Destroy the Godmodder

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@Cyan: Okay, do you know how the bidding for the elemental alchemies works? Basically you give me +1s, and any bid that you're at the top of, you get the alchemy on the block at the time, and your number of banked +1s is dropped down to reflect that you've won one of the bids.
All you need to do is hand me +1s and I'll do the math for you.

+1 to insert, flaming toast and numbersoup
139/250 for the charge of potential
61/100 for The Destroyer
Nulla Stella completed!
FOB watch AND time titan essence = Denito Surrexit 8/11
Mace AND light titan essence = Deum Lucem 6/11

I look around, and yawn.
Goku is still trying to murder Aetherderon (he uses absolutely every single one of his abilities in a single, massive assault). the Valkyirie tank is still showering the PG side of the battlefield in as much as it is capable of.
Not much.
Actually, speaking of the Valkyrie tank, ALL of it's components are supposed to attack in the EoTB, which is why it has such comparatively low health (only a little more than zombie goku, who is supposed to be a mega-bruiser)
Anyways, the Valkyrie tank expends all of its relevant specials that are stored up attacking the PGs and any neutrals that attack the AGs this round.
Up to, and including Zombie Goku.

Bidding (Nulla Stella)
CrypticCataclysm: 37 (on hold) (+2)
GoldenReady: 34 (+6)
gladiusAssailant: 20
eboLag.exe: 12
[Insert Generic Username]: 17 (+6)
AerialAce: 9
The Flaming Toast: 15 (+6)
TalistL: 6
W32Coravint: 6
NumberSoup: 12 (+6)
DarkSide: 7 (+1)
Redstonetam: 5
FeatheredDragon: 2
Pricy12345: 3 (+1)
Raichu Sonic: 1

And Nulla Stella goes to... Golden Ready! Now you don't have the static-out in order to move! You can just teleport!

Bidding (Denito Surrexit)
CrypticCataclysm: 37
gladiusAssailant: 20
[Insert Generic Username]: 17
The Flaming Toast: 15
GoldenReady: 14
eboLag.exe: 12
NumberSoup: 12
AerialAce: 9
DarkSide: 7
TalistL: 6
W32Coravint: 6
Redstonetam: 5
Pricy12345: 3
FeatheredDragon: 2
Raichu Sonic: 1

And now for...
You know what, GoldenReady already described Denito Surrexit.
Begin the bidding for the overpowered time watch!
You guys got 2 rounds left to go.
 
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(RECREATE: Deus Ex Machina) && (RECREATE: The Abolisher) == Staff of Judgement 3/21. (Level 20)
(RECREATE: Ea Mechanism) && (RECREATE?: Flowmetal (also nicknamed as Magemetal)) == Flowmetal Staff 2/21 (Level 20)
Meaningful Name 1/50
+3 to GoldenReady.

Crystal casts Meteor Swarm, ripping chunks of rock from the Terror Granite Elemental and sending them back at their source, infused with elemental fire as a 'bonus'.
 
I am sending out the TPP Streamer 13/200 (This may be extremely powerful if i summoned this)
Making Painis Cupcake 12/85
Establishing Project Storm II 8/300 (On Delay)

Alchemies

Dragon :red: (censored) + Katana + Lube + Cranky's Blessing = Freddy :red:boy's/gorilla's Katana (4/5) (Sorry for being naughty guys...)

Deal with it Glasses + MLG Sauce + Laser Beams = Super Deal with it Glasses (2/??)

Attack/Action: While i wait, i saw someone screaming out I WANT TO GET OFF MR GODMODDER'S WILD RIDE! because of the endless madness of this.

+1 to Sirplop, +1 to Redstone, +1 to Piono

Support me if you want.
 
(RECREATE: Deus Ex Machina) && (RECREATE: The Abolisher) == Staff of Judgement 4/21. (Level 20)
(RECREATE: Ea Mechanism) && (RECREATE?: Flowmetal (also nicknamed as Magemetal)) == Flowmetal Staff 3/21 (Level 20)
Meaningful Name 2/50
+3 to GoldenReady.

A cast of Stone to Flesh weakens the Terror Granite Elemental enough that Crystal can slice it into ribbons with an incredibly sharp sword.
 
