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apophys
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Everything posted by apophys
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I'd like an option to turn off chat beeps, and another for whether or not to autoplay place music. Other ideas for the settings page can be posted in this thread.
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I find it important to note that you are in an alliance, No One, and therefore your battles will be far shorter than normal. This favors certain strategies...
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Avatar Fee Monthly
apophys replied to Muratus del Mur's topic in MD Artworks (former Artisans Guild)
I must have my say here. Too many avatars are dying, yes. But, my nature is to drop things for a couple of months and come back to them. I am sure I am not alone. My account is over a year old, but I have less than half of that as active days. So, "no" to 1 cred per month and "no" to 15 days per month. I am totally behind Chewett's suggestion, though. My edit on that: 3 active days for each 3 month period. And I like the idea of giving someone their credit back when they lose their avvy. -
I found MD from a link somebody posted on a pokemon chat. Keywords I'd use: free browser based massively multiplayer online role playing game RPG MMOG MMORPG BBMMOG BBMMORPG magic duel ritual creature monster battle fight turn-based strategy skill play virtual persistent world fantasy sorcery quests alliance guild clan
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I shall attempt to reconcile the two above posts. Burns: while suffering from terrible pain, but all of a sudden, he has THE idea to save his life: Glaistig: he shoves his finger down his throat, so as to induce a gagging reflex to purge the his system Lulu: but the cruel laughter of Jonn and Hannah makes him choke on his vomit as his eyes fill with desperate tears--he can'tbreathanymorethevomittastesrealbad and THE WORLD IS CRUEL--gone--and he is dead. Either oblivious or uncaring, Hannah and Jonn... Grido: continue their laughing. They soon remember that there's still the strange man in the room (you know the one with the brother, with the picture hanging up).... Metal Bunny: The man then suddenly wakes up from his surreal dream and Burns: realizes Hannah is standing over him, tickling him with a feather, ready to... Rex: whip him with a whip made of.. Apophys: thick Grasan leather, belonging to Dark Priestess (a.k.a. Peace), just for fun. Afterwards, she intends to... Lightsage: slit his throat with a concealed dagger at her hip which happens to...
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1. Wider availability of Drachorns 2. More surveys
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A water being is faster to get, and can be set alone.
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[url="http://www.youtube.com/watch?v=Zo-1g2VaN1k"]http://www.youtube.com/watch?v=Zo-1g2VaN1k[/url] The death of Apep (Apophis), after which he is reborn... and is killed again... Ontopic - I also go with Raven; I will live forever or die trying. But I will not freeze myself. [quote name='Ancient']I've been planning-since i was 12- to freeze my body....in a Cryogenic chamber until i can be reanimated in the future![/quote] It is currently being done. I believe it's cheaper if you just freeze your brain and discard the rest of the body. [url="http://en.wikipedia.org/wiki/Cryonics"]http://en.wikipedia.org/wiki/Cryonics[/url]
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I have posted my application earlier. I still wish to enter.
