I direct the Tanky Tank, being a huge structure, protect the Planar Sniper and catch him softly and put it on the ground behind him. Then I use my Staff of Ice to freeze MrMirrorMan, plague and Morty all in one huge block of ice, making them can't move. As mrmirrorman has used lots of movements he is very hot, making the Staff of Ice more powerful on him.
Massive Simulacrum Runner shoots a laser beam onto MrMirrorMan as a revenge of him to use the Planar Sniper on him.
Tanky Tank used their action. If not, attack Morty instead.
Planar Sniper attacks Morty.
Resetting COM: 5/15
+1 to ender 2
//Actually, we didn't see any crits available to us and I haven't seen a 16/14/12 HP Inferno Stick strike. Doesn't our weapons have 25% crits chance automagically? Also I think that interceptions could've worked...... To reduce bloodshed onto targeted entities. (For PA, the remaining entity and for AA, maybe Planar Sniper and idk why Tanky Tank being a high priority don't work to protect him.)
The update is complete! Don't rush to post, you guys have until Saturday night thanks to new posting reforms! Thanks for your input on this.
Oh yeah, I'm thinking of adding a new game mechanic, but it's a bit late for me, so I'll probably be revealing it next post. Of course, if you guys feel like it would be a good addition to the game, or if the game needs any more additions at all.
15/15 all grown up. +1 goldhero
miniJOE's been around for a while, and things grow up relatively fast in minecraft. he grows up and is no longer mini. he is now clone JOE. yipie. this does... something, but does not increase his MHP.
15/15 mine(ing) turtle +1 goldhero
would have been another mining thing, but turns out the giant sword needs a charge so I guess this goes to that. extra powair goeses to making it easier to make a backpack using leopard hide in the place of leather.
+goldhero
I proceed to craft a back-pack using the leopard hide in the place of leather, and I use the leopard fangs to cut the hide as well as to allow me to clip the backpack closed so things won't fall out.
[PA] 20/20 HP Charge Overload 5/15: I pull out thermal blankets, bonfires, heater's, hot footbath tubs, steamers, and other things of this nature to help me melt the ice me and the various other PG are in.
22/25
22/25
+1 to Plague
I scream really, really loudly. This will hopefully disorient the enemy PA players Portal to Hell:25/25 (This summons DEMONS every round as follows. Can only be damaged by light based attacks and cannot be damaged at all until Round 3 ends.
Round 1: 2-4 Grunts (5 HP; 1 BD) Round 2: 2 Hellhounds (10 HP; 4 BD) Round 3: 2-3 Grunts and 2-3 Hellhounds Round 4: 1 Demon (15 HP; 3 BD, attacks also apply Fire status effect and summon an Imp (1HP, 1 BD) Round 5: Demon Lord (30 HP; 5 BD; summons two Hellhounds when spawns. These Hellhounds must be killed before the Demon Lord can be damaged. Attacks apply Fire; if the target dies while under the effect of Fire, then a Fire Elemental (1 HP; 8 BD; speed value 0*) is summoned which lasts for 1 round Round 6: 2-4 Grunts
Round 7: 2 Hellhounds Round 8: 2-3 Grunts and 2-3 Hellhounds Round 9: 1 Demon
Round 10: Diablo (100 HP; 4 BD; attacks twice a round applying Fire. When Diablo dies, the Portal dies with him. Every two rounds, will charge an enemy stunning them for that round and dealing 2 damage)
Round 11+: Summons random of
50%: 4 Grunts
30%: 2 Hellhound
19%: 1 Demon
1%: 5 Demons
+1 to and from sunnyau
*ie, it attacks last, giving PA plenty of time to kill it
I run up to the Acolyte and slash him, knowing that he will dodge or form a protective shell or run, and I unleash a D (-05) seconds corrosive chemical bomb which expand under my feet, not going upward and blasting into the past. I then rest on my feet on the small patch of ground not affected by the chemicals, do a double somersault to get out of the range and see the Acolyte coughing due to the intake of chemicals.
13/15 all grown up. +1 goldhero I missed last round
previewing for next post: miniJOE's been around for a while, and things grow up relatively fast in minecraft. he grows up and is no longer mini. he is now clone JOE. yipie.
13/15 mine(ing) turtle +1 goldhero I missed last round
previewing for next post: would have been another mining thing, but turns out the giant sword needs a charge so I guess this goes to that. extra powair goeses to a backpack if I have enough charge, using leopard hide in the place of leather.
