Thanks.
Katia wrote:
Is the scrap like seedpods? If so, couldn't we dump it in the armory and have people fetch it out when they can't fight anymore due to hp? Basically make the injured people hold the scrap and then have them swoop n when the monsters are cleared.
Would that work? I'm not sure if I undertand the mechanics, so correct me if I'm wrong, but I think the problem with the seed pods was that some of the monsters destroyed the ones that were already planted. So the best strategy with the seeds was to kill the seed-destroying monsters before they managed to get any. Any seeds that were in a player's inventory (as opposed to already planted) were safe.
Right now, with the scrap metal, the metal is safe as long as it is in a player's inventory, right? It only gets destroyed once it gets deposited at the construction site.
I got work tomorrow, so here's the state of my info-gathering again before I head to bed:
What I've put together so far concerning items... I may yet need to make corrections.
Visiting here about every half hour may earn you bonus items!
Being poisoned makes it harder for you to hit your target - which might mean more scrap getting destroyed!
Weapons
Note: Missing an attack may destroy scrap!
Fists - Infinitely usable, but only deals straight 1D4 damage.
Energy Sword - Appears to be ideal against green enemies. Other enemies take reduced damage. Can come in different colors.
Alien Honor Blade - Appears to be ideal against pink enemies. Other enemies take reduced damage. Appears to sometimes deal a couple points extra damage via insult to honor.
Ray Gun - Appears to be ideal against purple enemies. Other enemies take reduced damage
Noble Rapier - Appears to be ideal against green enemies. Other enemies take reduced damage. Less likely to miss than other weapons?
Wicked Battle Axe - Appears to be ideal against pink enemies. Other enemies take reduced damage.
Rocket Launcher - One-use high-damage item. Probably equally useful against all enemies.
Pineapple Grenade - One-use very high-damage item. Equally useful against all enemies.
Healing/Protection
Party Hat of Healing - Heals 5-15 health.
Super Party Hat of Healing - Heals half your total health.
Stimspray - Recovery from blight and poison. May sometimes be received when turning in scrap.
Medicinal Plant - Recovery from blight and poison.
Walrus - Not a usable item. An owned walrus may randomly absorb some of the damage meant for you.
Enemies
Larval Alien Green. 25 HP. Weak to energy sword and rapier.
Jumping Larval Alien - Pink. 75 HP. Weak to honor blade and axe.
Levitating Larval Alien - Purple. 100 HP. Weak to ray gun.
"Noisy Cricket" Xenobeast - Green. 125 HP. Poisons. Weak to energy sword and rapier.
Fiendish "Noisy Cricket" Xenobeast - Pink. 250 HP. Poisons. Weak to honor blade and axe.
? "Noisy Cricket" Xenobeast - Purple. ? HP. Poisons. Weak to ray gun.
What I've put together so far concerning items... I may yet need to make corrections.
Visiting here about every half hour may earn you bonus items!
Being poisoned makes it harder for you to hit your target - which might mean more scrap getting destroyed!
Weapons
Note: Missing an attack may destroy scrap!
Fists - Infinitely usable, but only deals straight 1D4 damage.
Energy Sword - Appears to be ideal against green enemies. Other enemies take reduced damage. Can come in different colors.
Stats
Damage type: Piercing
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4
Alien Honor Blade - Appears to be ideal against pink enemies. Other enemies take reduced damage. Appears to sometimes deal a couple points extra damage via insult to honor.
Stats
Damage type: Slashing
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3
Ray Gun - Appears to be ideal against purple enemies. Other enemies take reduced damage
Stats
Damage type: Energy
Attack bonus: 5
Damage Dice: 3d8
Damage Bonus: 4
Crit Threshold: 19
Crit Multiplier: 3
Attack bonus: 5
Damage Dice: 3d8
Damage Bonus: 4
Crit Threshold: 19
Crit Multiplier: 3
Noble Rapier - Appears to be ideal against green enemies. Other enemies take reduced damage. Less likely to miss than other weapons?
Stats
Damage type: Piercing
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4
Wicked Battle Axe - Appears to be ideal against pink enemies. Other enemies take reduced damage.
Stats
Damage type: Slashing
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3
Rocket Launcher - One-use high-damage item. Probably equally useful against all enemies.
Stats
Need to collect.
Pineapple Grenade - One-use very high-damage item. Equally useful against all enemies.
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 6d8
Damage Bonus: 5
Crit Threshold: 20
Crit Multiplier: 3
Attack bonus: 10
Damage Dice: 6d8
Damage Bonus: 5
Crit Threshold: 20
Crit Multiplier: 3
Healing/Protection
Party Hat of Healing - Heals 5-15 health.
Super Party Hat of Healing - Heals half your total health.
Stimspray - Recovery from blight and poison. May sometimes be received when turning in scrap.
Medicinal Plant - Recovery from blight and poison.
Walrus - Not a usable item. An owned walrus may randomly absorb some of the damage meant for you.
Enemies
Larval Alien Green. 25 HP. Weak to energy sword and rapier.
Stats
AC: 10
Attack bonus: 0
Damage: 1d4
Attack bonus: 0
Damage: 1d4
Jumping Larval Alien - Pink. 75 HP. Weak to honor blade and axe.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
Attack bonus: 1
Damage: 1d6
Crit Range: 20
Levitating Larval Alien - Purple. 100 HP. Weak to ray gun.
Stats
AC: 11
Attack bonus: 2
Damage: 1d8
Crit Range: 20
Attack bonus: 2
Damage: 1d8
Crit Range: 20
"Noisy Cricket" Xenobeast - Green. 125 HP. Poisons. Weak to energy sword and rapier.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
Attack bonus: 1
Damage: 1d6
Crit Range: 20
Fiendish "Noisy Cricket" Xenobeast - Pink. 250 HP. Poisons. Weak to honor blade and axe.
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
Attack bonus: 2
Damage: 1d8
Crit Range: 20
? "Noisy Cricket" Xenobeast - Purple. ? HP. Poisons. Weak to ray gun.
Stats
?
*reads about walrus* No! Not the walrus! Don't take the damage walrussy! You're too ccuuutteeeee
The walruses are invincible
THE SUPREME POWER OF THE WALRUS
But their cuteness... *hugs walrussy* no no... (though I don't have one) Eerrrgg... so which alien are you guys fightin'? I lost track after meh long breakkkkk...
but is there anything more badass than a walrus taking on the world-annihilating alien hordes
Okay. Fine. You're right... *Pats pwetty walwus* So cute...
I WILL RIDE MY MECHA WALRUS INTO BATTLE
I WILL SEE MY ENEMIES FELLED BEFORE ME AND MY STEED OF WAR
Did I seriously kill an alien on my own??? I just kept refreshing.... *notices hit status* O___O
I think it might be better to wait until there are more people present, and then attack.
I'm ready!
How do I get rid of poisoning?
Thank you!
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