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Thursday, September 03, 2009

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Carnage Blender
__CB Wikipedia
__CB Forum
-A player-vs-player (PvP) community game create by Jonathan Ellis, where you create a character, select an opponent from the drop down list and click "Fight"; and also becoming a part of the CB community. There are no quests and no limit to how high you can train your character. Chat, forum, and private messenging are well developed, along with the ability to auction, rent, and trade items. Players can also contribute to the CB wikipedia. Reading the forums is a good way to know what is happening in the CB community. There is a complicated blacksmith system where knowledgeble players can make money improving another player's item.
-Battle Allocations (BA) is the amount of times you can click "Fight" to battle a selected opponent. Every 20 minutes a certain number of BA from 6-10 is given based on how much experience your character has compared to the top player in the game. You start with 10BA/20mins, going down to 6BA/20mins as your character grows. It is balanced by giving more experience and money for fewer battles. You can gain up to 160 BA from the 20 minute regeneration. You can accumulate up to 1600BA by clicking the "get more BA" link and spending your Carnage Blender Dollars (CBD) on each additional BA. Rollover is at +0400 EST/EDT (Eastern Standard/Daily Time), and that is when your "get more BA" link will be refreshed.
-New User Bonus (NUB) gives you a one time only boost to your money and experiece for six months since the creation of the account, and the "get more BA" link gives you free BA until your NUB expires. Therefore when you start a new account remember to click the "get more BA" link to get your free BA.
-After the NUB period, you may create a new character with a New Character Bonus (NCB) where you gain a boost to your experience for a certain period of time. The cost of BA for NCB is extremely high.
-Joining a Clan is another way to get a bonus to experience and money. The top clan gets a 15% bonus. Characters with a "C" to the left of their character name are clan members and will give higher clan points (CP) for your clan. More CP means higher ranking and a higher bonus percentage for EXP and CBD.
Fighting clans gain points for winning battles. The more battles they win, the more "clan points" (CP) they receive. Clan points determine the clans ranking. The top 25% of fighting clans get a bonus to rewards per fight. The reward bonus for the top clan is 15%. The reward for other clans receiving the bonus is less than this number.
Only fights during the last 24 hours count towards clan points. Note that on Sunday (4 AM Sunday - 4 AM Monday server time) there are no bonuses and no clan points earned. Bonus is adjusted hourly, so even if you go crazy and rack up 3,000 clan points in an hour, the bonus for you and your clan won't increase until the start of the next hour.
Winning a fight gives up to 6 clan points, as follows.
* 2 CP for defeating a non-clan character.
* 4 CP for defeating a clan character from a clan not earning bonus.
* 6 CP for defeating a clan character from one of the clans earning bonus.
Additionally, if you are in a clan, being beaten by a member of another clan takes clan points from you, as follows.
* -2 CP if you are in a clan not earning bonus
* -4 CP if you are in a clan earning bonus
Draws and stalemates against clan members give no clan points.
Clans with a net weekly negative score of -1000 are disbanded.
* Net score: the points all members of the clan scored in the past 24h, minus all points taken away by other clans in that same 24h period.
* Score: The net score, but corrected for how powerful a clan is. If the total PR in a clan is exactly as is allowed, then score equals net score. If the clan isn't completely full, then Score is higher (but capped at about 110% of net score). If the clan is over the PR limit, then the Score is lower than the net score (no cap here).
Clan rank is determined by the score.
-Bonus or Wacky Times. There are four six-hour periods per week during which fighting rewards are different. For historical reasons, these are sometimes called "wacky times". These times are per the game time which is found under the Community link. (Also during these time periods, random non-bonus-earning clans are chosen for a 7% bonus to both exp and cash.)
Money Times: (more money is awarded and less experience)
* Saturday Midnight to 6:00 A.M. EST
* Tuesday 6:00 P.M. to Midnight EST
Experience Times: (more experience is awarded and less money)
* Saturday Noon to 6:00 P.M. EST
* Tuesday 6:00 A.M. to Noon EST
-Players are given two character slots; five for supporter accounts. Each character can hire a maximum of four minons, and have one tattoo equipped on one of the minions. Experience points are distributed evenly between your minions.