+goldhero
I dump every item with the "Crafting ingredient" tag into the chest unless something comes up in the EOTE
Items gathered and dumped! All the Cobblestone, Gravel, and Leopard bits are transferred into the chest, save for the Leopard's meat. This also fills the chest's inventory, so you're going to have to make more of them to store your non-stacked items.
I use the MUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDA punch on the Tanky Tank, then kick it with my bad leg, pissing of Joel from Vinesauce who proceeds to sic Bonzi Buddy on the Tanky Tank, then puts it into a virtual computer and ruins he computer with viruses and toolbars and midis.
[PA] 20/20 HP Charge Overload 5/15: I pick up the Planetary Sniper, throwing them at the Massive Simulacrum Runner, before shooting the Planetary Sniper with remembered Revolver, so as to prevent them from using their charge this turn.
21/25
21/25
+1 to Plague
You deal 4 damage to both parties with your throw, but you can't use your Remembered Revolver at the same time you do an unarmed attack! I like the flair, though.
I direct the Tanky Tank, being a huge structure, protect the Planar Sniper and catch him softly and put it on the ground behind him. Then I use my Staff of Ice to freeze MrMirrorMan, plague and Morty all in one huge block of ice, making them can't move. As mrmirrorman has used lots of movements he is very hot, making the Staff of Ice more powerful on him.
Massive Simulacrum Runner shoots a laser beam onto MrMirrorMan as a revenge of him to use the Planar Sniper on him.
Tanky Tank used their action. If not, attack Morty instead.
Planar Sniper attacks Morty.
Resetting COM: 5/15
+1 to ender 2
//Actually, we didn't see any crits available to us and I haven't seen a 16/14/12 HP Inferno Stick strike. Doesn't our weapons have 25% crits chance automagically? Also I think that interceptions could've worked...... To reduce bloodshed onto targeted entities. (For PA, the remaining entity and for AA, maybe Planar Sniper and idk why Tanky Tank being a high priority don't work to protect him.)
15/15 all grown up. +1 goldhero
miniJOE's been around for a while, and things grow up relatively fast in minecraft. he grows up and is no longer mini. he is now clone JOE. yipie. this does... something, but does not increase his MHP.
15/15 mine(ing) turtle +1 goldhero
would have been another mining thing, but turns out the giant sword needs a charge so I guess this goes to that. extra powair goeses to making it easier to make a backpack using leopard hide in the place of leather.
+goldhero
I proceed to craft a back-pack using the leopard hide in the place of leather, and I use the leopard fangs to cut the hide as well as to allow me to clip the backpack closed so things won't fall out.
[PA] 20/20 HP Charge Overload 5/15: I pull out thermal blankets, bonfires, heater's, hot footbath tubs, steamers, and other things of this nature to help me melt the ice me and the various other PG are in.
22/25
22/25
+1 to Plague
I scream really, really loudly. This will hopefully disorient the enemy PA players Portal to Hell:25/25 (This summons DEMONS every round as follows. Can only be damaged by light based attacks and cannot be damaged at all until Round 3 ends.
Round 1: 2-4 Grunts (5 HP; 1 BD) Round 2: 2 Hellhounds (10 HP; 4 BD) Round 3: 2-3 Grunts and 2-3 Hellhounds Round 4: 1 Demon (15 HP; 3 BD, attacks also apply Fire status effect and summon an Imp (1HP, 1 BD) Round 5: Demon Lord (30 HP; 5 BD; summons two Hellhounds when spawns. These Hellhounds must be killed before the Demon Lord can be damaged. Attacks apply Fire; if the target dies while under the effect of Fire, then a Fire Elemental (1 HP; 8 BD; speed value 0*) is summoned which lasts for 1 round Round 6: 2-4 Grunts
Round 7: 2 Hellhounds Round 8: 2-3 Grunts and 2-3 Hellhounds Round 9: 1 Demon
Round 10: Diablo (100 HP; 4 BD; attacks twice a round applying Fire. When Diablo dies, the Portal dies with him. Every two rounds, will charge an enemy stunning them for that round and dealing 2 damage)
Round 11+: Summons random of
50%: 4 Grunts
30%: 2 Hellhound
19%: 1 Demon
1%: 5 Demons
+1 to and from sunnyau
*ie, it attacks last, giving PA plenty of time to kill it
Your attack will make the Pro-Acolyte players Dazed for next turn!
