Dec 31, 2005, 03:30 PM | |
My only real point was that you shouldn't try something like blocking off Danger Muffin where he is. I think Rad wants you to try that so he can warp him into the middle of the action while our units are scattered.
Pageclaim for Lance. His sprite is so cool. =o
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We can make the cure. We made the disease. |
Dec 31, 2005, 04:02 PM | |
Stats post, folks!
The enemy has the initiave for this battle, and so goes first. They start to the right of the bottom wall, and we start to the left. Character stats Friendlies L33tz4n Attack 3 Movement 3 HP 10 Hypnotise: Control target opponent for one turn. Target opponent can't act next turn Summon Mythslayer: Summon Mythslayer to target location Summon Water Elemental: Summon Water Elemental to target location Summon Enchantresphere: Summon Enchantresphere to target location Summon A. W. A.: Summon an Accupuncturist to target location Fawriel Attack 4 Movement 2 HP 18 Heal: Target restores 10 HP First-Aid Kit: Target restores 15 HP. Can only be used at melee range, or on Fawriel Raise: Revive target dead character, and character restores 1/2 of total HP Friendly summons Mythslayer Attack 4 Movement 3 HP 11 Slay: target character loses 1/3 of current HP Water Elemental Attack 5 Movement 2 HP 8 Enchantresphere Attack 4 Movement 2 HP 9 Is immune to magic Arabian War Accupuncturist Attack -6 (note that this heals by 6HP each 'attack') Move 4 HP 8 Needletime: changes AWA's attack to -2, but attacking only takes one movement point (and so can attack multiple times a turn) Foes Lance Attack 4 Movement 2 HP 30 Summon Mythslayer: Summon Mythslayer to target location 2x Push: knock target back one square and stun target Talon Attack 4 Movement 2 HP 30 Summon Ice Serpent: Summon Ice Serpent to target location Summon Danger Muffin: Summon Danger Muffin to target location Summon Dire Wall: Summon Dire Wall to target location Unfriendly Summons Ice Serpent Attack 2 Movement 1 HP 20 Frostbite: Curse target with "lose 1/4 of current HP each turn" Mythslayer Attack 4 Movement 3 HP 11 Slay: target character loses 1/3 of current HP Danger Muffin Attack 3 Movement 3 HP 14 Feat: Attacking does not end turn, lasts until end of turn Dire Wall Attack n/a Movement n/a HP 30 Regeneration: Charm target with +1 HP/turn Form Steal: Change movement and attack of dire wall to that of target character Burn: 3 points o' damage wherever you want Neutrals Top, left and right walls HP 20 Immune to magic Bottom wall HP 30 Immune to magic Important battle notes
Last edited by Torkell; Jan 1, 2006 at 03:32 AM. |
Dec 31, 2005, 04:14 PM | |
Two things-
1. Lance also has summon mythslayer. Sorry, I misread that point. I thought you said you couldn't.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy."> I would not want anyone having sex with my cocktail. ~ Radium |
Jan 1, 2006, 02:05 AM | |
Darn it! We never got to see the Muffin's cool spells!
Winning in the first try is so boring, but it at least shows we're learning. ![]() Let's ask Radium for the rest of the spells. ![]() Last edited by White Rabbit; Jan 1, 2006 at 02:32 AM. |
Jan 1, 2006, 06:14 AM | |
Since it can't hurt for me to tell you now, feat does-
When it targets an ally next to DM, it reverses that character's HP. Like, if they had 2/10 HP they now have 8/10, and if they had 11/20 they now have 9/20. When it targets an ally far from DM, it doubles that character's defense until DM's next turn. When it targets an enemy next to DM, it stuns that character, like Push or Hypnosis do. When it targets an enemy far from DM, it halves that character's defense like disbalance did. When it targets DM, it gives him the power to temporarily attack by only using 1 move point. You saw this one. It can be powerful. When it targets a dead ally, DM kills himself to bring that ally back to life. That ally gets the amount of HP DM had before he died. I kept telling Radium, during the testing, that summoning DM near the players was stupid and it would be smarter to let him hang behind and lower the enemy's defense and bring Lance or Talon back when they died. Apparently he never listened. When it targets an empty square, DM jumps to there. He doesn't use any movement points in the process. So, as you see, the only thing feat doesn't affect are dead enemies. This skill even ignores magic immunity.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy."> I would not want anyone having sex with my cocktail. ~ Radium |
Jan 1, 2006, 06:41 AM | ||
Quote:
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Jan 1, 2006, 06:50 AM | |
Burial just doesn't seem to fit the feat lineup. I can't think of any witty one-liners you can say after neatly burying a corpse under the ground, or any dramatic ways you could do it. Besides, in action movies the only people the hero is likely to bury are allies.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy."> I would not want anyone having sex with my cocktail. ~ Radium |
Jan 1, 2006, 06:56 AM | |
oh.. right. I forgot about the cliched oneliners.
