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Ideaboxing
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 {{usergod|245px200px| avatar = RisingSunJBdAav.jpgjpeg
| hero = Gary-sue
| motto = 일: "Sanity is overratedCogito, ergo dum!"
| gender = Male
| personality = Sarcastic
| guild = Sowing SunE.I.S. Eternal
| temple = November 2, 2012
| templepantheon = 3295
}}
ARK COMPLETION DATE: AUGUST 16th, 2014
NOTE FROM JB: This page has been neglected for the better part of a year at least, and needs a re-write. I'll get down to adding more stuff one of these days, that's a promise.
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==Gameplay Notes== In this section, I'll put down the basics (and some fancy crap too) of how I learned to play. This is intended to encompass how I fight in the Arena, how I learned to gather and hoard charges without paying, how I learned to use what I've got to maximum effect, and provide basic references on a wide variety of things. If you can't find what you're looking for here... it's probably because I don't know it yet. (Or at this point in construction, because I haven't gotten the time to add it yet.) ===In the Arena (BEGUN)=== Pending. Starting to write. <div style="{{radial-gradient|center|circle|#FFFFFF, #B0E0E6 50%, #ADD8E6}};-moz-border-radius: 15px; border-radius: 15px; padding:10px; text-shadow: white 0.1em 0.1em 0.2em; margin-bottomCharacter Bio:15px;"> ====Define "Dueling" (NOT BEGUN)==== Brief definitions of each type of duel. Qualities shared by all, what's different between Arena, bosses, skirmishes, and sparring Chronicles (how they startUnderway, how they end, flow of events in between) ====Know Your Abilities (BEGUN)==== ''The different buttons, cost to use each. Mention which lower your Action Count to use. For each, list what its effect is, (benefits of use, drawbacks and dangers)'' There are two ways gods can help their hero/ine in a duel: '''Voice Commands(VCs)''' and '''Actions.''' Both of these types of aid cost godpower (but of course). <big>'''Voice commands (VCs)'''</big> <small>* Cost 5% GP to use. </small><small>* Happen on top of the existing turn. </small><small>* ~30% chance of success each time. </small><small>* Cannot backfire/misfire to hurt you. </small><small>* Weaker but cheaper & more versatile than Actions. </small><small>* Will not lower your Action Count.</small> VCs come in 3 functional types: <small>* '''Attack''' lets you hit for normal damage no matter whose turn it as is or if you’ve already attacked.</small> <small>* '''Heal''' recovers about the amount of health a normal attack takes away. On opponent’s turn, cancels out damage from 1 regular hit. On your turn, gains a little health.</small> <small>* '''Pray''' boosts your GP by 20%, granting you further ability to command or act. (If it works, of course. Or you’re out 5% GP like with the other VCs)</small>______________________ '''<big>Influences/Actions'''</big> <small>* Cost 25% GP to use. (5x as expensive as VCs)</small><small>* Happen alongside VCs and/or regular turn</small>.<small>* Risky: May mis-target/backfire to wrong hero, both, or miss completely. (33% odds of each outcome when BF occurs)</small><small>* Lowers Action Count by 1 when used.</small> * 2 types of Actions: '''Encourage''' heals ~3x as much as a Heal VC, regardless of alignment.<small>Backfires: Heals both heroes, neither, or your opponent only.</small> '''Punish''' targets the opponent, for about 3x regular attack damage regardless of alignment.<small>Backfires: harms both combatants, neither, or only the sender.</small> ====Um... (DECIDING ON A SNAPPY TITLEs)====  Uh, maybe one with commonly encountered or popular tactics in the wild or something. Beats me, I'm only starting on this thing for real as of a couple days ago. Should be a smaller, cleaner section than I feared.  </div>   <div style="{{radial-gradient|center|circle|#FFFFFF, #FFF5EE 50%, #FAEBD7}};-moz-border-radius: 15px; border-radius: 15px; padding:10px; text-shadow: white 0.1em 0.1em 0.2em; margin-bottom:15px;"> ====Glossary==== <small>'''AB:(Awkwardly Bouncing)''' A Punish backfire which misses the opponent completely, harming only the sender. For full damage.</small> <small>'''AC:(Action Count)''' Number of Actions/Influences remaining. Starts at 4, decrements every Action taken, increments for every Action the opponent takes. Whenever this value decreases to 0 for a player, (referred to as an '''Action Lock''') he or she cannot Encourage or Punish until the value goes back up to 1. (The highest the Action Count will ever be is 8, if an opponent acts 4 times more.) </small> <small>'''Action:''' The term used in dueling to refer to either an Encourage, a Punish, or a Miracle. In short, anything that decreases one's AC to do. </small> <small>'''AL:(Action Lock)''' Purposefully using fewer Actions than one's opponent to reduce his/her Action Count to 0. An indicator of whether one has successfully action-locked an opponent is if one's own AC is at 8.</small> <small>'''Arena''': A type of duel costing 75% GP to send a hero to. (With a maximum of 17 minutes waiting.) On arrival, the hero recieves 3 random items. Steps take 40 seconds each, after the first 3 steps, gods can take Actions and send VCs. The winner recieves a gold brick, the loser's gold, and a Godpower refill (to 100%, plus a charge added to the Accumulator) and the loser recieves a loss on his or her record and forfeits their gold but not their life. Both combatants fully, though gradually, heal after the fight. Can be done once every 4 hours if the hero matches, once every hour if not. Arena matches prevent skirmishes for 3 days afterwards.