...As much as this entity was charged, I'm going to have to tone it down because it oversteps your Charge Overload and because it'd be difficult and probably overpowered to implement. ...Sorry about this.
I run up to the Acolyte and slash him, knowing that he will dodge or form a protective shell or run, and I unleash a D (-05) seconds corrosive chemical bomb which expand under my feet, not going upward and blasting into the past. I then rest on my feet on the small patch of ground not affected by the chemicals, do a double somersault to get out of the range and see the Acolyte coughing due to the intake of chemicals.
The Acolyte parries your slash, but he still doesn't anticipate the toxic gas you've deployed! You deal 1 damage to him.
========[End-of-Turn Events]========
The Wary Souls deal 6 damage to Morty! They too follow some form of Mook Chivalry. One of their attacks is shielded by a conveniently flying shield!
Ninjatwist_ continues with Plot Meditation and recovers 5 more HP!
The Simulacrum Runner has been hit! It cannot regenerate right now.
Morty shoots at the Tanky Tank again, dealing 4 damage!
The Planar Sniper fires at Morty, dealing 3 damage!
The Tanky Tank fires a single shot at Morty, dealing another 2 damage.
The Acolyte uses Morty as a sacrifice to Shadowbind the Pro-Acolyte players, leaving them out of the fight for 2 turns! This in turn negates any effect Dazed would have. Focus him already with strong attacks! Leave the entities to fight amongst themselves!
The Simulacrum Runner summons 1 Simulacrum.
The Portal to Hell materializes and will start summoning next turn!
The Just Writer's TV Crew decides to pack up and go home. If they need to be requisitioned again, just refer to Page 23.
========[JOE and GoldHero's Sidequest]========
The JOE clone mines up 4 pieces of Gravel!
The TV Crew goes home.
====[The Battlefield]====
A shoreline reaching down the coast. A lot of grueling fighting has taken place here, and a lot more will in the near future.
ender 2 Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls)(Shotgun, Base Damage: +2, Earns 1 Soul per kill, Souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%), Deals +1 base damage for every 6 Souls kept in the gun) Drunken Fist (+1 base damage, 20% crit chance, and can attack twice when not using an item, automatically disappears upon death or Episode end) Ring of Flamestrike (Deals 24 damage and 2-damage Burning for 4 turns when used) Talisman of Evasion [Dodges: IIIII] (20% dodge chance, upon achieving 5 dodges with this equipped, the entire Anti-Acolyte faction will receive Haste (20% dodge chance, +1 Speed Value) for 1 turn)
Pricey12345 Helm of the Juggernaut §¶ [Cooldown: IIIIII](+1 Speed Value and 30% damage reduction when equipped on an enemy, using this item boosts this value to 60% and the wearer's attacks always hit twice for 2 turns)
auyuengyat Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges) Seashell (Crafting ingredient) Inferno Stick (Base Damage: +4) Staff of Ice (Can strike up to 3 entities at once)
ConsumerOfAll Tank Artillery Tube §¶[Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Emerald_Mann Scrambling Eggs (x2) (Deals 4 damage 6 times to an enemy or group of enemies when used) Shield Module §¶[Cooldown: III] (Grants Shielded (75% damage mitigation) for one turn on any unit of entities once used)
[PA-ALL]: Shadowbound (Cannot be targeted, attacks deal no damage, 2/2)
MrMirrorMan [PA] HP: 18/20. Overload: 5/15. Regeneration (1 HP restored per turn, 2/2)
plague126 [PA] HP: 18/20. Overload: 10/15. Regeneration (1 HP restored per turn, 2/2)
bognog04 [PA] HP: 20/20.
MrMirrorMan Forgotten Fang (Blade, Base Damage: +2, 50% crit chance instead of 25%) Remembered Revolver (Sniper Rifle, Base Damage: +2, 15% chance to apply Stasis on hit for 1 turn)
DathVader [N?] HP: 3/20.
The Just Writer/Roslyn [N] HP: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Focus and damage the Acolyte as much as you can!
Pro-Acolyte:
Prepare yourself for the Acolyte's next wave of lower-health Mooks!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items have been dropped.
This entity can perform unique actions like a Player Character can, such as performing special actions.
Wargear/Weapons Shortsaber §¶ (Base Damage: +2, can attack twice) Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire a single shot with the damage of 3 shots each burst))
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks.
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80% when at RED HEALTH.
Can target and damage the Acolyte.
