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Goblin-King wrote:Yeah, I guess they are agile little critters. Let's bump up the movement.
In a way I don't think spears (A2) are too OP if you take into account that:
1) Heroes will buy armor
2) Heroes will often slay at LEAST one enemy in a newly discovered area
3) If you compare it to A1 who would need a group of like 5-6? to be a real threat?
Assassins should perhaps have A3?
Or maybe a strong A4 the first time they attack when ambushing.
I strongly think that the sorcerer/shaman should get an entire deck of ~8 new original spells. Make it like the Wizards of Morcar spells. Some more ideas:
Darkness: All heroes movement are halved until the beginning of Morcar's next turn.
Trickery: A single monster can't be harmed or targeted for one round.
Conceal: Choose a discovered room or corridor. No traps can be found in that room/corridor for the rest of the game. They can still be activated though.
Wil'o'Wisp: You may move an hero up to 5 squares. He may open doors, but can't attack, use spells or potions. Activating a trap will end the spell.
Create Pit: You may place a pit on a square anywhere within LoS of the caster. Anyone standing on that square automatically falls into the pit.
Withdraw: May be cast during a hero's turn. Must be cast on a monster targeted by an attack or spell. That monster may move up to 5 squares. If he can move out of attack range (or LoS in case of a spell) the attack is wasted.
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