Destroy the Godmodder: Acolyte! [JUST MOVED IN]

Should I change the amount of time you guys have to post?

  • Give us 1 extra day, giving us 2 days to post! I want my posts to be worth more!

    Votes: 4 100.0%
  • Keep it with 1 day for us to post? I want to get in as many posts as possible!

    Votes: 0 0.0%

  • Total voters
    4
  • Poll closed .
+goldhero
I thrust my shovel into the clay, and, using another clay block as a wedge, launch the block of clay into the air,spinning a few times before landing next to its starting position, slightly further north and a bit higher. repeating this several more times, I form as humanoid a shape of clay as possible, creating a clay golem. I thrust my shovel into it,glowing, and it begins to crack, as parts of the clay randomly vanish and reappear in my bag. warping behind it to dodge a retaliatory punch, I bring the shovel down on its head hard, cleaving the clay golem in two pieces, which quickly become smaller golems themselves. I then jump out of the water. attacking from range, as I fire multiple bolts of cold which will instantly freeze the next solid they strike, slowing the golems, before unsheathing the heavy stone sword and slashing both the golems in two, causing them to reform into even smaller golems. however, these new tiny golems are small enough to place in my inventory and craft back into clay, so I do.
 
I damage the Acolyte. Without me specifying how I'm damaging him, he has no way of blocking it and thus will automatically take damage.
 
[PA] 18/20 HP Charge Overload 5/15: Seeing as I have a regen on my character right now, I don't have to heal myself, same with plague and their are no entities to heal, so I guess I put down a rock that will trip the next person to attack the Acolyte, disrupting their attack but not damaging them.
24/25
24/25
 
As the Acolyte is busy using all methods he know to block ender2's attack, I tell him a dark story that disrupts his thoughts of blocking and damages his mind.

A stone flying into my mouth to block me from saying things? I take the stone, throw it at the Acolyte, and see the SAME stone slam onto his face.

6/25 DPS Master
6/25 AoE Master
 
I slowly, with much care (not forgetting the most important element that of surprise (and also fear, which is critical to most successes; after all, if the enemy is so scared he cannot maintain proper discipline; notwithstanding the occasional moments when a disrupted formation can be useful, for example, when attacking a building, spreading out is critical to avoid grenades (which come in many flavours, for example vanilla and chocolate... not vanilla or chocolate, but in fact flash or simply old fashioned Greek fire (otherwise known as napalm, despite the original recipe being lost since the time of the Greeks)) or other dangerous projectiles I hit the acolyte with a spade; however, in most cases a disrupted formation can lead to rout and many casualties; thus I am likely to include a false attack in the middle of sentences in order to put enemies off their guard; and then state that it was in fact a false attack and then state that the statement that the statement was false is false and so on and so forth) attempt to confuse the acolyte to such a great extent that he doesn't notice a false attack; which was in fact very real.
 
-- benevolentEnigma [BE] began pestering godlyAdept [GA] at 16:13 --
BE: Hey there, bud.
BE: How's your day going?
BE: Mine's pretty good.
BE: And it'll be better after I kick your ***.
BE: t('^'t)

-- benevolentEnigma [BE] ceased pestering godlyAdept [GA] at 16:13 --

A challenger appears!

L15lnEy.gif


I place myself at the highest, most sniper tower-like position I can find, and summon an adorable kitten for moral support, which proceeds to snuggle inside my hood.

1/2 Arsenalize
1/20 Call for Backup
 
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.

Small Backpack created! This will only give you 3 more inventory slots.

Mining Turtle created! I'm... kind of disapproving of how you're trying to automate the game. Why not do something that's actually a challenge? Like, go hunt or something.

You mine up 4 pieces of clay, regardless.

Going to gather sand.

+1 Bob

You arrive at the lake and gather some sand! You harvest 2 pieces of the stuff.

+goldhero
I thrust my shovel into the clay, and, using another clay block as a wedge, launch the block of clay into the air,spinning a few times before landing next to its starting position, slightly further north and a bit higher. repeating this several more times, I form as humanoid a shape of clay as possible, creating a clay golem. I thrust my shovel into it,glowing, and it begins to crack, as parts of the clay randomly vanish and reappear in my bag. warping behind it to dodge a retaliatory punch, I bring the shovel down on its head hard, cleaving the clay golem in two pieces, which quickly become smaller golems themselves. I then jump out of the water. attacking from range, as I fire multiple bolts of cold which will instantly freeze the next solid they strike, slowing the golems, before unsheathing the heavy stone sword and slashing both the golems in two, causing them to reform into even smaller golems. however, these new tiny golems are small enough to place in my inventory and craft back into clay, so I do.

You gather 4 more pieces of Clay.

I damage the Acolyte. Without me specifying how I'm damaging him, he has no way of blocking it and thus will automatically take damage.