Can enter Plot Meditation to recover 10% of their max HP per turn. During Plot Meditation, the entity's Plot Armor is reduced to 0 and any incoming attacks will interrupt this state.
When down to 0 HP, activates Plot Regeneration. During Plot Regeneration, Plot Armor activates to 100%, this entity recovers 20% of their Max HP per turn, and this entity will not act, all for 5 turns.
Base Damage: 4
Speed Value: 3
Upon taking damage, summons 8-HP Simulacrums depending on how much damage this entity took.
Regenerates 4 HP per turn if left unattacked and if it did not attack.
Simulacrums [AA] HP: 8/8. Base Damage: 2. Speed Value: 2.
Planar Sniper [AA] HP: 9/50. Hyper Shot:III.
Base Damage: 8
Speed Value: 2
Deals 3 damage to 2 members of the target's group with a normal attack. Hyper Shot: Deal 12 damage to the target entity and give them Sick (25% damage penalty, received healing does nothing) for 2 turns)
Tanky Tank [AA] HP: 17/50. Base Damage: 2. Speed Value: 1. High priority.
Portal to Hell [AA] Summon Phase: 1.
Demon: 5 HP, 2 Base Damage, 3 Speed Value.
Hellhound: 8 HP, 4 Base Damage, 4 Speed Value.
Demonic Herald: 16 HP, 4 Base Damage, 3 Speed Value. Attacks apply Burning for 1 turn.
On Summon Phase 1, summons 3 Demons.
On Summon Phase 2, summons 2 Hellhounds.
On Summon Phase 3, summons 2 Demons and 2 Hellhounds.
On SUmmon Phase 4, summons a Demonic Herald.
Despawns after summoning.
Morty [PA] HP: 0/44. Sick (25% damage penalty, received healing does nothing, 2/2),
Base Damage: 5
Speed Value: 3
The Acolyte [AC] HP: 75/100.Dark Magic Meter: 74%. Kills: 27.
====[The Savannah]====
A flat savannah full of trees and not much else. Houses JOE and GoldHero's sidequest.
Current Area: The Savannah. Borders: The Hills.
Current Zone: The Encampment. Forward To: The Pond. Back To: Hill Borders.
Steffan the Sciencer [N] HP: 80/80. Base Damage: 8. Speed Value: 3. Can collect resources. Buffs certain crafting recipes.
JOE Clone [N] HP: 20/20. Base Damage: 4. Speed Value: 3. Knows how to use advanced tools, inventory of 3. Mining with Stone Pickaxe.
Gravel (x4) (Crafting/building ingredient)
JOEbob Flint Pickaxe (Hammer, Base Damage: +2, 50% Bleed chance when used as a weapon) Linear Growth Perceptual Amulet (Generates Shield when out of combat, Shield gives a dodge chance depending on the interval depending on the attack (Dodge chance = Shield x 10), dodging a hit will remove shield equal to the damage of the attack that blocked it, guaranteed recovery once after death) Crabshell Armor (30/30 HP) (30% damage reduction) flug'les eye (Allows fast transit between different zones within a sidequest) Stone Shovel (Club, Base Damage: +2)
GoldHero101 Splattershot (Assault Rifle, 25% chance to inflict Inked (30% miss chance)) Splat Roller (Sword, 50% chance to inflict Inked (30% miss chance)) Mini-Splatling Deco (Automatic, Can fire 100% more shots, 50% chance to inflict Inked (30% miss chance)) Swim Matrix (Allows user to when out of combat, healing for 2 HP per turn, while in combat, grants a 20% dodge chance) Backpack (Gives the user 5 more inventory slots) Cobblestone (x4) (Crafting/building ingredient)
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Input: Raw Crab Meat (Food ingredient, can be cooked) (x0)
Fuel: Planks (Crafting/building ingredient) (x2)
Product: Cooked Beast Meat (Cooked food item) (x1), Cooked Crab Meat (Cooked food item) (x2)
Items of Interest (The Encampment): Savannah Trees (x4) (Can be logged for wood, but may harbor danger) Crafting Table (Used to make simple crafting incredients) Raw Beast Meat (Food ingredient, can be cooked)
The rest of the objects are unknown. Scan the area to find more!
Something I think you missed:
"15/15 mine(ing) turtle
The giant sword needs a charge so I guess this goes to that. "
so like I made the sword using that charge there and its not in my inventory so I'm guessing you missed it.
