Difference between revisions of "Jimbob64"

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{{usergod|245px
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| avatar = SomeoneSaidFood.jpg
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{{usergod|200px
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| avatar = JBdAav.jpeg
 
| hero = Gary-sue
 
| hero = Gary-sue
| motto = Cogito Ergo Dum
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| motto = "Cogito, ergo dum!"
 
| gender = Male
 
| gender = Male
 
| personality = Sarcastic
 
| personality = Sarcastic
| guild = Knights who say Ni
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| guild = E.I.S. Eternal
| position = Welcomer
 
| rank = Cardinal
 
 
| temple = November 2, 2012
 
| temple = November 2, 2012
 
| templepantheon = 3295
 
| templepantheon = 3295
 
| pet = rocky raccoon
 
| pet = rocky raccoon
| chronicles = [http://godvillegame.com/gods/Jimbob64 the Story So Far]
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| chronicles = [http://godvillegame.com/gods/Jimbob64]
 
}}
 
}}
  
<small>If you see an error on this page, or something you know to be missing or inaccurate (even simply stuff that's unclear) ''tell me.'' This page is here to help, and if you think of some way I could make it better, switch on over to my Discussion tab and leave me a note.</small>
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ARK COMPLETION DATE: AUGUST 16th, 2014
 
 
Special thanks to members of the following guilds: <big>♞ ☾ ✪ ₪ 일</big>
 
 
 
==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)===
 
 
 
Put notes on ye fine olde arte of Smoting thy Enemy here. Link to Shannonus' Guide to Smoting once we're done writing. <s>Aaand genuflect!</s>
 
 
 
Figure out some subsections. Maybe "Preparation" "Tactics (Basic Technique & Advanced maneuvers)"  "Charge-Farming"? "Types Of Duel" & their diffs.
 
 
 
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====Strategy (COMING SOON)====
 
 
 
<s>Subsections: Preparation (what to know before going in) Basic Strategy, etc. Figure these out more clearly, how they'll go together so as to flow smoothly as an intro to anyone</s>
 
 
 
<small>''The heck with this, I'm not gonna tell people how to fight! There's a zillion others who do that. Better if people know what to watch out for instead of having to memorize strategies by rote. ''</small>
 
 
 
'''My Rules For Duels:'''
 
 
 
COURTESY: Always remember there's a person on the other end. Rudeness in VCs
 
can hurt that person or kill the game's lighthearted mood. When a person ruins
 
someone else's good mood out of spite or frustration, we call that person "a
 
jerk," because this is a family game.
 
 
 
PRIORITIES: Winning's not everything. Heck, it's not even the MAIN thing.
 
Remind yourself that Godville is a game, and duels, as part of that game,
 
oughtn't be taken too seriously either. Games are about fun, so I think if
 
you're not having fun when you play, you must be missing something.
 
 
 
After about 260 matches and having spoken to others with much more
 
experience, I've decided waht makes dueling fun isn't the winning, it's the
 
fact that you never know for sure what the other player in a match is going to
 
do. The fun lies in just trying to outguess whoever you're matched with and
 
attempting to avoid the Random's ire.  What dueling is, is a match WITH another
 
player, not "against" anyone.
 
 
 
If you get to the point where you no longer enjoy dueling unless you win, or
 
find yourself beginning to stress about winning, and/or no longer take pleasure
 
in just the match itself, it's time to step back for a while. I'll be honest,
 
especially for charge-buyers, enjoying a duel should be the main thing. There's
 
no reason to pay to do something you don't enjoy if no one's forcing you.
 
  
TO WIN:
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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.
  
Golden Rules (I'm only half-joking here):
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-------
  
1.) Hit the other guy until his health gets to 1 and he cries "uncle!"
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==Character Bio: Chronicles (Underway, as is the hero's)==
-Pure Good/defenders only, remember: You have to survive to win, but no one
 
wins a duel unless their opponents health reaches 1.  Against experienced
 
fighters, be prepared to help this process along a bit if you must.
 
