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THIS IS THE TEST SITE OF EUROBRICKS!

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Posted (edited)

Wouldn't Zoot's Bane, being Light-elemental, deal twice as much damage as healing and not cost Ether?

Also, Sandy, my ideas for more deadly Poisons as the Heroes get more and more HP:

Quick-Acting Poison: Deals 1 damage the first turn, 2 the second, 3 the third, etc.

Lethal Poison: Deals 1 damage the first turn, 2 the second, 4 the third, 8 the fourth, 16 the fifth, etc.

And, most feared of all:

MATHEMATICIAN'S POISON!: Deals 1 damage the first turn, 1 damage the second turn, 2 damage the third turn, 3, 5, 8, 13, etc.

BTW, that last one was a joke. Just in case you didn't get that. :tongue:

Edited by Kadabra
Posted

Wouldn't Zoot's Bane, being Light-elemental, deal twice as much damage as healing and not cost Ether?

It would if Cronk had it on him. All the characters on the quest have had their weapons confiscated to go into the cells.

Posted

It would if Cronk had it on him. All the characters on the quest have had their weapons confiscated to go into the cells.

Oh, derp. Epic fail on my part, I was looking at your sig! :laugh:

Posted

True, I did want that Ruby you sold, but the other guys where fighting over it. :grin:

That was the sapphire, the ruby I ended up selling in the marketplace for 50 gold. :sad:

Posted

That was the sapphire, the ruby I ended up selling in the marketplace for 50 gold. :sad:

I don't think you had it when Quest #12 ended.

Posted

Not sure if this is where to post this:

If someone in one's party is KO'ed, can one pick up one of their weapons and use it? Is there a rule about this, or should it be handled directly with the person in question?

You can't touch anyone's equipment without their permission, but if they allow it, it will cost you one turn to get the weapon.

Am I correct in assuming that hand-to-hand or weaponless attacks cannot harm the undead?

There are no weaponless attacks in this game. Not yet, at least. :wink: But if there were, they would be non-elemental, and thus would not harm the undead.

Quick-Acting Poison: Deals 1 damage the first turn, 2 the second, 3 the third, etc.

Lethal Poison: Deals 1 damage the first turn, 2 the second, 4 the third, 8 the fourth, 16 the fifth, etc.

And, most feared of all:

Thanks for the suggestions, but with the deadly poisoning introduced, those two seem awfully ineffective. :tongue:

Posted

MATHEMATICIAN'S POISON!: Deals 1 damage the first turn, 1 damage the second turn, 2 damage the third turn, 3, 5, 8, 13, etc.

NOOOOOOOOOOOOOOO!!!!

BTW, what equation were you using for the Mathematician's Poison? I'm not very good at math. :sceptic:

Posted

BTW, what equation were you using for the Mathematician's Poison? I'm not very good at math. :sceptic:

1+1=2. 1+2=3, 2+3=5, 3+5=8, 5+8=13, etc. :wink:

Posted

NOOOOOOOOOOOOOOO!!!!

BTW, what equation were you using for the Mathematician's Poison? I'm not very good at math. :sceptic:

I guess you would need to find a merchant named Fibbonacci to get that poison. :wink:

Posted

Unlucky. The target rolls twice and takes the worst roll. Or if used by a hero on an enemy it makes the whole party lucky in affect. If the hero is lucky when he receives the affect he is not lucky or unlucky at that moment in time. The affect can be cured by a nostrum if the hero has no remedies.

Posted

Damn, should have figured that out. Told you I wasn't good at math. :laugh:

It took me a little while to figure it out as well, but I figured that it had to have been something pretty simple in order for him to post it so matter-of-factly.

Posted

It took me a little while to figure it out as well, but I figured that it had to have been something pretty simple in order for him to post it so matter-of-factly.

Yeah, it's the Fibonacci sequence, discovered by Leonardo Fibonacci, it explains the breeding patterns of rabbits (1 pair of rabbits one month, they grow up the next month, mate and produce two rabbits, who grow up but the first pair mates again, next month the first two pairs mate. And so on).

Posted

it explains the breeding patterns of rabbits (1 pair of rabbits one month, they grow up the next month, mate and produce two rabbits, who grow up but the first pair mates again, next month the first two pairs mate. And so on).

That's a complete under-statement. This pattern shows up in many, many, many mathematical problems and patterns.

Posted

Ohh... I messed up my knee and now I have to wear crutches... :sceptic:

Whoa! Sorry to hear that, man. My ankle got pretty messed up playing football in high school a few years back. It sucks having to wear crutches. Can't do anything fun for a while. :sceptic:

Posted

There are no weaponless attacks in this game. Not yet, at least. :wink: But if there were, they would be non-elemental, and thus would not harm the undead.

Just to check, how does this affect Mages? Surely if I still have my elemental gems I (like Clerics who can still heal) can still cast elemental spells, just only doing damage according to my base power (not WP)?

Posted

There are no weaponless attacks in this game. Not yet, at least. :wink: But if there were, they would be non-elemental, and thus would not harm the undead.

Would there be a way to augment those attacks with gems? Like how you can combine a gem with a sword so that a regular knight can wield elemental attacks. So for example you have the power to give a devastating punch with your right hand, so you pay 50 gold to fuse a Topaz to it. Would your right hand now electrify your foes?

Posted

Ohh... I messed up my knee and now I have to wear crutches... :sceptic:

I'm sorry to hear this BAP. :cry_sad: I hope you get better quickly. :sad:

Posted (edited)

ANOTHER IMPORTANT NOTICE!!!

The list of effects has been updated with two new effects:

~ Badly Poisoned – The target loses 10 health each turn until the effect is remedied or the battle is over.

~ Blessed – The target receives 3 health at the end of each round for the duration of one battle. (Props to Etzel for creating this effect for his quest, I just simplified it a bit.)

Items that cause these effects will be added to the Marketplace in the near future. Oh, and if you have more new effects to suggest, I'm all ears. :wink:

BRIAN Blessed - the target recieves 6 health at the end of each round in which he acts sufficiently hammy (QM's discretion).

After having seen it in action, Hilariously and Luckily Drunk from Quest 17 needs to be added to the Effects list as well--perhaps not as a Marketplace item (except during Mardi Gras), but definitely as one that shows up on Quests. Perhaps we can find another alcoholic drink to take on the BRIAN Blessed Effect as well. In fact, let's add some kind of Effect to ALL alcoholic beverages, to support all of the drunkard Heroes like Boomingham! :drunk: :drunk: :drunk: :drunk: :tongue:

Edited by Flipz
Posted

You can't touch anyone's equipment without their permission, but if they allow it, it will cost you one turn to get the weapon.

There are no weaponless attacks in this game. Not yet, at least. :wink: But if there were, they would be non-elemental, and thus would not harm the undead.

Thanks for the suggestions, but with the deadly poisoning introduced, those two seem awfully ineffective. :tongue:

Well, the Quick-Acting Poison would be for heroes around Level 5, where 1 seems wimpy but 10 is lethal, and the other, in a long running battle, is horrendously deadly - on the fifth turn, it's doing more damage than the Bad Poison, and on the sixth, it would 1HKO most heroes and severely cripple even Paladins like Cronk or Boomingham at 32 damage!

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