already had a bloom on him.) On his turn, he cast bloom on himself again and died because it removed the previous bloom before adding the new one.

Is this a bug, or how programming must be or what?
#9
General Chat / Beginner's guide 2.0 revamped
August 19, 2010, 08:26:21 PM MT
BASIC TIPS FOR BEGINNERS

Movement: Each character can move up to 5 spaces and attack on the same turn. This can be attack than move, or move than attack. But they can only move 1 time a turn per unit. (So you cannot move 3, attack, than move 2 more spaces).

--Sprint: If a unit does not attack on a turn, they may move an extra time of a random 2-7 spaces. You may only sprint every other turn, so be wary of it.
     ***This is an important ability for Heroes, as they can move, cast a spell, and then sprint back behind a wall to safety. Or if in trouble move and then sprint away.
     ***Remember, your Mage is the commander of your army and the only unit able to cast spells, so you should protect him/her from as much damage as possible. You should not try to move them out into the open or within 5 spaces of other chars unless you have a good reason too, or if you have access to a defensive spell or ability to protect you.

--Positioning: This is of high importance, and one of the key pieces of strategy in this game. As said before keeping your hero out in the open will spell disaster for them, as they will be at your opponent’s mercy. Also, keeping a hero too close to your opponents units is bad.
     ***Line-of-Sight (LoS): This is the key in range position strategy. If you don’t know where LoS is on a certain tile, there is an eye icon button on the bottom right of the screen; you can use that and click on a tile to see what is in line of sight on that tile.

Attacking: Attacking of course is the way to do damage. Each unit has the ability to roll X amount of dice (X = a units strength) against an adjacent unit (some exceptions). If any dice is equal to or greater than a units defense, they take 1 damage. Any dice though that rolls a natural 20, will always hit no matter how high defense is. A key thing to remember when attacking though, never over-extend your units and get them too close to be swarmed by all your opponents’ units, it will not turn out well.

--Mages: These units, are the most important on your team. (In chess it is like a King and Queen put together, without it your odds of winning are slim, and they are the most powerful). They can attack just like any other unit, but they can also cast spells from your hand (which you see at the bottom of the screen.) The mage also earns new abilities based on how much valor they have earned (explained a little later)
   
      ***Spells: You start the game off with 7 spell cards in your hand. To cast a spell, you must spend mana, which you start off each turn with 3. There are 5 schools of magic spells in the deck: Summon, Restoration, Augmentation, Manipulation and Destruction. At the end of a turn, all unused mana will convert into the number of cards you draw. ONLY a mage may cast a spell.
          **Summons â€" These are extra units you can summon onto the field adjacent to your mage. They are not as strong as your 3 starting units, but they each bring a special ability into the game and can be quite fierce. You may only have 1 summon card out on the field at any time (Unless your mage is a Summoner). The summoned card can move (and sprint) and attack on the first turn it is summoned.
          **Restoration â€" As you can guess these cards heal your units and ally units and don’t need much explaining.
          **Destruction â€" These cards are of course the spells that damage opposing units. Some spells hit all units in line of sight, some spells require you to be in melee range. These spells act just like an attack, and rolls X amount of dice specified on the spell.
          **Manipulation â€" This school is a variety of spells that can change the game drastically if used right. They can range from stunning a unit, to changing 2 units’ positions in line of sight on the map.
          **Augmentation â€" This school is basically the spells that buff and make friendly units stronger or more defensive, or debuff enemy units making them weaker or easier to hit.

--Guardians: These units are basically your mage’s “bodyguards”. Their job is to protect your hero and kill other units. Each guardian comes with 2 abilities they can use, and finding the perfect combo can help you overcome many horrible situations. Guardians cannot cast spells.

--Valor: Valor is used to unlock your mages abilities to make them stronger and gives them more resources to overcome difficult situations. Each mage has 3 unlockable abilities. (5 valor, 10 valor, and 15 valor)
     
     ***Ways to gain valor:
-Everytime one of your units attacks an opponent, you get 1 valor (up to a maximum of 3 valor a turn)
-If 2 different players attack one of your units between your turns, you will gain +4 valor as a “Ganging up rule”
-Also in multi-player games if you attack 2 different players’ units on the same turn, you will gain and additional 2 valor (for each other player you attack in the same turn)

Special Tips
-If you have a stunned unit (especially a mage) and do not have a paladin who can cure it with her ability Bless, you may have one of your own units attack the stunned character to free them from the stun. Yes you may take damage, but damage you can control (1-2) is better than sitting there next turn and allow your opponent to set up an all-out assault to finish the unit off.

