Board Thread:Fun and Games/@comment-26822753-20170720172332/@comment-25856498-20170729115103

Riddle: I don't need the spotlight

(By the way, I've decided to nerf Headstart a bit. It's a bit OP and the break-even point was actually quite easy to reach)

Also, I'm introducing a new balance to nerf perks a bit. You can only "equip" up to a maximum of 5 perks at a time. When unequipped, a perk will not function. However, the perks equipped will be available to change at the start of any riddle. Unequipped perks will still be considered as "owned", which will allow you to use it whenever you like.

If any perks with abilities are taken out of use, their cooldown period will be paused.

Unlocked Perks:

Headstart - Gain 3 Elixir at the start of the riddle

Elixir Pump - Gain 1 extra Elixir for every 5 wrong guesses

Hint Hunter - Gain 1 Minor Hint for every 10 wrong guesses

Bargain - 10% discount on all hints and special abilities

Double Dip - Once per riddle, players are allowed to make 2 guesses (if both are wrong, only 1 Elixir is generated)

Hint Shop:

Minor Hint: 9

Major Hint: 18

Master Hint: 36 unavailable for 3 guesses

Perk Shop

Elixir Doubler - Unlocks the Elixir Doubler Ability, which can be activated for 10 Elixir to double Elixir generation for the next 24 hours (with a cooldown period of 7 days) - 50 Elixir

NEW: Low Ball - Unlocks the Low Ball Ability, which can be activated for 5 Elixir to halve the cost of hints for the next 24 hours (with a cooldown period of 3 days) - 40 Elixir

NEW: Elixir Storage - Increase the Elixir cap to 150 - 75 Elixir

Other Items:

NEW: Laboratory - Unlocks new levels for existing perks - 75 Elixir

You have this much Elixir: (the nerf to Headstart takes effect immediately)

  58 Max: 100