Don't worry. That happens in EVERY Destroy the Godmodder.Just a question: Why are the early pages so simple, but the later ones are complicated? Sorry for interrupting.
So in every DtG, it goes from simple to extremely complicated? That doesn't make much sense./null
Don't worry. That happens in EVERY Destroy the Godmodder.
Players are now stronger and more accurate, 20 bats and 10 skeletons killedOo. 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!
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.
Charges!
Tim 4/300
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.
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.
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.
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.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: 3Water (2) - 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
Please keep in mind the level of HotAL increases.
5 ghosts killed, 10 of everything else killed, 10,000 damage to the minotaur.LIGHTFORM CHARGE: 3/3 (ACTIVE)
Cyan shoots out a large beam of light into the Crypt, heavily damaging everything inside it.
Happiness throws the Soul of Divinity into the Crypt, and then makes it explode with the Fallen.
~~Inventory~~
Gjallarhorn-o'-Plenty (Level 12)
Divine Godblade (Level 20)
Ircucvci (Level 10)
Navitas Nox (Level 10)
Temporal Excalibur (Level 12)
Spatial Excalibur (Level 12)
Australium Blaze (Level 5)
Shroomite Windy Gauntlet (Level 16)
The Fallen (Level 17)
~~~Souls~~~
Soul of Embers (Level 3)
Soul of Waves (Level 2)
~~Boosts~~
+3 to Pionoplayer
~~Charges~~
Massive World Threat [H BOSS]: 20/100
I think it's sad that there's not much to beat up.
Upgrade Station [ALCHEMITER UPGRADE]: 21/30
Allows you to make upgrades for the Alchemiter.
~~Alchemies~~
Jarate || (Recreate: Hopesploders) = Jaractet (12/19)
The hope-infused dice-based Karate. Made out of pure frozen brain ghost Jarate.
Ircucvci && (Katana of the Dual Moon && Divine Godblade) || (Temporal Excalibur && Spatial Excalibur) = Equinox (6/26)
The SORD...
Warhammer of Zillyhoo && Battlespork of Zillywut && Flintlocks of Zillyhau && Cutlass of Zillywair && Blunderbuss of Zillywigh && Unbreakable Katana && Thistles of Zillywich = THIS IS INCREDIBLY ZILLY (12/26)
imagine a one man band but with colorful weapins
tahts this alchemy
20 skeletons killed((I'll charge partner you crystal, starting with this post. I'll keep 3+ing you, should you accept.))
Alchemy!
Ancient Amulet (Lv. 15) + Artificial Gravity Inducer + Duct Tape + White Hole + Light Speed + Supercomputer = Physics Inducer (Lvl. 18) 17/21
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 8/16
Crack the earth. Break their will. Shatter their bones.
Aetherian Cutter || Harpstring && Wind Chime && Essence of the Typhoon = Resonance Level 25 15/26
This will be my main weapon. Essentially air/sound super thin blade.
Charges!
Tim 5/300
Tahm Kench - 22/40
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.
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.
Souls...
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! 0/3
Lightform is available... 0/3 (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 violently poke the skeletons with Hand of the Archlich.
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: 8 Current Souls: 8.5 Current Level: 27 (1/3)
Current Abilities: Soul Collection, Dark Pact, Life Drain
This is just for me to remember.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: 3Water (2) - cyan
Fire (3) - cyan
Light (5) - alive
Support and Notes (if you are supported I will tag you)
3+ @crystalcat
Ritual... (see Hand of the Archlich)
1/3
Blizzard will charge
Souls until next upgrade: 0
Please keep in mind the level of HotAL increases.
two things, one; the shadow fighter is a plane two; it's not here right now, sorry, that magic will boost your next attack though.I twists my hand together creating an orb. I dazzle the Shadow Fighter. I then flick my hand upwards to knock him down. I attack Shadow Fighter
Alchemy:
Flintlock Pistol + Ice Block = Freeze Ray - Level 5 - 4/6
Soul of Groundon + Hammer || Spirit of Might = ? - Level 10 - 3/11
Charges:
Mysterious Charge: 3/20
Add +3 pionoplayer
15 skeletons killedSpiral Nemesis: 92/140
A Weapon to Surpass Metal Gear: 11/20
I shoot the skeletons with a fully automatic rocket launcher with HE rockets that split into more rockets after travelling a short distance, hitting everywhere near them, and I shoot at the bats with an automatic shotgun, followed with a laser gun. Then, I hit some surviving skeletons using claw gloves, which are designed to easily break tissue, such as muscle and bones.
you kill three slimes, Violin level 4/10, the cleaning crew appears and kill 10 more slimesI shoot the green slimes with a furniture cannon, and practice the violin even more.
SPear: 2/6
chaerging a chaerge: 13/13 +1 from flaming
The chaerge is complete, and the cleaning crew appears.
Cleaning Crew [AG]: HP: 1,000/1,000 (x10.) Attack: 5,000. Special: 2x damage to slime based organisms.
They attack the Green Slimes.
+2 to piono, +1 to flaming
30 skeletons killed, sidenote, Balance dosen't have "modes" but rather turns light when fighting dark and vice versa, it balances the situation see?Forging...
Ancient Amulet (Lv. 15)[+-]Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 12/21), makes various energies dissipate partially whenever it's near. Fully if they stay in there too long.
The Physics Breaker && Foresight && Balance = Leinro Fiit (Universe's Bite) (Changed from Equilibrium) (Lv. 25, 10/26), combines the aspects of the Physics Breaker, Foresight, and Balance, with an extra twist; it can balance anyone and anything's stats to the user's liking (RP only), and allows other ridiculous things to occur, making it the #1 defensive option.
