THE CRAVE GAMING CHANNEL
V'lanna
 






Affiliates
metacritic
AnimeBooks
AnimeNation
Play-Asia.com

SOCK'S OFFICIAL RULE GUIDE
Updated October 13, 2006


OVERVIEW

The SOCK (Spectacular Ongoing Contest of Knowledge) is a fun competition that combines some crazy trivia usually relating to RPGs with bizarre items in a quest to obtain some neat prizes or chances to host Q&A yourself! To get involved, just e-mail slimey@rpgamer.com or qna@rpgamer.com to send in your answers for the day. If you get a question right, you'll get SOCK points. If you get both of a day's questions wrong, you'll get 200 consolation points just for trying. You can choose to SPEND points to obtain any of the prizes, if you have enough points to do so. If you do so, just let me know through e-mailing either of those addresses that you wish to buy something, and we'll make arrangements from there, simple as that!

Important:
Answers must be submitted before the next column appears on the website, because answers to the previous day's questions are revealed in the conclusion of each day's Q&A. Columns usually go up on Tuesday through Friday, mid-afternoon through mid-evening EST, and there is generally at least 22 hours between each column.

SOCK Items

If you reach certain point benchmarks, you will receive (usually) your choice between three SOCK items, which you can then use to get a leg-up on the competition; I'll contact you with an e-mail asking you which you'd like to take after you surpass any benchmark. If you do not respond to this e-mail within a week's time, your opportunity will pass and you will not receive an item unless I'm notified ahead of time. There are all sorts of SOCK items, and new ones can appear at any time. Some of them are permanent, some are automatic, and some are good for one use only. To use a one-time-use item, just say so along with the day's guesses in an e-mail message. I'll take care of the other types myself. I keep a record of everyone's items; if you can't remember what ones you're carrying, just ask, and I'll let you know. If there are any questions about how any particular item works, refer to the table below. I will have final say over any discrepancies over item usage, though I vow to be as fair as I possibly can be.

Attacking:
When you use an attack item, the affected targets will be immediately notified of their attacker and what the item was through e-mail. In general, anyone who is influenced by any item will know that you are the cause. In some cases, such as with a Blind Spell or Apocalypse Spell, the item use will be made public. If you decide to do so; the only way around this is to use a Rename Card at the same time as you use the item.

Layering:
By no means are you limited to using only one item at a time. Be creative in order to figure out your best way to use items in combinations in order to produce extraordinary effects! There is NO limit to the number of items you can hold at any given time, so you may save up without worry, if that is your plan.

Item Acquisition

The "best" or most powerful items will usually be found neither at the highest scores or the lowest scores. The "(2 left)" or "(3 left)" besides any item name in the column indicates that after the specified number of that item are claimed, the available item will change to a different one at my discretion. However, if an item has "(1 left)" besides it, and two different people select that item on the same day after crossing the benchmark at the same time, both will receive it; that item will be switched on the next day.

Claiming a Prize & The Order of Events

Prizes are all first-come, first-serve. If you really want something at the shop, but you know that other people may want it as well, e-mail me as quickly as possible to try and beat them to it. Otherwise, you're out of luck. You cannot, however, claim a prize "in advance" of receiving adequate points. There is no limit to the number of prizes you can claim throughout the competition.

In general, the order of events that occur on any given day are:

  • Contestants obtain items for having passed a benchmark and/or spend points on prizes/sacrifice items for summons
  • Item use occurs
  • New Points are awarded for the day
  • Damage-causing Status Effects (such as Curse), and automatically-damaging weapons (such as Dark Swords) take their toll


Thus, if someone with 10,001 points gets targeted by a spell that reduces their points, but that someone wants to buy a prize worth 10,000 points, they manage to do so successfully. Note: It IS possible to have negative points at any time.

In the case that the use of one item by one person affects the use of an item by another, the one who sends the e-mail command in FIRST will be the first to have their item take effect in the "Item use occurs" stage.

Winning a Co-hosting or Full Hosting Position:
If you are the winner of a co-hosting position or full hosting position, congratulations! I will be in touch with you concerning when the co-hosting will take place exactly; you'll have at least a week's notice, and usually much more than that. I will discuss with you through e-mail when the most convenient time would be for you, and we'll go from there. Beware! Co-hosting can be a little bit harder than it might look at first, though it can definitely be a lot of fun. It will likely take an hour of your time for a co-host, and two hours to do a full host, so make sure you budget accordingly!

A guest co-host will get to write the introduction, come up with a SOCK question of your own (you'll get no credit for it) and answer three to five letters that I'll forward to you 18-24 hours ahead of time.

Guest full-hosts will get to write the introduction, and will answer between five and eight letters that I'll forward to you 24-48 hours ahead of time. Additionally, they must come up with something for the "Nexus" (the piece after the letters and before the SOCK) and a conclusion, as well as a SOCK question and a piece of hidden text. It sounds like a lot, doesn't it? Don't worry, I'll be there to help you all the way.

Please, please be prompt with your replies! If you believe that you will be late or unable to complete the hosting on that particular day in the end, just be honest and let me know! I'm flexible, as long as I have some notice. Ensure that all replies are sent in the body of an e-mail or in .txt format (no .rtf or .wpd or anything fancy). I reserve the right to edit anything that anyone sends in, though I promise to not go nuts unless I need to.

Winning Merchandise:
If you are the winner of a piece of merchandise, congratulations! I will send it to you through air mail, unless I tell you otherwise, as soon as I possibly can (generally, within a day or so). Expect up to a few weeks for delivery, depending on where you happen to live. Generally, Canadian contestants can expect to receive their prize within a few days, American contestants within two weeks, and International contestants within four to six weeks.

Winning a SOCK Item:
If you are the winner of a SOCK Item, congratulations! You won't get sent anything exciting, and you won't get the chance to co-host, but you'll immediately have a new tool in your item bag that you might find handy in the fight to get to the top of the pack. Best of luck!

SOCK Question Submission

At any time during the competition, any competitor can suggest a SOCK question of their own; if I choose to include it in a column, the submitter will receive DOUBLE the normal points obtained for getting it right, and the submitter will receive those points on the day that the answer to the question is revealed. The submitter can still answer the other question posed for the day as normal. To increase chances of having an accepted question, take the following advice:

a) Construct the question and include all five possible multiple choice answers. Don't make ME think up half of your question!

b) Make sure that the question entails something that can't easily be discovered through a simple online search.

c) Be creative! Do something different, and surprise me.

