The Beams

Reunion-Lore Notes

The Shambler

Having been so recruited, I’m going to be outlining some basic strategies of mine for fighting in expos here. My goal is to make sure everyone in our guild can tackle level three expeditions easily! The level 4 expo…I leave to perfectionists :P
At my current level and ability, I can fight past everything-barring the last leg of the 3rd level expo. I’m hoping I can help people in the guild do the same.
~Atk and Defense bonuses
It is not readily apparent unless you think to look, but the AI steadily increases its attack and defense bonuses as you continue to tackle higher difficulties-you can see this on the combat screen by mousing over the enemy units. This changes based on the direct difficulty of the expedition, the progress you’ve made in the expedition, and the age you are in.
From IA to HMA you have little to worry about. Enemies will only receive a minor bonus of 5% even at the highest level.
Starting at LMA and higher, the Lv.3 expedition will begin to have a serious difficulty spike. At INA and above, it extends to Lv.2 expeditions, and so on and so forth.
A good rule of thumb is to expect at least a 15% increase in enemy stats every age after LMA.

Eventually, if you intend to tackle a combat focused strategy, you will need specific Great Buildings to boost your combat stats. It will make earlier expeditions much easier, at the very least. I’ll list the ones available to me.

Statue of Zeus: Available in BA, this should be a no-brainer. Provides +3% a level.


(Lore Fix) Argentia-only affects silver weapons. If applied to a steel weapon, disadvantage on all damage rolls for 1 minute

Bombs (Expanded from rule book)
Bombs can be constructed as with other alchemical items. Each bomb can be made in an intensity of standard, enhanced, or superior. Standard bombs are weaker, but their duration is longer-and inversely so for enhanced and superior.

[Dancing Star]
You can toss this bomb against a flat surface that you can see-when Dancing star hits the ground, it creates an intense bonfire at the location in a 5ft cube. Any creature in the bonfire’s space when you toss the bomb must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

Standard: 1d8 damage, fire persists for 3 turns
Enhanced: 2d8 damage for 2 turns
Superior: 3d8 damage for 1 turn

[Devils Puffball]
This bomb can be tossed against flat surface where it explodes in a small cloud of gas in a 5ft cube. Any creature in clouds space when you toss the bomb must succeed on a Dexerity saving throwing or take poison damage and must make a Constitution saving throwing or suffer the poisoned effect. This effect persists until the save is passed, which the creature can attempt at the start of its turn.

Standard: 1d4 damage, DC 10 CON Save
Enhanced: 2d4 damage, DC 12 CON Save
Superior: 3d4 damage, DC 15 CON save

Standard (20 GP)
Enhanced (50 GP)
Superior (75 GP)


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