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Tales of Uberbob strategy thread ( No Radiums >O )

 
 
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Jun 22, 2005, 12:18 PM
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Quote:
Originally Posted by acid
Unfoo just showed us a new move: he has some sort of slow power. -1 movement to target.
Updated stats post.
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Jun 22, 2005, 01:01 PM
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Actually, I would reccomend to raise l33tz4n. A mythslayer would be useful here for it's simple stats (and if unfoo unsummons it, he's open for attack), and if you leave shuri's dead body there spotty can't come out to attack the party (and he's out of spells).
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Jun 22, 2005, 11:56 PM
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Quote:
Originally Posted by Risp
and if you leave shuri's dead body there spotty can't come out to attack the party (and he's out of spells).
And how can we hurt him, then?
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Jun 23, 2005, 04:33 AM
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We don't have to. The battle is over once we kill unfooruman. Oh, and one more alternate strategy is to use ramming speed to have fooruman run so he can use spells at his leisure and to give the summons more time to fight unfoo.
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Jun 23, 2005, 10:03 AM
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O...k.

So now we need just to attack Unfoo using ordinary attacks. Seeing as he's trying to escape the Sphere, the best we could do is to surround him, and then slash him.

Or does anyone have a better idea?
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Jun 24, 2005, 07:28 AM
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we win. *dances*
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Jul 8, 2005, 01:35 PM
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The game's over now? Time for part 4? :/
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Jul 8, 2005, 01:41 PM
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Hm?
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Jul 8, 2005, 01:45 PM
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No no no, we just beat Unfoo and Spoy, not the whole game.
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Jul 8, 2005, 04:08 PM
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And now this thread goes dormant until the next climatic battle, I guess...
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Jul 9, 2005, 03:18 AM
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But I thouht Unfooruman was the most evil character? :/
And I thought Spoy was against Unfooruman (from the Foo movies).
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Jul 9, 2005, 06:19 AM
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Look, Blackraptor is the ultimate evil.
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Jul 9, 2005, 09:28 AM
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Quote:
Originally Posted by White Rabbit
...And I thought Spoy was against Unfooruman (from the Foo movies).
Obviously you haven't watched them in a while.
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Jul 11, 2005, 05:56 AM
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The Foo movies are fooish. I watched all of them except the two latest ones, because they were probably going to be twice as fooish (they improve on fooishness over time).
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Jul 11, 2005, 09:10 AM
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Just do me a favor and watch #1 and #2 right now. Spoy is Unfoo's minion.
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Jul 11, 2005, 10:54 AM
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And watch 10 to find out how Spoy became Unfoo's minion.
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Oct 26, 2005, 08:13 PM
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We need a better strategy, people!
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Oct 26, 2005, 09:07 PM
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Like.. stop doing random nonsense?
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Oct 27, 2005, 05:33 AM
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Mm. Random topic revivals are bad. Please quit.
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Oct 27, 2005, 12:04 PM
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No, really. Does anybody know what we could do? I ran out of ideas.
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Oct 27, 2005, 12:55 PM
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Quote:
Originally Posted by Fawriel
Like.. stop doing random nonsense?
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Oct 27, 2005, 06:44 PM
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It wasn't ALL random nonsense ;l
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Nov 20, 2005, 04:43 PM
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Thread revival.

What should we do?
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Nov 20, 2005, 04:50 PM
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We should find out what to do.
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Nov 20, 2005, 04:54 PM
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Good idea. How do we start?

EDIT: Let's list some clues.

Frozen sea.
Missing Sam.

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Nov 20, 2005, 05:06 PM
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Dev has already slipped you a fairly major hint, and so did I when I was a DM. His was more elegantly done and useful, though.
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Nov 20, 2005, 05:35 PM
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Maybe its the low water levels at the pier, I kept not feeling like checking that
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Nov 25, 2005, 02:43 PM
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Alright, things already look pretty shady. It would have been excellent if we had Manaflared Araches/L33tz4n so we could keep Perfect Solstice under our command, but that ship has sailed. Before we use another spell, we need to decide who gets the Manaflare. I recommend either Uberbob/Fawriel, Fooruman, or Grandma Conquista. We just have to decide if we want perpetual healing or a big gun with limitless ammo.

