The King Of All Dakka (Level 15: 9/16)
Death Stick (Level 25: 3/26)
Magic Pencil + A Program with All the Things In The World + Mini Printer = The Super Fabricator 1/???
I am God, and I am King 30/101
Emerald and Jen, Dring Duo 4/6
I use Waterbending, making the battlefield bigger with how power of erosion. I then launch it at the Terror Granite Golem, with will be effective, because it's water.
Jedaffi slashes at the anarchistCreation.
I make the Godmodder play FATAL (From Another Time, Another Land). You'll see why this will damage him.
~~Charges~~
Omegapause: 7/101
Ryth, Deathless Blademaster: 2/50
~~Alchemies~~
Elemental Excalibur: 15/26
Gjallarhorn-o'-plenty: 11/13
Attack by laws 10/20
Data for constitution 11/999
Paillan scratches his head as he realizes that writing this constitution can be done at the same time as data is recollected.
Writting a constitution -/- (gains 1 charge every time data gains 1, and is completed at the same time as data. It's power will be calculated from the amount of charges)
Spiral Nemesis: 77/140
Stat Hack: 6/10
I make the 2000-ton death-tank attack the Terror Granite Golem, and then I proceed to apply all the CAH cards against the Godmodder. After that, I shoot the reality-altering gun again, turning the floor into liquid pencils, and spawning severa boxes with insufferabily annoying drones which I then proceed to use against the Spire Projection.
After that, I shoot a massive plasma beam storm against the Dark Apparition, with a total of 100 beams.
I use the Magical Harp on the workers. All 408 of them.
Change of plans. I'm going to cancel the apocalypse. I use the combined powers of the Fallen and the Gjallarhorn-o'-plenty against Akron.
~~Charges~~
The Collector, Deathless Blademaster: 3/50
Omegapause: 8/101
~~Alchemies~~
Elemental Excalibur: 16/26
Gjallarhorn-o'-plenty: 12/13
Spiral Nemesis: 78/140
Stat Hack: 7/10
I proceed to rally the Workers so they go on a strike, as they aren't getting paid enough for their job according to work regulations.
>Charges
23 / 50: Revengeance
9 / 20: Aetheria Barracks
+1 to Talist
+1 to Piono
+1 to Cryptic
CC you (t)here. CC: (c)razy sword lady. CC: heal a(c) or i dele(t)e files. GA: I'm calling bull on that, just so you know. CC: jus(t) dele(t)ed file "required essay". GA: ... GA: checking... GA: ...
I cast Barrier on anarchistsCreation, reducing damage by 50% from the next two attacks AND weakening the Sentry Barrage from Redstone! I then get the Phantom Godbot to use it's power to heal anarchistsCreation! anarchistsCreation will-
AC: COMM(A)ND not (A)CCEPTED. GA: OH GODDAMNIT. AC: I will use DETON(A)TE on (A)N entity with the Primed effect.
Alchemy Spirit of Life && Spirit of Death && Spiritblade: Sword of the Underworld - Level 15 10/16 The Sword of The Underworld is the embodiment of Spirits, Life and Death. This weapon can control spirits and create them at will. The weapon's force will create ripples that echo through the ground and deal high damage to living entities. The sword allows for altered physical states, allowing the user to seperate their will from their body, allowing for simultaneous attacks on a single target.
As the alchemy starts to complete, you begin to see the tip and edge of a shiny, iridescent blade. Screams echo through your mind as you try to comprehend what sort of monster originally held this blade before it was fragmented. It takes a tremndous amount of willpower to resist the urge to take out the showing tip and shove it in someone to hear their screams, as the swords energy seems to suggest to you. Dark. You look away. As the hilt begins to complete, the urge to kill everyone you see regresses, but the feeling of bloodlust is strong.
Sunstone && Excalibur && Angel Halo = Divine Godblade - Level 20 6/21
A golden and pearlecent tip gradually rises from a golden light. You must shield your eyes to protect yourself from the blaze. It inspires hope and courage in you, and proximity to it seems to melt your fears away.