>1/2

-=Charges
Aetherian Champion (24/30) +3 from Piono, +2 from Pricey
300 (11/300)

Aetherderon will preferably attack PG when able.
Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one.
Great Call: Deals large amounts of damage to target entity.
Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it.
Stare of Immortality: Causes the afflicted entity's next attack to fail.
Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-=Alchemies
Warden && Quantum Shield Generator && Bits of the Praetorian's armor == Blackguard (11/26 - Lvl. 25)
Ultimatum && Pseudo-Space Mechanisms && Excessive amounts of Bullets == Unlimatum (11/26 - Lvl. 25)
Cloth Bag && SPAAA...AAACE ~~ Loom == Bag of Holding (3/6 Lvl. 6)

Community Charge! These charges can only be completed via donations.
Entity: ???: 8/150 -- And entity more powerful than the God of the Worlds.

+1 to Cryptic, Darkside, and Piono.
 
Alchemies
Gatekeeper's Scythe || Diamond Sword = Gatekeeper's Sword (Level 10, 3/11) (The Gatekeeper's Scythe in sword form.)
((((M134 Minigun && Fluoroantimonic Acid) && Aqueous Uuo118+ Ions, the strongest acid possible) && Chlorine Trifluoride) && Polonium-210) = Toxicide II (Level 8, 7/9)
(Recreate: The Sizer) && SCP-219 = The Resonator (Level 10, 7/11)

Charges
Project T01-Triskaidekaphobia: 6/50
Project T02-Microspectrophotometry: 6/100

+3 Piono

Action

I wave the Unicoders around and a Unicode Multitool appears in my hands. I switch to ⚳ U+26B3 CERES Sickle Mode and make a large slice at the Terror Granite Elemental with the symbol of the minor planet and its razor-sharp sickle blade. I then switch to ⛏ U+26CF PICK Mode and shatter the Terror Granite Elemental. Next, I switch to U+1F52B PISTOL Mode and fire palladium LOL-12 shots at the Terror Granite Elemental, then switch to U+101E1 PHAISTOS DISC SIGN BOOMERANG Mode, which I detach and throw at the Terror Granite Elemental. Next, I set it to ❘ U+2758 LIGHT VERTICAL BAR Wand Mode and cast Granite to Wood, turning it into a Terror Wood Elemental. I then switch to U+1F525 FIRE Portable Mode and set the Terror Wood Elemental on fire, then leave it to burn before reverting it to granite.
 
Hey what was the name of that laser thing we all got? the one that powers up as you use it, anyway I fight some slimes and other little things with it in order to make mine a bit stronger, I might even get a couple of zombies in there if I'm lucky

S0 seeing as several things in Aetheria n0w have health bars I d0nt want them t0 die, I assign teams 0f builders and repair pe0ple t0 the mall and the m0unted guns, as well as sending m0re t0 the c0l0nies while I'm at it, this will buff their health a bit and aid in repairs

Mobilize (17/20)
More gun (7/10)

{Alchemy}
Time Essence && Space Essence && Sniper rifle == Scratch (12/26)
Balance && Pure Water && Pure Earth && Pure Fire && Pure Air = Harmony (12/26)
The Golden Lute && The Ocarina of Time && The Wind Waker =The Songbird (9/11) +1 fr0m darkside and sirpl0p (sorry for spamming +1's into this, I have plans)
+3 to pi0n0 (I SHALL HAVE THE WATCH (as will a couple other people))
(rand0m siden0te, my "O" key is a bit br0ken so a may use 0's as O's f0r a bit, until i can fix it)
 
═══════════════════════════════════════【ALCHEMY】═════════════════════════════════════
The Painchimer && The Silencer = Silencio (Level 20: 16/21)
The Low Blow && The Noisemaker = The Earbreaker (Level 20: 16/21)
(Reacquire(If possible): Necrosmasher (Level NaN: 2/???)
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═════════════════════════════════════【SUMMON/CRAFT】═══════════════════════════════════
Deathstar core (Tier 1) 9/60
HP: current: ??? max: ??? (+33% base hp per tier past 1) base: ??? ((GM please fill in the values as apporiate, its supposed to be weaker than averange for 60 charges))
A massive core for a deathstar, hosting basic means of generating energy, storing energy and the headquarters of a deathstar. The brain and heart if you so will.
Generates 1 (+1 per tier past 1) energy per turn, stores up to 5 (+3 per tier past 1) energy.
Allows players to use their charge(s) to instead supply the deathstar with energy at a 2 -> 1 conversion rate.
Restores 30% of its total base HP each turn. current regeneration factor: ???
The entire deathstar explodes violently, heavily damaging anything in vicinity, if the core of it dies.
The core has the lowest pirioty for incoming attacks, being only damaged when neither buildings or shields are alive, and has the highest pirioty of repairs, being the first thing to be repaired, before shields.

