On the Subject of Eredan Duels

May Guem's light shine upon you.

The Great War rages on between the forces of Guem, God of Creation, and Solar, God of Destruction. Being an accomplished war veteran, you must guide a pair of Guem's finest warriors to defeat 2 of Solar's champions in a series of duels.

  • In each round you will be presented with 2 warriors, the left one being under your control.
  • Each warrior has a list of skills that can be activated using a combination of red, blue, and yellow dice.
  • Grey dice may also appear in the dice bank, which are used to deal damage in the Final Fight.
  • Each warrior's starting strength value is displayed below their picture.
  • Below each warrior is their corresponding dice bank.
  • There will be a Reroll! button and a Fight! button.
  • If your warrior would deal more net damage to the opponent than net damage received, then you win the duel. Press Fight!
  • Otherwise, press Reroll! Reassess whether your warrior would win the duel.
  • If you successfully Reroll! 2 times in a duel, your warrior will still win that duel. The opposing warrior got too bored and fled.
  • Above each warrior is a running damage total for the amount of damage they have received throughout the duel.
  • After successfully winning 2 duels, the module will solve.
  • Upon pressing Fight! when your warrior would lose a duel or pressing Reroll! when your warrior would win a duel, the module will strike, presenting a new duel but preserving any previous victory.

The Flow of Battle

  • In each duel, there are 3 rounds of skill activation, then the Final Fight.
  • Each duel will have a primary (1st) warrior and a secondary (2nd) warrior indicated next to their name.
  • In each round of the duel, the primary warrior will activate skills before the secondary warrior.
  • Skills are labeled by the round in which they can be activated (bottom to top).
  • Once the secondary warrior can no longer activate a skill, the next round of skill activation begins, and all dice become unused.
  • After the 3rd round of skill activation finishes, the Final Fight begins.

Skill Activation

  • At the start of each round of skill activation, all dice become unused.
  • Each skill has an activation cost displayed to the left of the description.
  • For a warrior to activate a skill, their dice bank must contain unused dice that can meet the skill's activation cost.
  • Dice used to pay a skill's activation cost become used until the next round.
  • The same skill will be repeated for each time the skill cost could be paid.
  • A skill may involve performing actions and/or applying modifiers.
  • If a skill involves multiple parts, declare and resolve them in order from left to right.
  • Refer to the Skill Glossary to understand the meaning of each action or modifier.
  • Refer to the Order of Effects diagram to understand how values are modified after initial declaration.

The Final Fight

  • Begin with the primary warrior as the attacker, then repeat with the secondary warrior as the attacker.
  • For each grey dice currently in the attacker's bank, the attacker performs Hit X where X is equal to the attacker's strength.
  • If the defender has a nonzero Riposte modifier and the attacker just dealt nonzero damage to the defender, then the defender will consume a Riposte to perform Hit Y where Y is equal to the defender's strength.
  • After both warriors have Hit a number of times equal to their grey dice, the duel ends.

Skill Glossary

Basic Actions

If an action is preceded by 2x or 3x, then the action must be performed that number of times before executing any other parts of the skill.

  • Hit X: Deal X damage to the defender.
  • Heal X: Remove up to X damage from the attacker.
  • STR+ X: Increase the attacker's strength by X.
  • Convert: All dice used to activate this skill convert to grey dice.

Advanced Actions

  • [BS] Backstab X: Hit X and lower the defender's strength by X/2.
  • Crush X: Hit 1.5*X if the attacker's strength is greater than the defender's strength. Otherwise Hit X.
  • [DS] Death Stare X: Hit (X - the defender's strength). Unaffected by burning and resilience. Bypasses shield and dodge triggers.
  • [FB] Fireball X: Hit X and apply X/10 burning to the defender.
  • [LN] Lightning X: Hit X and apply X/10 electrified to the defender.
  • [LD] Lifedrain X: Hit X and Heal X.
  • Shock X: Hit X. Unaffected by burning, electrified, power, and resilience. Bypasses critical and dodge triggers.
  • Smite X: Hit X*(the defender's strength).

Modifiers

Modifiers are additive and permanent (unless the value is 0). If a modifier denotes 'op' at the beginning, it applies the opposing warrior. Otherwise it applies to the warrior activating the skill.

  • [BERS] Berserk X: Upon receiving nonzero damage, perform STR+ X.
  • [BLE] Blessing X: Upon dealing nonzero damage, perform Heal X.
  • [BRN] Burning X: Reduce any damage this warrior deals by X.
  • [CRIT] Critical X: Multiply any damage dealt by 2 and decrease X by 1.
  • Dodge X: Divide any damage received by 2 and decrease X by 1.
  • [ELEC] Electrified X: Increase any damage this warrior receives by X.
  • [POW] Power X: Increases any damage this warrior deals by X.
  • [RES] Resilience X: Reduce any damage this warrior receives by X.
  • [RIP] Riposte X: Upon receiving nonzero damage in the final fight, perform Hit Y where Y is this warriors strength and decrease X by 1. Does not activate the attacker's Riposte.
  • Shield X: Reduce any received damage by up to X, then reduce X by the amount of damage absorbed.
  • Stench X: Upon activating a skill, reduce the defender's strength by X.

Order of Effects

Treat X as a fluid value until it is resolved. Remember to declare/resolve skill parts from left to right if there are multiple. If a value ever becomes negative, it immediately becomes 0. If a value ever contains a decimal, immediately round down.

  1. Skill is activated:
    • Stench decreases the defender's strength
    • Continue to Step 2
  2. Part of skill is declared:
    • Basic Action is declared:
      • Hit X: Jump to Step 4
      • Heal X: Resolve damage healed. Jump to Step 6
      • STR+ X: Resolve strength change. Jump to Step 6
      • Convert: Resolve dice changes. Jump to Step 6
    • Advanced Action is declared: Jump to Step 3
    • Modifier is declared: Resolve modifier application. Jump to Step 6
  3. Advanced Action is declared:
    • Backstab decreases the defender's strength by X/2
    • Lifedrain heals the attacker by X
    • Fireball applies Burning X/10 to the defender
    • Lightning applies Electrified X/10 to the defender
    • Continue to Step 4
  4. X is modified in this order:
    1. Power increases X
    2. op Electrified increases X
    3. Burning decreases X
    4. Crush multiplies X if the attacker has greater strength
    5. Death Stare decreases X by the defender's strength
    6. Critical is consumed to double X
    7. op Dodge is consumed to halve X
    8. op Shield is consumed to decrease X
    9. op Resilience decreases X
    10. Continue to Step 5
  5. Damage is received:
    1. Resolve X damage dealt
    2. Berserk increases the defender's strength
    3. Blessing heals the attacker
    4. op Riposte is consumed to Hit the attacker if in the final fight
    5. 2x/3x preceding action: Jump back to Step 2 if necessary
    6. Continue to step 6
  6. If there are other parts of the skill that have not yet been resolved, jump back to Step 2. Otherwise this skill has been fully resolved.