Arctoae && Nocte Consumens && The Artiquator && Ocean Ravager && Spaceleaf Greatsword && Ring of the Dragoon && Aquilonem Mors && Sun Tablet && Moon Tablet && Eclipse Tablet = Suldaan (Doomsday) (Lv. 25 7/26), combines the effects of all of the components, allowing for full control over Ice (especially), Fire, Darkness, Water, Nature, Weather, Death, Time of Day, and Draconic Powers. Furthermore, it can take the form of a knife, one-handed sword, greatsword, Battle-axe, Scythe, Gauntlet, and Ring. Hits with the force of the centre of a supernova, and boosts the wielder to extreme levels of power. The go-to weapon for offence.
Black Nothingness: The weapon of ultimate support. Contains an artifact so powerful that it was sealed away for eons. Provides the user with enough dark/void power to distort his/her reality with their visions, transforming them into powerful dark, voided forms of their desirable identities. Only a select few can wield this blade without going crazy, but those who are able may become indescribably powerful.
...There will be another item that will allow other items to merge with these three weapons. The other weapons will be absorbed into their respective blade, adding their form and elements/abilities to that blade.
Summons...
Legendary Support (44/200) (+1 Piono)
Entities... (Nerf if to powerful. Buff if too weak.)
(Make sure you read all of their descriptions)
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
Seems all planes are in my hangar, my upgrades continue*. (14/30)
*Note: They're ALL 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.
Actions...
I contemplate my course of action...
I could go in, alchemies blazing, or I could go in, alchemies blazing. Either way, it would work. I chose the second option, opted to light all my alchemies on fire, and run into the Crypt with everything on fire. I then rush the Skeletons (bursting through any walls they were behind), and proceeded to wail upon them with Vita Australi, Balance (Light Mode), and The Artiquator (Fire Mode), all three set ablaze by my previous shenanigans.
Items...
PA = Piono Alchemy
Ved Vozahnil (Black Nothingness) (Lv. 25)
Physics Breaker (Lv. 16)
The Artiquator (Lv. 14)
Foresight (Lv. Forgot (10?))
Ocean Ravager (Lv. 10)
Spaceleaf Greatsword (Lv. 10)
Balance (Lv. 10)
Aquilonem Mors (Lv. 10 PA)
Vita Australi (Lv. 10 PA)
Arctoae (Lv. 10 PA)
Nocte Consumens (Lv. 10 PA)
Ring of the Dragoon (Lv. 10)
Armor: The Terrifying Truth
Support...
I help...
Piono (+3)
---------
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}.
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...
Remember, you can put any combination of Power Sources and Trinkets/Tech on a relic, within the 5-item range and so long as there's at least one of each. The one most everyone has been using was 3TT, 2PS. Really, you can rearrange these in a few different ways to suit your style:
-1TT, 4PS
-2TT, 3PS
-3TT, 2PS
-4TT, 1PS
So think a bit before you decide what your weapon will be.
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.
It's over; deal's done. Nobody may start an alchemy with the Ancient Amulet anymore. Those that have started may continue as normal.
===BACKSTORY=== *WARNING: IT'S LONG AND POSSIBLY INCOMPREHENSIBLE. IGNORE IF YOU DON'T CARE*
===========CHAPTER 1; The Beginning of the Beginning===========
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.
=====CHAPTER 2; Exploring for a New Home====== (If you've ever been on 1.0.6.1 public servers (which none of you probably have), and know what these servers are, I'll throw you a copy of Foresight.)
It was pretty relaxing in the world Dark now lived in; nobody constantly pestering him about stupid traditions, nobody constantly calling him off for what he done... it was pretty darn peaceful... actually, it was a bit too peaceful.
Dark had traveled far across the oceans of Terraria, looking for lands where other people were. Days went by, and he finally washed ashore on a remote continent. He didn't know what to expect; were people fighting powerful bosses there? Were they tearing enemies asunder? Nope, they were fighting each other. Which he was fine with. Easily, he joined in the bloodshed, honed his skills, and eventually become pretty good at killing his foes.
...Yet... his old life of causing chaos started setting in once he became bored of that. He began causing horrific chaos around the land; one of which was tearing open a volcano and letting the lava run into someone's house. And nobody knew until a week after, but they didn't know who done it. Dark was snickering on the inside while it was happening.
After it all blew over, Dark lost an artifact. He found another of the same one, though. He had dropped it on the continent, and put a sign up letting people know he was looking for it. He went to destroy the sign, and then one of the lords of the land came up behind me, and falsely accused me of tearing up others' property (he literally had no proof Dark done the volcano incident, so it was false). Dark promptly fled, and was subsequently banished from the land.
He fled to another continent; this one had everyone fighting ridiculous monsters that could kill within a few seconds; massive king slimes, pinkies that split into more pinkies which split into more pinkies (etc, etc...), demons that fired demon sickles extremely fast, you get the idea. And there were a lot of them coming up each day.
It was very fun; everyone had a blast! Dark had stayed there for a while now, until something happened... something completely unexpected, something that was sorely misjudged.
Dark had walked up to a door out of complete boredom, when suddenly, the floor split open! The floor held lava, and it was airborne, so the lava spewed out onto the ground where it burned the ground. A sore misjudgement from one of the residents made him feel horrible for something he didn't even do. So he left there too, but he wasn't banished this time. But Dark didn't know this.
Earlier, Dark had heard one of the others telling him and some others about a continent he owned, and directions on how to get there. Dark headed there immediately.