Useless on its own, combined with a hull it makes a deathstar.
─────────────────────────────────────────────────────────────────────────────────────
Deathstar hull (Tier 1) 9/60
HP: Hulls have no HP (and can consequently not be attacked), instead they add bonus HP to the core. ( +??? per tier) ((Fill in please: Its supposed to be just averange for 60 charges))
The hull of a deathstar comes close to a small planets size, providing space to build buildings and shields on.
Building slots: available: 10 maximum: 10 (+3 per tier past 1)
Buildings have medium pirioty for incoming damage, being only damaged when no shields are alive, and have around low pirioty (depending on the building) for repairs, being repaired after the core and the shield.
Shields have the highest pirioty for incoming damage, perventing anything else from being damaged before they fall, and medium pirioty for repairs, being repaired before buildings but after the core.

Useless on its own, combined with a core it makes a deathstar.
─────────────────────────────────────────────────────────────────────────────────────
Railgun Mk1 0/30
HP: current: ??? max: ???
Internal energy storage 0/1
A massive railgun which fires bullets by magnetically accerlating them. Slow firing rate but powerful and accurate.
Deathstar building.
As long the railgun holds minimum 1 energy in its internal storage it can automatically parry incoming missle (or similar) attacks by shooting the missles to make them explode prematurely, but doing so expends 1 energy from its internal storage.
Railgun fire (Strong, accurate) III
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═══════════════════════════════════════【ATTACK】══════════════════════════════════════
Granger shoots the frosting castle with the fallen. Thanks @Sirplop !
Also >Inspect "the fallen" (does it gain a level whenever it kills something or how does this work?)
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═════════════════════════════════════【SUPPORT/MISC】════════════════════════════════════
+1 to the first post after this one, +2 to the second and +3 to the third (fueled from my next post)
═════════════════════════════════════════════════════════════════════════════════════
 
Alchemies
Gatekeeper's Scythe || Diamond Sword = Gatekeeper's Sword (Level 10, 5/11) (The Gatekeeper's Scythe in sword form.) (+1 from Granger)
((((M134 Minigun && Fluoroantimonic Acid) && Aqueous Uuo118+ Ions, the strongest acid possible) && Chlorine Trifluoride) && Polonium-210) = Toxicide II (Level 8, 8/9)
(Recreate: The Sizer) && SCP-219 = The Resonator (Level 10, 8/11)

Charges
Project T01-Triskaidekaphobia: 6/50
Project T02-Microspectrophotometry: 6/100

+3 Piono

Action

I pull out a LOLtanium-ROFLmium alloy fist on an amazingly long and sturdy spring. This fist is capable of shattering granite easily. I then extend the spring into the Terror Granite Elemental.
 
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Forging...
Nebula Arcanum && Gravity Globe && Tiny Planet && Miniature Black Hole = The Physics Breaker (Lv. 16, 12/17) (+2 from Sirplop, Granger)
I'll hold onto my Ancient Amulet (Lv. 15) until I can get the MR upgrade cleared up...

Summons...

Legendary Support (23/200)

Entities... (Nerf if to powerful. Buff if too weak.)

All currently in hangar.

-Parts: Can suffer engine failures (+30% chance to catch fire), wing damage (-10% evade/-5% armor), fuselage damage (-10% evade/-5% armor), and tail damage (-10% evade/-5% armor).
-Repairs: Any plane can, when destroyed, return to the hangar for repairs. They will return in 5 turns, one at a time.

-Squads: N/A

HP: 1000
Abilities:
-Condensed Shadow Mist: Has an ASTOUNDING 95% evade from every attack, even from "guaranteed hit" attacks and "spraying" attacks. It absorbs darkness- and void-based attacks. Some attacks can hit it more often...
-Withering Beam: Can fire a beam of pure death at one entity, inflicting DOOM on it. Charges in 3 rounds. DOOM debuff lasts 5 rounds.
-Self-destruct: Upon defeat, will explode in the face of any nearby entity/player.

