Optional Rules I will be using
Lair Tight Modifications
For this variation, getting new dragons is an extremely rare experience! On the occasion this does happen, the joining dragon(s) must be trained to the same level of the dragon with the least experience in the active faction outside of the main challenge. If they faint at any time during this training, it does not reduce their life points!
Additionally, the following Drops of Fate and Tides of War have been altered:
Apparel: Randomly generate a list of all dragons in the active faction. The one at the top and one at the bottom of the list both receive 2 life points.
If there is only one dragon in the active faction left when apparel is dropped, they receive 3 life points instead.
A faction may "sell" the apparel for its hoardsell price and add the resulting finances to their faction hoard once its effects have been completed.
Boss Familiars: Every dragon in the active faction gets a boost of 3 life points.
Eliminate: Only the dragon with the most experience points of the opposing faction gets eliminated and must be removed from the challenge.
Light Enamorment: On a result of 6 for its daily event, instead of breeding the dragons together, give each one 2 life points and have the infatuated dragon immediately shift allegiance to the opposing faction.
Normal Familiars: Randomly generate a list of all dragons in the active faction. The one at the top immediately receives 2 life points. (after 11 tallies)
Rally: If all dragons of any particular valid element(s) from the active faction have been removed from the challenge completely, add new ones of those elements back to the active faction. Then train them in the manner described earlier.
Secondary Gene: Morph: Functions the same, only instead of breeding the lovebirds when apparel is next dropped for that faction (if still valid), give them each a boost of 2 life points. Additionally, the lovebird of your element which you bought from the Auction House gets to be trained in the manner described earlier.
Unhatched Eggs: Functions the same, except you get to train the resulting hatchling in the manner described earlier as soon as they grow up. While a hatchling, they may experience some life point changes depending on effects that come from The Tides of War; however, this ability is paused temporarily during their training period, and will resume as normal once they are at an appropriate level.
Loot Insurance: Whenever a battle results in no loot, roll a die. Multiply its result by 100 and add that amount of treasure to that faction's finances.
Capitalism: At any time after a potion drops, or after any of the following items drop and their effects are resolved (apparel, boss familiars, familiars, materials and trinkets), they may be "sold" for their hoardsell price and get the resulting treasure added to their faction finances. Materials and Trinkets will be 20t, regardless of hoardsell price.
Time Limit: Unless we get lair expansions for the FR anniversary, I need to set a 30 day time limit on this challenge. Some friends are very generously holding some of my dragons so I can play.
Time Warp: Due to the time limit, I may play more than 1 “day” on a given day. They will be labeled as Week 1: Day 1, so as to properly keep track of when the 7 days is concluded when the survivors gain their 1/2 life point and all effects are reset.
Wandering Dragon
I am modifying this rule to utilize the trade function, without having the possibility of a dragon joining either faction. The wandering merchant will be of the neutral flight - Light.
• Every day, the faction who enters the Coliseum first rolls a die. On a result of 1-5, they proceed as normal. On a result of 6, the dragons selected to battle will first encounter the wandering merchant dragon before they proceed with Coli battling.
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Trade: When trading with the wandering merchant dragon, the active faction exchanges battle stones of equal value with them. You are allotted one trade per wandering merchant dragon encountered, though you are not forced to perform all potential trade actions. There are a ton of valid trade options.
I am allowing any similar type stone swaps. So Elemental Acuity and Might fragments are swappable, does not have to be the same element. Bolts and Slashs are swappable. Major Elemental ability stones are only swappable with themselves. The rest of the ability stones are all swappable with each other. Hybrid fragments only with each other. Accessory stones only with each other.
The manner in which this trade is performed is to sell, vault, or otherwise get rid of the item you no longer want and buy what you actually want on the AH. This has no effect on your faction's finances. Additionally, this does not impact your faction's current tallies for any elemental battle stones, nor does it impact the Tides of War for non-elemental battle stones.
You can also use the faction finances to exchange 100t for a Minor Health Potion, 200t for a Health Potion, and 300t for a Major Health Potion. Each potion bought counts as one "trade."
The only two battle stones that your faction can "purchase" for lower than AH price would be Rally and Eliminate. If you want to buy a Rally for a dragon, the transaction must deplete 11,000 treasure from their faction's finances. If you want to buy an Eliminate for a dragon, the transaction must deplete 55,000 treasure from their faction's finances.