Beta Notes, Discussion, Uncategorized

The Gladiator/Gladiatrix–New Class


Sorry, couldn’t resist.

Okay, the Gladiator/Gladiatrix: we wanted a build that reflected the ancient Roman gladiators but didn’t focus in too heavily on the historicity. The Albadynian Gladiators, therefore, are more like the WWE/Lucha Underground fighters: they fight for real, but physically destroying their opponent is not the primary goal: making it a good show is.

So how do we make that reflect in a game? Entertaining others is kinda complicated to translate into gameplay terms without making it an AoE Buff… all allies in range X get +1 to Attack? Makes no sense: Gladiators didn’t make others improve, they entertained them same as WWE wrestlers do these days: sure, its violent, but watching it isn’t going to make me more effective in battle: they are highly skilled athletes, but they don’t make me more skilled by association.

So now the problem manifests: how to express “GLADIATORNESS” in gameplay terms. Do we make them offense-oriented monsters? That sounds fun. Gladiators were well rounded, though: while not a heavily armored as Knights, they knew how to keep themselves safe while also knowing how to wreck their opponent.


How about… a unique finish… I’VE GOT IT!

Normal Gladiator/Gladiatrix: +6A/6D. Deal 3 Damage to a Foe: if this Vanquishes the Foe, gain 1 HP. Usable Twice per Battle.


Legendary Gladiator/Gladiatrix: +6A/6D. Deal 3 Damage to a Foe: if this Vanquishes the Foe, gain 2 HP. Usable Twice per Battle.


Mythic Gladiator/Gladiatrix: +7A/7D. Deal 5 Damage to a Foe: if this Vanquishes the Foe, you are restored to full HP. Usable Twice per Battle.

This taps the For Honor field, with the executions gaining more HP. Explanation? The rush of pulling off this brutal finisher re-energizes the Gladiator/Gladiatrix, allowing them to continue fighting. Sweeeeet.

Enjoy the new Class, guys and gals: it can be found in the Character Creation section.

Beta Notes, Uncategorized

Legends of Albadyn Goes VS-Let’s Talk PVP

Today we are going to talk about the new Player VS Player modes coming in Update 6.0, The Guild Update.


Capture is a mode where two teams fight for control of an objective. In the middle of the map you are fighting on is a Relic. If you land adjacent to it, you can use an action to pick it up. At the end of the round limit (pick a number like 6 or 8), whichever team is holding the relic wins. If you get hit while holding the relic, you drop it in a square adjacent to you.

This mode has been beta’d on our YouTube Channel (Legends of Albadyn) and it is so much fun. I love it, really. Strategy becomes key: do you rush in and grab the objective or do you go in with a plan and risk letting the enemy grab it first? Also, it can lead to some pretty impressive Clutch moments, in which it is the final round and one team desperately battles for control of the Relic.

Competitive Excursion

Competitive Excursion is a completely different creature. Two teams (each belonging to a different Guild) start at opposite sides of the map. In the middle? Three dice worth of Monsters. Every Damage dealt is 1 Point for your team (meaning successful Warriors can rack up points fairly quickly).

When all Monsters are defeated, points are added up and the team with the highest points wins. There is, however, a wrinkle. If one member of one team attacks a member of the enemy team, all bets are off, and it becomes a Last-Man-Standing affair in which only the team that survives is victorious.

This mode was also tested on our YouTube channel, and it can be pretty intense. If your team is behind in points, do you risk aggro-ing the enemy team for a chance to win by clearing the board, or do you try to make up the difference? Do you teleport to your opponents side as a Rook and steal some of their points, or do you open up by pummeling anything that moves? The possibilities are endless.

Guild War

Guild War is a deathmatch. Two teams from two guilds wager an amount of Gold from their Guild Coffer and battle to see who wins the pot.

I have yet to test this mode yet, and I will be honest, I am concerned that the tilt will be toward players who have played for longer due to Skills and Ability power up. A Mythic Ability is really strong, and Mythic Players will have 3 Skills. New Characters will only have 1. That could be a balancing problem.

The good news is that YouTube will not be getting the Guild War BatRep: this website will. Look out for it!

That’s what’s been going on here in development land.


Jacob Snow

Beta Notes, Uncategorized

BETA TESTERS ALERT: Now Classes Underway

Hello Legends of Albadyn Community! I need some help up in here. While I am going to be conducting personal Beta Testing as well, I have three shiny new Classes that need to be tested, and you lucky people have been nominated to try them in their current, raw, untested form. We’re getting two Holy Classes and one Class that will either land Shadow or Combat.

Here’s the rundown.

The Gunslinger (Shadow/Combat)

With firearms gaining more mainstream usage as Adventurers seek ranged weapons that will testify to their power, gun aficionados are becoming a class all their own. While firearms are still prohibitively expensive, many noble families are choosing people to become Gunslingers and gain fame (and money) for the family they serve.

