The Tri-Blender Tournament Final Round! (in Contests)


VivaPinata August 6 2008 4:02 PM EDT

This thread leads to everything else.

THE FINAL ROUND. This round will last until a winner can be decided. Please read the basics. There will also be a summary at the bottom.

~[The_Basics]~
As I have foreshadowed, the final round will be a turn-based, RPGlike, battle royal. Each player still in the tournament will be given a character. Every turn each character can perform one action. When this character dies, the owner will be eliminated from the tournament. The winner of this entire tournament will be the last character alive.

~[Character]~
Each player still contending in the tournament will be given a character. Base characters will look something like this:

[Name of Controlling Player]
HP: 3/3 AD: 1
DR: 0
[One 2H weapon here, or 1H and a shield]
[One Body Armor Here] [As many as you want of everything else here]
Remaining Tokens: XX

Notice the three attributes HP, AD, and DR; they stand for Hit Points, Attack Damage, and Damage Reduction respectively. Attack Damage (AD) is how much damage the character will inflict when he attacks. All the damage, both magical and physical from all sources, which a character takes in one turn, is referred to as Total Damage. A character’s Damage Reduction (DR) is subtracted from the Total Damage to get the Damage Received, which is how much Hit Points (HP) the character will lose. When a character is out of Hit Points (HP), the character is considered permanently dead.

Example: Andrew has 2 DR (Damage Reduction). Billy has 2 AD (Attack Damage) and attacks Andrew, dealing 2 Total Damage. Charles has 1 AD and also attacks Andrew, bringing the Total Damage of Andrew up to 3 points. Since Andrew has 2 DR, Andrew suffers 1 point of HP (Hit Point) damage this turn.

~[Turns]~
Each_turn_lasts_24_hours, please submit your action before then. If a character is not dead, the character can perform one action every turn which all the players will submit to me during the turn. If you do not get me a particular action, your character will defend by default. At the end of the turn, all of the actions are executed and the resulting play-by-play will be posted. Then the next turn will commence, until the winner has been decided. Actions will execute in the following order:

1. Offensive Enchantments are cast.
2. Defensive Enchantments are cast.
3. Characters will defend.
4. Direct Damage spells are cast.
5. Characters will attack.
6. Characters will purchase equipment from the store/auction/blacksmith.

~[Actions]~
Every turn, a character can perform one action. Please chatmail me what you want your character to do sometime during the round. If you don’t pick anything in particular, your character is be defending by default. Here are your choices (choose one):

1. Offensive Enchantments are cast.
If you have a spellbook with an Offensive Enchantment, you can cast it. Each Offensive Enchantment has different effects, and these effects are listed in the description of the spellbook (in the store). Please include the names of your targets when you cast Offensive Enchantments.

2. Defensive Enchantments are cast.
If you have a spellbook with a Defensive Enchantment, you can cast it. Each Defensive Enchantment has different effects, and these effects are listed in the description of the spellbook (in the store). Please include the names of your targets when you cast Defensive Enchantments.

3. Characters will defend.
All characters are allowed to defend. When defending, a character will temporarily gain 2 additional DR (Damage Reduction) for this current turn.

4. Direct Damage spells are cast.
If you have a spellbook with a Direct Damage spell, you can cast it. Each Direct Damage spell has different effects, and these effects are listed in the description of the spellbook (in the store). Please include the names of your targets when you cast Direct Damage spells.

5. Characters will attack.
All characters are allowed to attack. When attacking, your character will inflict an amount of damage equal to your AD (Attack Damage). Please include the names of your targets when you attack.

6. Characters will purchase equipment from the store/auction/blacksmith. Self explanatory. See the store and the auction for more details.You may purchase ONE item or make ONE bid per turn. Doing this takes a full turn. Please name what item you are buying or bidding on, and you bid for the latter.

~[Looting]~
When a character dies or forfeits from the tournament, he will generate a Loot Pile with his name and all of his worldly possessions in it. If you attacked the character during the turn of his death, you will be automatically in the “Fight Over His Loot Pile.” This is a condition that prevents any other person from looting the Loot Pile until you are not in the “Fight Over His Loot Pile”; while under this condition, you do not have any restrictions of targets or whatever. Everything else is normal, except nobody else can loot the particular Loot Pile until you are dead or you leave the fight. If you are the only person fighting over a particular Loot Pile, then you will gain everything in the Loot Pile. The basics of Loot Piles:
1. Any character can join the fight over a Loot Pile.
2. Each character may be involved in one fight at a time.
3. If you are the only person involved in the fight over the Loot Pile, you win everything.
4. The option to join a fight over a Loot Pile is available for all characters, and joining/leaving is a free action that still allows you to perform a regular action this turn.
5. You may “Join,” “Leave,” or “Leave XX Loot Pile and Join XX Loot Pile” once per turn.