What he found was a server where the residents could do what they wanted; build to their hearts desire, fight anything, explore... there was a lot that could be done. But it all came at a small fee; dedication and a bit of the continent's personal currency, shards. Dark had obtained enough to build on the land (or underground, if he so chose, which he did), and a few acquaintances as well. It was all going smoothly; he built a cavern out of obsidian brick, continued fighting monsters, and fought others as well.
Then a worldwide natural phenomenon was announced, and everything was going to change. Everyone was excited for what it was going to be. And once it came, everyone went back to their home continents for a bit to see what has changed. What happened after, though, was a completely different story.
========TO BE CONTINUED!=========
You would do this, but you can't seem to find him.Heyheyhey! I'm back!
Crap, all my entities are dead...
(I've been around a lot in different areas.)
Death Stick (Level 25: 13/26)
The Super Fabricator (Level 10: 10/11)
Ultimata Dertoxus (Level 25: 5/26)
I am God, I am King, 49/101
Doodie Man 4/5
I attack the Godmodder with 1s and 0s.
10,000 damage to the minotaur.Spiral Nemesis: 93/140
A Weapon to Surpass Metal Gear: 12/20
I take whatever is left of Akron's corpse, and throw it at the Minotaur. Then, I shoot at the corpse with a rocket launcher that shoots rockets which are remotedly activated in order to hit the Minotaur with 5 rockets or so at once.
30 more skeletons killedTurn 1
Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 3/21
Wristwatch && Grand Essence of Time == Watch of Flowing Time (Level 10) 6/11 (+3 from battlefury)
Circlet && Grand Essence of Mind == Crown of the Consummate Psion (Level 10) 6/11 (+1 from piono, +3 from TFT)
Time Enough At Last 1/10
+3 to TFT, charge partnering accepted.
Denito Surrexit (Level 10)
Gjallarhorn-O-Plenty (Level 12)
Orb of Perfection (Level 10)
Terra Firma (Level 10)
Nulla Stella (Level 10)
Exedo (Level 10)
Abiit (Level 10)
The Smooth Granite Pebble: You may make one thing into a solid granite statue for one turn, the effect deals no damage but prevents the target from attacking or taking damage. Cooldown IIII (4/4)
Magic Lord (Level 25)
Celestial Destruction (Level 20)
Fourth Dimension (Level 20)
Crystal looks at the Skeletons, before drawing the Magic Lord once more. A blade of ultracondensed magical energy forms around it, and he flash steps to several Skeletons, slicing them apart with the blade. He gathers a massive amount of skeletons with a gravity spell from the Magic Lord, and swings the blade around him in a circle. The blade extends to massive length as he does so, and it neatly bisects every skeleton, imbuing every one it cuts with a potent magical charge that immediately begins to melt and eat away at them. A purple aura surrounds each skeleton cut as they slowly begin to disintegrate into a fine dust.
the next attack against the minotaur will fail, due to stabbing.i stab the next fool to attack the minotaur. With a broken beer bottle coated in pain-causing acids that don't burn me, because i wear gloves.
The Loose Cannon &&silver fulminate = The Gilded Cannon: 3/8
Armor of Altair && Armor of Brutus = 2/4 Brutal Armor
n00b Emperor: 3/30
3+ to crystalcat
Classy Bender; 1/5
Golden Crown Lv. 20, the green text is a good thing to get me to notice things, zones were a thing? if need be i can just bring out all of the bosses at once, and avoid the zone thing if people don't want it. you get Akrons core. And yes Mr. Red Text, there's tons of lute in there, 40 bats killed.((Cryptic, you haven't given me a Level for the Golden Crown! You'll find it quick because an obnoxious lime-green NEW is right next to it, in contrast with the reds and blacks in my usual text!...I'm also switching over to Lime Green for OOC reasons, because it stands out even more than white does due to the fact it's the common color, and my colors are red and black.))
((Also, Cryptic; please tell me Zone's are not really going to be a thing, because it's very rare to set up the circumstances JUST right for Zones to be legitimately good. Zones were banned in DTG2 and DTG0 for good reason.))
HAT CHARGE: 5/5.
THE SHARD OF UNITY: 4/15
21/50 gorilla
+3 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 9/26)
NEW: PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL ?: 4/?).
ARM CANNON || SOLAR GAUNTLET && NEBULA GAUNTLET && VORTEX GAUNTLET && STARDUST GAUNTLET && PURE LUMINITE GAUNTLET && HALLOWED GAUNTLET && CRIMTANE GAUNTLET && DEMONITE GAUNTLET && CHLOROPHYTE GAUNTLET && SHROOMITE GAUNTLET && METEORITE GAUNTLET && SPECTRE GAUNTLET && HELLSTONE GAUNTLET && ICHORIUM GAUNTLET && DIVINIUM GAUNTLET = BASE, 21/26,
INVENTORY: THE HERO'S BLADE (10); "BESSY" (BOOM EVERYWHERE SHOT) (9); NAVITAS NOX (10); ARCUM AEREUM (10); THE FOURTH DIMENSION (20); STARDUST CORRUPTOR CANNON (9); NULLA STELLA (10); CELESTIAL DESTRUCTION (20); DENITO SURREXIT (10); NOCTE CONSUMENS (10); RIDICULOUSLY SPARKLY ANIME GIRL ANIMATRONIC EYES (0); UNOBTANIUM CANNON (10); MAGIC LORD (25); VITA AUSTRALI (10); AQUILONEM MORS (10);
SPOIL INVENTORY: MEDUSA HEAD [||||] (NOTE: DARK YELLOW = CHARGE) (ABILITY: FIRE LASERS AT ENEMY, INFLICTING DAMAGE AND PETRIFY FOR 2 TURNS)
INVENTORY: Damaged Infernal Torment (20); Levis Ignis (10); Nocte Consumens (10); Navitas Nox (10);
SPOIL INVENTORY: Arkon's Core (Unofficial) [|||||][|||||][||] (Note: White = Charged) (Note: charge is split to designate what abilities are available and if overflow is an issue) (Ability: Use one of Arkon's basic attacks for 5 charges, or expend al to use his Ultimate)
Standard Attacks: Firestorm (High Power, 3-target, chance to burn), Blizzard (Moderate power, 3-target chance to freeze), Thunderstorm (Moderate power, 3-target chance to stun), CONSUME (Really high power, 1-target, chance to Terror (Really nasty DoT + Berserk + Confusion mix), Tremor (really low power, hits everything not flying, chance to Stagger (sets up Crit damage on target for one attack).), Doomblade (Very high attack power, 3 targets), Barrage (Moderate Damage, all entities, 90% accuracy).
