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Posted 20 hours ago

The Mask of the Wolf: The Wolf's Dungeon - Book 1

£8.845£17.69Clearance
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Seeds are very costly, be sure to not use a seed at the wrong time! SMALL seeds can boost up to 4, meaning use a small seed (much, much cheaper) when they have 2-3 in that stat. MEDIUM seeds go up to 6, which means DO NOT use on someone with a stat of 2-3, use a SMALL- use the MEDIUM seeds on those with 4-5 in the stat. LARGE seeds will increase to 8, so like the MEDIUM seed, ONLY use a LARGE seed on stats 6-7. HUGE seeds will increase anything over 8 for ever, obviously ONLY use these seeds on stats that are greater then or equal to 8. ITEMS: All + res/SMALL/MEDIUM stat seeds go on Sylvi, if Sylvi has 4/6 in stat give the SMALL/MEDIUM stat seed to Ceri. Unlike other areas of the game, the town event has a unique listing of creatures and will only have these enemies during the mission. Additionally, there are enemies from several variants, so you will run into both Brigand Cutthroats and Outlaw Cutthroats together (the apprentice and veteran variants respectively).

Party size of 5-6: Yes, you can currently have a part of 6, but 3 don’t do anything. The UI is already set up and is large enough to include at least 2 more people to be a part of the active team. Increase the active squad size to 5-6 and remove the “bench warmers” aspect entirely from game. More traps/types and an ability/way to disarm them + more secret walls ability to detect them: this should be standard in any dungeon crawler. Frankly the best I have seen in this regard was with Might and Magic X- you didn’t have to go around bumping into every single wall to find a secret wall, and when you found it you didn’t simply “open it” or “walk through it”. Captured creatures improve party and/or skills: instead of having a captured member become a party member (see point 3- having over 50 joinable is a joke) have them augment the team, or certain abilities instead. Example: you start with “single slash” but capturing a “boar” the boar would upgrade the ability to “double slash”, capturing a “Cat” next would decrease the AP cost of it, capturing a Succubus next would turn it into “double fire slash”, etc etc…Like the Darkest Dungeon quests, Wolves at the Door has a static map and the mission will always be the same. There are no curios requiring the use of items, so you can save your items exclusively for in-battle use and torches. The Barrel O' Bombs can be destroyed, which will remove the bomb from your heroes' feet. However, its Riposte will likely wear your heroes down too much for this to be worthwhile, and it does respawn immediately on Vvulf's turn, which makes this more of a stall than a solution. Leper: Extremely handy for handling pre boss fight stress. Also has a potent self-heal which takes some load off your Vestal. Leper also does great damage to the boss, usually as result of hitting ranks 1,2 that the boss will usually be guarding. As with all higher-level dungeons, your heroes will need accuracy boosts to consistently land hits, especially since enemies in this dungeon tend to have high dodge — Sun/Moon Rings are optimal. A lot of the enemies you face here will inflict a huge amount of Stress, so make sure you have ways to heal Stress or mitigate their effects, lest you risk your party getting Afflicted before even reaching Vvulf. Bear in mind that this being a Short quest, you will not be able to Camp to receive buffs or relieve stress.

ITEMS: All + res/SMALL/MEDIUM/LARGE stat seeds go on Sylvi, if Sylvi has 4/6/8 in stat give the SMALL/MEDIUM/LARGE stat seed to Ceri.Hellion: Adrenaline Rush on your Hellion makes it so your Hellion can recover from Death's Door by herself while clearing any Bleed/Blight. Similarly, Crusader with Battle-Heal and/or Inspiring Cry can achieve the same thing. Wolves at the Door is a rare town event and has a few conditions must be met before it will appear: Assuming that Vvulf's damage has been made trivial with the above tactics, your main concern should be the Brigand Raiders, as they will be the main source of damage. It is usually best to kill, stun, or otherwise disable one Raider per turn, take the hit from the other one, and focus your other actions on damaging Vvulf. Bring plenty of bandages.

Weapons: not in game at all, should be added… If you don’t want to add “damage multipliers” and such because it would be “too complicated” all you would have to do is tie unique bonuses to certain weapons, (ie. 10% extra XP, 3x crit chance, etc) and tie “total number of skills” to the weapons themselves vs just having a flat “6 abilities total” (ie. early game weapon you can only equip two skill/abilities, late game weapon you can equip 6-8 skills abilities, etc) Remember that like any other boss, this fight is a race. Do not spend any more actions than necessary on healing or stalling, because the damage and stress will eventually catch up to your heroes. does away with all that detail. As a DM, just wing it. If looking for a explanation in the official RAW, here are some things to keep in mind:Voices/sound affects in combat: you don’t want to pay for voice actors for the story? Fine… But cutting it from combat? Weak… seriously weak… Some of the funniest moments in older games such as Wizardry 8 is when you land a crit and your guy/girl automatically starts talking crap. Also, the “breaking down of clothing/armor” is awesome, but we need to HEAR the response in combat- from those having their clothing/armor broken as well as from the person doing the breaking!

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