  
2.) Avoid getting the crap kicked out of you while doing so.
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Nothing here yet... Jimbob64 in his hero's Chronicles IS based off the actual player, so he's a bit of a- refusing to type that about himself, has others who'd say it for free possibly.   
-Serial Punishers, take note: You only win once your opponent has 1 health AND
 
you have morethan thatBe prepared to heal a little along the way so your
 
opponent gets to 1 health before you do in case one of your Punishes backfires.
 
  
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Exiled from his heavenly home 20 years ago by the time his hero comes on the scene, he has no one to blame but himself for the trouble he's in. Best known among other gods as variously "the new guy" "a pain" and "Who?", his first act on ascension to godhood was to get roaring drunk in a bar and make a bet he couldn't possibly keep with a very senior god from another pantheon. Not a good start, but at least things can only get better... or so he tells himself.
  
<big>So... some tips:</big>
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Exiled to Godville's terrestrial realm by his own words, Jimbob has searched for years in vain, seeking his destined hero who will build the monument of solid gold he needs to win his bet and return home. The problem? There are a great many of those, not the least of which is that no one knows where this hero might be, or if he's even been born yet. Let alone the matter of whether the designated mortal can be persuaded to accept his heroic destiny and go along for the ride.
  
* Because backfires have a 25% chance of happening, one can use this knowledge to advantage in intense duels where an Action every single turn is required. Because a 25% chance comes out to 1/4 odds, and you begin with an Action Count of 4, you can predict roughly when you're due for the next backfire to occur. Simply count off the actions as you take them. Easy as "1, 2, 3, 4 and coming due for a BF!" (Of course, the Random is called that for a reason, so backfires will also happen several turns sooner or later than 4... 4 is just a good general rule to count to, I'm told.)
 
  
The good news about backfires is, once you have one, you ''ought'' to be good for another 4 turns or so, so can act with confidence. The odds of 2 backfires coming back-to-back are small, but small odds are still odds. So that will still happen, and for would-be major duelists, remembering to maintain a margin of health or Actions as a reserve in case of such a disaster is important. (3 BFs in a row can happen too- and I have the scars to prove it! Luckily, (the great and wise) Shannonus assures me the chances of that happening are about 1 in 64. On the flip side, I've gone 6 turns overdue for a BF once. No idea what those odds are, but I'd guess not too high. Dueling seems to be, to quote Thufirson: "About 2/3 skill and 1/3 luck." That 1/3 is still something to watch out for.
 
  
* '''Dealing with Action Locks:''' Crying doesn't help, but healing does. First off, as long as you're less than an Encourage up from the opponent's health, mentally consider yourself even with them in case they heal. For in case they Punish, stay above the danger zone. What I'm saying is: If you're action-locked, ''spam the Heal VC.'' And keep at least 30% GP in reserve always. If the opponent uses an Action and you have to spend the next turn hitting Restore, you jsut doubled their advantage.
 
  
</div>
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==Gameplay Notes (INTERMITTENT)==
  
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Holy moly, this needs cleaning up. One of these days, there's a big ol' update coming. Started on a touch-up or two, but come a couple months, probably will have that sit-down and a page overhaul.
  
 
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====Housebreaking Your Hero (UNDER REVIEW)====  
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====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 (UNDERWAY)===
 
 
 
That really says it all about my approach to this game.
 
Meaning to include sections on melting bricks, monster fighting, GP hoarding/use for payers & non. Any notes I may have.
 
 
 
====Housebreaking Your Hero (BEGUN)====  
 
  
 
(Tips on voice commands & tactics in the field)
 
(Tips on voice commands & tactics in the field)
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====Overworld Voice Commands (UNDERWAY)====
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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.''
 
''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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* '''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.
 
* '''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 "Knights who say Ni" 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.
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* '''Join "E.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.
 