Ultimates: Obliterate (Extremely high damage on one target (the power of 7 consumes). Can't be used on Bosses, only targets one component); Singularity (3-5 (rng) Targets get nailed with CONSUME).
THE ECLIPSE IS A FABLED SUPERWEAPON CODED WITHIN THE ALCHEMITER. TO CLARIFY WHAT THAT EVEN MEANS: ALMOST EVERYTHING WITHIN THE ALCHEMITER'S DATABASE IS NOT UNIQUE. EVEN THE FIRST 'CREATOR' OF THESE ARTIFACTS ARE TYPICALLY COPYING FROM A RARE ARTIFACT NESTLED INTO SOME CRACK OF EXISTENCE-AND FOR THAT MATTER, THE ALCHEMITER IS USUALLY NOT EVEN CAPABLE OF RENDING THEM AT FULL POWER. IN GENERAL, MAGICAL ABILITIES ARE USUALLY VERY HARD TO IMPLEMENT PROPERLY. PIONO'S ELEMENTAL ALCHEMIES ARE THE BEST EXAMPLE; THEY ARE TECHNICALLY EXTREMELY POWERFUL, BUT THEY ARE ALSO TECHNICALLY CHEAP KNOCKOFFS OF THE REAL DEALS, QUITE LITERALLY A TENTH OF THE ORIGINAL'S POWER (AND EVEN THEN, LET IT BE SAID THE REAL DEALS ARE SO POWERFUL BECAUSE THEY WERE MORE MADE AS TESTAMENT TO VARIOUS ENCHANTING/IMBUEMENT/BLACKSMITHING TECHNIQUES THAN ANYTHING REMOTELY PRACTICAL; MOST OF THE WEAPONS WOULD INCINERATE US TO EVEN LOOK AT FUNNY. THAT THE ELEMENTAL ALCHEMIES ARE LEVEL 10 IS FOR THE BEST IN OUR CASE).
THE ECLIPSE, HOWEVER, IS NOT ONE OF THEM, AS FAR AS ANYONE KNOWS. THE ECLIPSE IS ONE OF VERY FEW ITEMS IN THE ALCHEMITER THAT WERE DELIBERATELY SET IN THERE AND PRE-CODED WITH ITS PROPERTIES. CODING POWERS CAN EQUATE TO OUTRIGHT REALITY BENDING IF USED CORRECTLY, AND THEY WERE USED CORRECTLY, SO BASICALLY THERE'S A HARD-TO-GET SUPERWEAPON THAT CAN ONLY BE ALCHEMIZED. FORTUNATELY, DIGGING INTO THE CODE ENOUGH REVEALED HOW TO ALCHEMIZE IT IN SOME POETIC FASHION. IT ALSO INCLUDED VARIOUS DETAILS;
------THE LEGENDARY WEAPON IS NAMED AFTER THE ECLIPSE, A FABELED EVENT WHERE THE GREATEST DEMON FROM THE CORE OF HELL BREAKS FREE OF ITS PRISON, AND RISES UP TO DESTROY EXISTENCE, KILL THE SUN, AND LET THE MOON DESTROY THE EARTH. MOSTLY RELIGIOUS IN MOST CONTEXTS, THOUGH THAT ACTUALLY HAPPENED ONCE. EXCEPT THE MOON DESTROYING THE EARTH BIT, THAT PART GOT AVERTED. IT MAY BE IT APPLIED TO THAT UNIVERSE AND THE OTHERS PICKED UP ON IT BECAUSE IT SOUNDED LIKE A PRETTY GOOD WAY TO END THE WORLD.
------THE ECLIPSE'S SUPPOSED ORIGIN IS APPARENTLY BASED AROUND EIGHT ENTITIES OF PARTICULAR NOTE TO HOW THE MULTIVERSE AND 'THE BEFORE' AND 'THE AFTER' GOT TO BE EXACTLY WHERE THEY ARE. OR SOME OF THEM AT LEAST. WHAT 'THE BEFORE' AND 'THE AFTER' ARE IS COMPLETELY UNKNOWN; WHOEVER MADE THIS MACHINE WAS PROBABLY LOSING HIS MIND AT THE TIME HE CODED IT, AS I'VE ONLY HEARD OF THE CHU AND THE 'MOON LORD'. THE CHU ARE COMPLETELY EXTINCT AND PRETTY MUCH BLEW UP THEIR OWN CIVILIZATION ON PURPOSE TO PREVENT THE RUINS FROM BEING LOOTED, AND I'M FAIRLY SURE THE MOON LORD ISN'T ALL THAT BIG IN THE GRAND SCHEME OF THINGS, THOUGH HE IS RATHER IMPOSING, SO THAT HAS TO BE REFERRING TO SOMEONE ELSE. AT BEST, THESE PEOPLE ARE COMPLETELY ANCIENT AND AS LONG-DEAD AS THE CHU, AS A WHOOPING ZERO OF THESE FIGURES STAND OUT.
