CrypticCataclysm
Eye of Cthulhu
The tank driver does not like being hijacked, 15,000 damage to the minotaur.LIGHTFORM CHARGE: 2/3
Cyan and Happiness commandeer the tank and ram it into the Minotaur.
~~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]: 22/100
I think it's sad that there's not much to beat up.
Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 23/50
The maximum number of alchemies that can be made in succession is increased to 5.
~~Alchemies~~
Jarate || (Recreate: Hopesploders) = Jaractet (14/19)
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 (8/26)
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 (14/26)
imagine a one man band but with colorful weapins
tahts this alchemy
You're inside currently, but cheesebirgers fall from the ceiling, 5 skeletons killed, Skeletons defeated!I eat a cheeseburger. I open my big mouth and eat it. I point towards the sky. Cheeseburgers start to fall above the Skeleton. I attack Skeleton
Alchemy:
Flintlock Pistol + Ice Block = Freeze Ray - Level 5 - 5/6
Soul of Groundon + Hammer || Spirit of Might = ? - Level 10 - 4/11
Charges:
Mysterious Charge: 4/20
Yeah, once a floor and its boss are defeated it's gone, and once you guys beat the final boss the Crypt will most likely be gone too (unless I add some NPC's or something). You wany L00T? how about 5 Lv. 25 alchemies and 2 spoils of war? 80,000 damage to Goku.((Piono, I'm partially asking you to go for a Neutral/Hostile Superboss because I want more bosses to murder. Why? That's just the kind of person I am! I asked the Godmodder to summon MORE Terrors or suffer damage for it! MORE TERRORS! I'm tempted to go Neutral just to go kill all the bosses for their Spoils, and as of right now Zombie Goku is on my hitlist. Really, I think you'd further the game by not taking sides and just going on a practically permanent rampage or such, I mean, half of these people have all but said they're out for your blood.))
((Also, @pionoplayer the tempo is kind of fast for you because you can funnel +3s into Alchemies and you're almost always getting +3s because of those bids, and for that matter you're only ever making Level 10s as opposed to Level 20s-25s like I am.))
((As for Zones...We'll give it a whirl here, but you have to delete the first zone immediately when the second zone comes, as usually when a Zone is cleared it's useless. I like the sound of this.)
HAT CHARGE: 5/5.
THE SHARD OF UNITY: 5/15
22/50 gorilla
+3 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 10/26)
PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 5/21).
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, 22/26,
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); THE LORD MICHAEL'S HAT (50); 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); Abiit (10)
SPOIL INVENTORY: Arkon's Core [|||||][|||||][||] (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 the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)
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'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 challenge Fredbear or the Not-Elf, though in either case, they'll be treated as having the other's alchemies for the fight out of mutual interest and reasoning and such. Really, their inventories are for RP purposes.
You can also challenge Tazz, aka the Water Horse. He will also have most of the inventory of the other two as well as some of his own (you'll learn of alchemies he'll use in a given fight during the challenge), but, 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. Or at least, only one challenge after a really long while.
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.
I PERSONALLY DISLIKE FACT THAT YOU KEEP STRIVING FOR THOSE INSANE SUPERALCHEMIES.
It's rare L00T! What are you expecting?
I'M EXPECTING YOU TO ATTEMPT TO KILL ME AT SOME POINT IN THE FUTURE, AND THE MORE YOU GET THE MORE LIKELY IT BECOMES. YOU'RE REASONABLY DANGEROUS AS IT STANDS. OF COURSE, THEN YOU'D EARN THE WATER HORSE'S IRE, AND I'M REASONABLY SURE YOU KNOW HOW THAT WOULD END UP.
Bluh, you and your dumb deal you slaver, I'm sticking around until it gets done.
WONDERFUL. IT WILL BE TIME WELL-SPENT INDEED GETTING BASICALLY EVERYTHING YOU WANTED DONE AND FIGHTING THE HORDES OF ENEMIES THAT ARE USUALLY ASSOCIATED WITH DUNGEONS ANYWAYS.