* '''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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* '''Examine''' the item: If obeyed, the hero will mess about with an item in his or her inventory (you can name a specific one if you like) and based on personal experience, one of the following may happen: the item breaks, leaving you with nothing for your 5% GP, the item becomes another item (this result is rare) or the item becomes a small amount of gold (I think). '''''NOTE TO SELF: Further testing of this is needed.'''''
 
* '''Examine''' the item: If obeyed, the hero will mess about with an item in his or her inventory (you can name a specific one if you like) and based on personal experience, one of the following may happen: the item breaks, leaving you with nothing for your 5% GP, the item becomes another item (this result is rare) or the item becomes a small amount of gold (I think). '''''NOTE TO SELF: Further testing of this is needed.'''''
  
Others to do: Learn, Die, etc.
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* '''Learn''' and surprise us both: may cause a small experience-point gain when used. Odds of success are unknown, but it works in a town, out of a town, and everywhere but praying, trading, or fighting a monster. This experience boost is noticeable early on, but after a while won't even provide a 1% boost. Handy if you're under level 12 and willing to spennd lots of GP nagging the hero to level so you can join a guild faster, or if you need just a bit more to level up. NOTE: This will boost you to up to 100% to the next level, but will not itself trigger a level-up.
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* You '''die''' too much: Yes, they do. In fact, though it has a low rate of success and may get any of several reactions, heroes have occasionally been known to interpret anything with the letters D-I-E right next to each other as a command to come see their god in the afterlife right then and there. Careful with these three letters if you're highly protective of your Pantheon of Survival position. <s> I accidentally tested this... sigh. The huge doofus. (Him and me both)</s>
 
   
 
   
 
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====On Gold Brick Acquisition (UNDERWAY)====
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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>
 
<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>
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====Using Godpower Efficiently (NOT BEGUN)====
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====Using Godpower Efficiently (WRITE THIS NEXT)====
  
In this section, I will attempt to basically put down notes on the ways I've seen that can help a person use whatever godpower he or she may have (3 charges or 250, equally) to 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 easier.
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Under 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. Once you have ideabox access, vote regularly and honestly on one or two whole categories for at least 3 days to double the GP from in-town prayers.
  
 
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=====Conservation of GP (NOT BEGUN)=====
 
 
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 (HALF-TRYING)=====
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=====Charge-Hoarding Techniques (RESUMED WRITING)=====
  
 
"How to hold on to the charges you've got,  
 
"How to hold on to the charges you've got,  
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without a temple or a purchase."
 
without a temple or a purchase."
  
* '''Praystation/Sacraficial Lamp''' can get you a charge for 50% GP instead of the usual 100% to accululate, plus they can store more than 3 charges for you. Leveling up or winnin gin the Arena gives you an extra charge, so if you charge-farm in the Arena successfully against the AFK or terminally unlucky, that's another way to boost GP.  The Holy Powercell is a godsend: if activated, it adds a charge to your accumulator, ''for free.''
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''Some handy charge-gathering items:'' Praystation/Sacrificial Lamp 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.
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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 retrieve an XP boost for 10,000 gold if you have it, and if not you'll either receive gold or a charge. Takes some luck, but sometimes temple owners can snag an extra charge or two per day from this.
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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>
  
 
<small>(Something tells me if I do this section right, it'll be rather popular.)</small>
 
<small>(Something tells me if I do this section right, it'll be rather popular.)</small>
  
