The game will begin...
NOW! But you can still sign-up folks!
Elements: Relic Sweeper 3
(because goddamnit, F&H is still too hard to implement in my opinion :P)
Rules: Relic Sweeper is a simple game with one objective; after entering the Relic "Maze" (or Grid), be the first one to leave the game with the required amount of Relic treasures scattered and placed across the map. There are 70 relics total... how many can you find?
Players can choose to work as an individual, or in a team (2 players) at the cost of Master of Game points.
# of Players on Team | Relics required | Points given (1st, 2nd, 3rd) |
1 player | 20 | (6, 4, 3) |
2 players | 35 | (5, 3, 2) |
Players are allowed to sign-up individually, together as a team, OR they can sign-up initially alone and join forces later on. Once a player (or team of players) collect their required Relic quota, to seal their 1st place win, they must all successfully leave the maze by entering the border (or the 'O' symbols).
However,
once a player enters a team, the win requirements and point awards associated with them cannot revert if a player becomes inactive. Players are allowed to send moves for the other player if one becomes unresponsive or drops out, but the relic requirement still stays the same for teams.
In addition, players may not join with another player to form a team once they have more than 10 Relics. This is also to prevent exploits where players may obtain relics under the required amount, then join up to meet the team requirement and leave for an efficient win.
Players can sign-up at any time, including after the game begins - if they wish to start at a specific spot on the map border, they should post the exact tile (i.e. - "A2") as their starting point, or else they will be randomly assigned.
Classes:In inspiration from Relic Sweeper 2, players must also choose a class to determine not only their starting amounts of HP (the resources to determine your life) and EN (the resource that defines how you can attack others), but also what skills (passive and otherwise) they can use to navigate the map, discover secrets, and attack others. The tactics for each class vary; the main list can be found
here, and below is a general 'guideline' of what each of the 12 classes is capable of.
NOTE: All classes (save for Librarian) automatically regenerate 15 Energy at the end of a round. Players can regenerate more with the use of relics, abilities, or items. HP does not regenerate automatically however.
NOTE 2 (EDITED 7/4/2016): All class actions CANNOT BE REPEATED in a single round, save for a few exceptions (see Relics, and 'Feather Shot' - a Marksman ability).
Spoiler for Basic Class descriptions:
Saber - A well-balanced swordsman, Saber classes are capable of dealing efficient damage and providing impressive defensive and minor healing options to teammates and oneself.
Spearman - An expert with the spear; the Spearman has above-average range attacks that can bypass shields, with additional effects to hinder enemies that attempt to escape.
Marksman - With an almost limitless range, the Marksman has several abilities to provide support and barrages from a distance, including long-distance "trading".
Assassin - Sneaking in the shadows, the Assassin can not only turn invisible to surprise-attack enemies, but can also sense nearby treasures, and take things by force as necessary.
Barbarian - Filled with the wrath of warriors long forgotten, the Barbarian gets stronger the more disadvantages it has, and can cause worry to enemies who are too close for comfort.
Veteran - Inspiring troops as a pasttime, the Veteran has several abilities to boost their team's synergy, with skills that often affect items and relics.
Mage - Given their eccentric magic, the Mage class can launch spells to harm and frustrate enemies with an array of defensive and offensive tricks up their sleeve.
Ranger - Attuned to nature, the Ranger is an expert with traps and the natural world, and has abilities to thwart enemies from various distances given the right resources.
Librarian - Keeping secrets of their heritage under tightly bound books, the Librarian does not have traditional fighting experience, but rather, unique support capabilities to outwit opponents.
Blacksmith - Crafting all sorts of nifty objects, the Blacksmith can create both structures and items to aid their team and in battle, for better or for worse.
Mesmer - Infused with the power of an unknown species, Mesmers have ways of bypassing physics and their own character limitations with their skillset.
Cultist - Owing their powers to the God of Death, Cultists have only one goal; kill or be killed.
The Map:The Relic Maze (
found here) is the grid which players work off of. Players are notified on this page of who is playing in the game, as well as health totals, status effects that they are currently dealing with, the number of keys and Relics they may have, as well as each player's actual position. A player who is on the tile on the very top left corner of the map, is marked by 'A2' in the position section, for example.
Each of the tile types have an effect; players can locate a simplistic 'legend key' by hovering their cursor over the first row (or A1 row area) where "THE MAZE GRID" title is located, or read the following for a description.
