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Realm Questions Sticky

A topic by Gila RPGs created Dec 15, 2022 Views: 1,339 Replies: 39
Viewing posts 1 to 22
Developer

Got a question about how a specific realm, or the rules of enemies or equipment from a realm? Put it here!

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Fell Woods - how do the Mystic Boon and the Reinforced Wall interact? We had a mild argument about whether preventing the first reinforcement wave prevented the healing.

Also the timing on the Mystic Boon was a bit unclear - does it happen when the first reinforcement wave arrives, or when you first set up Gorrax and his Lads?

(The realm was really fun - lots of little touches worked very well for some fine emergent story. It's my favourite realm so far)

Developer

Glad you liked the realm! 

I'm clarifying the timing in this 1.1 update. The mystic boon still grants the healing, even if you skip the first wave with reinforced walls. The healing happens when you set up Gorrax.

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A few Realm-specific questions following from my post in the General thread. Beware minor spoilers.

  1. Grim Coast - Zealot's deal +1 Harm for each adjacent enemy. Does this mean adjacent to the Zealot or adjacent to the Engraved (I assume the latter for thematic reasons)? And does the Zealot count itself if it is adjacent to the Engraved rather than in the same space? That seems a little strange, but the rules text doesn't specify "other" enemy.
  2. Grim Coast - The Siphon Spell's Drain effect deals Harm and recovers Health. Does Block apply against this Harm as normal? If so, when all Harm is blocked, does the Health recovery still occur?
  3. The Island - Finishing the Realm rewards the Engraved with a consumable item. However, according to RAW, consumables are lost when the Engraved travels to a new Realm. Should this particular item include a note exempting it from that effect?
  4. Draco Lands - An Engraved can trigger the Spell Stone Gear by taking +1 Harm in a round. Does this bonus Harm still count as Harm 1 if no other Harm is dealt to the Engraved in the round? Or are we meant to infer that the Gear cannot be used unless the Engraved is already facing Harm in a round?
  5. Iron Vale - Do the Spellsmith's attacks affect other enemies since they deal Harm to "everyone"?
  6. Frostdale - At Point 5, does the fight end as soon as the Rime Knight is defeated regardless of the skeletons present?
  7. Zed - Are Soul Stones reusable? I assume they are both because the rules text insinuates it, and because it would be far too easy to accidentally lock oneself out of finishing the Realm otherwise. However, the Soul Stones have check boxes which prevent their reuse RAW. It seems to me the Soul Stones check boxes should be removed, and their entries should receive a note on repeated actions like the one for the Beyond entry at Point 1.
  8. Zed - How long does the Ghost Oil earned at Point 4 last? One full combat?
Developer

1. Adjacent to the Engraved. I've added "other" to help clarify.

2. It does not work if blocked. I've added that note to the spell.

3. Good point! The pamphlet realms are a little different, so you do get to keep that consumable.

4. Gear can't be used if they aren't facing Harm.

5. Yes.

6. No, you still need to kill the mobs. However, having killed the Rime Knight, they won't resurrect if you die or respawn.

7. Good catch! I've removed the boxes and clarified the action is repeatable.

8. One full combat. The wording has been clarified.

Playing my first game in the Grim Coast and decided to head to the Gnarled Tree and having my first fight there.  Having fun so far, but I had a few questions about how the Writher's Spike Pods are intended to work.  Are they supposed to be removed after dealing damage?  If not, can multiple be placed in the same space?  Can Block be used to reduce damage when moving into the space?

Developer

The are removed after dealing damage. Can't have multiple in a space. Can't be Blocked because the Harm is dealt at the start of your movement/turn.

DRACO LANDS

Just finished the realm in four moves (1 -> 2 -> 8 -> 9 -> 10) and while it was cool to catch the Rune Lord with their pants down (metaphorically) it seemed a bit easy to do, given the clock only advances for movement or death. I didn't die once, which is a first. To be fair, I have a few realms under my belt now, but even with my standard loadout of great-axe and shield I think we could have taken the Realm Knight in Dragon Knight form, without exploring half the realm. 

Maybe the fight should offer a different reward for beating them before they complete the first stage of their transformation?

The only other fight we had was against DRAKE and that was a lot of fun - the cadence of having two stances was a nice change. My only query there is whether the Drake's Talon card should have the "sword" quality on it?

How many actions can you take at each point? Would I be able to do lore and then a fight or would I have to move off the point and then back again? 

Under normal circumstances you can do any or all of the actions at a point while you're there.

If there's a Fight, you generally have to complete that (or have it marked from an earlier visit) to do any other action. 

Page 11 of the rules covers actions. Often (but not always) taking an action at a point will cause the Realm Clock to tick - which usually means something bad is getting more imminent.

Zed - is the Reave mode of the Scythe supposed to be 2-Handed? The rulebook talks about using a versatile weapon in one or two hands, which suggests that it should be. The example given, however, is the Drake's Talon, which explicitly states 2-handed on the card, which the Scythe does not.

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I believe since rather than saying "Two Handed," and instead using the verbiage of "Mode," the Scythe is intended to only be used in one hand, and only in one mode at a time. So at the top of a round, you would decide whether to use it in Reap mode or Reave mode.

