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Defeat The Godmodder

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DEFEAT THE GODMODDER!

In this game, you and all the strangers with you have only one goal...
First Post
DEFEAT THE GODMODDER!

In this game, you and all the strangers with you have only one goal: Destroy the nearly invincible godmodder in front of you! To this end: Use ANY attacks you want!


Godmodder: 300/300 HP


...And that's the most basic summary. Of course, it gets slightly more complex than that. To begin, the most basic ruleset you'll need to follow:

Rules/Tips:

1: Don't expect your attacks against the godmodder to actually work.

2: Every turn, each Player gets 3 actions they can use to affect the field. There are very few limitations on what you can do. As a Player, you have an incredibly broad range of reality-warping powers - so don't hold back!
(Further notes on actions and how they work can be found below.)

3: The godmodder is perfectly possible to defeat... but he has a way of blocking your attacks unless you use attacks that can't be easily countered. If an attack DOES work, you'll only scratch the godmodder, and it generally won't work a second time. But with enough successful attacks...

4: Don't ask where Rule 4 is.

5: You can *try* to help the godmodder, but he'll always repay your kindness with pain.

6: Combat proceeds through a fairly basic turn structure - first, all the Players go, then the entities (minions of each side), the godmodder, and any other NPCs will act once all the posts have been responded to.
More notes on this sort of thing can be found below.

7: No sign-ups of any kind required, and newbies always welcome! Feel free to just skip right to the most recent post and start doing stuff.

8: This rules list and post will probably get updated a lot.

9: Don't try to shoulder the entire army's burden on your shoulders! This game has been going on for a while, and so a LOT of stuff is happening on any given turn. You're best off picking one objective you want to finish and focusing on that. The major objectives/minor tasks list can help with that.

10: Have fun, and don't worry too much!

Relevant mechanics: (If you're new, you don't have to read this. You can just jump in or ask the other Players what they currently need help with. This can help you understand everything that's going on, though.)

Entities:
Entities are the small army of your minions that assist you as you try to defeat the godmodder. The godmodder has his own minions, too, and frequently summons more. If you have no entities on your own side, the godmodder will get to attack you directly, so be careful! Entities have a number of fairly self-explanatory stats: HP, attack power, alignment, and any other special effects (like specials, dodge rate, or damage resistance) will be in parentheses next to their name. You can also create your own entities! More on this can be found below.


Alignments:
All entities on the field have an alignment attached. An entity's alignment defines which side it generally attacks for, and who it uses its attacks against. Currently discovered alignments:
[AG] - Anti-godmodders! Your team!
[PG] - Pro-godmodders! The godmodder's side! Generally top kill priority at any given point.
[N] - Neutral - either won't or can't pick a particular side.
[V] - Void - Wants to kill EVERYTHING.
[ANTI-X] - Anti-(faction) - Wants to destroy a specific faction, and won't attack any others.
[P] - Peacekeepers - A special faction formed by the Plastic Army Men. They remain truly neutral but are pledged to intervene should the war ever go south, one way or another. (Not anymore, now that the Peacekeepers and AG armies are merged.)
[SR] - Soulraze - The godmodder's standing army. Technically separate from PG forces, but not really. (Not anymore, now that the Soulrazer forces are completely eliminated.)
[PG-2] - Pro Godmodder #2 - A second Pro-godmodder team. Allegiances, allies, and enemies vary depending on who is leading them and the story situation.
[C]:Corporation-aligned units. Seeks to fulfill the Corporation's goals. (Not anymore, now that The Corporation is destroyed.)

Entities summoned by players will have their owner in the alignment field: Ex [AG - playername]

Turn order is like so - [V], then [AG], then [PG] and [SR], then [P], [N], and [ANTI-X].

The Itinerary/Minor Task list:
The Itinerary is a simple board listing all of your major objectives. If its on the main part of the Itinerary, the reward is usually godmodder damage or something else special. If its on the minor task list, it might have relevance or result in a minor reward for accomplishing it. If you're looking for something to do, look at those two boards and help out with one of those things.

Actions/Charging:
As the rules list states, each turns you have 3 actions. That means you can do 3 field-affecting things each turn. It should be noted that IC roleplaying, or talking, doesn't count as an action because it doesn't affect the field directly - you can call them "free actions" if you want. Attacking an entity would cost, ordinarily, 1 action. If you want, you can use more than one action towards something to make it more powerful - using all three of your actions on one entity attack would result in it having triple the power. There is no loss of efficiency for using more than one of your actions on something, and you can put all three actions into one post if you like. Some things, generally labeled "shenanigans" never take more than one action - for instance, attempting to use a secret move that either one-hit-kills or does nothing.

Next, charging. If you don't care to do anything this turn, or have extra actions left over, you can convert them to CP. Your current CP tally is next to your name in the Player list. CP is, power-wise, equivalent to one action, but it's applied in a different way. You can "boost" your actions with CP to add extra power to them - for example, if you spent two turns charging up 2 CP and doing 1 action, then used 4 CP along with all 3 of your actions on one big attack on the third turn, you would deal 7 actions worth of damage. CP is also very important to entity creation (more on that below). Also, using just CP, you can do a fourth thing each turn in addition to your 3 actions. But you'll have to spend at least 1 CP on it!

Feel free to pop in and just charge up 3 CP, if you're busy IRL. CP can be traded/given freely between Players.

Player Power:
Player Power is the "base" power your actions have. Adding more creative writing to your actions means they'll deal more damage/heal more health/generally be more effective. But if you just say "I attack x thing", with no creativity, this is the damage you'll do. The current tally is listed at the bottom of the Player list.

Entity Creation:
Want to make your own entities? Well, here's a very simple guide. The first thing you'll want is to decide how many actions you use. The more actions/CP you put into an entity, the stronger it is. For example, lets say you spend 3 turns charging up 9 CP, so as to deploy your entity on the fourth turn. This means you have 12 actions to use. So, let's say that the Player Power is 20,000. That means:
-Every action you put into HP gets you 20,000 more HP on your entity
-Every action you put into attack gets you 5,000 more attack for your entity
So, let's say you spend 6 actions on HP and 6 on attack. That would result in this entity appearing on the list:

[AG - YourUsername]WhateverEntityNameYouChoose: 120,000/120,000 HP, 30,000A

It would have 120,000 HP, and 30,000 attack power. And, of course, you can add special abilities too! If you're willing to spend more actions on them. Here's a few notes if you want to go beyond simple attack power:
-If you want to give your entity the ability to heal allies, its calculated the same way as attack power. Same if you want to give your entity the ability to regen its own HP.
-Dodge rate is calculated as a multiplier on HP - giving an entity a 50% dodge rate is the same cost as doubling its HP. I may make it cost more if you try to game the system by giving an entity 1 HP and 99% dodge rate ("but technically, the math works out to costing 100 HP!")
-You can give your entities a vast number of special abilities, but the key thing to remember is simplicity - I like things that are easy to keep track of. The cost of special abilities, like making your entities attacks poison, can vary a lot. If you want to run an entitys stats by me to get the exact cost, feel free to PM me on Spacebattles or on Discord, and we can discuss it. Or, if you don't mind uncertainty, you can deploy it with a "this is what I'd like it to be" and how many actions you want to use, and I'll adjust it accordingly. I'll reject it and refund the CP if your desired stats are miles away from the amount of actions/CP you're using.

Less relevant mechanics(These mechanics are either legacy notes for things that ultimately proved to be temporary, or more esoteric things that you don't need to concern yourself with on a regular basis. If you're a new Player, you're probably best off skipping this entirely.):
Entropic Paradox Rolls:
Entropic Paradox Rolls are an incredibly dangerous chance-based system that can cause good or bad (usually bad) effects in exchange for giving you other benefits from rolling them. Usually not worth it. See "Confessions of a Paradox Gambler" (find it in the "Apocrypha" threadmarks) for more info.
Entropy level: 800
[NO LONGER RELEVANT - GO AN NA IS DEAD]

Player Inventory:
Each Player has an inventory with their stuff in it - its all next to their/your username on the list. If you want to get stuff, you can just search for whatever sort of thing it is you want to find! More serious, legitimately useful items or resources you find are stashed in the main Player Inventory - depending on its importance, the items there can either be used by anyone at any time, or need multiple Players to vote and agree that using them would be a good idea right now.

King of the Hill:
Any entity who is King of the Hill takes x2 damage, but gets x2 actions. King of the Hill is passed to the killer upon death. If a player gets it, they can bestow it upon any entity they wish. If the godmodder gets it, he gets x2 actions until someone figures out how to take it away from him.
[NO LONGER RELEVANT - KOTH WAS DESTROYED]

Alchemiter:
The Alchemiter doesn't work quite like Homestuck. How it works here, is, you combine 2 items from the Player Inventory, and get a brand new item - without destroying the original items! The new item will have the properties of both the old items, oftentimes in a weird way. Do note that it takes a full action to try out a new combination. Any items can be combined, and the resulting combinations can have a number of modifiers: No cost items don't cost anything but the combining action to produce, even in mass quantities. Special items can cost action/charge points to make (sometimes, way more than is ever feasible for you to obtain). Non-repeatable items don't cost anything, but can only be made once. Most of the time, expect to get No cost or non-repeatable items. Combining Legendary items, like the Charge Booster or Starcalibur, would get you a Special item. If an items cost includes "destroys component parts" that means you'll lose what you use to craft it if you make it.
[NO LONGER RELEVANT - ALCHEMITER WAS DESTROYED]

Terrain Effects:
Player actions can influence the Terrain of the HEXAGONAFIELD, affecting the entire field! These terrain effects can be anything, but they are usually caused by the Players. Example: Lava - deals 3,000 damage to every entity on the field every turn.

Projects:
Projects are major, long-term... well, projects that every Player undertakes! They are exclusively side-quest type deals, but completing them has major long-term benefits. Here are the rules for Projects:

-Projects are major efforts the Players can undertake, with the hope of receiving a major permanent benefit to everyone.
-Only one Project can be undertaken per Godmodder HP increment/sealed boss defeated
-Projects are completed by finishing "quests", which will show up on the Itinerary as Major Objectives. Completing these quests in whole or in part will give points towards the total amount needed.
-The total amount needed is the same as the Projects difficulty rating. A higher difficulty rating indicates you'll need more time and effort to complete the project.