Demonic Staff || Frozen Heart + Frozen Wings + Souls of Night + Soul of Fright + Soul of Might = Hand of the Archlich - Level 25 3/26
This staff is forged in the icy depths of Frostmount. Being near it turns your blood to ice (metaphorically. Literally if close enough). It's proficiency with ice-based magic is only matched by it's menacing history. Many mortals have been corrupted or controlled when wielding this weapon without killing it's owner (flavour). The staff has the ability to steal the souls of the fallen, gaining abilities as enemies die around it, certain ones only after completing a ritual. It calls you to it, like a wolf to it's prey, but the chilling sensation you feel as you approach pulls you back.
Here are the abilities for Hand of the Archlich. It grows in power when it absorbs souls which are gained when entities died, for smaller entities, the gain is decreased to 0.5 souls per attack on them (e.g. if 2 players killed x workers each, 1 soul would be gained, regardless of the amount) 3 Souls are gained on boss kill.
Soul bonuses cannot be gained when a previous ritual has not been performed, however souls can be. This staff is meant to be weak for a level 25 (still fairly powerful), but can scale up massively over time.
Abilities require rituals to gain, which can take 2-5 charges, the amount will tell you about how powerful it will be (generally)
Abilities are permanent, but activated ones have a cooldown.
Soul Transfer ((R: x) means it requires a ritual to complete, x is the duration of the ritual)
0 Souls: Soul Collection (R: 3) - Souls will now be able to be absorbed into the Hand of the Archlich, giving it new abilities.
1 Soul: Dark Pact (R: 2) - Every time a ritual is performed increase the level of this item by half the charges used in the ritual. (Half is rounded down, but kept in mind for the next rounding, which is rounded up.) Retroactive, counts for rituals performed before this ability is attained. Current Level: 25
3 Souls: Life Drain (R: 3) - Hostile entities that die to this weapon will heal a random allied entity equal to half the damage dealt.
5 Souls: Blizzard (R: 3) - Create a powerful blizzard for 2 turns, regardless of environment, damaging (staff level*75) ALL non-icebased entities (except the godmodder and damage is split among), and reducing hit chance to 40% (60% reduction) Cooldown: 5 turns.
10 Souls: Undead Pact (R: 2) - Dark Pact now also appies to souls. Half of souls contained within the staff are added to the Hand of the Archlich's level. Current Level: 25
15 Souls: Elemental Resistance (R: 2) - Entities of the allignment of the wielder are somewhat more resistant to fire, ice, water, shock and earth attacks. Proximity to the wielder enhances the effect.
Caps at 50 souls, but rituals can continually be performed to increase the effectiveness of this weapon.
Summons! The Lich - 3/150 [AG BOSS]
Rest. In. Pieces.
Spoil of War: Frozen Heart - Freeze an entity for a turn and deal insane damage to then (33%), kill a non-boss entity (13%) or freeze 3 random entites and deal moderate damage to them (56%). Yes, I know there is 102% there.
Spirit Arcanery - 11/35
More powerful spirits can be used in alchemy and alchemies will provide far greater results when spirits are used with them. Spirits will regularly be released into the battlefield of gradually increasing value. I may end up using some more creative way of earning the spirits/mats. $$ is the conjunction used in the alchemy formula.
I stand below Aetheria and create a ball of energy containing wrenches and fire it at Thruster 3, repairing it somehow
Suddenly, I have a sudden epiphany. I have two actions! I punch the ground. Hard. And the resulting force causes an inverse effect and sends a wave of sound into Aetheria, increasing it's 'Elevation'.
3+ to the person to find out which fairly recent movie was based off Shakespeare's play "Twelfth Night"
-=Charges
Aetherian Champion (27/30) +1 from Cryptic 300 (13/300)
-=Actions Aetherderon attacks a PG entity! (I'm getting really lazy with this.)
Aetheria lasers the Spire Projection!
NEW PLAN!!!
Aetherderon attempts to keep the Granite Golem off of the thrusters.
I push against Aetheria with Everfree (Lvl. 25.), and level it off so it's no longer falling. (I can't do any player-actions while like this.)