-At the start of your turn, if you don’t like some or all of the cards in your hand you can just discard 3 (to draw 3 new cards from unused mana) and try to get a hand you can work with.

-Every spell and unit in the game is useful, some more than others however, as some require good planning or a combo to be most effective.

-Fireball, is a strong destruction spell (and sorceress ability) that can hit any unit in Line of sight, but also does damage to all units surrounding it. Sometimes your opponent will have 2 characters close but not touching, so what you can do to remedy this, is either send a high Def. guardian of yours, or summon you have out to stand on the space to “connect” them, than fireball your own unit.

-Don’t be too defensive or offensive. If you stay back and wait for your opponent to come, you are giving them time to make a better hand for better combos to beat you with. If you go at them too fast, odds are you will be too vulnerable if countered well. You have to find a middle ground. Position on the map is key! Like chess, whoever holds more of the board under their control, has the options to do more.

-Also the second most important tip of all time…. This game is about 60% luck. No matter how good someone is, no matter how well positioned or poised they are, if they can’t get the rolls to kill, they won’t win. Simple as That. But do remember this game does have plenty of skill (card combos, unit combos, positioning).

-The final most important tip: HAVE FUN.

Of course if anyone has any questions, feel free to ask me online or here on the forums.
#10
General Chat / GenCon
August 05, 2010, 09:33:08 PM MT
For all those visiting Gencon this weekend like myself, I just finished walking around the  exhibit hall today, saw many cool demos and tried a few fun ones.

I hope everyone else here in Indy is having a good time.
#11
Events / Map Design Challange
August 03, 2010, 07:17:46 PM MT
So, with the recent influx in the awesomeness of 2v2v2, I am on the quest to build the 'perfect' map, my current map is almost there so its time to see how others do.

(p.s. this is just for fun)

Here are the rules:

1. The 3 teams must start at an equal distance from each other.

2. No Unit can move 5 spots on their first turn and see an opponents starting spots.

3. The 2 members of each team must start near each other.

4. The map has to be as open as possible.

Good luck everyone!
#12
General Chat / Diesbudt's Map Collection
August 03, 2010, 12:53:31 AM MT
Here I will post the maps I make (I may delete them in the future).

The first map is the first successful 1 I made, and one of my favorites.
#13
So we were playing a 2v2 (me and sinney  vs Ald and Vinman)

In the end it came down to alds FM, and vinman's Guardians vs my wizard.
So I barricaded his FM from moving.

On Alds turn he used Imprision on himself for protection.

On myturn I decided I was going to Fireball Vin's warrior when Low and behold, the Fireball allowed me to select the imprisioned Ald's Fighter Mage. (I even casted on him to prove it was allowing me to)

So after vin's Minotaur ate my wizard alive, Myself and Sinney tested this out and we found that a fireball can hurt a unit in imprision if certain conditions are met.

1. Player A with Fireball Casts barricade by a unit.
2. Player B's unit that is barricaded doesnt move, but just gets imprisioned.
3. Player A can damage Player B's unit in the imprision with Fireball.

Now we couldnt repeat the allowing of a target, but we were able to have the fireball "spread" damage hit my wizard in the imprisionment when the fireball was casted on an adjacent unit to the imprisioned unit.

GAME LOG.
303: sinneytsur's Summoner casts Barricade on (1, 6)
304: sinneytsur's  turn has ended
305: diesbudt's  turn has started
306: diesbudt's Wizard casts Imprison on diesbudt's Wizard
307: diesbudt's  turn has ended
308: sinneytsur's  turn has started
309: sinneytsur's Summoner casts Fireball on sinneytsur's Air Elemental
310: sinneytsur's Fireball attacks sinneytsur's Air Elemental with  dice roll of [1,7,4,19]
311: sinneytsur's Fireball attacks diesbudt's Wizard with  dice roll of [13,9,10,2]
312: sinneytsur earns 1 of 3 possible Valor for attacking enemy units this round
313: sinneytsur's Air Elemental loses 1 life
314: diesbudt's Wizard loses 1 life


Also PS.  How does drawing work, because I think I just proved it isn't as random as people think.