And we need to deal with Shuri. Being controlled doesn't appear as an ailment, so we can't save her. Furious could take her out, but he'd be left open to the Hydras. I'd hate to waste Lightning on her, but she has that Ninja Speed spell and we can't let her use it. Thoughts?

EDIT: I was wrong, their hypnosis works just like ours. Shuri can't attack next turn, but then she'll be ours again.
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Nov 25, 2005, 10:40 PM
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Ooooo, I didn't even think about Manaflare that way.
But we definitely want unlimited healing. I think.

...if nobody minds, I probably won't give any commands in our first attempt at this battle and instead just observe how things work out. If nobody minds.
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Nov 26, 2005, 07:46 AM
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Quote:
Originally Posted by Fawriel
...if nobody minds, I probably won't give any commands in our first attempt at this battle and instead just observe how things work out. If nobody minds.
Just keep contributing to the strategy, kay? We need lots of different ideas.

(I doubt I'll give any commands, either, unless things really slow down.)
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Nov 26, 2005, 12:44 PM
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I'm also unlikely to give actual commands, but I'll try to help by redoing my stats post:

Character stats
Note that the details of foes is incomplete. I'll try to update it as we find out more about them


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
Poison: Curse target with "lose 1 HP per turn"
Bloodlust: Charm target with "+2 attack"
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

Grandma Conquista
Attack 7
Movement 1
HP 24
Fireball: 6 points o' damage to whatever you want
Hellfishy: 15 points o' damage to whatever you want

Furious the Monkeyboy
Is immune to magic.
Attack 8
Movement 2
HP 22

Scholar Sam
Attack 3
Movement 2
HP 15
Mana Flare: Charm target with "character's spells are no longer used up when cast"
Animate Dead: Rasie someone and take control of them. They go back to being dead next turn
Seppuku: Target attacks itself with strength equal to target's attack
Manifest Destiny: Create a block on target location (40HP). Block can be destroyed with melee attacks
Unload Mana: Charm Sam with "Sam may cast any number of spells in his turn. Sam's defense will halve each time he uses this ability"

Faw/Uberbob
Attack 6
Movement 2
HP 24
Fysics Phailure: Curse the target with "random attack strength; 50% chance of healing when attacking"
Randomtacklemanashackle: Curse target with "lose 4 hp each time this character casts a spell"
Anti Magic: Disenchant target and make target immune to magic
Heal: Target restores 10 HP
Raise: Revive target dead character, and character restores 1/2 of total HP

Shuriken
Attack 5
Movement 4
HP 17
Haste: Charm target with "+1 movement", starting next turm.
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
Ramming speed: +8 attack, +2 movement until end of turn for Fooruman. Must be used before moving


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


Foes
Ice Hydra
Attack 6
Movement 2
HP 20 (except for one with 21 HP)

Snow Succubus
Attack 4
Movement 3
HP 38
Hypnotise: Control target opponent for one turn. Target opponent can't act next turn
Raise: Revive target dead character, and character restores 1/2 of total HP
2xHeal: Target character restores 10 HP
Summon Frost Lawyer: Summon Frost Lawyer #1 to target location

Perfect Solstice
Attack 7
Movement 1
HP 39
Legacy: Remove any curse on Solstice, fully heal Solstice, double defense of Solstice. Gives Solstice the ability to teleport to any accessible location on the map (not a charm).
Slay: Target character loses 1/3 of current HP
Dispell: Negate spell effects on target character
2xKudzu: Give Solstice another attack this turn
2xDisbalance: Halves defense of target character and deals 3 damage to that character


Unfriendly Summons
Frost Lawyer #1
Attack 4
Movement 2
HP 12
Summon Frost Lawyer: Summon Frost Lawyer #2 to target location