~[Last_Character_Alive]~
The winner of the entire tournament will be decided on this factor and nothing else. Battle Royal does not mean this final elimination will be a backstab fest. To the contrary, many Defensive Enchantments are very benefiting and advantageous to a team. Also, the most dangerous beginning strategy involves at least 3 different characters attacking the same opponent for an instant elimination. And “teammates” are not limited to your two fellow party members. You can cast enchantments on any characters still remaining in the tournament. “Secret” chatmail/PM/chat-based alliances can become very powerful indeed. If two or more teammates are left standing without the will to fight each other to the death, one may forfeit from the tournament and later divide up the spoils.

=[Store]==[Store]==[Store]==[Store]==[Store]=
Buying ONE item from the store requires a full turn. Various items do different things. Repeating what is stated under character, each may have one 2H weapon equipped at a time or a 1H weapon and one shield. Each may have one body armor. As for everything else, each character may have one of each.

=[2H_Weapons]=
A character can only use one of these weapons, and if he does, then 1H weapons and shields are off limits. Weapons are primarily used for AD (Attack Damage) bonuses, although some have additional effects. All weapons can be upgraded through the blacksmith.

Executioner Sword - 15 Tokens to Purchase
When equipped, increases base AD to 1. Each upgrade increases this bonus by 1 point; relativity cheap to upgrade.

Blacksword of Nan Elmoth - 30 Tokens to Purchase
When equipped, increases base AD to 2. Each upgrade increases this bonus by 1 point; relativity cheap to upgrade.

Vorpal Sword - 40 Tokens to Purchase
When equipped, increases base AD to 1. Expensive to upgrade. When attacking, the Vorpal Sword grants bonus AD equal to 1/2 of the target DR (rounded up, so if you attack a character with 3 DR, you will do 1+2 damage from AD). Each upgrade increases the base AD bonus by 1 point; expensive to upgrade.

=[1H_Weapons]=
A character can only use one of these weapons, and if he does, he can also use a shield, but 2H weapons are off limits. Weapons are primarily used for AD (Attack Damage) bonuses, although some have additional effects. All weapons can be upgraded through the blacksmith.

Beaked Axe - 20 Tokens to Purchase
When equipped, increases base AD to 1. Each upgrade increases this bonus by 1 point; expensive to upgrade.

Elven Longsword - 30 Tokens to Purchase.
When equipped, increases base AD to 1. Each upgrade increases this bonus by 1 point; relativity cheap to upgrade.

=[Shields]=
A character can only use one shield and only if that character is not using a 2H weapon. Shield are generally used to boost DR (Damage Reduction), although others have additional effects. All shields can be upgraded through the blacksmith.

Mithril Shield - 15 Tokens to Purchase
When equipped, increases base DR by 1. Each upgrade increases this bonus by 1 point; relativity cheap to upgrade.

Mage Shield - 35 Tokens to Purchase
When equipped, increases base DR by 1. Grants an additional +2 DR that applies only against Direct Damage spells. Each upgrade increases the base DR bonus by 1 point; expensive to upgrade.

=[Body_Armor]=
A character can only use one piece of body armor. Body Armors are generally used to boost DR (Damage Reduction), although others have additional effects. All body armors can be upgraded through the blacksmith.

Elven Hauberk - 30 Tokens to Purchase
When equipped, increases base DR by 1. Grants an additional +2 DR that applies only against Direct Damage spells. Each upgrade increases the base DR bonus by 1 point; expensive to upgrade. Adamantite Curiass - 40 Tokens to Purchase
When equipped, increases base DR by 2. Each upgrade increases this bonus by 1 point; relativity cheap to upgrade.

=[Accessories]=
A character can own one of each Accessory. Accessories usually grant different effects, and can very helpful depending on the situation. Some accessories can be upgraded through the blacksmith.

Amulet of AC - 30 Tokens
When equipped, increases base DR by 1. Each upgrade increases this bonus by 1 point; expensive to upgrade.

Noldorin Spellcasters - 30 Tokens
Reduces the level of all Antimagic Fields cast on you by 1.

Cloak of the Istari - 40 Tokens
Increases the level of all Direct Damage spells that you cast by 1.

Amulet of Leadership - 45 Tokens
When equipped, increases base AD by 1 and base DR by 1 of ALL your teammates (official ones, listed under your team name, including yourself). Each upgrade increases this bonus by 1 point each; expensive to upgrade.