I don't like WAR! War implies a political agenda between two factions, and you guys aren't saintlike.
NEITHER ARE YOU.
AUGH! LOOK, STOP gorillaING INQUIRING OR I WILL USE YOUR HEAD AS MY TOILET!
WHATEVER. WE COULD PROBABLY JUST SHOUT ABOUT HOW ONE OF US IS STRONGER THAN THE OTHER AND IT WILL GET NOWHERE FAST.
Bluh.
EXACTLY. YOU JUST KEEP KILLING WHATEVER ISN'T LABELED 'AG' AND I'LL MAKE YOUR SHIP IN DUE TIME.
Hrmph. Jerk. How does a robot get that much jerk in him?
Also, Cryptic, I've had that used on me before, replacing lutes with L00T. it's an annoying prank and I hate it, so there better be some sweet L00T!...Err, Lutes that are actually good L00T count as L00T.
In any case, there's that Zombie Goku guy floating around being creepy and a zombie. I don't like Zombies that just roam around eating brains and such-I'm more of the Voodoo Zombie person. But, you know what, right now that's not really a difference. He's carrying such sweet loot! HIYA!!
Me and Zombie Goku get into a fight. It actually takes like five hours and goes on for a whole series of Magna that'll probably be hitting Aetheria sometime in the future (apparently that survived? And it's Voidproof or something? Jeez, we're going to be seeing a civilization soon enough), and we both promptly decide that us just fighting it out long enough that the whole fight is a series of Magna that'll be coming into Aetheria by tomorrow is a LITTLE bit too long, so we agree to something wherein we're not so perfectly evenly matched that we can't possibly figure out a victor.
It takes that long for Goku to collapse right after we agreed on, of all things, Vivosaur fighting, aka the Fossil Battle. I stomp on his chest in frustration, a lot. "AUGH, JUST ONE MORE SECOND!" But yeah...I get on my cute amateur Archeologist's outfit, grab a Pickax, and run to the nearest dig site, while Goku uses Zombie powers to ignore that gaping chest wound.
Five hours of Work Later, meaning right before the confrontation, and unfortunately reality ensured. Kind of. I got lucky...Ish. I found a whole fossilized bull thingy. Pelorovis, a cousin of the Water buffalo. A really big cousin. I also found Everything else doesn't have the Head Fossil, and we're using somewhat outdated Revival Machines, meaning we NEED the Head Fossil! Fortunately, because I'm apparently classified as a Descendant, I'm able to do it lightning-quick, and I have time-ups just in case. Cleaning ensures, and I have Red Fossil Rock, elevating the resulting Vivosaur-Peloro-to Level 10 Immediately! Hooray!...Kind of. Peloro is big, but Vivosaurs are usually resurrected Dinosaurs. Meaning, a LOT bigger than this, and though it's high-level, it's also relativlely glassy with low life. It's also got Solo Power and Super Enflame, which is useful, but it only boosts attack, which isn't if I have to go up against a faster Vivosaur, or one that can take the hit and dish it back. Finally, it's Rank 10 out of 20. I'm really underequipped if Goku has any actual Vivosaur experience, which I was betting on, because, you know, it's Goku.
We meet back up, and I send out Peloro, as I sweat, nervous. Oh, what could he possibly ever possess to throw against my buddy?
...Nothing, apparently. Goku folds as he didn't find a Vivosaur at all. Reality ensured even harder on him than it did for me, as I got reasonably lucky.
I breathe a sigh of relief. Plus, big fiery buffalo dude.
We proceed to run over Zombie Goku, as he lost. Tramplin' a Zombie with a 13-Feet Fiery Water Buffalo relative, woo!
I THEN OBLITERATE ZOMBIE GOKU WITH THE HAT OF THE LORD MICHAEL AND ITS MIGHTY LASER BEAM, HOPEFULLY FOR THE SUPER-FAST ONE-HIT KILL. I ALSO FAIL TO NOTICE MY HEARTBEAT, AS I DON'T HAVE A HEART. LITERALLY. I PHYSICALLY HAVE NO HEART.