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[quote name='Burns']regen does actually heal your creatures, BUT there are ways to bug that healing... one of them is exactly the thing that happend in your battle with the defend-ability[/quote] I hate to ask this, but could you post a battle log showing correctly working regeneration? Here is a log I just got that seems to suggest that regeners don't work at all. FULL LOG: crawling is preparing new random strategy Load apophys creatures Load crawling creatures Influences for apophys: regenaura, poweraura, regenaura, attackbonus ###### Applying 100% of apophys's energetic influence Applying 40% of crawling's energetic influence apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 76 - Dark Archer II will regenerate next 2 rounds 76 vitality and remains with 302 vitality - Regeneration power: 25, regen. vitality: -127 - Full-grown Winderwild doesn't need any regeneration for now. and remains with 267 vitality - Regeneration power: 25, regen. vitality: 78 - Strider will regenerate next 2 rounds 78 vitality and remains with 312 vitality - Regeneration power: 25, regen. vitality: 305 - Strangler Fig will regenerate next 2 rounds 305 vitality and remains with 1220 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:3 regenerate: 78) apophys's Strider does damage to all creature(s) of crawling and: - Heretic Archer receives 154 damage and remains with 165 vitality - Water Daimon I receives 127 damage and remains with 393 vitality - Dark Archer II receives 143 damage and remains with 383 vitality - Water Guardian II receives 143 damage and remains with 853 vitality - Elemental I receives 129 damage and remains with 132 vitality - Aramor Warrior receives 154 damage and remains with 319 vitality crawling's Water Daimon I does steallife to weak creature(s) of apophys and: - Steallife power: 8% - steals 21 vitality from Full-grown Winderwild and gives it to Elemental I and remains with 246 vitality crawling's Dark Archer II does damage to random creature(s) of apophys and: - Full-grown Winderwild receives 90 damage and remains with 156 vitality crawling's Water Guardian II does protect to weak creature(s) of crawling and: - Protection effect: 160 - Heretic Archer will be protected by Water Guardian II with 160 defence for next 2 rounds, but caster looses 160 vitality and remains with 165 vitality Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 76) apophys's Dark Archer II does weaken to strong creature(s) of crawling and: - Weaken defence effect: -159 - weakens Water Guardian II for next 2 rounds and lowers its defence by -159 and remains with 693 vitality Applying temporary effects for crawling, slot 1 : , protect (round:3 protect: defence=160 ) crawling's Heretic Archer does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 1 : , regenerate (round:3 regenerate: 305) - Strangler Fig receives 1 damage and remains with 1219 vitality crawling's Aramor Warrior does damage to dying creature(s) of apophys and: Applying temporary effects for apophys, slot 2 : , regenerate (round:2 regenerate: 78) - Strider receives 1 damage and remains with 311 vitality apophys's Full-grown Winderwild does weaken to multirandom creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , protect (round:2 protect: persisting) - Weaken defence effect: -56 - weakens Heretic Archer for next 2 rounds and lowers its defence by -56 and remains with 165 vitality - Weaken defence effect: -109 - weakens Water Daimon I for next 2 rounds and lowers its defence by -109 and remains with 393 vitality Applying temporary effects for crawling, slot 4 : , weaken (round:3 weaken: defence=-159 ) - Weaken defence effect: -109 - weakens Water Guardian II for next 2 rounds and lowers its defence by -109 and remains with 693 vitality crawling's Elemental I does weaken to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:2 regenerate: 76) - Weaken defence effect: -60 - weakens Dark Archer II for next 2 rounds and lowers its defence by -60 and remains with 302 vitality ###### START ROUND 1 ###### Applying temporary effects for apophys, slot 1 : , regenerate (round:2 regenerate: 305) apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 78 - Maintaining regeneration, Strider will regenerate next 2 rounds 78 vitality and remains with 311 vitality - Regeneration power: 25, regen. vitality: -16 - Full-grown Winderwild doesn't need any regeneration for now. and remains with 156 vitality - Regeneration power: 25, regen. vitality: 76 - Maintaining regeneration, Dark Archer II will regenerate next 2 rounds 76 vitality and remains with 302 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:3 regenerate: 78) apophys's Strider does damage to all creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , protect (round:1 