</small> <small>'''BF:(Backfire)''' When an Action goes awry, and mis-targets its effects to the wrong hero, or to both or neither of the combatants equally. Every Encourage or Punish has a 25% chance of backfiring.</small> <small>'''Charges''': Godpower Accumulator charges. Each will add 50% to the Godpower available to the player when used. The maximum number of charges obtainable without leveling up, the use of special items (to be covered in the Godpower Hoarding section of the page) or buying charges is 3.</small> <small>'''Duel''': A turn-based battle in which two players (or a computer-controlled opponent vs. one or more players) alternate hitting each other (or goofing off and skipping turns) until one side is defeated. There are different types of duels, each with its own defining characteristics: Arena, Boss, Skirmish, and Sparring duels. (More on those later.) Generally, the winning side comes away with a prize of some type, and the losing side gets nothing after the fight.</small> <small>'''GP''': Short for "Godpower." Sending the hero to the Arena costs 75% GP. Encourage or Punish Actions cost 25% GP to use, Miracles cost 50%, and VCs cost 5% each. 100% is the most you can have. </small> <small>'''IM:(Imprecise Master/Mistress)''' Encourage backfire which heals only the opponent's hero, and not the sender.</small>
<small>'''Miracle''': A special type of Action available only to temple-ownersNothing here yet. Costs 50% GP to use. Does not technically backfire. Instead, may damage opponentJimbob64 in his hero's equipmentChronicles IS based off the actual player, leech opponentso he's GP, or destroy their inventory. Considered nota bit of a-very-useful by many duelists. Widely regarded as inconsiderate refusing to use in mosttype that about himself, if not all, Arena fightshas others who'd say it for free possibly.</small>
<small>'''Skirmish''': A type of duel which may occur when two heroes within each other's matching range meet at Exiled from his heavenly home 20 years ago by the same milestone and neither time his hero comes on the scene, he has fought in no one to blame but himself for the Arena trouble he's in 3 or more days. Each step (turn) takes 40 seconds, during which both Best known among other gods have as variously "the chance new guy" "a pain" and "Who?", his first act on ascension to take Actions or use VCs godhood was to affect the battle's outcome. ''(Do skirmishes have action limits or 3-turn pauses before action? Ask someone who knows.)'' The winner of get roaring drunk in a skirmish takes all the loser's gold, items, bar and make a gold brick, and adds bet he couldn't possibly keep with a win to his or her Duel Recordvery senior god from another pantheon. Winning these Not a good start, but at least things can be quite lucrative at timesonly get better... Losing a skirmish means giving up these things, adding a loss to one's record, and possibly death as wellor so he tells himself.</small>
<small>Exiled to Godville'''Sparring fight''': Like a mock-battle. 40-second stepss terrestrial realm by his own words, Jimbob has searched for years in vain, after seeking his destined hero who will build the first 3, players are allowed monument of solid gold he needs to affect the battlewin his bet and return home. The winner gains nothing but experience pointsproblem? There are a great many of those, not the loser loses nothing whatsoever. A safeleast of which is that no one knows where this hero might be, off-the-books way to gain some practical experience with dueling. Can only be done with those on oneor if he's friend list (via even been born yet. Let alone the '''Challenge a Friend''' button, costing 50% GP to ask matter of whether the friend designated mortal can be persuaded to spar. Duriong these 5 minutes, all action of the sender's hero ceases until the friend accepts the challenge, whereupon accept his heroic destiny and go along for the fight beginsride.</small>
<small>'''TGR:'''Short for "the Great Random," Godville's popular nickname for the random number generator which has a hand in basically everything in this game to some extent, from exact prices at merchants' stores, to VCs being heeded, treasure being unearthed, and the success of Actions, both inside the Arena and out. Because this determines whether an action will succeed or backfire, as well as whether VCs are heeded, TGR can make a fight very easy, extremely difficult, or anywhere in between. Many a gladiator with an otherwise impecabble strategy and record owes a few losses to the fickle nature of the Random. (This is something to be cautious of when dueling, but also the very reason a new player could beat a Top 10 fighter- I've seen this happen, and it was not pretty. For the veteran, at least. The newcomer was ecstatic.)</small>
<small>'''VC''': Abbreviation for "Voice Command." Also known as Godvoices. In the Arena as elsewhere, these cost 5% GP to use. In a duel, each of these types of commands (Attack, Heal, and Pray) have a 30% chance of being obeyed. VCs don't count as an Action.</small>
