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Dwarven Changes
#1
10. Dwarves
a. (Mountain Supremacy) Now +50% in the mountains (was 30%)
b. (Evasion in Mountains). As before, but perhaps also adding #119 to work as #120 with tactic 1 currently does for DW to not unsettle existing DW players.
c. DW special Order #599 to become increase defense by 4000 at a cost of 10,000 gold.
d. The Axe of Farin always starts in either Region 2, 3, or 6. The Dwarf gets the locations of the Axe and the Portal in the Talking Mountains.
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#2
(09-09-2014, 04:06 AM)Ry Vor Wrote: 10. Dwarves
a. (Mountain Supremacy) Now +50% in the mountains (was 30%)
b. (Evasion in Mountains). As before, but perhaps also adding #119 to work as #120 with tactic 1 currently does for DW to not unsettle existing DW players.
c. DW special Order #599 to become increase defense by 4000 at a cost of 10,000 gold.
d. The Axe of Farin always starts in either Region 2, 3, or 6. The Dwarf gets the locations of the Axe and the Portal in the Talking Mountains.

Why not just let the DW start the game with the Axe of Farin in the 1DW?
Lord Thanatos
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#3
Yeah baby! Dwarven master race!

BTW, it is triangular tunnels.... the triangle bering the strongest geometric construct and letting 2 dwarves fight abreast while their lousy bad enemies can only squeeze one in there, unless they are really lousy kobolds errr....gnomes I mean.

Now a haiku 4 u - -

Dwarf. Supreme being.
Give me the Axe of Farin
Or I bust yer face

I also have one about the sexyness of bearded ladies that I am saving for the next time I go to that awesome Italian restaurant with that scarey hostess.
"Have you ever considered piracy? You'd make a wonderful Dread Pirate Roberts."
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