While I will, in general, be more likely to accept submissions from low-ranking or new players than I will for people near the top, this is by no means a rule. Also, I probably won't post two questions by the same person within the same two-week period.

Randomness

This competition contains a lot of randomness, usually having to do with item targeting or status effects. Anything requiring randomness is determined by using random.org. Thanks to the people that run that site!


ALPHABETIZED ITEM LIST

For reference, "Top 35" will always refer in this item list to the Top 35 competitors actually appearing on the scoreboard on the MOST RECENT day of the competition. If a summon may be targeted, I will explicitly say so.

Aero Spells: (1-time-use) (attack)
When used, this item will target any competitor in the Top 35 and cause a random amount of wind-elemental damage, depending on the spell. Competitors who are close in score to the targeted competitor will also be affected! Alternatively, this spell may be cast on a summon alone; no other competitors will be affected, though.

Aero Spell: Does 500-1,000 damage to everyone within 500 points of the target.
Aerora Spell: Does 1,500-3,000 damage to everyone within 1,000 points of the target.
Aeroga Spell: Does 4,000-8,000 damage to everyone within 2,000 points of the target.
Aeroja Spell: Does 10,000-20,000 damage to everyone within 4,000 points of the target.
------------------------
Annoying Curse: (1-time-use) (attack)
Throws a "Curse" status ailment on any one Top 35 competitor other than yourself. Curses cause competitors to lose points every day that they don't write in to Q&A with an actual letter. Read more about it, below.
------------------------
Apocalypse Spell: (1-time-use) (other)
Truly havoc-wreaking. If you happen to obtain one of these, you may use it on any one day to FORCE every single person in the Top 35 other than yourself to use one of their expendable items randomly. Fire spells will go off, Warp Stones will do their tricks, and all HELL will break loose, at your command. If they are not directed to do anything else, summons will also act randomly for the day, using a skill in a random fashion.
------------------------
Armor: (semi-permanent automatic) (defense)
With this in hand, your points will be defended against point loss at the hands of another player. It will continue to defend point loss until its "endurance" worth of damage has been inflicted. Different suits of armor possess different levels of endurance.

Mythril Armor: 500 points of endurance.
Gold Armor: 2,500 points of endurance.
Diamond Armor: 10,000 points of endurance.

Any attack doing more than an armor's endurance rating (or the remaining amount to be defended) in damage will be completely defended as well, but the armor will break as a result. This works against point loss by any means EXCEPT for that are incurred due to status ailments on the wearer.
------------------------
Auxiliary Point Generator: (permanent automatic) (support)
If you're lucky enough to possess one of these, you will obtain 200 bonus points with every single actual letter you mail into Q&A, whether I decide to post it in the column or not. As long as you have it, you don't need to indicate that you're using it in order for it to work. Obtaining multiple APGs will result in multiple bonuses.
------------------------
Bainick's Wand of Chaos: (1-time-use) (attack)
When used, this item will randomly select a spell from the following list and cast it upon random Top 35 targets other than yourself. Summons could be targeted by this item, unless you are the summoner.

Fire/Fira/Firaga (1-7 targets)
Blizzard/Blizzara/Blizzaga (1-7 targets)
Thunder/Thundara/Thundaga
Water/Watera/Waterga
Aero/Aerora/Aeroga
Quake/Quakera/Quakega
Confuse/Confura/Confuga (on 1, 3, or 5 targets respectively)
Demi/Demira/Demiga (on 1, 2, or 4 targets respectively)
Drain/Drainra/Drainga
Haste/Hastera/Hastega
Slow/Slowra/Slowga (on 1, 3, or 5 targets respectively)
B.Ultima (does 1,000 damage to every single person in the Top 35)
------------------------
BigWook's Cube of Random Attacks: (semi-permanent) (variable)
The Cube of Random Attacks is an interesting item. Each time it is used, it will cause one of six possible outcomes, but there is a 10% chance that it will break. Note that not all outcomes are positive to the owner.

1) A random member of the Top 35 other than the owner takes 2,000 points of damage.

2) Each person in the Top 35 other than the owner takes 500 points of damage.

3) The owner of the Cube receives all of the points earned by a random Top 35 member that day, who in turn receives none.

4) A random member of the Top 35 other than the owner has one of their items destroyed.

5) A random member of the Top 35 other than the owner is poisoned.

6) The owner of the Cube takes 1000 damage.
------------------------
Bio Spells: (1-time-use) (attack)
When used, this item will damage and potentially poison or inflict with a virus any competitors in the Top 35. The damage done and the likelihood of being poisoned are dependent upon the level of the spell. Damage may be split between multiple competitors to the caster's discretion.

Bio Spell: Does 2,000 damage total with a (20/number of targets)% chance of inflicting "Poison" and a (2/number of targets)% chance of inflicting "Virus".
Biora Spell: Does 4,000 damage total with a (40/number of targets)% chance of inflicting "Poison" and a (5/number of targets)% chance of inflicting "Virus".
Bioga Spell: Does 8,000 damage total with a (70/number of targets)% chance of inflicting "Poison" and a (15/number of targets)% chance of inflicting "Virus".
Bioja Spell: Does 16,000 damage total with a (100/number of targets)% chance of inflicting "Poison" and a (30/number of targets)% chance of inflicting "Virus".
------------------------
Blind Spell: (1-time-use) (other)
This exciting item will allow you to effectively obscure the vision of every other SOCK competitor for the next day's questions. The questions will be greatly obscured and distorted in the column, but you will know what the questions are because I'll e-mail the clear, unaltered version to you.
------------------------
Blizzard Spells: (1-time-use) (attack)
With these, you can reduce the scores of anyone or any combination of people out of the Top 35 other than yourself, or the HP of any summons in play, by a certain number of points. For example, you could target the summon currently in play and reduce its score by 750 with a Blizzara spell, or you could target Alexander and Kanato for 500 and 250 respectively. The targets may be affected by the "Freeze" status ailment.

