Well, I was completely wrong about needing that extra day! Gave me another day to finish up something else that desperately needed it. With nothing in the way of this but time, let's get on with the update!
I will be splitting this into two days, since rushing for time may have caused some error (I nearly missed the Tonbogiri's attack last turn!).
12/15 mining
2/10 healer
+1 goldhero
I check how much project E EMC the fossil has, and whether it has any. a diamond, for example, has 8,192, iron is 256, gold is 2,048, etcetra.
On the high ground, I continue to hold my magical wind spell.
I then use my Ironbark Warpmind Scepter to see through the mind of the Mook Leader, and injects the thought that the AA side is too strong for them to fight unless they have backups into the Mook Leader, wanting him to disengage into the sturdy (as of now) Mook Outpost.
Seen he and his force hastily retreat, I prepare for my final piece of spell in the combo.
Charge:
Attack Sequence 2/3
Mana Crystal 2/30
+1 @bognog04
I throw a simple grenade into the midst of the Axe Mooks, which will deal some damage and cause them to scatter.
Tunnel:3/15
Mantle of the Force:14/20
+1 sunnyau
I disperse the wind spell into the walls. The sand collected in the vortex is splattered on the walls, into the small gaps of the walls.
I then restart the wind spell. The sand want to just go into the vortex created once more, but no-
I use the additional power granted by the charge to supercharge my slow time spell on the walls - due to the relative speed between the sand and the walls, the walls are grounded like wood on a sandpaper.
When the walls are grounded into falling bricks of stone, I stop the wind spell and the slow time spell and let the bricks, the sand fall onto the scared army of mooks retreated into the Outpost.
Charge: Attack Sequence 4/4 - Unleashing! as the combo attack finishes this post
Mana Crystal 4/30
+1 by ender2
+1 to @ender 2
7/30 Infinity gantlet (A weapon not an attack)
5/30 Thanos
I show the imbeciles called mooks the usefulness of modpacks like sevtech:ages and they crash their minecraft games stuning them for 2 rounds.
+1tarhalinder sunnyau and ender-2
All charge boosts accepted! Sorry for the late reply.
CHARGES
Pre-development: 10/10
--
Operation is ready for further progress.
Reminder that we are under Level Infinity OPSEC. Do not do anything to reveal the project to the unauthorized.
Secondary research must be outsourced to another.
We estimate it will take the same time as the pre-development.
13/15 mining
3/10 healer
+1 goldhero
I search for items of the same mod as the fossil in nei, then look through them for anything which sounds like it interacts with fossils.
[Post] "This is going to take a while." Chipping slowly at a wall is not the most exciting activity to anything, well, anyone, with a compulsory hunting instinct.
[Attack]
Mythic throws knives at a Rifle Mook, they collapse into inert salt water after the attack.
[Servant]
None.
24/30 - A Weapon? Well, maybe they did, but really, that way is wrong... 15/30 - Anti-Wall Servant. "Waiting for the day you'll be revived..."
1) Pick up one of the mook's uniforms from last episode and disguise as one.
2) Set up shop near them and sell hats.
3) Once mooks stop buying hats, push the button that activates the explosives concealed within them.
4) Profit.
I call for the MOEA (Misuse of Explosives Authority) to examine the Mooks for using explosives improperly, causing them to be attacked by their agents.
Tunnel:4/15
Mantle of the Force:15/20
+1 sunnyau
You can't find much coal or stone here- there aren't any hills or rock faces to dig into.
However, there are considerably more important matters to attend to! You could mine out that wall, for instance, since that pickaxe will likely do a good amount of damage to it. Who knows? it might even yield something.
The Rifle Mook struggles to get out of your controlling grasp. The struggle deals 6 damage to it, but it refuses to obey you!
========[End-of-Turn Events]========
Ninjatwist_ continues to fight the Lightly-Armored Sword Mooks, dealing 6 damage!
Major Persecles engages the same Sword Mooks with his trident, skewering one of them for 8 lethal damage!
Ed the Undying continues to battle the Sword Mooks, dealing 2 damage!
The Argynth Scouts switch targets to the Rifle Mooks, dealing 20 damage to the group! This kills 2 of them!
The surviving Assault Rifle Mooks regroup and return to the fight. They deal 4 damage to one of the Argynth Scouts!
Two of the Lightly Armored Sword Mooks focus Ninjatwist_, dealing 4 damage!
