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Brickdoctor

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  1. Results of Round Two of Sorrow vs. Durkon: Sorrow vs. Durkon - Critical Hit >Durkon vs. Sorrow - Miss Sorrow, you swing your scythe at Durkon, who leaps back but still takes 3 Damage. Durkon, in pain, you stumble and Miss. The battle continues... Combatants: Sorrow, Level 1 Rogue (played by Endgame) Power: 4 Health: 1/7 Gold: 10 Inventory: Scythe (WP: 3), Potion, Venom Durkon, Level 1 Mage (played by RPGer) Power:4 Health: 1/5 Ether: 3/5 Gold: 0 Inventory: Staff (WP: 3), Potion (2), Topaz (Lightning), Bedroll Both of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking.
  2. QM Note:You're correct. Luke and Count Lewis may not operate siege engines, including reloading them.
  3. Wikia's WYSIWYG editor seems rather confusing and annoying to me (three apostrophes to denote emboldened text? What's wrong with the <strong> tag?), so I used the source code editor and cleaned up the coding of the Avalonia article. I also added a bunch of pictures to it, and reformatted it to seem more like a Wiki article. (instead of just a copy-paste from the EB topic) Was this Wiki approved by the EB Staff?
  4. QM Note:I usually wait until the battle is over to reveal the stats of my drops.
  5. QM Note:Did we place those? Sure, why not. Which one was it?
  6. I use Phoenix Essence on Thormanil, once I'm revived. If Hoptet revives me, I attack Foul Wyvern from the Back Row.
  7. QM Note:South Tower. You have a clear line of sight for a ranged attack at any of the enemies to the south.
  8. Nice idea. We should do this for Heroica, too. I finally signed up for Wikia, so I'll work on a couple articles.
  9. Great work, again, Legostein. I love Obi-Wan's medieval outfit.
  10. You see the elves approach primarily from the south, and they are soon within sight. With the telescope, you spot a number of elves you have not encountered yet, along with a contraption. It rolls on wheels with a large platform raised on the end, tied back with ropes. Barrels extend from the sides, and the thing is pushed by three horses. It moves straight into the river. "They're bringing in the heavy hitters, sirs! We're seeing attacks on three fronts. Those elves with the staves are Elven Warlocks. They wear magically protective robes of Keveak's own design and wield staves carved from wood horrifically taken from the ents themselves, adorned with flawless Emeralds. The contraption is bridge launcher, and it will allow those elves to the south to cross the river in one Turn. The elves preparing to cross it are Elven Elites, wearing the finest armor and carrying both bow and shield. We've also got a team of Elven Assassins to the East, which can move twice as fast as other elves." PREPARE FOR BATTLE! Enemies to the West: Elven Warlock A Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Staff of the Elven Warlock Elven Warlock B Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Robe of the Elven Warlock Elven Archer A Type: Humanoid Level: 4 Health: 25/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Elven Archer B Type: Humanoid Level: 4 Health: 25/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Enemies to the South: Elven Bridge Launcher Type: Mechanical Level: 0 Health: 100/100 Defense: 10 Special: none Drops: nothing Elven Warlock C Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Emerald Elven Elite A Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite B Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite C Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite D Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Scout A Type: Humanoid Level: 3 Health: 20/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: Potion Elven Scout B Type: Humanoid Level: 3 Health: 20/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: Potion Pike-elf A Type: Humanoid Level: 4 Health: 24/24 Special: Phalanx - All Pike-elves present huddle together in a defensive formation, halving their Damage taken in the next Round. Drops: nothing Note: Damage is doubled against mounted heroes. Pike-elf B Type: Humanoid Level: 4 Health: 24/24 Special: Phalanx - All Pike-elves present huddle together in a defensive formation, halving their Damage taken in the next Round. Drops: nothing Note: Damage is doubled against mounted heroes. Elven Engineer A Type: Humanoid Level: 1 Health: 35/35 Special: Repair - The Elven Engineer restores 5 Health to the siege engine with the lowest Health. Drops: 20 Gold Elven Engineer B Type: Humanoid Level: 1 Health: 35/35 Special: Repair - The Elven Engineer restores 5 Health to the siege engine with the lowest Health. Drops: 20 Gold Elven Onager A Type: Mechanical Level: 3 Health: 20/20 Special: Fiery Shot - The Elven Onager fires a projectile set on fire, causing 1 Damage to the fortification targeted and 3 Damage to all heroes on or in it. Drops: Fire Bomb x2 Elven Onager B Type: Mechanical Level: 3 Health: 20/20 Special: Fiery Shot - The Elven Onager fires a projectile set on fire, causing 1 Damage to the fortification targeted and 3 Damage to all heroes on or in it. Drops: Fire Bomb x2 Enemies to the East: Elven Assassin A Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Elven Assassin B Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Elven Assassin C Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Party: Althior Emorith, Level 15.5 Mage (K-nut) *Party Leader* *Mounted* Power: 20 Health: 18/19 Ether: 11/19 Gold: 10 Inventory: Dragoro (WP:5), Makeshift Shield (SP: 1; can take Damage 5 more times), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potion x2, Tonic, Shovel, Bedroll, Smelling Salts, Mead, Nostrum, Remedy, Horse Xander Unth'or, Level 11 Barbarian (posades) *Party Second-in-Command* *Mounted* Power: 19 Health: 18/18 Gold: 35 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Makeshift Spear (WP: 1; can deal Damage 5 more times), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Mead, Potion, Grand Potion, Phoenix Essence, Horse William Harkenshire, Level 8 Ranger (volcanicpanik) *Mounted* Power: 