Current Projects queued:

Project Phantasm:
The HEXAGONAFIELD may be filled with the souls of dead Players, captured for use by the godmodder... what if we could... use them?
Cost: 150 actions
First quest: Find out more about where Dead souls go

Project Shield:
The godmodder keeps mind-controlling new entities to his side! Maybe we can see if there's any way to stop him...
Cost: 100 actions
First quest: Find out more about how the godmodder controls entities

Project Shatterpoint:
Legendary weapons are a serious problem. If there were some permanent way to lessen the burden, it could be a serious boon to your forces.
Cost: 300 actions
First quest: Find out more about current legendary weapons

Player Injury:
In the - increasingly less rare - event that every combat-based [AG] and [N] entity on the field is destroyed, then the Players, normally mostly invincible, will become vulnerable. They do not have HP bars - rather, attacks injure them slowly but surely until they are killed. Players can be healed with normal actions, just like entities. The levels of injury include:
Slightly Injured: No Effect, but can develop into worse things after another hit
Injured: Power slightly weakened
Seriously Injured: Power around half that of a Healthy Player. Has a hard time treating themselves and should be taken care of by another player.
Critically Wounded: Barely any power. May faint occasionally. Needs to be treated by another Player.
Mortally Wounded: Any actions they take at this point will be exceedingly powerful - because their Player power is barely maintaining their life, and attacking again will use it all in one large burst and kill them. If they don't receive treatment within 3 turns of receiving this status, they die from "bleeding out".

If a Player dies, their posts are not counted during each update, like a soft ban. Of course, no Player has died thus far, so it's not really anything to worry about.

Probably.

Critical Soul Weaknesses:
All things that have a soul are critically weak to something. If an entity or Player is attacked offensively by their Critical Soul Weakness, they'll die instantly, regardless of their defenses. Of course, Critical Soul Weaknesses are incredibly hard to discern - your Player reality-warping abilities usually aren't enough. The only clue is that Critical Soul Weaknesses always make some absurd sort of sense - but never the amount of sense that "water beats fire" makes, more like "alphabet soup beats a scrabble board" sort of sense. Don't worry about them too much, hitting these by accident is immensely unlikely.

The Neutraladder:
Some players want to be Neutral instead of a standard AG. This is allowed, however, doing so will guarantee you a spot on the Neutraladder! The Neutraladder defines how much AG or PG a Neutral leans. Your place on it is decided not by declared allegiances but by actions! Doing things like hurting the godmodder's guys brings you up, but hurting AG entities puts you down! So be careful of your actions, as the players will be allowed to retaliate against troublesome neutrals!

NEUTRALADDER:

[N+2]: Edgy AG: Buff: AG players can't mess with you period, unless you mess with them first.

[N+1]: We're Not Enemies: Buff: AG entities won't mess with you, even if ordered.

[N]: True Neutral: No buffs or Debuffs

[N-1]: Chaotic Neutral: Debuff: AG entities will attack your entities on their turns!

[N-2]: Cruisin' for a Bruisin': Debuff: You are summoned onto the field with an HP bar! The other players will fight and kill you, and if they succeed, you HAVE to join the AG side. You'll be taken off the field and made invulnerable once again if you can rise back up by doing nice things for the AGs. But if you're only here to cause trouble, you'll be beaten up. And forced to cooperate. Don't be mean to the other Players, and you won't find yourself down here.


The Story So Far:
Plot Summary:

ACT I:
It all began when the first handful of Players splashed down, with no memories of who they were. Nobody was around, and there was no scenery save for the HEXAGONAFIELD's glowing blue hexagon sky and its infinite stony plain. And, of course... the godmodder.

Initially, he didn't attack at all, merely staring the Players down. Eventually, one Player threw a rock, and thus... the war started. The godmodder summoned a meteor, a player summoned another meteor to stop it, another Player summoned an adamantium golem... things escalated rapidly, and events were set in motion.

The fight began slowly, but eventually, the godmodder lost enough health to summon his first Sealed Boss, the Sealed Zombie. The godmodder would continue to summon these bosses at various HP intervals, each boss being tougher than the last. A record of the Sealed Bosses can be found down below.

However, a few turns in, a mysterious figure showed up... a man by the name of Cloak. He was a fellow Player, and though initially rather enigmatic, due to his doubts in the abilities of the Players to succeed, he eventually opened up and shared that he, too, was with another Player group that had fought the godmodder, only to lose, resulting in everyone but Cloak having been slain. Thus, the Players learned the rather disconcerting fact: They were not the first Players to have fought the godmodder, and if they didn't fight well, they certainly wouldn't be the last.

Later on, as the fight continued, and the 250 HP sealed boss was defeated, the Players learned of something else new: The godmodder's soul orb. Alleged to be the source of his power, if the Players could find it, then perhaps they could take out a vast amount of the godmodder's power in one fell swoop! Some efforts were made to discover the Soul orb, but most were fruitless. The ever-distracting war continued.

During this period, a few new forces showed up: The first was the Soulrazer army, led by another Player named Xerath. Xerath, however, worked for the godmodder! The Players managed to defeat him, with the help of another group of three Players, who, like Xerath and Cloak, were from other Player groups that had fallen to the godmodder. It was quickly becoming apparent that the Players may not be special, but rather, the most recent in a long-list of groups to fight the godmodder. Apparently, according to the three newcomers - Jamie, Ash, and Cera - the furthest anyone they had seen fight had gotten to was the godmodder's 200-HP boss.

As the Players approached that 200-HP mark, the godmodder advanced his own goals, as well. He duped the Players multiple times into heading out and retrieving for him some of the Legendary Weapons, each part of the Set of Seven - if the godmodder could acquire all seven Legendary Weapons, then he would achieve true ultimate power - even greater than the power he had displayed already! As time went by, this impending threat spurred the Players to work ever harder to stop the godmodder from achieving this goal, as well as learn more about their own abilities.

At last, the Players hit 200 HP, and fought the Sealed Darkshard. It was a very difficult fight, but the Players proved themselves worthy, and prevailed. And it was at that exact moment - defeating what nobody before them had defeated - that they lifted the veil, and all their previously withheld memories returned to them.

They remembered that this was NOT their first time fighting the godmodder. Rather, it was their second - they had already fought him once, in the real world, on Earth, outside of the bleak HEXAGONAFIELD. And they had lost and died, to one of his Sealed bosses - the Charmzard. And then, they had ended up here - fighting the godmodder, again. Why? It was later discovered - they were inside the godmodder's soul orb. He had taken the Players very souls, simply to entrap them in a place where he could kill them more easily.

But the Players were not defeated yet. This revelation did not break them. They knew what they had to do to win: Defeat The Godmodder.

END OF ACT I

ACT II:

If Act I spanned the godmodder's first hundred HP, Act II spans the godmodder's second hundred HP.

The Players, though initially surprised, soon settled back into routine, and began to wonder: If the Charmzard had beaten them once, could it beat them again? Thankfully, the answer was no. The Players set up a brilliant plan involving the godmodder's own Legendary Weapons, and managed to avoid repeating history. From then on, the godmodder took things much more seriously.

Around this time, another plot was brewing - the Players had recently learned why Xerath, the Soulraze army commander, served the godmodder. The godmodder had, the entire time, been holding Xerath's daughter, Alice, hostage. The Players, however, had also learned that Alice was currently out of the godmodder's clutches, allegedly due to a mission the godmodder sent her on - for Alice was being forced to work for the godmodder because she thought Xerath was being held hostage!

Thanks to the Players' meddling, the information was brought to Xerath's attention, and he chose to turn on the godmodder. Though the Soulraze army was still loyal to the godmodder, Xerath engaged the godmodder in a Sealed Duel, forcing a direct confrontation. Xerath went into the duel with the full intention of dying in battle - and succeeded. But in the process, he managed to deal a lot of damage to the godmodder, and teach the other Players what happened when the godmodder killed one of them - the godmodder gains more power. The godmodder's maximum HP rose from 300 to 301 that day.

Still, the battle continued, unceasing and unstoppable. Eventually, the godmodder grew tired, and decided to make a decisive effort to end things before he passed the 100-HP threshold. So, the godmodder summoned his ultimate weapon - the Soulrazer, a monstrous entity on an entirely different power level from anything the Players could deploy. However, before the Soulrazer could completely wreck the Players and their army, another new face appeared - Alice, Xerath's daughter! She was none too happy with the godmodder for killing her father, and so also decided to fight him.

However, there was a surprise twist - Alice herself was also a godmodder! Albeit a much weaker one, having 1/30 the regular godmodder's HP. For she was the godmodder's apprentice, and had yet to receive her own Soul Orb or kill a Player. Still, though she almost died in the process, she used the Legendary Weapon she had with her, the Yoreshield, to protect the Players and herself. The Players managed to self-destruct the Soulrazer from within, and, with additional assistance from Cloak, the godmodder's ultimate weapon was defeated. The godmodder almost felt legitimately sad about it.

However, Alice had brought another Player with her - Altair, whom had previously encountered a few of the Players on his own quest to safely store the Legendary Weapons - and Altair along with Ash turned on Alice as the Soulrazer's battered corpse fell to the ground. The godmodder had already reduced her to 1 HP, and they wanted to finish her off. Alice had to this point displayed a dangerous idealism, believing she could remake the world in her own image with her godmodding powers, if only the proper godmodder was out of the way - ! Altair believed that with Alice's death, the Line of Godmodders, passing from master to apprentice who became master then passed to apprentice again - could finally end, and the godmodder the Players fought would be the last one.

And so the Players were offered a choice. Let Alice, who despite her danger, had done little but help them, go? Or kill her now, in the hopes of ending the godmodders? In the end, though there was some disagreement - the Players opted to let her go. Alice left, and Altair left as well, angered by what he believed to be poor judgement.

In the end, the fight continued, and the godmodder was reduced straight to 100 HP. But the godmodder... had no sealed boss planned. But he had to summon something, so... he summoned nothing! And reality glitched out - forcing another great power to emerge, The Deleter, a machination of a previous Player Group, threatening to end reality itself all to stop a medium-sized glitch.

The Players barely managed to squeeze through the Deleter fight, using the powers of a Gary Stu and some Aspic to seize the day. Only... once the Deleter was gone, the godmodder mysteriously disappeared as well...

END OF ACT II

INTERMISSION:

With the godmodder gone, the Players were approached by a mysterious warrior, Fenix, claiming to be from the "Federal Fraud Investigation Agency". Previously, a "Bank of Actions" had robbed the Players, and so Fenix invited them to assault the Bank of Actions with him, and reclaim what was theirs. The Players opted to split up, leaving a small number of them back on the HEXAGONAFIELD to guard their forces while the main group of Players went to the Bank of Actions.

The godmodder quickly returned to the field, and began attempting to kill the HEXAGONAFIELD Players, while the main group continued the assault on the bank. However, the Players realized something was wrong during the assault, and ultimately, the truth was revealed: The "Federal Fraud Investigation Agency" was a lie! It was all a ploy by the godmodder to get the Players to break the bank of actions vault for him! With the ruse revealed earlier than intended, the godmodder called in a particularly massive army, and used a super attack to kill all the Players.