Frost Lawyer #2
Attack 4
Movement 2
HP 12
Summon Frost Lawyer: Summon Frost Lawyer #3 to target location

Frost Lawyer #3
Attack 4
Movement 2
HP 12
Transfer health: deal 10 points o' damge to target character, then heal 10 points on another character


Important battle notes
Again, subject to change as more information is known
  • Characters take Double damage if they cast a spell that turn.
  • Characters take Half damage if they are defending that turn.
  • Characters take Normal damage if they both cast a spell and defend in the same turn.
  • You can move diagonally. Diagonal moves do not cost extra.
  • Dead people obstruct movement.
  • We can only cast one spell per turn. Spells may be targeted anywhere and do not require line of sight.
  • Grouped characters (e.g. A/L) attack together and take damage together.
  • Attacking counts as a move, and ends movement.
  • You can move the same turn you are Raised.
  • Raise is not affected by magic immunity. Neither is Legacy.
  • Summons cannot cast spells the turn they are summoned.
  • You can't cast the spells of someone you hypnotise.
  • Antimagic can't be dispelled. Nor can Legacy

Right, I think that's all. Feel free to correct me if I've missed something out or made a mistake.
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Last edited by Torkell; Dec 6, 2005 at 01:37 AM.
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Nov 26, 2005, 12:57 PM
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Fysics Phaliure is a charm, that causes the target's attack strength to fluctuate. Sorry if that wasn't clear. And manaflare and unload mana are charms. No, you can't stack them and turn Sam into a crazy win-the-battle engine.
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Nov 27, 2005, 01:13 AM
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Well, the first thing we should do is to Manaflare Araches and Leetzan... that way we have infinite Hypnosis!
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Nov 27, 2005, 01:46 AM
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Will work?
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Nov 27, 2005, 01:49 AM
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Quote:
Originally Posted by Risp_old
Fysics Phaliure is a charm, that causes the target's attack strength to fluctuate. Sorry if that wasn't clear. And manaflare and unload mana are charms. No, you can't stack them and turn Sam into a crazy win-the-battle engine.
Thanks, I've updated the list.
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Nov 27, 2005, 06:14 AM
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Time for me to state the obvious again! \o/
The only real enemies are Solstice and the Snow Succubus. Solstice must NEVER be allowed to use Legacy. If the endless hypnotism really does work, then woozah!
As for the Succubus, I guess if Solstice has been taken care of, she won't be able to live long through constant thrashing.
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Nov 27, 2005, 06:22 AM
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Quote:
Originally Posted by BoggyB
[*]Only one spell per character may be cast per turn. Spells may be targeted anywhere and do not require line of sight.
Is it really? I thought it was just one spell per turn. Which is it, somebody? D=

We can also try anti-magic-ing perfect solstice, so he cant get legacy.
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Nov 27, 2005, 06:27 AM
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One spell per team per turn. Sorry, I missed that error.
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Nov 27, 2005, 10:03 AM
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Quote:
Originally Posted by Fawriel
Time for me to state the obvious again! \o/
The only real enemies are Solstice and the Snow Succubus. Solstice must NEVER be allowed to use Legacy. If the endless hypnotism really does work, then woozah!
As for the Succubus, I guess if Solstice has been taken care of, she won't be able to live long through constant thrashing.
Ok, infinite hypnotism doesn't work. Let's just not attack Solstice at all, because it will be wasted effort.

And Shuriken got ed last battle, so we should try not to let her do anything nasty. She is in the perfect position to get ed to move to 3,2, attack Araches/Leetsan and get attacked by the Solstice and two hydras! Instant death!

Last edited by White Rabbit; Nov 29, 2005 at 12:23 PM.
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Nov 27, 2005, 01:21 PM
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Also, it might be helpful to know that legacy allows Solstice to teleport. It doesn't just give him infinate movement. He can go to any open spot on the map (except one surrounded on all 8 sides by people or corpses).
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