-Tattoos are a type of armor that consists of either a familiar, a rune, or a tattoo. Only one tattoo is allowed per character, and is equipped on one minion. There are two kinds of tattoos: regular tattoos, and "lesser" tagged tattoos which cost less but require more experience to grow. Regular tattoos can be bought from auctions, and "lesser" tattoos can be bought from auctions and stores. Tattoos gain their own experice points separate from your minions. Tattoos will gain levels at the same rate no matter how many minions are on your team. A tattoo will only gain experience if the tattoo is under the Max Tattoo level, which is listed on the home page above your minion roster. A tattoo's effective level for a character is capped at the character's Max Tattoo level. Thus, a character wearing A Rune of Balrog Flame (RBF) level 10,967,320 with a max tattoo level of 70 would have the same effect wearing A Rune of Balrog Flame (RBF) level 70.
-Familiars gain a separate experience from your minions making them good main characters as hiring more minions would dilute the experience each of your minions gains. If the minion wearing the tattoo does not wield Weapons or cast Direct Damage Spells (DD), then the familiar will be created behind the minion wearing the tattoo. Equipping a familiar will take up the Armor equipped minion's body armor and cloak slots.
-An Amulet of Junction (AoJ) equipped on the minion wearing the familiar tattoo will transfer the effects of any armor the minion is wearing to the familiar.
-Strategy for beginners: Read Tips for New Players, and the different types of Tattoos available, then decide on which tattoo you want to use. Begin with a "Single Fireball Minion" (SFBM) strategy where you hire only one minion, so that all your experience is trained into one character, then train its Hit Points (HP), and the Fireball (FB) spell. When you have earned enough money to buy a regular tattoo (as opposed to a "lesser" tagged tattoo) from the auction or another player, you may change the SFBM strategy to one that supports the tattoo you have bought.
-Fire Familiar (FF) strategy: Since Fireball damages everyone of your minions except the caster during melee rounds it is most often used by pairing the FF with a SFBM.
-Tattoo of Endurance (ToE) strategy: If you decide to stick with the SFBM equip a Tattoo of Endurance (ToE) to reduce damage from your opponent, and reduce any reflected fireball damage from any Antimagic Field (AMF) your opponent has trained.
-Rune of Balrog Flame (RBF) strategy: If you want a weapon that is unaffected by Antimagic Field (AMF), Ethereal Chains (EC), Evasion, and Guardian Angel (GA), equip a Rune of Balrog Flame (RBF) tattoo on your SFBM. The RBF fires once every melee round and protects against AMF backlash equal to the magic resistance making it a good compliment for the SFBM, but the ToE provides better damage reduction. If you decide to focus fully on the RBF weapon untrain your minion's Fireball (FB) spell, and train up Antimagic Field (AMF), Dexterity (DEX), Evasion, and Hit Points (HP). Evasion greater than your Dexterity is only 60% as effective. This means that you have a choice of training only Evasion to counter only enemy weapon "+" to-hit (pth) enchantment, or more Dexterity than Evasion in order to counter both enemy weapon base to-hit and DX-based chance-to-hit (cth).
-Electric Familiar (EF), Ice Familiar (IF), and Steel Familiar (SF) pet familiars strategy: One minion team: Train one minion with Antimagic Field (AMF) and Ablative Shielding (AS). Equip your familiar to this minion. Four minion team: Train two minions with Ablative Shielding (AS), train either Antimagic Field (AMF) or Dispel Magic (DM) on your third minion, and Guardian Angel (GA) on your fourth minion.