Blizzard: 750 damage total + (10 / number of people targeted)% chance of "Freeze"
Blizzara: 2,500 damage total + (25 / number of people targeted)% chance of "Freeze"
Blizzaga: 5,500 damage total + (50 / number of people targeted)% chance of "Freeze"
Blizzaja: 14,000 damage total + (100 / number of people targeted)% chance of "Freeze"
------------------------
Boojum's Lycanthropic Curse: (automatic) (other)
As long as you possess this item, you have been infected by a werewolf. For all columns posted in the first seven days of the month, the full moon is considered to be out, and you have the Werewolf status (see below). Additionally, you gain Werewolf status for the first seven days immediately after acquiring this item, regardless of the date. This item can't be stolen or destroyed normally, but it can be removed by an Esuna spell targeted against it.
------------------------
Call Bead: (1-time-use) (other)
You can use a Call Bead at any time to wield a summoned creature at random. While it is more likely that weak creatures will be summoned than strong ones, every creature has a chance of being called. If another summoned creature is already in play when this item is used, it will have no effect and will be returned for future use.
------------------------
Cloak of Evasion: (permanent automatic) (defense)
One who has this item will have a 25% chance of dodging any attack from any attack item or summon. The attacker will lose the item if an attack item misses, but the one with the Cloak of Evasion may still benefit from Item Magnets.
------------------------
Confuse Spells: (1-time-use) (attack)
You can target any number of Top 35 SOCK Competitors other than yourself with this spell to cause them to fall under the effects of the precarious "Confused" status...

Confuse: ... with a (100 / number of people targeted)% chance of success.
Confura: ... with a (250 / number of people targeted)% chance of success.
Confuga: ... with a (500 / number of people targeted)% chance of success.
------------------------
Damage Deflector: (1-time-use) (defense)
If you are in possession of this defensive item and you are hit by a damaging item, you may use this in order to have half of the points lost be spared; the damage will then instead be redirected to a player in the Top 35 of your choice, or the summon currently in play. This will NOT work against points lost from Warp Stones, and is good for one use only. Just e-mail me after you are damaged, and I will restore half of your lost points while damaging another.
------------------------
Dark Converter: (1-time-use) (support)
A rare item that inflicts "Dark" status upon yourself.
------------------------
Dark Sword: (permanent automatic) (attack)
While in possession of a Dark Sword, 10% of all of your accumulated points every day, including those obtained through item use, APGs, but not Warp Stones, will be inflicted in dark damage to a random member of the Top 35 other than yourself, or the summon currently in play.
------------------------
Demi Spells: (1-time-use) (attack)
With these, you can cause incredibly devastating dark damage to competitors in the Top 35 other than yourself or the summon currently in play. The amount of damage and the number of targets depends on the spell in particular.

Demi: Reduces one competitor's score by 25%.
Demira: Reduces one competitor's score by 50% -OR- reduces two competitors' scores by 25%.
Demiga: Reduces one competitor's score by 75% -OR- reduces two competitors' scores by 50% -OR- reduces four competitors' scores by 25%.
------------------------
Drain Spells: (1-time-use) (attack)
With these, you can target people on the Scoreboard's Top 35 to effectively steal the points they obtain for that same day and add them to your score. Note that even if the damage is blocked by the target by use of an item (such as armor), the caster will still gain points nonetheless; while the armor nullifies the damage done to the target, the Drain-user him or herself will still gain those points.

Drain: Steals the points from one other competitor and adds them to your own score.
Drainra: Steals the points from two other competitors, and adds double that amount to your own score.
Drainga: Steals the points from three other competitors, and adds triple that amount to your own score.

Good for one use only. If two Drain Spells are used on the same target in one day, the target does not "lose his or her points twice".
------------------------
Dueling Glove: (permanent automatic) (support)
The one who possesses the Dueling Glove will have their name immediately put atop the scoreboard, above the summon. Anyone, on any day, may choose to do battle against that person. The answers submitted on that day by both attacker and Gloveholder will be compared. The one who receives the most points based purely on the values of the questions (i.e. not taking into account any bonuses or point-boosting status effects) will win the duel. If the gloveholder wins the duel, they will remain atop the scoreboard and the glove will act as a sneak glove for the day, stealing one random item from the challenger. If the winner of the duel is the challenger, they will instead receive the Dueling Glove themselves as well as a random item out of the loser's inventory.

The person holding the Dueling Glove also receives increasing sums of bonus points the longer that he or she can hold out. 200 bonus points are awarded for surviving one day; 300 more after two days, 400 more for three, and so on. The potential is certainly there to increase your score by a wide margin!

------------------------
Economizer: (permanent automatic)
If this amazing item is in hand, you have a 25% chance of automatically recovering any expendable SOCK item after it is used or breaks, so that you can use it AGAIN someday.
------------------------
Esuna Spell: (1-time-use) (support)
Can be used any one time to relieve any status irregularities currently affecting you or any other player in the Top 35 that you choose. If the target is not affected by any status irregularities at the time, and you use this item, it goes to waste.
------------------------
Fire Spells: (1-time-use) (attack)
With these, you can reduce the scores of anyone or any combination of people out of the Top 35 other than yourself, or the HP of any summons in play, by a certain number of points. For example, you could target Bainick and reduce his score by 500 with a Fire spell, or you could target MagRowan for 200 damage, Erika for 200 damage, and BigWook for 100. The targets may be "Burn"ed.

Fire: 500 damage total + (10 / number of people targeted)% chance of "Burn"
Fira: 1,500 damage total + (25 / number of people targeted)% chance of "Burn"
Firaga: 3,500 damage total + (50 / number of people targeted)% chance of "Burn"
Firaja: 10,000 damage total + (100 / number of people targeted)% chance of "Burn"
------------------------
Flare Spell: (1-time-use) (attack)
This terrible item causes 15,000 damage to any one Top 35 target other than yourself or the summon currently in play. This damage is undefendable by use of any "defense" item, though it may be reflected or absorbed by certain status conditions.
------------------------
Float Spell: (1-time-use) (other)
Inflicts "Float" status on any one target.
------------------------
Force Field: (1-time-use) (other)
By using this item, you can change you or any other SOCK competitor's condition to "Force Field". While in Force Field status, all damage is instead absorbed as bonus SOCK points. Read below, for more.
------------------------
Fury Stone: (one-time-use) (other)
Inflicts "Fury" status upon yourself or any one target. Also cures "Sadness".
------------------------
Gems: (semi-permanent automatic) (defense)
Gems can be very useful in preventing certain types of attacks from doing as much damage. They come in six different colours and help to defend against specific attack types.

