Happy Fun Time Guide

From Armagetron
Revision as of 16:22, 9 September 2017 by Armanelgtron (talk | contribs) (Created page with "Good Potions: * Red: Potion of Super Mana: Restores half maximum mana. For players under level 50, green potions are more effective which restore a flat 500. * Green: Potion o...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Good Potions:

  • Red: Potion of Super Mana: Restores half maximum mana. For players under level 50, green potions are more effective which restore a flat 500.
  • Green: Potion of Gain Mana: Gives 500 mana. For players under level 50, this is better than a Red Potion, which refills your mana halfway
  • Fizzing: Potion of Full Heal: Restores all rubber and status effects. Only way to be cured of spell disable, virus, and other things.
  • Brown: Potion of Gain Level: Instantly levels up by 1. One of the most saught out items in the game. Leveling up with brown potions do not refill * half your mana as would leveling up though exp would.
  • Swirly: Potion of Magic Resistance: Causes the resistance status: You are uneffected by spells. The disable spell bounces off and back to sender. Double resistance spawns a shield.

Bad Potions:

  • Bubbly: Potion of Draining: Lowers player level by 1 and puts exp 1 away from leveling up. Releveling again will replenish mana halfway, which can be a good use for bubblies.
  • Orange: Potion of Dunce: Exp loss equal to (lvl/11)-2
  • Cyan: Potion of Teleporitis: Causes the teleporitis status which teleports you uncontrollably. Hit someone with this who already has teleporitis and gain 7 exp.
  • Purple: Potion of Poison: Causes the poison status which slowly lowers rubber. Killing with it gives you bonus exp and mana.
  • Yellow: Potion of Acid: Damages rubber. Kill someone with it for 5 bonus exp. Use on players with only half rubber remaining.
  • Black: Black Potion of Illness: Causes the ill status which has a random chance to kill. Killing with it gives 4 bonus exp.
  • Blue: Potion of Confusion: Causes the confusion status. Spells only cast correctly 1/3 the time and cost double mana. Losing exp while confused may add exp instead. Double confusion will drain 5 exp.
  • Pink: Potion of Disable: Causes the disable status. Double disable causes Maud to form.

Wands:

  • Elm: Wand of Create Item: Spawn random items. The kind of item that will spawn is dependant on what there is room for in your inventory, for example if you are holding 2 rings and not a potion, a potion will spawn, or if you are holding a potion but not a ring, then rings will spawn. If your inventory is full but you have storage space, wands will be able to spawn.
  • Elm*: Wand of Create Item*: This wand follows the same mechanic as a regular elm, except that there is also a chance to spawn rare items such as tan potions, hex wands, ruby* rings. The only item it can't spawn is clay* wands.
  • Fir: Wand of Healforce: Spawns a slow moving zone that replenishes rubber.
  • Clay: Wand of Wishing: You may wish for any item (ie: /zap blue potion). You can also wish for exp, mana, $, flasks, points, ctf mode. You may not wish for rare items but browns can be wished for up to level 150. Upgradeable to clay*
  • Clay*: Wand of Wishing*: The ultimate item. You can wish for any item including rare items and browns. When wishing for potions, you will get a 2 of them instead of just 1.
  • Zinc: Wand of Force Bolt: A forceful bolt is emitted from the wand destroying each player's items with a 1/5 chance, and fragile items (potions, glass, clay) 100% of the time.
  • Tin: Wand of Thievery: Steals a random item from another player. It will try and steal items you have room for first, so this way you can control which item it steals. The exception is that it will always steal brown potions and clay wands first. People holding opal rings can block this wand.
  • Vine: Wand of Spawn Deathzone: Spawns a death zone to end the round.
  • Ash: Wand of Fire: Shoots a stream of fire that explodes on impact. Provides 2 exp and 50 mana.
  • Pine: Wand of Rubber: Changes everyone's rubber to be between 3 and 175 randomly. Controlling the rubber is also possible between 10 and 200 (ie: /zap 200)
  • Oak: Wand of Speed: Changes the speed for everyone on the grid by a random number between 1 and 70. Specifying the speed between 10 and 70 is also possible (ie: /zap 70)
  • Long: Wand of Draining: Hitting someone will steal 50% of their available mana and give it to you. Upgradeable to long*
  • Long*: ?
  • Wide: Wand of Points: Each zap provides 3 points. You can space your zaps so that you win every close match.
  • Brass: Wand of Banishing: Hitting someone with this will ban them from the server for 10 minutes

