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TOPIC: 2024 Token FAQ Part Three

2024 Token FAQ Part Three 1 year 2 months ago #1

2024 Token FAQ

New Set Bonuses
  • "of the Ancients": If three items are equipped, gain +1 level.
  • "of the Ancients": If four or more items are equipped, gain +1 level* and +1 to saves.
  • Snake Priest: If all three items are equipped, deal +1 damage as Poison with your Melee and Ranged attacks
*+level effects do not stack

New Multi-Year Transmute Series
Updated: A new 4-year Arcanum collection item started in 2023 (we are just announcing it now -- 'Cuz we just thought about it) with the 2023 Greaves of Absorption, and it will continue with the 2024 Greaves of the Stalwart (-2 damage from Melee attacks). The exact power(s) granted by the FOUR-year Arcanum Greaves transmute will be announced at a later date.

New Conditions
We’re creating three new conditions: Parched, Diseased & Poisoned.
  • Parched (or Dehydrated): Your character suffers a -1 penalty to all saves for the rest of the game or until the condition can be cured.
Both Disease and Poison can still deal HP damage (though not always), but if you fail a saving throw for Disease or Poison under certain conditions, there are going to be repercussions. Simply taking Disease or Poison damage won't trigger these conditions. It must be the result of a special attack that causes one of these conditions and you must fail the save. The details depend on your party’s chosen difficulty level, but the effects last for the rest of the game until a cure can be found.
If you fail a Disease save:
  • Non-lethal, Normal & Hardcore: ALL damage your character inflicts (everything: Melee, Ranged, and all damage-dealing token effects) suffers a -2 penalty each time your character deals damage. If the attack can affect more than one target, each target takes -2 damage.
  • Nightmare & Epic: ALL damage your character inflicts (everything: Melee, Ranged, and all damage-dealing token effects) is divided in half, dropping any fractions.
    E.g., if a Fighter critically hits a monster and their total damage would have been 59 points, the Fighter only deals 29 points of damage. This would also apply to a massive 59 point Fireball Spell; its damage would be reduced to 29 points.
If you fail a Poison save:
  • Non-lethal, Normal & Hardcore: All healing and regeneration affecting your character suffers a -2 penalty per effect until your Poisoned condition is removed. E.g., a character who normally regenerates 4 HP when entering a new room would only regen 2 HP if they entered a room while Poisoned. If the cleric cast a 10 point heal on a Poisoned character, the character only heals 8 HP.
  • Nightmare & Epic: You cannot benefit from any healing or regeneration until your Poisoned condition is removed.
Note: Being Poisoned does not affect the amount of healing you can give, only the amount of healing you can receive. To help illustrate this, all the following scenarios would be true in a Hardcore party where the cleric and rogue are the only ones Poisoned:
  • If the Poisoned cleric uses a 10 point heal on the bard, the bard heals 10 HP. Being Poisoned doesn’t impair the cleric’s ability to heal others.
  • If the Poisoned cleric uses a 10 point heal on the rogue, the rogue only heals 8 HP. Being Poisoned doesn’t impair the cleric’s ability to heal others, but any kind of healing on the rogue is reduced by 2 points per effect.
  • If both the Poisoned cleric and the non-Poisoned druid cast a 10 point heal on the rogue, the rogue only heals 16 HP because both healing sources get reduced by 2 due to the recipient of the healing being Poisoned.
  • If the Poisoned cleric casts a 10 point heal on themself, the cleric only heals 8 HP. Even though that spell had the potential to heal 10 HP, because the recipient was Poisoned, the healing was reduced.
  • (In a Nightmare party, the Poisoned healer’s ability to heal others is not impaired—assuming the target of the heal is not Poisoned.)
Q: Do these new conditions affect monsters as well?
A: Yes, but currently there are no ways for player characters to gain this special attack.

Q: Do old tokens that cure or remove Disease and Poison remove these new conditions?
A: Yes

Miscellaneous Questions
Can we equip both Kilt of Divine healing and Lenses of Divine Sight and do the effects stack?
Yes. Wearing both gives you a +4 to healing you cast and you may divide the healing between up to three (not four) targets. All fractional healing points are dropped.