12 Health: 13/13 Gold: 5 Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1; can take Damage 5 more times), Makeshift Spear (WP: 1; can deal Damage 5 more times), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse Alexandre le Chevalier, Level 5 Knight (Capt.JohnPaul) Power: 6 Health: 14/14 Gold: 5 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion, Fire Bombs (2) Luke, Level 15 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 22/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond Count Lewis Knyghton, Level 10 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3) Isabella del Toboso, Level 4 Rogue (Dharkan) Power: 7 Health: 10/10 Gold: 10 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potion, Bedroll, Fire Bomb Arthur Justus Regulus VII, Level 5 Mage (Flipz) Power: 8 Health: 9/9 Ether: 8/9 Gold: 5 Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope Mini Merlin Trebuchet Operated by Arthur and Isabella Level: 7 Health: 20/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10 Mage (Kadabra) *Hilariously and Luckily Drunk* Power: 14 28 Health: 14/14 Ether: 14/14 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (2), Smoke Bomb, Water Bomb Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (5 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Spag Bitterstalk, Level 4 Barbarian (Kenghis Ghan) Power: 7 Health: 11/11 Gold: 5 Inventory: Crude Splinterwood Club (WP: 3), Standard-Issue Halberd (WP: 1;Total Damage doubled against mounted enemies and enemies scaling walls, Potions (2), Mead Slice N Dice Blockade Operated by Spag Level: 1/15 Health: 15/15 Ammunition: Makeshift Swords Note: The Slice N Dice Blockade starts at Level 1, and gains 1 Level for every Turn a hero operates it, with a maximum possible Level of 10. If possible, the Blockade loses a Level for every Turn no one operates it. The Slice N Dice Blockade cannot move, and can only melee attack. Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone have acted.
  11. This is a beautiful mod. Nothing more needs to be said. The angles of the bottom hull are perfect. I'm not at liberty to discuss the whole thing, but to make a long story short, Fallen felt he could no longer handle a situation and was being repeatedly bothered, and he asked the Staff to ban him.
  12. You do, however, because your attack is stronger than mine, it would be a better move for Cinna to revive me, after which I can revive you, and you can attack.
  13. Thanks, Shadows. I don't really use those tabs that often, but if I see a member with a few posts which border on spam but might not be, that tab is a little more convenient than using the Advanced Search to check other posts before I report, since I'm already on the member's profile page.
  14. It was an Exclusive (five-digit number), but it was not UCS. (well, actually, that really depends on who you ask, but I don't think TLG classifies it as UCS, and it doesn't have 'UCS' in the title or a UCS plaque) Besides, marshal banana's is a lot more ultimate and a lot more collectible.
  15. Nothing! It's very retitillating.
  16. Two hours-ish. Most of which was staring at the reference picture trying to determine which brick went where. It's pretty quick once you get used to it. Start with the outer-most brick of a flat side. Determine how many studs the next brick juts out, using (if necessary) any adjacent layers to adjust positioning. Once you've made half a ring, you can clone the layer and flip it around to complete the ring. Wash, rinse, repeat.Note that that is not a full egg. I couldn't see enough of the bottom to finish it. There should be three more layers, which you could probably estimate the position of, but it'd probably be easier and look better if you just find a sphere of comparable size and copy a part of that.
  17. I'm not sure if that actually sounds nerdy. I do know that if I ever vote for you in this game, I'm going to say, "Cmd+Opt+Esc".
  18. Yeah, I've heard of the method. It's been around for a while. We have a topic for it somewhere on EB, but I can't find it.
  19. Okay, I tried my hand at reverse-engineering it: I couldn't see the top well, so I sort of improvised there, and I couldn't see enough to complete the bottom, but that should be completable with a basic sphere's bottom. There's no internal structure; just a few 2x3 bricks here and there instead of 1xns wherever I needed an attachment point. egg.lxf
  20. GM Note:Sounds fine to me. Endgame hasn't been on in three days. I'll go with the rough twenty-four hour rule of Quests and choose his action this round. Results of Round Two of Sorrow vs. Durkon: >Durkon vs. Sorrow - Hit Sorrow vs. Durkon - Damage Durkon, you move in to attack, and land a pair of rapid Spells that deal a total of 6 Damage. The battle continues... Combatants: Sorrow, Level 1 Rogue (played by Endgame) Power: 4 Health: 1/7 Gold: 10 Inventory: Scythe (WP: 3), Potion, Venom Durkon, Level 1 Mage (played by RPGer) Power:4 Health: 4/5 Ether: 3/5 Gold: 0 Inventory: Staff (WP: 3), Potion (2), Topaz (Lightning), Bedroll Both of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking.
  21. My, it's certainly windy in Quest 17.
  22. QM Note:The Slice N Dice had to be stopped in order for Arthur (Flipz) to upgrade its ammunition, anyways (for obvious reasons), so you won't lose anything by moving it. I'll apply the effects of the Hurricane and update the map when I post the big post for the next battle, which, with any luck, you should see today or tomorrow.
  23. That would be suspicious, or wary, or frustrated, or annoyed, or possibly baffled. (baffled being differentiated from confused in that it implies that you don't understand the reasons why something was done, whereas if you're confused you just don't understand anything that's being done) Being disturbed is not a form of being confused. If you're disturbed, you understand the actions, but you don't agree with them.
  24. The base is glued to the legs, and the torso is glued to the hips.
  25. Confused, are you? Isn't acting confused a Scum Tell?
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