Any tile with the letter 'P' is the location of one or more players, while 'm' is the location of a minion, or a conjuration/summoned character that is controlled by its host player.
Note that there are TWO floors of this game; a bottom floor, and the top floor. Players start on the top floor (of the 'island').
https://docs.google.com/spreadsheets/d/1JbIetw-GGrK1G94Rv2-evwYjO4Z9GW0_6S_0iPMRfOk/edit#gid=2080184682Spoiler for Tile Types:
Structure Tiles:
? - "Unknown": The main tile that obscures the majority of the map. Players that enter these tiles generally do not have a clue of what's located in them - using any stance can and will reveal their contents accordingly though...
. - "Blank": The period is self-explanatory; a blank tile with no current objects of interest inside.
NOTE: Any of the Item tiles with a period in front of it mean that the tile's contents have already been picked up.
O - "Opening/Ocean": As this structure is open from all sides, players may enter the Map at any angle and explore the main grid in any way they wish from this starting boundary. Players in 'O' tiles cannot deal or take damage, but can still be affected by other effects (AP boosts, relic cooldowns, teleportation, etc.).
# - "Wall": Players cannot enter a wall (unless they're a Mesmer!) tile normally. If a player somehow enters or runs into a Wall tile, their move will simply not count. If a player is found within a wall, they take 10 suffocation damage, and are pushed out of the wall tile into the nearest non-wall tile available (if there are no non-walls adjacent to the wall they're stuck in, they take repeated suffocation damage until they finally break free). Walls block line of sight, and can be removed to discover any contents underneath.
T - "Tree": Players can enter and exit Tree tiles freely; Tree tiles generally do not do anything besides provide minor bonuses to some players (depending on the relics they have or the classes they chose), and block line of sight. Trees can be removed to discover the contents underneath.
V - "Cave Entrance": One of the few tiles that allows entrance to one of the underground quadrants found on the map. When you enter this tile, you automatically appear on the respective tile of the bottom floor/cavern map. The first player to discover this tile takes 20 damage however, as it's considered a 'surprise' pitfall.
+ - "Sky Entrance": One of the few tiles that allows entrance back from the bottom/cavern floor to the top floor. When you enter this tile, you automatically appear on the respective tile of the top floor/island map. No damage taken while ascending.
Bonus/Item Tiles:
S - "Safe" (or Locked Chest): Players who encounter/unveil these chests will have plenty of opportunity to figure out a way to unlock it later on, through the use of Keys, Switches, or other interesting triggers. Safes will always have a message attached to them for those who wish to open them. There are 30 safes, one for each False God (and an additional one for the Oracle).
$ - "Relics": There are 70 total relics (compared to last time!), with 40 open ones that are lying around on the map for players to discover and utilize. Players must collect these and leave (either by themselves or with teammates) with the required amount in order to win.
I - "Item": The other useful tools in the game. Items are one-time consumables that can provide healing, non-class based damage, or other effects for players to capitalize on. Items have rarities that determine how often they appear on the map, as well as how often they may be given out at a 'Shrine'.
! - "Shrine": A special tile that will provide one of two unique effects if you END your turn on this tile: 1) you are given the option to change your class at will, which in turn also fixes your max HP/EN counts to the new class (doesn't affect current amounts however), or 2) you may ask for a random item [with higher rarity items being less likely to be rolled]. Shrines are useful for players who may need to use another class's skills temporarily in order to access certain areas, relics, or fight others depending on the tactics involved.
* - "Fountain": A tile that will heal you 15 HP if you END your turn while on the tile. Fountains can also cure certain debuffs that are on you if you step on it.
Trap/Danger Tiles:
^ - "Spikes/Darts": The least harmful of the negative tiles, unveiling (and subsequently entering) any '^' tile removes 10 HP.
! - "Fumes/Animals": Moderately dangerous tiles, unveiling (and subsequently entering) any '!' tile removes 25 HP.
X - "Horrors/Cursed": Severely perilous tiles, unveiling (and subsequently entering) any 'X' tile removes 50 HP. Unlike in RS1/RS2, X tiles are ONLY found under Tree tiles or within Wall tiles, meaning you cannot discover these while exploring any '?' tile.
Trigger Tiles:
- = "Off Switch": A switch that is turned off.
~ = "On Switch": A switch that is turned on.
