The Flaming Toast
Terrarian
Oo. This is spicier than Nando's new Chicken 'n' chips sale. Now with extra peri-peri! Only 4.99 apiece.
Dunno what happened there. Anyway, I'm nerfing the HotAL. Right now it is too powerful and scaling too quickly. Bosses will only give 2 souls each now and godmodders dungeon creatures won't give souls.
Alchemy!
Charges!
Souls...
Soul of Embers: Level 3: 15'000 hp. (Fire)
Soul of Waves: Level 2: 10'000 hp. (Water)
It seems that cyangonist got this one. You can use these powerful materials in your next alchemy.
Next up is just a singlular soul. It has a special effect too...
Soul of Divinity Level 5: 25'000 hp. (Light)
Will not die to physical or light based attacks.
Actions!
Inventory (ooh mauve)
Support and Notes (if you are supported I will tag you)
1+ to USER=27734]@pionoplayer[/USER], 1+ @Sirplop , 1+ to @Jondanger23
Ritual... (see Hand of the Archlich)
Please keep in mind the level of HotAL increases.
Dunno what happened there. Anyway, I'm nerfing the HotAL. Right now it is too powerful and scaling too quickly. Bosses will only give 2 souls each now and godmodders dungeon creatures won't give souls.
Alchemy!
Ancient Amulet (Lv. 15) + Artificial Gravity Inducer + Duct Tape + White Hole + Light Speed + Supercomputer = Physics Inducer (Lvl. 18) 16/21
This item's ENTIRE CREATION was to counter you guys breaking physics all the time. Ducttapeisbackbb. The Blue parts really just define it to keep the universe together.
Obsidian Knuclebusters + Leather Gloves || Earthquake Inducer + Ancient Clay + Destroyer Mask = Aftershock - Level 15 6/16
Crack the earth. Break their will. Shatter their bones.
Aetherian Cutter || Harpstring && Wind Chime && Essence of the Typhoon = Resonance Level 25 14/26
This will be my main weapon. Essentially air/sound super thin blade.
This item's ENTIRE CREATION was to counter you guys breaking physics all the time. Ducttapeisbackbb. The Blue parts really just define it to keep the universe together.
Obsidian Knuclebusters + Leather Gloves || Earthquake Inducer + Ancient Clay + Destroyer Mask = Aftershock - Level 15 6/16
Crack the earth. Break their will. Shatter their bones.
Aetherian Cutter || Harpstring && Wind Chime && Essence of the Typhoon = Resonance Level 25 14/26
This will be my main weapon. Essentially air/sound super thin blade.
Charges!
Tim 4/300
Tahm Kench - 21/40
Tahm Kench - 21/40
Tahm Kench (the River King) [AG] I may still refer to it as TK.
175'000/175'000
Passive:
An Aquired Taste: Whenever Tahm Kench deals damage to an entity, add an An Aquired Taste counter. At 3 counters (maximum), Tahm Kench heals for 25'000, deals bonus damage and resets the counters on that entity to 0.
Thick Skin (Passive): Damage taken becomes Thick Skin health instead. If Tahm Kench does not take damage for one turn, this health will be consumed and Tahm Kench will heal for 55% of the Thick Skin health.
Active:
Bargain: Heal an entity slightly and put 2 An Acquired Taste counters on it.
Tongue Lash: Deal high damage to an entity and give it a 60% chance to miss it's next attack.
Devour: Eat an entity. It will remain in TK's stomach for one turn. Afterwards, he will spit out the target and deal damage to it and nearby targets. The target will not take damage in TK's stomach, but will take massive damage afterwards, nearby targets taking minor damage. TK and the entity cannot attack for one turn after ACTIVATING it. Cooldown: 3
Thick Skin (Active): If Tahm Kench activates this ability, all Thick Skin health becomes a shield to absorb damage for one turn. Thick Skin is then reduced to 0 and Thick Skin is disabled for one turn after expiry.
Abyssal Voyage: Pick an allied entity. Tahm Kench and target entity are immune to damage for one turn. Cooldown: 5
If this is op, I would prefer to increase the charge, rather than nerfing it. If it is underpowered, I would prefer to just buff it.
175'000/175'000
Passive:
An Aquired Taste: Whenever Tahm Kench deals damage to an entity, add an An Aquired Taste counter. At 3 counters (maximum), Tahm Kench heals for 25'000, deals bonus damage and resets the counters on that entity to 0.
Thick Skin (Passive): Damage taken becomes Thick Skin health instead. If Tahm Kench does not take damage for one turn, this health will be consumed and Tahm Kench will heal for 55% of the Thick Skin health.