  
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</div>
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===In the Arena (RESTRUCTURING, SKIP this & Duel Term Glossary if you're new)===
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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)====
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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)
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====Know Your Abilities (BEGUN)====
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''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)''
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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).
 +
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<big>'''Voice commands (VCs)'''</big>
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* <small>Cost 5% GP to use. </small>
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* <small>Happen on top of the existing turn. </small>
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* <small>~30% chance of success each time. </small>
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* <small>Cannot backfire/misfire to hurt you. </small>
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* <small>Weaker but cheaper & more versatile than Actions. </small>
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* <small>Will not lower your Action Count.</small>
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VCs come in 4 functional types:
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* <small>'''Attack''' lets you hit for normal damage no matter whose turn it is or if you’ve already attacked.</small>
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* <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>
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* <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>
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* <small>'''Defend''' halves all damage taken by the hero this turn, except for Punish damage. Best used in boss fights, probably.</small>
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______________________
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'''<big>Influences/Actions'''</big>
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* <small>Cost 25% GP to use. (5x as expensive as VCs)</small>
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* <small>Happen alongside VCs and/or regular turn.</small>
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* <small>Risky: May mis-target/backfire to wrong hero, both, or miss completely. (33% odds of each outcome when BF occurs)</small>
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* <small>Lowers Action Count by 1 when used.</small>
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'''<big>2 types of Actions:</big>'''
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'''Encourage''' heals ~3x as much as a Heal VC, regardless of alignment.
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<small>Backfires: Heals both heroes, neither, or your opponent only.</small>
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'''Punish''' targets the opponent, for about 3x regular attack damage regardless of alignment.
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<small>Backfires: harms both combatants, neither, or only the sender.</small>
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====Um... (DECIDING ON A SNAPPY TITLE)====
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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.
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</div>
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Invisible text ends here-->
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<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;">
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====Duel Term Glossary====
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<small>'''AB:(Awkwardly Bouncing)''' A Punish backfire which misses the opponent completely, harming only the sender. For full damage.</small>
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<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.)
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</small>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<small>'''IM:(Imprecise Master/Mistress)''' Encourage backfire which heals only the opponent's hero, and not the sender.</small>
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<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>
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<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>
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<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>
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<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>
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<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>
 
</div>
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==Game Geek Gallery==
 
==Game Geek Gallery==
  
Links to stuff that came in handy for me on the wiki, and any handy formulae I may have encountered.
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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)===
 
===Wiki Articles (BEGUN)===
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[[Milestones|Town Locations, by milestone]]
 
[[Milestones|Town Locations, by milestone]]
  
[[Boss-monsters|Underground Boss Fights]]
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[[Boss-monsters#Underground Boss Monsters|Underground Boss Fights]]
  
 
[[Miracle|In-Game: New temple owners click here, find out about that funny new button labeled "Miracle"]]
 
[[Miracle|In-Game: New temple owners click here, find out about that funny new button labeled "Miracle"]]
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[[Help:Editing|Wiki: Editing Help]]
 
[[Help:Editing|Wiki: Editing Help]]
  
===Stats & Game Mechanics (NOT BEGUN)===
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===<p style="font-family: times, serif; font-size:18pt; font-style:italic">Ideaboxing</p>===
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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 can hold still for 5 seconds at a time.
  
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 especially nerdy.
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-----
  
----------------------------------------------------------------------------------------------------
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==<p style="font-family: times, serif; font-size:14pt; font-style:italic">My Projects </p>==
  
==<p style="font-family: times, serif; font-size:14pt; font-style:italic">My Current Projects</p>==
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See EIS Talk page for current, I mean old, projects. Also providing plebe input to be sure the Ideabox guide under construction is understandable to anyone (if I can understand it, anyone can)
  
Whatever I'm doing in Godville when I'm not weirding up the GC or the forum, and not going after something or someone in a duel. Some of these things, I'd appreciate a little help with to shorten the work time needed for everyone.
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"Ideaboxing: A Manual Plus" guide, still underway- actually, completed...ish & Brinjal wrote the sequel in Ideaboxers' Union on the thread. I should probably provide the forum link to there. Considering this a note to self to do exactly that.
  
* CURRENT PROJECT: Rebuilding the [[Help:Editing|Wiki's default editing help page]] to be as comprehensive and readable as possible. Any volunteers, add whatever you think is useful. Use the Discussion tab of that page to request assistance or declare intent so no two of us end up working on exactly the same thing. Admittedly, I'm doing a very slow, sporadic job.
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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 August 2015, and there's a whole 4-part series.)
  