[/QUOTE]((Yo cryptic, don't forget to put the Souls in the list of entities. They do not attack, but drop a material on death. Info in 'Souls', it changes every first post, so keep an eye on it please. Would you just be able to balance the damage values with them too?)
Alchemy! (New Alchemy!)
Ancient Amulet (Lv. 15) + Artificial Gravity Inducer + Duct Tape + White Hole + Light Speed + Supercomputer = Physics Inducer (Lvl. 18) 21/21 (+1 from jon) (+3 from crystal) DONE!
This item's ENTIRE CREATION was to counter you guys breaking physics all the time. 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 10/16 (+1 from sirplop)
Crack the earth. Break their will. Shatter their bones.
Aetherian Cutter || Harpstring && Wind Chime && Essence of the Typhoon = Resonance Level 25 16/26
This will be my main weapon. Essentially air/sound super thin blade.
[Mythic Flaming Passion Shirt] + [Black Soul Gem || Soul Trap Enchantment] + Dovah Sil + Wisp Wrappings = Anima (Level ?? - 1/??)
Charges!
Tim 6/300
Tahm Kench - 23/40
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.
Soul Arcanery: (if you plan on making soul alchemies or attacking souls, read)
Souls will regularly be released into the battlefield of gradually increasing value. Gain the soul by killing the associated entity. You cannot attack more than one soul at a time/multitarget them with other entities, and they will only die to players.
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). The conjunction used for including souls is $$
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 and sometimes special abilities.
Souls do not attack. I will always recieve a copy of any souls killed.
Current Souls:
Did not die last time because the only attack used was a physical attack. v
Soul of Divinity Level 5: 25'000 hp. (Light)
Will not die to physical or light based attacks.
A more powerful one this time.
Soul of Flux Level 8: 40'000hp. (Chaos)
Heals for any damage that doesn't kill it.
Alchemy effect: Adds random elements to your alchemy. E.g. Random teleporting, random energy diruption etc.
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.)
OBJECTION!
Phoenix Wright appears and tells all.
"The Crypt was made by Cryptic. Crypt is in Cryptic, therefore...
Cryptic is using his own name as a cover for the Crypt"
*cue breakdown*
"He is guilty!"
All the crypt(ic) creatures break their arms/limbs/other from clapping.
Inventory (ooh mauve)
Divine Godblade (Level 20)
Underworld Jadeblade (Level 15)
The Fallen (Level 17) (forgot about this one)
Physics Inducer (Level 18 - Relic)
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: 1 after expiry.
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
Chaos (8) - alive
Support and Notes (if you are supported I will tag you)
Awesome, 3+ @crystalcat
Ritual... (see Hand of the Archlich)
2/3
Blizzard will charge
Souls until next upgrade: 0
Please keep in mind the level of HotAL increases.
OBJECTION! Nice try, but you missed a few important things; First, the message about fighting in-time with your heartbeat; Second the replacement of L00t with Lute in GR's comment; third, previous referances made by CC regarding a specific Crypt and a lute; finally, and most importantly, Pheonix Wright is a defense attorney, and wouldn't be declaring people guilty, TAKE THAT!
sorry, all of the skeletons are dead, you desecrate a few corpses though.Yes, I did alchemize it, quite a while back.
My charge is almost done (9/10)
I finish off the last of the skeletons, and catch a few ghosts off-guard.
The projectiles from my sword target the Minotaur!
You cant throw one entity at another, especially since the souls have some pretty weird rules, Soul of divinity killed! you get it? I guess? (Toast, I'll need some more info)LIGHTFORM CHARGE: 3/3
The Soul of Flux is thrown at the Minotaur at Cyan.
Happiness shoots the Soul of Divinity with Navitas Nox.