Red Gem: Defends against Fire Damage.
White Gem: Defends against Ice Damage.
Gold Gem: Defends against Thunder Damage.
Blue Gem: Defends against Water Damage.
Purple Gem: Defends against Wind Damage.
Bronze Gem: Defends against Earth Damage.
Light Gem: Defends against Light Damage.
Dark Gem: Defends against Dark Damage.

Possessing any one gem lessens damage from the corresponding attack type by 50%. Possessing TWO of the same gem makes the holder immune to that type of damage. Possessing three or more of the same gem causes the holder to absorb damage from that element as bonus SOCK points. Every time a gem works its magic, there is a 25% chance that it will shatter.
------------------------
Gold Sword: (permanent automatic) (support)
While in possession of a Gold Sword, you will receive a bonus 25% to all points normally obtained in the competition. Point Multipliers or other items used to boost points at the same time will be used AFTER the 25% is added. Points "received" from Warp Stones do not count. Note that if two or more Multiplier Swords are possessed, the bonuses stack.
------------------------
Haste Spells: (1-time-use) (support)
Causes "Haste" status on the target.

Haste: Causes Haste status for a minimum of two days.
Hastera: Causes Haste status for a minimum of three days, and turns into a Quick Spell that is added to your items.
Hastega: Causes Haste status for a minimum of four days, and turns into two Quick Spells that are added to your items.

Haste status allows multiple guesses to be made for every usual guess for as long as the condition is in effect. Read more, below.
------------------------
Holy Spell: (1-time-use) (attack)
This powerful spell causes 15,000 SOCK points worth of light damage to any one target in the Top 35 other than yourself, or the summon currently in play.
------------------------
Hyper Beam: (1-time-use) (attack)
This light spell will target one competitor in the Top 35 other than yourself, or the summon currently in play, to cause exactly 6,000 damage. Because of the power of this attack, you'll have to take the next day of the competition to recover, and no questions may be answered that day.
------------------------
Item Bomb: (1-time-use) (other)
Use this on any point benchmark to hide a trap in the item of your choice. The next person who chooses to take the item you hide the Bomb in will have it explode on them, causing "Burn" status to be inflicted and the item to go to waste.
------------------------
Item Destroyer: (1-time-use) (attack)
Use this on anyone in the Top 25 to attempt to destroy all of his/her weapons. There is a (150 / number of items held)% chance of each individual item being lost to this attack. Thus, if one item is held, it will certainly be destroyed, if two are held, each will have a 75% chance of being destroyed, and so on.
------------------------
Item Hog: (1-time-use) (other)
Use this useful item upon reaching any point benchmark to gain one of every available item at that benchmark instead of having to choose just one.
------------------------
Item Magnet: (permanent automatic) (support)
If you're lucky enough to possess one of these, you hold a 25% chance of OBTAINING one-time use items that target you specifically, after their effects are felt. This does NOT include normal Sword or Staff attacks (though it DOES include Killer Sword's special attack), and does NOT include Blind Spells or Wait Modes.
------------------------
Killer Sword: (permanent automatic AND/OR one-time use) (other)
By having this sword in hand, you automatically carry a (25 / number of targets)% chance of doing DOUBLE the normal damage that you would otherwise inflict when using an attack item of any kind except Demi Spells or Warp Stones. Alternatively, this sword can be "thrown" alongside any other attack to have a (100 / number of people targeted)% chance of doing TRIPLE the normal damage that you would normally do; doing so destroys the sword, however. The sword will automatically work its doubling chance until you choose to throw it.
------------------------
Leaper's Scroll of Blue Magic: (1-time-use) (variable)
Use this to cast any spell on the following list. Whenever it is used, any affected players have a 40% chance of "learning" the spell and gaining his or her own Leaper's Scroll of Blue Magic. If a summon is affected by a spell, its summoner has a chance for a Scroll copy.

