Post by John Robinson on Nov 30, 2013 3:39:26 GMT -5
This a test clearing at least the first two rooms at easy, normal, or higher.
I already have easy documented, will add here later.
Normal difficulty setting
Outlander 172 HP, 70 SP. Wizard 72 HP, 167 SP. Cleric 116 HP, 164 SP.
Thief 103 HP, 91 SP.
Starting in the Jail Cells
Thief unlocks first cell 87 SP remain. Thief unlocks second cell 83 SP remain. Third cell 79 SP remain. Fourth cell 75 SP remain. Thief casts Far Sight 1, which costs 5AP and 4SP she now has 71 SP remaining of the original 91. Thief unlocks door to exit the cell block 67 SP remain. After opening the southern chest and receiving starting armament the Cleric, Wizard, and Thief move back into cell block hallway for safety from attack.
The Outlander moves towards the north door of the first room outside of the cell block.
3 Dungeon Guards each HP20+, Dmg20, AP5, Res3. and 1 Archer Guard HP20+, Dmg 10, AP6, Res 3. The Outlander is attacked by the, archer and first two spear guards taking 44HP damage, now has 128 HP. The Outlander has 7 AP to spend. Uses his Stone Skin 1 talent which costs 3 AP and 8 SP to raise his armor class by two, and add +20 to his total hit points. It is important to note, this does not restore his hit points like a potion, it just increases the total number possible. He will have the Cleric restore his hit points using her Myshana’s Tears talent.. He now uses his remaining 4 AP to move into the safety of the corridor to rejoin the group. He now has 62 of 70 SP remaining. The Guards are standing out of line of sight, so end round.
Round 2. Guard attacks 1 time Outlander takes 4 dmg. Thief fires bow costing 2 of her 7 AP. Hits Guard archer, fires again, bringing archer HP to 10+. Fires a third time hitting the archer for 5 pts, but did not get the kill. She has 1AP remaining. The wizard uses Firebolt 1 costing 2AP and 4SP against the archer does 11 pts damage gets the kill. Outlander attacks spear guard with normal strike using a Training Blade spending 2AP of his 7. The Training blade has a damage range between 10 to 21 and increases accuracy by 2. Blade Hits for 11 pts, He strikes again hits for 12 pts, His third strike misses, the guard remains standing, (So we know this guard started with more than 23 Hp).. The Cleric uses Myshana’s Tears 1 at a cost of 3AP and 8 SP on the Outlander restoring health to 157 HP of his original 172. She has 156 SP remaining. Wizard uses Firebolt 1 against same guard hits for 5 pts guard dies. End round. All characters in party gain +2XP and they find 5 gold.
Round 3. Spear guard advances into hallway Hits Outlander for 4pts leaving 153 HP remaining.. Outlander strikes hits for 14 dmg. Outlander strikes again for 7, a third time for 15 guard dies. End round Group receives +1XP 3 gold. The Remaining guard advances having expended all his AP cannot attack. Party exits hallway. Outlander flanks guard on right Cleric on left. Cleric carries a club that uses 2 AP to strike with a damage range between 6 and 23. Cleric strikes guard hits for 5, again hits for three before AP 0. Her poor performance with the hammer is related to skill with the hammer and strength for accuracy. She has 2 Hammer the Outlander 3. She has a Strength of 4, the Outlander 7. Battle continues. Outlander strikes hits for 14, again for 11 guard dies.(We now know the guard had a least 22 Hp). End Round. Group +1 XP 1 gold.