COM:12/15.
new charges:
2/10 Mining turtle+ ghero
2/5 back pac. +ghero
+goldhero
Print "I use flug'les eye, taking the shovel back from mini-JOE and teleporting to the water place. "
if predatorpresense=true, print "I unsheathe the compressed stone sword from my inventory and slice at their head in an instant, the slash dealing heavy damage" else print " I start mining the clay with my shovel, still on guard for predators."
Progress is slower than I hoped, especially on my end. Make your posts count and pay attention to the Itinerary!
Hopefully we can rectify this slow progress next turn.
I drop a tf2 tank on the Tanky Tank, then hit in with the hype train for the new tf2 weapons, then I grab a jet pack, strap it to the Tanky Tank, launch it into the air, and shoot the jet pack, causing it to explode into scraps of metal that an engineer picks up and uses to build a mini-sentry that kills the tf2 YouTuber STAR_, who calls up Ron-Ben Israel to beat up the Tanky Tank.
4/5 Mining turtle +1 goldhero
4/5 back pac. +1 goldhero
+goldhero
if there's a predator on the water-place, I warp behind them and stab them in the neck, then sit on them, crushing them with the massive weight of the compressed sword.
otherwise, I continue shovelling the clay.
[PA] 20/20 HP Charge Overload 5/15: I draw Forgotten Fang, slashing at the Planetary Snipers hands, severing it from it's gun, before kicking them off down and finishing them off with a decapitation.
23/25
23/25
I then continue my assail on the Acolyte by doing a headlock of the Acolyte when he is inhaling the toxic smoke and cannot react; then dunk down copious amount of water down his throat. Either he coughs it up all again or he tries to let it go by the urinal system; either is bad for him. If he tries to escape from my headlock I sidekick him, leaving him in an upside-down position, and then do the dunking event again, but from the .
Something I think you missed:
"15/15 mine(ing) turtle
The giant sword needs a charge so I guess this goes to that. "
so like I made the sword using that charge there and its not in my inventory so I'm guessing you missed it.
COM:12/15.
new charges:
2/10 Mining turtle+ ghero
2/5 back pac. +ghero
+goldhero
Print "I use flug'les eye, taking the shovel back from mini-JOE and teleporting to the water place. "
if predatorpresense=true, print "I unsheathe the compressed stone sword from my inventory and slice at their head in an instant, the slash dealing heavy damage" else print " I start mining the clay with my shovel, still on guard for predators."
Gotcha. Heavy Stone Sword added! This weapon deals an additional 4 base damage, but has a 10% crit chance instead of a 25% chance and all attacks will hit on the turn you use it.
You fast-travel back to the lake, but the water remains. The clay, gravel and sand have remained. Your inventory is also full- you'll have to clear some stuff out before you continue.
Also, unfortunately, such a strain on flug'les eye has caused it to break, preventing you from cheaply teleporting away from the first sign of trouble!
I drop a tf2 tank on the Tanky Tank, then hit in with the hype train for the new tf2 weapons, then I grab a jet pack, strap it to the Tanky Tank, launch it into the air, and shoot the jet pack, causing it to explode into scraps of metal that an engineer picks up and uses to build a mini-sentry that kills the tf2 YouTuber STAR_, who calls up Ron-Ben Israel to beat up the Tanky Tank.
4/5 Mining turtle +1 goldhero
4/5 back pac. +1 goldhero
+goldhero
if there's a predator on the water-place, I warp behind them and stab them in the neck, then sit on them, crushing them with the massive weight of the compressed sword.
otherwise, I continue shovelling the clay.
You do not know if there are predators in the water, as you are not omniscient! Anything could have happened in your absence. You manage to mine up 4 pieces of clay safely, so that's a good sign.
[PA] 20/20 HP Charge Overload 5/15: I draw Forgotten Fang, slashing at the Planetary Snipers hands, severing it from it's gun, before kicking them off down and finishing them off with a decapitation.
23/25
23/25
I then continue my assail on the Acolyte by doing a headlock of the Acolyte when he is inhaling the toxic smoke and cannot react; then dunk down copious amount of water down his throat. Either he coughs it up all again or he tries to let it go by the urinal system; either is bad for him. If he tries to escape from my headlock I sidekick him, leaving him in an upside-down position, and then do the dunking event again, but from the .
The Acolyte quickly dodges out of the toxic smoke and dispels it with a sudden gust, disorientating you
========[End-of-Turn Events]========
The Wary Souls have no targets.
