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Radium

JCF Éminence Grise

Joined: Jul 2002

Posts: 12,275

Radium is an asset to this forum

Nov 25, 2005, 12:22 PM
Radium is offline
It takes them five tries to beat Perfect Solstice. Click here to skip to when they finally win, or just go to page 37.


To learn how to BATTLE, look back at the first 7 pages. Some clarifications/changes this time (I still advise reading the first post and page or so):

-=- ONE spell per turn still stands, with the exception of things involving Unload Mana.
-=- You can move the same turn you are raised. Originally you couldn't, but Risp or someone fixed it.
-=- If Sam casts Unload Mana, he can cast other spells that same turn as well as, on future turns, cast spells after other people do. His defense halves each time, though.
-=- Furious is immune to magic. Risp never made a way to display if characters were immune. Blame Risp.
-=- Spells can target anywhere and require no Line of Sight
-=- You still can't walk across dead people, and Summons don't leave corpses.
-=- Attacking counts as a move, and ends your movement.
-=- Spell colors are: Blue is Araches/L33tzen, Red is Shuri, White is Faw/Uberbob, Black is Sam, Purple is Fooruman, and that yellowish black color is Conquista.
-=- I know some people are facing the wrong way. Direction is a sign of team. It makes these circular formations hard.
-=- if you blur your eyes these bullets look like rice
-=- I'm staying out of the strategy thread again. Use it as needed. In fact, I'm even going to link to it:
http://www.jazz2online.com/jcf/showthread.php?t=13247

Last edited by Radium; Dec 8, 2005 at 04:06 PM.