![]() ![]() The chance is determined by the parry statistic. Parry: Each turn heroes with a melee weapon equipped have a chance to parry one (melee or archery) attack, negating all damage. Position: Your enemy (and you) cannot hit if they cannot move into face bashing range for melee or if there is a wall in the way of magic and/or archery. Strategically, it is about money, gear, and adventure points. ![]() Lastly, fights within a chapter are not created equal: the order the fights are attempted is important.īlackguards is tactically about your heroes avoiding damage and the enemy taking damage. Trainers may not available when you would want or when you would think makes sense be ready all the time. Meaning save AP, AE, vitality, money, and supplies as much as possible, to allow for large expense or changes in available trainers. When using AP remember threshold concept: 599 AP is not enough to purchase a 600 AP ability nor is increasing strength one point likely to change attack, parry, dodge, or ranged attack but may contribute to a change if used with other boosts. ![]() Spells and talents all have 3 stats associated them and as a result even 18 points in one talent or spell paired without high basic statistics failing a stat check and therefore the activity fails. (10 would be 50% for example.) The level to point system used is level 1 to zero points, level 2 to eight points, level 3 to thirteen points, and level 4 to eighteen points. If you haven't read “Rules and Class Guide” by felipepepe and/or the manual, do so.īlackguards repeatedly uses the conversion of 1-20 into 5% to 100% chances. ![]()
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