Skill trees, as taken form the All skills list (with the extra information/clarification taken into account).
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General:
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| | On the mark, will the mark skill be worth 2 or 3 upgrades of that element?
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| | And why do some skills have a name for the skill and the effect, while most have only a name for the skill, and what do you call when you want to activate a skill with a double name?
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Energy Shaper
| | does that also apply to passive skills? if so, what about marks?
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Champion of Aether
| | what next world? the spirit world? like you could do dimensional travel to spirit world, dimensional travel to capital city? And when defeated 'walk' the same turn out again?
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Mobility
| | what environmental effects?
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Sniper
| | Wording needs to be changed to: Name a PLAYER AND a creature card. Target player in the same hex is forced to discard (ONE COPY OF) that card.
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Dust Cloud
| | Siege damage coming from that location, or being aimed at that location. And, rounded up or down? Is the rounding done for each action (making 1,1,1,1 (four players dealing one damage each) to 1,1,1,1 or 0,0,0,0) or for the total ( 1,1,1,1 = 4 total damage -> 2 damage)?
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Rising Storm
| | Needs a clarification, like what happens when I fight another element, then go back to the previous one? Does it matter if you win or lose?
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Bloodthirsty
| | Does the effect stack with itself? What if you lose a battle just after you have won one? (is it possible to take the bonus in and out the spirit world?)
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Pickpocketing
| | Do you get a random item, or one of your chosing, or the cheapest, most expensive, shiniest, oldest whatever item?
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Champion of Darkness
| | one third feels really overpowered, especially later in the game when people will get lots of cards. Also, does the third only determine the total number, or also the specific creatures? I have 6 toads and 6 crawlers, do I have to give 2 toads and 2 crawlers, or can I chose to give 3 toads and 1 crawler, or any other combination) When you are free to chose which cards you give it might help to balance the skill a bit, because the darkness player will be mostly interested in their sell value, meaning you could dumb the cheapest (and least interesting to you, like salvaged) cards. That way he doesn't gain 2 (or even more) rare creatures every win (later in the game), and you have a better chance in following battles (while you are trying to reach a shop to get some of your cards back |
On the order, Stealth feels like it should follow after Disguise.
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Curse of the Undead
| | 6 round after resurrection, or do they directly start? (possibly resulting into only 1 turn actually in effect: Icy tomb + 3 turns for no usefull spawn point (sieges, etc.)). And how does it stack with itself (as in, I get beaten, resurrect and get beaten again when there is still 2 turns until the first effect wears of, do I have to use a death mark for 2 turns or 6 turns after that? and do those 2 turns count onward while I'm in spirit
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Blood of the Undead
| | what environmental effects, by terrain/skills/??? ? Also, does this include your own skills (including this one)? <= nice paradox
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Thematically, Harvest a Soul and Blood of the Undead might be better placed when swapped, can't really decide on that.
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Tunnel Rat
| | er round, meaning, you can only use this action once per round?
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Champion of Earth
| | When does this come into effect (as in, do you trap the people that are in your hex right now, or the people that are entering that hex). What if you are attacked when you use this action (question holds for other actions as well)? What happens if you use this when inside a besieged city (especially, the turn the attackers try to enter).
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Diversion
| | Is the upgraded version banned too? If so, what does it do to skills like Tremors or Stellar Radiation? |
Hallucination
| | Is this skill passive, or activated?
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Phoenix Rider
| For every 6 hexes you move using 'Phoenix Rider', discard one card.
| Might need to be changed to, for every 'TURN' or '6 hexes (rounded up)' using 'phoenix rider' discard one card. Else 11 hexes would result in only 1 discard
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Bombardment | | 1 NPC garrison = 30 cards? And is that THE siege action, or any siege action (so in- or excluding the ones from gravity and water skills).
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Destroy | | What improvements? I can only find the tunnel entrances (now the build a mill,etc. skills are removed).