Also, building this page to be something useful. I promise I'll come back to it eventually.
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Dusting off this page (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>
 
<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>

Latest revision as of 02:45, 27 August 2015

Favorite honored.png Hunter honored.png Renegade honored.png Saint honored.png Animalist 1st.png Builder 1st.png Champion 1st.png Coach 1st.png Fiend 1st.png Invincible 1st.png Shipwright 1st.png Raider 1st.png Careerist 2nd.png
Jimbob64
JBdAav.jpeg
Championed by the Hero: Gary-sue
Personality: Sarcastic
Gender: Male
Motto: "Cogito, ergo dum!"
Guild: E.I.S. Eternal



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.


Character Bio: Chronicles (Underway, as is the hero's)

Nothing here yet... Jimbob64 in his hero's Chronicles IS based off the actual player, so he's a bit of a- refusing to type that about himself, has others who'd say it for free possibly.

Exiled from his heavenly home 20 years ago by the time his hero comes on the scene, he has no one to blame but himself for the trouble he's in. Best known among other gods as variously "the new guy" "a pain" and "Who?", his first act on ascension to godhood was to get roaring drunk in a bar and make a bet he couldn't possibly keep with a very senior god from another pantheon. Not a good start, but at least things can only get better... or so he tells himself.

Exiled to Godville's terrestrial realm by his own words, Jimbob has searched for years in vain, seeking his destined hero who will build the monument of solid gold he needs to win his bet and return home. The problem? There are a great many of those, not the least of which is that no one knows where this hero might be, or if he's even been born yet. Let alone the matter of whether the designated mortal can be persuaded to accept his heroic destiny and go along for the ride.



Gameplay Notes (INTERMITTENT)

Holy moly, this needs cleaning up. One of these days, there's a big ol' update coming. Started on a touch-up or two, but come a couple months, probably will have that sit-down and a page overhaul.

Housebreaking Your Hero (UNDER REVIEW)

(Tips on voice commands & tactics in the field)

(What commands I've found to work and for what, how to use VCs effectively)

Quick God-to-Mortal Communications 101 review: There are 2 basic ways of interacting with the hero: "Influences" (Encourage/Punish) which cost 25% GP to use, and Voice Commands (VCs) which cost 5% each. Influences can get pretty expensive if used as the sole means of interaction with the hero, so learning to leaven the blessings and/or lightning with some well-chosen words is a great asset to any would-be god.

A note: Voice commands may be ignored by the hero at times, and there are some times when certain voice commands will always be ignored. (I will try to note times each VC will never work in the description.) But still, Influences can also backfire, and a VC being ignored is much less expensive than a failed Influence. Furthermore, there are many things which can be accomplished only by VC... now, on to the listings!


Overworld Voice Commands (UNDERWAY -Work in Progress)

To manage a hero, it's handy to know what words will clue the daft little nuisances 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.