The other three Sword Mooks switch targets to Major Persecles, dealing 5 damage! One of them scores a crit!
The Lightly Armored Axe Mooks assault the Spear Carriers, engaging them in combat!
The weakened one deals a single point of damage to one of the Spear Carriers.
The others deal a total of 16 damage to one of the Spear Carriers, cleaving through his armor and singling him out!
The Mook Leader gets in on the act, dealing 3 additional damage to the Spear Carrier!
The Rifle Mooks split their fire between the Arbalests, the Scouts, and the Tonbogiri in groups of 2! 4 damage dealt to each entity or group of entities.
The Spear Carriers clash with the Lightly Armored Axe Mooks! They deal 3 armor-piercing hits and 5 armor-striking hits, dealing 18 and 25 damage respectively. Two Mooks downed!
The Arbalests switch targets to the Rifle Mooks! They fire off 6 shots, 4 of which hit. 16 damage dealt in total! One Mook falls to the barrage of arrows.
The Tonbogiri fires upon the Rifle Mooks, dealing 6 damage to two of them!
The Lightly Armored Axe Mook is restored to full strength.
More reinforcements clamber down from the walls!
8 Powered Hammer Mooks and 8 Elite Shotgun Mooks emerge onto the field.
The Assault Rifle Mooks have been renamed to Automatic Mooks for ease of labeling!
========[Sidequest Events]========
Hmm, the Ankylosaur fossil is interesting, but not exceptionally useful right now.
Maybe do some inventory management? Your inventories are getting quite full.
====[The Battlefield]====
A flat savannah full of trees and tall grass. The Acolyte isn't anywhere to be seen, but there are plenty of Mooks in his place.
You have stumbled across a camp and its two attending players.
ender 2 Headless Horsemann Harmer's Howitzer §¶ (10/16 Souls)(Shotgun, Base Damage: +1, 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) Healing Totem [Recharge: II] (Heals 3 Anti-Acolyte PCs for 2 HP when used) EVader Double Lightsaber {G+1} (Base Damage: -1, Can attack twice, 20% chance to inflict Burning for 1 turn, 10% passive dodge chance, increases to 30% when used)
sunnyau Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges) Seashell (Crafting ingredient) Staff of Elements {G+1} (Base Damage: -2, Attacks three times, 50% chance for an additional attack, 20% chance to apply Burning or Freezing (both 1 damage taken per turn, 2/2)) Staff of Time [Reverse Time: III] (Base Damage: User, Reverse Time heals an entity for 25% of the damage it took last turn when used) Ironbark Warpmind Scepter (Base Damage: -2, +1 damage to enemies hit before with this weapon (stacks up to twice), applies Weakened (50% damage dealt penalty) for 1 turn)
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)
MrMirrorMan Forgotten Fang (Blade, Base Damage: +1, 50% crit chance instead of 25%) Remembered Revolver (Sniper Rifle, Base Damage: +1, 15% chance to apply Stasis on hit for 1 turn)
plague126 Argynth Tooth Bracelet §¶ [Cooldown:IIIII] (Summons a Phantom Argynth Soldier when used, Phantom Argynth Soldier has high stats but takes 6 damage every turn)
Tarhalindur Tarhalindur^TM One-Use Meteor Shield (Consumable, 100% chance to completely block one meteor-based damage source)
Itinerary Objectives: Break through the outer wall! Use a charged attack to deal massive damage to it! Keep the Argynth Scouts alive! They might be useful to help later on!
This entity can perform unique actions like a Player Character can, such as performing special actions.
Weapons/Equipment: Shortsaber (Blade, Base Damage: +2) Beretta 93R Pistol (Pistol, Base Damage: User)
Abilities: Falcon Slash: Attack twice with the Shortsaber. Bulletstorm: Each shot with the Beretta 93R Pistol deals triple damage but causes triple recoil and has 10% less accuracy than a single shot. Miracle Strike: Heal for damage dealt with the Shortsaber. +15% crit chance.
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks from entities.
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.
Major Persecles [AA] HP: 66/75. Plot Armor: 0% Reduction.Wide Swipe:III. Lead Tide:IIII. Fury Lunge:IIIII.
Base Damage: 5
Speed Value: 3
This entity can perform unique actions like a Player Character can, such as performing special actions.
