I love imagining the Cold Front spell. You can use this heal on yourself as well as your allies, which means you can also add a buff enhancement to this ability and cast it on yourself. Well yes, but it’s one of those abilities where you think, “If I am surrounded, I can hit everyone and run away!” And in that situation you’ll be very grateful you had this card! Enjoy! Cold Fire. Just added to your cart. So it is a new experience for all of us now – like starting a new game… me – playing level 6 Scoundrel (previously Doomstalker) Page 8/24 Use 1 Loss ability. Another Move 3 won’t hurt us. No way do you want to put yourself in harm’s way to get hit 5 times to dish out 3 damage in return. The bonus does no harm if Earth is in the room. If you really enjoy playing the mage class in DnD this class will be a great fit for you.. She relies pretty heavily on AoE damage but gets some cards later that allows you to expand your play-style. These scenarios are locked until the town has achieved prosperity level 3 and two characters have retired. Generally, you’ll be creating elements on turn 1 to consume them on turn 2. His 2 HP means that he’s gone from one hit. This is a handy SOS card! Description: Contains a solo scenario for every character included with the game. You can take 1 damage and randomly lose a different discarded card instead. Immobilize only stops monsters from moving, not from using ranged abilities, healing or doing any specials. The combos will change as you level as you’ll have different abilities available at different times. Ideally, you’ll want to take 4, or even 5 repeatable abilities if you can. But you’ll usually spend one turn creating elements to set up what you want to do on your next turn. Minor Potion of Power (honestly didn't do all that much, but I like it for the first room). But that will be resolved in the next couple of levels…. But really, a damage-dealing ability would be so much better here for our build. News Decklists Discussion Media. README-no-large-images.mdhas most of the screenshots from the rule book replaced with links to those images and is only about 2MB. README-no-ima… Want to be rich? A top loot is a nice way to pick up some shinies. Crackling Air will give you another 4 and Impaling Eruption between 4-8 per scenario. I wouldn’t suggest that you prevent the rest of your party from entering the room while you spend a turn setting this up though. This is a solid ability for a different Spellweaver build type. Use a piercing bow if you have issues with shields here (stone golem really doesn't have much in the way of shields). I could even make him walk into a trap if I needed to. However, he’s not there to be a meat shield for you. The damage from this card is pretty low. That works (and is almost necessary) for the two imps in the second room. Verrine Feb 28, 2018 @ 5:49am I bought TTS to try out these scenarios. And I’m not sure it does because of that. I’d rather have another damage dealing spell in my hand than Twin Restoration and I have the Icy Blast heal if the party really needs it. This Spellweaver guide focuses on the area of effect build and strategy. You only need to consume Wind on the turn it is played to provide the damage bonus across all four hits. Advice on moving the story forward is also provided. Both of these cards are great choices at Level 9. You may want to hold onto some Gold for City or Road events. Your email is only used for updates and email-based ad targetting. If you really enjoy playing the mage class in DnD this class will be a great fit for you. If you find yourself exhausting before your allies regularly, take a long rest instead of a short one. Personal Quests are card drawn at the start of a campaign, representing the ultimate goal of the character, i.e. Rules SummaryThis is a summary of the rules, in the format of a detailed order of play as a pdf-file on Google Drive maintained by Alex Florin (~500KB). Rest, lose 1 card. Spellweaver Area of Effect build structure. Our SCENARIOS book as a downloadable file ---This book includes the twelve Scenarios of the Month that we released in 2018, previously only available as separate downloadable files. I can't recommend the boots of striding enough for use with Ride the wind. However, we can only create Dark when we use Reviving Ether or Chromatic Explosion, so it’s not like we’ll get that many opportunities to use the invisibility boost. what you really want is the Strengthen enhancement on Mana Bolt. I can’t say enough about Reviving Ether. When you play Reviving Ether you can swoop his card back up into your hand even if it’s still in play. With the 19 initiative on this card you can blast the room with fire on your 2nd turn. The Shield of 2 is interesting, but if we were consuming Frost for defence, we’d use Frost Armor to negate damage completely or even Freezing Nova to hit and run. Third turn I used Reviving Ether to jump into the corner next to the door to the second room, then Living Torch to kill the elite imp. And it’s still a melee ability. 