Cornuthaum - 50 Tokens
Increases the level of all Offensive and Defensive Enchantments that you cast by 1.

=[Spellbooks]=
A character can own one of each Spellbook. By owning a spellbook, the character is given the ability to cast its spell. Each spell has different effects. Because the blacksmith dwarf practices spellwriting during his breaks from the forge, all spellbooks can be upgraded through the blacksmith.

Book of Fireball, lvl1 - 30 Tokens
Direct Damage Spell. Deal one point of damage to up to three targets. Each upgrade increases this damage by 1 point each; expensive to upgrade.

Book of Cone of Cold, lvl1 - 40 Tokens
Direct Damage Spell. Charged spell. Takes two turns to cast, and deals damage on the second turn. Deal two points of damage to up to four different targets. Each upgrade increases this damage by 1 points each; relativity cheap to upgrade.

Book of Magic Missile, lvl1 - 30 Tokens
Direct Damage Spell. Deal two points of damage to one target. Each upgrade increases this damage by 2 points; expensive to upgrade.

Book of Shocking Grasp, lvl1 - 40 Tokens
Direct Damage Spell. Charged Spell. Takes two turns to cast, and deals damage on the second turn. Deal four points of damage to up to one target. Each upgrade increases this damage by 2 points; relatively cheap to upgrade.

Book of Phantom Link, lvl1 - 30 Tokens
Defensive Enchantment. Choose two targets to link to for this turn. If these targets take damage (after DR is calculated) during this turn, you will receive the damage instead of them (also calculating your DR into the equation). You will also receive 2 temporary DR that only applies only to Phantom Linked damage (if you get attacked instead, you take the full blunt of the damage). Each upgrade increases the special DR by 1 point; relatively cheap to upgrade.

Book of Protection, lvl1 - 30 Tokens
Defensive Enchantment. Choose up to two targets (not including yourself) to cast on. For this turn, each of these targets and yourself will receive a 1 DR boost. Each upgrade increases this bonus by 1 point each; relatively cheap to upgrade.

Book of Giant Strength, lvl1 - 30 Tokens
Defensive Enchantment. Choose up to two targets to cast on. For this turn, each of these targets will receive a 1 AD boost. Each upgrade increases this bonus by 1 point each; relatively cheap to upgrade.

Book of Antimagic Field, lvl1 - 40 Tokens
Offensive Enchantment. Choose up to two targets to cast this on. If target casts a Direct Damage spell this turn, the target will receive 1 damage. Temporarily lower the level of the Direct Damage Spell by the level of the Antimagic Field. If this causes the Direct Damage spell to be lowered to or less than level zero, then the DD spell fizzles. Each upgrade increases the damage by 1 point each; relatively cheap to upgrade.

Book of Dispel Magic, lvl1 - 40 Tokens
Offensive Enchantment. Choose up to three targets to cast this on. If target casts a Defensive Enchantment spell this turn, the target will receive 1 damage. Temporarily lower the level of the Defensive Enchantment by the level of the Dispel Magic. If this causes the Defensive Enchantment spell to be lowered to level zero, then the DE spell fizzles. Each upgrade increases the damage by 1 point each; relatively cheap to upgrade.

Book of Ethereal Chains, lvl1 - 40 Tokens
Offensive Enchantment. Choose up to two targets to cast this on. For this turn, lower the AD of the target by 2. Each upgrade lowers the AD by 1 more point; relatively cheap to upgrade.

Book of Health, lvl1 - 40 Tokens
Base stat. When owned, increases the HP maximum of the owner by 1 point. Each upgrade increases the bonus by another point; expensive to upgrade.

=[Auction]==[ Auction]==[ Auction]==[ Auction]==[ Auction]=
The auction house is similar to the store, with one big difference: each item sold in the auction is UNIQUE. Players cannot sell their items through the auctions. Each bid is a full turn action. Each opt for the BIN (Buy It Now) price is also a full turn action. After NINE turns, the highest bidders will get the items still remaining. When you bid, your bidded Tokens will be temporarily removed from you and will be refunded should you be outbidded. If two or more players BIN, all of those players will have to spend another turn and BIN again and again, until only one player is willing to BIN. Each of these items in the auction is one of a kind, and thus has special effects that give their users a powerful advantage over the competition.

Boots of Displacement - BIN: 65 Tokens
Accessory. When equipped, grants the wearer 25% chance to evade all normal attacks. Each upgrade increases the evasion bonus by another 25%; expensive.