-Halidon Familiar (HF) strategy: If you want to be an archer equip a Halidon Familiar (HF), which already has an Elven LongBow (ELB) equipped. As the HF gains experience it automatically upgrades its ELB's damage modifier and Plus-to-Hit (PTH). This means you save Carnage Blender Dollars (CBD) in having to buy an ELB for your minion, and paying a blacksmith or forger to increase its damage modifier, and Plus-to-Hit (PTH) values. Train one minion with up to 25,000 Hit-Points (HP), Dispel Magic (DM), and Guardian Angel (GA). Equip a Halidon Familiar (HF) to this minion. Later you may buy an Amulet of Junction (AoJ), which links the equipment your minion is wearing to your HF. Items you may consider equipping to your Halidon Familiar (HF) minion are: An Amulet of Junction (AoJ), A Pair of Elven Boots (EB), A Pair of Beleg's Gloves (BG), A Helm of Clearsight (HoC), and A Buckler of Mandos (BoM). Refer to Ranger's Heroes character below for an example of the equipment and setup for a two minion Sling of Death (SoD) & Halidon Familar (HF) archer team. Another strategy is you may want one minion training Ethereal Chains (EC) to lower any opposing minion training Evasion, and Dexterity, so that your arrows can hit them. If your EC manages to lower their Strength (STR) to 1, your HF will get lightly damaged effectively rendering the opponent's melee and archer minions useless. Other HF team setups: (a) one minion training Ethereal Chains (EC), making your HF excel at fighting archers and warriors, but may lose to any mages as AMF is not trained, and Guardian Angel (GA) which counterattacks against the low hitpoints of your HF or, (b) three minions training AMF, AS, and EC, giving you the ability to counter both warriors and mages but with only 1/3 experience trained into EC it might not be able to lower your opponent's minion's STR to 1 or, (c) four minions training AMF, AS, EC, and EC again. With this team your EC is 50%, compared to 33% for the three minion team, plus you gain an extra minion as a meat shield. The disadvantage here is that for any stat boosting items you buy you would have to buy two for both of EC minions, instead of just one for the one or three minion teams or, (d) a team that uses Dispel Magic (DM) to get rid of your opponent's Enchanted Defense Spells, such as Ablative Shielding (AS), Giant Strength (GS), Guardian Angel (GA), Haste, Steel Skin (SS), and Vampiric Aura (VA), but DM will also lower the levels of your AMF and EC. In order to use DM together with AMF or EC, your AMF or EC level must be higher than your DM level. Only the undispelled portion of your AMF or EC will have any effect.
-Jigorokano (JKF) Familiar strategy: The Jigorokano Familiar (JKF) does relatively small damage, and will not attack in ranged combat and is therefore often used as a meat shield. The Hit Points (HP), Dexterity (DEX), and the Evasion gained from Unarmed Combat (UC) that this tattoo trains makes it great for this purpose. The main disadvantage of using a JKF instead of training one of your minions with the Unarmed Combat (UC) skill is that wearing a tattoo takes up Armor slots for body armor and Cloaks, so you cannot junction the Combat Gi (CG) body armor to the JFK, which increases Evasion gained from the UC skill from 33% to 50%. Four minion JKF team: Each of the four minions trains Hit Points (HP). One of each of the four minions trains Ethereal Chains (EC), Antimagic Field (AMF), Antimagic Field (AMF), and Vampiric Aura (VA) respectively. Refer below for Dudemus's jigster character.
-Tattoo of Augmentation strategy: This tattoo is for those that want to spend CBD buying and upgrading a weapon. This tattoo gives the minion it is equipped to more Strength (STR), and Dexterity (DEX) based on the experience the tattoo has gained.
-Non-PG language, spamming, and trolling may get you banned from the community if you do not heed the warnings given by the admin staff.
-CB admins frown on players with multiple accounts. If caught they may reset the first account and delete subsequent accounts. Reset may means they delete everything on your account. Spamming in the forums may result in the user being banned from the forums indefinately.
-Non-Supporter accounts that have not been logged in will be deleted. The longer you have played the game, the longer will be the deletion interval. If the account has been deleted the player can setup an account with a new NUB.
-To get a supporter account you can either donate $11 using your paypal account, or search the CB want-to-buy (WTB) forums for someone offering to buy supportership in exchange for CBD, or you can make a forum post about wanting someone to pay for your supportership. As a supporter you gain five instead of two character slots, and a customized fight list which is commonly used to select and store your favorite clan members (those with a "C" to the left of their character name).
-If you do not have a supporter account you can make your own clan fight list by opening up "notepad" in "Microsoft Windows", and copying and pasting your favorite clan character names to "notepad". After you have created your fight list enter CB, click the "Specify..." link, and copy and paste a character name and click "Fight". Repeat for the other character names on your list.
