Looks like both C’tis and Abyssia have gone stale in 5 Nov.

dfs

Pax Ermor:

Wonderful. Bandar Log is fighting Ermor all by ourselves and losing badly. Yet somehow, folks think other countries are the biggest threat b/c apparently folks can’t read scales.

This is rather unfortunate for most folks.

Ulm - I have three neighbors and Ermor ain’t one of em. Otherwise I’d gladly help… Need money? Gems? Items? Let me know.

Is the server down? I have not been able to connect to it.

It does seem to have died, I’ll give it a kicking when I get home.

Gracias!

Pax should be back online, but I urge the players to speed the game along. I’m not sure how much life this server has left in it hardware wise :(

Pax Ermor has entered its maturity.

Shin and Vanheim still exist, but appear to be either vassals or vacation spots. Pythium controls the east and has been at peace for most of the game. Bandar Log has gone somewhat silent, indicating a lack of poo to fling at Ermor’s skeleton advance. R’lyeh is under new ownership and is running military exercises on every shore. Ulm is gathering itself in the west for no one knows what, but it surely will involve armor. Eriu has recovered from its four wars and occupies the battle-scarred north.

Elemental royalty have been glimpsed through battlements. All five global slots are filled. The commanders of Ulm and Eriu find themselves in their usual position: in the endgame, hoping to learn from the good players while not being crushed immediately by units and spell combos we’ve never seen before.

and beer. Armor and beer…

In other news, 1200 dead things riding dead horsies attack Bandar’s capital. Paralyze is cast 40 times a turn. Pants are peed.

The battle at Bandar Log was a big defeat and I’m a bit bummed that the rulebook misled me or my understanding of the rules is lacking.

First, Solar brillance is pretty ineffective. Given that it went off vs it should have eliminated about a third of the undead in one shot given that most of them had MR of either 8 or 9 (+4 for the spell so a total of 10 vs 12 or 13. I like those odds when there’s 2000+ of them). Second, my earthquakes should have wacked just about everyone else and every mage commander who wasn’t ethereal. I don’t understand how so many mages survived 8 pt attacks with 0 ermor and 8 hit points.

Solar Brillance also can’t be boosted by penetration items but it does dispell darkness.

I wondered about the earthquake fail. I was expecting all of those Paralyze-casting Thaumaturgs to bite it, but I didn’t see a single one die.

Update: Re-watching, I see that quite a few of the Thaumaturgs have Twist Fate put on them somehow during the first turn. Was it Fanaticism that did that? Or Darkness? Anyhow, I think it may have canceled the Earthquake spell, basically. A lot of the Twist Fates were gone after the Earthquake hit. And I didn’t see a second Earthquake happen. Did it?

His pretender blessing gave them all twist fate. That would cancel the earthquake. All in all, I was a bit surprised b/c I thought the earthquake would again kill about half the undead.

No idea why solar brillance was so lame.

His quaker took a turn to summon earthpower, so that gave the good guys time to call upon divine blessing (and shouldn’t a quaker be a pacifist, anyway? hmmm). Also, I don’t think any of the battlefield-wide damage spells hit every where at the same time. Both the quake and the solar brilliance will only hit some fraction of the squares on the battlefield. Wrathful skies, for example, also doesn’t strike every square every round.

Otherwise, it was quite the gamble sending the W4S9 pretender out to cast a spell easily castable by a Rishi. The witch is dead! Ding, dong, the witch is dead! Which old witch? The wicked witch! Ding, dong the wicked witch is dead!

It is only too bad that Bifrons the Valorous wasn’t home for the party. We look forward to the day when “Sir Runsawayalot” dies “retreating into enemy territory”.

Wrathful skies is a continuing spell. continuing spells don’t hit every square every turn but instead hit something like half or whatever.

Solar Brillance/Earthquake or a 1 shot spell that should hit everyone on the turn they’re cast. They don’t repeat.

Oh yeah - my brain was bit fuzzy about earthquake this morning - I forgot about the defense check. With a def of 14, the horse stand a decent chance to avoid damage.

Solar Brilliance, on the other hand, is not a 1-shot, but very much like wrathful skies. Maybe with an MR check as well.

How might one calculate the odds of Earthquake killing a unit with a defense of X? (My apologies if this is explained in the manual, which is 200 miles away from me right now.)

beats me :)

So this:

was fairly thick with speculation? :)

Does “decent chance” sound like anything but?