~~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]: 23/100
I think it's sad that there's not much to beat up.
Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 24/50
The maximum number of alchemies that can be made in succession is increased to 5.
~~Alchemies~~
Jarate || (Recreate: Hopesploders) = Jaractet (16/19)
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 || Shroomite Windy Gauntlet) && Soul of Embers && Soul of Waves = Equinox (9/28)
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 (16/26)
imagine a one man band but with colorful weapins
tahts this alchemy
1st, navias nox is a laser, therefore, not physical, senond how big was the soul charge? since you get EVERY soul, and they release without a charge it looks really OP, 25,000 damage to the minotaur.((Yo cryptic, don't forget to put the Souls in the list of entities. They do not attack, but drop a material on death. Info in 'Souls', it changes every first post, so keep an eye on it please. Would you just be able to balance the damage values with them too?)
Although cyan hasn't completely been following the rules of souls (one attack at a time), he has the right idea.
Alchemy! (New Alchemy!)
Obsidian Knuclebusters + Leather Gloves || Earthquake Inducer + Ancient Clay + Destroyer Mask = Aftershock - Level 15 11/16
Crack the earth. Break their will. Shatter their bones.
Aetherian Cutter || Harpstring && Wind Chime && Essence of the Typhoon = Resonance Level 25 17/26
This will be my main weapon. Essentially air/sound super thin blade.
[Mythic Flaming Passion Shirt] + [Black Soul Gem || Soul Trap Enchantment] + Dovah Sil + Wisp Wrappings = Anima (Level ?? - 2/??)
Charges!
Tim 6/300
Tahm Kench - 23/40
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.
Soul Arcanery: (if you plan on making soul alchemies or attacking souls, read)
Souls will regularly be released into the battlefield of gradually increasing value. Gain the soul by killing the associated entity. You cannot attack more than one soul at a time/multitarget them with other entities, and they will only die to players.
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). The conjunction used for including souls is $$ and up to two can be used in any given alchemy, provided the souls aren't polar opposites (fire/water, light/dark, order/chaos).
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 and sometimes special abilities.
Souls do not attack. I will always recieve a copy of any souls killed.
Current Souls:
Did not die last time because the only attack used was a physical attack. v
Soul of Divinity Level 5: 25'000 hp. (Light)
Will not die to physical or light based attacks.
A far more powerful one this time.
Soul of Flux Level 8: 40'000hp. (Chaos)
Heals for any damage that doesn't kill it.
Alchemy effect: Adds random elements to your alchemy. E.g. Random teleporting, random energy diruption etc.
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 send a blast of holy fire straight through the Minotaur with the Divine Godblade.
Inventory (ooh mauve)
Divine Godblade (Level 20)
Underworld Jadeblade (Level 15)
The Fallen (Level 17) (forgot about this one)
Physics Inducer (Level 18 - Relic)
Hand of the Archlich (Originally Level 25) Current Ritual: 9 Current Souls: 8.5 Current Level: 28
Current Abilities: Soul Collection, Dark Pact, Life Drain, Blizzard
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: 1 after expiry.
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
Chaos (8) - alive
Support and Notes (if you are supported I will tag you)
3+ @crystalcat
Ritual... (see Hand of the Archlich)
3/3
Blizzard is finished and can now be activated!
No more rituals can
Souls until next upgrade: 1.5
Please keep in mind the level of HotAL increases.
15,000 healed to the tank, 5 slimes killed.Spiral Nemesis: 94/140
A Weapon to Surpass Metal Gear: 13/20
I use nanomachines or some other handwave-ish crap to repair the Valkyrie Tank because it's too valuable an asset to lose yet. Then, I shoot at the Slimes with a burst nuke launcher.
Roomba added, Violin level 5/10, you're getting pretty good.I replace a dead member of the cleaning crew with a robot. I then practice the violin even more.
SPear: 2/6
sans.: 1/75
+3 to Piono.