Ninjatwist_ continues with Plot Meditation and recovers 5 more HP!
The Simulacrum Runner regenerates 4 HP, as they are currently out of trouble.
The Planar Sniper has no target.
The Simulacrum has no target.
The Tanky Tank has no target.
The Acolyte, low on his Dark Magic Meter, plainly attacks one of the Wary Souls with a quick palm strike! This deals 7 damage. He must regenerate his Dark Magic Meter to deal any real damage. Focus him already with strong attacks! Leave the entities to fight amongst themselves!
The Simulacrum Runner summons no Simulacrums.
The Portal to Hell summons up 3 Demons!
The Pro-Acolyte players remain Shadowbound.
The Just Writer's TV Crew's last known whereabouts were on Page 23.
========[JOE and GoldHero's Sidequest]========
The JOE clone mines up 3 pieces of Gravel.
Be careful about that water- anything could have happened while you were gone, and you don't have flug'les eye to act as a get-out-of-peril free card anymore.
====[The Battlefield]====
A shoreline reaching down the coast. A lot of grueling fighting has taken place here, and a lot more will in the near future.
ender 2 Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls)(Shotgun, Base Damage: +2, Earns 1 Soul per kill, Souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%), Deals +1 base damage for every 6 Souls kept in the gun) Drunken Fist (+1 base damage, 20% crit chance, and can attack twice when not using an item, automatically disappears upon death or Episode end) Ring of Flamestrike (Deals 24 damage and 2-damage Burning for 4 turns when used) Talisman of Evasion [Dodges: IIIII] (20% dodge chance, upon achieving 5 dodges with this equipped, the entire Anti-Acolyte faction will receive Haste (20% dodge chance, +1 Speed Value) for 1 turn)
Pricey12345 Helm of the Juggernaut §¶ [Cooldown: IIIIII](+1 Speed Value and 30% damage reduction when equipped on an enemy, using this item boosts this value to 60% and the wearer's attacks always hit twice for 2 turns)
auyuengyat Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges) Seashell (Crafting ingredient) Inferno Stick (Base Damage: +4) Staff of Ice (Can strike up to 3 entities at once)
ConsumerOfAll Tank Artillery Tube §¶[Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Emerald_Mann Scrambling Eggs (x2) (Deals 4 damage 6 times to an enemy or group of enemies when used) Shield Module §¶[Cooldown: III] (Grants Shielded (75% damage mitigation) for one turn on any unit of entities once used)
[PA-ALL]: Shadowbound (Cannot be targeted, attacks deal no damage, 1/2)
MrMirrorMan [PA] HP: 18/20. Overload: 5/15. Regeneration (1 HP restored per turn, 2/2)
plague126 [PA] HP: 18/20. Overload: 10/15. Regeneration (1 HP restored per turn, 2/2)
bognog04 [PA] HP: 20/20.
MrMirrorMan Forgotten Fang (Blade, Base Damage: +2, 50% crit chance instead of 25%) Remembered Revolver (Sniper Rifle, Base Damage: +2, 15% chance to apply Stasis on hit for 1 turn)
DathVader [N?] HP: 3/20.
The Just Writer/Roslyn [N] HP: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Focus and damage the Acolyte as much as you can!
Pro-Acolyte:
Prepare yourself for the Acolyte's next wave of lower-health Mooks!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items have been dropped.
This entity can perform unique actions like a Player Character can, such as performing special actions.
Wargear/Weapons Shortsaber §¶ (Base Damage: +2, can attack twice) Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire a single shot with the damage of 3 shots each burst))
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks.
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80% when at RED HEALTH.
Can target and damage the Acolyte.
Can enter Plot Meditation to recover 10% of their max HP per turn. During Plot Meditation, the entity's Plot Armor is reduced to 0 and any incoming attacks will interrupt this state.
When down to 0 HP, activates Plot Regeneration. During Plot Regeneration, Plot Armor activates to 100%, this entity recovers 20% of their Max HP per turn, and this entity will not act, all for 5 turns.
Base Damage: 4
Speed Value: 3
Upon taking damage, summons 8-HP Simulacrums depending on how much damage this entity took.
Regenerates 4 HP per turn if left unattacked and if it did not attack.
Simulacrums [AA] HP: 8/8. Base Damage: 2. Speed Value: 2.
Planar Sniper [AA] HP: 9/50. Hyper Shot:III.