Shield of Capacity - BIN: 70 Tokens
Shield. When equipped, increases base DR by 1. If the user takes HP damage this turn, his next normal attack will be given a bonus AD equal to double the HP lost. Each upgrade increases the DR bonus by 1 point; relatively cheap to upgrade.

Trollskin Armor - BIN: 80 Tokens
Body Armor. When equipped, increases base DR by 1. Also, the wearer will regenerate 1 HP per turn. Each upgrade increases the DR bonus by 1 point; relatively cheap to upgrade.

Morgul-Hammer - BIN: 80 Tokens
2H weapon. When equipped, increases base AD to 2. If the user attacks, the character will gain 1 HP. Each upgrade increases the AD bonus by 1 point; expensive to upgrade.

Steeds of the Apocalypse, lvl1 - BIN: 130 Tokens. Familiar. When equipped, you will gain a second minion with 4/4 HP, 1 AD, and 2 DR base. It will be able to cast Fireball, Cone of Cold, Magic Missile, and Shocking Grasp of lvl2. It will not be able to own any items. It can be targeted normally, by any attack and spell. If your character dies before it dies, you will not be eliminated from the tournament until it dies. Should Steeds die, it will be removed from the tournament, and not exist in any Loot Piles. Each upgrade increases Steeds HP by 1 maximum and increases the level of his DD spells by 1; expensive to upgrade.

=[Blacksmith]==[Blacksmith]==[Blacksmith]==[Blacksmith]==[Blacksmith]=
The blacksmith is used to upgrade your equipment. Each upgrade is a full turn action. You must have lvl2 of the particular item before you can upgrade to lvl3.

Executioner Sword - 20 Tokens to lvl2; 25 Tokens to lvl3.
Blacksword of Nan Elmoth - 35 Tokens to lvl2; 35 Tokens to lvl3.
Vorpal Sword - 40 Tokens to lvl2; 45 Tokens to lvl3.

Beaked Axe - 30 Tokens to lvl2; 40 Tokens to lvl3.
Elven Longsword - 30 Tokens to lvl2; 35 Token to lvl3.

Mithril Shield - 30 Tokens to lvl2; 35 Tokens to lvl3.
Mage Shield - 35 Tokens to lvl2; 40 Tokens to lvl3.

Elven Hauberk - 35 Tokens to lvl2; 40 Tokens to lvl3
Adamantite Cuirass - 40 Tokens to lvl2; 45 Tokens to lvl3.

Amulet of AC - 40 Tokens to lvl2, 50 Tokens to lvl3.
Amulet of Leadership - 55 Tokens to lvl2; 65 Tokens to lvl3.

Book of Fireball, lvl1 - 45 Tokens to lvl2; 55 Tokens to lvl3.
Book of Cone of Cold, lvl1 - 40 Tokens to lvl2; 45 Tokens to lvl3.
Book of Magic Missile, lvl1 - 45 Tokens to lvl2; 55 Tokens to lvl3.
Book of Shocking Grasp, lvl1 - 40 Tokens to lvl2; 45 Tokens to lvl3.

Book of Phantom Link, lvl1 - 35 Tokens to lvl2; 40 Tokens to lvl3.
Book of Protection, lvl1 - 40 Tokens to lvl2; 50 Tokens to lvl3.
Book of Giant Strength, lvl1 - 40 Tokens to lvl2; 50 Tokens to lvl3.

Book of Antimagic Field, lvl1 - 35 Tokens to lvl2; 45 Tokens to lvl3.
Book of Dispel Magic, lvl1 - 35 Tokens to lvl2; 45 Tokens to lvl3.
Book of Ethereal Chains, lvl1 - 40 Tokens to lvl2; 50 Tokens to lvl3.

Book of Health, lvl1 - 55 Tokens to lvl2; 70 Tokens to lvl3.

Boots of Displacement -- 50 Tokens to lvl2; 75 Tokens to lvl3.
Shield of Capacity - 35 Tokens to lvl2; 40 Tokens to lvl3.
Trollskin Armor - 35 Tokens to lvl2; 40 Tokens to lvl3.
Morgul-Hammer - 40 Tokens to lvl2; 45 Tokens to lvl3.
Steeds of the Apocalypse - 60 Tokens to lvl2; 80 Tokens to lvl3.