Weapons/Equipment: Major's Trident (+3 Base Damage) Shotgun (+1 Base Damage) Fortified Armor (30% damage reduction, stacks multiplicatively with Plot Armor)
Abilities: Wide Swipe: Deal 6 damage to three target entities. 40% chance to inflict Stumbled (40% miss chance) for the following turn. Lead Tide: Use the Shotgun, but fire 4 shots instead of the maximum of 2. Recoil stacks with extra shots. Fury Lunge: Deal 12 damage to the target entity. Inflict Bleeding (2 damage taken per turn) for 2 turns.
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks from entities.
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.
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 (27/30 HP) (30% damage reduction) Heavy Stone Sword (Blade, Base Damage: +3, user cannot dodge while in use) Small Backpack (Gives the user 3 more inventory slots) Flint (Crafting Ingredient) Dirt (Crafting/building ingredient) Tar (x4) (Crafting ingredient) Raw Beast Meat (x6) (Raw food ingredient, can be cooked) Eggplant (x3) (Raw food ingredient, can be cooked) Garlic Bulb (x5) (Raw food ingredient, can be made into other foods)
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 +3 more shots, +10% hit chance on first shot, 50% chance to inflict Inked (30% miss chance)) Swim Matrix (Allows user to swim: when out of combat, healing for 2 HP per turn, while in combat, grants a 20% dodge chance) Backpack (HP: 9/20) (Gives the user 5 more inventory slots, resists 50% of damage taken while worn) Cobblestone (x4) (Crafting/building ingredient) Gravel (x10) (Crafting/building ingredient) Tar (x6) (Crafting ingredient) Flimsy Shovel (Base Damage: +1, 40% chance to break with each use)
APEX [N] HP: 91/100. Base Damage: 8. Speed Value: 1. Blocks 75% of incoming attacks towards EGG.
EGG [N] HP: 32/32. No attack. Speed Value: 1. Will turn into something after 7 rounds.
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Mining Turtle [N] Fuel: 0. Can mine items if given fuel.
Ankylosaur Fossil [???]: Partially-intact fossil of an ankylosaur. What will you do with it?
Items of Interest/Dropped Items are marked below!
Savannah Trees (x4) (Can be logged for wood, but may harbor danger) Simple Crafting Table (Used to make simple crafting ingredients) Crocodile Hide (Crafting ingredient) Raw Beast Meat (x3) (Food ingredient, can be cooked)
The rest of the objects are unknown. Scan the area to find more!
14/15 mining
4/10 healer
+1 goldhero
NEI isn't a database. it looks through the code of installed mods, and finds out what That Code says about them. otherwise, it would need an update every time any mod ever updated, and would be useless in custom modpacks. as such, if the fossil is from the same mod as whatever we need (though you could get around that with add-ons to a single mod, or piles of mods which interact with one another), it will show up. similarly, if there's anything which the code deems 'crafting' and you can do with the fossil, it'll show up if I press U. i proceed to blink twice, then try again.
1 stunned means they cant do anything
2 I SWEAR IF I DON'T FIND OUT HOW THESE MOOKS KEEP SPAWNING I AM GOING TO KILL SOMETHING
3 Time to do something
8/30 Infinity gantlet (A weapon not an attack)
6/30 Thanos
I start to die inside. soo I grab the nearest mook and slam him into as many others as possible.
10/30 Infinity gantlet (A weapon not an attack)
8/30 Thanos
+1tarhalinder sunnyau and ender-2
I run threw shoving lightly armored axe mooks to the side and shoot my golden gun at the mook leader.
I ask my comrades to temporarily stop firing on the mooks.
I then use my Warpmind Scepter to rephrase the STUNED status effect as USED by removing T and N and rearrange the letters.
I then use my Staff of Elements to create a sandstorm in the Mook crowd.
The mooks thinks that they are being USED by the Acolyte, and we gladly accept them to join our team in fighting back the ones who USED them -
"We will care for you and fight along with you, unlike the Acolyte who USED you."
They then defect from the PA team under the cover of a magically created sandstorm.
I then solidify the altered parts of minds concerning the allegiance of the mooks when they reach our side, permanently converting them into the AA side.
Charge:
The Walls come Tumbling Down 1/5
Mana Crystal 5/30
+1 to @bognog04
I drop propaganda leaflets from a plane in the sky so that the Mooks will realize that they are being USED.
Tunnel:7/15
Mantle of the Force:18/20
+1 sunnyau
Sorry for not posting yesterday, I had some stuff to get done. Now that that's out of the way, this should be good for an updae.