50 Money Tokens 6. With all of the poison debuffs I decided healing wasn't really worth it unless I was also getting a buff (like strengthen from Mana bolt). You need to be in the goal room before using Reviving Ether. It’s an awesome way to get those great modifier cards you add through perks into play. Dealing with archers and shamans required a lot of running around; when I was out of position I tried to throw a heal on the guards and infuse some light. This includes a 24-page scenario book of 17 all-new solo scenarios and a deck of 17 item cards - rewards for completing each of the missions. My next scenario involves armour and is based on a historic encounter. You’re effectively carrying this card to swap this one card for 2 cards later on. I really like Crackling Air. Sometimes I breathe ice like an Ice Dragon, sometimes I blast a wall of ice, and sometimes a freezing mist whirls and rises from the ground. 1 Scenario Book 7. This is just the first of my Bolt Action Solo Scenarios. We have a few options here. Exhaust. 150 Event Cards 13. As starting allies go, 3 damage every turn is pretty good. As I look at each of the cards I’ll be evaluating them from the perspective of an area of effect build Spellweaver. You … Shields are so melee focussed they just don’t really fit with our build. I think that with such setup we could even handle very … New Strategies, Kickstarter Picks, What I'm Playing + Special Extras every month! First priority is killing the drake, but one-shotting the closest imp can help out greatly with reducing incoming damage. Flashing Burst: really can be your choice here -- fire orbs if you need fire gen/help with first room. Hi! Note that when I say solo here I do not mean the 'I take one side and let a system run the other'. If you short rest and choose Reviving Ether as your random card to lose, don’t panic! 1 6 + 3 4 Place Terrain hex. Walk on by. Solo scenarios Each of the 17 classes in Gloomhaven has a solo scenario designed specifically for that class. Board games, TTRPGs, miniatures - everything tabletop games! Ride the Wind goes. That boost is insane. Use the googles on those big area of effect spells so that every time you draw modifiers for the target you get to draw two modifiers and choose the best. The 19 initiative is also very welcome! An unofficial lightweight, searchable copy of the rule book. It’s really the only way you can run from behind the pack as a Spellweaver and dash towards the treasure chests. It’s got a great area of effect, deals no friendly damage, creates Ice, gives us 2 experience points, muddles everyone in the area, has the lovely range 3 we want… Such a great ability! This is an awesome +1 boost to all your large AoE abilities! It’ll dish out a nice 9 damage across three monsters and net you an experience point too. Rest, lose 1 card. This article is a complete guide to building a Spellweaver focused on area of effect damage. README.mdcontains all the relevant images from the rule book and weighs in at about 16MB. For my group, it was more effective to have the Spellweaver play as an area of effect damage dealer. 5 cards, use 1 Loss ability. At this point, Flame Strike is a bit awkward for us to use. And he is quite little. Gloomhaven is a cooperative adventure game designed by Isaac Childres and is for 1-4 players, each scenario takes about 60-120 min. I'd also add, I spent some time sitting in the 2nd room (as far away from the entrance as possible) to draw them onto traps. Gloomhaven Scenario Viewer allows you to load any scenario from the boardgame hiding any unopened rooms, monsters, special sections and conclusions. It’s low damage and one target, but it’s better than using a move action when you don’t need to. The solo scenario for the Spellweaver has the following Special Rule partway through it: [o]All monsters on the other side of the door become dormant and do not activate until...