For a moment, it seemed all was lost. But the Players awakened in a place even deeper than the HEXAGONAFIELD... the godmodder's soul prison, a place where Players are drained of their Player power, and forced to slowly watch themselves and their companions go insane and turn into Shadows, under the watchful eye of the godmodder's chosen warden, Cybil. After a long and arduous breakout, the Players rescued Xerath and Valla, two other Players who had died previously, and managed to escape back to reality!

END INTERMISSION

Act III:

Upon escaping, they were welcomed by The Peacekeepers, an army of previously-neutral extra-powerful entities, who had now chosen to join you in full against the godmodder. Quinn, the leader of the Peacekeepers, advised you to head to the Administrative Plane, an ancient console that could control all of Reality, to hopefully stop (but at least observe) the godmodder before he took control.

The Players arrived in the Administrative Plane as the Godmodder was inserting the Legendary Weapons. While the Administrative Terminal verified their integrity, he summoned two Sealed Bosses for the Players to fight, but they prevailed. Then, the Godmodder took control of the Administrative Plane (given time to load by the fight), and activated the EVACUATION DIRECTIVE. The Evacuation Directive was designed to gather all the Planes (essentially dimensions) of Reality itself into one location. However, in order to confirm the veracity of its initiator, the Planes would be transported in groups - each group only transported after the completion of a deadly and difficult trial known as a Tribulation.

The first Tribulation was a massive battle of armies. All the Godmodder's remaining loyal allies and forces gathered together to try and stop the army of Satan himself - which had teamed up with the Players out of desperation! In the struggle, Satan attempted to duel the Godmodder, but lost and was slain, allowing the Godmodder to absorb his powers. In the end, the Players beat down all the Godmodder's armies, leaving him mostly alone.

The Second Tribulation was a battle for a bridge. While the Peacekeepers, now working for the Players, held the bridge, the Players dueled an enemy called The Last Gambligant - which inadvertently ended up triggering a Reality-ending event, nearly bringing about Go An Na, an entity of pure malevolence which wanted Reality to loop forever! After a challenging fight, the Players managed to beat back Go An Na, imprisoning him forever - only to find that in the time it took them, the Godmodder had managed to cross the bridge.

The Third Tribulation had the Players trapped inside a giant Sphere - initially the Players believed the Godmodder to have escaped, but later they discovered the Godmodder was in disguise inside the whole time! They had to grow more powerful, both to beat high-level enemies which would otherwise have slain them, and to ultimately break out of the prison. That's where things currently stand.


Legendary weapons:

The godmodder's top-priority collectibles! He needs to get all seven of them for some kind of ultimate character build. But you can get them too! Landing successful attacks on the godmodder gives you a 10% chance to temporarily take one of his weapons (At least... when he's not holding the Infinileaf clover, then you can't get them at all...). Do note that the longer you hold it, the more it hurts you, so be prepared to do what you want to do with it then trade it off immediately.

Starcalibur:
The sword of speed. The blade of stars. A blade that imbues you with the sheer energy of an entire star. Not metaphorically. Literally. Equipping a weapon this powerful takes a small portion of your life force - but the stronger you are, the less that portion is. It is part of the set of the seven ultimate weapons. All who hold it can act twice as often.

Yorehammer:
The Hammer of Piercing. Whoever holds it shall gain the might of a planet. Equipping it takes a portion of your life force, but the stronger you are, the less that portion is. It is part of the set of the seven ultimate weapons. All who hold it can ignore any and all methods of protection. Attack shields, bodyguards... you simply don't have to care.

Resolute Heart:

A Heart Locket for Protection. Whoever owns it shall be warded from all negative status effects. Equipping an artifact of this power takes a portion of your life force, but the stronger you are, the less that portion is. It is part of the set of the seven ultimate weapons. All who hold it gain immunity to negative status conditions, and the ability to give that immunity to others - acting as a bypass for certain effects, or a healing charm. On the godmodder, it ensures he's protected from any method of stunning him.

Infinileaf Clover:
A clover ascended to become the ultimate luck charm. All who hold this gain the powers of luck and chance on their side, one hundred percent. All luck-based rolls will always fall in favor of whoever holds the Infinileaf Clover, and against whoever they face against. While not necessarily applying to the holder's allies or minions, nothing save Entropic Paradox Rolls or holders of the Resolute Heart are immune to the Infinileaf Clover's effects.


Mascythe:

The scythe of soul reaping. An incredibly powerful weapon, it provides two major effects. The first is the ability to attack any Player and bypass their invincibility to harm them directly, regardless of the entities guarding them. The second effect is the ability to split one's actions against three different targets, without any loss of effectiveness. This allows you to essentially triple the effectiveness of your actions, assuming you have enough targets to slay. On the godmodder, this weapon is exceedingly dangerous.

Yoreshield:
The ultimate unpiercable shield. All who hold it can defend absolutely. This shield contains two primary abilities: The first is the ultimate attack shield, and the second is the ultimate attack blocker. The ultimate attack shield surrounds a target in a defensive shield, blocking all incoming offensive actions. The target is essentially invincible while inside. The ultimate attack blocker surrounds the target in a defensive shield, except it traps the target and prevents outgoing offensive actions. While inside, the target is vulnerable, but can't fight back. One of these abilities can be used once on one target each turn, at the cost of one action. Against any one opponent, or to protect any one person, victory is certain. ...Just don't try to use the Yorehammer to break it.


Allsee Spectacles:

Grants the wearer the power of allsight. Ironically, allsight can only see one specific thing, but that thing is so crucial as to make this arguably the most powerful Legendary Weapon: the Allsee Spectacles can see Critical Soul Weaknesses. Using them and one action, their wearer can determine the Critical Soul Weakness of their opponent, and have it known only to them. However, there is one caveat: This legendary weapon has a 50% failure rate. Unless you have the Infinileaf Clover, of course!

[NOTE - the Legendary Weapons were absorbed by the Administrative Terminal, and will probably definitely no longer be relevant.]

Sealed Bosses:

The godmodder's army of Sealed Bosses has been slowly defeated by the Players. Here is every sealed boss you've discovered and defeated so far:

290 HP:
Sealed Zombie: Had the ability to convert your allies into the godmodder's allies, with zombieism - but it could be cured!
Unsealed Zombie: Gained significantly greater and faster-acting conversion powers, as well as a big boost to HP. The Players managed to kill it before the outbreak grew too great, and the converted allies went back to their proper team.

275 HP:
Sealed Snowball: Began gaining power immediately. At various power intervals, the Snowball gained more abilities. If left to grow forever, the Snowball could become unbeatable.
Unsealed Snowball: Base power and power gain immediately increased, and the power gain became exponential instead of linear. The Players barely managed to beat it before the Snowball's power level reached critical mass and it gained its ultimate ability, Regencombobulation.

250 HP:
Sealed Dainty Princess: A dainty Princess entered the field... on the Players' side? The godmodder summoned multiple assassins to take her out, and the Players were charged with protecting the princess until she decided to leave the field. The Players correctly assumed that the princess would go on a murderous rampage were she harmed. However, the Players actually managed to protect her fully, and her Unsealed form was never seen.

225 HP:
Sealed Player Thief: Grabs Players, and puts them in a mysterious "shadow realm", full of darkness and monsters. This essentially splits the Player Group into two, one trying to kill the Sealed Player Thief above while the rest try to fight back from below.
Unsealed Player Thief: Significantly increased power and Player-stealing ability. Should the Player Thief have grabbed every Player, then the godmodder would have won. However, the Players managed to kill it just in time.

200 HP:
Sealed Darkshard: No initial special abilities besides large amounts of HP and attack power. However, a Lightshard with its own sealed and unsealed abilities also appeared to help fight it.
Unsealed Darkshard: Gained multiple modes of attack, as well as massively increased HP. It slaughtered many Player-allied entities but was ultimately brought down...
True Darkshard: ...Only to reveal it had a third phase all along. It gained complete invincibility, so the only way to get rid of it was to banish it back to the mirror from whence it came. The mirror trapped it in a hallway and began pulling it in, forcing the Darkshard to try to force their way out, while the Lightshard and Players worked to keep it trapped within. The Players managed to shove it back into its mirror, defeating it properly.

175 HP:
Sealed Charmzard: Initially, it pretended to betray the godmodder and appeared as an allied entity. However, the Players had caught enough hints to see through its lie, and spent the first portion of the fight prepping for its betrayal. The Charmzard's main ability was converting enemy entities to allied ones.
Unsealed Charmzard: The Charmzard switched the alignments of every entity on the field, including the ones it previously had turned allied... or it would have, had it not been for the prep work done by the Players. Thankfully, the Charmzard was slain quickly, before too much damage was done.

150 HP:
Pre-Fight: A mysterious Player named Ray appeared and offered the Players mysterious "Multiplier orbs", which gave their allied entities immensely increased power.
Sealed Game Master: However, Ray was a traitor all along! They were always a Sealed Boss. All the Multiplier Orbs forced the entities who had used them to head into a deadly fortress, where they had to compete in nightmarish minigames or die. The Players had to work to rescue them, while also answering a series of questions from Ray (who would kill the entities if the Players answered wrong).
Unsealed Game Master: Once the entities were rescued, the Game Master continued asking questions, but also gained a massive dodge rate and a big health bar that the Players had to take down. Ultimately, Ray was defeated and his game show only made for a few casualties.

125 HP:
The Soulrazer: The godmodder decided to eschew his normal Sealed Boss to instead make the Players fight the Soulrazer, a massive entity with utterly absurd amounts of HP and attack. The Soulrazer would have finished the Players, however, Alice arrived with the Yoreshield to help before things grew too terrible. This gave the Players enough time to get inside the Soulrazer and begin destroying it from within, ultimately managing to reach the Self-destruct button at the front of the ship...
...But even that was not enough to kill it, forcing it to be hit an additional time with a special weapon brought by Cloak, thanks to CaptainNZZZ previously assisting him. Ultimately, the Players did manage to kill the Soulrazer.

100 HP:
The Deleter/The Glitch: Due to a mistake somewhere in Reality, the godmodder lacked a 100 HP boss. This caused The Glitch to appear, a mess of code that would glitch out reality! However, an ancient defense against glitches created by a past group of Players also appeared - The Deleter! It decided the best way to protect against the glitch would be to delete all of reality - Players included! The Players needed to collect Reality Cores in order to roll back the timeline and restore Reality to its proper state!