Omni Orb - Q: Can an Omni Orb be used in place of an Enhanced or Exalted token? Currently, this only applies to the Steelclad Cloak used in Aron's Sunhide Robe.
A: Yes.

Hireling Archer: Yes, this affects Spell damage as well. "Ranged" is an umbrella term that includes both Missiles and Spells.

Making more than five Trainers
Q: If I want to make more than five of any particular tier of Trainers, do I have to make more than one Safehold of that particular tier?
A: Yes. When you make a Safehold V, IV, or III, you get five Stewards for one particular Trainer type. If you want to make more than five trainers of that type, you’d need to make another Safehold of that tier.

Underling Druid: If a single attack deals at least 5 Cold and at least 5 Fire and at least 5 Shock, you’d take -15 damage from that single attack.

Underling Elf Wizard: Yes, literally ANY class, even non-casters, can cast a scroll with this token.

Gloves of Common Practice: If a monk or ranger wear these, they get the +1 damage bonus with each hand

Earcuff of Aset: An offensive action is defined as doing at least one of the following:
  • Attempting to cause damage, whether or not the attempt is successful
  • Using an effect that requires a magic/Spell resistance check
  • Using an effect that requires a saving throw
Handy Holy Belt
Q: If the wearer of this belt has a bonus to healing potions they drink, does that bonus get passed to the other character?
A: No
- - -
Q: If a cleric/paladin transfers a healing effect, does the cleric/paladin get the healing as well?
A: No. Only the person to whom the effect was transferred gets the healing.

Ring of Serpent Strike:
Q: What does “final dmg total” mean?
A: Calculate how much damage the Spell would have dealt if you were not wearing this ring. After all other bonuses, multipliers, and modifiers have been applied, add +6 to it.

Rod of Ra: 100% of this weapon’s damage is Sacred, but it doesn’t change the damage type granted by other tokens. If you have equipped other items that add a specific type of damage to your weapon attacks, the extra damage from those items stay whatever they are and the attack would deal both Sacred and whatever other damage type is relevant.

Ring of Psychic Mastery:
Q: Can I equip both Skull of Cavadar and Ring of Psychic Mastery (Relic made from VTD completion tokens)?
A: Yes. In fact, they have a symbiotic relationship. Any character who has equipped both Skull of Cavadar and Ring of Psychic Mastery can manifest any two Tier 1-7 Psychic Powers per game.
- - -
Q: Does equipping both Skull of Cavadar and Ring of Psychic Mastery allow me to manifest the same power twice?
A: Yes, though not simultaneously and only if the powers are Tier 7 or lower. Psychic Powers require a Free Action to activate and you may only use one Free Action per round.
- - -
Q: Then can I manifest Ring Initiate twice?
A: No. Ring Initiate is a Tier 8 power. Only Tiers 1-7 can be manifested twice using the aforementioned token combo.
- - -
Q: Can I equip Ring of Psychic Mastery and Cavadar teeth?
A: No. Cavadar teeth do not interact with Ring of Psychic Mastery.
- - -
Q: Are you deliberately trying to prevent non-Skull of Cavadar owners from being able to manifest Ring Initiate?
A: Yes. We want to reward the dedicated folks who went to the trouble of making a Skull of Cavadar to have something unique.

Mark of the 3rd Tenet and Mark of the Tenets: These are thank you tokens for purchases that qualify for Adventurers’ Guild membership for that year. At the end of three years, you can transmute the 3rd, 2nd, and 1st Marks into Mark of the Tenets. The Power of this Mark of the Tenets will be determined in 2025. So, in 2026 AG members can have a cool Relic Mark made up of the three collected AG tokens, while Patrons will get a custom Mark of Enlightenment. This way, both groups have something cool.

Marks are basically temporary tattoos or henna stains. You apply them at the beginning of the adventure. Even though the tattoo/henna is temporary, the token is not. It's not turned in on use and you may reuse it on your next adventure.

