DefTG 2: Alchemiquest

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A continuation of a project from long ago.

This is a game in the style of the Destroy the Godmodder series. Any Players who'd like to join the fray are welcome to enter in and fight for their survival here. Are you ready to do some Alchemy?
Rules & Mechanics
These are the rules and mechanics of the battlefield. This list is subject to change as time goes on, and as such, new rules or mechanics will be posted here when they come into play. Additionally, this post also contains indexes of recurring elements, such as game entities and factions.

- To join in, simply make an in-character post for the game. Whether actions are included or not, you will be added to the game's group of Players next turn!
- Players have three actions a turn, and any extra actions will not be accounted for. These actions can be used for just about anything.
- Updates will occur weekly after the first couple of updates to stir up interest in the game, or biweekly at the absolute minimum. If this isn't the case, bug the Arbiter(Torix) on the DTG Discord or elsewhere about updating because he set this for himself.
- Players aren't invincible and can take damage or fall in battle if enough damage is taken. Be sure to defend yourself.
- For this, roleplay is encouraged. I highly recommend being a Player who can interact with others throughout this story and establishing yourself as a character is highly encouraged. Don't be afraid to stand out!
Players can play as just about whatever they want. At their base, a Player is a being with strong abilities to warp reality to their whim, and these following abilities can be used as a summary and definition for their most common actions.

Attacks - One of the most two common types of action a Player takes, damaging an enemy's HP directly unless some form of defense or entity gimmick negates it. Player Power is a base value for an attack's power. Additionally, two or three actions may be focused on a single action (not just attacks) as well, adding their base Player Power together.

Charging - A Player can use actions to charge a unit of energy (or whatever really) known as a Charge Point(CP). These are stored within a Player's inventory and can be used on top of an action to add 1 action's worth of power, per CP, to the initial action. It takes one action to charge one point of CP.

Shenanigans - The other kind of most common action a Player takes. These are entirely reliant on flavor text and many factors such as creativity, humor, or RP value can heavily influence the action. Shenanigans are also unpredictable, and may have a different effect or even entirely fail depending on the flavor text of the action versus it's intent. The Godmodder, due to his sheer amount of defenses, can only be damaged by this kind of action.

Summoning - Finally, a Player can use their action to summon an entity. Entities take a variety of different shapes and forums, and the quickest way to describe one is something that isn't a Player with statistics tied to it.
- Entities have two main statistics: HP and Attack.
- - HP is the health of an entity. Its maximum value is determined by the formula of CP Spent * Player Power.
- - Attack is how much damage an entity can deal inside of a turn. Its maximum value is defined by the formula CP Spent * (Player Power/4).
Many other statistics for entities exist out there, but these are the basics for one. New mechanics are allowed, but the Arbiter can tweak them to fit the balance of the battlefield.
There are a few consistent tips to take into account when attacking a Godmodder...
- The Godmodder will find ways to counter almost any attack that comes his way. To circumvent this, quite simply come up with an attack he can't block!
- If an attack hits the Godmodder successfully, don't expect it to work a second time.
- A Godmodder cannot heal easily when he's been hit. Every bit of damage counts!
- One single action has just as much potential as any charge or Focus action to land a hit on the Godmodder. [/COLOR]
Grist on this battlefield comes in two main types: Build Grist and Tiered Grist. Both of these will prove vital in crafting recipes over time.
- Build Grist drops from just about every entity on the field in varying amounts. It's also the only type of Grist vital for any Alchemizing recipe...
- Tiered Grist is a rarer drop, and its usage hinges on the level of an item. Additionally, the Godmodder will drop this kind when damaged.


The Alchemiter is an unaligned entity, capable of being used by anything and anyone on the battlefield. As is its namesake, it allows for the alchemization and a wide variety of items to use in battle!
- Alchemizing something, or previewing it, currently costs an action. To do so, you input the items you'd like to alchemize like this:
Item 1 (modifier) Item 2 ((modifier) Item 3...) == ??? [Item Level, Item Type]
Items -
- There are several item types: the main three being weaponry, armor, or consumables.
- - Weapons are used to perform an attack of some sort or provide bonuses to them.
- - Armor is used to defend you or provide various defensive buffs.
- - Consumables are limited-use items that provide all sorts of effects - healing, statuses, damage, or more.
- You may only have up to 8 items on you at a time! Otherwise, tracking them all is near impossible...
Modifiers -
- Though there are only a few modifiers now, more will be unlocked as bosses and such are defeated throughout the game.
Current List of Modifiers -
&&: Combines the functions and forms of the two items.
||: Combines the function of one item with the form of another.

Finally, crafting costs and the formulas behind them are as follows:
- Crafting will always cost Build Grist, along with a Primary and Secondary type of Tiered Grist. The Primary Grist will always be the Tier of Grist that matches the item level (EG: A Level 1 item uses LVL 1 Tiered Grist as it's Primary Grist), and the Secondary Grist will always be the Tier of Grist matching the item level divided by two, and rounded down. (EG: Both Level 2 and 3 use LVL 1 Tiered Grist as it's Secondary Grist.)
- - Level 1 items don't have a secondary Grist cost.
- Determining the cost for an item can be done with the following formulas:
Build Grist cost: 50*(4 ^ (Item Level - 1))
Primary Grist cost: 30*Item Level
Secondary Grist cost:
60*Item Level

Finally, the Alchemiter cannot perform high level Alchemies without powering it up first! This is done by granting the Alchemiter the same amount of the accumulated Grist that everyone else receives. When it achieves a certain goal in its Grist counts, determined by being 4 times the crafting cost for an item of the highest level attainable, it'll level up, and allow for a higher level of Alchemy.
The Entity and Faction index can be found here.
These links contain all of the story within the game's timeline so far. If there's enough demand for it, a summary can be made as well.
Defeat the Godmodder 1 - Defeat The Godmodder
Alchemiquest's original thread - Defeat the Godmodder 2: Alchemiquest
DefTG 2 2 - Defeat The Godmodder 2 2: The Story of You (New Players Always Welcome, Character Sheets not required!) RP
 
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Alchemiquest 1.1 - The Inventory Update
Hey, as a quick update and an attempt to get my own stuff together for this game, I have revamped the inventory system that this game runs on! The inventory for you all will no longer be found in the post, but rather at the same spreadsheet that the maps are in. This lets me update more quickly and should hopefully help everyone avoid searching through everyone else's inventory just to find their stuff.

Additionally, this new and improved inventory is fully updated [with some minor clarifications and balance tweaks to items], may have unintentionally duplicated a few items because I'm picking this back up after way too long, and perhaps most importantly to you all, tracks Grist totals effectively! With this in place, you all will no longer need to track your own Grist - although you can if you like, it is no longer a requirement.

If you'd like to see the new inventory, you can find it here.
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXXIII)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...
Hopefully this helps! Please let me know if you have any feedback on the new system, or how I can improve it.
 
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