75 HP:
The Summonspitter/The Throne: The Summonspitter was originally intended to be the 125 HP boss, but as the Soulrazer displaced it, the godmodder simply waited and summoned it alongside the Throne.
Sealed Summonspitter: Summoned fairly weak entities for the godmodder.
Unsealed Summonspitter: Summoned medium-power entities for the godmodder in huge numbers, but all the entities summoned in this phase disappeared once it died.
True Summonspitter: Summoned very high-power replicas of entities the Players had previously owned in the past, to emotionally and physically harm the Players.
Sealed Throne: Levitated AG entities for a handful of turns.
Unsealed throne: Levitated AG entities very high for a long time, forcing Players to expend extra effort to bring their entities back down.
True Throne: Levitated all AG and N entities at once, meaning Players would always be vulnerable until the True Throne was killed!

50 HP: Boss not defeated yet!

25 HP: Boss not defeated yet!


Ralyx's Eternity Stasis Machine:
Ralyx has constructed an array of stasis containers, which collect dead entities. Possibly simply to collect them... and possibly to restore them. Now, it comes with a simulation that simulates Heaven, or something similar to it, for the dead entities!

(Realistically, this serves as a place to account for many of the entities that have existed through the course of this game. Mourn for the fallen here.)

AG:
Seraph: 5000/5000 HP, 2500A
C'thun's worshippers: 2000/2000 HP, restores 10000 HP to C'thun per turn
C'thun: 100000/100000 HP(takes x10 damage), 4000A (deathly touch)(paranoic stare)
Cyber Dragon: 11000/11000 (uses bide)
Bat Battalion: 8000/8000 HP, 6000A
Clockwork Spider: 11000/11000 HP(boosting Cloak's attack!)
Examon: 30000/30000 HP, 6000A, Special: Dragconic Impact(Ready in 5!)(Space attack!)
Construction drone: 8000/8000 HP (adding 20 engineers of work!)
Infinity Jaeger: 24,000/24,000 HP, 8,000A (replicombo power)
Steel balls: 12,000 HP, HP/2 A (+9,000 HP next turn!)
Guardian Knight: 7,000/7,000 HP, 5,000A(protecting Sealed Dainty Princess)
King Dedede: 15,000/15,000 HP (deals 5,000 damage to any who attack princess, bodyguarding princess)
Fall: 10,000/10,000 HP, 5,000A
Summer: 10,000/10,000 HP, 5,000A
Winter: 10,000/10,000 HP, 5,000A
Spring: 10,000/10,000 HP, 5,000A
Mass Destruction factory + 2: 12,000/12,000 HP (producing 1 weapon of mass destruction every turn!)
Anderson: 30,000/30,000 HP, 7,000 x 2A (30% dodge rate)
Volunteer Flamethrower Divison: 1,000/1,000 x 40 HP, 450 x 40A (x2 damage against bio enemies)(x0 damage against mechanical enemies)(guarding Doormaker)
Weapon of Mass Destruction: 1,200/1,200 HP x 6, +500A each(can be equipped by entities)
Travelius: 40,000/40,000 HP, 15,000A
Portal: 100% open! Summoning space engineers every turn!
Arengith the Enchanter: 25,000/25,000 HP, Buff powers (buffs allied entities!)
Shadow Tear: -25,000/0 HP (protects AGs from attacks)
BOSS: 7,001 x 6 HP, +1,500 HP x 6A (siphons HP from PG foes)(can take progress)(protected from 2 attack)
Goat: 14,000/14,000, 2,000 x 2A (Must have different targets)
Perfectly Generic Castle: 20,000/20,000 HP (protecting Space Station)
Lighthouse: 8,000/8,000 HP, 2,000A
BrutalCore: 40,000/40,000 HP, 10,000A
Cerabot: 1,000/1,000 HP(aggravating Xerath!)
Barrel of Monkeys: 7,000/7,000 HP (+1 Monkey per turn)
Monkeys: 1,000/1,000 x 2 HP, 1,500 x 2A
Polar Bear: -5,000 HP, 5,000 HP, 5,000A
Godslayer: 200,000/200,000 HP, 22,000 x 2A, Specials: Target Strike (ready in 5!), Collide (ready in 10!)(Boss)(20% dodge chance)
Wolf pack: 2,000/2,000 x 5 HP, 2,000 x 5A
Sealed Lion: 5,000/5,000 HP, 4,000A (Second phase!)
Unsealed Lion: 8,000/8,000 HP, 10,000A
Grog Strongjaw: 25,000/25,000 HP, 10,000A
Pillar-men: 35,000/35,000 HP, 10,000A(awakening more pillarmen)(protected from 4 attack)
Meta-Destroyer: 100/100 HP, 2A
Simurgh: 45,000/45,000, 13,000 x 2A (40% dodge chance)(+8,000 HP per turn)
Percival: 16,000/16,000 HP, 4,000 x 2A(protected from 1 attack)
Doot Storm: 16,000/16,000 HP, 9,000A
Sealed Lightshard: 200,000/200,000 HP, 26,000 x 2A, Specials: Glasswall(ready!)(Boss)
Lil Titan Cat: 20,000/20,000 HP, 8,000A
Unsealed Lightshard: 400,000/400,000 HP, 70,000A(Boss)(Guarding Hall of Mirrors)(-3,000 damage from all attacks)(helped by Eevee Shadow Bacon!)
Pike: 10,000/10,000 HP, +15,000A(healer!)
Indiana Jones: 10,000/10,000 HP(exploring mountain)
Sealed Charmzard: 300,000/300,000 HP, Charm! x 2A (Overpowering poison, -45,000 HP/turn!)(Boss)
Lament the Technician: 20,000/20,000 HP (worth 30 space engineers)(AI building ability), Architect(upgrades rooms)
Mazin Emperor G: 10,000/10,000 HP, 2,500A
Pancake Sharpener: 20,000/20,000 HP, 9,000A (syrup tank: 2 charges)
Mir Festum: 50,000/50,000 HP, 15,000A
Mazinger Zero: 50,000/50,000 HP, 3,000 x 5A(speed boost)
Space Station(25% dodge rate)(protective runes, godmodder can't see inside)(secondary guns: 6,000A)
Super Laser: Can unleash 45,000 damage support attack(ready in 4!)
Very Large Room: Empty COMPTia shell
Digital portal: 39% complete(cost: 40)
Eeveelutionary Eevee: 90,000/90,000 HP, 22,500A, Special: All-Element Burst, ready in 3! (can use Special and regular attack)(water immunity)(10% dodge chance)
K.I.N.G II: 100,000/100,000 HP, +3 random unit/turn (Retroactive Rook Defense Switch)
Flag-Bearer: 60,000/60,000 HP(Hope-raiser)(+2,000 HP to all AGs/turn)
Aquarius: 70,000/70,000 HP, 20,000A(can't attack flying!)
Pirahna mech: 25,000/25,000 HP, 5,000A
The Ettin: 100% cloak of darkness, 12,000 x 2A (cloak of darkness damaged by light, dies instantly to light-based attacks at 0% cloak)(protected from 1 light/attack)
Water Defense Network: 94,100 HP, destroys x% water where x is .01% of HP (+20% HP/turn)
Diclonius: 30,000/30,000 HP, 10,000A
Festum: 41,000/41,000 HP, 14,000A(+10 bonus to Will Saves)(protected from 1 attack)
Hurtsharks: 10,000 x 2 HP, 8,000 x 2A(protected from 1 attack)
Soulrazer Reaper: 1/1 HP, 100,000A (Immune to damage from [SR] aligned entities)
RedTornado: 20,000/20,000 HP, 5,000A
Eye of Cthulu: 40,000/40,000 HP, 10,000A
Cyborg: 50,000/50,000 HP, 15,000A
Queens: 75,000 x 3 HP, 50,000 x 3A
Alice Protectorbot: 160,000/160,000 HP (guarding Alice)
Mini Festums: 10,000 x 9 HP, 3,000 x 9A
Iku: 50,000/50,000 HP, 9,000 x 2A (25% dodge rate)
Ultilaser: 1,000,000/1,000,000 HP, 10,000,000A (needs to be fully charged to fire!)(self-destructs upon successful attack)(1 teleport emergency)
Charge: |||||||||||||||||||| 100%
Hamster Wheels: Slot 1: Runner (+2% power/turn), Slot 2: The Flash(+1% power/turn, Slot 3: Scout(+1% power/turn) (generates power if entities are ordered to run on them)
The Vanguard: 60,000/60,000 HP, 30,000A
The Designator: 52,000/52,000 HP, can designate an enemy to make all attacks to them deal +40% damage! (protected by The Vanguard)
The Linebreaker: 40,000/40,000 HP, 1,000A (hits all units in a horde-type unit)(protected by Heavy AFVs)
Factory: 50,000/50,000, currently producing: Heavy AFVs, +1/turn! (production options: Shield pods, Surveillance Drones, Heavy AFVs, other 1-time projects)(Neosteel Foundry boost)
Screeners: 12,000 x 2 HP, +4 shields/4 turns (activates in 3!)
Battlecruiser: 20,000 HP, 10,000A(contributing +1 SCV)
Heavy AFVs: 4,000 x 10 HP, 2,000 x 10A (-1,000 damage from all attacks)
The Machine: 100,000/100,000 HP, 4 x 20,000A (+1 attack in 4!)(35% dodge chance)
Matrim Cauthon: 90,000/90,000 HP, 28,000A (-2,000 damage from all attacks)
Festum Base: 112,000 HP, 3,000A (can guard Festums) (+2,000 current/max HP/turn)(Festum generator: 42% complete)(+3%/turn)
Scarlet Prince: 70,000/70,000 HP, 20,000A (-3,000 damage from all attacks)(+4,000 HP per turn)
Lightning Cannon: 100,000/100,000 HP, 100,000A, 99% charged, about to fire! +33% charge/turn, self-destructs upon fire! (aiming at Kerrigan, godmodder, Factions Base)
Anti-Hunter: 10,000 HP, +2,500A
Stalwart Knight: 40,000/40,000 HP, 10,000A
Rage Angel: 40,000/40,000 HP, 2,500A (quick-bodyguarding capabilities)
Living Junkyard: 20,000/20,000 HP, 5,000A (has Mind)
Player Killer: 350,000/350,000 HP, Slice! x 4A (extra damage against Players!)(Will target True Throne, Peasant Pummeler)
Gundam Demolisher: 60,000/60,000 HP, 7,500 x 2A
Gwyn: 28,000/28,000 HP, 35,000A (86% dodge rate)(fire-based attack)(+1,000 HP/turn)
The Sapper: 150,000/150,000 HP (can build new simple structures)(building landmines around Fortress, done in 3!)
Edgardo: 75,000/75,000 HP, 13 SP (A S/B/D ignorant)(each SP worth 7,000A, all used on command)(+1 SP/turn)
Dave: 120,000/120,000 HP, 10,000 x 2A
Argus: 70,000/70,000 HP (guarding Janus)(+1 attack shield/turn)(10% dodge rate)
Sushi: 200,000 HP, 30,000A (protected from 2 attack)
God-Elite Blazes: 50,000 x 100 HP, 10,000 x 100A
Elite Wither Skeletons: 50,000 x 5 HP, 50,000 x 5A(gooped, -3,000,000 HP/turn for 3 more turns)
God-Elite Wither Skeletons: 500,000 x 5 HP, 500,000 x 5A(gooped, -3,000,000 HP/turn for 3 more turns)
Argus: 4,000,000 HP, 250,000 x 3A (Guard Dog, counterattacks attackers)
Conscript Facility: 300,000 HP (+10 Red Army Soldiers/turn)
Red Army Soldiers: 10,000 x 100 HP, 5,000 x 100A (max: 100)
Forward Operating Base: 2,000,000 HP (Resources totally exhausted! Still good as a bunker)
Fortress: 2,000,000 HP (2 Mines - next attackers take 200,000 damage)
Healbot Mk.1: 600,000/600,000 HP, +500,000A (inside Fortress)
Shield buns: 60,000 x 30 HP (20% dodge rate)(+10/turn)
Scoville Reaver: 1,000,000/1,000,000 HP, 600,000A (A S/B/D ignorant)(+100,000 HP/turn)(conversion resistance)
Red Army Engineers+1: 100,000 x 20 HP (can build or double the attack of whichever combat entity they choose to assist)
Shield Battery: 300,000 HP (can shield up to 2 entities for +500,000 HP, shielding lost if Shield Battery dies)(originally JOEbob's)
Engineering depot: 400,000 x 2HP (Materials exhausted - still useful as a shield!)
Airfield: 400,000 x 1HP (Materials exhausted - still useful as a shield!)
Elite Pigmen: 10,000 x 10 HP, 5,000 x 10A
Ordnance cruiser: 250,000 x 10 HP, 250,000 x 10A(can attack or heal)
Janus: 2,500,000/3,500,000 HP, Unlock Ability x 2!A
Elite Ghasts: 5,000 x 25 HP, 10,000 x 25A (A S/B/D ignorant)
Overseer: 500,000 x 5 HP (As long as at least 1 Overlord is alive, refills Attack/Constructor drones to 1,000/4,000 each turn, if they're below that)
Constructor drone: 5,000 x 1,000 HP + 4,000,000 HP (Doubles the number of units in a group once per turn!)
[AG]Psychic Overlord II: 0/11,500,000 HP, 19,500,000A, Special: Gain Ability: 2/2 (When killed, stays alive for one turn, and gets x15 damage)(+400,000 HP/turn)(weak mind powers)(Boss)
Panzers: 200,000 x 10 HP, 80,000 x 10A

