Adria
Duke Fishron
((Just gonna go off of my last-known post))((WARNING: LOTS OF TEXT THIS POST))
Forging...
Ancient Amulet (Lv. 15)[+-]Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 4/21)
The Physics Breaker && Foresight && Balance = Equilibrium (Lv. 25, 3/26)
Summons...
Legendary Support (36/200)
linRin(LR)began pestering captainDarkside(CD)
LR: HOLY gorilla, I SAW THAT EXPLOSION FROM ACROSS DIMENSIONS! THE HECK WAS GOING ON IN THERE!?
CD: A fight against a near-godlike person. Everyone had to pitch in to even try to destroy him.
CD: It ended with most of us incapacitated and/or raequitting, but not before he made a mistake to end it all.
LR: So what happened?
CD: He drove a sword so powerful straight into my skull, unleashed its energies, found of that one of such energies was one he wasn't protected against, and it blew him out of the way.
CD: I barely survived that.
LR: So- wait wait, you've survived a skull impalement AND having said impalement explode into a size and power far greater than a nuke... and you still survived!? How!?
CD: It's... really complicated. You have time to spare, don't you?
LR: Most certainly. Tell me more.
CD: So, you see.........
*An hour later*
CD: ...and that is how it all went down.
LR: I think I get it now... so everyone is really that powerful, huh?
CD: Mhm. And everyone's power is continuing to grow.
LR: So it looks like much of this is now a battle of attrition; whoever gets the better weapons wins.
CD: Sadly, that's mostly correct.
CD: HOWEVER; making attacks as unpredictable (creative) as possible and chaining our attacks with other peoples' will make fighting a bit easier.
LR: Whew, I guess not everything is hopeless. So once we get there, we just need to watch for this "Godmodder" person, right?
CD: Exactly. He will kill you if you're not careful.
LR: Right. And don't worry about us turning traitor anymore; we've made up our mind to help you instead, now that we see what everyone is capable of.
CD: Whew, glad that's settled. So I'll see you around, then?
LR: Yeah, see ya!
linRin(LR) has ceased pestering captainDarkside(CD)
So yeah, now it'll be non-hostile. Rejoice!
Entities... (Nerf if to powerful. Buff if too weak.)
Seems all planes are in my hangar, my upgrades continue*. (7/30)
*Note: They're ALL coming back with greater power after this. ((Also for some reason the Shadow Fighters and Black Bombers are still active... the heck?))
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.
*This attribute relies on specific HP values, so I can't use this until we can all get specific numbers
Actions...
Fortify Aetheria (3/10)
Time till Obliterator Form can be activated again: 4 turns
I was in a weakened state from my previous form, and as such, I decided to hold out for a bit.
Items...
I should really keep track of my items now...
Black Nothingness (Lv. 25)
Physics Breaker (Lv. 16)
The Artiquator (Lv. 14)
Foresight (Lv. Forgot)
Ocean Ravager (Lv. 10)
Spaceleaf Greatsword (Lv. 10)
Balance (Lv. 10)
Arctoae (Lv. 10 PA)
Nocte Consumens (Lv. 10 PA)
Ring of the Dragoon (Lv. 10)
Armor: The Terrifying Truth
I forget the rest/that's actually it.
Support...
I help...
Piono (+3)
Order alchemy, huh... not much you could do with order, really (not that I would know of). Put me on bidding hold.
---------
TL;DR version below. If you need any more clarification, let me know (But I think I covered it this time).
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.
Now for a limited time only! Use an Ancient Amulet (Lv. 15) within 4 turns or you don't get to use it at all!
===BACKSTORY=== *WARNING: IT'S LONG AND POSSIBLY INCOMPREHENSIBLE. IGNORE IF YOU DON'T CARE*
Forging...
Ancient Amulet (Lv. 15)[+-]Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 4/21)
The Physics Breaker && Foresight && Balance = Equilibrium (Lv. 25, 3/26)
Summons...
Legendary Support (36/200)
linRin(LR)began pestering captainDarkside(CD)
LR: HOLY gorilla, I SAW THAT EXPLOSION FROM ACROSS DIMENSIONS! THE HECK WAS GOING ON IN THERE!?
CD: A fight against a near-godlike person. Everyone had to pitch in to even try to destroy him.
CD: It ended with most of us incapacitated and/or raequitting, but not before he made a mistake to end it all.
LR: So what happened?
CD: He drove a sword so powerful straight into my skull, unleashed its energies, found of that one of such energies was one he wasn't protected against, and it blew him out of the way.
CD: I barely survived that.
LR: So- wait wait, you've survived a skull impalement AND having said impalement explode into a size and power far greater than a nuke... and you still survived!? How!?
CD: It's... really complicated. You have time to spare, don't you?
LR: Most certainly. Tell me more.
CD: So, you see.........
*An hour later*
CD: ...and that is how it all went down.