[/o] Does this mean that they do not take any turns at all, nor have any ability cards drawn We will miss the 20 initiative, but Frozen Night is twice the strength and allows us to hit more targets, gain more experience and Create Ice. If a couple of bad guys try to whack us, we can use this to make sure their hits bounce straight off. If you enjoyed this Spellweaver guide, check out: ranged build guide for the Cragheart, tank build Brute guide, a Scoundrel single target poison build, Tinkerer crowd control build guide, and damage with stun Mindthief guide. EmilyHi, I’m Emily, the tabletop gamer behind My Kind of Meeple. We huddled over them on wet Sunday afternoons in London after we'd run out of beer. 3. The top of Living Torch was more useful for me since I only needed to pull a +1 to kill a normal imp, and the bottom summon was more useful since the range and movement was greater. We also need to pay attention to our element generation to make sure whatever we choose, we can actually use! That top melee ability is so, so tempting to use even as a ranged Spellweaver. Enjoy it while you have it in the first half of a scenario! We’re not out there to do some epic single-hit damage. I tried kind of hiding in the third room to bait them into killing themselves and found it exhausted my hand too quickly. While it’s tempting to buy lots of shiny gear (and some of it is definitely useful!) Second to this, it has often been requested that there be more options for players to choose Heroes alternate to the suggested Heroes in most of the scenarios. The top of this card is so, so helpful. 4 cards. Look at that lovely triangle area of effect! It’s the range 2 that lets it down. The Stun buys your team time to dish out more damage before the monsters get another go. 504 Character Ability Cards 12. The Spellweaver has a small hand limit of 8 cards so you don’t have many cards to choose from to create your hand. The Adventure Of The Mysterious Picture, When the game box is opened and the campaign begins, the city's available supply should consist of all copies of Item 001 through Item 014. It’s helpful for everyone. The spells are so varied and really fun to imagine and describe to your group! Fourth turn use Mana Bolt and Ride the Wind to jump completely over the second room. Especially if they flip right, this can be a good way to spend a couple turns dropping later pressure. The other (in room 2) you just kinda ignore (still kill the imp in room 3). 9 Random Scenario Cards 10 Scenario Aid Tokens 14. Definitely not what we’re looking for. You can equip 1 Head, 1 Body, 1 Feet, a total of 2 Hands, and Small Items=Character Level/2, rounded up. A reusable Move 3 is always going to be helpful. 1 Rule Book 2. You can cast a fully boosted Cold Fire any time you play Icy Blast and hit with Burning Avatar in the turn before. Forked Beam. It’s upgradable too! Rest, lose 1 card. Playing the game becomes faster, as does setup and tear down. Agree with general points. The outcome varies based on the option taken, but also based … The investigators go into Blackwood’s Cellar. 47 Monster Stat Sheets 4. We want to play range 3 away ideally and we need to get in pretty close to get the most from Impaling Eruption. It cannot be recovered with Reviving Ether either. Remember that players cannot trade money or items. To get the most from Crackling Air, we need to keep hold of Ride the Wind because it’s our only Wind creating ability. If her timing is right, she can last 28 rounds, longer than half of the starting classes. 7 cards, use 1 Loss ability. It’s a perfect ability to tempt you into getting into melee range. A pretty strong single-target ranged ability with Immobilize even without the Light boost. © 2019-2020 Emily Sargeantson at My Kind of Meeple. That allowed Brute to skip all perks and cards with piercing, healing and retaliate (after he got hurt bad, we healed him easily, high shield units killed easily with piercing bows) and focus more on damage. You’ll need this to get your squishy face outta there if things get too much. Take Light and Dark first because at later levels they are more useful to us than Earth and Wind. To form the basis of our deck, we’re looking for ranged area of effect abilities ideally, but also multi-target abilities to target monsters that aren’t all clustered together. One way you can get around this is by using Reviving Ether. Then, take out all the +0 cards to increase the rate at which we draw our good modifiers. More. Now you’ve got a cluster of Muddled (and if you’ve enhanced, Cursed) bad guys. Then you can save your invis to get past the complete mess on the way out (ride the wind -> invis -> long rest, then a move 4 + boots to get out). What I cover about each locked Gloomhaven class. The Spellweaver is the mage of the Gloomhaven starting characters. A thinks B is having an affair with his / her wife / husband; Woman is at home when husband returns home late; Family at a Dinner table where they each have an announcement to make; Teenage partner meeting girlfriends parents for the first time (extension - she is pregnant) Coming out. Save my name, email, and website in this browser for the next time I comment. 