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564 bytes removed, 02:45, 27 August 2015
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{| border="0" width="25%" style="float: right; clear: right; margin: 0 0 1em 1em; align=left
{{usergod|250px200px| avatar = BorderCollieJBdAav.jpgjpeg
| hero = Gary-sue
| motto = "Cogito Ergo Dum, ergo dum!"
| gender = Male
| personality = Sarcastic
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.
==Gameplay Notes (UNDERWAY)==
Blatantly lame filler text line here. Seriously, it's right here. You're reading it. I wasted your time. But promise not to do so intentionally if you keep reading.
''So..... am I coming back to this or not? Most likely. When? When the weather's terrible again.''==Gameplay Notes (INTERMITTENT)==
Sun Dog growth notes are now kept Holy moly, this needs cleaning up. One of these days, there's a big ol' update coming. Started on the Talk page. Updated erraticallya touch-up or two, but the data itself is collected every day. Will update the pet levels forum thread every 5 levels as wellcome a couple months, probably will have that sit-down and a page overhaul.
====Housebreaking Your Hero (BEGUNUNDER REVIEW)====
(Tips on voice commands & tactics in the field)
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====Overworld Voice Commands (UNDERWAY -SHORTEN EACH VCWork 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.''
====Using Godpower Efficiently (WRITE THIS NEXT)====
Combined with GP-conservation sectionUnder construction. Basically for a start, any time you see Holy Powercell in your inventory, tap it, say Yes. Only click Restore on the God Remote if you mean it. It's redundant to Once you have them next to each other. In this sectionideabox access, I will attempt to basically put down notes vote regularly and honestly on the ways I've seen that can help a person use whatever godpower he one or she may have (two whole categories for at least 3 charges or 250, equally) days to double the best effect. Godpower charges only give 50% back when 100% is accumulated, so learning to effectively use what you can gather is a must. Or at least, it can make things rather easierGP from in-town prayers.
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Basically, "How to be a miser" Non-charge-adding techniques, tips and when to use for best effect with just the 100% you can hold after prayer, to avoid using Restore.
=====Charge-Hoarding Techniques (RESUMED WRITING)=====
without a temple or a purchase."
''Some handy charge-gathering items:'' Praystation/Sacrificial Lamp storea store a charge for 50% GP. Is 50% cheaper than accumulating manually, and can take you beyond 3 stored. Holy Powercell... is awesome. Free to activate, adds one accumulator charge, no upper limit on the number of charges it gives. One use each. If they weren't so rare, they'd be a gamebreaker.
For temple owners: Between Milestone 1 and 10, tell your hero to return to town (can be done up to 6 times per quest, allegedly.) and upon reaching Godville you'll revieve retrieve an XP boost for 10,000 gold if you have it, and if not you'll either recieve receive gold or a charge. Takes some luck, but sometimes temple owners can snag an extra charge or two per day from this.
Other methods forthcoming. Yes, I've started in on this at last. <s>So settle down, Arena trolls! It takes less than 3 charges to beat someone who'd rather complain than play anyway.</s>
===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 forther further notice to save us all some time and page space.
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VCs come in 3 4 functional types:
* <small>'''Attack''' lets you hit for normal damage no matter whose turn it is or if you’ve already attacked.</small>
* <small>'''Pray''' boosts your GP by 20%, granting you further ability to command or act. (If it works, of course. Or you’re out 5% GP like with the other VCs)</small>
* <small>'''Defend''' halves all damage taken by the hero this turn, except for Punish damage. Best used in boss fights, probably.</small>
<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 7550% 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>'''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 7550% GP. Encourage or Punish Actions cost 25% GP to use, Miracles cost 50%, and VCs cost 5% each. 100% is the most you can have. </small>
<small>'''IM:(Imprecise Master/Mistress)''' Encourage backfire which heals only the opponent's hero, and not the sender.</small>
<small>'''Miracle''': A special type of Action available only to temple-owners. Costs 50% GP to use. Does not technically backfire. Instead, may damage opponent's equipment, leech opponent's GP, or destroy their inventory. Considered not-very-useful by many duelists. Widely regarded as inconsiderate to use in most, if not all, Arena fights.</small>
<small>'''Skirmish''': Obsolete, these are no more. Historically, it was "A type of duel which may occur when two heroes within each other's matching range meet at the same milestone and neither hero has fought in the Arena in 3 or more days. Each step (turn) takes 40 seconds, during which both gods have the chance to take Actions or use VCs to affect the battle's outcome. ''(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>
===<p style="font-family: times, serif; font-size:18pt; font-style:italic">Ideaboxing</p>===
Thanks to {{God|SourceRunner|temple=12/29/2012 1:37 PM|breeder=12/28/2012 3:19 PM|extended= yes please}} is explaining this, better than for getting me started- more updates here later when I could've. In fact, I'm taking lessons. Can I get back to you folks on that? The guide's but can hold still for 5 seconds at a rough draft, with, it's claimed, barely any content at all, but what there is, is ''gold,'' informationally speakingtime.
==<p style="font-family: times, serif; font-size:14pt; font-style:italic">My Current Projects</p>== '''<s>Writing a story series based loosely on {{God|Lady Shadows}}' play "Without Us." Setting and plot would be a HUGE spoiler so far, so one question that sparked the idea: What happens with a hero once his or her god leaves for real? What would happen to Godville's villages without enough new heroes to replace the retirees and possible Feral Hero material? And what would the remaining god-watched heroes do, in the minority?</s>
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)

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