General Actions:Every player gets 3 AP (or 'Action Points') in the game as a standard, as well as HP and EN (or Energy) based on the class they chose. There are ways to reduce or increase either based on certain treasures you may find, but the majority of the time, players are limited to doing a certain number of actions each turn. Certain actions are mutually exclusive with each other, and thus cannot be used at the same time. Nearly all class actions require EN to spend, and thus, players must also watch their EN consumption in order to inflict attacks (similar to Elements demon tournament). A list of General Actions is found both below and
here.
Every turn, players are given 3 AP (barring negative debuff effects, positive Relic bonuses, or whatnot). A 'Stun' is considered a debuff that sets AP to '0'. Turns last 48 hours (i.e. - updated every 48 hours), give or take a few hours depending on circumstances.
Spoiler for List of General Actions and "Precedence":
ALL ACTIONS REQUIRE 1 AP.
ACTIONS GO IN THE ORDER OF THE FOLLOWING: Priority [EXTREME], Priority [HIGH], Priority [MED], Priority [LOW], Movement, Defensive, Attack, Low
(Priority [MED])
Guard: Blocks 15 points of damage from an action (class attack or otherwise). Can only be done once in a round.
(Movement)
Movement: Move your character in one of the 8 directions (NW, N, NE, E, SE, S, SW, W); you cannot move outside of the Grid, nor can you bypass any of the Walls (pink tiles marked with a hash symbol, '#'). Movement is key for Relic Sweeper; players have an abundant amount of tiles to search treasures for, and thus must move efficiently should they want to win.
(Defensive)
Recover: Restore 15 points of Energy (EN) to your character. Can only be done once in a round.
Use Item: Uses an item; always considered a defensive priority action, meaning it'll take place before Attacks, but after/during other actions. The item in question is consumed (in most cases).
Use Relic: Uses a Relic; always considered a defensive priority action, meaning it'll take place before Attacks, but after/during other actions. The relic in question is placed on a cooldown (in most cases).
(Attacking)
Attack: Attack using one of your class actions. Depends on the class attack action chosen. Each class attack can only be used once in a round, barring a few exceptions.
(Low Priority)
Trade: If you and another player wish to swap items (for any reason), both players must be on the same tile and agree to Trade certain items. Once finalized via a PM (personal message), the host will then swap their items accordingly for their inventory.
Pass: Do nothing. This is automatically done if you forget to send in your moves.
Treasures (Relics and Items):Throughout the game, you'll uncover a variety of relics based on the 29 false gods (as well as the oracle and other misc. relics), alongside 60 different items, that can help you (and/or your allies) or cause untold chaos and misfortune on your fellow competitors. Some of them are easier to obtain than others. Some of them work better with other Relics than others. But in any case, every Relic and item has a gift, and you can see the full list here:
ITEMS:
https://docs.google.com/spreadsheets/d/1JbIetw-GGrK1G94Rv2-evwYjO4Z9GW0_6S_0iPMRfOk/edit#gid=889240067RELICS:
https://docs.google.com/spreadsheets/d/1JbIetw-GGrK1G94Rv2-evwYjO4Z9GW0_6S_0iPMRfOk/edit#gid=479293920In those sheets, players can find who owns which relic as well as what items a person is holding.
Relics require 1 AP to use, but do have a cooldown associated with them if they're activated (assuming they are not passive bonuses). Players must wait the required amount of turns to use the Relic again. Relics are considered '
defensive' moves, meaning they take effect after ALL other actions, except for class attacks.
Getting Killed:If a player dies (health hits zero or goes negative) while holding any number of Relics or Items, their Relics and Items are temporarily placed on the tile that they died in, or an adjacent/the nearest "." tile should they die in an area that can't be normally entered, and exposed to everyone as a simple '$' tile to pick up.
While you are dead, you cannot do anything in the game, UNLESS one of the following happens:
-Someone revives you through the use of a Relic.
Try not to die.
Sign-ups:Players can sign-up at any time, before or after the game starts; in order to confirm a team, both players must all agree to the team, as players cannot be 'removed' or substituted once they join forces.
Remember to add the following!- Your class (randomized otherwise)
- Starting 'O' tile (randomized otherwise)
- Potential teammate (single player otherwise)
- Alias name (optional)
Time until the game begins: No more time left, but you can still sign-up and participate!