However, I do believe that this could use some clarification, because the very definition of Versatile in the rulebook indicates that this term essentially means "can be used in one or two hands." But I would still default to my interpretation above since specific rules within realms override the rulebook.

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In the Fell Woods, the Smasher's Pack trait states "If Smasher starts next to another enemy..." Does the word "next," as opposed to "adjacent," imply that this trait should activate when another enemy is adjacent to the Smasher in addition to when another enemy is sharing the Smasher's space?

Edit: After thinking on this a while since I've posted, I believe it should be treated as "adjacent," instead of some new term.

Question regarding the Draco Rune, and this may extend to other pieces of gear/equipment/runes that are similar.

When I use this rune for the effect that deals 3 Harm to all enemies, can I choose to have this Harm apply before enemies have dealt Harm to me?

The core RUNE rulebook, page 32, seems to indicate that any actions that aren't moving or attacking can be resolved before or after Harm is dealt from the attacks of the current round. So my question can also be worded as this: does activating a Harm-dealing rune count as one of these other actions that takes place whenever I want during this phase of combat; or must I apply this Harm simultaneously with all characters' attacks as usual?

My thinking: activating a rune which deals Harm means it should also be applied simultaneously with other attacks. I've been playing it the other way and thinking it was unbelievably powerful, but if my realization is correct, then it's a bit more reasonable in power level (although still very strong imo).

Developer(+1)

Runes are intended to be able to be activated at any time during the combat round, depending on when you want them, or what makes the most sense for the rune. 

So I would interpret the Draco run as using it whenever you want, before Harm. But if you feel that is too powerful, you can always relegate it to the Harm step in combat.

Draco Lands: I accidentally blitzed my way to the Chosen Draconic Knight and beat him (the branch helps). Is it reasonable to keep exploring and looting the island? It feels a little weird with no clock to help move things along.

Developer

It's up to you! That is part of the decision of facing the rune lord early. If you kill them early, it's easier to get the rune, but maybe you miss out on getting the rest of the stuff in the realm?

Ultimately it's up to you to decide what makes sense for your Engraved!

The Grim Coast, is the Ruined King considered unique?

Developer

Yes, the Ruined King is unique

Thanks

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Sun scorched ring, is it applied when the enemy is half health or when engraved is half health?

Trying to kill off the ruined king and need every damage point possible.

never mind, I think as you're the ring bearer, it probably effects the engraved. I'll leave this up to confirm.

Draco Lands, Draco Lands Clocks

If Draconic Knight's Clock is fully filled and Wyrm's Clock is filled with only one, is the state of Draconic Knight correct?

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I have additional questions.

- Fell Woods

"The Militia be used at any time to revert a Point so that it is no longer Lost."

Can Militia I get in Hinzelton only be used in Hinzelton? Can I revive at any point?


- Hollow  Anfel, Phase 1

What is the Harm range on a die roll of 6?


- Frostdale    Storm Giant’s Actions

• 1-2: Columns A & C • 3-4: Columns B & D • 6: Columns A & D

Is 5 OK without anything?

thank you.

Zed   Mercenary  Hired Muscle

The death judgment will be the processing of A at the end of the round. Mercenaries can act again even if they have acted before the next round. Is this correct?

Developer

Answers to all your questions.

1. They are the Wyrm in that situation.

2. Militia can revive any point.

3. There is no range because there is no Harm.

4. 5 is also A&D

5. That is correct.

Thanks

> 3. There is no range because there is no Harm.

It's Phase 2.

Anfel, Phase 1‬, 6 is "Block 3, Harm 1,Prophecy"

Please check it.

I received an answer on Discord.

"the Harm is any range for that"

Thanks.

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I have a question about a rune from Rune.

  • Iron Vale - The Hunger rune you receive says "Increase all Harm you deal +1." How is this bonus intended to be applied?
    • Option 1) You deal 1 extra harm during the Harm step each turn.
      • 1.A) Only applied to main weapon Harm, not bonus Harm like cleave? (same as a similar answer for the Crimson Crown)
      • 1.B) Would it only be applied to one weapon or both weapons?
  • Option 2) You deal 1 extra harm for EVERY source of harm?
    • 2.A) Both weapons, items that deal harm, etc.
    • 2.B) If this is the case, for effects that harm multiple targets, do all targets take 1 extra damage? or do you pick only one target to take the extra?
      • 2.C) E.g. do the Hunger and Draco runes combine to deal a free 4 Harm to all enemies in every fight?  0_o 

Thank you for your time.

(and thank you for a very fun game! I am currently obsessed!)

While watching your youtube videos, I've noticed a few things have changed in the final version and I'd love clarification if possible.

Amulet of Dawn on page 42 has a higher healing value than the same item on page 71, Healing 1 hp seems to be more balanced as a starting item, so I'll assume 42 is an old version/typo

Can the player and one enemy still occupy the same space or just two enemies, and if so, does all harm still get increased by +1?

Some weapons still have the range as "same", such as the Erupting Flame weapon, and some weapons lost that descriptor like the sword, was this intentional?

