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Jimbob64

415 bytes added, 06:13, 25 April 2013
m
Moved unfinished Arena section down after main game section, hid the bits that're incomprehensible.
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 (RESTRUCTURING)===
 
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 forther 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 3 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>______________________ '''<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> Invisible text ends here--> <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-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''': 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. ''(Do skirmishes have action limits or 3-turn pauses before action? Ask someone who knows.)'' 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> ===Everywhere Else Main Game (UNDERWAY)===
That really says it all about my approach to this game.
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 ====Overworld Voice Commands (UNDERWAY-SHORTEN EACH VC)====
''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.''
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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>
 
</div>
 
===In the Arena (RESTRUCTURING)===
 
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 forther notice to save us all some time and page space.
<!-- Invisible text begins here
<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-bottom:15px;">
 
====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 3 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>
______________________
 
'''<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 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-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''': 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. ''(Do skirmishes have action limits or 3-turn pauses before action? Ask someone who knows.)'' 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">Ye Not-So-Olde Ideaboxing... Stuff</p>=== <s>Pur up things such as the Gladiatorship formula, Guild and other Pantheon formulae, and any thoughts or observations I come across or have which strike me as interesting or odd.</s>
Pur up things such as Nah, on second thought I might consider an "Ideaboxing" section. Not to feed the Gladiatorship formulatrolls or anything, Guild but some people really would like to contribute and other Pantheon formulae, and any thoughts or observations I come across or have which strike me as interesting or oddcan stay calm enough in the face of a suggestion they're not the funniest person who ever lived.
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