------THE LEGENDARY WEAPON IS AN ARM CANNON, WHICH SEEMS TO BE THE NEWEST FAD FOR WATER HORSE OVER AT THE ARENA. THIS WAS TECHNICALLY A REQUEST MADE BY HIM, BECAUSE TAZZ WAS IN DIRE NEED OF AN UPGRADE TO HIS ARSENAL AND HE'S BUSY MEDDLING WITH AN UPDATE TERMINAL, WATCHING THINGS OF "FUTURE'S PAST" AS HE PUT IT. I'D SNARK THAT APPARENTLY BEING A FIRST GUARDIAN GIVES YOU THE RIGHT TO BOSS PEOPLE AROUND, BUT IN ALL HONESTY I HAVE NOTHING BETTER TO DO WITH MY TIME EITHER, AND IF THIS GUY WANTED THIS TO KEEP ABSOLUTELY SECRET HE WOULDN'T HAVE HID THIS SECRET SO SHALLOWLY. IT ONLY TOOK A FEW MINUTES OF DIGGING FOR IT.
SO, AS THE NAME OF THIS PROJECT IS 'ECLIPSE,' GUESS WHAT WE'RE GOING TO DO.
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, THAT OF THE CHU: PIKACHU MERCHANDISE (O), ARCUM AEREUM (O), THE GOLDEN CROWN (M), UNOBTANIUM CANNON (O).
SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE, SHARD OF UNITY (A/M), THE UNDYING LIGHT.
SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (A), EYE OF NOTHING, CIPHER'S CALL.
SET FOUR, THAT OF THE MOON LORD: CELESTIAL DESTRUCTION (O), ELDRITCH MOON CANNON, COSMIC MANTLE, GALACTIC GLOVE.
SET FIVE, THAT OF THE UNDYING TITAN: NAVITAS NOX (O), KYNE CELL (A), TRAHO (P), EX MACHINA.
SET SIX, THAT OF THE MEADOW'S SOUL: THE BOUQUET'S THORNS, SPARK OF LIFE (A), PLANTERA BULB (A), PETALIUM GAUNTLET.
SET SEVEN, THAT OF THE TIMEKEEPER: PIXEL KATANA (A), DENITO SURREXIT (O), THE FOURTH DIMENSION (O), THE COMPLETE EJECTION.
SET EIGHT, THAT OF THE DEATHLY RHYTHM: THE AXE, THE GRAYSCALE, CHARON'S HAND, 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.
I need a way off of this planet YESTERDAY. Fortunately, with this Alchemiter thingy, I can do that and more. Most of these are technically knockoffs of powerful items, especially when it comes to imbuing things with elemental powers. BUT, as long as I don't use imbuement too much, this ship is basically guarenteed to be top of its class-and I'll need it to get out and get going. So many monsters in the Void right now, but they're much better than if I stick around...
GENERAL SCHEMATIC: The Preston's Soul (Commander-class, Rank SSS; top of the line.)
OUTER HULL (Luminite/Thaumium at least; Voidmetal/Divinium/Draconite/Glitchplate preferred.)
INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.)
ENERGY SHIELDING X 2 (Doubleshielding is a royal pain to work with but SOOOOOOOO worth it it's not even funny. Independent Recharges are required; inner shield should be meant for pure defensive measure, while outer shield is meant to discourage attackers. Adaptive Shields are preferred as well for inner coating.)
ROOMS:
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
BACKUP ENGINES (Again, SSS-rank Commander, no substitutes. Preferrably, Creation Nodes empowering Crayta Engines.)
DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.)
THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given some
COLLECTOR (A device that allows save retrieval of almost everything and safe storage.)
COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.)
WEAPONS (note that those numbers are the LEAST I want)
-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.)
-4 FRONT-MOUNTED GUNS (Do I need to explain this? the stronger the better. Preferrably strong multi-damage to prevent easy damage prevention. Triple M with slipshield shots should do the trick.)
-ANTI-MISSILE DEFENSES (Smoke and Flares are only one half-the other half is something to discourage getting behind me or firing missiles. Orbitar defenses seem best for this)
-2 SEMI-AUTO TURRETS (these guns are usually automated but can be manned; these should be BIG hitters but flexible enough to be used with regularity.)
-2 STANDARD ANTI-SHIP WEAPONS (Wave Motion Gun, even BIGGER explosions, SOMETHING to reliably take out Supercapitals at least)
-3 MEN OF SILENCE (Men of Silence are high-power silence fields. I mean, take Lex Ordinis and crank the silencing aspect up to 121, then abandon everything else about it. Not even 11, 11 squared. It's that powerful. It can be turned on and off as needed. And yes, I need three. Anti-Mage all the way. One of them are there to make sure that any accidents with the Magus Focus are contained if/when the standard issue silencing field doesn't contain it)
-3 SPELLCARDS (Named after the Touhou Franchise's Smart Bombs, these release a pulse of repulsive energies before unleashing a royal slathering of bullet hell in all directions. Mostly forward, mind, but still pretty much everywhere. Long time to recharge, hence 3 are required. Basically annihilates smaller craft.)
-1 MADNESS OF DEATHWING (Just think of it as a RIDICULOUSLY powerful bomb. The Standard Deathwing's explosive power is measured in units of Tsar Bomba. A Madness of Deathwing is one of the best in its class, measuring in approximately 8D1 TBs and one extra Angry TotalBiscuit. Yeah, don't ask. Also, TBs are apparently measured in hexadecimal. In any case, goodbye Ultracapitals!)