As me and sinney were drawing cards, (he got imprision)  so waiting until I could draw a fireball he just ended turn while I discarded 3 cards and drew 3 new ones.

Now the spells I drew were like this

123
456
789
10 11 12
13 14 15
123
456
789
10 11 12
13 14 15
123
456
789
10 11 12
13 14 15


after 4 times we started to fight and move around a bit which trigged the ability to allow me to see the other half the deck I wasnt able to draw as I couldnt draw a fireball from the 12 cards I kept discarding to draw.

and with 30ish cards still in the deck....

Sincerely,

Diesbudt
#14
Battle Blog / New game style, horrible map
July 25, 2010, 05:55:52 PM MT
So as I was on today  (7-25)  enough were on ready to try an experiment.  A   2v2v2.

Problem was?  No good maps available so my 1 minute made map had to suffice, now the map SUCKED. and had too many holes, but otherwise the Team FFA (2v2v2) seemed like an insane combat worthy of notice.


Attached are 2 screenshots.
#15
I am typing here to remind you of this bug that sometimes doesn't record a ranekd game. No win, loss or rating points or stats.

It has only happened on Duels so far to my knowledge and not FFA or Teams, Though I think I once spectated a FFA that was ranked but no rating changed after it.

Also anyone else see this bug, please post here about it.
#16
For anyone interested, I will be holding a second tournament, with all new rules and excitement (Ross - Need advertising help on the game message board)

I am looking for 8 (or 16 if enough want to participate) people to sign-up, for this tournament.

The tournament will be a single elimination (if 16 players) or Double elimination (if 8 players).

The Prize? : 1 ($10) Character or map pack of your choice

ANYONE can sign up.  New OR Old. 1000+ games or never played before it doesn't matter! - HOWEVER, if you already have a map pack, and all 6 extra characters, you can't win anything besides bragging rights.

---Matches will be set up by me of who is playing, on a chart that I will post and keep updated on this forum page, and when I post the next round of matches, they must be completed within some reasonable time frame (Use this topic to talk to your opponent to set up a good time to play each other)

-------- I will be posting when the next round will start using EST American time.

---It is your choice/agreement if you want the game to be ranked or unranked or if you want to play 1 game or a best 2 out of 3 with your opponent.  

---Turn Time will be required to be set at 1:30 to give everyone some time to make moves, and game type will be elimination.

---Also one of the players (winner or loser) Will be required to post a screenshot of the last few lines in the battle log onto here so I can verify who actually won.  Any cheating or no evidence of who actually won in an argument (someone lieing) can and will have unfortunate consequences.


If you have any questions, feel free to post on here or ask me in game.  Good luck everyone!

(First come, first sign-up, first serve basis btw)

SIGN-UP LIST

1. Joshua
2. Amorphis
3. Aritheall
4. Alderon
5. Vinman
6. Dalai
7. Kin
8. Noobzilla

-----extra sign-ups------

9.  Sinney
10. 1easygamer
11. Finns
12. Kefkam
13. Gorstak
14. Vinlain
15. Dirpius
16.
#17
Battle Blog / A Chapter finally Ends...
July 10, 2010, 05:15:27 AM MT
So tonight after 7-8 months, Joshua and Myself finally Settled our  2-2  Tie duel record. 

The match started out with

Myself: Fighter Mage, Bard, Barbarian  (I started on bottom half)
Joshua: Fighter Mage, Psionist, Warrior  (Joshua started on top half)

I went first, and as my normal routine, Gave archon's might to my barbarian and then like a chess match I went to control the "center" line by moving my barb and bard to Positions "A" and "B".  {See map for details} Than ended my turn.

Joshua started out by summoning a flesh golem (much to my dismay), and moving his units down and right towards to where my Bard stood.

After some moving around, his psionist finally stood a little to close to everyone, forcing me to move my bard and Barbarian (both bard buffed) to strike her. The Barbarian did 7 damage to her (BOOMSHAKALAKALAKA), ending her short unfortunate life. Also I shielded my bard to protect both my guardians.

