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TOPIC: Origins Variable Powers by Module

Origins Variable Powers by Module 5 years 9 months ago #1

This is not an official post but I have it on good authority:

TrueRaid - Lorigorgon will use the 2017 Grind Effects
www.truedungeon.com/forum?view=topic&catid=597&id=245680&start=12#289624


N1 and Into The Shadowlands - the 2018/2019 Dungeon Effects
truedungeon.com/forum?view=topic&catid=602&id=246600&start=24#300706


Moon gate / Dancing Among the Stones - 2017 Dungeon Effects
See TokenDB.com - search by Amulet of Wonder, Eldritch Runestone, and UR Special - scroll down.

Compiled the effects in the next 3 posts.

Ed
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Last edit: by MasterED.

Origins Variable Powers by Module 5 years 9 months ago #2

2017 Grind Variable Effects for TrueRaid - Lorigorgon

`Amulet of Wonder - The Rule-of-Three: For every 3 pieces of a set you have equipped, you can choose one of the following bonuses (you may choose the same bonus multiple times):

(Offensive Options)

+3 to hit for one attack type (melee or ranged)
+3 to damage for one attack type (melee, ranged, or spells)
+3 to damage for one item type (scrolls or wands)

If the attack has multiple targets, then the extra damage uses the "damage pool" rules.

(Defensive Options)

+3 to AC
+3 to saves
+3 to all healing spells you cast (uses the "healing pool" rules in the case of multiple targets)

If you have the Mithral 3-piece, 4-piece, or 5-piece set, you get to select a bonus once. If you have the Mithral 6-piece, then you get to select the bonus twice.

Wearing multiple 3-pieces of different sets will net you multiple bonuses.

Eldritch Runestone - The Unity of Rings: Once this adventure, you may either recast one of your spells or reuse one of your class abilities/powers

UR Special - The Center of All: You may turn in a UR Special at any time during the adventure for any one of the three possible effects:

- All other players (but not you) reslide their combat sliders
- After the monsters' turn, negate all of the damage and other effects they inflicted on all other players (but not you)
- All other living players (but not you) are restored to max HP
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1st Solo NM as Poly Druid
Proud member of Gas Station Sushi
Don't Nerf Our Tokens!

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Last edit: by MasterED.

Origins Variable Powers by Module 5 years 9 months ago #3

Per Jeff, for the 2018-2019 Season, the Variable Effects for the following tokens will be:
  • Eldritch Runestone : Cold damage inflicted upon you is reduced by 5 per attack
  • Amulet of Wonder : +3 to Damage with melee, missile, and spell (not scroll or item) attacks
  • UR Special : Gain the "Troll" sub-type:
    • +6 to Constitution
    • -2 to Dexterity
    • Regenerate 2 HP when entering a new room. Once per game, this regen effect can raise the character from the dead with 2 HP remaining, but this resurrection effect only works when entering rooms 2-6.
These apply only to two-hour adventures, not True Grind.
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Last edit: by MasterED.

Origins Variable Powers by Module 5 years 9 months ago #4

2017-2018 Season 2-hour Adventures:

Amulet of Wonder
Become a Sygaldry Master. Show one runestone (any, other than Eldritch) to your coach:
• Gain triple the numeric effect (effects that cannot logically be tripled are unaffected)
• If the runestone normally effects only a certain attack/weapon type, it affects all your weapon and spell attacks, but not scrolls or items
• You may keep the runestone
• Optional: If you choose to turn in the runestone, gain 4× the effect instead of 3×
Whether you choose to turn in the boosted runestone or not, the Sygaldry Master ability counts towards the standard limit of one runestone per adventure. You may still use up to two Runestone Fitting Bases, but their effects are not boosted by this ability.

Eldritch Runestone
You may equip one extra ioun stone

UR Special
Gain +1 level. In addition, you will receive a second character card (same class.) Anytime you’re transitioning between rooms, you may start fresh with a new card, thus resetting all cast spells, powers, HP, and anything else that is tracked on the character card. Effects that are NOT tracked on the character card (like Psychic powers) are not affected. All negative effects are removed. All positive effects remain (runestones, etc.) Once you switch to the new card, you may not revert to the previous card.
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1st Solo NM as Poly Druid
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Don't Nerf Our Tokens!

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Last edit: by MasterED.

Origins Variable Powers by Module 5 years 9 months ago #5

Thanks Ed!

Amulet of Wonder is nice - that might shake up some builds this year.

For TPTB for the resurrection effect:

* Must the character resurrect in the same room they died? Or any room so long as it's 2-6?
* Is resurrection any kind of an action?
* Does resurrection work unconditionally, or could there be some status effects (disintegrate, petrification, banished to another plane) for which you would not be able to resurrect?

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Origins Variable Powers by Module 5 years 9 months ago #6

This is a substantial change from what we have been told earlier. We were told originally by Jeff that the 2017-2018 effects would be in place for all modules at Origins. We discussed the option of allowing the 2018-2019 effects for N1, but it was rejected because of the confusion it would create.

Not that TPTB cannot change the plan, and sometimes do, but the character generators were setup based on the original plan. It will complicate coaching.

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Origins Variable Powers by Module 5 years 9 months ago #7

Matthew Hayward wrote: For TPTB for the resurrection effect:

* Must the character resurrect in the same room they died? Or any room so long as it's 2-6?

This is answered in the original thread by Druegar:
www.truedungeon.com/forum?view=topic&catid=602&id=246600&start=12#302742

You have the option to decline the rez and save it for later.

Ed
Useful Links:
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TD Accomplishments:
Member of the first team to survive Epic True Grind
1st Solo NM as Poly Druid
Proud member of Gas Station Sushi
Don't Nerf Our Tokens!

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Last edit: by MasterED.

Origins Variable Powers by Module 5 years 9 months ago #8

What about the equinox Runestone. We were told at one point the 2017 effect would be used in all modules at origins.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

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Origins Variable Powers by Module 5 years 9 months ago #9

Harlax wrote: What about the equinox Runestone. We were told at one point the 2017 effect would be used in all modules at origins.

Based upon my understanding though still be used for dancing among the stones and moon gate maze.

Ed
Useful Links:
TD Character Creator
Amorgen's Excel Char Gen Tool
Token DataBase
Talking TD Podcast

TD Accomplishments:
Member of the first team to survive Epic True Grind
1st Solo NM as Poly Druid
Proud member of Gas Station Sushi
Don't Nerf Our Tokens!

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Origins Variable Powers by Module 5 years 9 months ago #10

Great summary Ed, thanks. Guess i will bring my AoW along to Origins now. Nice to have good powers for it this year. I hadn't equipped it for a while.

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