PG:
Techmarines: 300/300 x 10 HP, 200 x 10A
Dwarven engineers: 10/10 x 10 HP(builds stuff!)
Link A: 25000/25000 HP, 5000A
Mo◘s◘rosi♣y: 2500○/25000 HP, 7000 + randomA
Sealed Snowball: 40000/40000 HP, 5000A, 10 Power (Abilities: Resistance(-1000 all damage))(BOSS)
Hive Tombships: 7000/7000 x 2 HP, 3000 x 2A
Cute Puppy(RIP)
Red Eyes Ultimate Dragon: 10000/10000 HP, 5000A (attached to blue eyes ultimate dragon)
Unsealed Snowball: 150000/150000 HP, 11000 x 3A, Special: Avalanche(ready in 2!), 134 Power (Abilities: Resistance II(-2000 all damage), HP + 30000, Regen + 3000, Attack + 4000, Attacks + 2, Flame Immunity, Froststrike I)(BOSS)(Snowball melting machine, -7000 HP per turn!)
Deathclaw: 13000/13000 HP, 7000A
Blue Eyes Ultimate Dragon: 70000/70000 HP, 5000A (BERSERK MODE)
Digestion Entity: 15,000/15,000 HP, 6,000A
Fake Captain.cat: 75,000/75,000 HP(Misguides army men)
Armor Crusher: 27,000/500,000 HP, 15,000 x 3A
Leviathan: 30,000/30,000 HP, 7,000A, Special: Tidal Wave(ready in 4!)
Sealed Assassin - Speed: 40,000/40,000 HP, 5,000 x 2A (Boss)
Rapidfire Machine Gun: 35,000/35,000 HP, 500 x 10A
Unsealed Assassin - Speed: 70,000/70,000 HP, 5,000 x 3A, Special: x6 Knife Insanity(ready in 3!) (Boss)
Sealed Assassin - Dagger: 50,000/50,000 HP, 7,000A, Special: Penetrating Strike(ready in 4!)(Poison strike)
Sealed Assassin - Power: 65,000/65,000 HP, 20,000A (Boss)
Unsealed Assassin - Dagger: 100,000/100,000 HP, 6,000 x 2A, Special: Penetrating Throw(ready in 4!) (Poison strike) (Boss)
BOULDER: 28,620/100,000 HP, 2,000 x 2A(hits one PG and one AG/N entity each attack)
Unsealed Assassin - Power: 120,000/120,000 HP, 40,000A, Special: Crushing Blow(Ready in 2!) (Boss)
Uberdog: Playfulness level: Placated (one-hit-kill attack)(Well-groomed)
Doctor: 20,000/20,000 HP, +8,000A
Sealed Player Thief: 150,000/150,000 HP, 10,000A + x1 Player Steal (Boss)(-3,000 damage from all attacks)(King of the Hill)
Large shadow Beacon: 50,000/50,000 HP
Unsealed Player Thief: 250,000/250,000 HP, 15,000A + x3 Player Steal (Boss)(-1,000 damage from all attacks)(+30,000 HP every turn)(has King of the Hill)(small amount slowed)(-4,000 HP per turn)
Evil Healers: 12,000 x 3HP, +2,500 x 3A (siphon HP from AG forces, attack boosted by Law of Benevolence!)
Snake Barrel: 15,000/15,000 HP(+1 snake per turn!)
Snake Charmer: 25,000/25,000 HP(charming Barrel of Snakes!)
Snake: 2,000/2,000 x 2 HP, 1,500 x 2A
Generic Entity: 25,000/25,000 HP, 10,000A
Anti-Aircraft Turret: 250,000/250,000 HP, 3,000 x 10A (Turned awayways, x15 damage firing away from entities!)
Foodie: 600,000/600,000 HP, 160,000A, Special: Dinner's Ready(ready in 3!)(30% dodge rate)(-17,000 HP per turn!)(-2,000 damage from all attacks!)(Attack S/B/D ignorant!)(+15% accuracy)
F!Dittomodder: 194/300 HP
Polar Express: -100,000/0 HP, 100,000/100,000 HP, 10,000 x 2A (both HP bars take damage at the same time)(bar recharge)
God Charizard: 40,000/40,000 HP, 12,000A
Unsealed Darkshard: 1,000,000/1,000,000 HP, 35,000 x 4A, Modes: R(switching in 1!), FA(switching in 3!), Specials: Glass storm(ready in 1!)(Boss)(Attacking gives Bad Luck)(Attack S/B/D ignorant)(can't 1-hit-KO)
Lugia EX: 35,000/35,000 HP, 20,000A
True Darkshard: -----/----- HP, 30,000 x 5A, Modes: FA(switching in 1!), P(switching in 3!)(Boss)(Trapped in Hall of Mirrors)(King of the Hill - takes x2 damage from entities, gets double actions)
Godmod Infestor: 60,000/60,000 HP (mind controlling all Zerg units)(hiding behind all Zerg units)
Cyberdemon PG Hacker: Master Hacker! 100,000/100,000 CyberHP (being harassed by Cyberangel White hat Hacker, slowed down!)(reality repossession, -4,000 HP per turn!)
Arceus: 60,000/60,000 HP, 15,000 x 2A (toxic, -4,000 HP/turn)
Level 1 Donphan: 10/10 HP, 1A (Moves: Endeavor, Quick Attack)(Ability: Sturdy)(Item: Shell Bell)
CHAD: 5,000/5,000 HP(flight abilities)
Timothy: 20,000/20,000 HP (builder)
Unsealed Charmzard: 800,000/800,000 HP, Using all energy to maintain The Great Switch! Guard Chain: Scarlet Prince -> Flag-Bearer -> The Apex ->
Bobby the Epic Explorer: 300,000/300,000 HP, explores stuff really quickly!
Druidic Healer: 400,000/400,000 HP, +60,000A
Fishery: 200,000/200,000 HP, FishingA (gets stronger with more water! Current buffs: +30,000 HP/turn, -2,000 damage from all attacks)
Ray, Sealed Game Master: 1,000/1,000 HP, 999,999A (controlling Tournament of Doom!)(Boss)
Attack Shield Obliterator Turret: 100,000/100,000 HP, -1 x 10A (-3,000 HP per turn)
Attack Shield Obliterator Turret: 100,000/100,000 HP, -1 x 6A (-3,000 HP per turn)(-3 attacks, full of concrete!)
Ray, Unsealed Game Master: 200,000/200,000 HP, 99,999 x 5A (controlling Tournament of Doom!)(Boss)(86% dodge rate)(150% accuracy)
Fishery V2.0: 500,000/500,000 HP, FishingA (strengthened by water, current buffs: -7,000 damage from all attacks, +60,000 HP/turn)(Fish Weaponry: 70% research)(being sabotaged)
Robberbot Commander: 300,000/300,000 HP, 20,000 x 3A (unleashing ultimate robbery steal in 5!)
Robberbots: 10,000 x 10 HP, 5,000 x 10A
KING VIRUS: 100,000/100,000 HP, Virus!A
Eaty, Team Pet: 130,000/130,000 HP, 40,000A (eating MooGoestheCow, done in 2!)
Planetary Assault Commander: 50,000/50,000 HP, 30,000A (conflicting loyalties! Immobilized!)
Demonic Assault Commander: 400,000/400,000 HP, 40,000 x 4A, Special: Tri-Room Bombardment, ready in 1! (Motivator - doubles stats of Demonic Assault Squadron)
Giant goomba: 70,000/70,000 HP, 25,000A
DeathThief: 300,000/300,000 HP, Revive!A (revives dead entities)
Demonic Assault Commander: 200,000/200,000 HP, 40,000 x 4A, Special: Tri-Room Bombardment, ready in 1! (Motivator - doubles stats of Demonic Assault Squadron)(designated - +40% damage received!)
Unit Production Factory: 400,000/400,000 HP, +3 units/turn!
Rock Monster: 200,000/200,000 HP, 70,000 x 5A
Units: 15,000 x 6 HP, 10,000 x 6A
Demonic Assault Squadron: 35,000 x 10, 30,000 x 10A
TNT Cannon: 80,000 HP, 40,000A
Minecraft Corruption: 1,000 x 500 HP (+30 blocks/turn!)(Griefer: -5 blocks/turn!)(Can make various structures out of blocks)
Angel Engineer: 100,000/100,000 HP, construction!A
Tri-Team C: 175,000/175,000 HP, 60,000A (x2 attack as long as A is alive)(x2 attack as long as B is alive)
Tri-Team A: 200,000/200,000 HP, 20,000 x 2A (x2 HP as long as B is alive)
Tri-Team B: 100,000/100,000 HP, 5,000 x 2A (30% dodge rate)
Hunterbot: 100,000/100,000 HP, one-shot!A (A S/B/D ignorant)(needs time to profile victims)(Portal - warping: 46% dodge rate)(carrying Fred's cage)(burning, -5,000 HP per turn!)(reverse attack redirector)
Factions base: 200,000 HP (contains diamonds)
Giant Wall: 1,000,000/1,000,000 HP (falling towards AG forces, landing in 3.3!)
Huntedbot: 100,000/100,000 HP, Waste! x 3A (42% dodge rate)
Level 230 Elite Soldier Mythic-Tier: 6,000,000/6,000,000 HP, 650,000 x 4A, Special: Attack All: 0/2
Latula, Leader of the Federal Fraud Investigation Agency: 800,000/800,000 HP, 25,000 x 10A, Special: Double Up: 0/1 (protected from 100 attack)(boss)
Sporegunner: 40,000 HP, 20,000A
Sealed Throne: 500,000/500,000 HP, Levitatex2!A (Boss)(Guarding Sealed Summonspitter!)
Stunlocker: 50,000/50,000 HP, Stun!x2A (stunned for one turn!)
Genericspawn: 55,000/55,000 HP, 20,000 x 2A
Hollow Knight: 300,000/300,000 HP, 40,000 x 2A (-30,000 HP per turn)
Sealed Summonspitter: 300,000/300,000 HP, Summon!A (Boss)(guarding True Throne!)
The Hill: 10/10 HP, 1A
Soothslayer: 70,000/70,000 HP, 30,000A
Orange Slime: 100,000/100,000 HP, 10,000A, Special: Gloop: 1/2
Peasant Pummeler: 500,000/500,000 HP, 10,000 x 10A (attacks Peasants!)(5 attacks saved!)
Unsealed Summonspitter: 800,000/800,000 HP, Mass-Summon!A (Boss)(guarding True Throne!)
True Summonspitter: 1,500,000/1,500,000 HP, Copy-summon!A (Boss)
True Throne: 3,000,000/3,000,000 HP, inflicts auto-levitation while alive, Special: Crush: 4/5 (Boss)(-161,000 HP/turn)

