Jump to content

Thyraxus

Members
  • Content Count

    90
  • Joined

  • Last visited

Community Reputation

35 Excellent

About Thyraxus

  • Rank
    (2) Evoker
  1. I prefer the Orb of Firestorm (from AD3) over the Flask of Fire for the following reasons: can be reused with Arcane or Divine (instead of Arcane only like the flask) easier check (target number 10 vs. 13) for re-use gets recharged instead of discarded upon successful check it is not limited to the same location The last point is the most significant one. It means that if your party is spread out and one of your characters is facing a troll (or a similar moster requiring the Fire trait to defeat) somewhere alone but unfortunately not currently having a source of fire in their hand, another character can support them with the Orb from anywhere else. With the Flask, that character would have to happen to be at the same location. The only advantage of the Flask (2d6 vs. 2d4, i.e. a +2 on average) is not big enough to make up for that extra flexibility, IMO. That's why I never kept the Flask around in any of my decks for long when I got one, except when I was unable to find an Orb to take its place.
  2. I just realized: it's even worse. I didn't get the reward for AD 4 either. I can't remember exactly when I completed that one on legendary, but it definitely was after the release of the PC version of the game, so relatively recently; I just didn't notice until now. See here - all scenarios completed on legendary: But the "Guide to the Beyond" is still missing from the vault: And, as if to taunt me, when I now complete a legendary AD4 scenario, the victory screen shows me the card again (but still doesn't unlock it in the vault): The cards from the previous adventures (up to and including the Black Arrow Longbow from AD3) were unlocked properly, but I guess that's just because I got them before whichever update introduced this bug...
  3. I just completed all the scenarios in adventure 5 on legendary, and the reward screen at the end of the last one even showed me the "Blessing of Thassilonian Virtues" which you're supposed to get when you do. But in my collection, the card is still missing. I even tried to close and restart the app multiple times (because I know from experience the vault may take some time to sync on occasion) but that didn't help - it's still not there. This happened just now, so the app version is the most recent one at the moment; running on an android phone. My PFID is 37F8FE96F765266B
  4. My recommendation for getting a feel for the pacing of the game would be to play a party of 4 characters. This means that in a normal scenario there are 6 locations with 60 cards to explore and 30 turns to do it, making it an even 2 explorations per turn you would need to do in order to be able to dig through all of the locations in their entirety. And that's not too hard; you get one exploration for free and spending one blessing or ally per turn to get another one shouldn't be too much of a drain on your resources most of the time. Not all of them need to come from your deck after all, you have the chance to pick up more of them from the location as you go (and some characters have powers that give you extra explorations, or are equivalent to one, but don't cost a discard). And if all else fails, there's always the Cure spells to get them back if you have a divine caster in your group. So, as long as you manage to keep up that pace (one free exploration plus one additional one), you'd still be able to complete the game in the theoretical worst case where all the henchmen and the villain are on the very bottom of their respective locations, and you never manage to close any locations temporarily when encountering the villain. Of course this assumes you win every combat and check, which might also not always be possible and losing might cost you resources and/or turns, but then again, you often will encounter be able to close locations early (there's a 10% chance that the henchman will be your very first encounter of a location, meaning you have chance to close it in one turn, saving nine turns) so it kind of evens out in the end. Also keep in mind that you don't have to close all locations - because in a typical scenario there are 2 more locations than characters, once 2 of them are permanently closed and the remaining ones are all guarded by one character each, any encounter with the villain can mean an early win (as long as you have the means to close all the locations temporarily and defeat the villain).
  5. The best character to complete the "Shovel the Cards" challenge, IMO, is Amiri, because she buries a card for activating her rage ability. Just do that on every check where you can do so (all combat and a few non-combat ones) and you'll complete this one rather quickly. Put her in a location with a power that involves burying cards too (Mountain Top would be a prime example) and you'll get it even faster - just be careful not to die...
  6. A similar problem exists with combat checks involving weapons that alter some die results, like the Fanged Falchion where a 4 rolled on a d4 counts as a 6 - there your probability to succeed should be higher (in some edge cases at least). For example imagine Lini using a Fanged Falchion, an animal companion and a blessing of Gorum to roll 6d4 (disregarding any constant bonuses) - without the "die promotion" taken into account, she'd hit a 15 with roughly even odds (57.08% chance of success), but when factored in, the odds rise to a 76.64% chance of success against the same difficulty.
  7. Valeros and Lem have great synergy when they stick together. Valeros' ability can help Lem with tough combat checks (which he can struggle a bit with on his own) while Lems inspiration ability can help Valeros succeeding at checks for closing locations or acquiring boons.
  8. Judging from the icon for the achievement, it refers to the Prologue which was the Tutorial *before* the version that introduced Steam support (the icon shows Orik, who was a character in that prologue). So the achievement was introduced on Steam at the same time it was made impossible to get...
  9. So there was that Play Store notification on my phone, informing me that there was a new update available for "Pathfinder Adventures" and I'm all excited about what's new, but all the update says is "Added privacy policy". That's it? For a moment I almost thought it said "piracy policy" and wondered if that was some kind of pun and stealth reference for things to come - Yarrr.
  10. She also was my character when I first played, and I had a lot of fun with her. The other players were so stunned by the stunts she can pull, they almost accused me of cheating, or at least of having read her abilities wrong. My favorite: recharging an entire bad hand (like when the starting draw doesn't have a weapon due to her favorite card being 'Ally') by repeatedly scouting 'in place' (which kind of feels dumb, because basically you're just looking at the exact same card over and over) so I could draw a complete fresh set of cards. Actually, that didn't even occur to me at the time. Nice catch.
  11. Another great item is the Amulet of Inescapable Location - unfortunately that's a legendary treasure, so it requires an inordinate amount of luck to get. But once you have it, it's amazing - for those who haven't seen it, it lets you examine the top 5 cards of the deck, place all monsters found on top of the location (in any order) and shuffle the rest. And it's a discard-or-recharge, not a bury. It's essentially a super-powered monster-only Augury (minus the option to shunt the monsters to the bottom though - but combining with an actual Augury in a one-two-punch can take care of that and be well worth it). Now give that thing to Lem and he can do that every turn as long as he has a spare item in hand to swap it out for and he'll become the supreme locator of henchmen and villains...
  12. And then they went and created a character like Adowyn who is arguably even more OP, because thanks to her cohort she has a scout ahead power like Seelah/Harsk, only on steroids because she's neither limited on how often nor at what point during her turn she can use it. Basically, she will know what's next in the location deck any time and as often as she wants to, as long as she has her wolf companion (who is trivially easy to keep around due to her powers) and a card to recharge. And scouting it is even more powerful than evasion because it works even on banes that can't be evaded. My guess is that this was at least part of the reason they introduced the "trigger" keyword in the Mummy's Mask set (stuff happening even when you only examine a card without actually encountering it)...
  13. I'm sorry, but you will have to elaborate on that. I've never had a chance to play S&S, so I have no idea how that is even possible.
×
×
  • Create New...