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 (13/26 - Lvl. 25)
Ultimatum && Pseudo-Space Mechanisms && Excessive amounts of Bullets == Unlimatum (13/26 - Lvl. 25)
Cloth Bag && SPAAA...AAACE ~~ Loom == Bag of Holding (5/6 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.
@cryptic: oohohohoooo yeah, there's 25 more to be exact, and the alchemy bid will continue on until the end of the game, as I'm going to be making more after that.
As for Nulla Stella, it's a space alchemy. It enables spatial manipulation on a high level. It's similar to denito surrexit in that it's a utility alchemy that acts closer to a multiplier on your power depending on how you use it, rather than being a solid power boost. With skill, you can rip something apart by enlargening the distance between their molecules, close the gap between you and an object to hit or grab it without having to cross the space in between, or just be boring and teleport or launch things at near light speed.
+1 to darkside, cryptic and gladius
154/250 for the charge of potential
92/100 for The Destroyer
Deum Lucem complete!
Gauntlet AND dark titan essence = Nocte Consumens 5/11
Sickle AND void titan essence = Abiit 1/11
Welp, regardless of who numbersoup was going to give his charges to, gladius won this round.
Deum Lucem is an EXTREMELY powerful holy weapon. You basically have an entire god's arsenal of variations on Judgement, not to mention the ability to manipulate light in just about any way you please (invisibility, illusions, heightened visibility, hard light, light sabers/axes/chainsaws, you name it!).
Not only that, but it's going to melt the face off of absolutely anything you hit it with, so enjoy having a weapon with so much holy power that it even kills angels.
Ooh... nocte consumens is one of my personal favorites. The (currently) ultimate dark/unholy alchemy. It doesn't reach into the realms of death (that one comes later), but what it DOES have access to is a real femaledog. The ability to manipulate shadows (shadowblending, the creepy thing Pride does in full metal alchemist, other generic stuff) isn't all. Name a generic Dark Lord power, fear blasts, obliterating people's minds, even RIPPING OUT SOULS are the domain of this piece of !!FUN!!.
Also, jondanger, you don't have to worry about destroying aetheria just yet.
Regardless of what other people do, I've got my best happy-murder-rampage to date coming up in, at minimum, three updates.
Piono, could I sit this one out too? as fun as it sounds (and it sounds really fun) I think that a gauntlet of pure darkness wouldn't be the best for a lawful neutral/ neutral good kind of character.
And Toast, Is the movie you're talking abut "She's the man? it fits the bill pretty well.
I test out the powers of Nulla Stella by causing a bunch of the worker's atoms to increase greatly in speed, giving them a great deal of kinetic energy, causing them to spontaneously combust due to the heat, I then give them a bunch of velocity in the direction of the spire projection.
Ok, I need to check my inventory real quick
Unleveled. Coin Gun
Lv. 2 Candy Corn Handgun
Lv. 10 Superosque
Lv. 10 Nulla Stella
Lv. 10 Denito Surrexit
Lv. 10 Balance
Lv. 10 Songbird
Lv. 11 Pop-Gun
Lv. 14. The Artiquater ! thats the name
Lv. ? the fallen
Other: Tornado wings, Tech. gloves, Fancy Governmental Coat
And I think that's about it
When something is used in an alchemy do we get to keep a copy, or does it disappear?
Edit: MY CITY!!!!! first thing, 12 copies of my self are running around at hypersonic speeds helping the city, one throws the C4 off of the city, another goes crazy diplomatic hyper-death on the moles, they're not stealing anything, a third spams superosque arrows at the bottom of the city spawning tornadoes to keep it afloat, and a forth dons the tornado wings and uses their pwers to further slow the descent of the city, the rest rally nearly everyone in the city to repair and protect the thrusters and help the rest evacuate. Please don't let this city die this was supposed to be a place of joy, I can't let everyone die.
