Elder Mok + Staff of Light .... OL nightmare

By Cursain, in Descent: Journeys in the Dark

In September, my friends and I started the Shadow Rune campaign. The heroes chose to take Nanok/Champion, Elder Mok/Disciple, Lindar/Thief and finally Jaes/Runemaster.

After Firstblood, they chose to do Cardinal's Plight. Since two of the players had never played a table top/strategy game, I let the hero team re-do their first turn on encounter 1 and gave them a lot of good tips for a game plan. Needless to say, and due to a bit of bad luck on my part, I only managed to raise one zombie before the heroes won.

Had I forced the heroes to stick to the original first turn; I'm very confident I would have won encounter 1 and 2.

Now I have a dilemma. Eldar Mok has the Staff of Light.

This dude is insane. His heroic ability allows him to take the OL's hand and discard any card he chooses once per encounter.

His normal ability allows him to heal 1 health anytime a hero within 3 squares of him recovers a health, and the same goes for stamina.

He will be healing himself for 4Health + 4Stamina a turn if he goes unchecked because the staff can be used as an action to heal 1Health and 1Stamina to all heroes within three spaces.

If I knock him out, and somebody stands him up + he uses the staff twice, he's going to recover anywhere from 4 stamina + 4-10 health (if any heroes within three spaces of him have 2+ stamina and 2+ health in damage.

Act 1, quest #2 starts next Saturday.

I've chosen Basic 2 + 1 Blood Rage as my cards so far. The heroes, nor the OL have used their new experience point earned after Cardinal's Plight.

Give me some ideas to deal with this insane group, and especially Elder Mok. I'm seriously regretting the fact I gave advice encounter 1 now.

The best strat I can think of is fast racing monsters for racing quests and stunning monsters where a grind is going to happen. I need to literally take Elder Mok out of the game if it comes down to a grind. Ice Dragons will be useful with their swallowing. Cursing Elder Mok isn't going to work. He's got a 3 book, that's like a 50% chance of sticking around each turn.

Thanks for any advice you have.

-Cursain

Elder mok can only recover 1 heart and 1 fatigue per hero turn. This has been confirmed by Justin Kemppainen. It exists on the unofficial FAQ on BGG.

I used elder mok and he is bad ass, but definitely not as powerful as you are playing him.

Elder mok can only recover 1 heart and 1 fatigue per hero turn. This has been confirmed by Justin Kemppainen. It exists on the unofficial FAQ on BGG.

I used elder mok and he is bad ass, but definitely not as powerful as you are playing him.

That is not what the quote says:

http://boardgamegeek.com/wiki/page/Descent_Second_Edition_Unofficial_FAQ#

-- Elder Mok

Q: Would 'Elder Mok' reover 1 damage/fatigue per hero affected? Ex. Staff of light.

A: No. With his hero ability, Elder Mok recovers only 1 additional damage or fatigue even if 2 other heroes within 3 spaces would trigger the ability. (1)

Justin is saying Elder Mok wouldn't recover 4 health and 4 fatigue each time Staff of Light is used with fatigued and damaged heroes within 3 spaces.

When he uses the staff and restores 1 life and 1 fatigue on his friends, he recovers 2 health and 2 fatigue since the staff heals him too.

Edited by Cursain

Well I personally emailed him and he said that was the intent. Go ahead and email him and see what his response is. There is a function that allows you to ask questions. I prefer that method.

2) I think this has been asked before, but for clarity I will ask again.

>

> Concerning Elder Mok and his ability. If Elder Mok uses prayer of healing while having Holy Power on two other heros and rolls a surge. Does he gain 1 heart and 1 surge? or two hearts and two surges.

>

> His ability does read "...each time another hero"

>

> Does "each time" mean per hero or per event that causes healing?

>

> 2a) Also does he get a heart when heros stand up and are revived?

2) Each time would give him 2 damage and 2 fatigue recovery, but the card should read "once per turn" for each of his recovery abilities.

2a) Yes, his hero ability does trigger when a hero stands up or is revived.

Here is a copy of the email, I do agree he would recover 2 hearts and fatigue the first time he uses the staff. And technically the way it is worded is allowing you too. But you can see he says it should be once a turn.

Edited by mustardayonnaiz

Here is a copy of the email, I do agree he would recover 2 hearts and fatigue the first time he uses the staff. And technically the way it is worded is allowing you too. But you can see he says it should be once a turn.

Thanks for supplying the info. I just sent him this Rule Clarification. I should hear from him by Monday or Tuesday next week. Those guys are on top of answering these questions.