  • Angel's Snack: Removes all status effects from every player in the Top 35.
  • Bad Breath: Choose up to five players in the Top 35. Each of those players have a 15% chance EACH of gaining each of the negative statuses: Confuse, Burn, Curse, Freeze, Poison, and Slow.
  • Death Sentence: Pick a player in the Top 35. That player has four columns to get both SOCK questions in any one day right. If that player fails, he or she loses half of his or her SOCK points, rounded down.
  • Earth Shake: Pick up to five consecutive targets (i.e. they must all be next to each other in ranking - a Summon creature is considered next to the #1 player) in the Top 35. Those players take 2500 points of earth elemental damage and have a 25% chance of becoming Confused.
  • Guard Off: All items and statuses that would reduce, reflect, or prevent damage cease to function for all players (not Summons) in the Top 35 for the next two days. Statuses affected in this way still wear off at normal rates, but breakable items like Gems and Shields will not break.
  • Magic Breath: Deals 5000 damage divided equally among your choice of up to five targets, including Summons. This damage is considered to be fire, ice, and lightning damage.
  • Poison Claw: Deals 5000 non-elemental damage divided as you choose among any number of targets. Each of those non-Summon targets has a (100/number of targets)% chance of being Poisoned.
------------------------
Light Converter: (1-time-use) (support)
By using this item, you will change into a radiant version of your normal self. While in this "Radiant" status, all points obtained are increased by 50% and other things happen. Read more, below.
------------------------
Macstorm's Illusionary Storm Staff: (1-time-use) (other)
When used, this item will cast an illusionary Thundaga spell on a specific target. The target will only be informed that you have hit them with a Thundaga spell and the 1,500 points damage will be removed from their score. You will also have Vanish automatically cast on you at the same time, so that you don't appear to be in the top 35. After 4 columns, the spell wears off, the target's points return, and you reappear on the board. By then there is no telling what the attacked person might have done in the meantime. Any items gained during this time of illusion are kept as normal.
------------------------
Magic Pearl: (permanent automatic AND/OR one-time use) (support)
By having this pearl in hand, you automatically carry a 10% chance every day of having your obtained points DOUBLE. Alternatively, this pearl can be crushed at any time to give yourself an instant score boost of 25x the current consolation points (5,000 points); doing so destroys the pearl, however. The pearl will automatically work its doubling chance until you choose to crush it.
------------------------
Merton Spell: (1-time-use) (attack)
Here by popular demand (really), this deadly and risky attack will cause 10,000 points of fire damage on the Top 35 target of your choice, or the summon currently in play, but will cost the user 2,500 points of his/her own; you may not target yourself with this spell. Both the user and the target have a 50% chance of being inflicted by "Burn" status.
------------------------
Meteor Spell: (1-time-use) (attack)
This incredibly powerful spell rains ten meteors down on the Top 35 and possibly the summon in play. Each meteor that connects will cause a massive 7,500 damage. Meteors cannot hit the competitors that cast the spell, or their own summons. ------------------------
Mime Materia: (1-time-use) (other)
The owner of this item can target another player in the Top 35 and will mimic all of his or her actions until the Materia breaks. While Mime is in effect any points gained by the target will be added to your score and any attack spell launched on another player will be mimicked. The effect has a 50% chance of wearing off every day after the second day.
------------------------
Mythril Shield: (1-time-use automatic) (defense)
This will automatically deflect the next "attack" item, and nullify all of its effects, before breaking. Bear in mind that this includes defense against indirect attacks such as Sneak Gloves and Annoying Curses, too! Damage from Dark Swords and status ailments does not count.
------------------------
Mythril Sword: (permanent automatic) (support)
While in possession of a Mythril Sword, you will receive a bonus 10% to all points normally obtained in the competition. Point Multipliers or other items used to boost points at the same time will be used AFTER the 10% is added. Points "received" from Warp Stones do not count. Note that if two or more Mythril Swords are possessed, a bonus 10% is granted AFTER the first 10% is granted; effectively, points are multiplied by 1.1 to the power of the number of Mythril Swords held.
------------------------
Nightmare Staff: (semi-permanent non-automatic) (attack)
This staff makes its possessor very, very powerful. As long as this staff is held, the owner may choose anyone in the Top 35 on any day. Any questions that the chosen competitor fails to answer on that day will cause them a "dark-elemental" loss of points equal to the value of the questions and a 20% chance of falling into "Curse" status. Using this staff can be exceptionally useful to hold back up-and-coming competitors, or to keep people from rising too high, too quickly. There is a 5% chance that the staff will break whenever it is used.
------------------------
Paint Can: (1-time-use) (other)
This item allows the user to "paint" any Top 35 competitor's name the colour of a status condition in order to make them appear as though they have abnormal status (or a different status effect than they already have). The status condition does not actually take effect. The coloration will disappear after four columns.
------------------------
Point Halver: (1-time-use) (attack)
You may use the Point Halver to cut another Top 35 competitor of your choice's obtained points in half for the day. Good for slowing people down if they're getting too far ahead. If one person is targeted by two Point Halvers at once, their points are quartered instead. This may not be used on yourself, though I'm not sure why you'd want to anyway.
------------------------
Point Multipliers: (1-time-use) (support)
If you obtain one of these, you may use it any ONE time to double/triple/quadruple/etc ALL of the points obtained from the SOCK competition on that day, whether from question-answering, APGs, and item use (except for those obtained by use of a Warp Stone). Just indicate that you would like to use it alongside your answers. If you use two Point Triplers at a time, the points are NOT tripled and then tripled again; they are tripled twice and added together (i.e. (3 + 3) x points, not (3 x 3) x points.) and the same goes for if you use any other combination of Doublers/Triplers/etc at one time.
------------------------
Poison Needle: (1-time-use) (attack)
A poison needle causes 2,000 damage to any one target in the Top 35 other than yourself or the summon currently in play, and carries an 80% chance of causing "Poison" status.
------------------------
Quake Spells: (1-time-use) (attack)
When used, this item will damage all of the people near you in rank. The number of people affected and the damage done depends on the level of the spell. Summons are considered to be "in zeroth place" when this spell is cast. Quake Spells are not reflectable, so beware.

Quake Spell: Does 3,000 damage each to those one place ahead and behind you.
Quakera Spell: Does 5,000 damage each to those one place away from you and 2,000 damage to those two places away from you.
Quakega Spell: Does 10,000 damage each to those one place away from you, 5,000 damage to those two places away from you, and 1,500 damage to those three places away from you.
Quakeja Spell: Does 17,500 damage each to those one place away from you, 11,000 damage to those two places away from you, 4,000 damage to those three places away from you, and 1,000 damage to those four places away from you.
------------------------
Quick Spell: (1-time-use) (support)
Use this on any day to make an extra guess on -BOTH- of that day's questions. Useful if you're not quite sure what the answers are on high-point days. Use two Quick Spells on the same day to make three guesses for each of the day's questions, and so on.
------------------------
Rare Candy: (1-time-use) (other)
Use this on an item and it will increase in strength to the next level, if possible.
This may work on Aero, Bio, Blizzard, Confuse, Demi, Drain, Fire, Haste, Quake, Slow, Thunder, and Water Spells as well as Point Multipliers, Regen Spells, Sneak Gloves, and suits of Armor. There may be other items that it can work on too, but if you use it on an item that it is ineffective on, you will lose the Rare Candy.
------------------------
Rebirth Stone: (1-time-use) (other)
This awesome item revives any fallen summon to full HP, upon its defeat. You may use it on your own summon as soon as it is defeated, or anybody else's summon if you deem it to be beneficial to you.
------------------------
Reflect Spell: (1-time-use) (other)
Use this to inflict "Reflect" status upon you or anyone else in the Top 35. Read more about Reflect status below.
------------------------
Regen Spells: (1-time-use) (support)
If you obtain a Regen Spell, you may use it to inflict "Regen" status upon yourself in order to gain extra SOCK points every day for a time.