</div>
===Everywhere Else Gameplay Notes (UNDERWAYINTERMITTENT)===
That really says it all about my approach to Holy moly, this gameneeds cleaning up. One of these days, there's a big ol' update coming.Meaning to include sections Started on melting bricksa touch-up or two, monster fightingbut come a couple months, GP hoarding/use for payers & non. Any notes I may probably will havethat sit-down and a page overhaul.
====Housebreaking Your Hero (BEGUNUNDER REVIEW)====
(Tips on voice commands & tactics in the field)
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 ====Overworld Voice Commands (UNDERWAY-Work in Progress)====
''To manage a hero, it's handy to know what words will clue the <s>daft little nuisances</s> lovable little guys in to what you want done. For this reason, I'm going to list the key words I've found with brief descriptions of what each one does. To save us all some Godpower, I'll try to name the times each command is best used (ah, those rare times when your hero doesn't ignore you completely.) Keywords are given in bold.''
* '''Complete''' the '''quest faster''': The hero may complete from 1 to 5% of the current quest if successful. Or ignore you and gripe. But you're used to that if you've played Godville for any length of time, I assume. WHEN YOU WILL DEFINITELY BE IGNORED: Healing, heading back to town, or anything at all in town. If you're in a town, you can ask the hero to '''return to the quest'''. Which oddly I've never done. I need to test this out.
* '''Join "Sowing SunE.I.S. Eternal" guild''': For heroes level 12 and above. If successful, the hero sets out on a multi-day quest at the end of which he or she will become a new member of that guild. Though some people have no particular guild in mind, picking one with friends to join is a good idea for the interactively minded out there: this may be nominally a ZPG, but the more of us there "aren't" playing together, the more interesting things get. A guild with a strong sense of community and fun is a good place to pick up a gameplay tip or two, ambitious or no, whether you even think you need one or not. Plus you have others to talk to in your guild so there's someone who understands the junk your hero puts you through daily.
* '''Cancel''' this '''quest''': Again, exactly what it says on the tin. If successful, the hero will abort the current quest on the spot and head back to town for a new one. Aborted quests give no reward. This command is most commonly used to abort guild-changing quests, which heroes will strike out on every so often until reaching Cardinal rank in their current guild. Another common use is to end the "vet/extend pet registration" quest given only to those whose pets have lost all their levels. These 2 quests give no reward if complete, but if canceled, the hero will release the level-less pet into the wild and attempt to find a new companion. WHEN YOU WILL DEFINITELY BE IGNORED: I have found no time when this command may not be heeded, with persistence. When the quest is already complete or canceled perhaps.
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====On Gold Brick Acquisition (UNDERWAY- NEEDS SHORTENING)====
<small>Ways they can be acquired, tactics for speeding acquisition, odds for acquisition maybe, and clear up that HEROES DON'T SMELT, GODS DO. </small>
====Using Godpower Efficiently (WRITE THIS NEXT)====
Combined with GP-conservation sectionUnder construction. Basically for a start, any time you see Holy Powercell in your inventory, tap it, say Yes. Only click Restore on the God Remote if you mean it. It's redundant to Once you have them next to each other. In this sectionideabox access, I will attempt to basically put down notes vote regularly and honestly on the ways I've seen that can help a person use whatever godpower he one or she may have (two whole categories for at least 3 charges or 250, equally) days to double the best effect. Godpower charges only give 50% back when 100% is accumulated, so learning to effectively use what you can gather is a must. Or at least, it can make things rather easierGP from in-town prayers.
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Basically, "How to be a miser" Non-charge-adding techniques, tips and when to use for best effect with just the 100% you can hold after prayer, to avoid using Restore.
=====Charge-Hoarding Techniques (RESUMED WRITING)=====
without a temple or a purchase."
''Some handy charge-gathering items:'' Praystation/Sacrificial Lamp storea store a charge for 50% GP. Is 50% cheaper than accumulating manually, and can take you beyond 3 stored. Holy Powercell... is awesome. Free to activate, adds one accumulator charge, no upper limit on the number of charges it gives. One use each. If they weren't so rare, they'd be a gamebreaker.
For temple owners: Between Milestone 1 and 10, tell your hero to return to town (can be done up to 6 times per quest, allegedly.) and upon reaching Godville you'll revieve retrieve an XP boost for 10,000 gold if you have it, and if not you'll either recieve receive gold or a charge. Takes some luck, but sometimes temple owners can snag an extra charge or two per day from this.
Other methods forthcoming. Yes, I've started in on this at last. <s>So settle down, Arena trolls! It takes less than 3 charges to beat someone who'd rather complain than play anyway.</s>
 