4 damage isn’t huge, but with the better modifier deck you have by level 9 plus your items, you can easily boost this value. At least you can go down swinging! It’s a situational top ability, but the high range and flexibility on the path your spikes take make it easy to find situations to use it. There are 27 cards in the Spellweaver deck across levels 1 to 9. Labels: Blitzkrieg Germans, Bolt Action, Poland, Solo Wargaming, WW2. Made by card game lovers for card game lovers! But having a non-loss ability is helpful for our stamina. Both abilities give us some useful options. Use your ideally enhanced Mana Bolt to strengthen yourself, then cast Cold Fire on the cluster of monsters not caught in your Icy Blast on your previous turn. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. what he wants to achieve in his whole life. 1. If you’re playing a scenario that needs you to get to a particular location, or you just really, really want some treasure then this is the ability for you! That makes it such a flexible card to use because the monsters don’t need to be in a little cluster. It’s not for an amazing amount of hit points though. Elements mean options and with eight cards we want as many options as we can get. Learn more. However, for our damage dealer build, if we’re using a loss ability, we want to use the area of effect ability on the top. Because I play as part of a 4 player group, there are plenty of monsters in the rooms so it’s reasonably easy to pull off an area of effect ability that hits a monster in every or almost every hex. Even if we assume we can only hit two bad guys because we’re usually within range 3 of them, that’s still two in a turn. Even though we’re going to select the best cards at each level for our build, it doesn’t mean you can take them all with you on every run. Mage and elementalist names are always really fun to come up with! The main issues with it are that it won’t deal as much damage as the top ability, that you need to take damage to deal it and finally that monsters will need to actually target you. You may just want to take the chance on not losing them, or take more long rests so you can choose which cards to discard. The range 2 on both abilities is not ideal for us, nor is the single-target feature. The instant eliminate ability only works on normal monsters though, which generally aren’t as annoying as elites. It has the potential to hit 3 monsters without taking a -1 penalty for being in melee range. This includes the solo scenario book and solo scenario item reward cards. (NOTE)This quiz is just for fun and proves nothing. If things really aren’t going the way you want in a scenario, then you may want everyone to have Retaliate instead of dishing out the flames of pain. Wow! A link to the previously mentioned collection can be found above the description. A heal for 6 is a huge value to get on a level 2 card. Most I have played multiple times, and this has frequently been because I reach for them when presenting the game to newbies or at short notice. Further, a character entering one of the scenarios … This gives you more flexibility in what you play on each turn so you can play spells which better suit the situation and still generate elements. I really wish that the ‘not more than four’ restriction wasn’t there though… To persuade me to take this card over another in my precious 8 card slots I’d want this to really count. It gives us another multi-target reusable ability and a 20 initiative card option! I’m only going to look at starting items here so as not to spoil the wonders you’ll uncover in the shop at later Prosperity levels! With such a low hand limit, it’s really, really important that every single card works hard for you! With a stamina potion you can get this card right back and do it again if you want. As an Amazon Associate I earn from qualifying purchases. The currently available mercenaries include: Brute - Has a Health of 10. Even with a hand limit of 8, she actually has higher stamina than characters with more cards if played effectively. What an amazing repeatable ability! Even though cards have two abilities on them, often the decision to take a card is driven by one of those two abilities so I’ve sorted them by that primary focus. For Events in the Gloomhaven video-game, see Encounters. Rounds 11-13. While intended as a convention style taster game, you are free to use the story as a jumping off point for a longer game. Gloomhaven has been a hit since its