Regen: Obtain an extra 200 SOCK points per day.
Regera: Obtain an extra 500 SOCK points per day.
Regega: Obtain an extra 1,000 SOCK points per day.
------------------------
Rename Card: (1-time-use) (other)
Use this at the same time you use any item on anybody else, and you'll get to choose an opponent to blame instead of yourself. When I e-mail the victim to tell them of their misfortune, I'll lie to them and say that any other competitor (it's your choice who) did the deed. You may also use this for items influencing the whole competition simultaneously, such as Blind Spells or Wait Modes.
------------------------
Ribbon: (automatic permanent) (defense)
Protects against any negative status ailments as long as it is held.
------------------------
Sadness Stone: (one-time-use) (other)
Inflicts "Sadness" status upon yourself or any one target. Also cures "Fury".
------------------------
Scan Spell: (1-time-use) (other)
If you Scan another competitor, you will discover what items and summons any person in the competition has in his/her inventory. Useful if planning a cataclysmic attack that you want to go off without a hitch. Scan may alternatively be used to view information about the current summon, including its weak points, strong points, attacks, and summoner.

------------------------
Sean's Dictionary of Aid: (semi-permanent non-automatic) (support)
Anyone possessing this item has the chance to say the name of any video game once per day. The user will then score 500 bonus SOCK points for every time the name is mentioned in the letters of other SOCK competitors who write in to Q&A that day, whether their letters are published or not. Every time the Dictionary is used after the second time, there is a 20% chance that it will crumble.
------------------------
Sean's Dictionary of Doom: (semi-permanent non-automatic) (attack)
Anyone possessing this item has the chance to say the name of any video game once per day. The user will then cause 1,000 SOCK points in damage to any SOCK competitor who writes in and mentions it, every time the name is uttered, whether their letters are published or not. Every time the Dictionary is used after the second time, there is a 20% chance that it will crumble.
------------------------
Shuriken: (1-time-use) (attack)
A very useful attack star that causes 5,000 damage to the target. Useful in that it is "physical" damage, which is relatively uncommon.
------------------------
Slow Spells: (1-time-use) (attack)
Causes "Slow" status to be inflicted upon the target(s) selected in the Top 35...

Slow: ...with a (100/number of people targeted)% probability.
Slowra: ...with a (250/number of people targeted)% probability.
Slowga: ...with a (500/number of people targeted)% probability.

Slow status limits the number of questions competitors can answer. Read more, below.
------------------------
Sneak Gloves: (1-time-use) (attack)
Use these on another player in the Top 35 to steal items to put in your own inventory! If you target someone without items, they go to waste.

Sneak Glove: Steals one item at random from a single player of your choice.

Super Sneak Glove: Allows you to see all items and select which of them to steal from a single player of your choice.

Ultra Sneak Glove: Attempts to steal as many random items as you choose from a single player of your choice. The success rate depends on the number of items you attempt to steal. The probability of success for each item is 150/(number of items attempted to steal)%. Thus, if you try to steal one item, you will do it for certain, whereas if you try to steal two, each will have a 75% chance of success, and so on.

Hyper Sneak Glove: Attempts to steal every item from a single opponent. For every item the target possesses, there is a 50% probability that it will be stolen.
------------------------
Staff of Aid: (semi-permanent non-automatic) (support)
This staff can be extremely helpful to the person who wields it. As long as this staff is held, the owner can select any member of the Top 35 other than yourself on any day, and 50% of the points that the target obtains for that day in SOCK will be matched and given to the user as well. Possessing this item could be KEY to victory, but the staff has a 5% chance of breaking every time that it is used.
------------------------
Summon Encyclopedia: (semi-permanent non-automatic) (other)
This encyclopedia is an ancient tome describing which SOCK items can be sacrificed to produce summons. The owner may ask the encyclopedia once per day what the result of any three-item sacrifice would hypothetically be without actually sacrificing his or her items. The book is really old and in poor repair, though; every time the encyclopedia is used after the second use, there is a 20% chance that it will crumble.
------------------------
Thunder Spells: (1-time-use) (attack)
These spells cause thunder damage to random targets in the Top 35 competitors other than yourself and potentially the summon currently in play, as long as it does not belong to you. The amount of damage and the number of attacks depend on the level of the spell. You, yourself, cannot be hit by this spell. Each thunderbolt carries a 10% chance of causing "Confuse" and a 10% chance of causing "Burn" in the unlucky targets.

Thunder: 3 thunderbolts hit random targets @ 500 damage/thunderbolt
Thundara: 5 thunderbolts hit random targets @ 1,000 damage/thunderbolt
Thundaga: 8 thunderbolts hit random targets @ 1,500 damage/thunderbolt
Thundaja: 12 thunderbolts hit random targets @ 2,000 damage/thunderbolt
------------------------
Toxic Waste: (1-time-use) (attack)
This terrible item inflicts "Virus" upon any one target in the Top 35.
------------------------
Vanish Spell: (1-time-use) (support)
Use this spell to become invisible on the SOCK Scoreboard for the next four columns. If you're in third place, for example, it will appear as though fourth place is in your spot, etc. Other people can still target you with items, but item-users risk having them go to waste (since they won't really know whether you're in the Top 35 or not, and most items generally only work on people in the Top 35). Beware, too, that if anyone targets a competitor who APPEARS to be in 35th but is actually in 36th, thanks to a Vanished member, the attack will fail and the item may be lost.
------------------------
Venom Spell: (1-time-use) (attack)
Use this spell to cause "Poisoned" status in one other Top 35 SOCK competitor, a deadly ailment that is difficult to get rid of. Read more, below.
------------------------
Wait Mode: (1-time-use) (other)
This is an amazing and very rare item that will allow you to freeze the entire competition for a day. Thus, if you need a break for any reason, no new questions will be asked and no points will be scored until the day after. Useful if you need to go on a trip or something.
------------------------
Warp Stone: (1-time-use) (attack)
A very risky but awesome item that switches the points of you with another competitor in the Top 35 at random. If you're lucky, you might end up moving very quickly up the ranks by using one of these, but you could also be very unlucky, too! Use with caution.
------------------------
Water Spells: (1-time-use) (attack)
These spells may be used to reduce the scores of one or more Top 35 competitors other than yourself, or the summon currently in play. The amount that scores are reduced by depends on the spell used and the number of targets.

