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| author | Your Name <you@example.com> | 2026-05-05 22:28:03 -0400 |
|---|---|---|
| committer | Your Name <you@example.com> | 2026-05-05 22:28:03 -0400 |
| commit | f3bf07ccb709497bcc7500a8d17248a8bc56852f (patch) | |
| tree | b92d6fa2e8edec50feaa80db4c1cce1bba12a2c5 /content/geminate.md | |
| parent | a87fed73eaee6cacb39fb9cc5772373b6b5020b0 (diff) | |
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Diffstat (limited to 'content/geminate.md')
| -rw-r--r-- | content/geminate.md | 22 |
1 files changed, 21 insertions, 1 deletions
diff --git a/content/geminate.md b/content/geminate.md index 387d19b..3b97da8 100644 --- a/content/geminate.md +++ b/content/geminate.md @@ -64,7 +64,27 @@ This skews the persistent loss toward filling a tank role. But wouldn't it be ni **Comparison:** The ally-saboteur's toolkit. But seriously, these might be OK in a 2-player party, and get worse with player count. They also have the disappointing honor of being the only two level 1 cards which don't provide an XP for consuming an element. They are your fastest and slowest level 1 cards, though, so there's that. -**Flailing Tendrils:** It's usually possible to get two enemy targets, and sometimes 3. +**Flailing Tendrils:** It's usually possible to get two enemy targets, and sometimes 3. This is just okay if you also manage to avoid muddling any allies. Same with the bottom loss, aka Boneshaper's Bane. Land yourself behind enemy lines the turn before, making clear to your allies what your plans are so they can stay a safe distance, and maybe this will work out. You have an exit strategy, right? The most compelling reason to take this at low levels is your lowest initiative until level 9. + +**Hail of Thorns:** This is your only ranged attack where it isn't a "precise range," meaning it's the only ranged attack that could benefit from a range-increasing item. It's also your only level 1 ranged card that can hit an enemy 2 hexes away. It's also a loss, and it also muddles your allies, meaning that they deal less damage this turn. The bottom is semi-interesting, though, in that you can go late and wound an enemy. Again, the most compelling reason to take this at low levels is your highest initiative until level 9. + +<img src="fh-reckless-jab.png" width=250> +<img src="fh-smoldering-hatred.png" width=250> + +**Comparison:** Inflict negative conditions on yourself to inflict pain on the enemy! + +**Reckless Jab:** This is the reason to take Amulet of Life, as both of these self-inflicted conditions can be cleared with a heal 1. And an attack 4 disarm is amazing! Meanwhile the attack 4 bottom loss has great potential to dump damage on a boss or high priority elite. This will make the cut for quite some time. + +**Smoldering Hatred:** At 4/5 range this is your level 1 sniper rifle. Unfortunately the muddle affects this attack; I've definitely drawn a null or curse on both of the (high priority) targets with Hornbeetle up, and that's enough to make anybody shelve this card! + +<img src="fh-feeding-frenzy.png" width=250> +<img src="fh-reshape-the-guise.png" width=250> + +**Comparison:** The loot cards and form switch utilities. You only really need one. + +**Feeding Frenzy:** And this is not the one. Loot on bottom, strike one. Poor initiative for the true-damage effect, strike two. And the form switch persistent loss is pretty unreliable for what it does, strike three. + +**Reshape the Guise:** This one is fine. ### Form Switches |
