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Fenixp: I've had a selfish crusader who decided to go on a holy quest of his own, disregarding each and every one of my orders because "The light commands it!" This crusader struck a crucial blow all by himself against an opponent who had the rest of my party on their knees. And then mocked rest of the party for being rubbish.

I've had a Leper who was the biggest hero of my group. Enemies prioritized attacking him, and he took it. My jester mocked him at bonfire to raise spirits of the rest of my group, and he took it. He was struck down to his knees, but he lived on. And then, when the rest of my party was filled with disease and crippling psychological afflictions, he rose up, a stalwart among a crippled group, and saved the lives of those who would push him.

The game just keeps on giving stuff like that - I wish I made these up in my head while playing, but "The light commands it!" is a direct quote, just as stalwart being name of the virtue my leper got "afflicted" by when tested by circumstances while the rest of the group broke.

Oh and there's actually zero reason to ever restart that game, there's always easy dungeons and you can always hire lvl0 heroes.
Once I had my vestal panic and she started saying disturbing things, then this caused my graverobber to reach 100, but somehow my foul graverobber, who believed she was possesed, became vigorous. she started shouting one liners at each of her kills and sing between attacks, boosting the morale of the party faster than the scared sacred healer could bring them down.

Another time I had to do a short apprentice run (100% room battles) with what I had available, resulting in a somewhat unconventional team (bounty hunter lvl0, abomination lvl0, jester lvl0, arbalestlvl1).
at a room, 4 rabid hounds attacked us. At an early point the jester became paranoid. This caused further stress, to which the abomination became irrational. At this point the stress just got out of control. Next the arbalest became terrified and the bounty hunter selfish.
Not long after, the jester got deaths door, his bleed killing him the next moment. RIP
The others survived by a thread, surprisingly finishing the quest 'even though half the rooms were unexplored)

(Just to know, what does "normal enemy crits do? Do enemy crits otherwise pulverise?)
Post edited March 21, 2016 by dragonbeast
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dragonbeast: Another time I had to do a short apprentice run (100% room battles) with what I had available, resulting in a somewhat unconventional team (bounty hunter lvl0, abomination lvl0, jester lvl0, vestal lvl1).
i see your point here, tbh (it's what i call the "nothingelse left" team) but i fear your enthousiasm is clouding your memories for that one (vestal+abomination seems difficult to group together...). A harmless detail though

we all have cool stories/memories from this game, even based on low level quest and groups. I once realised my huge mistakes once i entered a donjon with a yet "clumsy nothing else left" group on which i forgot to bring light, trinkets and had no heal in party,. as i only visited one room, i even pushed the masochistic pleasure of capturing a video of the run... ended the quest with much loot gold, and less stress than when i entered. still dont believe it myself so i sometimes watch the video ack, just to be sure :)
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dragonbeast: Another time I had to do a short apprentice run (100% room battles) with what I had available, resulting in a somewhat unconventional team (bounty hunter lvl0, abomination lvl0, jester lvl0, vestal lvl1).
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Djaron: i see your point here, tbh (it's what i call the "nothingelse left" team) but i fear your enthousiasm is clouding your memories for that one (vestal+abomination seems difficult to group together...). A harmless detail though

we all have cool stories/memories from this game, even based on low level quest and groups. I once realised my huge mistakes once i entered a donjon with a yet "clumsy nothing else left" group on which i forgot to bring light, trinkets and had no heal in party,. as i only visited one room, i even pushed the masochistic pleasure of capturing a video of the run... ended the quest with much loot gold, and less stress than when i entered. still dont believe it myself so i sometimes watch the video ack, just to be sure :)
right I see my mistake. It was not a vestal but an arbalest (if it had been a vestal, which indeed is impossible, it would have been an ok team). So a 1-2 heal was all heal I had

and I recently had a point in which I realized I had only 800 gold left, and no trinkets I wanted to sell. Even for a short apprentice run 800 is extremely little. Going in with 5 torches, 6 food and hoping for the best. Exited the dungeon with only my occultist over 70% stress and 4000 gold in bounty + 3000 from the quest.

And when I came back to town I nearly made the same mistake. Underestimated how expensive treating lvl3 members (from the mission before that one) is.

only downside? My occultist got the anemic trait at the finish.
Anemic is bad, having it on an occultist is worse. (but hey, not as bad as a squishy member getting the red plague on a run with only an occultist healer)
Post edited March 21, 2016 by dragonbeast
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JudasIscariot: As for the mission, the mission you are going on is always going to be in the upper right corner of the provisions screen :)
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grassBlade: I realize that, but sometimes I don't look at the screen per se (I'm too intent on getting my party together, listening to music, etc., etc.) Also, for some reason, I keep thinking picking the mission is the last thing I do...I know, me bad...

I have no idea where I was when the Ghoul showed up. And yes, the Collector seems to be random because I encountered him twice...the second time I ran, went back and he wasn't there.

Finally figured out what the numbers are: white good, black bad, red wounds. Still don't know what the halo/crowns are. Do the developers intend to put out a manual?
I believe the black/white halos you are referring to have to do with stress. The black halo with lines towards the head signify encroaching stress being put on to the hero, with the numbers in black which would be the numerical value, where as the white halo is when stress is being relieved/removed, with their value in white.

When the bottom bar reaches 100/200 (basically one full level of 100% stress - the last 100 adds on to the initial bar) that character has to go through a affliction check, where it can go either bad or good for the remainder of the quest or until de-stressed by various means in town - in which the black or white halo returns to show which way the hero "handled" the severe pressure of stress. I have rarely seen it go "good." :P
Post edited May 08, 2016 by menace97
I knew going into the game that A) My guys are going to die because I have no idea what I'm doing, and luck will kill them even when I do know what I'm doing. B) I'm going to rage quit many times only to relaunch an hour later.

I still suck and rage, but still love the game. Had I bought this game thinking I'd actually beat it at some point whilst new I'd probably ask for a refund. If you can't tell from the reviews that you're going to get pissed off you shouldn't have bought it.
I always figured it was to make it more like old school D&D, you gotta roll for crits, roll to even hit, roll to not hit traps etc. You might as well roll to run away, at least my DMs always have.