and what do i gain from just plain combat orders?
I think fighting back enemies on the hexes helps to rid the island of the invasive species.
There's a ticker for it on the front page of the event.
Or the hectagonal prism. Anyone have the beat on that?
The prism doesn't do anything interesting with the walruses.
There are enemies scattered through the hexes, and a combat focus makes you work on clearing them out more as your travel/patrol.
The prisms on the map can probably be ignored for now, unless you just feel like clearing out invasive species around them.
I'm working on clearing a path from the camp to one of the resource points, so travel can be safer for foragers or those wanting to focus on faster runs between them.
I've got all warriors for my company to do that.

GOOD LORD, okay, that big guy is a menace, not sure how to mitigate his damage, if at all lol
It's just something the whole site chips away at over time

It gives people time to heal up while others fight
He hit me like, 30 every time
Just crushed me
Also gives something for people to pick at when there's not enough to take down regular enemies.
Did I hear...Big guy?
I don't think damage from him can be mitigated. I think it's just the luck of the rolls
rocket launcher time
Aardbei goes first.
Aardbei rolled 1d20 and got a natural 12. After the modifier of +10, got 22
Aardbei lobs her grenade at Hulking Lizard's feet.
Aardbei rolled 6d8 and got a natural 35. After the modifier of +5 from gear, got 40
Aardbei does 40 damage to Hulking Lizard
Hulking Lizard rolled 1d20 and got a natural 18. After the modifier of +5, got 23
Critical hit! Hulking Lizard grabs hold of Aardbei, turns Aardbei upside down, and drops into a sitting position. Aardbei's head is driven into the ground.
Hulking Lizard rolled 5d8 and got 29. Because it's a crit, that damage is multiplied by 2
Hulking Lizard does 58 damage to Aardbei.
Aardbei rolled 1d20 and got a natural 12. After the modifier of +10, got 22
Aardbei lobs her grenade at Hulking Lizard's feet.
Aardbei rolled 6d8 and got a natural 35. After the modifier of +5 from gear, got 40
Aardbei does 40 damage to Hulking Lizard
Hulking Lizard rolled 1d20 and got a natural 18. After the modifier of +5, got 23
Critical hit! Hulking Lizard grabs hold of Aardbei, turns Aardbei upside down, and drops into a sitting position. Aardbei's head is driven into the ground.
Hulking Lizard rolled 5d8 and got 29. Because it's a crit, that damage is multiplied by 2
Hulking Lizard does 58 damage to Aardbei.
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