-1 [REDACTED]: Yeah no. I'll be making this bit myself. No spoilers. This is just here to remind myself, for good measure.
The following section below is one that will have 'NEW' in front of it in case there's something for someone here, so if any of you guys have pending deals, check back often. This will include Arena Challenges, so make sure to click on it!
I will now give @crystalcat a copy of Navitas Nox, as per a trade agreement for Abiit. A more RP-ish version of the deal is held below, in the RP section.
I'm looking for Arena challenges, more for the fun of it than anything in particular, though I am willing to put in pre-made bets for artifacts/treasure/other stuff like that. Contact if interested. The Arena for these duels will have a special mechanic: THE CHARGEUP, wherein every Alchemy has a charge-up time equivalent to their Alchemy level, divided by five, rounded up (so a Level 7 alchemy would have a 2-turn chargeup, and a Level 25 one would have a 5-turn chargeup); each turn all chargeups go up by one. You can use as many Alchemies as you see fit in a turn/move as long as they've got full charge. You can use any Alchemy at Level 5 or lower anytime during the match-it's anything 6 and up that is victim to cooldown mechanics. Spoils of War will ALSO fall victim to this, though their charge times are the same as usual and will be treated as considerably stronger.
You can also challenge Tazz, aka the Water Horse. He's...Well, you had difficulties with Piono, right? Tazz is perhaps even worse as of right now, and I wouldn't let you fight him as a group either-it's explicitly a solo match. If you can beat him, you'll get some great L00T. No penalties for defeat (well, unless you want to), but only one challenge EACH.
One last deal: ANYONE who would like to make an Alchemiter Upgrade specifically to increase the number of alchemies its possible to make at one time to 4 or 5 (doesn't matter) will get +1s from me, at least 20. It would be a very steady stream instead of just getting it all out of the way, but it would be 20 assists, which is always juicy, and that's ignoring you can now make extra Alchemies.
Pssst!
Crystal person!
I heard you were looking for big guns you can dual-wield!
Like a Spellslinger or somesuch!
and I happen to have a copies of these two big-arse guns of unlimited energy i made while he wasn't lookin'...
...so...
...I just need, ya' know...
...A little 'persuasion' from you.
And then, you can have 'em!
The persuasion I'm thinking of should be Void-Themed, by the way.
And curvy. And bladelike. And have a name in Latin.
I think you know what I'm talking about.
WHAT IS WITH THE WHISPERING?
Uh, oh, it's just small talk about how the Elementalist over there has lost his mind.
WELL, THAT WASN'T OBVIOUS ENOUGH, IN MY OPINION.
That sarcasm.
IN ANY CASE, HOW DID NAVITAS NOX WIND UP IN YOUR INVENTORY AT ALL? THAT I STILL HAVE MINE DOESN'T MAKE THIS ANY LESS SUSPECT.
Luck. I have ultra-super luck like no-one else and I found it lying on the ground, like Levis Ignis.
...I WAS GOING TO SAY THE CHANCES OF THAT ARE gorillaING NONEXISTENT, THEN I REMEMBERED THAT YOU REALLY DID FIND A COPY OF THE WORLD'S MOST POWERFUL FIRE-MANIPULATING ARTIFACT LYING ON THE GROUND. BUT I BET YOU ARE LYING OUT OF YOUR gorilla.
Well, you still have yours, so clearly I didn't steal it!
I HONESTLY COULD CARE LESS AT THIS POINT. THE MAJORITY OF MY MOST IMPORTANT GEAR IS OUT OF YOUR GRIMY THIEF HANDS, AND THAT'S ALL THAT MATTERS TO ME, YOU KLEPTOMANIC-
Is that a crypt.
YES, HOW VERY OBSERVANT OF YOU. YOU CLEARLY HAVE NOT gorillaING LOST YOUR ABILITY TO READ BASIC WORDS OR YOUR SIGHT TO TELL THE MOST OBVIOUS gorilla IN EXISTENCE. CONGRATULATIONS.
IS THAT A CRYPT?!
I LITERALLY JUST SAID IT WAS A CRYPT YOU BLIND, DEAF gorilla.
Ohmygosh, IS THERE L00T IN THAT CRYPT?
NO, THERE ARE ANGRY CRYPT DENIZENS CHARGED WITH MAKING SURE YOU DON'T DISTURB THE BODIES LAID TO REST. HONESTLY YOU gorilla gorillagorilla, WHAT DID YOU THINK A CRYPT IS? ARE YOU REALLY JUST GOING TO GO OFF ON A BOUT OF GRAVE ROBBING? LIKE, I HAVE SOME gorillaING STANDARDS.
I THINK A CRYPT IS YOUR STANDARD RPG DUNGEON WITH YOUR STANDARD RPG L00T INSIDE, AND GIVEN WHERE WE ARE RIGHT NOW, THE L00T IN THERE IS TOP CLASS!!
I EXPECT MYTHIC L00T DROPS FROM THERE!!
gorilla MY gorillaING LIFE. WHAT THE gorilla IS THIS gorilla?! THIS ISN'T THAT TYPE OF CONFLICT. THE GODMODDER JUST MADE THAT OUT OF THIN AIR, DO YOU REALLY THINK HE'D PUT TREASURE IN THERE?