Ulysses S. Grant says: I was thinking it could act like Animate Dead. "The enemy suddenly jolts back to life, with his last ounce of strength saying "I suddenly see things in a new light! I will help you!'"
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Jan 8, 2006, 11:14 AM | |
You don't know Radium well enough.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy."> I would not want anyone having sex with my cocktail. ~ Radium |
Jan 8, 2006, 11:16 AM | |
..what's the point of using the strategy thread for puzzles? ;|
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Jan 20, 2006, 10:45 AM | ||
Quote:
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Nov 16, 2006, 04:41 PM | |
Hello, peoples. Just bumping this as you will probably soon need it.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy."> I would not want anyone having sex with my cocktail. ~ Radium |
Nov 17, 2006, 11:26 AM | |
In past battles it's been best to defend the first turn so we don't lose half our fighters right from the start. I suggest we use Haste on Faw/Uberbob and defend with everybody.
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We can make the cure. We made the disease. |
Nov 17, 2006, 11:29 AM | |
Also, I found out the biggest twist in this battle, but Stijn won't let me post it because it's a spoiler D=
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 17, 2006, 11:33 AM | |
Stats post for Abydos battle
Stats post, folks! I'll keep this updated as the battle goes on.
We start in a cluster at the bottom. They start one on each of the other three sides, with Abydos at the top. Character stats Note that the details of foes is incomplete. I'll try to update it as we find out more about them. Unknown details are in italics Friendlies Araches/L33tz4n Attack 4 Movement 3 HP 20 Lightning: 10 points o' damage to whatever you want Haste: Charm target with "+2 movement", starting next turm Biohazard: Curse target with "lose 2 HP per turn" Hypnotise: Control target opponent for one turn. They can't act next turn Summon Mythslayer: Summon Mythslayer to target location Summon Water Elemental: Summon Water Elemental to target location Summon Enchantresphere: Summon Enchantresphere to target location Summon A. W. A.: Summon Accupuncturist to target location Faw/Uberbob Attack 6 Movement 2 HP 24 Disbalance: Deals 3 damage to target and halves their defence for this turn Anti Magic: Disenchant target and make them immune to magic Defender: Charm target with "max HP +10", and they recover 10 HP Heal: Target restores 10 HP Raise: Revive target dead character with 1/2 of total HP Animate dead: Revive target dead character with 1/2 of total HP and place them under your control. They die at end of turn First Aid Kit: recover 15 health. Meele range only, ignores magic immunity Shuriken Attack 5 Movement 4 HP 17 Feat: The all-purpose uber-spell, that even ignores magic immunity Ninja speed: +2 movement to Shuriken until end of turn. If used at end of turn, allows a second attack Foshzzle: Attack based on damge Shuriken has taken Fooruman Attack 5 Movement 2 HP 20 Dispell: Negate spell effects on target character Heal: Target character restores 15 HP Raise: Revive target dead character, and character restores 1/2 of total HP Foshzzle: Attack based on damge Fooruman has taken Quantum Squaredance: Swap Fooruman's and target character's location Custard's Last Stand: Gives Fooruman +2 movement and attacking only takes 1 movement point. Fooruman dies at start of next turn Friendly summons Mythslayer Attack 4 Movement 3 HP 11 Slay: target character loses 1/3 of current HP Water Elemental Attack 5 Movement 2 HP 8 Enchantresphere Attack 4 Movement 2 HP 9 Immune to magic Arabian War Accupuncturist Attack -6 (note that this heals by 6HP each 'attack') Move 4 HP 8 Needletime: changes AWA's attack to -2, but attacking only takes one movement point (and so can attack multiple times a turn) Foes Abydos Attack 6 Movement (none) HP 40 Immune to magic Abydos can still attack even though it has no movement Abydos can target itself with its spells Freeze: Stun character Summon Abyss Monster: Summon the Servant to target location Summon Abyss Monster: Summon Carl to target location 2xLife Drain: Target character is cursed with "lose 1/4 of max HP each turn to Abydos" Frost Armor: Double defense (not a charm or curse) Snow Skin: Heal 10 HP, and 4x defense for one turn Abyss Sacrafice: Fully heal target character and Abydos takes damage equal to amount healed the Lurker Attack 5 Movement 2 HP 30 Can float above pits Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn Heal: Target character restores 10 HP the Drudge Attack 5 Movement 2 HP 30 Can float above pits Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn Heal: Target character restores 10 HP Enemy summons the Servant Attack 5 Movement 2 HP 30 Can float above pits Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn Heal: Target character restores 10 HP Carl Attack 5 Movement 2 HP 30 Can float above pits Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn Heal: Target character restores 10 HP Important battle notes Again, subject to change as more information is known
The battlefield changes in size during the battle as follows: Turn 1: stay at 5 tiles wide Turn 2: shrink to 3 tiles wide Turn 3: shrink to 1 tile wide Turn 4: grow to 3 tiles wide Turn 5: grow to 5 tiles wide Turn 6: shrink to 3 tiles wide Turn 7: shrink to 1 tile wide Turn 8: grow to 3 tiles wide Turn 9: grow to 5 tiles wide ... and so on This happens at the end of each turn. Right, I think that's all. Feel free to correct me if I've missed something out or made a mistake. Last edited by Torkell; Nov 21, 2006 at 12:34 PM. Reason: Sod it, they *all* have last breath and heal |
Nov 17, 2006, 11:40 AM | |
I'm 99% sure we will lose this first try. Could I hastily make a few turns so that we could get some initial information?