IMPORTANT! My family has pretty urgent plans tomorrow, and they're going to override mine. If this update doesn't come out fully, I'll update it as much as I can on Saturday.
14/15 mining
4/10 healer
+1 goldhero
NEI isn't a database. it looks through the code of installed mods, and finds out what That Code says about them. otherwise, it would need an update every time any mod ever updated, and would be useless in custom modpacks. as such, if the fossil is from the same mod as whatever we need (though you could get around that with add-ons to a single mod, or piles of mods which interact with one another), it will show up. similarly, if there's anything which the code deems 'crafting' and you can do with the fossil, it'll show up if I press U. i proceed to blink twice, then try again.
Hmm. The code scrambles upon looking at the fossil- it looks like it's encrypted or something. Looks like you'll have to find out what it can do yourself! The sky's the limit, but only idiomatically!
Breaking down the Outer Wall. Controlling the Mook population.
If you're having trouble finding out what to do, there's a list of Itinerary Objectives above the list of entities- I made it special here because that's what you'll be looking for.
Alright then- just be aware that it'll probably take up one of your charge slots.
The Microsoft Word Spellchecker prunes Stuned from every Mook on the board! Except for two of the Lightly Armored Axe Mooks, who have their condition checked to Stunned for this turn.
1 stunned means they cant do anything
2 I SWEAR IF I DON'T FIND OUT HOW THESE MOOKS KEEP SPAWNING I AM GOING TO KILL SOMETHING
3 Time to do something
8/30 Infinity gantlet (A weapon not an attack)
6/30 Thanos
I start to die inside. soo I grab the nearest mook and slam him into as many others as possible.
You deal 5 damage to both of the Automatic Mooks, pummeling them with a lethal burst of buckshot. +2 Souls! The eyes on the skull decal begin to glow again.
10/30 Infinity gantlet (A weapon not an attack)
8/30 Thanos
+1tarhalinder sunnyau and ender-2
I run threw shoving lightly armored axe mooks to the side and shoot my golden gun at the mook leader.
I ask my comrades to temporarily stop firing on the mooks.
I then use my Warpmind Scepter to rephrase the STUNED status effect as USED by removing T and N and rearrange the letters.
I then use my Staff of Elements to create a sandstorm in the Mook crowd.
The mooks thinks that they are being USED by the Acolyte, and we gladly accept them to join our team in fighting back the ones who USED them -
"We will care for you and fight along with you, unlike the Acolyte who USED you."
They then defect from the PA team under the cover of a magically created sandstorm.
I then solidify the altered parts of minds concerning the allegiance of the mooks when they reach our side, permanently converting them into the AA side.
Charge:
The Walls come Tumbling Down 1/5
Mana Crystal 5/30
+1 to @bognog04
The Mooks will not falter this easily, unfortunately- the jumble and confusion of all these items renders them merely Dazed until the (now critically injured) Mook Leader tells them to get back in line.
However, you do succeed in Dazing some of the lesser Mooks for a few turns, which is still something!
I drop propaganda leaflets from a plane in the sky so that the Mooks will realize that they are being USED.
Tunnel:7/15
Mantle of the Force:18/20
+1 sunnyau
Again, no Mooks defect to your side, but you do deal 8 damage to one of the Elite Shotgun Mooks! I've still gotta give you credit for that last attack.
========[End-of-Turn Events]========
Ninjatwist_ uses Falcon Slash! He unleashes a swift double strike with his Shortsaber, dealing 12 damage to a Lightly Armored Sword Mook! The Mook collapses, nearly bisected by the cuts.
Major Persecles crushes the head of one of the Lightly Armored Sword Mooks with his trident, dealing 8 lethal damage!
Ed the Undying also assaults the Lightly Armored Sword Mooks, dealing 4 damage! So far, the Sword Mooks have failed all of their armor rolls!
The Argynth Scouts fall back to the back line, prioritizing the survival of their intel and abilities above their combat presence.
The surviving Automatic Mook sprays wildly at the Argynth Arbalests, but he misses all of his shots because he's Dazed!
The one Lightly Armored Sword Mook that can attack deals 4 damage to Ed the Undying, scoring a deadly crit! So that's what they've been saving their RNG for...
The Lightly Armored Axe Mooks 22 damage to the Argynth Spear Carriers!
The Mook Leader powers through his injury to deal 3 damage to one of the Spear Carriers!
The Rifle Mooks miraculously manage to hit all four of their shots against the Argynth Arbalests! 2 damage to each!