Debuff Database: DOOM: The affected entity will be instantly killed or will take serious damage once the timer runs out. Bosses may be afflicted as well, but will take significantly less damage from it (Max: 10k).

Seems all planes are in my hangar, my upgrades continue*. (3/30)
*Note: They're coming back with greater power after this.
Weather...

None.

Absorption:
85.5K HP(HP absorbed by normal monsters and bosses. Takes thousands of HP per attack.)
5 SHP (HP absorbed from entities and bosses that resist attacks, and only take single/double-digit damage. Damage to Godmodder: 5SHP)
Spending absorbed power may allow for special abilities. Only one may be used per turn, besides transformations, which happen automatically.
Conversion factor: 10K HP = 1.2 SHP (Maths! YAY!)
-Surehit: A guaranteed hit against everything except the Godmodder. Cost: 100K HP/12 SHP. Not usable in Strife/arena.
-Ravage: Deals increased damage to any single-entity attack. Cost: 150K HP/18 SHP. Not usable in Strife/arena.
-Adrenaline Rush: When energy is low, and provided the cost, can go into an unstoppable rampage. Increases physical abilities drastically, but reduces mental abilities. Cost to activate: 50% of HP/SHP, over 200K/24. Can activate in Strife/arena.
-Spirit Mode: When energy is low, and provided the cost, can become one with the spirit, thus becoming one. Increases mental abilities drastically, but reduces physical abilities. Cost to activate: 50% of HP/SHP, over 200K/24. Can activate in Strife/arena.
-Obliterate: When used, this ability may instantly kill any non-boss entity (5%) or deal massive damage to it (70%). It may also deal very little however (25%).
Cost: 500K HP/60 SHP. Not usable in Strife/arena.
-Floating Weapons: Allows every weapon in one's arsenal to float around him/her and act independently - but in control of - the user. Every single weapon affected will attack the enemy, causing loads of pain and death and even more pain. Unlockable. Costs 2.000M HP/240 SHP. Will be usable anywhere once unlocked for no cost.


Actions...
Defence Planes for Aetheria (11/15)

I use Close Combat on the Terror Granite Elemental because I have no time for this action.

Support...

I help...
Piono (+1)
Cryptic (+1)
GoldenReady (+1)

---------
TL;DR version below now. I hope this clears something up.
First things first, the thing to remember about this upgrade is that you need a relic. Base relics that take a single charge to complete can be used, but typically won't be as powerful as charged ones. Charging up an expedition to find relics will likely reap relics of greater power. However, beware of the potential drawbacks to relic expeditions... things could happen that may or may not alter gameplay. Like the Sharkman Spirits from my first expedition. These immediately impactful expeditions often yield even greater rewards, or even less great ones. Relics are level 1 minimum, as in, they start at Level 1 and increase in level as you work on (charge up) expeditions. The formula:

1. Level = 1+{added charge time * 0.75(Rounded)}+{If hazardous impact, up to +3. No hazard/benefit, 0. If beneficial, can go down infinitely.}
The non-maths version:
-Every point of charge results in a level increase of 0.75 from the starting level, 1. If they are decimal numbers, rounding occurs.
-Levels change depending on hazards (More reward)(hostile entities, cataclysmic attacks that damage all) and benefits (Less reward)(Allied entities, heals). The level differences are more levels (risks) or fewer levels (benefits).
-The max level is 25, like all alchemies.
-The maximum charge times will remain at 33, but hazardous relics can go down to a 29 charge time, if you force one upon yourself. Benefits are be unexpected, and can hamper what you would expect to be a good relic. Increasing the charge times even more would prevent these from happening as often and make them impact the relic less, as less charge would have to be used from the relic's main charge.
-Hazards can guarantee that there will be no benefits, but benefits cannot guarantee that there would be no hazards, meaning both can happen at once in this case.