C'thun: 6,500,000 HP, 400,000A (Deathly touch)(Paranoic stare)
Brutalcore: 400,000/400,000 HP, 300,000A (stunned this turn)
Disco's Murderer: 1,000,000/1,000,000 HP, 25%MaxHP x 3!A (10% dodge rate)(A S/B/D ignorant)(miniboss)(-20,000 damage from all attacks)(Immune to attacks from armies)(definitely a snake)
Insane Iteration Station: 10,000,000 x 3 HP, 500,000 x 3A (iterated too much)
Nemesis: 60,000,000 HP, 5,000,000 x 7A (Elite)(Army)(tri-shield buster)
Minecraft Player: 14,650,000 HP, 2,000,000 x 4A(tri-shield buster)(Army)
Fortnite Player: 650,000 HP, Build!A (Army)
Sealed Tank: 1,000,000,000 HP (projecting Godmodder protection field)(Boss)
Red Scare: 16,650,000 HP, 4,000,000 x 3A (tri-shield buster)(Army)
Nightmare: 16,650,000 HP, Stasis x2!A (A S/B/D ignorant)(Army)
E3 Heckler: 4,000,000 HP, Heckle x 2!A (heckle 50/50 either makes entities kill themselves or get debuffed)(A/S/B/D ignorant)(Army)
☺: 20,000,000 HP, 5,000,000 x 2A (Tri-shield buster)(Army)
New Soulrazer Killer Ship: 2,700,000 HP (reduces New Soulrazer charge by 50% in 1!)
Distraction: 4,000,000 HP, Distract!x3A (A S/B/D ignorant)
TooCoolkid: 50,000,000 HP, 4,000,000 x 4A, Special: Go Back: 0/2 (Tri-Shield buster)(Elite)(Army)
Entity Z: 20,000,000 HP, 6,000,000 x 2A (Tri-shield buster)(Army)
Unsealed Tank: 10,000,000,000,000 HP (projecting Godmodder protection field)(Boss)
Simplicity: 3,800,000 HP, 3,000,000 x 3A (Tri-shield buster)(Army)
Attack Shield Obliterator: 10,000,000 HP, 0 x 30A (Tri-shield buster)(Army)(stunned for 1 turn!)
Fruit Ninja: 14,150,000 HP, 2,000,000 x 10A (30% dodge rate)(Elite)(A S/B/D ignorant)(Army)
X-Creeper V1: 11,000,000 HP, Self-Destruct!A (will increase Godmodder's distance by 5% in 2!)
Empty space where a TF2 teammate would've been: 1/1 HP (Army)
Breather: 11,000,000 HP, 1,000,000A (Tri-Shield Buster)(Army)
Doubler: 4,000,000 HP, 3,000,000A (Multiplies self each turn)(Tri-Shield Buster)(Army)
Regular Man: 30,000,000 HP, 3,000,000 x 3A (Tri-Shield Buster)(Army)
Turretman: 800,000 HP, 1,000,000A + DeployTurret!A (Tri-shield buster)(Army)
X-Creeper V2: 13,000,000 HP, increasing distance by 6% in 2!
X-Creeper V2: 25,500,000 HP, increasing distance by 6% in 2!
Pro EMT: 1,800,000 HP, Full Heal!A (Army)
Bob the Builder: 12,500,000 HP, Build!A (Army)(Elite)
The 30 million damage laser: 18,000,000 HP, Special: 30 million damage laser: 0/1 (A S/B/D ignorant)(Army)(Subversion immunity)
Nabbit: 1,500,000 HP, Steal!A (Steals items from Player Inventory)(60% dodge rate)(Tri-Shield Buster)(Army)
Jimbo: 26,500,000 HP, 2,000,000 x 3A (Tri-Shield Buster)(Army)
G: 500,000 HP, 3,000,000 x 3A (Tri-Shield Buster)(Army)
Breath of the Wild Game Cartridge: 17,500,000 HP, 4,000,000 x 2A (Tri-Shield Buster)(Army)
Thinking of 50 Entity names is really hard, and the Godmodder only has so many ideas: 8,500,000 HP, 5,000,000 x 2A (Tri-Shield Buster)(Army)(50% recruited)
Dark Shark: 3,500,000 HP, DragDown!A (Drags an entity down, killing it instantly if it has less than 5M HP, doing nothing otherwise)(A S/B/D ignorant)(Army)
Shield Hero: 40,000,000 HP, +Attack Shield x 20!A(Tri-Shield Buster)(Army)
The Second: 30,500,000 HP, 4,000,000 x 2A(Tri-Shield Buster)(Army)
Hiring Agent: 30,000,000 HP, Hire!A (Tri-Shield Buster)(Army)
PG Hacker V12.3: 29,200,000 HP, Hack!A (hack converts allies to PG side)(Elite)(Tri-Shield Buster)(Army)
The Third: 50,000,000 HP, 5,000,000 x 3A(Tri-Shield Buster)(Army)
Sucker: -20,000,000 HP, 3,000,000 x 3A (no max HP)(Tri-Shield Buster)(Army)
Karen: 100,000 HP, AskForManager!A (Asking for a Manager has a 59/27/14 chance of buffing/debuffing/instakilling target)(A S/B/D ignorant)
Undertale Fanbase: 100 x 50,000 HP, Toxic! x 3A (Tri-Shield Buster)(Army)
The Buffmaster: 1,500,000 HP, Buffx3!A (Elite)(Tri-Shield Buster)(Army)
Truck Driver: 4,500,000 HP, RunOver!A (running on 1 hour of sleep, instantly kills targets but 40% chance of missing)(Tri-Shield Buster)(Army)
Gamer Girl: 1,500,000 HP, 4,000,000 x 6A (Elite)(Tri-Shield Buster)(Army)
Legendary Hero: 5,000,000 HP, 2,000,000 x 2A (Tri-Shield Buster)
Samurai: 79,000,000 HP, 3,000,000 x 3A (Commits seppuku at less than 80M HP)(25% dodge rate)(Tri-Shield Buster)(Army)
Station Attendant: 6,500,000 HP, Special: ???: 1/2(Tri-Shield Buster)(Army)
Final Boss: 49,750,000 HP, 10,000,000 x 10A (Boss)(Immune to attacks with more than 1B damage/1,000 CP worth of power)(Tri-Shield-Buster)(Army)
The First: 3,200,000 HP, 3,000,000A(Tri-Shield Buster)(Army)(stunned for 1!)
Giant Memer Crowd: 60,000,000 HP, 1,000,000A (Thinks AG Army is Area 51, wants to storm Area 51)(Tri-Shield Buster)(Army)
God-Tier Anti-Hero: 6,450,000 HP, 4,500,000 x 5A, Morality: |||||| (God-Tier, revives if killed without full white or black morality - change morality to kill!)(Elite)(Tri-Shield Buster)(Army)
Jeff the Serial Killer: 1,000,000 HP, 100%-of-max-HP x 3!A (Elite)(Tri-Shield-Buster)(Army)
Sense of Impending Doom: 70,000,000 HP, Evolve!A (takes 50% HP damage from New Soulrazer Targeted Strike)(Elite)(Tri-Shield-Buster)(Army)
The Trainee: 30,000,000 HP, 2,000,000 x 2A (Stats double every turn)(restores self to full HP every turn)(Elite)(Tri-Shield-Buster)(Army)
Big Laser Damage Blocker: 9,995,000,000 HP (automatically body-blocks attacks that deal 1B+ damage)(Immutable)(Status-Effect-Immune)(Army)(Dies when last [PG] entity alive)(taint-slapped)(Nabbit)

PG-2:
Jagen Factory: 60,000/60,000 HP, +1 Jagen/turn (protected from 2 attack)
Fabricated supreme slammer: 50,000 x 5 HP, 30,000 x 5A
Chargebot: 200,000/200,000 HP, Super-attack level 1: 0% energy (needs sacrifices to charge)


