
Let's Play #4 is here! This time we're talking items — a system we haven't covered before. Every unit gets a Health Stone (self-heal, 20 HP → 10 HP on reuse), Mages get Mana Stones (+5 Mana), and everyone carries 2 Bandages (1d6 HP, only below 33% HP, once per turn) and 1 Adrenaline Shot (+1 Action now, but Stun next turn). Plus, Eye Drops and Echo Herb for removing Blindness and Silence. The goal: make teams less dependent on Priests and add tactical depth.
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Let's Play #4 is here! This time we're talking items — a system we haven't covered before. Every unit gets a Health Stone (self-heal, 20 HP → 10 HP on reuse), Mages get Mana Stones (+5 Mana), and everyone carries 2 Bandages (1d6 HP, only below 33% HP, once per turn) and 1 Adrenaline Shot (+1 Action now, but Stun next turn). Plus, Eye Drops and Echo Herb for removing Blindness and Silence. The goal: make teams less dependent on Priests and add tactical depth.
(more…)

Let's Play #4 is here! This time we're talking items — a system we haven't covered before. Every unit gets a Health Stone (self-heal, 20 HP → 10 HP on reuse), Mages get Mana Stones (+5 Mana), and everyone carries 2 Bandages (1d6 HP, only below 33% HP, once per turn) and 1 Adrenaline Shot (+1 Action now, but Stun next turn). Plus, Eye Drops and Echo Herb for removing Blindness and Silence. The goal: make teams less dependent on Priests and add tactical depth.
(more…)

Let's Play #4 is here! This time we're talking items — a system we haven't covered before. Every unit gets a Health Stone (self-heal, 20 HP → 10 HP on reuse), Mages get Mana Stones (+5 Mana), and everyone carries 2 Bandages (1d6 HP, only below 33% HP, once per turn) and 1 Adrenaline Shot (+1 Action now, but Stun next turn). Plus, Eye Drops and Echo Herb for removing Blindness and Silence. The goal: make teams less dependent on Priests and add tactical depth.
(more…)
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