Water Spell: 1,000 Damage total divided by the number of targets
Watera Spell: 3,000 Damage total divided by the number of targets
Waterga Spell: 7,000 Damage total divided by the number of targets
Waterja Spell: 15,000 Damage total divided by the number of targets
------------------------
A note: When you get to select "Any First-level Elemental spell", you may select between Fire, Blizzard, Thunder, Water, Aero, and Quake. Second-level refers to Fira, Blizzara, Thundara, Watera, Aerora, and Quakera, and so on.


Bonus Items & Item Creation

During Guest-Hostings, the Guest Host has the option of coming up with an item idea of his or her very own, or suggesting an already existing item as a special bonus prize. I reserve the right to refuse suggestions for bonus items that I deem to be unreasonable, but use this opportunity to be creative! If you aren't sure, just ask me, and I'll let you know if it's a "go". All competitors guessing both of that day's questions correctly have the chance to win this bonus item. Only one will be selected in the end, through a random draw.


SUMMONS

Summons are powerful beings that can help tilt the advantage heavily into a single player's favour. When a summon is used, it takes its place at the top of the SOCK scoreboard, where it is then said to be in play. Unlike normal competitors, a summoned creature possesses a certain amount of HP instead of SOCK points. Different summoned creatures have different amounts of HP, and they may be targeted by the attack spells of players just as if they were any other competitor on the scoreboard. Summoned creatures take damage in HP instead of in SOCK points, but they can not be influenced by status changes of any kind. A summoned creature will only disappear once its HP runs out, when it is said to be defeated, whereupon the summoner will lose all special abilities obtained while the creature was in play.

The summoner's identity is usually not revealed while a summon is in play; most Summon Skills used on players will cause me to notify them only that the summon has attacked them. On the other hand, anyone who attacks a summon will be reported to the summon's summoner. Summons targeted by Scan spells will have any weak points and strong points revealed, as well as who their summoner is and what attacks are at the summoner's disposal. Use of Scan Spells in such a way will be considered an attack, however, and the summoner will be notified.

Obtaining Summons

There are two ways that a summon may be obtained:

  1. Three SOCK items may be sacrificed. The summon obtained will depend on the items that are sacrificed, as well as their quality. For example, including a Firaga spell is bound to result in a stronger summoned monster than just a Fire spell, and including a Gold Armor with full endurance left will result in a stronger monster than sacrificing Gold Armor with just 200 points of endurance remaining.

    Any player may choose to sacrifice any three of his/her items at any time, and they will receive a summon in return, which they may then use as an item during the competition. Note that while summons may be used AS items, they are not actually items, and thus cannot be stolen or destroyed with Item Destroyers, Sneak Gloves, or the like. Some examples: Sacrificing a Blizzara Spell along with two other items may grant you a Shiva summon. Sacrificing a Drainra Spell with two others could get you a Sylph summon. There are many possible combinations!

  2. A Call Bead may be used. If a player uses the Call Bead SOCK item during the competition, a summon will be chosen at random and put into play.
Using Summons

An important thing to remember is that only ONE summoned creature may be in play at any given time. If two people decide to use a summon on the same day, the one who tells me FIRST will win the opportunity.

Summoned creatures that are in play generally give the summoner one automatic ability, as well as the option to use a special skill once per day. These special skills can be very powerful, but cost the summon HP damage. Skills and auto-abilities are unique to every summoned creature; these can include techniques that cause damage, abilities that provide extra items or spells, or even skills that boost the summoner's obtained SOCK points!

Types of Summons

Cacnea

HP: 4,000 or greater
Weaknesses: Ice (x2 Damage)
Strengths: None

Auto-Ability:
Spikes hurt anyone that attempts to attack Cacnea by causing the consolation points (200) worth of damage.

Skills:

  • Leech Seed (Cost: 250 HP) -- "Seeds" any SOCK competitor, who will have 10% of their obtained SOCK points drained and given to the summoner every day until Cacnea is defeated.
  • Poison Bud (Cost: 500 HP) -- Attempts to produce a Poison Needle to add to summoner's items. 50% probability of success.
---------------------------------------
Procne

HP: 15,000 or greater
Weaknesses: Water (x2 Damage)
Strengths: Lightning (Absorb)

Auto-Ability:
Summoner can use an extra Thundara Spell once per day as long as Procne is in play.

Skills:
  • Lightning Wings (Cost: 1,500 HP) -- Does 1,500 points of Damage on 3 random targets in the Top 35. Those targets become weak against lightning (x2 Damage) for the next four days.
  • Goddess Bird (Cost: 7,500 HP) -- Teleports summoner to the next point benchmark.
---------------------------------------
Shiva

HP: 6,000 or greater
Weaknesses: Fire (x2 Damage)
Strengths: Ice (Absorb)

Auto-Ability:
Summoner can use an extra Blizzard Spell once per day as long as Shiva is in play.

Skills:
  • Diamond Dust (Cost: 500 HP) -- Does 1000 points of Damage on 5 targets of the summoner's choice.
  • Flash Freeze (Cost: 100 HP) -- "Freeze"s one target.
---------------------------------------
Sylph

HP: 4,000 or greater
Weaknesses: None
Strengths: None

Auto-Ability:
Summoner can use an extra Drain Spell once per day as long as Sylph is in play.

Skills:
  • Whispering Wind (Cost: 500 HP) -- Drains 50% of the day's obtained SOCK points from 5 competitors of the summoner's choice, and adds them to the summoner's SOCK points.
  • Leach (Cost: 0 HP) -- Drains the day's obtained SOCK points of one competitor and adds them to Sylph's HP.
---------------------------------------
Wailmer

HP: 4,000 or greater
Weaknesses: Thunder (2x damage)
Strengths: Fire, Ice, Water (1/2 damage each)

Auto-Ability:
User takes only 50% water damage while Wailmer is in play. If one Blue Gem is owned, user is immune; if two are owned, damage is absorbed; if three are owned, double the damage is absorbed.

Skills:
  • Water Gun (Cost: 100 HP) -- Does 1,000 Damage to a Top 35 Competitor.
  • Hydro Pump (Cost: 250 HP) -- Does 3,500 Damage to a Top 35 Competitor with an 80% probability of success.
---------------------------------------
---------------------------------------
There are literally dozens of other possible summons just waiting to be discovered that have not yet been listed here! These could be the key to getting a grip on the top spot in the SOCK! Find them, and they'll be added to the list for future reference. Find new summons first, and only YOU will know the powers of the creature you wield until it's too late for everybody else!