The Powered Hammer Mooks deal 24 damage to the Argynth Spear Carriers!
The Elite Shotgun Mooks fire upon the Argynth Arbalests, dealing 8 damage!
The Spear Carriers split their attacks between the Powered Hammer Mooks and Lightly Armored Axe Mooks! 24 damage dealt to both parties... one Hammer Mook falls, as do
The Arbalests switch to the Elite Shotgun Mooks, dealing 8 damage to two of them! They also put one of the Elite Shotgun Mooks out of action with an extra shot.
SPEAR CARRIER: They're overwhelming us! Shake off these attackers at once!
The Tonbogiri fires upon the Elite Shotgun Mooks, dealing 6 lethal damage to the two injured by the Arbalests!
The Rifle Mooks are still dazed, as is the single Automatic Mook!
The Lightly-Armored Sword Mooks regain focus from being Stunned!
No more reinforcements climb down the walls.
========[Sidequest Events]========
Hmm, the Ankylosaur fossil is interesting, but not exceptionally useful right now.
Maybe do some inventory management? Your inventories are getting quite full.
If that fails, try exploring for some use to the Ankylosaur fossil.
====[The Battlefield]====
A flat savannah full of trees and tall grass. The Acolyte isn't anywhere to be seen, but there are plenty of Mooks in his place.
You have stumbled across a camp and its two attending players.
ender 2 Headless Horsemann Harmer's Howitzer §¶ (12/16 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) Healing Totem [Recharge: II] (Heals 3 Anti-Acolyte PCs for 2 HP when used) EVader Double Lightsaber {G+1} (Base Damage: -1, Can attack twice, 20% chance to inflict Burning for 1 turn, 10% passive dodge chance, increases to 30% when used)
sunnyau Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges) Seashell (Crafting ingredient) Staff of Elements {G+1} (Base Damage: -2, Attacks three times, 50% chance for an additional attack, 20% chance to apply Burning or Freezing (both 1 damage taken per turn, 2/2)) Staff of Time [Reverse Time:III] (Base Damage: User, Reverse Time heals an entity for 25% of the damage it took last turn when used) Ironbark Warpmind Scepter (Base Damage: -2, +1 damage to enemies hit before with this weapon (stacks up to twice), applies Weakened (50% damage dealt penalty) for 1 turn)
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)
MrMirrorMan Forgotten Fang (Blade, Base Damage: +1, 50% crit chance instead of 25%) Remembered Revolver (Sniper Rifle, Base Damage: +1, 15% chance to apply Stasis on hit for 1 turn)
plague126 Argynth Tooth Bracelet §¶ [Cooldown:IIIII] (Summons a Phantom Argynth Soldier when used, Phantom Argynth Soldier has high stats but takes 6 damage every turn)
Tarhalindur Tarhalindur^TM One-Use Meteor Shield (Consumable, 100% chance to completely block one meteor-based damage source)
Itinerary Objectives: Break through the outer wall! Use a charged attack to deal massive damage to it! Keep the Argynth Scouts alive! They might be useful to help later on!
This entity can perform unique actions like a Player Character can, such as performing special actions.
Weapons/Equipment: Shortsaber (Blade, Base Damage: +2) Beretta 93R Pistol (Pistol, Base Damage: User)
Abilities: Falcon Slash: Attack twice with the Shortsaber. Bulletstorm: Each shot with the Beretta 93R Pistol deals triple damage but causes triple recoil and has 10% less accuracy than a single shot. Miracle Strike: Heal for damage dealt with the Shortsaber. +15% crit chance.
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks from entities.
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.
Major Persecles [AA] HP: 66/75. Plot Armor: 0% Reduction.Wide Swipe:III. Lead Tide:IIII. Fury Lunge:IIIII.
Base Damage: 5
Speed Value: 3
This entity can perform unique actions like a Player Character can, such as performing special actions.
Weapons/Equipment: Major's Trident (+3 Base Damage) Shotgun (+1 Base Damage) Fortified Armor (30% damage reduction, stacks multiplicatively with Plot Armor)
Abilities: Wide Swipe: Deal 6 damage to three target entities. 40% chance to inflict Stumbled (40% miss chance) for the following turn. Lead Tide: Use the Shotgun, but fire 4 shots instead of the maximum of 2. Recoil stacks with extra shots. Fury Lunge: Deal 12 damage to the target entity. Inflict Bleeding (2 damage taken per turn) for 2 turns.