Active:
Bargain: Heal an entity slightly and put 2 An Acquired Taste counters on it.
Tongue Lash: Deal high damage to an entity and give it a 60% chance to miss it's next attack.
Devour: Eat an entity. It will remain in TK's stomach for one turn. Afterwards, he will spit out the target and deal damage to it and nearby targets. The target will not take damage in TK's stomach, but will take massive damage afterwards, nearby targets taking minor damage. TK and the entity cannot attack for one turn after ACTIVATING it. Cooldown: 3
Thick Skin (Active): If Tahm Kench activates this ability, all Thick Skin health becomes a shield to absorb damage for one turn. Thick Skin is then reduced to 0 and Thick Skin is disabled for one turn after expiry.
Abyssal Voyage: Pick an allied entity. Tahm Kench and target entity are immune to damage for one turn. Cooldown: 5
If this is op, I would prefer to increase the charge, rather than nerfing it. If it is underpowered, I would prefer to just buff it.
More powerful soul can be used in alchemy and alchemies will provide far greater results when soul are used with them. Souls will regularly be released into the battlefield of gradually increasing value. I may end up using some more creative way of earning the soul/mats. $$ is the conjunction used in the alchemy formula. Souls cannot be multitargetted.
Gain the soul by killing the associated entity.
THIS IS NEW
Based on the soul used, it can increase the alchemy cap past level 25 for said alchemy (soul level + alchemy level = final alchemy level, charge is increased by 1 for every 2 soul levels) Each soul has a different element associated with it. Soul will be released every round and have a different level. Higher level souls have more health. You cannot attack more than one soul at a time, and they will only die to players.
Souls do not attack. I will always recieve a copy of any souls killed.
Gain the soul by killing the associated entity.
THIS IS NEW
Based on the soul used, it can increase the alchemy cap past level 25 for said alchemy (soul level + alchemy level = final alchemy level, charge is increased by 1 for every 2 soul levels) Each soul has a different element associated with it. Soul will be released every round and have a different level. Higher level souls have more health. You cannot attack more than one soul at a time, and they will only die to players.
Souls do not attack. I will always recieve a copy of any souls killed.
Souls...
Soul of Embers: Level 3: 15'000 hp. (Fire)
Soul of Waves: Level 2: 10'000 hp. (Water)
It seems that cyangonist got this one. You can use these powerful materials in your next alchemy.
Next up is just a singlular soul. It has a special effect too...
Soul of Divinity Level 5: 25'000 hp. (Light)
Will not die to physical or light based attacks.
Actions!
Shadowform is available! 3/3
Lightform is available... 3/3 (I only gain charges when I use the corresponding weapon, as this effect is quite powerful. I would consider Shadowform more powerful since the level of the Jadeblade is lower, and less reliable to use.)
I activate LIGHTFORM AND SHADOWFORM!
I use the power of Order to empower all players in the Crypt and perfectly strategise to multiply damage dealt!
I use the power of Chaos to increase chance that enemies in the crypt will miss or be hit.
I then cross the Divine Godblade and the Underworld Jadeblade and fire projectiles of light an dark at as many possible entities in the crypt.
Lightform is available... 3/3 (I only gain charges when I use the corresponding weapon, as this effect is quite powerful. I would consider Shadowform more powerful since the level of the Jadeblade is lower, and less reliable to use.)
I activate LIGHTFORM AND SHADOWFORM!
I use the power of Order to empower all players in the Crypt and perfectly strategise to multiply damage dealt!
I use the power of Chaos to increase chance that enemies in the crypt will miss or be hit.
I then cross the Divine Godblade and the Underworld Jadeblade and fire projectiles of light an dark at as many possible entities in the crypt.
Inventory (ooh mauve)
Divine Godblade (Level 20)
Underworld Jadeblade (Level 15)
The Fallen (Level 17) (forgot about this one)
Hand of the Archlich (Originally Level 25) Current Ritual: 6 Current Souls: 8.5 Current Level: 27
Current Abilities: Soul Collection, Dark Pact, Life Drain
This is just for me to remember.
Underworld Jadeblade (Level 15)
The Fallen (Level 17) (forgot about this one)
Hand of the Archlich (Originally Level 25) Current Ritual: 6 Current Souls: 8.5 Current Level: 27
Current Abilities: Soul Collection, Dark Pact, Life Drain
Here are the abilities for Hand of the Archlich, which are gradually gained while entities die. Every time an entity dies, it grants one Soul. For smaller entities, the gain is decreased to 0.5 souls per attack that kills many of them (e.g. worker or the late Mechafish) and 3 Souls are gained on boss kill. Pseudo-deaths such as Aetherderon's Dead Yet Dreaming do not provide souls. Non-living entities still provide a soul for the sake of convinience.
