Difference between revisions of "Arena"
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== The Results - Winners, Losers, and Ties==
== The Results - Winners, Losers, and Ties==
Following an arena fight, both heroes will have their health points restored fully at the end of the duel. For thirty days after the fight (as well as during) there will be a [[Duel Chronicle]] available to show
Following an arena fight, both heroes will have their health points restored fully at the end of the duel. For thirty days after the fight (as well as during) there will be a [[Duel Chronicle]] available to show off your heroic victory/tragedy in battle .
Revision as of 02:17, 18 April 2019
The Arena, officially known as "The Glorious Death-pit," is a world-renowned amphitheatre located in the heart of Godville. For ten millennia, gladiators have stepped into the arena to demonstrate that battle skills, thrill the crowd, and claim fame and glory. The centuries-old gladiator battles still live on today, yet unlike previous uncivilized times, a losing gladiator is never mortally wounded--often much to dismay of the crowd.
- 1 Sending a Hero to the Arena
- 2 Special Effects in the Arena
- 3 Arena Duels
- 4 Arena Matching
- 5 Arena Fighting Tips
- 6 The Results - Winners, Losers, and Ties
- 7 External Links
Sending a Hero to the Arena
The “Send to Arena” command is available if all of these conditions are met:
- The hero is at least level 10
- The God has at least 50% godpower
- The Arena is open for public fights (sometimes it may be closed down for cleaning it up from broken teeth and refreshing the paint)
- The hero's last fight in the arena was more than 4 hours ago
A god can send their hero to the arena by using the “Send to Arena” button on their remote control. This command instantly teleports your hero to the arena using 50% godpower. During teleportation, the hero's health is restored to 100% and "discovers" 3 artifacts, sometimes even a gold brick. The artifacts will drop until inventory is full (I.e. two artifacts for two empty slots), but the random brick can "overflow" the inventory.
After being teleported to the arena, a hero will search for an appropriate opponent for 10 minutes. If the hero finds an opponent, a duel will occur.
If a hero cannot find an opponent after 10 minutes, no fight will occur. Sometimes, a hero's reputation will prevent a fight by scaring-off potential opponents. This often results in an empty arena and some very disappointed spectators; particularly those who paid a premium for the seats near the body bag stacking section. Even though a hero could not find an opponent, the hero may be rewarded with a golden brick or even some gold as a compensation for getting his gear on, oiling his leather, sharpening his sword, and turning up his game face. However, angry mobs, who missed seeing a good ole' slaying, have been known to outvote the Godville Administrator's benevolence so the hero receives nothing, but teleportation to the capital-- which is not too shabby.
For the first 5 minutes of each hour, heroes sent to the Arena will participate in a special ZPG duel. No influences of any kind will be permitted in a ZPG Arena fight, leaving the outcome entirely up to the Great Random.
If you send your hero to the Arena in this 5-minute window, you will be presented with a second confirmation to be sure you meant to participate in a ZPG Arena duel. Agreeing to this prompt will start the usual wait to match with an opponent, but your hero will never match with a non-ZPG opponent.
The results of winning or losing a ZPG duel are the same as any other match in the Arena.
More information can be found in blog post 94: ZPG-Arena.
Special Effects in the Arena
|a godpower accumulator won't let you use more than 3 charges during this fight.||Each god may not use more than 3 charges during the fight.|
|an anonymous philanthropist promises a generous award for the loss - three gold bricks||The hero who is defeated will receive three gold bricks.|
|arena priests set maximum action limit to 2 (instead of 4) for this fight.||Each god can only use 2 more actions than their opponent does, potentially leading to quicker action locks.|
|each turn both opponents lose some health points.||Each turn both heroes will lose~ 3% of their total health.|
|heroes won't be able to hear their gods due to audience uproar.||Voice commands will not work.|
|local priests promise to pray hard and restore some godpower each turn.||Each turn both gods will gain 1-15 godpower.|
|the audience is impatient, so this fight will be twice as fast as usual.||Instead of taking turns, both heroes will attack every step.|
|the divine influences here are more likely to backfire than usual.||There is a higher chance that an encourage or punish will miss, hit the wrong hero or hit both heroes.|
|the longer the fight the bigger the extra gold prize for the winner.||The winner will receive extra gold based on the length of the duel. It appears to be at a rate of 300-500 gold coins per step.|
|the outcome of this fight will not affect the duel win/loss counter and pantheon rating.||This duel will not be registered as having happened in either gods Wins/Losses and will not affect their pantheon rankings.|
|the winner will also get a log for the ark.||As well as the usual rewards, the winner will get a log of gopher wood. This rule happens only when the fighters have temples.|
|the winner will get three gold bricks instead of one.||The hero who wins will receive three gold bricks.|
If a hero finds an appropriate opponent, the higher level hero will have their max health reduced to that of the lower level hero, and a duel will ensue between the two heroes. As in all duels, god controls are locked during the first two minutes of a fight (though gods can still restore godpower during this time).
During every round after the first two minutes, a god may send one voice command and one action (an encourage, punish, or miracle), but gods who use miracles in the arena are considered total douche bags (see action section below).