STATUS AILMENTS

While inflicted by irregular status, game mechanics change for a SOCK competitor. Those affected by status conditions will have their name appear on the scoreboard in a different colour than normal. Refer to the list below to determine which conditions correspond to which colours.


Burn - Obtained points are reduced by 50% until the status is healed, starting on the day after the competitor is afflicted. Also curable by means of an ice attack. 25% chance of automatic recovery per day.
------------------------
Confuse - Every answer given will have a 50% chance of being replaced with a random choice of answer instead, beginning on the day after the competitor is afflicted, starting on the day after the competitor is afflicted. Additionally, there is a 20% chance on any given day that a random one-time-use SOCK item in your inventory will be used. 25% chance of automatic recovery per day.
------------------------
Curse - SOCK questions that are not answered or that are answered incorrectly will reduce the afflicted competitor's score by the value of the question. 25% chance of recovery per day.
------------------------
Dark - Affected contestant assumes a Dark version of his or her usual self. All attacks, automatic attack items, and attack spells (including spells such as Confuse) increase 50% in damage and/or effectiveness, but point Multipliers and Warp Stones may not be used. All points obtained each day do not increase the player's score, but are instead are converted to damage on every player in the Top 35. Thus, obtaining 500 points for the day would instead not increase your score at all, but inflict 500 points of damage on every other player (unless they are equipped with Armor, etc). The effect has a 50% chance of wearing off per day after the second day, though it is also curable by using an Esuna spell. Note that the increase in attack effectiveness extends to items like Sneak Gloves. Demi spells will not increase in damage by 50%, but will instead do the following:

If normally 25% damage (Demi) ---> 34.375% damage while DARK.
If normally 50% damage (Demira) ---> 62.5% damage while DARK.
If normally 75% damage (Demiga) ---> 84.375% damage while DARK.

If the target is also affected by FREEZE, the damage will be 38.4765% / 67.1875% / 87.3047% respectively.
------------------------
Float - The contestant is immune to earth elemental attacks. However, contestant also becomes weak against wind attacks. There is only a 5% chance that this will wear off every day, but a Demi or Esuna Spell will remove this status immediately.
------------------------
Force Field - In this condition, any damage taken will instead be absorbed as bonus SOCK points. There is a 25% chance that this condition will wear off per day, after the second day.
------------------------
Freeze - SOCK points will be doubly susceptible to further damaging attack items until the status is healed. Also curable by means of a fire attack. 25% chance of automatic recovery per day after the second day. Demi spells will not double in damage, but will instead do the following:

If normally 25% damage (Demi) ---> 34.375% damage while FROZEN.
If normally 50% damage (Demira) ---> 62.5% damage while FROZEN.
If normally 75% damage (Demiga) ---> 84.375% damage while FROZEN.

If the attacker is also affected by DARK, the damage will be 38.4765% / 67.1875% / 87.3047% respectively.
------------------------
Fury - Affected contestant will only gain 1.5x the SOCK points normally gained, but will receive no consolation points if both questions are missed. Any damage taken is multiplied by 1.5. There is only a 5% chance that the effect will wear off on its own per day.
------------------------
Haste - Under the influence of this condition, two options may be selected for every question, for every option that would otherwise be given. Generally, this usually means that two options may be chosen for each question instead of just one, but by using a Quick Spell during the duration of Haste status, FOUR may instead be selected for each of the day's questions. The effect has a 25% chance of wearing off per day after a certain amount of time, though it may be ended prematurely if hit by an Esuna or Slow Spell.
------------------------
Poison - Competitors under the effects of Poison status will lose twice the consolation points per day (400 points) every day until it is cured. The effect has only a 5% chance of wearing off on its own per day, so Esuna could become very important.
------------------------
Radiant - Affected contestant assumes a Light version of his or her usual self. All obtained points are increased by 50%, and all attacks (causing damage or status ailments) targeting the contestant bounce off and hit another Top 35 Contestant at random; however, all single-use attack items cannot be used BY the contestant him/herself while in "Radiant" status; however, items like the Dark Sword will still work their magic. The effect has a 50% chance of wearing off per day after the second day, though it is also curable by using an Esuna spell.
------------------------
Reflect - Affected contestant reflects "Spell" items back to the person who casts them. The effect has a 20% chance of wearing off per day, after the second day.
------------------------
Regen - Affected contestant receives additional SOCK points every day until the condition wears off. The number of points received depends on the spell that is cast. The effect has a 20% chance of wearing off per day, after the second day.
------------------------
Sadness - Affected contestant will only gain half of the SOCK points normally gained, but will receive double the consolation points if both questions are missed. Any damage taken is halved. The effect has only a 5% chance of wearing off on its own per day.
------------------------
Slow - Affected contestant may only attempt to answer one of the two questions per day of the contest, starting with the day after he or she is afflicted. There is a 25% chance of automatic recovery per day, though it may be ended prematurely if hit by an Esuna or Haste Spell. If the contestant fails to answer correctly, he or she will still gain the full consolation bonus of 200 points.
------------------------
Virus - Affected contestant may not claim any items or buy any prizes while in this state. Additionally, the affected contestant's points will fall 10% per day unless he/she participates in SOCK. There is a 20% chance that this will wear off every day.


------------------------
Werewolf - While you are a Werewolf, you lose the benefit of all items in your inventory. However, any attacks against you deal only half damage. Additionally, once per day, you can make a bite attack against any target in the top 35. This deals 2,000 damage. You gain half the amount of damage dealt as bonus points. The bite can be blocked by armor, shields, or other defensive items. Finally, any target injured by the bite has a 10% chance of being infected with lycanthropy. Anyone that is infected is immediately given their own Boojum's Lycanthropic Curse.
PARTING WORDS

Above all, do remember that this is just a game! If you receive a bout of bad luck, you never know; you might have a better day the next time. Just have fun with it! Remember, the game is designed specifically so that it's very easy to re-ascend through the ranks if you do take a major hit or if you spend a lot on a prize. Just keep persevering and plugging away, and you can rise to the top!

Thanks to all of you for playing!


Yay banner!
© 1998-2013 RPGamer All Rights Reserved
Privacy Policy