protect: persisting) effect ended) , weaken (round:3 weaken: defence=-56 ) - Heretic Archer receives 50 damage and remains with 115 vitality Applying temporary effects for crawling, slot 2 : , weaken (round:3 weaken: defence=-109 ) - Water Daimon I receives 236 damage and remains with 157 vitality - Dark Archer II receives 143 damage and remains with 240 vitality Applying temporary effects for crawling, slot 4 : , weaken (round:3 weaken: defence=-109 ) - Water Guardian II receives 411 damage and remains with 282 vitality - Elemental I receives 129 damage and remains with 24 vitality - Aramor Warrior receives 154 damage and remains with 165 vitality Applying temporary effects for crawling, slot 2 : , weaken (round:2 weaken: persisting) crawling's Water Daimon I does steallife to weak creature(s) of apophys and: - Steallife power: 8% - steals 12 vitality from Full-grown Winderwild and gives it to Dark Archer II and remains with 144 vitality crawling's Dark Archer II does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 76) , weaken (round:3 weaken: defence=-60 ) - Dark Archer II receives 164 damage and remains with 138 vitality Applying temporary effects for crawling, slot 4 : , weaken (round:2 weaken: persisting) crawling's Water Guardian II does protect to weak creature(s) of crawling and: - Protection effect: 122 - Water Guardian II will be protected by Water Guardian II with 122 defence for next 2 rounds, but caster looses 122 vitality and remains with 160 vitality Applying temporary effects for apophys, slot 4 : , regenerate (round:2 regenerate: persisting) , weaken (round:2 weaken: persisting) apophys's Dark Archer II does weaken to strong creature(s) of crawling and: - Weaken defence effect: -93 - weakens Dark Archer II for next 2 rounds and lowers its defence by -93 and remains with 252 vitality Applying temporary effects for crawling, slot 1 : , weaken (round:2 weaken: persisting) crawling's Heretic Archer does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 1 : , regenerate (round:1 regenerate: 305) effect ended) - Strangler Fig receives 1 damage and remains with 1218 vitality crawling's Aramor Warrior does damage to dying creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:1 regenerate: persisting) effect ended) , weaken (round:1 weaken: persisting) effect ended) - Dark Archer II receives 62 damage and remains with 76 vitality apophys's Full-grown Winderwild does weaken to multirandom creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:1 weaken: persisting) effect ended) - Weaken defence effect: -6 - weakens Heretic Archer for next 2 rounds and lowers its defence by -6 and remains with 115 vitality - Weaken defence effect: -85 - weakens Elemental I for next 2 rounds and lowers its defence by -85 and remains with 24 vitality Applying temporary effects for crawling, slot 5 : , weaken (round:3 weaken: defence=-85 ) crawling's Elemental I does weaken to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : - Weaken defence effect: -16 - weakens Dark Archer II for next 2 rounds and lowers its defence by -16 and remains with 76 vitality ###### START ROUND 2 ###### Applying temporary effects for apophys, slot 1 : apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 19 - Dark Archer II will regenerate next 2 rounds 19 vitality and remains with 76 vitality - Regeneration power: 25, regen. vitality: -4 - Full-grown Winderwild doesn't need any regeneration for now. and remains with 144 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:2 regenerate: persisting) apophys's Strider does damage to all creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:3 weaken: defence=-6 ) - Heretic Archer receives 56 damage and remains with 59 vitality Applying temporary effects for crawling, slot 2 : , weaken (round:1 weaken: persisting) effect ended) - Water Daimon I receives 236 damage creature DIES! Applying temporary effects for crawling, slot 3 : , weaken (round:3 weaken: defence=-93 ) - Dark Archer II receives 395 damage (luck: double effect) creature DIES! Applying temporary effects for crawling, slot 4 : , weaken (round:1 weaken: persisting) effect ended) , protect (round:3 protect: defence=122 ) - Water Guardian II receives 289 damage creature DIES! Applying temporary effects for crawling, slot 5 : , weaken (round:2 weaken: persisting) - Elemental I receives 214 damage creature DIES! - Aramor Warrior receives 313 damage (luck: double effect) creature DIES! Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 19) , weaken (round:3 weaken: defence=-16 ) apophys's Dark Archer II does weaken to strong creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:2 weaken: persisting) - Weaken defence effect: -100 - weakens Heretic Archer for next 2 rounds and lowers its defence by -100 and remains with 59 vitality Applying temporary effects for crawling, slot 1 : , weaken (round:3 weaken: defence=-100 ) crawling's Heretic Archer does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:2 regenerate: 19) , weaken (round:2 weaken: persisting) - Dark Archer II receives 65 damage and remains with 11 vitality apophys's Full-grown Winderwild cant find any enemy creatures to target, skipping turn ###### START ROUND 3 ###### Applying temporary effects for apophys, slot 1 : apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 78 - Strider will regenerate next 2 rounds 78 vitality and remains with 311 vitality - Regeneration power: 25, regen. vitality: 3 - Maintaining regeneration, Dark Archer II will regenerate next 2 rounds 3 vitality and remains with 11 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:3 regenerate: 78) apophys's Strider does damage to all creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:2 weaken: persisting) - Heretic Archer receives 315 damage (luck: double effect) creature DIES! Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 3) , weaken (round:1 weaken: persisting) effect ended) apophys's Dark Archer II cant find any enemy creatures to target, skipping turn ... apophys WINS! Creature Experience reward for apophys - Winning player Strangler Fig gaines 703 Xp and a won battle Strider gaines 703 Xp and a won battle Full-grown Winderwild gaines 703 Xp and a won battle Dark Archer II gaines 703 Xp and a won battle Creature Experience reward for crawling - Losing player No creatures survived the fight for this player, no xp reward Winner gets won fights counter incremented! Looser does not get a lost fight point.
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hmm... same here. (on my 2 alts. my main account didn't get the email yet) Easy to prove, I have no credit and have never bought anything (as far as I remember) on my alts.
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lol, nice quote. Could it at least be modified so that protection does not normally disable regen? Maybe disable regen healing in a specific location?
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"the xp you lose in such a battle are close to zero :/ but a well-used regen rit... good lord, 1m per fight is possible " Why must losing xp be such a fast process? A couple thousand xp at a time is fast enough; at such a pace it may be likened to the MRs' training. I hate this glitch now. I upgraded 2 trees, put one one regen, and another on martirism, and healing of an added archer did not occur. Why must I be so limited in my setting of rituals? Because mp5's are too lazy to farm each other? There needs to be a gazebo or other spot designated for -xp farming, and get rid of this glitch.
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Apophys One day several years ago, I heard a report on the news about [url="http://en.wikipedia.org/wiki/99942_Apophis"]asteroid Apophis[/url], predicted to pass by the Earth on [b]Friday the 13th[/b] of April, 2029 at a distance 7 times closer than the moon (visible to observers on the ground), and then possibly (although this is unlikely) return in 2036 (also on the 13th of April) for impact. [The possibility of impact in 2036 has not been ruled out.] The asteroid was named after the "ancient Egyptian prince of darkness". A little research told me that [url="http://en.wikipedia.org/wiki/Apep"]Apophis[/url] (or Apep) was the original Egyptian god of evil, and was replaced by Set for political reasons. Naturally, I spelled the name as it sounded to me. Lowercase because it is faster to type. Afterwards, I noticed that my initials, A.P.S., are evenly spaced within the name. Sek, Apep's helper, is my test account. Mot was already taken. I notice I am not the only apophys. For example, the youtube account of this name is not mine. I sometimes play on [url="http://pokemonworldonline.net/"]PWO (Pokemon World Online)[/url] and [url="http://shoddybattle.com/"]ShoddyBattle[/url]. I learned about MD from the PWO chat (I also got my sig from a guy on the PWO chat).
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To be clear: I have no problem with xp sucking. I'm sure there are ways to suck large xp while effects work correctly. [spoiler]For example, a lifestealer vs a bunch of high-vitality healers, 0% pray power. Both sides lose xp.[/spoiler] I do not think this glitch is necessary for the correct functioning of the game.
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You still have the button, even though it doesn't give you anything when you click it. A similar occurrence: I was about to attack somebody with a single-tree rit I had set in defense, but just before I hit "Chaaarge" someone broke it. I got a message saying I had no forces. Not really a bug here, just funny.