</div>
 
===In the Arena (RESTRUCTURING, SKIP this & Duel Term Glossary if you're new)===
 
Until I figure out how to say it coherently, I'm hiding this section altogether. It's still there, but as it ''makes no sense,'' I took it off public display until further notice to save us all some time and page space.
 
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====Define "Dueling" (<s>WHO GIVES A</s> NOT BEGUN)====
 
Brief definitions of each type of duel. Qualities shared by all, what's different between Arena, bosses, skirmishes, and sparring (how they start, how they end, flow of events in between)
 
====Know Your Abilities (BEGUN)====
 
''The different buttons, cost to use each. Mention which lower your Action Count to use. For each, list what its effect is, (benefits of use, drawbacks and dangers)''
 
There are two ways gods can help their hero/ine in a duel: '''Voice Commands(VCs)''' and '''Actions.''' Both of these types of aid cost godpower (but of course).
 
<big>'''Voice commands (VCs)'''</big>
 
* <small>Cost 5% GP to use. </small>
 
* <small>Happen on top of the existing turn. </small>
 
* <small>~30% chance of success each time. </small>
 
* <small>Cannot backfire/misfire to hurt you. </small>
 
* <small>Weaker but cheaper & more versatile than Actions. </small>
 
* <small>Will not lower your Action Count.</small>
 
 
VCs come in 4 functional types:
 
* <small>'''Attack''' lets you hit for normal damage no matter whose turn it is or if you’ve already attacked.</small>
 
* <small>'''Heal''' recovers about the amount of health a normal attack takes away. On opponent’s turn, cancels out damage from 1 regular hit. On your turn, gains a little health.</small>
 
* <small>'''Pray''' boosts your GP by 20%, granting you further ability to command or act. (If it works, of course. Or you’re out 5% GP like with the other VCs)</small>
 
* <small>'''Defend''' halves all damage taken by the hero this turn, except for Punish damage. Best used in boss fights, probably.</small>
______________________
 
'''<big>Influences/Actions'''</big>
 
* <small>Cost 25% GP to use. (5x as expensive as VCs)</small>
 
* <small>Happen alongside VCs and/or regular turn.</small>
 
* <small>Risky: May mis-target/backfire to wrong hero, both, or miss completely. (33% odds of each outcome when BF occurs)</small>
 