Gunslingers cannot shoot past their allies, which makes them slightly less powerful than the Archer, but due to the fact that they do not have to grab ammunition, load it, and then fire, they can attack the instant they see an opponent, making them good at manning the front line as well as supporting from the back.

Gunslinger Stats: RAW BETA FORM


Bonuses: +6A/5D, R5 at Normal, +7A/5D, R6 at Legendary, and +7A/6D R6 at Mythic

Ability at Normal: Whenever a Foe enters your Range on their turn, make an Attack at them. Limit 2 Free Attacks per Round.

Ability at Legendary: Whenever a Foe enters your Range on their Turn, make an Attack at them. If it Hits, you deal 2 Damage. Limit 2 Free Attacks per Round.

Ability at Mythic: Whenever a Foe enters your Range, make an Attack at them. If it Hits, deal 2 Damage.

(Updated: the Gunslinger was WAY overpowered in initial testing. They mowed down anything that got near them, which while it was awesome, was very frustrating for the Event Coordinator. Updated with a built-in limit on how many free attacks you can get in a Round)

The Monk

Martial artists who excel at raining down punishing blows on their opponents, Monks are holy defenders from the Lands of the Amaresu. Capable of punching opponents through walls, floors, or trees, a single punch from a Monk can leave a foe incapacitated and dazed, ripe for taking down by either the Monk or their allies.

While a Monk’s punches can get more powerful, when the become Adventurers they are already at the peak of their game.



Bonuses: +6A/6D FIXED (This means that the Bonuses do not level up, but can still be boosted by allies or events.

Ability at Normal: Stun an Adjacent Enemy. X2 Uses per Battle.

Ability at Legendary: Stun an Adjacent Enemy. They take 2 Damage. X2 Uses per Battle.

Ability at Mythic: Stun an Adjacent Enemy for 2 Rounds. They take 3 Damage. X2 Uses per Battle.


The Paladin

Paladins are closely related to Crusaders, but their inner Holy Energy is channeled a different way: while Crusaders are dedicated to eradicating evil wherever it may lurk, Paladins are dedicated to exploring the world and helping people with their problems. Whether by helping a farmer plow his field or by helping a town with a Bandit problem, Paladins are helpful and powerful allies to have.

Paladin Stats: RAW BETA FORM


Bonuses: +6A/6D at Normal, +7A/6D at Legendary, and +7A/7D at Mythic

Ability at Normal: Boost an Ally’s A-Bonus by +1 for the rest of the Battle. X1 Use.

Ability at Legendary: Boost an Ally’s A-Bonus by +1 for the rest of the Battle. X4 Uses. Cannot Stack. (That means you cannot drop all four uses on a single character: any character can only be Boosted once.)

Ability at Mythic: Boost an Ally’s A/D-Bonuses by +2 for the Rest of the Battle. X2 Uses. Cannot Stack

Copyright Jacob Snow 2018

Please test play them at any power level and then comment back here what you think!

God bless, and may your adventures end in Victory!

Jacob Snow

Battle Reports (BatReps), Uncategorized

Legends of Albadyn BatRep: Siege Solo Run

I am crazy and love this game, and as I have a Mythic Character, I decided to fit her with three skills and see if she could beat a Siege singlehandedly.

She made it halfway through, slaying thirteen Monsters all by herself.

Aja Whiteshield: Mythic Human Fighter

7 HP (She’s in my Guild)



Sprint, Critical Strike, Steadfast.


She handled herself perfectly, slaying the following Monsters

5 Thugs

5 Highwaymen

2 Crossbowmen


1 Marauder

Unfortunately, in the process, she was reduced to 2 HP and 1 Shield Block (the Fighter’s Ability). I was not giving her an easy time. I rolled out a five, and a problem arose: she was out of range of a Crossbowman. I was deploying monsters at one edge, and using her free round she moved back to five squares away from it.

Undeterred, I busted out a Bandit Rifleman, a Legendary Monster I had recently purchased. As an 8/4 with Range 6, not only was he powerful, but he was a serious problem for Aja. I hoped she would win Initiative. She didn’t.

She used her last Shield Block to stop the Rifleman’s first attack, but the second two robbed her of her last 2 HP, and she awoke in the temple with aches all over. A tragic and cheap ending to a brilliant run.

However, Aja was able to do a ton. Using Sprint, she could get behind the enemy front line and cut down their support, allowing her to better deal with that front line. Constantly she would dart through an opening and cut down the Crossbowman or Thugs lurking in the background. Critical Strike turned many would-have-been misses into instantly annihilating Hits, and by playing smart, I was able to hold down the fort (heh, heh) for five whole rounds.