LR: I think I get it now... so everyone is really that powerful, huh?
CD: Mhm. And everyone's power is continuing to grow.
LR: So it looks like much of this is now a battle of attrition; whoever gets the better weapons wins.
CD: Sadly, that's mostly correct.
CD: HOWEVER; making attacks as unpredictable (creative) as possible and chaining our attacks with other peoples' will make fighting a bit easier.
LR: Whew, I guess not everything is hopeless. So once we get there, we just need to watch for this "Godmodder" person, right?
CD: Exactly. He will kill you if you're not careful.
LR: Right. And don't worry about us turning traitor anymore; we've made up our mind to help you instead, now that we see what everyone is capable of.
CD: Whew, glad that's settled. So I'll see you around, then?
LR: Yeah, see ya!
linRin(LR) has ceased pestering captainDarkside(CD)
So yeah, now it'll be non-hostile. Rejoice!
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
-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 (Normal HP; will likely die in one hit if it ever gets hit)
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).
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*. (7/30)
*Note: They're ALL coming back with greater power after this. ((Also for some reason the Shadow Fighters and Black Bombers are still active... the heck?))
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.
*This attribute relies on specific HP values, so I can't use this until we can all get specific numbers
Actions...
Fortify Aetheria (3/10)
Time till Obliterator Form can be activated again: 4 turns
I was in a weakened state from my previous form, and as such, I decided to hold out for a bit.
Items...
I should really keep track of my items now...
Black Nothingness (Lv. 25)
Physics Breaker (Lv. 16)
The Artiquator (Lv. 14)
Foresight (Lv. Forgot)
Ocean Ravager (Lv. 10)
Spaceleaf Greatsword (Lv. 10)
Balance (Lv. 10)
Arctoae (Lv. 10 PA)
Nocte Consumens (Lv. 10 PA)
Ring of the Dragoon (Lv. 10)
Armor: The Terrifying Truth
I forget the rest/that's actually it.
Support...
I help...
Piono (+3)
Order alchemy, huh... not much you could do with order, really (not that I would know of). Put me on bidding hold.
---------
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} + 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}.
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.
Now for a limited time only! Use an Ancient Amulet (Lv. 15) within 4 turns or you don't get to use it at all!
===BACKSTORY=== *WARNING: IT'S LONG AND POSSIBLY INCOMPREHENSIBLE. IGNORE IF YOU DON'T CARE*
DarkSide was clearly not originally from the realms of Terraria; that much is certain. However, the one who was then a Darkone, now a Black Dragon, decided to spill the truth about his past.
In another realm altogether, DarkSide and his family lived in peace in a simple village. Well, he says simple, but in reality, they were extremely advanced in war technology infused with magics, making them far beyond the average human when it comes to technological progress. Powerful blades, horrifying rifles, pistols, and machine guns, and extremely versatile tomes and staves make up their entire army; certainly a force to be reckoned with.
As a Darkone ages, he or she becomes more attuned with mindless violence. Thus, at the age of 13, they undergo a trial that not only tests their mettle, but may allow them to see exactly what they were doing. They would have to go out and either kill a rebel Darkone, or convince them to join the village, armed with nothing but a simple blade. Almost all of the Darkone who partook in this event succeeded; a kill was a pass, allowing them to live normal lives. Convincing gave them a higher honor, allowing them to live among the elders. The few who end up not coming back... nobody in the village ever knew exactly what happened to them. DarkSide was one of them.
After heading out in search of his rebel, he realized something; why were they partaking in this ritual in the first place? How would we know if these rebels could be truly convinced to join their village, and are not actually working as spies? Why do we appreciate the pointless murders of these people? And did the people at the village actually have very little common sense? These types of questions ran through DarkSide's head instantaneously a few minutes after he left. He was always quiet, preferring to speak only as necessary and be undistruptive, as was his nature. Unlike the rest, though, he had lots of common sense.
Instead of proceeding as ordered by tradition, he looked back at the village, snuck behind it, and entered into the seemingly well-protected database of their entire weapons arsenal. He hijacked it successfully, barely managing to escape the guards unnoticed. He ran as far from the village as possible with the collected data.
For 5 years after that, he was decoding and creating the powerful weapons described in the database, preparing to take down the entire village. In those 5 years, though, the village grew into a town and then to a city. It was thus called "Shadowspawn". And the entire weapon arsenal he had could have very well become outdated enough to become unusable. During that time, though, "Dark", as he likes to call himself, trained more vigorously than any Darkone ever could train, increasing his already capable skillpool into a deadly machine of death, able to deflect next to everything on reaction time alone (Reaction time: 1*10^-9 seconds at that time; twice as fast as a normal Darkone). Dark, however, needed a good blade to take down the entire city without needing to sharpen it. He done so, and created a blade that outmatched any technological and magical advancements that could ever hope to reach half the strength of the blade. Dark was ready to fight back for real.