Carnage Blender Character Templates
-QBRanger's Heroes Character: A two minion team with a Sling of Death (SoD) fighter and a Halidon Familiar (HF). Minion-1 "Sheep": 25,000 Hit-Points (HP), Dispel Magic (DM), Guardian Angel (GA). Equipment-1: Halidon Familiar (HF), Amulet of Junction (AoJ), Boots of Fortitude (BoF), Beleg's Gloves (BG), A Helm of Clearsight (HoC), Buckler of Mandos (BoM). Minion-2 "Dog": Hit-points (HP), Strength (STR), Dexterity (DEX). Equipment-2: Sling of Death (SoD), Amulet of Might (AoM), Trollskin Armor (TsA), Elven Cloak (EC), Elven Boots (EB), Beleg's Gloves (BG), A Helm of Clearsight (HoC), Buckler of Mandos (BoM).
-Dudemus's jigster Character: A four minion team supporting a Jigorokano Monk Familar. Minion-1 "aikido master: Hit Points (HP), Armor Proficiency, Decay, Ethereal Chains, Steel Skin. Minion-2 "capoeira master: Hit Points (HP), Armor Proficiency, Decay, Antimagic Field (AMF). Minion-3 "judo master": Hit Points (HP), Vampiric Aura (VA). Equipment-3: Jigorokano Familiar (JfK), Amulet of Junction (AoJ), Pair of Elven Boots (EB), Pair of Elven Gloves (EG), Helm of Ecthelion (HoE), Shield of Capacity (SoC). Minion-4 "Karate Master": Hit Points (HP), Armor Proficiency, Decay, Antimagic Field (AMF). Equipment-1+2+4: Amulet of AC (AoAC), Mithril Cuirass (MC), A Shadow Cloak (SC), A Pair of Spellboosters (SB), A Pair of Leather Gloves, Cornuthaum (Corn), A Mithril Shield (MS).

Estiah
__Estiah Wikipedia
__Class Specialization
Includes Quests, Player-vs-Enemy (PvE), Player-vs-Player (PvP). Similar to a trading card game in that you can have up to five of each charm in your deck. As you level up the amount of charms you can fit in your deck increases. Once per day you can work and travel to another city. Each city has its own list of quests. Battling creatures in quests has a chance of dropping a charm. You gain Skill points everytime you use a charm. There are three tiers of occupations and you can choose a new profession when you reach L20, L30, and L40. Everything you do takes up action points. 20 action points are gain every two hours up to a maximum of 1200 points.

The Kingdom of Loathing
__About KoL
__Familiar Equipment
__KoL Wikipedia
-Gameplay involves fighting monsters, completing quests, gaining skills and stats, and accumulating items and meat (in-game currency). Players also interact with each other through player versus player competition, participate in the in-game economy by trading goods and services, organize themselves into clans, and speak to each other in many different chat channels.
-There are six character classes. You may change to a new class at Ascension when you reincarnate your character in a new game after you have freed King Ralph XI at the end of the Naughty Sorceress Quest. There are three attributes Muscle, Mysticality, and Moxie. Two of each of the six classes specialize in one of the attributes. To level up your character you would need to increase the specialized attribute. Attributes also determines the types of equipment your character may wear as equipment requires a certain level in an attribute before you are able to use it.
Class -- Description
Seal Clubber -- Seal Clubbers are a muscle-based offensive class, with skills that expand their fighting style, increasing damage as well as defenses. They have access to skills which allow them to craft weapons and pulverize items into elemental components, which then can be smithed into other equipment.
Turtle Tamer -- Turtle Tamers are a muscle-based defensive class, with combat abilities that depend on and enhance their armor. They can learn to craft armor and cast a number of defensive and familiar-enhancing buffs.
Disco Bandit -- Disco Bandits are a moxie-based class with high evasion and the skills to make advanced cocktails, highly potent booze. They also have combat abilities which weaken their enemies and looting skills which increase item and meat drops. They, along with Accordion Thieves, can pickpocket enemies to steal their items, including some items that can only be obtained from pickpocketing.
