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.
Figure out some subsections. Maybe "Preparation" "Tactics (Basic Technique & Advanced maneuvers)" "Charge-Farming"? "Types Of Duel" & their diffs.
Strategy (COMING SOON)
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
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.
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.
Golden Rules (I'm only half-joking here):
1.) Hit the other guy until his health gets to 1 and he cries "uncle!"
-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.
-Serial Punishers, take note: You only win once your opponent has 1 health AND
you have morethan that. Be 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.
So... some tips:
- 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.
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 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.
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 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.
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: 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.
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.
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)
(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)
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 "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.
- 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.
Others to do: Learn, Die, etc.
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)
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 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 (NOT BEGUN)
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.
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)
"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."
- 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.
(Something tells me if I do this section right, it'll be rather popular.)