* <small>Lowers Action Count by 1 when used.</small>
 
 
'''<big>2 types of Actions:</big>'''
 
 
'''Encourage''' heals ~3x as much as a Heal VC, regardless of alignment.
<small>Backfires: Heals both heroes, neither, or your opponent only.</small>
 
'''Punish''' targets the opponent, for about 3x regular attack damage regardless of alignment.
<small>Backfires: harms both combatants, neither, or only the sender.</small>
 
====Um... (DECIDING ON A SNAPPY TITLE)====
 
 
Uh, maybe one with commonly encountered or popular tactics in the wild or something. Beats me, I'm only starting on this thing for real as of a couple days ago. Should be a smaller, cleaner section than I feared.
 
 
</div>
 
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====Duel Term Glossary====
 
<small>'''AB:(Awkwardly Bouncing)''' A Punish backfire which misses the opponent completely, harming only the sender. For full damage.</small>
 
<small>'''AC:(Action Count)''' Number of Actions/Influences remaining. Starts at 4, decrements every Action taken, increments for every Action the opponent takes. Whenever this value decreases to 0 for a player, (referred to as an '''Action Lock''') he or she cannot Encourage or Punish until the value goes back up to 1. (The highest the Action Count will ever be is 8, if an opponent acts 4 times more.)
</small>
 
<small>'''Action:''' The term used in dueling to refer to either an Encourage, a Punish, or a Miracle. In short, anything that decreases one's AC to do. </small>
 
<small>'''AL:(Action Lock)''' Purposefully using fewer Actions than one's opponent to reduce his/her Action Count to 0. An indicator of whether one has successfully action-locked an opponent is if one's own AC is at 8.</small>
 
<small>'''Arena''': A type of duel costing 50% GP to send a hero to. (With a maximum of 17 minutes waiting.) On arrival, the hero recieves 3 random items. Steps take 40 seconds each, after the first 3 steps, gods can take Actions and send VCs. The winner recieves a gold brick, the loser's gold, and a Godpower refill (to 100%, plus a charge added to the Accumulator) and the loser recieves a loss on his or her record and forfeits their gold but not their life. Both combatants fully, though gradually, heal after the fight. Can be done once every 4 hours if the hero matches, once every hour if not. Arena matches prevent skirmishes for 3 days afterwards.</small>
 
<small>'''BF:(Backfire)''' When an Action goes awry, and mis-targets its effects to the wrong hero, or to both or neither of the combatants equally. Every Encourage or Punish has a 25% chance of backfiring.</small>
 
<small>'''Charges''': Godpower Accumulator charges. Each will add 50% to the Godpower available to the player when used. The maximum number of charges obtainable without leveling up, the use of special items (to be covered in the Godpower Hoarding section of the page) or buying charges is 3.</small>
 
<small>'''Duel''': A turn-based battle in which two players (or a computer-controlled opponent vs. one or more players) alternate hitting each other (or goofing off and skipping turns) until one side is defeated. There are different types of duels, each with its own defining characteristics: Arena, Boss, Skirmish, and Sparring duels. (More on those later.) Generally, the winning side comes away with a prize of some type, and the losing side gets nothing after the fight.</small>
 
<small>'''GP''': Short for "Godpower." Sending the hero to the Arena costs 50% GP. Encourage or Punish Actions cost 25% GP to use, Miracles cost 50%, and VCs cost 5% each. 100% is the most you can have. </small>
 
<small>'''IM:(Imprecise Master/Mistress)''' Encourage backfire which heals only the opponent's hero, and not the sender.</small>
 
<small>'''Miracle''': A special type of Action available only to temple-owners. Costs 50% GP to use. Does not technically backfire. Instead, may damage opponent's equipment, leech opponent's GP, or destroy their inventory. Considered not-very-useful by many duelists. Widely regarded as inconsiderate to use in most, if not all, Arena fights.</small>
 
<small>'''Skirmish''': Obsolete, these are no more. Historically, it was "A type of duel which may occur when two heroes within each other's matching range meet at the same milestone and neither hero has fought in the Arena in 3 or more days. Each step (turn) takes 40 seconds, during which both gods have the chance to take Actions or use VCs to affect the battle's outcome. The winner of a skirmish takes all the loser's gold, items, and a gold brick, and adds a win to his or her Duel Record. Winning these can be quite lucrative at times. Losing a skirmish means giving up these things, adding a loss to one's record, and possibly death as well."</small>
 
