Page 16 of 16
Re: Goblins Minesweepers - Hammertime!
Posted: Tue Apr 28, 2015 1:32 pm
by Davecom3
Heroism isn't a class. It's an Primary Trait. Heroism grants you guaranteed tokens that allow interaction with other people, but still nothing doesn't allow you to wield a weapon or wield a tool as a weapon.
Classes are Caster, Warrior, or Spelunky.
Re: Goblins Minesweepers - Hammertime!
Posted: Tue Apr 28, 2015 2:57 pm
by LooksAndSmiles
Putting answers in spoiler tags to make the reply short, but I think it's worth reading everyone's replies anyway for tidbits of information. My weekdays are pretty busy (getting home at 23:00 generally), but I will hold things together, eventually.
@Zigit:
► Show Spoiler
Okay, I will edit that link into my sig for your convenience.
You've chosen [Weapon Mastery] from the level up token. It grants you the following ability:
Dual Shot: Allows you to shoot 2 arrows at the same time, at the expense of using up 2 arrows of your inventory (Arrows can be recollected if they don't break at the target). No cooldown. (Quiver capacity gives a natural limit to it anyway). You can target the same enemy with both arrows, or 2 different enemies on the same or adjacent tiles (provided both are in range).
Not rolling for the bow enchantment yet, I have to organize my stuff first, and I really don't have the time at the moment. Noted the request, though.
@Nerre (replying to your pm questions here too partly)
► Show Spoiler
There is a skill token named [Enchant] which serves the purpose of you manually being able to add one of your skills to any wearable item (see its description in the resources, if I didn't forget to add it.). If you do not have this token, then you can not enchant your stuff, you have to pay the blacksmith to do it. Since the blacksmith is still an apprentice in enchanting, the enchantment will be random. Once he levels up, then you will be able to select what kind of enchantment you want, more or less.
Wands and staves come in 3 flavors when you buy them:
- Type 1 comes with a damaging enchantment, for example +1 ranged fire damage. So it basically works like a weapon, except it's magical.
- Type 2 comes with a spell enchantment, for example [Teleport (1)], and it works as if it would be a normal skill enchantment, like the one Stumbles got in his helmet.
- Type 3 comes with a "reservoir", so basically an empty, enchantable wand/staff without the need of the [Enchant] skill (described above).
You can decide which type you want to buy, but if you want to upgrade them or further enhance by the blacksmith, those will be random.
Trying to craft your own stuff from existing ones is a nice idea, but your character is too low level for that, please wait with those.
If you buy trousers, the interworkings with the boots will go sequentially, starting with the destroyable, from above to bottom. For example:
Case A) your trousers catch fire, saving you from explosion, your boots do nothing.
Case B) your trousers don't save you, which means the boots are activated, propelling you forward. The boots have a 50% of getting destroyed, but the effect is triggered 100%. However, if you happen to land on a mine again with this event, then the boots will not propel you again, but the trousers might still trigger (as they failed first time).
You are a Caster and not a Warrior, so you cannot use weapons. You can buy Type 1 wands / staves though, as described above.
Both offensive and defensive casting is available, the amount of available skills will widen and vary once you hit level 5 and choose your character's further path.
@Wears
► Show Spoiler
You have plenty of time to shop or to think about, no worries.
As Dave said, "Heroic" is a primary trait, not a class, in that sense it does not affect your current equipment.
What heroic gives you:
- at level up, grants a token dedicated to interact with other players
- when enchanting/upgrading items, grants the possibility to get enchantments to enhance such skills
- allows you to wear a cape in your shoulder slot. (capes are awesome.)
- Once you reach level 5, allows you to choose the path of SuperHero or SuperVillain, which classes WILL have damaging skills, but not spoiling more of it yet.
- other very minor "not-gonna-spoil-it" effect on your character.
@Gathers
► Show Spoiler
Yes, the frying pan is dealing 1 damage to foes if it is utilized as a weapon (you have the [Weaponize] token). I really have to remake the Equipment post there as it remains outdated (I managed to get the other posts before that up-to-date), but it would take time I don't have yet. If something's not clear, ask! Typing some sentences at night is the only thing viable for me at the moment...
Also, question to everyone: Shall I spoil / describe more about the path choosing at level 5, or shall we wait until someone eventually hits it? If I spoil now it won't be that interesting afterwards, but OTOH it could help you planning ahead now already.
