Difference between revisions of "Miracle"

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m (moved 'miracle" content from temple page to here, slapped a "rewrite" tag on this because I didn't feel like combining the two articles.)
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[[Image:miracle.jpg|600px]]
[[Image:miracle.jpg|right|400px]]'''Miracles''' are a form of influence only available to gods with a completed temple.
 
  
Miracles cost 50 godpower, but they are definitely worth it. You can use miracles while traveling, while fighting, in town, or in a duel. Of all those things, '''there is NO reason to use a miracle in a duel'''. As a matter of fact, ''only douches use miracles in duels''. They will not help you. They will, however, hurt the other guy: they may break his armor, they may break bold items they carry, they may steal experience… Most of all, they will annoy the living daylights of the other god who will then complain to all his friends about what a douche you turned out to be. '''Don’t use miracles in duels'''. Just don’t.  
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Let there be light...
  
Outside of duels, miracles are really, really cool. Outside of town, they can completely heal your hero: yeah, completely! They can help your hero complete the current quest, be that a regular, run of the mill quest (which gets a 25% completion) or an epic quest (5% completion). They can get you a nice bold item to sell next time you’re in town. They can upgrade your armor: be careful, you might have the best looking Icarus Wings in existence. In town, they can also upgrade armor, heal, or get bold items, but also increase your guild’s influence (miracle influence is worth at least two encourage/punishment influences) or can increase your own personal influence which may, at some point, play a role in the game. Last, but not least, miracles can kill a monster in one fell swoop. Don’t waste your miracles to kill monsters, unless you really want to kill that Godville Administrator and get that elusive invite.  
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This influence is only available to a god once their hero has completed a [[Temple]] for them. It costs '''50% [[Godpower]]''' to use. The number of miracles you can use in a certain space of time has a limit: the Godville Administrator does not look kindly on temple owners who overuse their newly found power. A sleeping Godville Administrator will roll over in a far away cave and may even take 50% of the Godpower from temple owners who abuse their privileges.  
  
When you miracle is important. How fast you do it one after another also matters. Don’t miracle when “searching for the right path” or when “returning to quest”. Pressing the miracle button in quick succession more often than not gives you two different outcomes.
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Unlike the other influences, miracles have a 100% success rate. They always benefit the hero in one of the following ways:
  
So there you are. You’ve come into your own. Your hero has failed to fail enough times for you to complete this golden monstrosity, which is crowded among hundreds of other golden monstrosities and which, together, have transformed Godville from its former romantic self, into an eye straining temple suburbia. I hope you’re happy. Now go do what you crazy gods do.
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* Restores 500 [[Health]] regardless of hero's level. Fully heals if hero has fewer than 500 health (under level 101).  
  
'''Other Ideas'''
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* Increases [[guild influence]] in the town they are currently in
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* Instantly kills opponent (if currently fighting one obviously)
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* Completes 25% of a [[quest]]
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* Completes 5% of an [[epic quest]]
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* Cause random monsters to drop bold and activatable artifacts into their inventory
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* Upgrade one or more pieces of equipment (By +2, may combine with 500 HP heal and give +1 instead)
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In the [[Arena]] or against a [[Boss-Monsters|Boss Monster]], instead of defeating the opponent, it has one of the following effects:
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* It may remove the opponent's godpower and increase your own by the same amount (from 10-25%), ie. a vampire drain. [[Arena]] and Sparring
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* It may greatly weaken the opponents defences by damaging their armour allowing more damage to be inflicted in a shorter period of time.  [[Arena]]
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* It may suck experience points from the opponent.  [[Arena]] / [[Boss-Monsters|Boss Monster]]
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* It may raise the opponent into the air and flip them upside down, causing one or more of their artifacts to fall out of their inventory and be destroyed.  [[Arena]] / [[Boss-Monsters|Boss Monster]]
  
* With the new-found [[miracle]] skill, a god can now gain town influence for their [[guilds|guild]] much more quickly, and work on getting their guild up to the top position in the unity pantheon.
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* It has also been known to heal and cause the hero/heroine to attack all in the same turn while in the arena
* Why are you still not at the top of all the [[pantheons]]?
 
