Look at all the 50%s on my sheets, better believe I took average levels growth! By the time I reach 20/20 almost all my stats except Luck, Hp, and Res will be maxed going from the Male Druid Stat Caps for 8
Wait, wait. You're a mage, and you're capping Def but not Res. Dear Arceus it's like my Canas in Fe 7 all over again.
You could always use www.random.org for dice rolls. You just tell it to roll from 1 to 100 however many times you need all at once. Probably easier, and it's much more random than MSN is, I bet.
Looking at the victory conditions, one of them is "Eliminate all enemies". With enemies being reinforced each turn, does that really mean "Defeat Boss"? Or should it just not be there?
Anyhow, Cavalry can kill thug 12 no problem, possibly visit the final pair of houses before we book it out of here. Baldo's not that tough from the looks of him, between Imeena, Roland and Callum we might be able to finish him off (Netting Callum a level if he gets the kill). The two remaining guard NPCs might be able to buy the north group time for that, if we want to. Of course, my LAST plan went about as poorly as is possible to go, so I've been hesitant to suggest actual moves.
I'll go ahead and post my action, missed last round, but totally OK with how that turned out (XD).
Edit: Action posted.
I do wonder if giving the luck bonus to Aramel would be practical. He's got 0 luck and 15% growth. +2 will very likely stay at +2. He's liable to end up with somewhere around 6 luck at lv 40 naturally. the item would pump that to 8. If we give it to someone with a high luck, like Lloyd or Nain, that would make an immediate difference. Both of them also have high luck caps, so it's not going to waste late-game.
Of course, if we give it to Aramel, it will lower his chance of being critically hit. It's not much of a change, but it is a positive one. In my games, I often give the luck items to the rogue, so I'm a little biased here.
Looking at the victory conditions, one of them is "Eliminate all enemies". With enemies being reinforced each turn, does that really mean "Defeat Boss"? Or should it just not be there?
Anyhow, Cavalry can kill thug 12 no problem, possibly visit the final pair of houses before we book it out of here. Baldo's not that tough from the looks of him, between Imeena, Roland and Callum we might be able to finish him off (Netting Callum a level if he gets the kill). The two remaining guard NPCs might be able to buy the north group time for that, if we want to. Of course, my LAST plan went about as poorly as is possible to go, so I've been hesitant to suggest actual moves.
I'll go ahead and post my action, missed last round, but totally OK with how that turned out (XD).
Edit: Action posted.
I do wonder if giving the luck bonus to Aramel would be practical. He's got 0 luck and 15% growth. +2 will very likely stay at +2. He's liable to end up with somewhere around 6 luck at lv 40 naturally. the item would pump that to 8. If we give it to someone with a high luck, like Lloyd or Nain, that would make an immediate difference. Both of them also have high luck caps, so it's not going to waste late-game.
Of course, if we give it to Aramel, it will lower his chance of being critically hit. It's not much of a change, but it is a positive one. In my games, I often give the luck items to the rogue, so I'm a little biased here.
Well he's the lord. A critical hit can end the map for us.
Also I assumed we have a choice in end conditions. Either one of the three. (With one presumably being a better option then two)
I myself would prefer Nina to attack the wall and then I move up and attack the Archer, but that's mainly because I like leveling up :-p
Also I'm all for me increasing my Luck, though I don't want to be all selfish. Then again I won't need most stat boosting items anyway so I guess me taking the Luck's not so bad.
I myself would prefer Nina to attack the wall and then I move up and attack the Archer, but that's mainly because I like leveling up :-p
Also I'm all for me increasing my Luck, though I don't want to be all selfish. Then again I won't need most stat boosting items anyway so I guess me taking the Luck's not so bad.
It'll be out of the way next turn no matter what, as even if I miss it twice Nina can still double him next turn, and since I'm heading to the church soon being low hp won't really matter, and this way I'll be closer to the church than I was!
It'll be out of the way next turn no matter what, as even if I miss it twice Nina can still double him next turn, and since I'm heading to the church soon being low hp won't really matter, and this way I'll be closer to the church than I was!
The archer can crit and kill you. It's not likely, but still.
Then Nina should be the one attacking the wall, as the Archer would only do 15 damage on the 1.5% chance he crits, and even then he'll still probably be dead anyway.
Just to be clear I'm planning on moving next to him to attack, which gives me a free hit.
Then Nina should be the one attacking the wall, as the Archer would only do 15 damage on the 1.5% chance he crits, and even then he'll still probably be dead anyway.
Just to be clear I'm planning on moving next to him to attack, which gives me a free hit.
The one thing I'd consider changing in the plan is having Nain go to the shop and buy a Vulnerary, it opens him up to being attacked, but the enemy could do at most 20 damage to him and we're gonna end the map next turn
The one thing I'd consider changing in the plan is having Nain go to the shop and buy a Vulnerary, it opens him up to being attacked, but the enemy could do at most 20 damage to him and we're gonna end the map next turn