...OH WHO AM I EVEN KIDDING, YOU KNOW WHAT, HE PROBABLY DID, JUST TO TROLL ME, EVEN IF IT WOULD BE WHOLLY STUPID OF HIM. THEN AGAIN, REALLY, THIS CONFLICT HAS PROBABLY LESS SENSIBLE THAN HIM JUST TOSSING ABOUT POTENTIALLY USEFUL ITEMS IN A DUNGEON HE JUST CREATED FOR gorillas AND gorillaING GIGGLES.
ARGUING THIS WITH YOU IS CLEARLY POINTLESS IN ALL OF ITS FORMS, YOU SUE.
WILL NOTHING MAKE YOU GIVE UP ON THAT?!
NOTHING, PRETTY MUCH.
Uuuuuuuuuuuuuuuuuuuuuuugh!!!
With Mr.McMockMe's daily tirades out of the way, I rush into the crypt! Because the first thing that has to be in any crypt is annoying bats, I pull out the Damaged Infernal Torment! It's a flamethrower, so naturally those Bats can go SUCK IT!!! The whole general area where the Bats are (which may as well be the whole ceiling) is turned into a massive cloud of fire by the insane super-flamethrower, and to add even more power, I'm using Levis Ignis and my natural Pyromancies, to not only make more fire but to make it spread and burn even better and be even hotter, making sure all those bats are dead as I walk through the area. The flames are so hot it's blue, and the area above our heads is currently a massive cloud of fiery death, from which Bats go to be grilled into tasty Batburgers.
Bats, they drive me so batty! And my puns apparently are bad enough to kill them as well. Hooray!...But seriously, every last one of you annoying bats, JUST BURN! You're so annoying when you're hanging around ledges!
30 bats killed, whelp, I guess Goku and the tank are here now, 15 ghosts killed, 50,000 damage to the tank, 2 cleaners killed, 5,000 damage to the minotaur.@cryptic: yes, he had a spoil, goldenready uploaded the stats. Both of the other bosses have spoils already in place, I'll post them when the two die.
@everyone: Does anyone want to try and do art? I really want to see some images of the crazy shenanigans in this game now.
Also, I think its really funny that everybody decided over the course of one round that they hate Akron enough to not only deal more than 200K damage to him per round, but to continue mutilating his corpse more than a round after he died.
+1 to darkside, insert and lahahawa
218/250 for the charge of potential
113/125 for The Creator
Metal Flail = Vi Forti 9/11
Psionic Crown = Mens Potentiam 5/11
Gravity Chestplate = Traho 3/11
Piono looks around.
Hm...
Let's deal with those stupid fliers. He draws back Superosque, a massive whirlwind forming around him.
Dodge THIS!
A massive blast of air follows the arrow, spreading outwards in a massive cone, preventing any form of dodging from erratic movements, and slamming all of the bats into the ceiling at super-sonic speeds. And also potentially heavily damaging the ceiling of the crypt. wind going that fast tends to do stuff like that.
Bidding (Vi Forti)
GoldenReady: 40 (+3) (on hold)
Cyanogynist: 27 (+6)
W32Coravint: 12
eboLag.exe: 12
The Flaming Toast: 13 (+1)
Redstonetam: 11
jondanger: 12 (+2)
DarkSide: 13 (+3)
AerialAce: 9
[Insert Generic Username]: 12 (+3)
crystalcat: 9
TalistL: 6
gladiusAssailant: 5
Pricy12345: 4
Sirplop: 3
Lahahawa: 3 (+3) (welcome to the bid!)
FeatheredDragon: 2
Raichu Sonic: 1
HeadlessHero: 1
Voting:
@TFT: They are the main characters of Epic Battle Fantasy 4, from left to right, Lance, Natalie, Anna and Matt. I don't think the two would be weak on their own, but it would definitely be interesting to have them boost each other's attack power while both are still on the field.
@GoldenReady: You forget, most of the times I went happy murder rampage mode there were maybe two PG entities on the field, as opposed to large armies of AG and AG-sympathetic Neutrals and maybe a couple of hostiles, but yes, in this case if I summoned the giant boss, its going to be a true Hostile and attack EVERYTHING. I'm not going to go with the alchemy, because really, I like the current pace of the alchemy, actually, I think its a bit too fast as it is. I really don't want to increase the alchemy rate.
Voting is now going to be the following:
Everyone, vote on whether you want Godcat to be me going into an AG supermode and wiping the floor with all the PGs on our way down, or if you want Godcat to be a giant AG dual boss.
Battlefield commands:
Suddenly, the Valkyrie Tank smashes through the wall and into the ghosts. Pretty sure they weren't expecting a giant tank to crash through the wall at upwards of 100 mph. (I demand to be able to bring our entities with us, especially since that means that the valkyrie tank and Goku will probably be gotten rid of by the end of this) Goku suddenly appears, looks around, and decides that now would be a good time to unload all of his specials (spirit bomb won't land on anything until next round) at once, except for syphon, which doesn't have any viable targets at the moment. The Valkyrie Tank takes the brunt of the attack, but some PGs catch some flak.
Also, if the Valkyrie tank has leftover attack power from smashing through the wall and running over the ghosts, it smashes the skeletons too because I the image going through my head is absolutely hilarious. And then anything else with the Minotaur as the final target, the bats being completely ignored because they can fly and the Valkyrie Tank can't.
In case cryptic needs it again, info for Akron's Core is as follows:
Akron's core, 5 round charge, allows the casting of one of Akron's standard abilities (both from Phase 1 or Phase 2), can be charged up to 12 rounds. Whenever used normally, will subtract 5 charges from the core. If used at 12 can be used to cast either Obliterate or Singularity (Obliterate still can't be used on groups or bosses), if either of those are used, the core loses all 12 charge.