* Submit [[Ideas]] for possible after-temple-completion goals?
 
  
The number of miracles you can use in a certain space of time has a limit: the Godville Administrator does not look kindly on temple owners who overuse their newly found power.  A sleeping Godville Administrator will roll over in a far away cave and may even take 50% of the Godpower from temple owners who abuse their privileges.  
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Using miracles against boss monsters in allied fights is regarded as poor form due to the risk of destroying some or all of the boss's artifacts, which reduces everyone's potential profit from the fight.
  
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While spelunking in Godville's dungeons, Miracles do one of three things:
  
Unlike the other influences, miracles have a 100% success rate.  They always benefit the hero in one of the following ways:
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* Restore 50 HP to all heroes (except those already defeated)
* Complete recovery of [[health]]
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* Restore a large (unknown how much exactly) amount of HP to the user's hero
* Increases [[guild influence]] in the town they are currently in
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* Reveal a bold artifact hidden under a floor tile and add it to user's inventory
* Instantly kills opponent (if currently fighting one obviously)  
 
* Completes 25% of a [[quest]]
 
* Cause random monsters to drop bold and activatable artifacts into a hero's inventory
 
* Upgrades one or more pieces of equipment
 
  
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The above three things only happen while on a [[dungeon's|dungeon]] map. During dungeon boss fights, Miracles have the effects listed for bosses and duels only. Anti-Influence dungeon maps block Miracle power as they do with Encourage and Punish.
  
In the [[arena]], instead of defeating the opponent, it has one of the following effects:
 
* It may remove the opponent's godpower and increase your own by the same amount (from 10-25%), ie. a vampire drain.
 
* It may suck experience points from the opponent
 
* It may greatly weaken the opponents defences by damaging their armour allowing more damage to be inflicted in a shorter period of time.
 
* It may raise the opponent into the air and flip them upside down, causing one of their artifacts to fall out of their inventory and be destroyed.
 
  
 
[[Category:Gameplay]] [[Category:Remote Control]]
 
[[Category:Gameplay]] [[Category:Remote Control]]

Latest revision as of 14:11, 13 February 2018

Miracle.jpg

Let there be light...

This influence is only available to a god once their hero has completed a Temple for them. It costs 50% Godpower to use. The number of miracles you can use in a certain space of time has a limit: the Godville Administrator does not look kindly on temple owners who overuse their newly found power. A sleeping Godville Administrator will roll over in a far away cave and may even take 50% of the Godpower from temple owners who abuse their privileges.

Unlike the other influences, miracles have a 100% success rate. They always benefit the hero in one of the following ways:

  • Restores 500 Health regardless of hero's level. Fully heals if hero has fewer than 500 health (under level 101).
  • Instantly kills opponent (if currently fighting one obviously)
  • Cause random monsters to drop bold and activatable artifacts into their inventory
  • Upgrade one or more pieces of equipment (By +2, may combine with 500 HP heal and give +1 instead)

In the Arena or against a Boss Monster, instead of defeating the opponent, it has one of the following effects:

  • It may remove the opponent's godpower and increase your own by the same amount (from 10-25%), ie. a vampire drain. Arena and Sparring
  • It may greatly weaken the opponents defences by damaging their armour allowing more damage to be inflicted in a shorter period of time. Arena
  • It may raise the opponent into the air and flip them upside down, causing one or more of their artifacts to fall out of their inventory and be destroyed. Arena / Boss Monster
  • It has also been known to heal and cause the hero/heroine to attack all in the same turn while in the arena

Using miracles against boss monsters in allied fights is regarded as poor form due to the risk of destroying some or all of the boss's artifacts, which reduces everyone's potential profit from the fight.

While spelunking in Godville's dungeons, Miracles do one of three things:

  • Restore 50 HP to all heroes (except those already defeated)
  • Restore a large (unknown how much exactly) amount of HP to the user's hero
  • Reveal a bold artifact hidden under a floor tile and add it to user's inventory

The above three things only happen while on a dungeon map. During dungeon boss fights, Miracles have the effects listed for bosses and duels only. Anti-Influence dungeon maps block Miracle power as they do with Encourage and Punish.