Lo and behold, they were STILL holding the stupid tradition, even in the city era. It was time to strike.
Dark walked up to the guards at the front gate, who asked who he was. He responded with his name, and they asked him if Dark had killed or convinced a rebel. He looked at both with a grin, and cut them both wide open with ease. This triggered the alarm, as it was to be expected. The entire barracks of soldiers came pouring out of the front gate, where he continued to slash through multiple at a time, and was showing no signs of stopping. All of the attacks thrown at me were easily deflected, even the bullets. Dark had forced a retreat and regroup, but Dark wasn't letting anyone survive this. He easily cut apart the remainder of the soldiers, rendering the entire city defenseless. A flood of rebels rushed in.
The rebels were plentiful, but it was nothing he couldn't handle.
Then he found out that much tougher reinforcements from other cities were coming. Dark broke through the wall, and ran in one direction until he found a portal... the portal was otherworldly; bright blue skies, lush green plains... certainly more beautiful than the perpetual twilight they always got. The foes were getting close... there was no time to think, and Dark rushed into the portal, carrying nothing more than a few copper tools. The portal sealed off after he got through.
And thus, a normal Terraran's adventure begun from there.
=====TO BE CONTINUED!======
In another realm altogether, DarkSide and his family lived in peace in a simple village. Well, he says simple, but in reality, they were extremely advanced in war technology infused with magics, making them far beyond the average human when it comes to technological progress. Powerful blades, horrifying rifles, pistols, and machine guns, and extremely versatile tomes and staves make up their entire army; certainly a force to be reckoned with.
As a Darkone ages, he or she becomes more attuned with mindless violence. Thus, at the age of 13, they undergo a trial that not only tests their mettle, but may allow them to see exactly what they were doing. They would have to go out and either kill a rebel Darkone, or convince them to join the village, armed with nothing but a simple blade. Almost all of the Darkone who partook in this event succeeded; a kill was a pass, allowing them to live normal lives. Convincing gave them a higher honor, allowing them to live among the elders. The few who end up not coming back... nobody in the village ever knew exactly what happened to them. DarkSide was one of them.
After heading out in search of his rebel, he realized something; why were they partaking in this ritual in the first place? How would we know if these rebels could be truly convinced to join their village, and are not actually working as spies? Why do we appreciate the pointless murders of these people? And did the people at the village actually have very little common sense? These types of questions ran through DarkSide's head instantaneously a few minutes after he left. He was always quiet, preferring to speak only as necessary and be undistruptive, as was his nature. Unlike the rest, though, he had lots of common sense.
Instead of proceeding as ordered by tradition, he looked back at the village, snuck behind it, and entered into the seemingly well-protected database of their entire weapons arsenal. He hijacked it successfully, barely managing to escape the guards unnoticed. He ran as far from the village as possible with the collected data.
For 5 years after that, he was decoding and creating the powerful weapons described in the database, preparing to take down the entire village. In those 5 years, though, the village grew into a town and then to a city. It was thus called "Shadowspawn". And the entire weapon arsenal he had could have very well become outdated enough to become unusable. During that time, though, "Dark", as he likes to call himself, trained more vigorously than any Darkone ever could train, increasing his already capable skillpool into a deadly machine of death, able to deflect next to everything on reaction time alone (Reaction time: 1*10^-9 seconds at that time; twice as fast as a normal Darkone). Dark, however, needed a good blade to take down the entire city without needing to sharpen it. He done so, and created a blade that outmatched any technological and magical advancements that could ever hope to reach half the strength of the blade. Dark was ready to fight back for real.
Lo and behold, they were STILL holding the stupid tradition, even in the city era. It was time to strike.
Dark walked up to the guards at the front gate, who asked who he was. He responded with his name, and they asked him if Dark had killed or convinced a rebel. He looked at both with a grin, and cut them both wide open with ease. This triggered the alarm, as it was to be expected. The entire barracks of soldiers came pouring out of the front gate, where he continued to slash through multiple at a time, and was showing no signs of stopping. All of the attacks thrown at me were easily deflected, even the bullets. Dark had forced a retreat and regroup, but Dark wasn't letting anyone survive this. He easily cut apart the remainder of the soldiers, rendering the entire city defenseless. A flood of rebels rushed in.
The rebels were plentiful, but it was nothing he couldn't handle.
Then he found out that much tougher reinforcements from other cities were coming. Dark broke through the wall, and ran in one direction until he found a portal... the portal was otherworldly; bright blue skies, lush green plains... certainly more beautiful than the perpetual twilight they always got. The foes were getting close... there was no time to think, and Dark rushed into the portal, carrying nothing more than a few copper tools. The portal sealed off after he got through.
And thus, a normal Terraran's adventure begun from there.
=====TO BE CONTINUED!======