The fourth round was really where it began falling apart though: Aja got blasted by the Crossbowman because she was hemmed in by Thugs and a Highwayman. Completely surrounded, she could not break through in time to stop the damage output of the Crossbowman. Wave five was easy, and wave six was the end.

So in conclusion, my findings this solo run are better than my findings last solo run (See Fight Together or Die Alone in Blog Posts), but the end conclusion is the same: there is only so much a solo Adventurer can do, even one at Max Level with a mess-load of game-changing skills. Adventure with one or two other Characters, and Victory will be much more attainable.

God Bless, and may your adventures end in victory!

Jacob Snow

Beta Notes, Uncategorized

About your Present… It mutated.

Not sure how many of you will remember my Christmas post, which was posted a bit after Christmas. In it I gave you a ticket to Mythic Level for your Character, as well as the poorly named Mythic Statuses.

Well, your gift has mutated. Apparently it was a bit past its prime. Sorry about that.

You still get to rocket to Mythic level, the Mythic Statuses are (mercifully) no more: now you have MYTHIC SKILLS (cue epic music and thunder). You still have to KO a Fallen Knight to get a Silver Token for any character but the one you used your Present on, but that one Character can now get that Mythic Skill, allowing them to keep their original ability. Yeah: the mutated version is better.

So in short, your present was cool, but now it is awesome. Enjoy, and may all your adventures end in victory.

God Bless!

Jacob Snow

Discussion, Uncategorized

*NEW* Mythic Weapon: The Seventh Sorrow

The history of the seven-chambered Revolver known as The Seventh Sorrow is a perplexing one filled with great power, and the ruination of those who wielded it.

The first recorded wielder of The Seventh Sorrow was its maker, Yorlingas Ironhand, the famed Dwarven blacksmith who made the first revolver. The Seventh Sorrow was not that revolver, though: The Seventh Sorrow was his masterpiece, the final work he made. While wielding it, Yorlingas never lost a battle: the magic power in the seventh chamber was too devastating to be prepared for, and its wielder far too good a shot.

For a time, Yorlingas was one of most powerful men in Albadyn: he amassed an even larger fortune than he had prior, he became known all throughout Albadyn, not just Rhasys, his homeland, and he was more skilled in battle than (arguably) and Dwarf before him.

But his ruin was his pride. Convinced that, while wielding The Seventh Sorrow, he could never be defeated, Yorlingas decided that he would face a monster so powerful that no one had ever faced before: The Ashen Hound.

This was before the origin of the Adventurer’s Amulet, so when the battle came to its predictable conclusion, Yorlingas was no more, and his pride and joy, The Seventh Sorrow, was lost.

Years later, after the Ashen Hound had moved on to Ghar, a wandering peddler found a strange revolver lying in the wilderness. Despite the fact that it had lain there for years, the metal still shone as though it had been forged only the day prior. The peddler was not well-versed in Dwarven weaponry, though, and thought he had found some random revolver left behind by some foolish adventurer, and he picked it up and carried it with him in his cart.

Once he found out what it was, however, pride began to seep into him, as well. He would brag to every merchant he knew that he had found the infamous Seventh Sorrow, a weapon without market price, that he could sell to any number of collectors.

His fate is surely known to you by now. Another merchant, a greedy, ruthless merchant, would be The Seventh Sorrow’s next owner.

After him, a Rook would take it. After the Rook, a Bandit, and after the Bandit, a woman seeking to open her own shop. The shop is where it has remained. DiVareta warns those who would buy this weapon: ownership has brought much grief to those who allow pride to poison their hearts. Take heed: even though with this weapon you are powerful, you will never be invincible.



Elite Weapon: The Seventh Sorrow.

Beta Notes, Discussion, Uncategorized

The Legend Grows… Skills have arrived

A fundamental change to what all your Character(s) is(are) capable of.

The reason for this update is because when you think of any legendary figure from our world, there is one defining trait. That is your Character’s Class Ability.

But in the same token, King Arthur, wielder of Excalibur, was also a capable jouster. That would be his Skill.

Skills are fully optional: want your character to stay exactly as they are? Go for it. But for those who desire to increase their power, here is how it works.

When you first Create your Character, you choose their class as per usual. However, when you are done, hop over to the Skills tab and select ONE SKILL.

When you reach Legendary, you can select a second. When you reach Mythic, you can select a third and final skill.

There are going to be three types of Skills: Attack Skills, Defense Skills, and Agility Skills. These are pretty self-explanatory. Like an Ability, a Skill is either Static, meaning it is always on, or it is Active, meaning it requires an Action to use, and has limited uses.

I have already tested these, and they add a LOT of gameplay depth, as well as making your Character feel truly Legendary.

They’re coming, and they’re coming soon. Don’t worry, Event Coordinators… I’m working on something for you, too…