I get ready to play a very special song on the songbird, (7/10) +2 from sirplop +1 from piono
Pax Aetherium (2/100)
{Alchemy}
Time Essence && Space Essence && Sniper rifle == Scratch (20/26)
Balance && Pure Water && Pure Earth && Pure Fire && Pure Air = Harmony (20/26)
+2 to sirplop +1 to toast
Forging... Nebula Arcanum && Gravity Globe && Tiny Planet && Miniature Black Hole = The Physics Breaker (Lv. 16, 17/17) (+3 from Cryptic, Sirplop, Piono) DONE!
You feel the presence of unnatural forces... it feels as if the concepts of time, space, velocity, distance, force, gravity, and even nuclear reactions are going bonkers. Every principle of physics ever created is being altered around this powerful spherical crystal, with which the user can literally bend any sort of physical limits to its will within certain bounds. It's... very scary, if you think of it.
Ancient Amulet (Lv. 15)[+-]Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 2/21) The Physics Breaker && Foresight && Balance = Equilibrium (Lv. ?, 1/?)
Summons...
Legendary Support (25/200)
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*. (5/30)
*Note: They're coming back with greater power after this.
The apparition... well... I literally have no control of it.
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 (13/15) (These will do something good for Aetheria)
With my newly acquired Physics Breaker, I decrease the density of the Granite on the Terror Granite Golem, weakening it. I then chip away at its support(s) with a chisel, decreasing their width. I then increase the weight of the TGG's top, crushing its supports into the ground... but not before I slow it's area of time, and hit it with so many OR and SG slashes it may as well be a piece of bread. Soggy, overgrown bread. Ew.
After all that's said and done, I change its weight to less than the weight of Helium Gas, and blow the parts away with a giant fan. It's so light!
I also decide to give Granite Piece Balloons to Aetheria to help stop it from FALLING.
AHAHAHAAAAA! That is FREAKING HILARIOUS! I want to do more with this!
I also think about it a bit, but I've decided to use the Physics Breaker to make the shields and buildings of Aetheria MUCH tougher. Though, the first order of business is to get those planes up and running... THEN I'll do this.
Items... I should really keep track of my items now...
Black Nothingness (Lv. 25)
Physics Breaker (Lv. 16)
The Artiquator (Lv. 14)
Ocean Ravager (Lv. 10)
Spaceleaf Greatsword (Lv. 10)
Balance (Lv. 10)
Arctoae (Lv. 10)
Ring of the Dragoon (Lv. 10)
Armor: The Terrifying Truth
I forget the rest/that's actually it.
Support...
I help... Piono (+1)
Cryptic (+1)
GoldenReady (+1)
'Cause wynaut.
---------
TL;DR version below. If you need any more clarification, let me know (But I think I covered it this time).
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} + EnergizedEnergy 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.
/Null
Darkside the granite balloons keep the citizens happy in these trying times, you are now quite well liked in the city, and even have a bit of a presence in the colonies.
Lets see here, Sirplop is the founder and is a bit of a living legend, I'm also pretty popular though not quite to legend status, Golden Ready is an arena champion, and you are a bit of a public figure now too, and generic made friendly with the shopkeepers due to his store in the mall, everybody else is known of, but not really personally known.
21/30 RIDICULOUSLY SPARKLY ANIME GIRL EYES FOR A PRANK
7/50 gorilla
THANK FSEFTR. I AM NOW LEADING THE BID FOR NOCTE CONSUMENS.
+3 TO PIONO.
OK, NOW THAT I HAVE REFRESHED MYESLF ON THE MATTER OF ARTIFACTS, I NOW HAVE EVERY INFORMATION I NEED TO DO THE CHARGE. I BELIEVE THAT ARTIFACT GAINING IS SEPARATE FROM ARTIFACT CRAFTING; AS SUCH, I WILL BEGIN WITH THE SIMPLER OF ITEMS.
ARM CANNON || GOLD && DIVINIUM && LUMINITE && ESSENCE OF THE CHU = UNOBTANIUM ARM CANNON, 1/?
THE CHU ARE NOT TO BE DESCRIBED. THEY ARE TERRIFYINGLY POWERFUL AND USE UNOBTANIUM.