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 17, 2006, 11:44 AM | ||
Quote:
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We can make the cure. We made the disease. |
Nov 17, 2006, 11:47 AM | |
Like I said, I know his biggest trick fairly well, so I'll try to keep this sane
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 17, 2006, 12:23 PM | |
Um, we have a shrinking battlefield. This cannot be good.
And my l33t powers of number-changing have revealed that it's going to shrink once more, to a bridge one tile wide. |
Nov 18, 2006, 04:23 AM | |
Some initial strat stuff I thought up:
And keep in mind that while Abydos is anti-magic, he can be raised, and I take a bet that the Abyss Monsters do have Raise. That also means that he could be Disbalanced using Feat (I think?), which would be great.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 18, 2006, 12:50 PM | ||
Quote:
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 19, 2006, 12:26 AM | |
A strategy wiki could be so much more useful
Since I don't see anyone doing anything:
Arazen: NW, W, SW. Fawbob: Anti-Magic Shuriken, E. Fooruman: E, E. Shuri: Defend. Discuss D= Also, I think that we should definitely focus on killing off the Abyss Monsters first.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff Last edited by cooba; Nov 19, 2006 at 11:07 AM. |
Nov 19, 2006, 01:59 AM | |
Killing the abyss monsters should probably be our first goal. Radium deliberately placed those tiles in the left and right lower corners of the battlefield to lure two of our characters there. He'll use the 4 abyss monsters to attack them from both sides and kill our "magic artillery".
I fear, however, that abydos can summon an infinite amount of abyss monsters.
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Earth Mantra, for all your ambient music needs. |
Nov 19, 2006, 02:07 AM | ||
Quote:
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 19, 2006, 02:29 AM | |
Abydos can be targeted with Feat (Rad said so in the first post for this battle).
My thoughts: we take out the Servant as soon as it appears, as it's the most dangerous of the summons (it can heal and make someone invincible). The rest of the summons probably have no abilities, or we'd have most likely seen them by now. Abydos does have a limited number of spells, and can't actually do that much if we're not standing next to it. We could if we wanted to take out the summons and pit monsters, and just ignore Abydos while the AWA runs round healing everyone (with normal attacks). Get the rest of our summons in, and then attack Abydos. Custard's Last Stand and Ninja Speed would help. We could Animate Dead one of the pit monsters if it leaves a handy corpse, and use that too. Shame we don't have an Unsummon or two. Last edited by Torkell; Nov 19, 2006 at 02:56 AM. |
Nov 19, 2006, 02:57 AM | ||
Quote:
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 19, 2006, 03:01 AM | |
I did say "probably". But we did have a couple of turns with no spells from Abydos and co., so I doubt there's anything nastier than a Heal left.
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Nov 19, 2006, 08:27 AM | |
Uhh don't forget that Abydos has frost shield, which will pretty much cancel out Feat and make life a lot harder.
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Fear cuts deeper than swords |
Nov 19, 2006, 08:41 AM | |
Actually, BR's point is more valid than mine.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff Last edited by cooba; Nov 19, 2006 at 08:53 AM. |
Nov 19, 2006, 02:43 PM | ||
Quote:
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Nov 19, 2006, 03:24 PM | |
It raises your max HP and your current HP by 10. It would give you more HP to use on fo'shizzle, yes, but you'd need to take damage for it to work for that.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy."> I would not want anyone having sex with my cocktail. ~ Radium |
Nov 19, 2006, 07:58 PM | |
Haste-ing the AWA so it gets more use out of Needletime, everybody is out of range of Carl and Abydos and the bridge is still widening. We can heal up and stuff for now, maybe get some more summons and let Abydos use up his other life drain; the one on the AWA will pretty much go to waste and we can anti-magic his second.
Once we have another summon out, preferrably the water elemental, we can hypnotize Carl over to us and everybody can destroy him. |
Nov 20, 2006, 02:52 AM | |
Okay, because it'd be so much of a shame for you to lose for trivial reasons now I'm taking a little mercy on you...
Just a tip. Without the AWA alive it's almost impossible to kill Abydos. Your current move has the entire party besides Araches/L33tz4n falling in the pit and dying.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy."> I would not want anyone having sex with my cocktail. ~ Radium |
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