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TOPIC: Thoughts on the Fallen Star Mushroom?

Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #1

It's going to be tough to decide how many of these to make, if any. It is an awesome token but not all that much more awesome than the Mystic Mushroom. I guess it depends on whether you want to pop back up and start fighting or wait until the fight is over and then be revived and healed the old-fashioned way.

The biggest thing for me are the 2014 monster ingredients because it will force me to break up complete 2014 token sets in order to make these.

I feel like if I die during a dungeon run I can likely wait until the room is over to be revived. But in TrueGrind there are many monsters per "room" so I could see wanting to be revived quickly... but then again isn't part of the point of TrueGrind to die? I kind of feel like it is cheating to just keep popping back to life and full health.

Just rambling but am curious to hear other thoughts on this.
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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #2

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #3

I'm going to have two or three of each, and eat which ever makes sense. Sometimes it just makes sense to stay dead.

"Ceci n'est pas une pipe" - Magritte

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #4

That's an interesting thought about True Grind. Before the most likely thing was to be rez at 1 hp (PoDD), so only at the end of a "room" really made any sense.

But now with the Fallen Star Mushroom, mid room full rezs will be common place. This will likely change the landscape of Grind significantly as those pesky heros are so hard to keep down.

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Last edit: by David Harris.

Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #5

the time limit will still beat some.

Grinds are _hard_
*mental note* always listen to Jeff

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #6

If you finish a room with time to spare and have plenty of healing available, the rest with one hp makes sense. If you need to res mid combat especially in room 7 or if push damage is still possible, full res makes sense.

No point in burning a res if you stand high potential to die from further combat or push damage or to go into the next room vulnerable to a one shot death.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Last edit: by Harlax.

Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #7

The ability to get raised from the dead and get 50+ HP healed in one shot will always be pretty awesome in my book. This token only gets better as our characters get more HP. :)

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #8

Mike Steele wrote: The ability to get raised from the dead and get 50+ HP healed in one shot will always be pretty awesome in my book. This token only gets better as our characters get more HP. :)


A good point.

How many resources are needed to get a 55 hp character back to full health? How does that compare to the cost of the transmute?
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #9

Both the mystic and the fallen star mushrooms will have their respective roles depending on the circumstance. I wouldn't want to be without either.
Of all the traits of humanity, there is only one we do not share with other species, which sets us apart and makes us unique <br />-- the ability to imagine.

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #10

Disbeeleaf wrote: Both the mystic and the fallen star mushrooms will have their respective roles depending on the circumstance. I wouldn't want to be without either.


But you will need to depend on you co-adventurer's to give you either when you are down. Will we? Bah ha ha ha. :laugh:

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #11

we should have enough to go around - in an emergency
Of all the traits of humanity, there is only one we do not share with other species, which sets us apart and makes us unique <br />-- the ability to imagine.

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Re: Thoughts on the Fallen Star Mushroom? 10 years 3 months ago #12

Disbeeleaf wrote: we should have enough to go around - in an emergency


Exactly. The Elixir of Life was hoarded because it was too expensive to use. Many times when it would have been useful people didn't use it specifically because it was an Ultra Rare.

Now with the Fallen Star Mushroom you have a token that costs about $40-$50 to make. There will be a limited supply of FSM's but not as bad as the EoL. I can see them being used more often but still with a lot of thought before they are just tossed out to any dead character.
You can't fix stupid but you can TPK it.

"Mamma always said that True Dungeon is like a box of Drow Poisons. Ya never know how you're gonna die."

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