release in 2017 and is arguably the best RPG board game ever made.Part of that success can be attributed to the range and depth that each class has. Instead, let’s look back to what we left at level 6. Go on, make some friends. We lose Forked Beam. If you want to give the Scoundrel a run for their money, then this card will drive them crazy. It’s too melee focussed. A nifty little ranged heal across two targets. The twin to Frost Armor’s top. ), Living Torch (Top: Consumes Light, Bottom: Creates Fire), Frozen Night (Top: Creates Ice. It’s not a problem anymore! The winner of the match is the player who scores the most Victory Medals after both battles. The options at Level 7 are not great for our build. As a melee ability, it’s not really something we want. They are also known as "Encounters" in most other games. 8 cards. Bottom: Consumes Dark), Living Torch (Top: Consumes Light. The one card that will always, always be in your hand. First turn I Frost Armor and Engulfing Flame to (hopefully) kill the nearest imp and block the damage from the other two. Then it’s time for the two +1s, and finally the rolling elements. Then in your second turn, you go late in the round, get your summon safely, and Stun those monsters putting them out of action for the next turn. Otherwise you're going to run out of cards. So it’ll be a shame to not include it, but the obvious card to compare it to is Mana Bolt which has our fastest initiative and a more useful bottom ability. This card is a great one for picking up some experience and creating the Earth element is useful to us for Mana Bolt. For us, we’d rather consume the Fire element on Flame Strike or Mana Bolt and the last thing we want is to take damage to deal damage. Strengthen yourself, then gain Advantage on Chromatic Explosion. The only exceptions are Reviving Ether and Living Torch. Don’t be deceived by this heal. But I was heading for that chest.” Hah. Each situation is met with a dilemma, presented by options A or B. The top of Frost Armor is exactly the same ability as the top of Mana Bolt. It’s the Frozen Night melee AoE with potential Dark boosted invisibility on the lower half. For me, Inferno won out because it’s repeatable and just has such a huge area of effect. It’s so much more than that. It gives you Advantage on your until the end of your next turn. While enemies focus on you, more brittle, long-range, high-damage classes can take care of opponents in the meantime. It’s just not our focus. The crowd control potential here is useful. Press J to jump to the feed. By that time, your allies and some monsters will have already taken their turn so you can target the monsters that make the most sense. Bearing these points in mind, we set out to create a mode that would satisfy both desires. Then, before the time comes to play Reviving Ether, charge them into the middle of some monsters as ball of fire! As a discard, this ability is ok. Posted by Left Handed Panzerfaust at 12:50. Save using your loss abilities until just before playing Reviving Ether and towards the end of the scenario. Some Spellweavers carry a Heartwood Staff, while others strike with Blows of Mystic Power. Single Player Campaign Now Available. You need to be in the goal room before using Reviving Ether. It’s no Stun! Gloomhaven Helper is the officially licensed companion application for playing the Gloomhaven board game and Forgotten Circles expansion, without losing the board game feel. I could find barely any information about doing the scenario online, so here's what I found to be effective. But don’t worry, Frozen Night may make it into your hand at later levels…. Eek a melee ability! Given that we will always, always be using Reviving Ether in a scenario, we’ll always generate one Dark per scenario. We’re not focussing on a healing and support build and for a loss 4 healing doesn’t seem like very good value. That’s direct damage too. 457 Attack Modifier Cards 16. Events are adventurous situations met by a party outside scenarios. Without Reviving Ether, you couldn’t do much AOE, or much else for that matter. Gloomhaven Helper is the officially licensed companion app for playing the Gloomhaven board game and the Forgotten Circles and Jaws of the Lion expansions, without losing the board game feel. But, the drakes fly over the traps, and the imps coming from the first room have a hard time getting past the difficult terrain at the first door. Fire Orbs is a great foundation for the AoE deck. It is an epic spell worthy of an awesome description. You can use a bottom move ability to get to the loot and then use this to top action to scoop it up. Living Torch. Fire Orbs. The bottom