Developer

1. The values on 42 and 71 are the same, both Heal 2. You might be looking at an older version of the PDF if they are not the same.

2. Two characters can occupy the same space, though the rule for dealing +1 Harm has been removed.

3. The sword no longer hits at Same range.

The videos were recorded with an early version of the rules, so you should look at the most recent PDF for the updated rules instead of the videos.

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Thanks for the speedy reply!

RE: Amulet

The PDF I'm using was just emailed to me a few days ago, those would be "Rune Rulebook 1.1" pages and spreads (I checked both) I also checked my print copy that arrived this week, it also has differing values for the amulet.


Been loving the game, enjoyed your videos, finished Grim Coast and the Hollow so far, will try a playthrough on my channel in the next month or so.

Fallen cleric chr, sword/sling, then siphon amulet, health rune. 

I might try a homebrew sci-fi adaptation if I get time.

DRACO LANDS: The Realmbreaker's break ability says it destroys the realm if it runs out of adjacent spaces, but the Realmbreaker starts in the corner and can't move, which I think means it will always destroy the realm on its third break. Am I understanding this correctly? Also, what happens if it tries to break the space the Engraved is on?

Just an idle curiosity; I managed to take it down just in time with the best weapon in the game (Griff's Dagger), but right afterward I realized how close I was to a big game over.

Thank you for making this great game!

Hi there, general question on the grim coast. Do I need to do an action if I move to an area? I kinda want to explore some of the locations without fighting, to save my health well as I travel between day and night. I was hoping to skip fights if I didn't need to do them. 
I could see this going either way. I think of dark souls, where the first time I adventured through the undead burg, I fought everything! The 80th time i was skipping lol 

Developer

You don't have to take an action whenever you move to a point. 

Grim Coast, Location 7 spoilers ahead:::

When fighting the Necromancer and the lost knight at once, I killed the lost knight but not the necromancer. I can escape with 1hp right now, due to my roll.

Will the unique Lost Knight enemy considered defeated the next time I arrive here if I do flee? 

Developer

Yep!

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Grim Coast:
(Spoilers ahead)

I am still loving this, still persevering with my clunky axe boi, and doing boss run after boss run having a wonderfully miserable time! I absolutely love how just getting Siphon has opened-up so many new strategic choices for me - but now the decision of what to equip is so tense and interesting. 

I came up with some very specific issues that I wanted to run past you, because they might affect my choices with equipping different item combos in future, and I'd love to know your thoughts on them. They don't feel cheesy or OP - I still got slaughtered - but I guess they raised some questions about combat order.

  1. Does the effect of Sun Scorched Ring apply +1 harm per attack/source of Harm OR just +1 Harm to the total harm dealt on a turn? For example: I'm using Great Axe and Siphon, I'm at <50% health fighting an undead monster, and I roll the following: Move 1, Harm 3, Cleave (from Great Axe) and Drain 2 (from Siphon). The note for Drain specifies that it deals Harm. Do I get:
    1. Harm 3+1 from the axe + Drain 2+1 from the spell - for a total of 7 Harm, 3 of which heals me back
    2. Harm 3 from the axe + Drain 2 from the spell + Harm 1 for the ring - for a total of 6, 2 of which heals me back
  2. Following on from this, can I apply the Harm in the most advantageous order if the enemy has some Block? i.e. use the Harm generated by the Great Axe to dispense with the Block and subsequently let the Drain through so I get the health buff?
  3. AND following on from that: the rules state that, during step 5, you can decide to resolve effects that do things other than Harm before or after Harm is dealt. If the answer to Q1 above is 'a' (where the buff from Sun Scorched Ring may be applied several times during the one attack), can I choose to deal the axe Harm with the low-health/undead bonus THEN deal the Siphon Harm with the low-health/undead bonus THEN apply the heal which would bring me back above 50% and disable the ring buff?
  4. When the ghouls heal, I presume they can't go above their starting health right?
  5. Finally! I'm fighting the Ghoul with Siphon, after dispensing with the skeletons, and essentially milking the encounter so I can get a full heal before it ends. Keeping in mind the 'you may resolve effects that do things other than Harm before or after Harm is dealt' rule mentioned above, imagine the wounded ghoul rolls Gain 3 Health and I roll Drain 2 - may I apply the ghoul's health gain (keeping him alive), then deal my 2 damage, then gain my 2 health from the Drain? 

Sorry for the massive questions! Just wondering what you would do in the above, if you were playing :)

Hi, I just found and purchased Rune, and am excited to play it. One quick question, I'm starting my first foray into the Grim Coast and am picking my starting Runes. For the Fate's Foe Rune (+2 Health), what is the timing of the +2 Health? Can I exceed my maximum health? So I start with 10 Health. Does this Rune apply immediately so my health is now, 12?

Also, with this rune, when I rest or re-spawn at the sigil, do I restart with 10 or 12 Health?

Thanks!

Developer

Hey!

That rune immediately kicks in, bringing your max Health to 12. As long as you have that rune equipped, you can heal back up to 12, including when you rest or respawn. 

Good luck on the Grim Coast!