Next off, the actual alchemy. You can have up to 5 gems/souls/gadgets/other trinkets on a relic at once, making it your own personalized item. However, there MUST be at least one power-providing item (Now indicated with light yellow) and at least ONE other trinket (Light blue). Increasing the number of these will lead to higher level weapons (2. +1.5 per power source, rounded up)(Also note that Power Sources will NEVER affect regular alchemies. Additional power sources will give more effects to a Level 25 alchemy as opposed to increasing its level). There's many things you could do to customize a relic...
-Give it a variety of elements for awesome combinations or one single, more powerful element for some heavy hits.
-Give it different special properties, such as (but not limited to) extending when it's swung (Think Smash Bros' Beam Sword).
-Stat increases. AKA Firing/swinging speed, damage, size...
-Access new abilities, find more ways to kill a man, the possibilities are endless.
-Energy sources can give new effects too. Just not very powerful/active ones.
-If no alchemy could ever do something no matter how much you alchemize it, make it from a relic.
Basically, you can customize them to suit your style. A "Make it yourself" kind of thing.
Thus, you can create crazy combos otherwise thought to be unacheivable.
Your relics may also have some... unplanned effects when charged. Nothing that would destroy the relic, but some other effects that you would have to find out for yourself. But the chances of this happening are VERY unlikely. They can be beneficial or detrimental, of varying strengths. Some may not even matter too much, but others could COMPLETELY change your playstyle, for better or for worse.

For now, here's the alchemy notation:

3. [Relic, Level X] [+-] [Object 1] + [Object 2] + [Object 3]... = [Powered relic, Level X]

And finally, the charge times. These times will depend on the level of the base relic + the number of enhancements being put on it. Want a simpler formula? Here:
4. {Base Level+1}+{Upgrade 1 (1)}+{Upgrade 2(1)}+{Upgrade 3(1)}...={Charge Time}
I hope this is a good formula for everyone. If not, it can be changed, no problem.

Here's an example of a possible MR alchemy process:

Ruin Search Simulation (1/9) (We want this to be a Lv. 8 weapon, so 1 + 0.75 x 8 = 8 + another 1 from the first 1. So, a 9-turn charge is needed.)

Shattered Gladius (Lv. 8) [+-] Frozen Bauble {+1} + Laser Extension {+1} + Enigmatic Mist Bottle {+1} + Energized Energy Sphere {+1 charge time, +1.5 levels} + Void Fuel {+1 charge time, +1.5 levels} = Edge of the Deep Freeze (Lv. 11, 1/14) (Gained 3 levels from the power sources, gained 5 charge time from everything.)(Heck, you could create a fully power-source oriented item and get more levels per point of charge! You need to sacrifice your other slots for those things, though, as you would only have one slot left for a trinket.)

Once the relic is powered up, it can be used just like a normal alchemy, including being used in other alchemies. The effects caused by Trinkets and Tech are far more powerful than on normal alchemies, and the relics themselves tend to have a higher attack power to compensate long charges.

I feel like Relics should be coloured
red for the sake of being distinguishable from the rest.


Base Relics: The relics in their old, rusty/broken/etc. form. Are unpowered, but those that are still active they are very unstable. Relics typically go like this: Shattered Gladius (Lv. 8), or {Name}{Level}.

TL;DR (Or, at the very least, shortened): In order to use the upgrade, one MUST get a relic from a dig site. The longer you dig around the site, the more powerful the relic will be, min. level 1, max level 25 (See 1.). Random other events may happen, positive or negative, and those events will change the level of the relic. Thus, you will know the level of your relic.

Any single relic has 5 slots. You can put any trinket or tech in those slots, allowing full customization. One power source and one trinket/tech is required. The rest may be outfitted as you see fit. Power sources increase the level, but provide far less powerful effects. Also, if the relic is Level 25, they will act like Trinkets/Tech, providing effects as opposed to extra levels (See 2.). Trinkets/Tech provide powerful effects, but do not increase the level. All T/T effects are much stronger than normal alchemies. Be wary, that by-products may appear on your relic, for better or for worse, of various strengths...

See 3. for alchemy notation.

The more you put on a relic, be them Power Sources or Trinkets/Tech, the greater the charge times will be (See 4.).