Joshua Countered with a strong force using his fighter mage, warrior, and spells to drop my barbarian down to 1/7 life, ending his turn shielding his Hero. (Why won't he just let me take a free shot at his hero :(  )

So my only option?  go for the 11 def warrior.  I Healed my barb back to 6/7 health, and moved my barbarian around his Fighter Mage to get at his Warrior, doing 3 damage taking him to 2/6 life. Than with my last mana I sprinted My Fighter mage to the opposite side of the board and Ice Sharded his warrior...which missed.

Joshua struck hard afterwards using his warrior, Fighter Mage and Flesh golem to kill my barabrian. Than moved his warrior far from action as he wasn't doing so hot.

On my turn All I could do was attack his flesh golem (did 1 damage) with my bard and move closer to safety (closer to my fighter mage)

Joshua Used his flesh golem and Fighter mage to do 4 damage on my bard knocking her to 2 health.

On my turn, I killed his flesh golem with my bard, and moved my bard spot "1" on the map, to get healing touched by my Fighter mage.  Which ended my turn.

Joshua than summoned an iron golem and moved it to spot "2" on the map, and attacked and hit my bard for 1 stunning her in the process.  He than hid his Fighter mage behind a wall on spot "X" on the map.

My turn came and I tried a long shot of a move: I moved my Fighter mage to spot "3" on the board by my bard, and attacked her (hitting her for 1) to unstun her. I than Revived my barbarian across the map adjacent to Joshua's Full  6/6 HP  Fighter Mage.  I used the bard to buff the barbarian to his maximum potential. The barbarian struck his Fighter mage for 5 damage (so close :/ ).   I than ended my turn.

Joshua on his turn used group heal bringing his Fighter mage back to 3 hp, and his warrior to 4 hp. and attacked my bard with his iorn golem again (hitting her for 1 Again, stunning her at 1 hp).  Than ended his turn without moving his units.

Now was my time to strike.  Strike at the heart of his power and finish off this long awaited duel.

So how would I do it you ask? Starting off the SAME way he beat me in our very first duel.  Using the ability flash.  (In our first duel, my summons, as a summoner was keeping his FM from getting to me and hurting him slowly as I kept healing... realized too late that he could flash through my "wall" and get to my summoner.)

My fighter mage flashed to the other side of the iron golem, moved 5 spaces right to his Fighter mage.  Attacked and did 2 damage, knocking him down to 1/6 hp.   THen I used Seeker Missile, on him doing 1 last final point of damage killing his Fighter Mage.

I used my last 2 mana, and card to teleport away from his warrior so he couldnt have a chance to retaliate, thus clinching victory.


Overall still one of the toughest competitors I have faced on here. And I am sure we will be dueling again sometime very soon.
#18
Bugs & Support / Minotaur Charge Bug
May 29, 2010, 04:13:12 AM MT
So, playing Goontar earlier today we noticed a bug. So a friend of mine jumped on a guest account and we retested it so I could verify it. I also have a screenshot/battle log.

What happened is when a Minotaur charges and hits a fire ele for 1 when fire ele is at full health (Possibly when minotaur hits for more than 1 too), the game freezes, and the clock stops. Both players can still chat, so it isn't lag on anyones behalf.

My guess?  Code on the fire eles damage on attack vs minotaurs charge not agreeing.

here is the screenshot

#19
Bugs & Support / 5/06/2010 Constant Dis connecting
May 06, 2010, 09:02:49 PM MT
At random times, either if I look away from the screen, or go onto another open browser, I keep getting discconnected and will let me back on right away.

There is no pattern to amount of time before I disconnect.  Omni is in the room still without problems, but last dissconnect I noticed Gor and another disappeared too.

Might want to check on some stuff Ross. I have tried everything on my end.

It seems it has subsided for now. WIll keep it updated if it happens again.
#20
Suggestions & Comments / Brand new unit idea thread
May 05, 2010, 02:45:28 AM MT
Time to start a new thread with some old and new ideas. Ill go first!

