Very thanks, i´ll be reading it this days!!!Do you have plans to update the expansions (Godesses & Dungeon Tower) to V2?
Epic-Fenix
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Hi, I have 3 questions about the game for you:
1-How long does the "temporary HP" last? Until the end of the combat? Until the end of the round? It Seems there is no mention about that in the Book...
2-As I understand it, the "Resilient" spell provides 3 temporary HP max HEALTH (but they are empty) and ALSO fills those points giving 3 HP to the character. For Example: A character with 2 HP and 7 Max HP, use "Resilence" to have 5 HP and 10 Max HP.
Am I ok?
3-The Spell "Enrage". Deals 2 damage (and consume a Crystal) to yourself that can't be reduced or negated... ONLY to give Empower to self with a strength of 2...
Notes: About the "Enrage" spell ALL my playes says... "That a vey bad brusiness". So, i´ve changed to this: "Lost 1 HP (and 1 crystal, like all spells) and gives Empower with Strength of 4". Now the Figthers are re-thinking about to have the spell in their sheets.
Thanks for your response!
I´m ok with the Tamer! Love the idea!
About the healer... i´m still conffused...
What I have understood is: For 1 SP ALL allies (not only one) in close range double the HP DROPS they receive.
On the other hand, white magic, cost 1 SP too but only gives +2 HP to a single ally (at range close range or near).
Is that rigth?
Hello again, I'm reading the manual again and I have two new questions for you:
1) About the healer Class: What is the intention of heal +2 HP (a DROP) with 1 SP at adjacent and close range; and at the same time have an aura that doubles the effect of a Drop taked by an ally (+2 HP) for 1 SP?
The second skill have the same effect but in worst circunstances?
2) What is the tamer supposed to get in exchange for investing 10 SP from DROPS if... the necromancer for 5 SP gets a Great Skeleton with 4 HP and a large weapon?
Thank you for responding!
So, it is the last option.
In that case, don't you think it is very dependent on the size of the party? To simplify the calculates, I think I'll state that XP BONUS give to the character the double of normal experience (that's the same as saying the average party will have 3 characters).
In my group, we are little confused about this:
-The Gift "EXP BONUS"...
Give to the PC an XP bonus equal to the half of the total XP given to each player of the party (i,e, 4 XP, halved for +2 XP bonus).
or...
Give to the PC an XP bonus equeal the half of total XP given to all party players (i.e, if they are 4 players with 4 XP each, total is 16 XP, halved for +8 XP bonus).