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Load apophys creatures Load Shin Velleheim creatures Influences for apophys: regenaura ###### Influences for Shin Velleheim: regenaura ###### Applying 0% of apophys's energetic influence Applying 100% of Shin Velleheim's energetic influence Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 358 - Animated Tree III will regenerate next 2 rounds 358 vitality and remains with 1557 vitality - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1556 vitality ###### START ROUND 1 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 358) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1555 vitality ###### START ROUND 2 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 358) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: 50) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1554 vitality ###### START ROUND 3 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: 358) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1553 vitality ###### START ROUND 4 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 357 - Animated Tree III will regenerate next 2 rounds 357 vitality and remains with 1553 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1552 vitality ###### START ROUND 5 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 357) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 357 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 357 vitality and remains with 1552 vitality - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1551 vitality ###### START ROUND 6 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 357) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1550 vitality ###### START ROUND 7 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 357) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: persisting) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1549 vitality ###### START ROUND 8 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: persisting) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1548 vitality ###### START ROUND 9 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1547 vitality ###### START ROUND 10 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1546 vitality ###### START ROUND 11 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 356 - Animated Tree III will regenerate next 2 rounds 356 vitality and remains with 1546 vitality - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1545 vitality ###### START ROUND 12 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 356) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1544 vitality ###### START ROUND 13 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 356) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 355 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 355 vitality and remains with 1544 vitality - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1543 vitality ###### START ROUND 14 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 355) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 355 - Animated Tree III will regenerate next 2 rounds 355 vitality and remains with 1543 vitality - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1542 vitality ###### START ROUND 15 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 355) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1541 vitality ###### START ROUND 16 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 355) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 354 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 354 vitality and remains with 1541 vitality - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1540 vitality ###### START ROUND 17 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 354) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: persisting) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1539 vitality ###### START ROUND 18 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: persisting) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 354 - Animated Tree III will regenerate next 2 rounds 354 vitality and remains with 1539 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1538 vitality ###### START ROUND 19 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 354) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1537 vitality ###### START ROUND 20 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 354) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: 50) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1536 vitality ###### START ROUND 21 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: 354) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 353 - Animated Tree III will regenerate next 2 rounds 353 vitality and remains with 1536 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1535 vitality ###### START ROUND 22 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 353) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 353 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 353 vitality and remains with 1535 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1534 vitality ###### START ROUND 23 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 353) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1533 vitality ###### START ROUND 24 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 353) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: persisting) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1532 vitality ###### START ROUND 25 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: persisting) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 352 - Animated Tree III will regenerate next 2 rounds 352 vitality and remains with 1532 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1531 vitality ###### START ROUND 26 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 352) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1530 vitality ###### START ROUND 27 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 352) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: 50) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1529 vitality ###### START ROUND 28 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: 352) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1528 vitality ###### START ROUND 29 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1527 vitality ###### START ROUND 30 ###### ... Fight ended because it was too long. Player that lost the most of his army looses. ... apophys WINS! 0% vs 1.3003901% Creature Experience reward for apophys - Winning player Treebeard gaines -8473 Xp and a won battle Creature Experience reward for Shin Velleheim - Losing player Animated Tree III gaines 0 Xp Water Guardian I gaines 0 Xp Winner does not get a won fight point. Looser does not get a lost fight point. _____________________________________________________________ If regen worked, it would have eventually healed both opposing creatures. As it happens, it seems regen is counted as a loss and immediate regaining of vitality, doing nothing overall (other than sucking xp).
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My thought was not to get bonus for losing, but for a successful defense... Interesting thought... Maybe average win & loss combos for a def rit, and use the average for a vit bonus? I.e. you get rewarded for both winning and losing.
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I was helping someone out with his/her papers and the code I sent via PM was automatically turned into the desired result. :good: Problem is, this didn't help the person.
