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Events (Enemy Event)
When an Enemy Event is activated, one or more enemy figures will be spawned on the board. Enemy Events use 2 different systems for creating enemy encounters - the Enemy Pool System and Scripted Enemy Groups.
Scripted Enemies and the Pool System are mutually exclusive and do not depend on each other. You can create an Enemy Event that only uses the Pool System, or uses both the Pool and Scripted Enemies, or just Scripted Enemies. Whereas ALL Scripted Enemies will spawn with the Event, enemies generated from the Pool System are completely random every time.
The Enemy Pool System is an automatic yet flexible and customizable system that uses points to generate random encounters that are balanced and scale well with number of heroes and the game difficulty. There are default values, all of which can be modified. The system is easy to use - there are only 3 settings. Using points allows the game to scale enemy difficulty up or down very easily. It also allows the Scenario designer to mold enemy encounters that are predictable, in spite of their randomness.
In a nutshell, you give the system points (the Base Pool Points) which the Companion App "spends" on generating enemies and adding elite modifiers to them. Each enemy type and modifier has a different cost. A Hill Troll "costs" more than a Ruffian, for example. The points are automatically scaled based on Hero count and game difficulty. It's that easy!
The Base Pool Points value is a baseline for determining the difficulty of the enemies generated for the Event. It defaults to 10, representing 1 Hero at Normal Difficulty. Use smaller numbers to give the system less points to work with (easier encounters). Use a larger value to create a more difficult Event. The Base Points are automatically scaled in the Companion App by a harder or easier difficulty (Easy/Hard) and any additional Heroes.
Difficulty Bias changes how the Companion App scales the Base Pool Points based on Hero counts above 1.
The last option lets you choose which enemy types can possibly be included in the randomly generated pool of enemies. The point cost of each enemy type is also given. Note: This is the cost of the FIRST enemy added to the group. Additional enemies added to a group use .6 of the cost.
To get an idea of how your enemies will appear in the Companion App, use the Simulator to see a visual representation of a possible encounter using the values you provided. The Simulator uses the same algorithm as the Companion App. In the Simulator, each time you Re-Roll This Encounter, a new encounter is generated to show you all the enemy groups created. For each generated group, the data show the enemy type, how many enemies are in the group, the cost to generate the group, and any elite modifiers that were added.
To disable the Pool System for the Event and only use Scripted Enemies you manually create, set the Base Pool Points to 0.
Scripted Enemy Groups provide a means to manually create groups of enemies with specific, non-random properties. Scripted Enemies allow you to use your own values for damage, health and elite modifiers, and is where you would create special enemies with unique names and non-standard attributes. Scripted Enemies are guaranteed to spawn with the Event exactly as you created them.
Click the Add Scripted Enemy Group button to add a group and open the Enemy Editor.
The Rewards in the Enemy Editor are only given when this particular Scripted Group is defeated. Rewards in the General Properties are given after all enemies in the Event have been defeated.
Use the Enemy Count setting to specify how many enemies are in the Group.
The Enemy Name field can be used in 2 different ways. First, leaving it blank will let the editor auto-fill the text to the monster type. Second, you can type in your own text to give your monster a unique name. This text is shown to the players in the companion app.
If you wish to make one uniquely named Orc Marauder boss, for example, you'd edit his unique name, then select 1 from Enemy Count. Give him health and damage, then add some elite bonuses if you want. More Scripted Groups can be added on the previous screen (his squad of goons), and they will all spawn with the boss when the Event is activated. Or leave it up to the Pool System to automatically flesh out the encounter with his sidekicks. Or use both systems!
Set the Scripted Group's Health and Damage/Fear. Set Attack Negated By to determine which Hero Attribute negates the Group's attack.
Select any Elite Bonuses and Shield/Sorcery/Movement attributes.
Use the Custom Difficulty Setting option to make sure this Scripted Group ONLY appears in the CHECKED difficulty modes (Easy/Normal/Hard). Scripted Groups default to appear in all modes.