Good afternoon FFG.

I have a question concerning Elder Mok's Hero Ability.

Please see my example:

https://www.dropbox.com/s/eb2lmaonig2mebc/Elder%20Mok%20%2B%20Staff%20of%20Light.png

If Elder Mok used his first action by using the staff of light's "Each hero within 3 spaces of you recovers 1 heart and 1 fatigue", would he recover 2 heart + 2 fatigue or 4 heart + 4 fatigue?

From what I understand, the staff would heal him 1 heart and 1 fatigue + 1 heart + 1 fatigue for each hero, since all of them are within 3 spaces.

OR would he only recover 2 heart + 2 fatigue since his hero ability triggers off any hero within three spaces recovering a heart or fatigue + the Staff of Light affecting him?

Even with my latter interpretation, he can still recover 4 hearts + 4 fatigue a turn by simply using the staff twice. That's pretty darn good :)

Thanks for responding

Cursain

Cool, man. I definitely prefer getting the answer from them. Post the response if you could I would like to think the answers will be similar. They definitely are on top of giving you answers right away, I love that about them.

Okay, I officially love FFG's support. Justin already replied. I'm forcing the player using Mok to choose a new hero since Justin now agrees this is way too powerful!! +4 / +4 per use baby!

Hey Cursain,

Since it says "each time" he would actually recover 4 and 4, which is perhaps just a little too good. More than likely, this is something that will be addressed soon™.

Thanks,
Justin Kemppainen
Creative Content Developer
Fantasy Flight Games
[email protected]

I know it really makes me love the game more the fact that he always answers immediately, even on a Friday late in the day.

I originally had the same questions as you, I was actually playing Mok as the disciple and was like, this dude is seriously off the hook! I am hoping after Trollfens they release a big FAQ which solidifies most of the answers on the unofficial FAQ on BGG.

My suggestion would be getting another blood rage and lay the hurt. That way the next two you can get yourself bloodlust for card advantage. Otherwise you can get Dark Ritual to restock your hand now. More cards for more hurt.

Man... I feel for you. You have your work cut out for you! But just think, after this campaign they will be well fitted heroes and you can then ask them to play harder heroes. >D then it will be your turn for a little revenge!

Yea, Kunzite, I agree with you. I'll go straight for the nastiness with a 2nd blood rage.

I've already told the heroes they are being forced to drop Elder Mok from the party.

Elder Mok is so broken just by himself. If the OL wipes out the entire party on his turn, if Eldar Mok stands up first, and the other three heroes stand up after him, he gains anywhere from 0-4 Fatigue, and 5-9 Health. That's just plain, bad design.

I'm a purist when it comes to playing by the rules. I only use core rules + FFQ for any game. I prefer to trust the game designers, and through my life, have experienced many a house rule breaking things later down the road.

I don't have hours and hours of time, nor do I get paid, to play test. It sure would be a good career change if it paid well though :)

-Cursain

Edited by Cursain

We are making a run of no erratas right now and we kind of see why some of the OL cards need a little tuning. We will most likely read the erratas when we are done with this campaign and then tune it the way we see fit for us. Reinforce is WAY too powerful and needs a little fine tuning. And Bloodlust needs a small tune. Then I think Warlord will be fair. That is if I win the final. My thoughts on everything is if my deck is hard and they STILL win, then nothing needs to be fixed. Good cards are good for a reason. If you still win then we both might be OP. >D or I'm just a bad OL.

Yea, I don't like that Blood Lust and Unholy Ritual were nerfed. Drawing two extra cards if there are just two heros is fine, but with four heroes, that just isn't enough bang for the buck.

Edited by Cursain

Yea, I don't like that Blood Lust and Unholy Ritual were nerfed. Drawing two extra cards if there are just two heros is fine, but with four heroes, that just isn't enough bang for the buck.

I agree 100% and thus why my heroes and I agree on different turns. I don't feel Dark Ritual should be touched. The penalty for it is really high already. I have had some late game Dark Rituals I sacrificed actions I really needed for cards I needed more. The outcome was amazing and I don't regret it, but without the stiff penitently I could have taken out two heroes and won the quest instead of one hero and maybe win the quest (I ended up losing, but it was one of the best strategical moves to date. >D)

But bloodlust is only a plus and I think it needs to take a hit. Five cards is a bit much. When Dark Ritual and coupled with bloodlust and blood rage, it can be rather nasty. That is if you can get it off early game. Late game might be able to make a come back, BUT by that time it might already be too late. I have come across that a few times. I do miss bones of woe.