Re: Goblins Minesweepers - Hammertime!
Posted: Tue Apr 28, 2015 3:36 pm
by WearsHats
Ah, I see. Still had the old system in my head. Thanks for the explanation.
Ooo, can the smith make me a neat cape?
I'll probably want a trap defuser.
Still have to decide which token to level up. Hrm.
Re: Goblins Minesweepers - Hammertime!
Posted: Tue Apr 28, 2015 11:53 pm
by Theis2
I vote no spoiling
Re: Goblins Minesweepers - Hammertime!
Posted: Wed Apr 29, 2015 2:06 am
by gamecreator
I agree with Theis.
Re: Goblins Minesweepers - Hammertime!
Posted: Wed Apr 29, 2015 1:12 pm
by Nerre
As the game is over the levelupgrade-smalltalk does not hinder the game post flow, so I agree too: we can leave out the spoilers for now and save us all some clicks.
Re: Goblins Minesweepers - Hammertime!
Posted: Thu Apr 30, 2015 12:45 am
by GathersIngredients
I vote no spoiling.
And, after reading the explanation about how they might both independently work to safe from death while worn at the same time, I'll have Stumbles buy a pair of trousers, on top of the boots.
Re: Goblins Minesweepers - Hammertime!
Posted: Fri May 01, 2015 2:18 pm
by LooksAndSmiles
Okay, please check everyone if this is correct, I bought you / added you everything afaik, based on the posts.
@Jib's charcater's sword recieved the "Parry" ability enchantment.
Parry: The sword can be used defensively as a main action, in which case it counts as +DEF equal to its +ATT. No cooldown.
@Wears, please decide what to buy. Yes, you can have a cape, any color preference?
(Also, what tokens? It was Nerre who leveled up, not you, you chose the +1 item).
@Nerre, have you decided which level up tokens to take, and to buy anything?
@Zigit, +1ing your bow means it has now a range of 4. The enchantment you rolled is <penetration>, which means your shots now ignore 1 of the enemy's ranged armor.
I also added the known skill list to my signature, first link. I edited in the weapon abilities you already have, too.
Character Sheets
.[tabs:Blitz Craig]
Jibjib's Blitz Craig
Level 3, XP: 3. Deaths: 3
Agile Warrior
HP:
6/6
Weapon Focus:
Swords
Active Skill Tokens (4/4):
Stone Skin,
Weapon Mastery,
Run,
Battle Ready
Item Bonuses
+2 DEF against melee damage (
jacket)
+1 DEF against ranged physical damage (
jacket)
+3 ATT in melee fight (
long sword)
Abilities
Slice (
available)
Parry (
available) (Refined Long Sword of Parrying)
Worn Items
flags: 10 / 10
main hand, off hand: Refined Long Sword of Parrying
torso: strengthened jacket
Stash: 13 coins
!
| , [Run], [Power Surge]
[tabs:Flags Fuses]
Nerre's Flags Fuses
Level 3, XP: 4. Deaths: 2
Divine Caster
HP: 5/5
Active Skill Tokens (4/4): Rescue, Warning, Return, Jump
Worn Items
flags: 10 / 10
Stash: 36 coins
big pile of bones, [Visions], [Teleport]
[tabs:Flags Mines]
WearsHats' Flags Mines
Level 3, XP: 12. Deaths: 4
Heroic Spelunker
HP: 5/5
Active Skill Tokens (4/4): Run (2), Rescue, Detect Traps, Visions
Item Bonuses
+1 to continous movement based tokens (Boots of Speed)
[Delivery (2)] (Mask of Delivery +1)
Worn Items
flags: 9 / 9
face: Mask of Delivery +1
main hand, off hand: detector(5)
feet: Boots of Speed
Stash: 22 coins
[+1 Tile], !
