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Thread: The creator of the expedition does not have enough resources to accept you
Jmac

Replies: 11
Views: 5,400
08-13-2015 08:32 Forum: Game system


Agree with pop, the tendency of long term games like this is to get more user player friendly and easier, which pacifies you in the short term but just ends up making it incredibly monotonous and I think this is a classic example of that, where people can just put less and less effort in and still get similar rewards
Thread: Bloodwars portal for mobile devices
Jmac

Replies: 8
Views: 8,252
08-09-2015 08:55 Forum: Announcements


Works fine for me
Thread: Runes are coming!
Jmac

Replies: 53
Views: 35,432
08-07-2015 10:08 Forum: Announcements


So what you're really saying is that the new absorber effects aren't underpowered, you just don't like how you would utilise them? You think anyone's going to use the defence per charisma one?

Blood wars is about making what you believe is the best out of possible options; adapting your game plan to the race/tats/arcana/talismans available, there are always going to be avenues you don't explore (even though the horror expo talisman clearly WILL come in useful)
Thread: Runes are coming!
Jmac

Replies: 53
Views: 35,432
08-04-2015 11:02 Forum: Announcements


Yep I think it's inherently understood that there will need to be some balance changes, but it'll be a few months at least before we see talismans being effectively utilised and which are overpowered and which aren't, but ofcourse you must consider the 'price' of talismans, so ones that require more runes should be more powerful.

Also don't forget runes themselves benefit melee nicely with the ignore defence which you can get 3 of.
Thread: Runes are coming!
Jmac

Replies: 53
Views: 35,432
08-03-2015 19:41 Forum: Announcements


50% horror in ambush is HUGE for arenas, missing/noncrits are not, either being deliberately myopic for the sake of argument or unintentionally, who knows which
Thread: Runes are coming!
Jmac

Replies: 53
Views: 35,432
08-01-2015 16:13 Forum: Announcements


Talisman Effects and Runes Required

I've made a list of talismans and stuff here, and also in a post explained it slightly in another way
Thread: Runes are coming!
Jmac

Replies: 53
Views: 35,432
08-01-2015 15:28 Forum: Announcements


Agreed, just to say to the devs this stuff is amazing! This has absolutely blown apart the previous bloodwars ceiling, great work and thanks a lot to everyone involved in the making of this!
Thread: Talisman Effects and Runes Required
Jmac

Replies: 1
Views: 2,531
08-01-2015 14:04 Forum: Mishmash - Underworld


So the level of talisman is equal to the lowest level of the constituent runes. You can only have 3 functional runes at once which is the limiting factor on talismans used. It is free and easy to change around the runes between talismans even after completing a talisman. Runes are upgraded by melding 3 of a lower level rune into the same rune but one level higher, and costing 300/900/2700 points of essence to upgrade.
Thread: Runes are coming!
Jmac

Replies: 53
Views: 35,432
08-01-2015 12:47 Forum: Announcements


Yeah i think it should be inherently obvious that some of these will need to be majorly rebalanced, only time will tell what is overpowered in practice though, often times theory and practice don't match up

I don't think absorbers are nerfed though,

You can just use absorption, still get luck, more critical hit chance and stop the enemy getting all these hugely powerful upgrades (although as you wouldn't have the talismans a lot of the time I don't think you'll get the bonuses yourself)
Thread: Talisman Effects and Runes Required
Jmac

Replies: 1
Views: 2,531
Talisman Effects and Runes Required 08-01-2015 12:24 Forum: Mishmash - Underworld


***Miscellaneous***

Ambition:
Talisman effects: Increase damage by 1/7, 1/6, 1/5, 1/4 of appearance.
Rune Requirements: 2 Water. 1 Fire. 1 Earth.

Leviathan:
Talisman effects: Defence +10/20/40/50 for each critical hit recieved. Regenerates 0/0/50/100hp for each critical hit recieved.
Rune Requirements: 2 Fire. 1 Water. 1 Soul.

Behemoth:
Talisman effects: Agility increased by 10/20/30/50% of strength. Perception increased by 10/20/35/50% of Intelligence and Knowledge
Rune Requirements: 2 Earth. 1 Fire. 1 Soul.

Silent Hunter
Talisman effects: Critical damage bonus +20/40/60/60%. Level 4: Each level of cats paths gives you +1% chance for attacking again if you miss (max 50%).
Rune Requirements: 2 Earth. 1 Fire. 1 Water. 1 Soul.

Ziz:
Talisman effects: Chance for critical hit -5/10/15/25%. Critical damage bonus +15/30/45/45+5*x. (X= number of critical hits).
Rune Requirements: 2 Soul. 1 Water.. 1 Earth.

Stone of Evil:
Talisman effects: Reputation +25/50/75/100
Rune Requirements: 1 Water.1 Fire. 1 Soul.

Stone of Goodness:
Talisman effects: Charisma +25/50/75/100
Rune Requirements: 1 Water. 1 Fire. 1 Soul.

Stone of Space:
Talisman effects: Perception +10/20/35/50
Rune Requirements: 1 Earth. 1 Fire. 1 Soul.

Stone of Time:
Talisman effects: Agility +15/30/45/60
Rune Requirements: 1 Earth.1 Fire. 1 Soul.


***Cursed One***

Claws of the Night:
Talisman effects: Each level of night hunter increases damage of all weapons by 1/2/3/3.
Level 4: Each level of Night Hunter gives +1% chance to activate horror in the second round of an ambush (max 35%), each level of Night Hunter gives +0.5% chance to activate horror in the third round of a siege or an expedition (max 25%).
Rune Requirements: 2 Earth. 1 Water. 1 Fire. 1 Soul.



Light and Death:
Talisman effects: Each level of Breath of Death increases HP (Base+buildings) by 1/2/3/4%, maximum of 50/75/100/150%.
Rune Requirements: 3 Water.. 1 Fire. 1 Earth.


***Absorber***

Void of Silence:
Talisman effects: Each level of silence of blood gives you +1/2/3/4% chance to active horror in the first round of an ambush (max 50%), each level of silence of blood gives you + 1/2/3/4 chance to active horror in the second round of a siege or an expedition (max 50%)
Rune Requirements: 2 Soul. 1 Earth. 1 Fire. 1 Water.

Ultimate Power:
Talisman effects: Each level of power absorption increases luck by 1/2/2/2, each level of power absorption increases chance for critical hit by 0.25/0.25/0.5/0.75
Rune Requirements: 2 Water. 2 Fire. 1 Earth.


***Beastmaster***

Bestial Fury:
Talisman effects: Each level of bloodfrenzy gives you +0.25%/0.5%/0.75%/1% chance to counterstrike using both weapons every time you recieve a non-critical hit (max 15/30/45/60%)
Rune Requirements: 3 Earth. 2 Soul.

Aura of the Beast:
Talisman effects: Each level of beast's hide increases hp by 5/10/20/30+allies hp by 5
Rune Requirements: 2 Water. 1 Earth. 2 Fire.


***Thoughtcatcher***

Mask of Power:
Talisman effects: Each level of Mask of Adonis increases character defence by 1/2/3/4
Rune Requirements: 2 Water. 2 Fire. 1 Soul.

Mask of Fear:
Talisman effects: Each level of Mask of Caligula increases the damage of all weapons by 1/2/3/4
Rune Requirements: 1 Earth. 1 Water. 2 Fire. 1 Soul.


***Cultist***
Song of Blood
Talisman effects: Each level of blood of life increases critical strike damage by 1/1.5/2/2.5% instead of providing regeneration.
Rune Requirements: 1 Fire. 1 Earth. 3 Water.
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