After charging, your new weapon can be (normally) alchemized further if you so desire. /endTL;DR(ReadCorrespondingPartsForMoreInfo)

I want these relics to be much different than your regular alchemies, to give the upgrade some sort of use other than just... sitting there collecting dust.
Sorry for the wall of text, but it had to be done. Hope it clears anything up.
Remember, you can make suggestions to improve this upgrade so it's not completely useless.
Remember, I gave everyone a free Ancient Amulet relic (Lv. 15) to get 'em started.
 
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/Null
Ok, I'm interested in the whole relic thing, tell me if this sounds right:
The Relic system is sort of like the Enchanting system in Skyrim where you need an item an enchantment and a soul gem (for power), The Relics are the items you will enchant, The Trinkets are the Enchantments and the Power sources are the soul gems?
Each item can have up five things, either trinkets or power sources, each having an effect: Trinkets give cool things like elements or stat boosts and Power sources give the item levels?
To get them you first have to get the base relic via an expedition and then you must charge it, the higher the level the longer the expedition and the more effects the longer the charge?
I think this is right but If @DarkSide could correct me that would be great (The system looks interesting and I don't want it going to waste, cause it looks like this is for when you want specifics, Alchemy is more like crafting, while this is more like customizing)
 
═══════════════════════════════════════【ALCHEMY】═════════════════════════════════════
The Painchimer && The Silencer = Silencio (Level 20: 17/21)
The Low Blow && The Noisemaker = The Earbreaker (Level 20: 17/21)
(Reacquire(If possible): Necrosmasher (Level NaN: 3/???)
═════════════════════════════════════════════════════════════════════════════════════

═════════════════════════════════════【SUMMON/CRAFT】═══════════════════════════════════
Deathstar core (Tier 1) 10/60
HP: current: ??? max: ??? (+33% base hp per tier past 1) base: ??? ((GM please fill in the values as apporiate, its supposed to be weaker than averange for 60 charges))
A massive core for a deathstar, hosting basic means of generating energy, storing energy and the headquarters of a deathstar. The brain and heart if you so will.
Generates 1 (+1 per tier past 1) energy per turn, stores up to 5 (+3 per tier past 1) energy.
Allows players to use their charge(s) to instead supply the deathstar with energy at a 2 -> 1 conversion rate.
Restores 30% of its total base HP each turn. current regeneration factor: ???
The entire deathstar explodes violently, heavily damaging anything in vicinity, if the core of it dies.
The core has the lowest pirioty for incoming attacks, being only damaged when neither buildings or shields are alive, and has the highest pirioty of repairs, being the first thing to be repaired, before shields.

Useless on its own, combined with a hull it makes a deathstar.
─────────────────────────────────────────────────────────────────────────────────────
Deathstar hull (Tier 1) 10/60
HP: Hulls have no HP (and can consequently not be attacked), instead they add bonus HP to the core. ( +??? per tier) ((Fill in please: Its supposed to be just averange for 60 charges))
The hull of a deathstar comes close to a small planets size, providing space to build buildings and shields on.
Building slots: available: 10 maximum: 10 (+3 per tier past 1)
Buildings have medium pirioty for incoming damage, being only damaged when no shields are alive, and have around low pirioty (depending on the building) for repairs, being repaired after the core and the shield.
Shields have the highest pirioty for incoming damage, perventing anything else from being damaged before they fall, and medium pirioty for repairs, being repaired before buildings but after the core.

Useless on its own, combined with a core it makes a deathstar.
─────────────────────────────────────────────────────────────────────────────────────
Railgun Mk1 0/30
HP: current: ??? max: ???
Internal energy storage 0/1
A massive railgun which fires bullets by magnetically accerlating them. Slow firing rate but powerful and accurate.
Deathstar building.
As long the railgun holds minimum 1 energy in its internal storage it can automatically parry incoming missle (or similar) attacks by shooting the missles to make them explode prematurely, but doing so expends 1 energy from its internal storage.
Railgun fire (Strong, accurate) III
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═══════════════════════════════════════【ATTACK】══════════════════════════════════════
Granger licks a terror granite golem as if it would be a popsickle. Stabbing it with a stick to do so included.
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═════════════════════════════════════【SUPPORT/MISC】════════════════════════════════════
+3 to the next post (since only 2 non /nulls were after my previous post)
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notapost

Why does everyone focus the Terror Granite Elemental? Also if it is a boss, what is it's spoil?

Edit: Golem is what I had meant to say, and thanks Jon
 
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