Accordion Thief -- Accordion Thieves are a moxie-based class whose music can provide a wide variety of buffs to themselves as well as other players. In fact, all but one of their skills are buffs, providing a wide array of enhancements such as increased damage, improved stats, or drop rate increases. Their mortal enemies include mariachis. Like Disco Bandits, they have the ability to pickpocket enemies.
Pastamancer -- Pastamancers are a mysticality-based crafting/spellcasting class with the ability to summon and cook noodles, making some of the best foods in the game. They can also learn combat and healing spells.
Sauceror -- Saucerors are mystical spellcasters who can cook potions and sauces, ingredients of powerful noodle dishes. They can also create saucespheres, shield buffs which can damage enemies, restore health and bestow other effects. They have offensive combat spells and passive skills which increase spell damage.
-Players, after selecting a character class, begin on an adventure inside a quirky and fantastic kingdom. The kingdom is represented as a variety of hand-drawn buildings, monsters and items, and is strictly presented in black and white colour. The art design of the game is very simple, and provides minimal depiction of the kingdom itself. This game asks players to focus on their attributes and the turn-based battles rather than environmental qualities.
-The final goal the player faces is defeating the "Naughty Sorceress". The kingdom's ruler, King Ralph XI, has been captured by this sorceress, and the player must free him by confronting her. Along the way, any items can be found and collected. Also, "familiars" can be used - these are companions that battle and adventure along with you. There are many kinds of companions, and they can also be equipped and statistically improved.
-The "Council of Loathing" is the intermediate power in the kingdom, and they provide the player with various quests and goals. Many of these are of a trivial nature, and are part of the games unusual flavour. Many task require you to perform a chore of assist another character in a strange or eccentric event, or to retrieve a bizarre item from a designated place. Like traditional role-playing titles, new areas are open to the player as they gain experience and "level-up".
-This game also allows adventurers to battle one another, as an aside to the main quest of the game. This means that various items and "meat" (the currency of the game) can be won or lost, and this is another method of gaining experience for your character. Peer-to-peer item trading and chatting is also supported and encourage in the Kingdom of Loathing.
-In KoL's turn-based gameplay, a player is supplied with a number of adventures each day which accumulates up to 200 adventures. The game day resets at a time called "rollover", which starts at 9:30 PM MST, 10:30 PM EST (11:30 PM EDT). Additional adventures can be acquired by consuming food, booze, and spleen-damaging items; and equipping items that give extra adventures before rollover.
-PvP: Player versus player (PvP) combat is voluntary, and only those who have broken their "Magical Mystical Hippy Stone", at their Campground link, can attack or be attacked by other players. Players can repair their stone, removing themselves from the PvP community. A PvP battle is unlike combat against monsters and features a series of stat comparisons and a randomized selection of non-interactive minigames. These tests, which range from a "Work Ethic Contest" to "Wine Tasting" or even "Balanced Diet," compare sometimes obscure statistics of the two competitors. The winner of the PvP battle can take rank, stats, or sometimes even meat and items from the loser. However, there is no direct form of PvP, and the winner of the minigames is purely based on the characters' stats and chance.
-The Account link allows you to change your name, and see the time until rollover, when all your adventures, hitpoints, mojo points (MP), and status are reset.
-Familiars are creatures that accompany you on your journeys through the Kingdom. They have various effects on gameplay, mostly related to combat. To use them, you must first purchase a Familiar-Gro Terrarium from the Market in Seaside Town. The Terrarium can store one of each type of familiar, but you can only travel with one familiar at a time. Familiars gain experience as you fight monsters. As they go up in level, they become more effective at doing whatever it is that they do. To change which familiar you're currently using, or to rename your familiars, either click on the familiar's picture in your character pane, or go to your campsite and click on the terrarium. Your familiar can carry one piece of equipment at a time, and will keep this even when placed back in its terrarium. Most familiar equipment are usable only by a specific familiar, but a few pieces of equipment can be equipped by almost all familiars (the exception being the Comma Chameleon).
-There are five elements: Hot, Spooky, Cold, Sleaze, and Stench.
* Hot deals double damage against spooky and cold.
* Spooky deals double damage against cold and sleaze.
* Cold deals double damage against sleaze and stench.
* Sleaze deals double damage against stench and hot.
* Stench deals double damage against hot and spooky.

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