Rings:

  • One: The One Ring: There is only one of these rings that exist in the game. You can see who currently has it by typing /one. Wearing it causes all spells to become super-charged while costing slightly more. You also have a 1/4 chance to respawn when dieing. This ring is easily lost: opals cannot protect it, if you don't please the ring, it will escape your possession. Going without playing hft while having the ring will also cause it to become bored and escape you. Each round you play while holding the ring increases your score on /one. Compete for who can hold the ring the longest.
  • Glass: Ring of Identify: All ??? Potions in your posession will be identified as their actual type.
  • Wire: Ring of Catching: All thrown potions can be caught. ??? Potions will be identifed when caught.
  • Ruby: Ring of Conserve Energy: All spells cost 33% less to cast. Upgradeable to ruby*
  • Ruby*: ?
  • Onyx: Ring of Death: Every 15 seconds, there is a 1/8 chance to cause death to the user. However winning the round while wearing the ring gives 5 exp and 100 mana. Winning the match also gives 10 exp and 500 mana. A strategy for avoiding death is to wear this only when you are about to win a round or match. Upgradeable to onyx*
  • Onyx*: ?
  • Emerald: Ring of Gain Energy: Mana will replenish twise as fast (4 mana per 5 seconds) while alive, and also while dead. Normally mana does not replenish while dead. Upgradeable to emerald*
  • Emerald*: Ring of Gain Energy*: See entry on 'emerald', differences: 6 mana regenerated per 5 seconds, and 8 while dead
  • Sapphire: Ring of Free Action: You can never be prevented from not casting spells. This allows you to cast while disabled, underwater, when certain spells are disabled, and casting banned spells during ctf or other modes. You can also respawn or teleport when not allowed. The perfect companion for a sapphire* ring.
  • Sapphire*: ?
  • Amethyst: Ring of Poison: Wearing this ring causes the POISONED status. Wearing and taking off will also clear any status effect. Useful for quickly removing status such as disable, confusion, etc.
  • Shiny: Ring of Distraction: Possessing this ring reflects lightning and reflects banning from brass wands. You do not need to wear this ring for the benefits.
  • Opal: Ring of Theft & Drain Protection: While wearing this ring, you cannot lose levels, exp, mana, or money by unnatural means. For example, protected from item theft, money theft, mana/exp theft in the form of wands or spells. Also, storing an opal ring will protect against storage theft. You only need to hold the ring to protect against theft, but draining requires it to be worn.
  • Bronze: Ring of Stealth: Actions and information will be hidden from other players. For example, doing '/stats all' will not show your stats and items to others. Wearing/taking off rings, finding items, shop purchases, and storing/taking from storage, are not announced to others. Also, storing a bronze ring in storage will hide all items under it. Useful for ambush stealing items, or protecting your storage or itentity. Spells cost 2 extra mana to cast while wearing.
  • Coral: Ring of Life Saving: Upon death, you have a 1/3 chance of being revived. Additionally, wearing this allows you to use the /respawn spell at any time including when too much time has passed, during nuke/jail, poison/illness, maps, and modes such as ctf. Upgradeable to coral*
  • Coral*: ?
  • Topaz: Ring of Throwing: All throwing actions and wand zap zones will be boosted. Potion throws, grenades, wand zaps,and boomerangs for example will shoot twice as fast and zone twice as large. The zone radius and speed from wand zaps are increased by x2. Upgradeable to topaz*
  • Topaz*: ?
  • Gold: Spells that others cast will not effect you 80% of the time. This ring does not work against pets, missile, hadoken, rasengan, shots, or zombies. Upgradeable to gold*
  • Gold*: ?
  • Steel: Items are protected from breaking from both overuse and force bolt. This ring prevents against rings crumbling and wands from vaporizing. This ring also prevents against wands from exploding due to overcharge and provides a saftey net for risky charges. This ring does not need to be worn for any of these effects.