The Acolyte negates your source of damage as inspecifically as you tried to damage hi,!!

[PA] 18/20 HP Charge Overload 5/15: Seeing as I have a regen on my character right now, I don't have to heal myself, same with plague and their are no entities to heal, so I guess I put down a rock that will trip the next person to attack the Acolyte, disrupting their attack but not damaging them.
24/25
24/25

Rock placed! This will

As the Acolyte is busy using all methods he know to block ender2's attack, I tell him a dark story that disrupts his thoughts of blocking and damages his mind.

A stone flying into my mouth to block me from saying things? I take the stone, throw it at the Acolyte, and see the SAME stone slam onto his face.

6/25 DPS Master
6/25 AoE Master

The stone is too heavy for you to throw! Both of you tumble to the ground unceremoneously.

I slowly, with much care (not forgetting the most important element that of surprise (and also fear, which is critical to most successes; after all, if the enemy is so scared he cannot maintain proper discipline; notwithstanding the occasional moments when a disrupted formation can be useful, for example, when attacking a building, spreading out is critical to avoid grenades (which come in many flavours, for example vanilla and chocolate... not vanilla or chocolate, but in fact flash or simply old fashioned Greek fire (otherwise known as napalm, despite the original recipe being lost since the time of the Greeks)) or other dangerous projectiles I hit the acolyte with a spade; however, in most cases a disrupted formation can lead to rout and many casualties; thus I am likely to include a false attack in the middle of sentences in order to put enemies off their guard; and then state that it was in fact a false attack and then state that the statement that the statement was false is false and so on and so forth) attempt to confuse the acolyte to such a great extent that he doesn't notice a false attack; which was in fact very real.

...You surely confused me. 1 damage dealt to the Acolyte!

1/5 charge on summon
put down a mine turtle on the rock that MrMerrrorMan put down

The mine turtle was not stepped on! It detonates unspectacularly as the rock tumbles on the earth.

</snipped>

A challenger appears!

</snipped>

I place myself at the highest, most sniper tower-like position I can find, and summon an adorable kitten for moral support, which proceeds to snuggle inside my hood.

1/2 Arsenalize
1/20 Call for Backup

Welcome to the game! Your PC has been added.

========[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 begins to ready his last wave of Mooks!
"You guys are really starting to mess with my nerves. I'll stop you before you get going."

The Simulacrum Runner summons no Simulacrums.
The Portal to Hell summons up 2 Hellhounds!

The Pro-Acolyte players have cast off their Shadowbinding!

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 [AA] HP: 10/20. Overload: 10/15.
Pricey12345 [AA] HP: 11/20.
auyuengyat/sunnyau [AA] HP: 20/20. Overload: 5/15.
ConsumerOfAll [AA] HP: 20/20.
Emerald_Mann [AA] HP: 20/20.
Cyanogynist [AA] HP: 20/20.
TrickleJest [AA] HP: 20/20.
Everyone Except You (EEU) [AA] HP: 20/20.

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:
Damage the Acolyte as much as you can! The next wave is coming up!


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.

Ninjatwist_ [AA] HP: 39/50. Plot Armor: 0% Reduction. In Plot Meditation.
Base Damage: 4
Speed Value: 4

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.

Wary Souls [AA] HP: 3/10, 10/10 (x11). Base Damage: 2. Speed Value: 5.

Massive Simulacrum Runner [AA] HP: 36/40.
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)

Wary Souls [AA] HP: 3/10, 10/10. (x11) Base Damage: 2. Speed Value: 5.

Tanky Tank [AA] HP: 17/50. Base Damage: 2. Speed Value: 1. High priority.

Portal to Hell [AA] Summon Phase: 3.
Demons [AA] HP: 5/5. (x3)
Hellhounds [AA] HP: 8/8. (x2)
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.

The Acolyte [AC] HP: 74/100. 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.

JOEbob [N] HP: 20/20. Shield: 10/10. Overload: 9/15.
GoldHero101 [N] HP: 20/20. Inside Small Camp. Overload: 9/15.

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 (x10) (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 (x12) (Crafting/building ingredient)
Stone Shovel (Club, Base Damage: +2)
Heavy Stone Sword (Blade, Base Damage: +2, user cannot dodge while in use)
Small Backpack (Gives the user 3 more inventory slots)

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)
Sand (x2) (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)
Sand (x14) (Crafting/building ingredient)
Logs (x19) (Crafting ingredient)
Charcoal (x3) (Crafting ingredient)
Stone Pickaxe (Base Damage: +2)
Cobblestone (x25) (Crafting/building ingredient)
Gravel (x3) (Crafting/Building ingredient)
Cooked Crab Meat (Cooked food item)
Leopard Hide (Crafting ingredient)
Leopard Fang (x2) (Crafting ingredient)

Eggplants [N]: Growing Stage 2. (x3)
Garlic Plants [N]: Growing Stage 2. (x3)

Mining Turtle [N] Fuel: 0/0. Can mine items if given fuel.