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Combo bonus does not apply in defense. Please change this; it gives too much favor to attacking, including spam attacking to weaken and later kill. Maybe have half the bonus from a combo that attack rits get? Or maybe introduce a new "defense combo." EDIT: Maybe average win & loss combos for a def rit, and use the average for a vit bonus?
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I solved the Labyrinth and was not rewarded... "First 50" seems a bit discriminatory against the few late solvers. Not that I was slow, I woke up late.
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[quote name='awiiya']unless you want to have a pathway that goes around to the east of the entirety of Marind Bell[/quote] Exactly my thought. A less probable option, but an option nonetheless. [quote name='awiiya']expansion into new lands is difficult from the Plains of Deceit because of the location of the Tunnel of War.[/quote] It's a tunnel, right? you can go over the chasm with a bridge. Idk, I've never seen it, but this is what the map tells me.
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[quote name='GlorDamar']I'm going to go a little bit of a chinese/european middle ages hybrid here.[/quote] Sorry, but I'm getting the feel of a Mayan ball court. I strongly suggest removing side walls. Maybe put up a high roof on a few thick columns, covering about half the dojo (I suggest the left half or the far half). Stacked bales of hay with archery targets would be nice (in the open, across from the covered portion of the dojo, if there will be one). A weapon shop with weapons that give initiative, regeneration, luck, briskness, or energetic immunity (no/very low attack or defense) would also be nice. I especially would like a crossbow (large initiative + small luck) and a quiver for the offhand. I would suggest having the location be [b]south or southwest[/b] of the Plains of Deceit (or, maybe better, southeast of the Champion's Dome Exterior, closer to the current location) rather than east of it. East of the Plains of Deceit should be reserved for expansion of the realm into new lands, or a link to the Archives around Marind's Bell. EDIT: possible calming music to play in the dojo - [url="http://www.youtube.com/v/wrGhXLSw3AQ&hl=en&fs=1&autoplay=1"]http://www.youtube.com/v/wrGhXLSw3AQ&h...&autoplay=1[/url]
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Someone initiated The Phrontistery in the cavern at the base of the stairs. I suggest using that place. It's quiet, old, unused, lit by a candle, and close for everyone to go to. The Storm's Coast cliff can be the bathroom. It may be extended through the cavern once there are enough users; each room may serve a different purpose. Alche's Alley or the uncharted spot just behind the Main Gates are other options. Offices, observatory, etc. are better placed in the Archives building.
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Let me tell you my experience with supernaturals. Late one night, lying down alone in a half-awake dreamlike state, I felt a sudden indescribable feeling that rendered me immobile. For some reason I had my underwear in my right hand hanging over the edge of the bed above my head. As it slipped from my grasp, I heard a scream that sounded like air being let out of a balloon. After I regained mobility, I composed myself and went back to sleep. In the morning I looked behind the bed. No underwear. ; If I had not proven it did not occur, I would have sworn that it was real. The human brain is incredible. This topic would be better placed in another principle, probably imagination; it has nothing to do with science unless there is documented evidence of supernaturals. I do not consider things beyond the known universe as supernatural. I believe string theory (as presented by Brian Greene on "Nova", a show on PBS), which suggests that only gravity can pass from one parallel universe to another. [quote name='Perlesvaus']we don't know the GTU, but we cannot really say that we don't understand gravity, just we cannot fit it in a global scheme with the other forces ^^[/quote] [quote name='awiiya']Perles, we truly don't know how gravity works. All we have is a formula for how much force two objects exert on each other, and a model proposed by einstein which deals with matter making dents in space. What gravity actually is, we don't know.[/quote] We also have the recently introduced string theory, which in fact does unify the governing forces, and describes the graviton as a closed-loop string of energy. More info: [url="http://www.pbs.org/wgbh/nova/elegant/"]http://www.pbs.org/wgbh/nova/elegant/[/url]