IN CASE ANYONE WOULD LEND ME AID BY ASSIST OR BY CRAFTING ALCHEMIES FOR ME, FOR WHATEVER REASON, I HAVE A DOCUMENT CONCERNING PROJECT ECLIPSE IN ITS TOTALITY BELOW.
THE REQUIRED ITEMS ARE GROUPED INTO EIGHT GROUPS OF FOUR, EACH GROUP REPRESENTING A FIGURE IN THE ANALS OF THE HISTORY OF EXISTENCE THAT ARE INTERGAL TO THE CREATION OF THE ECLIPSE. THE LEVELS ARE MOSTLY IRRELEVANT.
(P) IS AN ELEMENTAL ALCHEMY THAT SHOULD COME INTO THE BID ROTATION THAT IS REQUIRED.
(M) MEANS IT IS IN THE PROCESS OF BEING MADE.
(A) MEANS IT IS AN ARTIFACT.
(U) MEANS THE EXACT IDENTITY OF THIS WEAPON IS NOT YET DETERMINED.
(O) MEANS IT IS OBTAINED.
IF IT HAS NOTHING NEXT TO IT, IT MEANS IT IS A REGULAR ALCHEMY AND MUST BE CREATED.
EACH SET'S ALCHEMIES WILL BE COMBINED INTO ONE AT THE END. THIS MAY REQUIRE CHARGING BEYOND MERE ALCHEMY IF THE LEVELS GO TOO HIGH.
BASE (M)
SET ONE: PIKACHU MERCHANDISE (A), ARCUM AEREUM (O), GODMODDING ITEM (U), UNOBTANIUM CANNON.
SET TWO: VITA AUSTRALI (P), BLOOD MAGICS THING (U), SHARD OF UNITY (A), HOPE THING (U).
SET THREE: NOCTE CONSUMENS (P), OFF CELL (A), ILLUSION THINGAMABOB (U), CIPHER'S CALL.
SET FOUR: CELESTIAL DESTRUCTION (O), ELDRITCH MOON CANNON, COSMIC MANTLE, GALACTIC GLOVE.
SET FIVE: NAVITAS NOX (O), KYNE CELL (A), TRAHO (P), EX MACHINA.
SET SIX: FLOWER THING (U), SPARK OF LIFE (A), PLANTERA BULB, PETAIUM GAUNTLET.
SET SEVEN: PIXEL KATANA (A), DENITO SURREXIT (O), THE FOURTH DIMENSION (O), THE COMPLETE EJECTION.
SET EIGHT: THE AXE, AFTERLIFE-THING (U), SOUL THING (U), NOTE (A).
ONCE ALL EIGHT SETS ARE COMPLETE, THEN THE FINAL STAGE-COMBINING ALL NINE ALCHEMIES INTO THE ECLIPSE-CAN BEGIN. THAT WILL REQUIRE A LARGE CHARGE, BUT UNTIL THEN I WOULD HOPE ALL EIGHT SETS PRODUCE ALCHEMIES THAT ARE AT LEVEL 25, IF NOT SLIGHTLY LOWER/HIGHER.
WITH THAT SAID AND DONE, I JUST GENERICALLY FIRE THE FOURTH DIMENSION AND CELESTIAL DESTRUCTION RIGHT INTO ANARCHISTS CREATION. LET'S KEEP IT SIMPLE FOR THE IMMEDIATE FUTURE.
CHAOS. I KNOW YOU CAN HEAR ME.
IRE HAS BETTER HAIR. HE HAS BETTER FASHION SENSE. HE HAS BETTER SUPERPOWERS. HE HAS WAA. HE HAS NOT BEEN HORRIBLY DEPRIVED OF SANITY. HE CAN THEORETICALLY DO ANYTHING YOU CAN AND MORE. YOU ARE INFERIOR.
/null CD: Don't forget, everyone got a Lv. 15 amulet a while back. Consider it your free trial. Except better than most free trials. CD: 'Cause this one doesn't rip you off afterwards, and is actually useful. CD: Yeah. Use mine as a guide if you wish. CD: Just don't outright copy it. I'd hate that.
Ancient Amulet (Lv. 15)[+-]Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 2/21) (not an actual alchemy charging post).
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