Difference between revisions of "The Faeries' Ruin"

From NeoDex
Jump to navigation Jump to search
(→‎Containment: + spell not mandatory)
(→‎Reinforcing the Barrier: + official blurbs)
Line 801: Line 801:


=====Stabilization=====
=====Stabilization=====
For each turn, the player in charge of stabilising the core must prepare a spell to do so.  Correctly performing this job makes that of the [[#Suppression|Suppression]] player much easier.
{{cq|Click on the proper spell components above in order to keep the core stable. You must click on one component of each type (somatic, verbal, material) before clicking the 'Cast' button below them.}}
 
For each turn, the player in charge of stabilizing the core must prepare a spell to do so.  Correctly performing this job creates a "Stable" core and makes the [[#Suppression|Suppression]] job much easier.  Failing does not cause the group to fail directly, but the Suppression player will probably run out of shields too quickly, creating a [[wiki:vicious cycle]] of stunned players.  A stable core produces only one or two spikes per turn, while an unstable core produces up to three, and critical up to four.


Each turn's spell is composed of three parts: one somatic, one verbal, and one material.  There are three choices for each of these actions, and the correct choice depends on the appearance of the core.  Each of the somatic acts (the gestures) are coloured, and must match the colour of the energy around the core. The verbal actions vary in how loud the spell is: the bigger the orb, the louder the spell.  
Each turn's spell is composed of three parts: one somatic, one verbal, and one material.  There are three choices for each of these actions, and the correct choice depends on the appearance of the core.  Each of the somatic acts (the gestures) are coloured, and must match the colour of the energy around the core. The verbal actions vary in how loud the spell is: the bigger the orb, the louder the spell.  
Line 835: Line 837:


=====Containment=====
=====Containment=====
{{cq|Click on a reinforcement spell above, and then on a sector of the containment field, in order to apply that spell to that field. You can apply one spell to each sector each round, but each spell has a one-round cooldown after being used. Once your spells are set, click the 'Cast' button.}}
The containment field around the energy core is divided into six sections. The containment level for any section ranges from 0% to 100%: to maintain the shield, the sectors must be kept within "''nominal range''" - ideally between 50% and 70%, but may go between 40% and 80%.  The containment levels randomly fluctuate each turn, and may increase or decrease.
The containment field around the energy core is divided into six sections. The containment level for any section ranges from 0% to 100%: to maintain the shield, the sectors must be kept within "''nominal range''" - ideally between 50% and 70%, but may go between 40% and 80%.  The containment levels randomly fluctuate each turn, and may increase or decrease.


The player has two each of six different spells at their disposal to influence the field.  Of the six types, four of them add power to a section in varying strengths, and two of them drain power from a section in varying strengths.  Only one spell can be assigned to a sector per turn, or sectors may be left alone.  If a spell is cast in one turn, it can't be cast in the next one (but since the player has two of each spell, they may cast one version of one spell one round and the other version the next).  The player must click the "Cast the spells!" button before time runs out for the spells to take effect.
The player has two each of six different spells at their disposal to influence the field.  Of the six types, four of them add power to a section in varying strengths, and two of them drain power from a section in varying strengths.  Only one spell can be assigned to a sector per turn, or sectors may be left alone.  If a spell is cast in one turn, it can't be cast in the next one (but since the player has two of each spell, they may cast one version of one spell one round and the other version the next).  The player must click the "Cast the spells!" button before time runs out for the spells to take effect.


If any of the sectors lie outside the 40% to 80% range, the containment field will begin to fail.  The containment player is allowed only two turns in a row with any failing sector (even if the original sector is repaired, but another fails).  On the first turn, the group sees the field strength as "Volatile"; on the second, "Rupturing".  On the third failing turn in a row, the core will escape, and the entire group will see the following message: "The containment field decays, causing an explosion as the core bursts forth. After a few moments there is nothing left but a wisp of purple energy dissipating into the air. Xandra glares at you for a moment but goes back to her spellcasting. Perhaps you should try again."
If any of the sectors lie outside the 40% to 80% range, the containment field will begin to fail.  The containment player is allowed only two turns in a row with any failing sector (even if the original sector is repaired, but another fails).  On the first turn, the group sees the field strength as "Volatile"; on the second, "Rupturing".  On the third failing turn in a row, the core will escape, and the entire group will see the following message: "The containment field decays, causing an explosion as the core bursts forth. After a few moments there is nothing left but a wisp of purple energy dissipating into the air. Xandra glares at you for a moment but goes back to her spellcasting. Perhaps you should try again." (Successfully placing all sectors back in the nominal range will set the status back to "Contained".)


=====Guidance=====
=====Guidance=====
Guidance involves navigating the core from its starting position 100m away from the barrier into its designated spot.  The core, shown on a map, will tend to drift each turn in the direction depicted by an arrow.  The pet chooses a stance by picking a strength for their left and right legs and arms, choosing between Strong, Medium, Weak, and None.  (The Battledome strength stat does not matter.) If the pet pushes too hard, they will fall down and be unable to guide the core for a turn.  The guide can move the core about 10 meters per turn.
{{cq|Click on a strength level for each limb (left arm, right arm, left leg, right leg). You will push the orb toward the barrier with an amount of force based on how strong you push. Be careful of pushing too far, or you might fall down!}}
 
Guidance involves navigating the core from its starting position 100m away from the barrier into its designated spot.  The core, shown on a map, will tend to drift each turn in the direction depicted by an arrow.  The pet chooses a stance by picking a strength for their left and right legs and arms, choosing between Strong, Medium, Weak, and None.  (The Battledome strength stat does not matter.) If the pet pushes too hard, they will fall down and be unable to guide the core for the next turn.  The guide can move the core about 10 meters on a good turn.
 
If the pet falls down and gets stunned on the same turn, the pet will be able to act on the next turn (if they don't get stunned again).


=====Suppression=====
=====Suppression=====
{{cq|The core occasionally emits energy spikes which can stun you or your teammates. Click on the empty shield spots to put absorption shields in place where you think the spikes are likely to hit, then click the 'Lock' button. You replenish one shield per round.}}
{| style="float:right;"
{| style="float:right;"
|http://images.neopets.com/faerieland/tfr_fa61c26562/p8_974fde1c81/supp/zap5.png
|http://images.neopets.com/faerieland/tfr_fa61c26562/p8_974fde1c81/supp/zap5.png

Revision as of 23:38, 20 November 2010