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 (x4) (Crafting ingredient/building unit)
Sand (x14) (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!
 
CURRENT benevolentEnigma [CBE] RIGHT NOW opened memo on board ANTI-ACOLYTE AFFAIRS.

CBE: Just opening this up for comms within the team.
CBE: If everything works, this should be exclusively visible to us.
CBE: Otherwise, I'll probably close it, as comms aren't very useful if they're going to be intercepted no matter what.

2/2 Arsenalize
From the depths of my mystical INVENTORY MANAGEMENT SYSTEM, I draw forth my weapon of choice:
The riflescope.
It's a sniper rifle, but the barrel telescopes for additional accuracy and range. Plus you can use it as a long stick, if you need to.

I fire the riflescope at The Acolyte [AC].
Ideally, he'll be caught of guard by my strange weapon, and I'll be able to attack.

2/20 Call for Backup

Am I allowed to start a new charge in the same post I finish the old one?
 
+goldhero
I mine da clay some more, getting me enough clay for what I need, probably. nope, turns out I need almost twice as much clay and sand as there is in this water place, unless these are clay blocks as opposed to chunks, in which case I only need twice as much sand as there is here.
 
I shout and wave my arms around elaborately whilst Everyone shoots his gun; hopefully distracting the Acolyte so that he doesn't notice it; nor the rain which starts to mystically fall... ACID RAIN.
+1 Everyone
 
+goldhero
I mine sand with goldhero, noting that they should be more careful then me since they aren't immune to the first attack that hits them.
 
Seeing as a source of damage will only work once on The Acolyte [AC], I instead take the time to fully set up my position, and fortify somewhat, hopefully increasing my defenses and/or accuracy. And summon another kitten, for good measure.

2/5 Assault (+1 from ender)
4/20 Call for Backup (+1 from ender)
+1 auyuengyat
 
I proceed to expose the Tanky Tank to Supper Smash Bros: Mishohn from God.

...The horror. You deal 7 damage to the Tanky Tank!

(snipped)

2/2 Arsenalize
From the depths of my mystical INVENTORY MANAGEMENT SYSTEM, I draw forth my weapon of choice:
The riflescope.
It's a sniper rifle, but the barrel telescopes for additional accuracy and range. Plus you can use it as a long stick, if you need to.

I fire the riflescope at The Acolyte [AC].
Ideally, he'll be caught of guard by my strange weapon, and I'll be able to attack.

2/20 Call for Backup

Rules Question:
Am I allowed to start a new charge in the same post I finish the old one?

As for the rules question, nope. You can only have at most 2 charges open at a time.

I'll add in your riflescope as a stylistic weapon- just using your base stats.

As for your attack on the Acolyte, the Acolyte anticipates the firing of a high-powered metal slug at his position, regardless of the source! He performs a sideways cartwheel out of the projectile's path.

+goldhero
I mine da clay some more, getting me enough clay for what I need, probably. nope, turns out I need almost twice as much clay and sand as there is in this water place, unless these are clay blocks as opposed to chunks, in which case I only need twice as much sand as there is here.

You mine up the last of the clay pieces, gaining 4 in the process.

I shout and wave my arms around elaborately whilst Everyone shoots his gun; hopefully distracting the Acolyte so that he doesn't notice it; nor the rain which starts to mystically fall... ACID RAIN.
+1 Everyone

The shot has already been mysteriously sidestepped! However, the Acolyte's cartwheel does leave him quite vulnerable to the acid rain damage. 1 damage dealt!

+JOE

I mine sandddd!

3 bits of sand have been gathered!

+goldhero
I mine sand with goldhero, noting that they should be more careful then me since they aren't immune to the first attack that hits them.

You mine up 3 more bits of Sand.

Seeing as a source of damage will only work once on The Acolyte [AC], I instead take the time to fully set up my position, and fortify somewhat, hopefully increasing my defenses and/or accuracy. And summon another kitten, for good measure.

2/5 Assault (+1 from ender)
4/20 Call for Backup (+1 from ender)
+1 auyuengyat

You gain Ballistics Training II on your next shot with your Riflescope!

I throw a fish on the Acolytes head; hoping that Everyone's kitten will scratch his eyes out for it
+1 Everyone

Fish do not stick very well! Either that, or EEU's cat is very well-disciplined. Neither animal makes any impact on the Acolyte!

2/5 on summon
Call down another orbital strike down on Tanky tank.
"FIRE ON THE ARMORED ARMORED CASSON"

6 damage dealt to the Tanky Tank!

========[End-of-Turn Events]========

The Wary Souls have no targets.

