by Gold Bearer » April 25th, 2014, 11:53 am
You could use the first upgrade after the original quests and the second one after KK and ROTWL, or just start with upgraded heroes and monsters. The Wizard and Elf might need further magical upgrades to balance with the Barbarian and Dwarf.
Barbarian - Attack on black shields in melee.
Dwarf - Defend on black shields.
Elf and Wizard - Wizards Of Morcar spells added. Wizard picks one, Elf picks one, Wizard picks two, Elf picks one, Wizard has the other two. Elf rolls three movement dice and ignores the lowest.
Barbarian - Black shields count as two skulls in melee.
Dwarf - Black shields count as two white shields.
Elf and Wizard - Wizard picks one, Elf picks one, Wizard has the other five. Elf has Elf spells, Bracers and Cloak Of Protection are added to available equipment for the Wizard.
Berserker Stone - Can attack twice in melee if you move at half rate. Can only be used by the barbarian.
Ring Of Fury - Can split up attack dice rolling them individually and can attack before and after moving. Can only be used by the barbarian.
Northern Amulet Of Protection - Can give up attack to defend with two extra dice. Can only be used by the barbarian.
Fire Crystal - Summons fire elemental once per quest. Can only be used by the barbarian.
Rune Hammer - Attacks with three combat dice, or four combat dice against undead, or five combat dice against chaos. Can be thrown and immediately returns to your hand. Can only be used by the dwarf.
Dwarven Stone Of Power - Enemy rolls one less defence dice when attacking in melee. Can only be used by the dwarf.
Dwarven Stone Of Defiance - Enemy rolls one less attack dice when being attacked in melee. Can only be used by the dwarf.
Earth Crystal - Summons earth elemental once per quest. Can only be used by the dwarf.
Spirit Sword - Attacks with three combat dice and the target defends with as many dice as they have MP. Can only be used by the elf.
Armletts Of Dexterity - Before defending roll a combat dice for each skull scored, if you roll at least one black shield you dodge the attack. Fails jumps on a black shield instead of a skull. Can only be used by the elf.
Ice Crystal - Summons ice elemental (using the picture on the back of Docs ice spells) once per quest. Can only be used by the elf.
Water Crystal - Summons water elemental once per quest. Can only be used by the elf.
Chaos Wand - Allows you to cast the three chaos sorcerer spells from Against The Ogre Horde. Can only be used by the wizard.
Wizard Robes - Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP. Can only be used by the wizard.
Air Crystal - Summons air elemental once per quest. Can only be used by the wizard.
Storm Wand - Allows you to combine spells by casting more than one at a time. Can only be used by the wizard.
Genie + Sleep = Lullaby: Cast Sleep individually on everybody in any room or corridor on the board.
Tempest + Pass Through Rock = Cyclone: Cast Tempest on everybody in any room or corridor on the board.
Swift Wind + Fire Of Wraith = Backdraft: Fills any room or corridor on the board with intense flames causing a Fire Of Wraith attack on everybody individually, attack twice for targets vulnerable to fire.
Ball Of Flame + Vail Of Mist = Fire Spray: Fills any room or corridor in sight with flaming hot liquid vapour causing a Ball Of Flame attack on everybody individually, attack twice for targets vulnerable to fire.
Courage + Rock Skin = Invigoration: Raises A and D by three each until the end of the targets next turn.
Water Of Healing + Heal Body = Rejuvenation: Fully restores BP and MP.
All Fire = Inferno: Attacks like Fire Of Wraith and Ball Of Flame using three dice on everyone in any room or corridor on the board, attack twice for targets vulnerable to fire.
All Air = Typhoon: Attacks like Fire Of Wraith and Ball Of Flame using two dice on everyone in any room or corridor on the board and causes them to miss a turn.
All Water = Monsoon: Attacks like Fire Of Wraith and Ball Of Flame using one dice on everyone in any room or corridor on the board and causes them to miss two turns.
All Earth = Quake: Causes everyone in any room or corridor on the board to miss three turns.
Last edited by
Gold Bearer on April 27th, 2014, 7:57 am, edited 2 times in total.