|
[tabs:*Goska Bluey*]
Davecom3's Goska Bluey
Level 3, XP: 20. Deaths: 2
Leader Level 1 (2 LP)
True Neutral Spelunker
HP: 5/5
Active Skill Tokens (4/4): Jump, Rescue, Dodge, Resist
Item Bonuses
movement bounce on mines (boots)
+1 DEF against melee physical (jacket)
binding (Reinforced Whip)
Abilities
Healing (Sign of Goodwill*)
Worn Items
flags: 9 / 9
Tribal Mark: Sign of Goodwill
shoulder bag: 10ft pole
torso: jacket
main hand: Reinforced Whip (Reach: 3, struggles same size enemies)
off hand: harmonica
feet: boots
Stash: 2 coins
candle, [Visions], [Push], Y-shaped stick
*Sign of Goodwill:
Heals an ally (including self) for 2 HP, in a radius of 3 movement range. The leader can't perform another main action this turn, and gains 1 XP upon successful heal if the target is someone else. Additionaly, healing someone will remove one negative status effect.[/tabs].[tabs:No-Legs]
Zigit's No-Legs
Level 3, XP: 5. Deaths: 2
Survivalist Warrior
HP: 6/6
Weapon Focus: Bows
Active Skill Tokens (4/4): Warning, Jump (2), Answer the Call, Weapon Mastery
Item Bonuses
+1 piercing damage up to 4 movement range, ignores 1 DEF (Reinforced Bow of Penetration)
+2 DEF against melee (jacket)
Abilities
Dual Shot (available)
Worn Items
flags: 10 / 10
main hand: Reinforced Bow of Penetration
shoulder slot: quiver with 9 arrows
torso: jacket +1
Stash: 1 coin
frying pan, guitar, [Push]
[tabs:Oh See That Shiny]
Theis2's Oh See That Shiny
Level 3, XP: 23. Deaths: 3
True Neutral Warrior
HP: 6/6
Weapon Focus: Shields
Active Skill Tokens (4/4): Brothers-in-Arms, Battle Ready, Weapon Mastery, Formation Movement
Item Bonuses
[Sense Enemies] (Mask of Awareness)
+3 DEF against melee physical damage (+1 jacket, +2 large round shield)
+2 DEF against ranged physical damage (large round shield)
+40% chance to block ranged physical attacks (large round shield)
+1 ATT in melee fight (sword)
Abilities
Stand Ground (available)
Shield Bash (available) (large round shield)
Worn Items
flags: 10 / 10
main hand: sword
off hand: Large Round Shield of Bashing
face: Mask of Awareness
torso: jacket
Stash: 0 coins
candy, mouldy bread, [Encouraging Shout], [Teleport], pile of bones
[tabs:Stumbles around]
GathersIngredients' Stumbles around
Level 4, XP: 8. Deaths: 3
Heroic Caster
HP: 5/5
Active Skill Tokens (5/5): Jump, Rescue, Resist, +1 Tile, Dodge
Item Bonuses
[Lure (2)] (gloves)
[Visions] (helmet)
+5% chance to find an extra common item at treasure finds. (gloves)
+2 DEF against melee damage (jacket, helmet)
+1 DEF against ranged physical (helmet)
movement bounce on mines (boots)
50% save chance on mines (trousers)
Worn Items
flags: 13 / 13
head: Seer's helmet
main hand: frying pan
torso: jacket
hands: Lucky Gloves of Rude Gestures +2
legs: trousers
feet: boots
Stash: 5 coins
[Lure], [Visions], [Claim], !
|
[tabs:Tries-and-Dies]
gamecreator's Tries-and-Dies
Level 3 XP: 20. Deaths: 4
Agile Spelunker
HP: 5/5
Active Skill Tokens (4/4): Call, Jump (4), Dodge, Weaponize
Item Bonuses
[Run (2)] (bracelet)
+10% success chance in persuading NPCs (battlepaint)
+1 coin at treasure finds (battlepaint)
+2 level to leaping related skills in the active slots. (battlepaint)
+1 DEF against melee damage (jacket)
50% save chance on mines (trousers)
movement bounce on mines (boots)
Worn Items
flags: 13 / 13
main hand: whip
face: Intricately Designed Battle Paint of Airily Movements +1
shoulder bag: 10ft pole
torso: jacket
lower body: trousers
(jewelry: Lofty Ankle Bracelets of Speed +1)
feet: boots
Stash: 1 coin
Visions, [Treasure!][/tabs] |
|
|
Re: Goblins Minesweepers - Hammertime!
Posted: Fri May 01, 2015 2:33 pm
by WearsHats
I was asking what kind of capes he could make. A +1 cape of something? What might that something be? How much would it cost?
And yes, I know I didn't level up. But I do have that +1 token I never used. I was reminding myself that I should probably do something with it.
Re: Goblins Minesweepers - Hammertime!