________________________________________________
TO SUMMARIZE.
1. Each player now has a character, with a base of 3 HP and 1 attack damage.
2. Each turn, every 24 hours, you may perform an action. Submit me an action or your character will do the default action (defend).
3. Some of the actions you can perform is to buy equipment and spells from the store, bid in the auctions, or upgrade your existing equipment.
4. All damage you take in a turn is referred to as Total Damage. Total Damage minus Damage Reduction (DR, or basically armor) is the Damage inflicted on your HP (Hit Points).
5. You cannot heal, and there are only two items that regenerate HP. When your HP drops to 0, you will be eliminated from the tournament.
6. When a character is eliminated from the tournament, it generates a Loot Pile. The remaining players can fight over this pile, and the winner takes everything.
7. Winner of the entire tournament is the owner of the last character alive.

TIPS:
1. If three characters attack a character with 3 HP, who is not defending at the beginning turns of the tournament, that attacked character has a very good chance of being instantly eliminated. Similarly, even later, you stand the same chance of elimination if several AD-pumped characters gang up on you.
2. Teammates, Defensive Enchantments, and DR items are vital to keep you alive when you try to deal damage. You start with a small but precious amount of nonregenerating HP.
3. Talk to people. Think outside the box. Teams do not have to be official to work. This is when all the lessons of your previous challenges are tested.
4. Defending gives +2 DR, which is quite heavy during the first few turns.
I am putting the character list on a separate post at an attempt of organization. Scroll down, please. :D

VivaPinata August 6 2008 4:02 PM EDT

~[The_Characters]~
Here is the updated list of characters still in the tournament. For passing, I gave each player an additional 20 Tokens on top of the previous rewards. Have fun :D

blackshadowshade
[bss]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 126

LuisOrtiz
[Team A]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 124

Warbringer
[Possessed]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 49

Ranger
[So Low Man]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 92

Oddbird
[ Bootyshaker]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 69

Michalastar
[ Honey]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 55

AG Titan
[ The Lone Ranger]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 42

JarL
[Team B]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 51

The Experience
[Point Dogs]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 73

[TD]Badfish
[Point Dogs]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 68

Lamuness
[the offbeats]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 56

forktoad
[the offbeats]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 59

Jokernaut
[Draconian Trinity]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 74

Zaekyr
[Draconian Trinity]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 86

LightningRaider
[Draconian Trinity]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 68

DrAcO5676
[Team Supreme]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 70

TheHatchetman
[Team Supreme]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 72

novice
[Team Supreme]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 63

lostling
[The Nameless Ones]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 71

Draugluin
[The Nameless Ones]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 66

Hakai
[The Nameless Ones]
HP: 3/3
AD: 1
DR: 0
Remaining Tokens: 67


Random final tip for the first turn:
There is a three-sided gamble you can take. Under the assumption that less than 40% of player will actually notice the first turn, you can safely purchase something from the store or the auctions. Under that same assumption, you can also band together with five other players and instantly and safely eliminate anybody from the tournament. However, doing either might cost you a valuable point of HP or even eliminate you from the tournament. The safest option is to defend, as it nearly guarantees your survival. But that will cost you the free-buy-things turn, and give players who took the initiative a strong advantage over you. While turtling helps in the beginning, playing defensive took long will give you a massive disadvantage in the long run.

Again, have fun :D Ask any questions you have in this thread.

VivaPinata August 6 2008 4:03 PM EDT

26 hours before the end of the first turn. ^_^

BadFish August 6 2008 4:07 PM EDT

WOW!

You sure did put a lot of work into this contest, Viva. Nice job!

VivaPinata August 6 2008 6:30 PM EDT

I really wanted to reward those players who H8ed the previous rounds but sucked it up and continued. And I wanted to make a tourney that I would have fun playing in. 'sides, I "planned" everything starting sometime midnight last night. ^_^

Some questions to be answered/clarified:


Q: Lucario, is it possible for me to buy an item for another player? How many turns would that take?
A: Nope. You can convince somebody else to buy the item, and then plot against him and kill him, and then offer this other player your shared Loot Pile, if ye likes. But short of that, each player will have to make do with the once action per round rule.

Q: Also, is it possible to transfer tokens between players? How long does that take?
A: I thought about this, but to keep teams from monopolizing the Token trade, Tokens are not transferable.

Q: What about the possibility of creating an artificial loot pile without dying?
A: Nope, sorry. Not accepting any loopholes about sending stuff to anybody else.

Q: Amulet of Leadership. Do the bonuses apply to my choice of any two players? What is two of my teammates have AoLs, how does that work?
A: The bonuses from the AoLs only apply to your teammates officially listed under your team. Also, the AoLs ... which probably makes them slightly overpowered. >_>

Q: Speaking of stacking, how do Offensive/Defensive Enchantments stack?
A: If two Dispel Magic/AMF are cast, the damage inflicted will stack but the levels lowered will only use the bigger/biggest one. Defensive enchantments stack linearly with each other.



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