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks from entities.
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.
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 (27/30 HP) (30% damage reduction) Heavy Stone Sword (Blade, Base Damage: +3, user cannot dodge while in use) Small Backpack (Gives the user 3 more inventory slots) Flint (Crafting Ingredient) Dirt (Crafting/building ingredient) Tar (x4) (Crafting ingredient) Raw Beast Meat (x6) (Raw food ingredient, can be cooked) Eggplant (x3) (Raw food ingredient, can be cooked) Garlic Bulb (x5) (Raw food ingredient, can be made into other foods)
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 +3 more shots, +10% hit chance on first shot, 50% chance to inflict Inked (30% miss chance)) Swim Matrix (Allows user to swim: when out of combat, healing for 2 HP per turn, while in combat, grants a 20% dodge chance) Backpack (HP: 9/20) (Gives the user 5 more inventory slots, resists 50% of damage taken while worn) Cobblestone (x4) (Crafting/building ingredient) Gravel (x10) (Crafting/building ingredient) Tar (x6) (Crafting ingredient) Flimsy Shovel (Base Damage: +1, 40% chance to break with each use)
APEX [N] HP: 91/100. Base Damage: 8. Speed Value: 1. Blocks 75% of incoming attacks towards EGG.
EGG [N] HP: 32/32. No attack. Speed Value: 1. Will turn into something after 7 rounds.
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Mining Turtle [N] Fuel: 0. Can mine items if given fuel.
Ankylosaur Fossil [???]: Partially-intact fossil of an ankylosaur. What will you do with it?
Items of Interest/Dropped Items are marked below!
Savannah Trees (x4) (Can be logged for wood, but may harbor danger) Simple Crafting Table (Used to make simple crafting ingredients) Crocodile Hide (Crafting ingredient) Raw Beast Meat (x3) (Food ingredient, can be cooked)
The rest of the objects are unknown. Scan the area to find more!
"I will keep the mooks down FOCUS ON THE WALL"
12/30 Infinity gantlet (A weapon not an attack)
10/30 Thanos
I grab the nearest mook and smash him into the wall. then ,using a chunk from the wall I break his skull. and throw him at the now nearest and not near dead mook
+1tarhalinder sunnyau and ender-2
Soul farming do do do do do.... soul farming do do do do do. I shoot some of the lowest health Mooks with my Shotgun.
Tunnel:8/15
Mantle of the Force:19/20
+1 sunnyau
GAH! Terraria forum didn't send me notifications! SORRY FOR MY ABSENCE! Completely forgot what I was charging too, soooooooo-
Soulbound Untradeable Dragon Fang: 2/10
Remind me how many actions we have again, I'm not performing anything nutty this turn other than slapping some metal on my backpack to repair and reinforce it.
15/15 mining USING: the mining turtle gains infinite fuel.
5/10 healer
+1 goldhero
the egg should be down to 4 or 5 rounds.
I keep the fossil on hold for now and put tar in the smeltery we made a while ago for fuel.
[Action]
Charged Attacked Releasing:
Using my Staff of Elements as a pathway, I let the energy of the charge blazing onto the half-broken wall using the form of corrosive acid.
//OOC: can't I pair charge bonuses with item and creativity bonuses?
Charge: The Walls come Tumbling Down 5/5 Mana Crystal 9/30
+1 by and +1 to @ender 2
"OK, I'll just say this: Tarhalindur Industries does NOT have the necessary materials to complete secondary research. Someone else must do this."
"We're also working on trying to steal a syndicate uplink, stay tuned.
CHARGES
Waiting for secondary research to be completed...
(1/10) Syndicate Uplink: Locating facility...
ACTION
1) Obtain a high-power diamond drill.
2) Dig under the wall.
3) Profit.
[Action]
//OOC: @Tarhalindur , can you pm me about the boss you are trying to create? I'm okay for a boss charge. In the meantime, I will slip 2 or 3 attacks on the wall before I charge the boss charge. Also a 50-post minus boss is either a one-hit wonder or somehow filled with drawbacks completely.
//OOC: GM, what's the charge price for permanency and soulbinding now?
I assist Tarhalindur's attack by utilizing my Staff of Elements to remove the earth under the wall. No support = falling.
Charge:
Banging down the Walls 2/3
Mana Crystal 11/30
+1 by Wicked Ring
+1 to @Tarhalindur
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