  • Combine this with that: "This" and "that" should begin with the same letter. May result in the creation of a random item beginning with the same letter as the two combined. If the hero responds to this, you have 1 minute until the next time you can combine. WHEN YOU'LL GET IGNORED: Fighting a monster. KNOWN GLITCH: For those seeking instant return to Godville without going to the Arena, you may combine a trophy ear of a boss monster with another bold item beginning with "E" and apparently this will always (or nearly always) yield one Emergency Exit, which can teleport you to Godville once for 50% GP.
  • Pray will replenish a small amount of Godpower if obeyed. (Sacrifice gets you more godpower at times, but costs the hero gold to use.) WHEN YOU WILL DEFINITELY BE IGNORED: Fighting a monster, when already praying, healing, selling and when you have only 5% GP left and really need the boost.
  • Heal does exactly that, assuming the hero listens. Not as much as an Encourage, but still by a tidy amount. If you don't get any response to the first Heal VC, you're free to try again immediately, but if you get a negative response, wait 1 minute before trying again. WHEN YOU WILL DEFINITELY BE IGNORED: While healing already under a tree or in town, while praying, and while mid-fight with a monster.
  • Destroy the monster: Exactly what it says on the tin, as the saying goes. "Hit," "smite," "wrath" (as in, unleashing of) and "strike" also work. If successful, this command lets the hero inflict far more damage on the monster than usual, though not quite as much as a Punish of course. WHEN YOU WILL DEFINITELY BE IGNORED: Anywhere other than a monster fight.
  • Return to town: Causes the hero to about-face and start backtracking milestones, counting down from whatever number he or she is currently at, until arrival at the first town on that route. At this point, the entire heal/sell/buy/drink/pray cycle will go through before leaving town. WHEN YOU WILL DEFINITELY BE IGNORED: Fighting a monster. Not even a hero is mad enough to turn around and make tracks for town with a hungry monster still on the attack. EXTRA NOTE: One of our learned contributors tells me that the hero will obey orders to go back to town 6 times, and only 6, for every quest completed. After the 6th time on a single quest, the hero will quite pointedly tell you to knock it off.
  • 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 "E.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.
  • Dig for treasure: The hero puts a shovel to the ground and hopes to get lucky. Odds are you'll either get ignored or nothing, but sometimes you'll get items or a little gold from it. Occasionally, you'll dig up a couple thousand gold or something valuable. Or... discover the lair of a multiplayer boss, in which case you'll either have a 4-minute wait while nothing happens, or you'll be in for a fight.
  • Examine the item: If obeyed, the hero will mess about with an item in his or her inventory (you can name a specific one if you like) and based on personal experience, one of the following may happen: the item breaks, leaving you with nothing for your 5% GP, the item becomes another item (this result is rare) or the item becomes a small amount of gold (I think). NOTE TO SELF: Further testing of this is needed.
  • Learn and surprise us both: may cause a small experience-point gain when used. Odds of success are unknown, but it works in a town, out of a town, and everywhere but praying, trading, or fighting a monster. This experience boost is noticeable early on, but after a while won't even provide a 1% boost. Handy if you're under level 12 and willing to spennd lots of GP nagging the hero to level so you can join a guild faster, or if you need just a bit more to level up. NOTE: This will boost you to up to 100% to the next level, but will not itself trigger a level-up.
  • You die too much: Yes, they do. In fact, though it has a low rate of success and may get any of several reactions, heroes have occasionally been known to interpret anything with the letters D-I-E right next to each other as a command to come see their god in the afterlife right then and there. Careful with these three letters if you're highly protective of your Pantheon of Survival position. I accidentally tested this... sigh. The huge doofus. (Him and me both)

Although the keywords alone will do for purely functional purposes, players may also take advantage of the "random shouts" system, which lets other players see one's commands in their game, and up-or-downvote the voice based on personal reaction. Voices which garner the most positive reaction will net the author a reward in Godpower.

SourceRunner has a really nice guide to this on her page.

On Gold Brick Acquisition (UNDERWAY- NEEDS SHORTENING)

Ways they can be acquired, tactics for speeding acquisition, odds for acquisition maybe, and clear up that HEROES DON'T SMELT, GODS DO.

1000 gold bricks... takes practically forever. Or it would, if there weren't so many different ways of coming by them. Thanks to that, a temple only takes nearly forever instead.

Ways to get a brick:

  • The most common (and first) way for most people is at the end of a quest, where you may recieve either money, an equipment upgrade, a gold brick, or nothing. Quests complete every half-day as a general rule. (Epic quests take about 4 times as long, and can net you up to 3 bricks but no fewer than 1 in my experience, as well as a large amount of gold or equipment)
  • Another way to get a brick that requires little to no effort is to die from a monster attack. Occasionally (though rarely) the hero's stubbornness will break the monster down into bribing the defeated hero with a gold brick before he or she will admit to having been killed.
  • Another other way to get a brick is for the hero to buy one from a trader for a large sum of money. Gods can't influence a hero to buy a brick, it has to be done of the hero's independent will. Brick prices I've seen have varied from 1800 gold to 4000 (the 1800 was in Tradeburg for those who are wondering.) I believe good-aligned heroes may be slightly more prone to buy bricks than Evil ones. Just from the average rate of brick purchase I've observed when Gary-sue let's call him "Albert," switched from Good to Evil and back for purposes of observation.
  • The fourth way: Dig for treasure with the "dig" VC. There's about a 1/15 chance of finding a brick each time, so it may be best not to get one's hopes up...
  • Fifth way: Win a brick from the Arena. You have a chance of getting a brick just for showing up there, and a brick for winning. (sometimes easier said than done, if I write the Arena section of this page properly, those who read this will hopefully find it easier done.) Sometimes, you get a brick in the Arena even without matching. You can also win a brick in a skirmish, but that means the loser gives up a brick, so that's riskier than the Arena.
  • Sixth way: Melting a brick I said there are a lot of ways to get a brick- was I wrong? If your hero has 3000 gold or more in hand, there is a 1/4 chance of that gold fusing together into a single gold brick each time the god hits Encourage or Punish. Bricks 'are not' melted by VC. That's a common misconception. So I'll come right out with it: Stop wasting Godpower on it. Your hero can't melt gold into a brick, that's up to the god.

There may be more ways I've missed, but darned if I care to do any more writing now, it's 11:00 PM and time for me to quit procrastinating. More on this section later.

On melting gold bricks from coins: You can't get a hero to melt 3000 gold into a brick, period. Commands like that are a pet peeve of mine. If you want to turn 3000 gold into a brick, Encourage or Punish with 3000 gold or more in the hero's wallet. Every time these conditions are met, there is a 25% chance each Influence will melt the money into a brick.

!Successful Brick Melt
07:28 Suddenly felt a flash of burning heat that melted my coins into a golden brick. My pocket is not a foundry, my Lord, but thanks anyway.

See? Heroes don't melt, gods do. If you're really lucky, every so often (I still need to look up just how often) you can melt gold into bricks for '0% GP. Hallelujah!' Such an event is usually acknowledged as miraculous by the hero, or takes away the hero's health in some way.


Using Godpower Efficiently (WRITE THIS NEXT)

Under 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. Once you have ideabox access, vote regularly and honestly on one or two whole categories for at least 3 days to double the GP from in-town prayers.


Charge-Hoarding Techniques (RESUMED WRITING)

"How to hold on to the charges you've got, and how to rack 'em up beyond the basic 3 without a temple or a purchase."

Some handy charge-gathering items: Praystation/Sacrificial Lamp 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 retrieve an XP boost for 10,000 gold if you have it, and if not you'll either 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. So settle down, Arena trolls! It takes less than 3 charges to beat someone who'd rather complain than play anyway.

(Something tells me if I do this section right, it'll be rather popular.)


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.


Duel Term Glossary

AB:(Awkwardly Bouncing) A Punish backfire which misses the opponent completely, harming only the sender. For full damage.

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.)

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.

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.

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.

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.

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.

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.

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.

IM:(Imprecise Master/Mistress) Encourage backfire which heals only the opponent's hero, and not the sender.

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.

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."

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.

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.)

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.

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)

Link to ones I found helpful, with a short description of each.

About Auras

About Digging

Making Godvoices Popular

Town Locations, by milestone

Underground Boss Fights

In-Game: New temple owners click here, find out about that funny new button labeled "Miracle"

Adding New Game Content (Ideabox)

Wiki: Editing Help

Ideaboxing

Thanks to GodSourceRunner (U • C • T)  for getting me started- more updates here later when I can hold still for 5 seconds at a time.


My Projects

See EIS Talk page for current, I mean old, projects. Also providing plebe input to be sure the Ideabox guide under construction is understandable to anyone (if I can understand it, anyone can)

"Ideaboxing: A Manual Plus" guide, still underway- actually, completed...ish & Brinjal wrote the sequel in Ideaboxers' Union on the thread. I should probably provide the forum link to there. Considering this a note to self to do exactly that.

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 August 2015, and there's a whole 4-part series.)

Dusting off this page (eventually. Did a little bit of that today, August 26)



"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.