The Mark (or tattoo) slot has only ONE spot.
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Author of the never-to-be-released "The Secret of Trees"
Last edit: by Druegar.
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2024 Token FAQ Part Three 1 year 2 months ago #2

Apologies if any of this was covered elsewhere, just don't see it specified in the FAQ.

How does poisoned work with the following?
1. The poisoned character is killed in combat and the Paladin uses Sacrifice.
Non-Lethal, Normal, Hardcore - Is the poisoned character saved with 5hp? or 3hp?
Nightmare, Epic - Is Sacrifice even allowed? If so, are there any consequences other than still being poisoned?

2. The poisoned character dies and the party tries to use a Potion Death's Door?
Does this work at any level of difficulty? You only come back with 1 hp and if you have to subtract 2, then you're still dead. Do you have to neutralize poison before using Potion Death's Door?

3. The poisoned character dies and the Cleric attempts to use Resurrection on them?
Non-Lethal, Normal, Hardcore - Does the poisoned character come back, but with 2 less hp?
Nightmare, Epic - Is resurrection even allowed on a poisoned character unless the poison is neutralized first?

4. If a poisoned character dies while wearing a Butterfly Cloak, do they come back in the next room? Two less hp at Non-Lethal, Normal or Hardcore? At all if Nightmare or Epic?

5. Druegar's Death Die - Is this able to bring back a poisoned character? Does it only work if you're playing Non-Lethal, Normal or Hardcore and you roll a 20. And then you come back with 2 less hp?

Might as well make sure these things are spelled out in advance.
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2024 Token FAQ Part Three 1 year 2 months ago #3

Dave wrote: Apologies if any of this was covered elsewhere, just don't see it specified in the FAQ.

How does poisoned work with the following?
1. The poisoned character is killed in combat and the Paladin uses Sacrifice.
Non-Lethal, Normal, Hardcore - Is the poisoned character saved with 5hp? or 3hp?
Nightmare, Epic - Is Sacrifice even allowed? If so, are there any consequences other than still being poisoned?

2. The poisoned character dies and the party tries to use a Potion Death's Door?
Does this work at any level of difficulty? You only come back with 1 hp and if you have to subtract 2, then you're still dead. Do you have to neutralize poison before using Potion Death's Door?

3. The poisoned character dies and the Cleric attempts to use Resurrection on them?
Non-Lethal, Normal, Hardcore - Does the poisoned character come back, but with 2 less hp?
Nightmare, Epic - Is resurrection even allowed on a poisoned character unless the poison is neutralized first?

4. If a poisoned character dies while wearing a Butterfly Cloak, do they come back in the next room? Two less hp at Non-Lethal, Normal or Hardcore? At all if Nightmare or Epic?

5. Druegar's Death Die - Is this able to bring back a poisoned character? Does it only work if you're playing Non-Lethal, Normal or Hardcore and you roll a 20. And then you come back with 2 less hp?

Might as well make sure these things are spelled out in advance.


FWIW I feel like PHB page 46: "If a character actually dies (not nearly dies or uses an effect that cancels the death) and is resurrected or raised, any temporary negative effects are cleared but beneficial temporary effects remain." means #2 and #3 should work (raise normally, no longer poisoned), and I think the same is also true of #4 and #5 since the wording of those tokens implies that you did in fact die and then came back as opposed to never dying at all.

Sacrifice is a good question, though; I have a guess but it's just my guess.
dmrzzz's trade thread

Yes, my AC is lower than the Wizard's. No regrets!
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2024 Token FAQ Part Three 1 year 2 months ago #4

David Zych wrote:

Dave wrote: Apologies if any of this was covered elsewhere, just don't see it specified in the FAQ.

How does poisoned work with the following?
1. The poisoned character is killed in combat and the Paladin uses Sacrifice.
Non-Lethal, Normal, Hardcore - Is the poisoned character saved with 5hp? or 3hp?
Nightmare, Epic - Is Sacrifice even allowed? If so, are there any consequences other than still being poisoned?

2. The poisoned character dies and the party tries to use a Potion Death's Door?
Does this work at any level of difficulty? You only come back with 1 hp and if you have to subtract 2, then you're still dead. Do you have to neutralize poison before using Potion Death's Door?