Firestorm: deals heavy fire damage to 3 entities, inflicting burn. Renders Akron immune to fire and bomb for 1 round.
Blizzard: deals moderate ice damage to 3 entities, inflicting freeze. Renders Akron immune to ice and water for 1 round.
Thunderstorm: deals moderate lightning damage to 3 entities, inflicting stun. Renders Akron immune to lightning and wind for 1 round.
CONSUME: deals massive damage to 1 entity, inflicting terror (takes damage over time, takes and deals extra damage and targets allies). Renders Akron immune to light and dark for 1 round.
Quake: deals light damage to all entities, chance to inflict stagger (next attack targeting that entity deals extra damage. Only lasts 1 round). Renders Akron immune to earth and poison for 1 round.
Doomblade: deals massive damage to 3 enemies.
Barrage: deals moderate damage to all enemies (10% chance to miss any given entity.)
Singularity: casts CONSUME on 3 to 5 random enemies.
Obliterate: Deals an absolutely insane amount of damage to 1 enemy (equivalent to about 7 CONSUMEs)
I agree, but some Ag's for the undead to beat up on would be fun too.(The Godcat should be a giant AG dual boss so the fun of taking out the rest of the crypt isn't taken away).
10 green slimes killed, It would take quite a bit, 50-100 or thereabouts, possibly more, it's game changing.Turn 2
Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 5/21 (+1 from battlefury)
Wristwatch && Grand Essence of Time == Watch of Flowing Time (Level 10) 8/11 (+1 from battlefury)
Circlet && Grand Essence of Mind == Crown of the Consummate Psion (Level 10) 8/11 (+1 from battlefury)
Time Enough At Last 2/10
+3 to TFT, charge partnering accepted.
Denito Surrexit (Level 10)
Gjallarhorn-O-Plenty (Level 12)
Orb of Perfection (Level 10)
Terra Firma (Level 10)
Nulla Stella (Level 10)
Exedo (Level 10)
Abiit (Level 10)
The Smooth Granite Pebble: You may make one thing into a solid granite statue for one turn, the effect deals no damage but prevents the target from attacking or taking damage. Cooldown IIII (4/4)
Magic Lord (Level 25)
Celestial Destruction (Level 20)
Fourth Dimension (Level 20)
Navitas Nox (Level 10)
Crystal tosses over a copy of Abiit to the not-elf, then retrieves the copy of Navitas Nox in return. He immediately puts the dual rifles to use, massively powerful shots lancing out onto the Green Slimes and vaporizing several.
Also, Cryptic, how much of a charge would it take to raise the amount of alchemies able to be created at once? To 4 or 5.
20 skeletons dead (again), dust looks ok, Wispering Shroud Lv. 5.>1/2
-=Charges
300 (28/300)
Szalinthia, Bringer of Light (2/60)
-=Actions
I run into the Crypt, and begin wildly smashing Skeletons with Eternity's Tremor!
-=Alchemies--Aetherderon, God of the Worlds
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.
Ultimatum && Pseudo-Space Mechanisms && Excessive amounts of Bullets == Unlimatum (25/26 - Lvl. 25) +2 from Jon
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (2/26 - Lvl. 25) HEY, LISTEN!
Coat of the Deep Dark && Voidmetal Plates && Miniature Ocean ~~ Loom == Whispering Shroud (2/???) YEAH, YOU! LISTEN! TELL ME WHAT THEY ARE!
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 Toast, +1 to Jon, and +1 to Piono
10 more skeletons downI go start chopping up skeletons with my sword while charging (7/10)
before this happens they both get shanked with a beer bottle.LIGHTFORM CHARGE: 1/3
Cyan throws a jar of tartar sauce at the Minotaur. And then Jarate. And then Mad Milk. And then compact tornadoes. And then compact sharknadoes. And then compact cthulhunadoes.
Then Happiness just shoots it in the face with the Fallen.
~~Inventory~~
Gjallarhorn-o'-Plenty (Level 12)
Divine Godblade (Level 20)
Ircucvci (Level 10)
Navitas Nox (Level 10)
Temporal Excalibur (Level 12)
Spatial Excalibur (Level 12)
Australium Blaze (Level 5)
Shroomite Windy Gauntlet (Level 16)
The Fallen (Level 17)
~~~Souls~~~
Soul of Embers (Level 3)
Soul of Waves (Level 2)
~~Boosts~~
+3 to Pionoplayer
~~Charges~~
Massive World Threat [H BOSS]: 21/100
I think it's sad that there's not much to beat up.
Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 22/30
The maximum number of alchemies that can be made in succession is increased to 5.
~~Alchemies~~
Jarate || (Recreate: Hopesploders) = Jaractet (13/19)
The hope-infused dice-based Karate. Made out of pure frozen brain ghost Jarate.
Ircucvci && (Katana of the Dual Moon && Divine Godblade) || (Temporal Excalibur && Spatial Excalibur) = Equinox (7/26)
The SORD...
Warhammer of Zillyhoo && Battlespork of Zillywut && Flintlocks of Zillyhau && Cutlass of Zillywair && Blunderbuss of Zillywigh && Unbreakable Katana && Thistles of Zillywich = THIS IS INCREDIBLY ZILLY (13/26)
imagine a one man band but with colorful weapins
tahts this alchemy
ever heard of homestuck? it's a bit like that.Just a question: Why are the early pages so simple, but the later ones are complicated? Sorry for interrupting.
Did you alchemize this?Since my sword was a combination of the Terra Blade and the Horseman's Blade, it summons pumpkins like the Horseman's Blade, but instead of pumpkins they are Terra Beams!
I continue my charge some more. (8/10)