While duels do not have a time or round (known as steps) limit, after 60 steps, healing and damage done will double to prevent overly long duels. After 90 steps, the damage and healing are amplified yet another level. For every 30 steps thereafter, damage and healing amplify, confirmed up to 150 steps by testing.
Matching for Juniors: Duelers with 0-4 wins can match. Duelers with 5-49 wins can match. Duelers with 50 or greater wins can match. (Perhaps related to the ranking on the Champion Achievement)
Matching for Seniors: ?
Arena Fighting Tips
Each gladiator has a different style of fighting. Accordingly, this section is only intended to serve as an extremely general guide. Really, the only purpose of this section is to prevent someone from looking like a total noob.
- If you are a non-payer, only send your hero to the arena when you have 3 or more charges and 100% godpower.
- Do not restore godpower until after the fight begins. During the first two minutes of the fight, gods cannot send voice commands or actions, but they can restore godpower. Restoring godpower while a hero is waiting for a partner is a waste of a charge if the hero does not find another hero to fight. This is a load of bull, if you have a fight where you can only use a limited amount of charges you're in trouble if you do this.
- Research your opponent. Check their arena fight history and find out who they have beaten and lost against. Check their alignment. It may provide you with some insight to their fighting style. If a hero has a "pure good!" personality, the hero's god could be less likely to punish. Similarly, if a hero is "pure evil!" hero's god could be less likely to encourage.
- Never take an arena record for granted. It can be anybody behind that account. Some gods have alternative accounts. Some gods rarely go to the arena, but are still very skilled fighters.
- If possible, never end a turn with less than 30 godpower. This will allow you to use a voice command and an action during the next round, if necessary.
- Have patience! Duels can last a long time.
- Voice commands cost 5% godpower.
- There is only a 30% chance a hero will react to a voice command. The other 70% of the time, the hero will just ignore it. Do not get discouraged if a hero ignores most voice commands.
- Do not mix types of voice commands (for example, do not give a voice command saying "rest, smite, pray"). If a god wants to heal a hero, give all heal voice commands. If a god wants a hero to attack, give all attack voice commands.
- Voice commands will never backfire and damage a god's hero or heal an opponent, but actions can.
There are four types of voice commands a god can use in the arena: healing words, attack words, pray words, and defend words. Below are a list of confirmed voice commands. Some of them also work in normal game play.
Drink, heal, HP, rest, roots, and wounds.
Attack, beat, crush, hit, kick, knock, punch, smash, smite, strike, and tramp.
Donate, give, praise, pray, and sacrifice.
Block, brace, cover, defend, resist, shield and dodge.
Actions (Encourage, Punish, and Miracle)
- Actions cost 25% godpower.
- As in normal gameplay, an encourage will generally heal a hero and a punish will generally provide a hero with additional fighting power.
- While fighting in the arena, divide a hero's total health into thirds. If the hero's health is below 1/3rd, do not be afraid of using an encourage. Similarly, if a hero's health is over 2/3rds, do not be afraid of using a punish. Remember, alignment is temporary, but losses are permanent.
- In a match the rate of successes of an action is 5 successes in every set of 6 actions, except for duels where the additional rule is "... backfire more than usual", where the rate is 3 in every 4).
- Punish only when a hero has enough health points to withstand a potential backfire.
- It was once believed that when an action backfire occurs, a god could send about 2 to 4 actions before another backfire occurs. This has been confirmed not to be the case. Now (in a normal duel) it is believed that if you get 2 backfires in a row, the next 5 will be successful (3 in an "extra backfires" fight).
- Do not go wild with the punish and encourage actions. In every duel, a god can only give 4 (or in some conditions, 2) more actions than an opponent. Once that happens, the god is "action locked" and cannot use an action until the opponent uses an action. Conversely, if you can force your opponent to do more actions than you, you may be able to action lock them, and take control of the duel.
- Do not make a miracle in the arena unless you want to annoy or upset your opponent. Making miracles in the arena is rude, a faux pas, and will make other gods mad. If these other gods get mad at you, they may talk stink about you, write your name on their wiki page, and even unfriend you. Do not do it. Take a loss with dignity. Plus, miracles don't always help a hero win; they can steal godpower or experience points, or destroy artifacts. Using a miracle during the last few rounds, when defeat is imminent, is considered poor sportsmanship.
The Results - Winners, Losers, and Ties
Following an arena fight, both heroes will have their health points restored fully at the end of the duel. For thirty days after the fight (as well as during) there will be a Duel Chronicle available to show off your heroic victory/tragedy in battle to the public.
The winning hero receives several prizes:
- A Gold brick
- A good deal of Experience
- All the Gold from the loser's pocket
- A win added to their duel record
- Their god gets their Godpower restored to 100% and an extra charge gets added to their Godpower Accumulator
Arena fights are never lethal; a hero cannot be killed in a duel here. However, the loser will receive a few forfeits:
- Lose all their gold (may be given back a small amount for "healing supplies")
- The god is stuck with the remaining Godpower
- A loss added to their duel record
If, per chance, a round ends with both heroes at 1 hit point, a tie will be announced, but a judge will not allow this and heal both fighters to a fighting state so a winner can be found.