<small>'''Sparring fight''': Like a mock-battle. 40-second steps, after the first 3, players are allowed to affect the battle. The winner gains nothing but experience points, the loser loses nothing whatsoever. A safe, off-the-books way to gain some practical experience with dueling. Can only be done with those on one's friend list (via the '''Challenge a Friend''' button, costing 50% GP to ask the friend to spar. Duriong these 5 minutes, all action of the sender's hero ceases until the friend accepts the challenge, whereupon the fight begins.</small>
 
<small>'''TGR:'''Short for "the Great Random," Godville's popular nickname for the random number generator which has a hand in basically everything in this game to some extent, from exact prices at merchants' stores, to VCs being heeded, treasure being unearthed, and the success of Actions, both inside the Arena and out. Because this determines whether an action will succeed or backfire, as well as whether VCs are heeded, TGR can make a fight very easy, extremely difficult, or anywhere in between. Many a gladiator with an otherwise impecabble strategy and record owes a few losses to the fickle nature of the Random. (This is something to be cautious of when dueling, but also the very reason a new player could beat a Top 10 fighter- I've seen this happen, and it was not pretty. For the veteran, at least. The newcomer was ecstatic.)</small>
 
<small>'''VC''': Abbreviation for "Voice Command." Also known as Godvoices. In the Arena as elsewhere, these cost 5% GP to use. In a duel, each of these types of commands (Attack, Heal, and Pray) have a 30% chance of being obeyed. VCs don't count as an Action.</small>
</div>
==Game Geek Gallery==
Links to stuff that came in handy for me on the wiki, and any handy formulae I may have encountered. If I'm even doing this one anymore.
===Wiki Articles (BEGUN)===
[[Help:Editing|Wiki: Editing Help]]
===Stats & Game Mechanics (NOT BEGUN)<p style="font-family: times, serif; font-size:18pt; font-style:italic">Ideaboxing</p>===
Pur up things such as the Gladiatorship formula, Guild and other Pantheon formulae, and any thoughts or observations Thanks to {{God|SourceRunner|temple=12/29/2012 1:37 PM|breeder=12/28/2012 3:19 PM|extended= yes please}} for getting me started- more updates here later when I come across or have which strike me as interesting or oddcan hold still for 5 seconds at a time.
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==<p style="font-family: times, serif; font-size:14pt; font-style:italic">My Current Projects</p>==
The crap See EIS Talk page for current, I get up mean old, projects. Also providing plebe input to. Such as ignoring be sure the fact Ideabox guide under construction is understandable to anyone (if I ended my last sentence with a preposition.can understand it, anyone can)
* CURRENT PROJECT"Ideaboxing: <s> Rebuilding A Manual Plus" guide, still underway- actually, completed...ish & Brinjal wrote the [[Help:Editing|Wikisequel in Ideaboxers's default editing help page]] Union on the thread. I should probably provide the forum link to be as comprehensive and readable as possiblethere. Eventually, over time. Volunteers welcomedConsidering this a note to self to do exactly that. </s> ''Lazing''
* NOTE TO SELF: Put up a summary Chipping away at some epic writer's block (since September 2012, in fact) -- Actually, wrote some stories about Godville, still need to publish. (As of auras. Names with August 2015, and there's a sentence or 2 on what it does and duration. One paragraph for each, I thinkwhole 4-part series.)
Also, building Dusting off this page to be something useful. I promise I'll come back to it (eventually.Did a little bit of that today, August 26)
Last of all, this is really more of a goal than a project, but I'm still well over 100 spars away from the Coach 1st Rank achievement, and anyone who chooses to add me, I'll gladly spend the 50% GP to initiate the spar out-of-pocket, and will be grateful for whatever help I can get on that score.
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<small>"Not Begun" = I haven't started that yet. "Begun" = I have started, but only just. "Underway" = Making progress, possibly with actual content people can use by this point. There is no "Completed." When it's complete, it won't need a tag attached to the section header.</small>
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