Ninjatwist_ regenerates using the last of his Plot Meditation.

The Simulacrum Runner regenerates 4 HP, restoring it to full health!

The Planar Sniper has no target.
The Simulacrum has no target.

The Tanky Tank has no target.

The Acolyte lets loose with all the Mooks he can summon!

6 Elite Pistol Mooks are summoned.
6 Powered Shotgun Mooks are summoned.
4 Well-Armored Axe Mooks are summoned.

10 Spear Mooks are summoned.
10 Assault Rifle Mooks are summoned.

1 Mook Leader is summoned close to the group of 10 Spear Mooks.

The Simulacrum Runner summons no Simulacrums.
The Portal to Hell summons up 2 Hellhounds and 2 Demons!

The Just Writer's TV Crew's last known whereabouts were on Page 23.

========[JOE and GoldHero's Sidequest]========

The JOE clone mines up 2 more pieces of Gravel. He's getting tired!

A crocodile lunges out of the water and grabs hold of JOE, taking him by surprise! The attack is dodged, but the Crocodile has no intentions on giving up easily!

====[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 [AA] HP: 10/20. Overload: 5/15.
Pricey12345 [AA] HP: 11/20.
auyuengyat/sunnyau [AA] HP: 20/20. Overload: 0/15.
ConsumerOfAll [AA] HP: 20/20.
Emerald_Mann [AA] HP: 20/20.
Cyanogynist [AA] HP: 20/20.
TrickleJest [AA] HP: 20/20.
Everyone Except You (EEU) [AA] HP: 20/20. Ballistics Training II.

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)

EEU
Riflescope (Sniper Rifle, Base Damage: 4)

MrMirrorMan [PA] HP: 20/20. Overload: 5/15.
plague126 [PA] HP: 20/20. Overload: 5/15.
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:
Slay the Mook wave! They have reduced HP compared to older Mooks, but come in greater numbers!


Pro-Acolyte:
Support the Acolyte's last wave of Mooks! They're frail on their own!

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.

Ninjatwist_ [AA] HP: 44/50. Plot Armor: 0% Reduction. In Plot Meditation.
Base Damage: 4
Speed Value: 4

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.

Wary Souls [AA] HP: 3/10, 10/10 (x11). Base Damage: 2. Speed Value: 5.

Massive Simulacrum Runner [AA] HP: 40/40.
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)

Wary Souls [AA] HP: 3/10, 10/10. (x11) Base Damage: 2. Speed Value: 5.

Tanky Tank [AA] HP: 4/50. Base Damage: 2. Speed Value: 1. High priority.

Portal to Hell [AA] Summon Phase: 4.
Demons [AA] HP: 5/5. (x5)
Hellhounds [AA] HP: 8/8. (x4)
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.

Elite Pistol Mooks [PA] HP: 12/12. (x6)

Powered Shotgun Mooks [PA] HP: 12/12. (x6)

Well-Armored Axe Mooks [PA] HP: 12/12. (x4)

Spear Mooks [PA] HP: 12/12. (x10).
Mook Leader [PA] HP: 12/12.

Assault Rifle Mooks [PA] HP: 12/12. (x10)

The Acolyte [AC] HP: 73/100. 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.

JOEbob [N] HP: 20/20. Shield: 4/10. Overload: 9/15.
GoldHero101 [N] HP: 20/20. Inside Small Camp. Overload: 9/15.

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 (x12) (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)
Clay (x12) (Crafting/building ingredient)
Stone Shovel (Club, Base Damage: +2)
Heavy Stone Sword (Blade, Base Damage: +2, user cannot dodge while in use)
Small Backpack (Gives the user 3 more inventory slots)

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)
Sand (x2) (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)
Sand (x14) (Crafting/building ingredient)
Logs (x19) (Crafting ingredient)
Charcoal (x3) (Crafting ingredient)
Stone Pickaxe (Base Damage: +2)
Cobblestone (x25) (Crafting/building ingredient)
Gravel (x3) (Crafting/Building ingredient)
Cooked Crab Meat (Cooked food item)
Leopard Hide (Crafting ingredient)
Leopard Fang (x2) (Crafting ingredient)

Eggplants [N]: Growing Stage 2. (x3)
Garlic Plants [N]: Growing Stage 2. (x3)

Mining Turtle [N] Fuel: 0/0. Can mine items if given fuel.

Crocodile [H] HP: 50/50. Base Damage: 6. Speed Value: 2. Deals +2 Base Damage every time it attacks the same target.

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 (x0) (Crafting ingredient/building unit)
Sand (x8) (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!
 
4/5 Assault (+1 from ender)
6/20 Call for 'Backup' (+1 from ender)
+1 ender

I attempt a "decapitation strike" by firing the RifleScope at the Mook Leader.
Specifically, at it's head.
 
Back
Top Bottom