Ghost Armor and allies

By Antonious, in Runebound

When Ghost Armor reduces damage does it reduce damage for allies as well as the hero or just the hero? We played it out as it is an item and items have no effect on allies. The main question to be answered is: Does it reduce the attack of the challenge to zero or does it reduce the heroes damage he or she takes to zero (i.e. who or what is the specific target of this item)? Could not find anything that has said specifically. Thanks to anyone who can help with a logical answer and hopefully this does not spark a forum debate.

Hi!

I dont remember the exact wording on the card. Doesnt it says something like: The enemies damage is reduced to zero for x-rounds of combat? In that case both the hero and his allies wont be damaged. Besides, i often heard people removing this card from their games because of it beeing overpowered.

Happy adventuring!

Yes, the enemy damage is reduced to zero for X rounds of combat. It is a rune and the title "Ghost Armor" would imply that only the user is affected by its use, however the wording on the card makes it sound like the target is the attacker itself. In which case the title "Ghost Armor" doesn't seem to fit as well, as it is then not really a defensive item that nullifies damage, but an offensive item that makes the attacker unable to land any successful attacks. This has been a little confusing to us. We have been playing it as it is an armor-like item so only the user is affected (allies can't use items anyway) as it would absorb or nullify any damage dealt. Using Ghost Armor this way also seems to correspond with the way that same item is used in Descent. It is a powerful card, but then so are many of the cards that cost over 10 gold. I don't see a need to remove it, just to clarify its actual intent. Besides, if you think someone is abusing its power, wait until they use it to defeat a challenge (before they refresh), then move to their space, use your White Blade and Rage Blade to beat the snot out of them, and take it from them so you can abuse it instead. Thanks for the input!

If you would imagine the Ghost Armor as an "Enveloping Spell", you could still rate it as an defensive item. Game on!

Ghost Armor is the most unbalanced overpowered item in the game.

No matter what you have put your levels in, a test of 16 is worth leveing up in to buy the ghost armor and you most likely will succeed the test anyways.

If you succeed the test you win hands down against anything. if not, escape and try again. its really a boring item since it leaves little to no danger to anything. sure can be time demanding to use at times since you need to rest to use it again but stepping over reds like it was nothing because of your FIRST item is not ok or fun in my meaning.

We have removed the ghost armor from the game and I dont miss it a bit :)

There are some items in the game that are very powerful-Ghost Armor being one. I can see in these forums Ghost Armor is a heated debate taking it out of play and such, but I think those items are there to be desirable to other players. As I noted earlier in the post it inspires some sort PvP combat instead of a bunch of ninnies running around collecting challenges. Don't get me wrong the adventure aspect of the game is great, but some type of incentive is needed for at least some player interaction: Ghost Armor. OR Rune Plate, Rage Blade, insert other card here. The other players are responsible not to let one player be overpowered for too long. Now...bring on the forum insults to my statements.

Antonious said:

There are some items in the game that are very powerful-Ghost Armor being one. I can see in these forums Ghost Armor is a heated debate taking it out of play and such, but I think those items are there to be desirable to other players. As I noted earlier in the post it inspires some sort PvP combat instead of a bunch of ninnies running around collecting challenges. Don't get me wrong the adventure aspect of the game is great, but some type of incentive is needed for at least some player interaction: Ghost Armor. OR Rune Plate, Rage Blade, other card here. The other players are responsible not to let one player be overpowered for too long. Now...bring on the forum insults to my statements.

My play group never uses the PvP rules. Honestly the PvP mechanics of this game feel very weak and never any fun. The fact of being able to just attack others is fun but the performance of it isn't. It just ends up in a mess where one attacks another then the other attacks back right away. This repeats too many times often. With no safe zones by default also makes it relentlessly stupid. So we make cities safe zones at least.

Then we have the fact that most times the player that comes off to a good start coming off to an even better start as he kills the weakest players and loots them making him near unstoppable.