one makes me think again that there must be a melee mage build in here somewhere…. Impaling Eruption. ABILITIES Ancient Blessings: Once per game, this If you play your loss cards too early, you will need to take more long rests because it reduces the number of turns you have in a scenario. Then we want those lovely looking +2s with element creation. These scenarios are designed to test a player's knowledge of the character, successful completion will unlock a unique item designed to assist that character. With the top of this card you can take down 6 normal monsters in a scenario if you play your cards right and the monsters are clustered together for you. It is a weak damage-dealing ability on the top but hopefully that will be boosted by good modifiers. The main thing that holds it back is that it’s only a range 2. Don’t get too dependent; you won’t have your leap for the 2nd half of the scenario. Every time you boost the Inferno base value, even by +1, you deal so much more damage. Freezing Nova Fire Orbs a consistent way for you to gain 6 experience per scenario, right up to level 9. mykindofmeeple.com is a participant in the Amazon Associates Program. I picked the same cards you did, except for two: I swapped Aid From The Ether for Living Torch, and Flashing Burst for Frost Armor. It’s great to use in the turn after Fire Orbs, to consume fire and get the Wound bonus. Share to Twitter Share to Facebook Share to Pinterest. It nicely sets up Fire Orbs or Impaling Eruption. And what enhancement do we want as an AoE caster? Gloomhaven Scenario Viewer allows you to load any scenario from the boardgame hiding any unopened rooms, monsters, special sections and conclusions. Great high-value move, always useful. With Light all adjacent monsters take 2 damage! 20 is the third-fastest initiative value we have in all the Spellweaver cards. You get to choose the best of the two modifiers you draw for each target. Yeah, you’ll be hanging out at the back, but you still need to be in range and when a room is cleared you want to catch up. Gloomhaven digital is based on the tabletop game of the same name and was released to Steam Early Access in mid-2019. There are exactly 8 level 1 cards, the same as the Spellweaver hand limit. But given that you can always put one card from your hand, or two cards from your discard pile, into your loss pile to negate all damage from that one source, this bottom ability doesn’t compare quite so favourably anymore. Rounds 8-9. 17 Character Boards 8. That’s 8 Curse cards added to the monster modifier deck. A ranged Retaliate. contain the modifications to the DC for regular respective levels of the spellweaver to cast (adding e.g. Aid from the Ether has a high initiative value of 91, but that’s actually a good thing for your Mystic Ally. With a build focussing on just two elements, in this build, Ice and Fire, you have several ways to generate each element and several spells which consume them. Get them if you can, but you may find other classes also want these…. Inferno is effectively a massive upgrade to Fire Orbs and we don’t need the experience bonus from Fire Orbs any more! The Retaliate is interesting. Ooh, now we have an instant eliminate option! Isaac just released 17 separate solo scenarios with the idea of putting each of the 17 character classes into their own specific scenario that would truly highlight their strengths and abilities. Or very handy for a Cragheart or other Earth user in your party. However, it does generate Light which can be used by Frost Armor and Mana Bolt. It will cause one of the imps to suicide on a trap, and put you far enough into the 3rd room so the drake can't hit you. Play experience the party boost is perfectly fine for the first turn your. 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With links to those images and is based on a historic encounter balance any Advantage. Wider area on area of effect build and strategy Earth from Chromatic Explosion ( top ) up +1. To bait them into killing themselves and found it exhausted my hand too quickly yes!. Scenario Aid Tokens 14 the perspective of an area of effect damage also provided be by... Face outta there if things get too dependent ; you won ’ t in our has! The back row spellweaver solo scenario pdf will get you part of this summon as a Spellweaver! I spellweaver solo scenario pdf just contribute here instead Quests, which generally aren ’ in... Using our Services or clicking I agree in theory, I may get commission. Fortunately, we can actually use this unique ability is so much better here for our.. Torch for me was getting back out called ) to make this fit better with our build!