3. The poisoned character dies and the Cleric attempts to use Resurrection on them?
Non-Lethal, Normal, Hardcore - Does the poisoned character come back, but with 2 less hp?
Nightmare, Epic - Is resurrection even allowed on a poisoned character unless the poison is neutralized first?

4. If a poisoned character dies while wearing a Butterfly Cloak, do they come back in the next room? Two less hp at Non-Lethal, Normal or Hardcore? At all if Nightmare or Epic?

5. Druegar's Death Die - Is this able to bring back a poisoned character? Does it only work if you're playing Non-Lethal, Normal or Hardcore and you roll a 20. And then you come back with 2 less hp?

Might as well make sure these things are spelled out in advance.


FWIW I feel like PHB page 46: "If a character actually dies (not nearly dies or uses an effect that cancels the death) and is resurrected or raised, any temporary negative effects are cleared but beneficial temporary effects remain." means #2 and #3 should work (raise normally, no longer poisoned), and I think the same is also true of #4 and #5 since the wording of those tokens implies that you did in fact die and then came back as opposed to never dying at all.

Sacrifice is a good question, though; I have a guess but it's just my guess.


I get where your going. I’m very confident that the negative effects stay. As Sacrifice stops the player from dying. Those saved from sacrifice don’t actually die. “ Immediately saves one character from death “
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2024 Token FAQ Part Three 1 year 2 months ago #5

Matthew Hayward wrote: I think teeth of Cavadar should interact with the ring - otherwise there is going to be all sorts of clarifications needed.

There are numerous rare and UR tokens that unlock psychic potential:

tokendb.com/Misc/psychic-imbue/

Having two sorts of psychic boosters that apply to different psychic enablers is going to make things very confusing for players, coaches, and app developers.

Also - How is someone who gets one of the new Psychic enablers supposed to know they shouldn’t buy a Tooth of Cavadar to get more psychic tiers with the new stuff?

What’s the harm on letting tooth’s of Cavadar add tiers up to 7 for the new rings anyway?

I am just confused by this whole thing.

Suppose a player has a: Charming Crown, 2 teeth of Cavadar, and 3 of the new items.

What happens?


Maybe I'm confused, but I thought the new psychic enablers did interact with the teeth. It's specifically the ring that doesn't interact with the teeth, since the ring already grants Tier 7 powers. It seems like the intention here is to fence the Tier 8 power specifically for Skull owners - which seems like a good thing!
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2024 Token FAQ Part Three 1 year 2 months ago #6

Marc D wrote:

Matthew Hayward wrote: I think teeth of Cavadar should interact with the ring - otherwise there is going to be all sorts of clarifications needed.

There are numerous rare and UR tokens that unlock psychic potential:

tokendb.com/Misc/psychic-imbue/

Having two sorts of psychic boosters that apply to different psychic enablers is going to make things very confusing for players, coaches, and app developers.

Also - How is someone who gets one of the new Psychic enablers supposed to know they shouldn’t buy a Tooth of Cavadar to get more psychic tiers with the new stuff?

What’s the harm on letting tooth’s of Cavadar add tiers up to 7 for the new rings anyway?

I am just confused by this whole thing.

Suppose a player has a: Charming Crown, 2 teeth of Cavadar, and 3 of the new items.

What happens?


Maybe I'm confused, but I thought the new psychic enablers did interact with the teeth. It's specifically the ring that doesn't interact with the teeth, since the ring already grants Tier 7 powers. It seems like the intention here is to fence the Tier 8 power specifically for Skull owners - which seems like a good thing!


Thank you Marc.

I'm an idiot.

Concern withdrawn.
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2024 Token FAQ Part Three 1 year 2 months ago #7

Marc D wrote:

Matthew Hayward wrote: I think teeth of Cavadar should interact with the ring - otherwise there is going to be all sorts of clarifications needed.

There are numerous rare and UR tokens that unlock psychic potential:

tokendb.com/Misc/psychic-imbue/

Having two sorts of psychic boosters that apply to different psychic enablers is going to make things very confusing for players, coaches, and app developers.