Posted: Fri May 01, 2015 2:55 pm
by Zigit
Cool, thanks! Did you forget to put [Push] in my tokens? I though it was available for my char (it didn't say caster only) but if it isn't I'll take Indomitable.
Re: Goblins Minesweepers - Hammertime!
Posted: Fri May 01, 2015 2:57 pm
by Nerre
I take Jump and Teleport.
Is my money (36) enough for this:
offensive wand
healing/divine wand
jacket with random minor enchant
boots
Re: Goblins Minesweepers - Hammertime!
Posted: Fri May 01, 2015 3:46 pm
by LooksAndSmiles
@Wears: A basic cape costs 6 coins, and generally helps heroic stuff. Upgrading it costs similarly to other items, depending on how much you would want to spend. Also, you could keep that +1 tile token separately for combos if you don't want to meld it just yet.
@Zigit: yes, somehow I missed adding that Push token to your character sheet, should be there now.
@Nerre:
basic boots 4 coins, jacket with minor enchantment 8 coins, basic offensive wand 6 coins, basic healing/divine wand 8 coins, you should have enough money to buy them, even to get some upgraded stuff, me thinks. Added the selected skill tokens to the char sheet.
Re: Goblins Minesweepers - Hammertime!
Posted: Fri May 01, 2015 3:52 pm
by WearsHats
Okay, I'll take the defuser and a 15 coin cape.
I'd also vote to continue helping the smith.
If I keep the +1 token I can selectively use it whenever I want with any of my skill tokens? So the only advantage of melding it is that it frees up a slot? Is that right?
Re: Goblins Minesweepers - Hammertime!
Posted: Fri May 01, 2015 4:22 pm
by gamecreator
Can I swap Dodge and Weaponize for Treasure and Visions right now? Because I sure would forget it later.
Re: Goblins Minesweepers - Hammertime!
Posted: Sat May 02, 2015 1:07 pm
by Nerre
LooksAndSmiles wrote:@Nerre:
basic boots 4 coins, jacket with minor enchantment 8 coins, basic offensive wand 6 coins, basic healing/divine wand 8 coins, you should have enough money to buy them, even to get some upgraded stuff, me thinks. Added the selected skill tokens to the char sheet.
That sounds good, I will take that. What updates would be possible for the remaining money? Can I upgrade the wands? Else the leather jacket.
Can you give me the link to the char sheets? I may be too tired, but I just was unable to find the char sheets. I tried in the first posts of this game, in the recruitment thread and the ressource thread.
Re: Goblins Minesweepers - Hammertime!
Posted: Sat May 02, 2015 3:00 pm
by gamecreator
The character sheets are
in the post that mentions them, in tabs after the words "Character sheets" in big letters.
Re: Goblins Minesweepers - Hammertime!
Posted: Mon May 04, 2015 1:29 am
by GathersIngredients
gamecreator wrote:Can I swap Dodge and Weaponize for Treasure and Visions right now? Because I sure would forget it later.
Swap skill tokens? I don't think we've unlocked that feature (there is supposed to be a skill token slot machine or something in the shop) yet. But if we CAN do this, I'm sure Stumbles would like to make a few changes...
Re: Goblins Minesweepers - Hammertime!
Posted: Mon May 04, 2015 4:42 am
by Jibjib
Would I also be able to afford some enchanted trousers with 13 coins Looks?
Re: Goblins Minesweepers - Hammertime!
Posted: Mon May 04, 2015 4:46 am
by gamecreator
GathersIngredients wrote:Swap skill tokens? I don't think we've unlocked that feature (there is supposed to be a skill token slot machine or something in the shop) yet.
No, I have all those tokens. The first ones I have equipped while I want to equip the remaining ones. I always forget to do it before spawning on a new map.
And sure I wouldn't throw away such useful tokens as Dodge and Weaponize.
Re: Goblins Minesweepers - Hammertime!
Posted: Mon May 04, 2015 12:53 pm
by Nerre
I would like to set those 4 active:
Teleport, Warning, Visions, Jump
and keep those two in store for later:
[Return], [Rescue]
I can change them whenever I circle out or are dead/off the map, right?
Re: Goblins Minesweepers - Hammertime!
Posted: Wed May 06, 2015 12:51 am
by GathersIngredients
Ah, thanks for the clarification, GC.
In that case I'd like
Stumbles to swap resist and dodge (into inventory) with warning and visions (into equipped).