West room. Group repositions around doorway. Thief casts farsight 1 to see what is behind the door. The Farsight shows a small red cloud letting them know there are enemies in the room. It is important to note, farsight will not reveal opponents in the room until combat begins. The Thief now has 63 of her 91 SP remaining. She backs away into good firing position. Tapping the Outlander portrait, then the effects button, he sees there are 4 round left unspent in his stone skin. He advances and opens the door. 1 spear guard (20 HP, dmg 20) , and 2 guard archers (20+HP 10 dmg) move forward but lack the AP to attack first. The Thief tries out a new talent call Aimed Shot 1 her next shot will have +3 accuracy and if it hits it will add +3 to total damage inflicted. It costs 2 AP for firing the bow, and 3 SP. She hits an archer for 8 dmg, again for 8, again for 14, archer dies, she has 54 of 91 SP remaining. The Outlander steps forward and for the first time tries out his Crushing Blow 1 talent if his next attack hits it will add +8 to the total damage, this costs 2AP for the sword and 2SP. He hits for 12, again for 7, again for 22 guard dies. Outlander has 56 of 70 SP remaining, and three more turns left on his stone skin. End round. Group gets +2 Xp, 3 gold.
** Make a Post. I need to understand how a training blade that does 10 - 21 damage with +8 for crushing blow could hit for 7 points of damage, which is less than the minimum damage of 10 listed for the Training blade. The Outlander's toughness skill is 7. How high would the guard’s toughness have to be, can I estimate his armor class by what he is wearing
Round 2 Archer fires on Outlander doing 8 pts damage. Group advances into room. Cleric strikes archer using a special talent called Smiting Blow 1 for 2AP and 3SP, it adds +2 accuracy and +2 to total damage inflicted by a hit. She hits for 10 pts dmg. She has 153 of 164 SP remaining. Outlander has 2Ap left and makes a regular attack hits for 13 (So we now know this guard had more than 23 HP described as possible) Everybody is out of AP round ends. Archer fires at Outlander hits for 7, fires at Cleric hits for 9. Thief fires bow hits archer for 5 he dies. Group get +1XP 1 gold. Room cleared combat over. Thief unlocks chest with 50 of her 91 SP remaining. Cleric cast Myshana’s Tears 1 on Outlander fully restoring his 172 HP.
After Battle Report;
Analysis
The goal of the group in every battle is to reduce the combined total hit points of the opponents to zero. This is done using AP and SP, you must kill all of your opponents before one of your own characters is killed or you will need to repeat the last combat round.
The party has killed 7 opponents with a minimum combined total hit points of 140, Because they all had a minimum of 20 HP each, I tack on an extra 10% to estimate the real value as 154.
Attrition. If you run into three separate battles with 3 groups identical to the one above before resting, or restoring with potions and spells. You are really trying to reduce an enemy force with a combined total hit points of 420 to 462 to zero. Don’t count on potions to keep you alive find a camp.
This made me realize tougher opponents in mixed groups will have a higher total. A hardened target with HP 60+ will have a larger sliding scale, possibly above 10% . The battle to come in the Northern hallway will be a good test when the party faces one of the “Baron’s Elites” in a mixed force.
The Thief has gained 5 more XP points than the others in the group, because of her lock picking and participation in battle. Don’t get misled into thinking every time she picks a lock she gets +1 XP that is not true.
Thief has made Level 2 (13/60 XP) with 13 XP towards reaching level 3 that occurs at 61 XP. She has spent 47 of her original 91 Spirit Points or 51% to set her companions free and aid in clearing two rooms against 7 opponents. This large usage of SP was mostly involuntary, the party had no choice, she had to perform the tasks to continue forward movement. In my opinion she is stretched far too thin, carrying a disproportionate load of the group's needs.
The Outlander has gained 8 of the 13 XP he needs to reach level 2. He has 56 of his original 70 SP left. He has spent 14 pts and used 20% of his total reserve to clear the first two rooms.
The Wizard also has 8 of the 13 XP he needs to reach level 2. His SP spent is 8 or 5% of his total SP reserves.
The Cleric has 8 of the 13 XP she needs to reach level 2. She has spent 19 pts or 11.5% of her total SP reserves.
There are many ways to fight the battle of the two rooms. This was a log of one.
Next Battle Diary Entry Will be about clearing the much more challenging Northern Hallway than the first rooms were.