SR:
Soulraze Elite: 30,000/30,000 HP, 10,000A, Special: Dual Stab (ready in 2!)
Soulraze Elite: 30,000/30,000 HP, 10,000A, Special: Dual Stab (ready!)
Shield Generator: 50,000/50,000 HP (-1,000 damage taken to all Soulraze-aligned units!)
Barracks: 40,000/40,000 HP (+10 guards and footsoldiers per turn!)
Barracks: 40,000/40,000 HP (+10 guards and footsoldiers per turn!)
Soulraze Lieutenant: 100,000/100,000 HP, 19,000A (x1.2 attack to all Soulraze forces)
Soulraze Elite: 30,000/30,000 HP, 10,000A, Special: Dual Stab (ready!)
Airdrop Starship: 100,000/100,000 HP, 12,000 x 2A (+5 footsoldiers and guards per turn)(-3,000 HP per turn, Rust Mother attack!)
Soulraze Headquarters: 100,000/100,000 HP (+25 builders each turn)(Thresher Maw, -8,000 HP each turn)
Soulraze Guard: 3,000 x 200 HP, 250 x 200A (not currently protecting anyone - getting in the way of all AG attacks!)
Soulraze Foot Soldiers: 1,000 x 200 HP, 1,000 x 200A
Elite Soulraze Submarine: 150,000/150,000 HP, 30,000 x 2A, Special: Reverse Depth Charge(ready in 2!), Submergence level: Beached!(0% dodge rate!)(mines - suppress reverse depth charges, -20,000 HP every time submarine rises!)
Guardbot Commander B: 250,000/250,000 HP, 60,000A
Guardbot Commander C: 125,000/125,000 HP, 7,000 x 5A (5% dodge chance)
Guardbot Commander E: 70,000/70,000 HP, 30,000 x 3A (guarding Energy Crystal)
Guardbot Commander F: 120,000/120,000 HP, 0 x 5A + 20,000 x 3A (guarding Energy Crystal)
Murderer Generator: +1 random "Murderer" bots each turn!
Scarlet Prince Murderer: 100,000/100,000 HP, 15,000A (x100 damage against Scarlet Prince)(A S/B/D ignorant)(room trapper)
LIVE Space Station Murderer: 100,000/100,000 HP, 5,000 x 3A (x100 damage against LIVE Space Station)(A S/B/D ignorant)(room trapper)
Kyleruler Murderer: 100,000/100,000 HP, 15,000A (x100 damage against Kyleruler)(A S/B/D ignorant)
Legendary Weapon Thiefbot: 100,000/100,000 HP, Steal!A (Yorehammer - Penetrates defenses)(transferring Yorehammer to godmodder, done in 1!)(defended by LifeThief MKIII)
Starcraft Army Murderer: 100,000/100,000 HP, 1,000 x 15A (x100 damage against Starcraft Army)(A S/B/D ignorant)(room trapper)
LifeThief MKIII: 1,000,000/1,000,000 HP, 50,000 x 4A, Special: Absorb, ready in 2! (guarding Central Control Panel, Thiefbot)(miniboss)(-3% accuracy)
Hexagonashield generator: 10,000/10,000HP (+3 1,000 HP shard shields/turn)(current target: None)
Shield Generator x 2: +2 attack shield to JOEbob's entities/1 of Srovy's entities in 0! - dies when JOEbob runs out of entities (currently 0 shields)
Overhealer: +2,000 overhealing HP to one of JOEbob's entities/turn - dies when JOEbob runs out of entities(current target: Seed)
THE SOULRAZER: 30,000,000/30,000,000 HP (Boss)(Extreme status effect resistance)(Massive)(-30,000 HP/turn)
Weaponry Arsenal:
Main cannon: 1,000,000A (A S/B/D ignorant!)(recharging!)
Anti-Player buckshot cannons: 3,000 x 50A(effective against Players!)
Concentrated lasers: 100,000 x 3A
Fleet summoner: +5 Soul Reapers/turn!
Soul Reapers: 20,000 x 35, 20,000 x 35A
Swarm Soldiers: 45,000 x 75 HP, Swarm! x 75A (can "swarm" Players in groups of 10, occupying their actions)
Elite Dropship: 400,000 HP (doubles number of Swarm Soldiers each turn!)(stunned for 1 more turn!)
Medic Unit: 5,000 x 50 HP, +40,000 x 50A
Anti-Player Movable Auto-turret: 80,000 x 3 HP, Tri-shot x 15!A (boost to damage against Players)

N:
Summon beacon: 10000/10000 HP (damaged! Summoning ??? in 3!)
HarVester: 55000/55000 HP
Glitch Remover Array: 50000/50000 HP, removes glitches (needs a target!)
Exalted Hive Knights: 1000/1000 x 3 HP, 1000 x 3A
Oryx: 12000/12000 HP, 6000A
Tarantula turrets: 3000/3000 x 2 HP, 2500 x 2 A(bodyguarding Chuckles!)
Chuckles: 7,000/7,000 HP(bodyguarding army!)(2 attack shield + 1 healchantment)(resistance: -500 damage from every attack taken)(25% dodge rate)
Yogg-Saron: 35,000/35,000 HP, 14,000A
Laser Raptor: 7,000/7,000 HP, 4,000A + laserboom debuff
ORYX!: 14,000/14,000 HP, 7,000A
Tower of Pain: 30,000/30,000 HP (lying dormant)
Rust Mother: 10,000/20,000 HP, 100 x 100A
Wall: 26,000 HP(+1000 HP per turn)(protecting all entities)(50% dodge rate)(-1,000 all damage taken)(thorny: 1000 damage to all attackers)
Techmarines: 300/300 HP x 10, 200 x 10A
Custom M1 Abrams: 20,000/20,000 HP, 9,000 x 2A (500 damage resistance)
Thunderhawks: 1,000/1,000 HP x 2, 1,000 x 2A(defending eagle spawner)
Eagles: 1,000/1,000 x 27 HP, 500 x 27A
Undead warriors: 300/300 HP x 15, 300 x 15A(guarding crypt of the ancients!)(guarding weak skeletons)
Weak skeletons: 100/100 x 46 HP, 250 x 46A(guarding eagles)
Mason Guard: 2,000 x 2 HP (+1,000 HP to all in 2!)
True Masons: 1,500 x 1 HP, +2,000 HP building x 1
Mason barracks: 9,000/10,000 HP (under construction, complete at full HP)
Doormaker: 25,000/25,000 HP (opens/keeps open portals)(portal-shielding Scarlet Prince)
Darshelenas Sunbreaker: 80,000/80,000 HP
Lucky Number Seven: 15,000/15,000 HP (luck powers)
Frosty the Stabman: 16,000/16,000 HP, 6,000A (inflicts chilled!)(1 attack piercer)
Salt Machine: 10,000/10,000 HP (cures one Player of Bad Luck each turn)
Stone Loibster: 24,000/24,000 HP (+2,000 maximum/current HP/turn)
Spalthos: 10,000/10,000 HP, 2,500A, 5,000 Shield HP (has dojo, can train Players)
UM master: 10,000/10,000 HP (teaching young'uns)
UM initiates: 5,000/5,000 x 2 HP
TF2 Zoo (Flashy)(Defended)
Weather Spire: 10,000/10,000 HP (holding extracted water - tank 70% full)
Epilepsy Inducing Strobe Light: 18,000/18,000 HP, -20% accuracy attack, 20% chance to charge the shield generator
The Evolver: 30,000/30,000 HP (evolves in 1!)(2 attack deflectors!)
Critical Whale: 30,000/30,000 HP, 7,500A(slight permanent attack reduction)
Eagle Spawner: 20,000/20,000 HP(summons an Eagle every turn)
Bank Roboguards: 5,000 x 4 HP, 3,000 x 4A
Bank of Actions: 500,000/500,000 HP(provide useful action services)(current deposits: Two_Eternities: 18.07, Captain.cat: 4.68, ThatRandomGuy: 61.08, MooGoestheCow: 6.39, Daskter: 14.32, That(Other)OtherGuy: 3.5)(Must defend for 1!)(protected from 1 attack)
Weak skeletons: 500 x 56 HP, 500 x 56A
Crypt of the Ancients: 55,000/55,000 HP(helps summon Undead units, summons four weak skeletons(500 HP, 500A) each turn)(protected by weak skeletons)
Guardbot Generator Generator Generator: +1 Guardbot generator generators each turn! (75% removed!)(disabled while being removed)
Somno: 35,000/35,000 HP (Third Eye down - can't use psychic powers!)(can do generic actions)(becoming a better builder, done in 1!)
Bank of Actions: 215,000/500,000 HP, Dirt remaining: 100%, Dust remaining: 100%, Bedbug infestation remaining: 100%(x1.35 bedbugs each turn)
Dragonforce: 26,000/26,000 HP, +8,000 to one of an ally's attacks each turn!
Shield generator: 28,000 HP(+1 attack shield to army per turn)
Venus Flytrap: 150,000/150,000 HP, 40,000A (very hungry - will eat anything nearby!)
Cult Worker Army(Drone tool factory)(possesses one multiplier orb)(Big B&B)
Light Crystal: 30,000/30,000 HP(heals every CaptainNZZZ entity for 4,000 HP each turn)
Casino Ticket Canary: 50,000/50,000 HP, 7,000 + major stat reduceA (permanently upgrades with tickets!)
Warp Jammer: 36,000 HP + 100% defensive shield(+25% shield/turn, can't be one-shot) (preventing more Protoss from warping in)(secret feature activating in 1!)
Slots Machine: 100,000/100,000 HP, Special: High Roller(ready!)(Lucky Counter - roll slots when attacked)(Blue/Red slot options: Roll with only numbers 1-4/5-8)
Mysterious Tower: 60,000/60,000 HP(zombie immunity)
Shipyard II+1: 150,000/150,000 HP
Little red: 1,000 HP, 90% grown (Growing, +30% growth/turn)
The blocks: 200 x 15 HP (+3 blocks/turn)
The Very Dangerous Entity that should Definitely Not be Allowed to Evolve: 200,000/200,000 HP (evolving in 1!)
The Alchemiter: 100,000/100,000 HP (+4,000 HP/turn)
Kingbun, for winkins, no traps: 40,000/40,000 HP, +1 Engineerbun/turn
Auto-turret: 30,000/30,000 HP (kills 65 Minecraft enemies each turn!)(40% dodge rate)
Devolver: 50,000/50,000 HP, 10,000A (devolves in 2!)(guarding all)
Builder Builder: 200,000/200,000(+1 Builder per turn)