Also anyone else that adds a unit, try to stick to this template:

<Name> "Guardian"
{HP: #/#, ATK: #, DEF: #}

Ability 1: {Ability's name}, [# card discard or Passive] - Description
Ability 2: {Ability's name}, [card cost/Passive] - Description

<Hero Name> "Hero"
{HP: #/#, ATK: #, DEF: #}

Ability 1: {Ability name}, [Passive] - Description
Ability 2: (5 valor); {ability name}, [Passive/card cost] -Description
Ability 3: (10 valor); {ability name}, [Passive/card cost] -Description
Ability 4: (15 valor); {ability name}, [Passive/card cost] -Description
--------------------------------------------------------------------------------------------------------

<Dark Knight> "Guardian"
{HP: 6/6, ATK: 4, DEF: 14}

Ability 1: {Weapon Finesse}, [Passive] - Any dice from the Dark Knight's attack roll a natural 20, does an extra damage to his/her target.
Ability 2: {Weapon throw}, [1 card] - The Dark Knight's attack this turn will now be usable on any unit in LoS. The Dark Knight may not attack next turn.


<Ninja> "Guardian"
{HP: 6/6, ATK: 3, DEF: 14}

Ability 1: {Throwing star}, [1 card] - Target unit in LoS takes 1 damage if a dice roll is 11 or higher.
Ability 2: {Eye Gouge}, [1 card] - Target opposing adjacent unit receives a -2 to his/her attack rolls next turn.


<Witch Doctor> "Hero"
{HP: 6/6, ATK: 2, DEF: 12}

Ability 1: {Focus}, [Passive] - If at the end of the turn the Witch Doctor doesn't move, he heals himself/herself 1 point of damage.
Ability 2: (5 Valor); {Voodoo Hex}, [1 card] - Target opponent unit may not use character abilities until start of your next turn.
Ability 3: (10 Valor); {Light Feet}, [Passive] - The Witch Doctor cannot be immobilized.
Ability 4: (15 Valor); {Voodoo Storm}, [2 cards] -  Each opponent unit within 5 spaces takes 3 STR attack. All those hit may not use character abilities until start of your next turn.

<Paragon> "Guardian"
{HP: 6/6, ATK: 4, DEF: 15}

Ability 1: {Long Reach}, [Passive] - The paragon may attack a unit 2 spaces away
Ability 2: {Shared Insight}, [1 card] - The paragon lowers his Def by 2 to increase Target ally's STR by 1 until the start of your next turn.

<Archer> "Guardian
{HP: 6/6, ATK: 2, DEF: 12}

Ability 1: {Quick Fingers}, [Passive] - The Archer may attack twice per turn, and any unit in LoS, up to 7 spaces away.
Ability 2: {First Blood}, [1 card] - Make a 2 STR attack against any opposing unit at full health in LoS.

<Shaman> "Hero"
{HP: 6/6, ATK: 3, DEF: 14}

Ability 1: {Weapon Imbue}, [Passive] - If all the dice of the Shaman's first attack on a unit misses, he/she may attack again against the same target.
Ability 2: (5 valor); {Lightning Blast}, [1 card] - Attack a Unit in LoS with 3 dice. Than the attack hits the closest opposing unit in LoS of your target for 1 dice.
Ability 3: (10 valor); {Healing Spring}, [Passive] - Every time a friendly unit uses an ability that requires a discard, it heals 1 hp.
Ability 4: (15 valor); {Summon Spirits}, [2 cards] - Summon on a surrounding space to the shaman 2 Ancestor spiritss.

<Ancestor Spirit> "Summon"
{HP: 1/1, ATK: 2, DEF: 11}
Ability 1: {Evaporation} [Passive] This unit dies at the start of your next turn, and for doing so heals the Shaman 1 health.
Ability 2: {Short attack} [Passive] This unit may only attack a unit adjacent to it.


<Dark Magi> "Guardian"
{HP: 6/6, ATK: 2, DEF: 13}

Ability 1: {Magic Infinity}, [Passive] - Whenever Dark Magi is hit by an opponent's spell, Dark Magi's controller draws a card.
Ability 2: {Dark Fireball}, [2 cards] - Attack an unit in LoS doing [4 dice attack against a set 14 def for the unit] damage. If this attack does no damage, Dark Magi takes 1 damage himself.


<Cleric> “Hero”
{HP: 6/6, ATK: 1, DEF: 12}

Ability 1: {Healing Mastery}, [Passive] - Whenever the cleric  heals with a spell card, he/she draws another card.
Ability 2: (5 Valor); {Holy Missile}, [1 card] - The Cleric casts a 3 dice attack to a unit within LoS.
Ability 3: (10 Valor); {Holy Wrath}, [Passive] â€" The first time a cleric heals a friendly unit with a restoration card, he/she may cast Holy Missile a second time this turn.
Ability 4: (15 Valor); {Retribution}, [2 cards] - Deal 2 STR attack to all opponent units in los, and heal all friendly units for 1 hp in LoS.