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 1-5 charges, the amount will tell you about how powerful it will be (generally). Rituals cannot be charged with support, but do not count as a charge for the 3-charge cap.
Abilities are permanent, but activated ones have a cooldown.
Soul Transfer ((R: x) means it requires a ritual to complete)
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 1/3 the charges used in the ritual. This effect is retroactive, but the levels will be gained once this ritual is complete.
3 Souls: Life Drain (R: 1) - Entities that die will heal a random owned (meaning I control it) entity equal to 5% of that entities' maximum health.
5 Souls: Blizzard (R: 3) - Create a blizzard for 2 turns, damaging ALL non-water/ice or flying entities (except the godmodder), and reducing hit chance to 40% (60% reduction) Cooldown: 5 turns
10 Souls: Dark Pact (improved) - Dark Pact now also appies to souls, so Hand of the Archlich will gain levels = to souls. Dark Pact bonus levels cap at level 100. (Yep, it gets that high, but it's gonna take long as hell, it already takes ages to kill entities) Cooldown:
15 Souls: Ice Barrier (R: 3) - The Hand of the Archlich can create a barrier around a single target to reduce damage massively (65%) for two turns. The effect significantly lowers on the second turn (20%). Cooldown: 2 after expiry.
20 Souls: Lich Slap (R:2) - Do very high damage to an entity. Cooldown: 2
30 Souls: Master of Hell (R:4) - Hand of the Archlich now has the ability to manipulate infernal fire and summon skeletons.
40 Souls: Extended Life (R:1) Inflict Lich's Bargain on an entity. Lich's Bargain: Once target entity reaches 1hp, the entity is immune to death, debuffs, damage, healing and buffs for two turns. The entity can charge attacks, but if they only heal or kill itself, the charge will fail. After this ends, destroy it. Cooldown: 2
65 Souls: From the End of Time (R:5) Resummon an past entity for one turn. It cannot be targetted by attacks during this time. Cooldown: 3
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 1-5 charges, the amount will tell you about how powerful it will be (generally). Rituals cannot be charged with support, but do not count as a charge for the 3-charge cap.
Abilities are permanent, but activated ones have a cooldown.
Soul Transfer ((R: x) means it requires a ritual to complete)
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 1/3 the charges used in the ritual. This effect is retroactive, but the levels will be gained once this ritual is complete.
3 Souls: Life Drain (R: 1) - Entities that die will heal a random owned (meaning I control it) entity equal to 5% of that entities' maximum health.
5 Souls: Blizzard (R: 3) - Create a blizzard for 2 turns, damaging ALL non-water/ice or flying entities (except the godmodder), and reducing hit chance to 40% (60% reduction) Cooldown: 5 turns
10 Souls: Dark Pact (improved) - Dark Pact now also appies to souls, so Hand of the Archlich will gain levels = to souls. Dark Pact bonus levels cap at level 100. (Yep, it gets that high, but it's gonna take long as hell, it already takes ages to kill entities) Cooldown:
15 Souls: Ice Barrier (R: 3) - The Hand of the Archlich can create a barrier around a single target to reduce damage massively (65%) for two turns. The effect significantly lowers on the second turn (20%). Cooldown: 2 after expiry.
20 Souls: Lich Slap (R:2) - Do very high damage to an entity. Cooldown: 2
30 Souls: Master of Hell (R:4) - Hand of the Archlich now has the ability to manipulate infernal fire and summon skeletons.
40 Souls: Extended Life (R:1) Inflict Lich's Bargain on an entity. Lich's Bargain: Once target entity reaches 1hp, the entity is immune to death, debuffs, damage, healing and buffs for two turns. The entity can charge attacks, but if they only heal or kill itself, the charge will fail. After this ends, destroy it. Cooldown: 2
65 Souls: From the End of Time (R:5) Resummon an past entity for one turn. It cannot be targetted by attacks during this time. Cooldown: 3
Water (2) - cyan
Fire (3) - cyan
Fire (3) - cyan
Support and Notes (if you are supported I will tag you)
1+ to USER=27734]@pionoplayer[/USER], 1+ @Sirplop , 1+ to @Jondanger23
Ritual... (see Hand of the Archlich)
1/1
Life Drain is finished!
0/3
Blizzard will charge
Current Souls: 5.5
Souls until next upgrade: 0
Life Drain is finished!
0/3
Blizzard will charge
Current Souls: 5.5
Souls until next upgrade: 0
Please keep in mind the level of HotAL increases.
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