Base Damage: 8
Speed Value: 2
Deals 3 damage to 2 members of the target's group with a normal attack. Hyper Shot: Deal 12 damage to the target entity and give them Sick (25% damage penalty, received healing does nothing) for 2 turns)
Demon: 5 HP, 2 Base Damage, 3 Speed Value.
Hellhound: 8 HP, 4 Base Damage, 4 Speed Value.
Demonic Herald: 16 HP, 4 Base Damage, 3 Speed Value. Attacks apply Burning for 1 turn.
On Summon Phase 1, summons 3 Demons.
On Summon Phase 2, summons 2 Hellhounds.
On Summon Phase 3, summons 2 Demons and 2 Hellhounds.
On SUmmon Phase 4, summons a Demonic Herald.
Despawns after summoning.
Morty [PA] HP: 0/44. Sick (25% damage penalty, received healing does nothing, 2/2),
Base Damage: 5
Speed Value: 3
The Acolyte [AC] HP: 75/100.Dark Magic Meter: 75%. Kills: 27.
====[The Savannah]====
A flat savannah full of trees and not much else. Houses JOE and GoldHero's sidequest.
Current Area: The Savannah. Borders: The Hills.
Current Zone: The Encampment. Forward To: The Pond. Back To: Hill Borders.
Steffan the Sciencer [N] HP: 80/80. Base Damage: 8. Speed Value: 3. Can collect resources. Buffs certain crafting recipes.
JOE Clone [N] HP: 20/20. Base Damage: 4. Speed Value: 3. Knows how to use advanced tools, inventory of 3. Mining with Stone Pickaxe.
Gravel (x7) (Crafting/building ingredient)
JOEbob Flint Pickaxe (Hammer, Base Damage: +2, 50% Bleed chance when used as a weapon) Linear Growth Perceptual Amulet (Generates Shield when out of combat, Shield gives a dodge chance depending on the interval depending on the attack (Dodge chance = Shield x 10), dodging a hit will remove shield equal to the damage of the attack that blocked it, guaranteed recovery once after death) Crabshell Armor (30/30 HP) (30% damage reduction) flug'les eye (Allows fast transit between different zones within a sidequest) Clay (x4) (Crafting/building ingredient) Stone Shovel (Club, Base Damage: +2) Heavy Stone Sword (Blade, Base Damage: +2, user cannot dodge while in use)
GoldHero101 Splattershot (Assault Rifle, 25% chance to inflict Inked (30% miss chance)) Splat Roller (Sword, 50% chance to inflict Inked (30% miss chance)) Mini-Splatling Deco (Automatic, Can fire 100% more shots, 50% chance to inflict Inked (30% miss chance)) Swim Matrix (Allows user to when out of combat, healing for 2 HP per turn, while in combat, grants a 20% dodge chance) Backpack (Gives the user 5 more inventory slots) Cobblestone (x4) (Crafting/building ingredient) Gravel (x6) (Crafting/building ingredient)
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Input: Raw Crab Meat (Food ingredient, can be cooked) (x0)
Fuel: Planks (Crafting/building ingredient) (x2)
Product: Cooked Beast Meat (Cooked food item) (x1), Cooked Crab Meat (Cooked food item) (x2)
Items of Interest (The Encampment): Savannah Trees (x4) (Can be logged for wood, but may harbor danger) Crafting Table (Used to make simple crafting incredients) Raw Beast Meat (Food ingredient, can be cooked)
Items of Interest (The Lake): Clay (x12) (Crafting ingredient/building unit) Sand (x16) (Crafting ingredient/building unit) Muddy Water (Unknown predator presence, can be harvested, drinking untreated will give the drinker a negative status effect)
The rest of the objects are unknown. Scan the area to find more!
5/5 Mining turtle
a mining turtle appeared. it has 1 hp, and a 75% chance to drop as an item if destroyed.
it doesn't do anything on its own, but if you dump in a flammable thing (IE: coal) It'll start mining for [items you could smelt with that] rounds, mining 2 to 4 items a round.
5/5 back pac.
a backpack appears on my back, consuming the leopard hide in the chest, somehow. I proceed to stow the clay in the backpack.
+goldhero
COM: 11.
I mine some more clay, spinning my shovel like a wheel to send the drops flying up and then having them fall straight down into my backpack. I mean, even if there is a predator, I have practically total immunity to it for the first round [perception amulet], so I can safely act as if there isn't one.
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