<Fortune Teller> "Hero"
{HP: 6/6, ATK: 3, DEF: 14}

Ability 1: {Spirit Web}, [Passive] â€" Any opposing unit that melee strikes the Fortune Teller, they become immobilized until the end of their next turn.
Ability 2: (5 valor); {Future Chaos}, [1 card] â€" Your Opponent must discard a card from his/her hand.
Ability 3: (10 valor); {Deafening strike}, [Passive] â€" Whenever the Fortune Teller does melee damage to an opponent’s unit, its controller must discard a card at random from his/her hand.
Ability 4: (15 valor); {Full Magic Release}, [2 cards] â€" Lose all unused mana. The Fortune Teller makes an attack on an adjacent unit doing {(2 x mana lost) + 1 dice} of damage (to a max of 7 dice). Afterwards the Fortune Teller is stunned until the end of his/her next turn.

<Baby Dragon> "Guardian"
{HP: 6/6, ATK: 5, DEF: 13}

Ability 1: {Inexperience}, [Passive] â€" If the Baby Dragon’s attack does not do any damage to its target, it takes 1 damage.
Ability 2: {Sonic Roar}, [1 card] â€" All units in LoS takes 2 dice of damage.

<Stone Demon> "Guardian"
{HP: 5/5, ATK: 3, DEF: 17}

Ability 1: {Wall Merge}, [Passive] â€" The Stone Demon may make an attack to any opponent surrounding a wall time that is connected to a wall tile the Stone Demon is adjacent to.
Ability 2: {Stone Form}, [2 cards] â€" Until the start of your next turn, all sources of damage the stone Demon takes does 1 less damage.

<CopyCat> "Guardian"
{HP: 6/6, ATK: 0, DEF: 19}

Ability 1: {Passiveness}, [Passive] - As long as CopyCat has 0 attack, he/she cannot be effected by augmentation spells or effects.
Ability 2: {Copy}, [1 card] - CopyCat makes his Attack and Def the same as a target unit's base attack and defense in LoS until the start of your next turn.

<Militia Peasant> "Guardian"
{HP: 6/6, ATK: 3, DEF: 14}

Ability 1: {OverSpirited}, [Passive] â€" This unit is not affected by Restoration or manipulation spells
Ability 2: {Ability's name}, [2 cards] â€" The Militia Peasant performs a 6 dice melee attack on an adjacent unit. The Peasant also takes the same amount of damage the attack does.

<Psychic> "Hero"
{HP: 6/6, ATK: 1, DEF: 12}

Ability 1: {Team Spirit}, [Passive] â€" For each unit you have alive besides the Psychic, she/he gains +1 strength.
Ability 2: (5 valor); {Concentrate}, [1 card] â€"Discard your hand, draw a card for each card discarded in this way.
Ability 3: (10 valor); {Telepathy}, [Passive] â€" The first 1 mana spell card you cast on your turn, may be casted again on a different target for the same mana cost.
Ability 4: (15 valor); {Soul Explosion}, [3 cards] â€" Discard your hand. The Psychic dies. All units under your control gain +4 STR, +2 DEF until the end of the game. This buff cannot be dispelled.

<Battle Mage> "Hero"
{HP: #6/6, ATK: 2, DEF: 15}

Ability 1: {Reduced Mind}, [Passive] - The Battle Mage only starts with 2 mana per turn.
Ability 2: (5 valor); {Aggression}, [1 card] - The battle mage loses 3 Def to gain 2 STR until the start of your next turn.
Ability 3: (10 valor); {Learned}, [Passive] - The Battle Mage starts with an additional 1 mana per turn. And he can only use one ability per turn.
Ability 4: (15 valor); {Enforce}, [2 cards] â€" All units you control lose 3 Def to gain 2 STR until the start of your next turn.

<Black Demon> "Guardian"
{HP: 5/5, ATK: 3, DEF: 14}

Ability 1: {Life Steal}, [Passive] â€" The Black Demon heals himself for the amount of damage he does on an attack to a maximum of 2.
Ability 2: {Demonic Teleport}, [1 card] â€" The Black Demon and another friendly unit in LoS change positions on the map.