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Berserker | | Aura of Rage will be easy to avoid, making it quite weak, because of it's cost: with a cost of 3 you can't move and use it, so you will have to use it on the hex you are standing on (except for Clockmaker). With a cost of ►► or ►►☼ you would be able to move one hex and cast the skill, for a better suprise effect, more fun, and more power for the skill itself.
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Hellfire | | same argument as used above holds here too.
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 | | There is talk of a fortress in this skill tree, that isn't mentioned anywhere else. Do the normal siege and the steam pirate skill also work on fortresses (whatever they are and whatever they do).
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Architect | | what is the difference between improvements and structures, and what improvements and structures anyways.
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| | On a sidenote, if this is about building your own Towns and fortresses (and maybe even wonder) wouldn't it be a good idea to require two people for building a town (so someone can't just randomly build towns, that is, if there is a limit on the number of towns a team can build). And would it be a good way to allow multiple people to build a big improvement together (splitting the required number of action points)?
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Champion of Gravity | | makes for an awkward (in my opinion) synergy with Low Point of Gravity.
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Nature Rituals | | Do you have to stand on/close to that hex? The wording (and the example) imply you can use it anywhere on the map (as long if there is at least one forest hex on the map).
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Animal Form | | Cannot be used on a non-forest hex is subject to confusion, like: can I activate it on a non forest hex to move through two forest hexes, can I activate in a forest to move over the edge of the forest, or do all three hexes have to be forest hexes?
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Scouting | | do you have to use the skill in a hex to be immune to lotus traps in that hex, or are you immune anyway?
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Shaman | | Rewarding with both an extra forest hex for all previous skill AND +4xp looks double and too much for me.
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Cure | | Can this be used to clear the deck and battle restrictions on a player when he is locked in battle? For example: Bill meets Frank, and they get locked in battle, and Frank has a few skill that restrict Bill's decks (or battle). Can I use Cure to remove those effects and give Bill his free deckbuilding back (if I happen to be in the same hex as Bill the round(s) they are locked in battle?
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Protector | | 'Protect' no longer costs two Action Points OR 'Protect' costs now one Action Point.
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Lightbringer | | I read this as: 'Inspire: All allies in the same hex are allowed to use up to 3 additional upgraded cards during a battle.' If am right this wording is much clearer. And a question, does this effect ever wear off?? (for example, after one round or, more fun, after the lightbringer moves again). Also, does this work for the lightbringer himself?
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Research | | Lasts 6 turns meaning you have to wait 6 turns before you can use research again to get another skill, or can you use it earlier again to change
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Pirate's Grog | | How will the downgrading be done considering the 'no deckschange'-rule? You simply have to chose 6 creatures you use upgraged in the previous round, and downgrade them.
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Arctic Mage | | How is this combined with skills resulting in 'your opponent can use X less upgraded cards'?
Most reasonable would be: Number of cards opponent can use = Minimum(Basic number of cards opponent can use + bonusses due to skills - punishments due to skills, 12), because it states you opponent can use a MAXIMUM of 12 cards.
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Critical Strike | | I didn't notice until I got here, but in here duel should be replaced with battle (because battle is generally used for a set of (up to) 3 duels (compare One with Nature and Predator). Might be more of these discrepancies (in all mark of ... skills duels could/should be replaced by battles, also for Improved Salvaging).
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Revenge | | Does this skill require you to keep a complete list of all opponents you have lost against? Or only the last one? Also, does the 'counter' get reset to 0 when you actually manage to win (I guess so, but it is not stated anywhere).
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Bargaining | | I haven't seen that 'special price' mentioned anywhere.
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Improved Salvaging | | an ADDITIONAL???
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Swindling | | Name a Common or Uncommon card AND A PLAYER. Target player in the same hex is forced to trade that card for one of your cards.
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| | And what are these assasinate and illegal goods quests? Will (an example/preview) of these be shown in the global overview, so you can decide these are worth it, or not |