ANTI-X:
[ANTI-V]Skeletal Warrior: 10,000/10,000 HP, 3,000 x 2A
[ANTI-SR]Anti-Soulraze Builder Turret: 15,000/15,000 HP, 8,000A
[ANTI-V]Kaguya: 40,000/40,000 HP, 20,000A (hunting Derp Infestor - will complete suicide when mission complete)
Square of Frost: 10,000/10,000 HP, 6,000A (10% dodge rate)
Undead Einstein: 10,000/10,000 HP (researcher+1)(research tools)(+5% accuracy)(15% dodge rate)(immune to teenage rebellion)(resistant to status effects)(guarding Rotaz)

V:
Creepy Clown Leader: 5000/5000 HP(leading Creepy Clowns!)
Creepy Clowns: 500/500 x 100 HP, SCARE x 3A, Special: Balloon Animal(ready in 5!)
Flying Spaghetti Monster: 80,000/80,000 HP, Spaghetti A (will spaghetti all)
Pain Monster: -15,000/0 HP, 12,000A (+2,000 HP per turn)
Pain Monster: -50,000/0 HP, 18,000 x 2A (+2,000 HP per turn)(auto-splitting healing)
Pain Monster: -100,000/0 HP, 2,000 x 4A (+2,000 HP per turn)
Void Spiders: 50,000 x 10, 10,000 x 10A (-5,000 HP to each every turn)
Shadow Beast: 3,000/4,000 HP, 7,000A
Shadow Beast: 3,500/3,500 HP, 4,000A
Shadow Beast: 4,000/4,000 HP, 5,000A
Shadow Beast: 6,000/6,000 HP, 6,000A
Shadow Beast: 5,000/5,000 HP, 8,000A
Shadow Beast: 13,000/13,000 HP, 5,000A
Portal Protection Stronghold: 30,000/30,000 HP
Shadow portals: 100% open x 10 (spawning minions each turn!)
Ronald Mcdonald: 20,000/20,000 HP, 10,000A
Mini-Mcdonalds: 2,000 x 5 HP, 2,000 x 5A
Monkey army: 2,000 x 4 HP, 2,000 x 7A
Monkey King: 10,000/10,000 HP, 6,000A
Fluffles the Terrible: 15,000/15,000 HP, 4,000A
Gummy Worm army: 3,000 x 10 HP, 2,000 x 10A
Void Assassin: 20,000/20,000 HP, 30,000A (60% dodge rate)(Mark: Unsealed Lightshard)
Communist Alliance of Insectoid Aliens(TA: 0):
Hatcheries: 5,000 x 10 HP
Drones: 100 x 12 HP(can be sacrificed to make new buildings)(making 10 new hatcheries, done in 3!)(making 4 baneling nest, done in 4!)
Roach Warrens: 8,000 x 5 HP(+5 Roach/turn)
Baneling Nest: 10,000 x 1 HP(+1 baneling/turn)
Evolution Chamber(researching improved building HP, done in 3!)(dies when Zerg are defeated)
Zerglings II: 1,500 x 20 HP, 1,500 x 20A
Roaches III: 2,500 x 15 HP, 2,000 x 15A
Derp Infestor: 100,000/100,000 HP(mind-controlling all Zerg units!)(hiding behind all other Zerg units!)(auto-betrays non-V sides!)(fleeing higher up mountain)
Screeching Bird: 40,000/40,000, 500A to all entities (except Peacekeepers)!
Void Assassin: 25,000/25,000 HP, 19,000 x 2A (60% dodge rate)(8 cute bunnies, +4,000 HP per turn)
Void Guard: 45,000/45,000 HP, +7,000A (+1 attack shield/turn, maxes out at three)(companion to Companion Rover)
Void Rover: 30,000/30,000 HP, +5,000A(+1 attack shield/turn, maxes out at one)(sped up)
Weary Wall Guard: 60,000/60,000 HP (bodyguarding all Winkins entities)
Florence: 5,000 HP(60% dodge rate)(+1 bun knight(5K HP 3K A .1 D) in 2!)
Void Assassin: 40,000/40,000 HP, 19,000A (30% dodge rate)(4 cute bunnies, +2,000 HP per turn)
Kerrigan: 500,000/500,000 HP, 200,000 x 3A (guarded by Hybrid Destroyer)(A S/B/D ignorant)(dueling Tassadar!)
Hybrid Destroyer: 2,500,000/2,500,000 HP (Boss)(Psionic Boost - massive stat boosts as long as Kerrigan is alive!)
Hybrid Tendrils: 5,000 x 10A
Hybrid Cannon: 70,000A
Hybrid Shriek: Stun! x 2A
The Terrorizer: 600,000/600,000 HP (inverts all healing to harm as long as its alive!)
High Roller: -250,000/-250,000 HP, 1/1 Attack charge, EntropicParadoxRoll!A
Chaosling: 200,000 HP, 30,000 x 3A
Go-Greeter: 500,000/500,000 HP (+100 Entropy/turn)(On death, increases Entropy by 500)
Luckdragon: 1/1 HP, 300,000A (95% dodge rate)(Immune to dodge rate reductions)(Horde/Multi-attack entities only get to roll one time)
An-Aligner: 500,000/500,000 HP (+100 Entropy/turn)(+500 Entropy on death)
Darth Vader: 750,000/750,000 HP, ShipDestroy x 3!A (40% force block rate)
Trislayer: 1,000,000/1,000,000 HP, 100,000 x 3A (A S/B/D ignorant)(miniboss)
Ensemble of Chaos: 1,000 x 500 HP, 250 x 500A (inflicts hit entities with paralysis and poison)
Na-Nantilizer: 430,000/500,000 HP (+100 Entropy/turn)(+500 Entropy on death)
Voracious Velociraptor: 400,000/400,000 HP, 50,000 x 5A (inflicts bleeding)
Nothing: 450,000/2,000,000 HP, 1-Hit-Kill!A (A S/B/D ignorant)(+50% accuracy)(targeted by Cosmic Collider, hitting in 1!)
Reploid Uprising: 20,000,000 HP, One-Hit-Kill!A (A S/B/D ignorant)(50% chance to attack AGs/PGs each turn)(+5M HP/turn)(Attacks Nabbit if possible)

OOC thread: Defeat The Godmodder (OOC)

DTG Discord Link: Discord - Free voice and text chat for gamers
 
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I scream as I find myself falling from the sky and into a pool of water "AAAAAAAAAAAAAAAAAAHHHHHH-"*SPLASH, followed by drowning noise* quickly I make my way back to the surface of the pool and and take a large gasp of air and then I look around. "Where in the Sam hell am I?"
 
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I scream as I find myself falling from the sky and into a pool of water "AAAAAAAAAAAAAAAAAAHHHHHH-"*SPLASH, followed by drowning noise* quickly I make my way be to the surface of the pool and and take a large gasp of air and then I look around. "Where in the Sam hell am I?"

You gaze at the scenery around you. You are in the HEXAGONAFIELD. A cold, stone floor stretches in all directions, with the only thing visible in the immediate vicinity being the puddle that magically appeared under you to cushion your fall. There isn't a "sky" so much as a ceiling that appears to be made of giant hexagon shapes. Blue light filters down from above, but you can't identify the source - are the hexagon patterns making up the ceiling filtering the light from a different source? Or are THEY the source? It's impossible to tell how far away they are - it could be MILES up.

Now that your complicated scenery analysis has finished, you realize there's something else nearby: The godmodder. He's just staring at you. ...Evilly.
 
My arm bursts from the ground as i heave myself from the shallow claustrophobic grave that i have emerged from and roll onto my back out of the grave, pulse racing and breathing heavy as i struggle to come to grips with what has happened. As i gasp for air all i can think about is ''where am i and why was i buried in a shallow grave?''
 
I get out of the pool and stand there quietly for a moment dripping wet "so ar-" I'm then spooked by arm bursting out of the ground as Orange comes out of the ground. I hurry over to Him and to offer him a hand to help him up. "Are you alright sir?
 
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Breathing still heavily although gradually stabilizing i graciously accept help from Captain.Cat and with his help stand myself up and wash my face in a nearby pool of water, i'm covered in dirt and filth. Turning to the Captain i answer: ''I'm fine i just need a moment.''
 
(Quick note - the "three posts rule" only applies to posts with specific actions in them - roleplay doesn't count, post as much as you want for that)
 
I look at the two and then I look at the Godmodder after a moment I then say "Well Fellas I going to assume neither one of you know how you got here either or as to where we are, but do either one of you know Who or what that is?" I say pointing over at the Godmodder.
 
''He doesn't look that tough but if hes the one who buried me hes going down'' i stare at a well shaped rock in my former grave and estimate the distance of the Godmodder while growing a evil grin.
 
"Probably" I then start to walk towards the Godmodder as I do I ask "Excuse me sir but are you the one who brought us here?" I think to myself 'I have a bad feeling about this.'
 
"Probably" I then start to walk towards the Godmodder as I do I ask "Excuse me sir but are you the one who brought us here?" I think to myself 'I have a bad feeling about this.'

You cross about half the distance from where you and the others were standing before and the godmodder. The godmodder doesn't reply. He just keeps staring. Neither of you are close enough to touch the other yet - though who knows how fast he could move when pressed?
 
I pick up the stone and pocket it while also approaching the Godmodder and with an angered look on my face i look at the Godmodder and Shout ''hey you, yes you; Are you the one responsible for bringing us here? for burying me alive?''
 
I pick up the stone and pocket it while also approaching the Godmodder and with an angered look on my face i look at the Godmodder and Shout ''hey you, yer you are you the one responsible for bringing us here? for burying me alive?''

The godmodder turns to look at you, but continues staring wordlessly. Somehow, you get a feeling, a premonition... you doubt that there could possibly be any other reason for you being here.
 
I then stop and keeping my gaze on the Godmodder 'Maybe his deaf? No that's likely not the case.' I then mutter mostly to myself "Damn I wish I knew what was going on"
 
''You were the one who did it you...you.....!'' Rage and frustration taking over i take out the stone in my pocket and throw it to the best of my ability at the Godmodder's face.
 
Update I
''You were the one who did it you...you.....!'' Rage and frustration taking over i take out the stone in my pocket and throw it to the best of my ability at the Godmodder's face.

The godmodder sidesteps the stone. But it isn't an ordinary sidestep. It's a smooth, flowing sidestep, with such grace and beauty, you can do nothing but stare awestruck. The stone clatters on the ground behind the godmodder.

Previously, the godmodder's face was expressionless. But now, he grins. The battle has begun. But he isn't going to retaliate... yet.

THE HEXAGONAFIELD:

Godmodder: 300/300 HP


Player list:
Captain.cat
Orange
HybridUnity
 
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