Also - How is someone who gets one of the new Psychic enablers supposed to know they shouldn’t buy a Tooth of Cavadar to get more psychic tiers with the new stuff?

What’s the harm on letting tooth’s of Cavadar add tiers up to 7 for the new rings anyway?

I am just confused by this whole thing.

Suppose a player has a: Charming Crown, 2 teeth of Cavadar, and 3 of the new items.

What happens?


Maybe I'm confused, but I thought the new psychic enablers did interact with the teeth. It's specifically the ring that doesn't interact with the teeth, since the ring already grants Tier 7 powers. It seems like the intention here is to fence the Tier 8 power specifically for Skull owners - which seems like a good thing!


I agree, it is a good thing if Tier 8 remains exclusively for Skulls.
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2024 Token FAQ Part Three 1 year 2 months ago #8

Matthew Hayward wrote:

Marc D wrote:

Matthew Hayward wrote: I think teeth of Cavadar should interact with the ring - otherwise there is going to be all sorts of clarifications needed.

There are numerous rare and UR tokens that unlock psychic potential:

tokendb.com/Misc/psychic-imbue/

Having two sorts of psychic boosters that apply to different psychic enablers is going to make things very confusing for players, coaches, and app developers.

Also - How is someone who gets one of the new Psychic enablers supposed to know they shouldn’t buy a Tooth of Cavadar to get more psychic tiers with the new stuff?

What’s the harm on letting tooth’s of Cavadar add tiers up to 7 for the new rings anyway?

I am just confused by this whole thing.

Suppose a player has a: Charming Crown, 2 teeth of Cavadar, and 3 of the new items.

What happens?


Maybe I'm confused, but I thought the new psychic enablers did interact with the teeth. It's specifically the ring that doesn't interact with the teeth, since the ring already grants Tier 7 powers. It seems like the intention here is to fence the Tier 8 power specifically for Skull owners - which seems like a good thing!


Thank you Marc.

I'm an idiot.

Concern withdrawn.


You've looked in close detail at 20+ sets of contact sheets over a 3-day period for details like hand icons, transmute matching, and spelling errors. I'd say a small misreading is perfectly understandable and definitely not a reflection of your intelligence :)
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2024 Token FAQ Part Three 1 year 2 months ago #9

For the Dehydrated condition I suggest having two Tiers of repercussions as you have for the Diseased and Poisoned conditions and bumping the penalty up a bit at the Nightmare/Epic level.
For Nightmare and Epic make it -3 to Saves

Should any of these conditions be in play at the Non-lethal level? I'm thinking no.

I think it would be cool to have an addition repercussion at the Nightmare/Epic level if a player was both Poisoned AND Diseased. Maybe an addition negative to Saves, or Healers can no longer Heal, or if a player dies with both conditions they can't be resurrected. Let's make these levels really challenging again!!
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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2024 Token FAQ Part Three / Treasure Comment 1 year 2 months ago #10

I don't know the correct thread to write the comment under, so apologies ahead of time:

Appreciating that the Stalker Sets (as treasure and also a transmutable) provide great utility to having "monster bits." Please consider doing the same in future years, where the treasure will be transmutable with functional tokens as a set. This helps new players end up with a usable piece of equipment they can trade in if they come back from the first time they play.

Joel
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2024 Token FAQ Part Three 1 year 2 months ago #11

Do gloves of the gladiator affect all damage when using a 2 handed weapon such as a bow bumping ranged damage and if so does it also bump spell damage when a 2 handed staff is equipped?
Fall down......Go boom!

Adam Guay
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2024 Token FAQ Part Three 1 year 2 months ago #12

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Adam Guay wrote: Do gloves of the gladiator affect all damage when using a 2 handed weapon such as a bow bumping ranged damage and if so does it also bump spell damage when a 2 handed staff is equipped?

Bows and Mystics Staffs were confirmed to work with the gloves..

My understanding is that spells would not because you're not using the weapon to attack and the gloves specifically say "Weapon" (though you would get the +dmg when you swing a staff), but I don't think those exact words have ever been said (or at least I can't remember reading it)
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