Well, seeing what some things can do, it seems balanced.My charge completes! (10/10)
I summon Rayquaza!(AG)
100,000 HP (If you think this is a little OP for a 10 turn summon, I was gone for about a month while I was charging it, so I think this is fair enough for how long this charge actually was.)
Dragon Ascent: Immediatley deals a large amount of damage to a target. Cooldown of 3 turns. Cooldown: |||
Fervent Wish: Mega Evolves into Mega Rayquaza! Max health is doubled, while damage and defense are increased. Health is changed proportionally when evolving and devolving. Lasts for 3 turns, 5 turn cooldown. Cooldown: |||||
Yeah, I agree about the soul thing, 31,500 damage to Goku, Zombie Goku killed! You get his spoil, which is something that piono knows what it is (sorry that I keep pushing stuff on you piono)((Bluh, TFT, while your mechanics sounds nice, it's really starting to overcomplicate a system rife with overcomplication. Plus, breaking the level cap without SERIOUS charge shouldn't be a thing...At all, really.))
HAT CHARGE: 1/5.
THE SHARD OF UNITY: 6/15
23/50 gorilla
+3 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 11/26)
PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 6/21).
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, 23/26,
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); THE LORD MICHAEL'S HAT (50); 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); Abiit (10);
SPOIL INVENTORY: Akron's Core [|||||][|||||][||] (Note: White = Charged) (Note: charge is split to designate what abilities are available and if overflow is an issue) (Ability: Use one of Akron's basic attacks for 5 charges, or expend al to use his Ultimate)
Standard Attacks: Firestorm (High Power, 3-target, chance to burn; Fire/Explosive immunity), Blizzard (Moderate power, 3-target chance to freeze; Water/Ice Immunity), Thunderstorm (Moderate power, 3-target chance to stun; Electric/Wind immunity), CONSUME (Really high power, 1-target, chance to Terror (Really nasty DoT + Berserk + Confusion mix), Light/Dark immunity), Tremor (really low power, hits everything not flying, chance to Stagger (sets up Crit damage on target for one attack), Earth/Poison immunity.), 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 of choice 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 the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)
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.
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 challenge Fredbear or the Not-Elf, though in either case, they'll be treated as having the other's alchemies for the fight out of mutual interest and reasoning and such. Really, their inventories are for RP purposes.
You can also challenge Tazz, aka the Water Horse. He will also have most of the inventory of the other two as well as some of his own (you'll learn of alchemies he'll use in a given fight during the challenge), but, 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. Or at least, only one challenge after a really long while.
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.
In case there's competition, It'll be whoever gets to there first.
N/A
I kind of doubt I just one-shot Zombie Goku with that awesome attack, and I'm doubtful that the robot's massive hat laser did the trick either, so...Let's cut to the meat of this attack, which will hopefully kill the undead monkey. YEAH, YOU HEARD ME! I AM ABOUT TO EAT YOU ALIVE, TAKE YOUR POWER, AND DEFECATE ALL OVER YOUR DEAD-GORILLA BODY!
As Zombie Goku is going insane from the monkey insult (or not), My backside gains a nifty addition of a large rune circle, quite like Akron, as I use Akron's Core to cast CONSUME on Zombie Goku! The rune circle spins around, and after a second, generates a huge maw made of a combo of runic energy, my power, and evil darkness stuff. The result is many-fanged and nasty-looking, and surprisingly fleshy. A massive suction effect sucks in Zombie Goku into the maw, assuming my insult didn't literally make him rush straight into it-and this is where it closes on him. I would like to say I heard him scream a lot, but I can't really hear him at all at this stage, but I KNOW what is happening: He's being torn into literal-bite sizes as the mouth works on him like a piece of zombie gum. Omn nom nom nom nom. If it kills him, Zombie Goku isn't seen again-the Maw swallows him and his Crystalized Ki goes into my system quite like Akron's core did. Somehow. Akron's core is weird! If not, he's spat back out, considerably more on the dead side of the scale than the undead, as I greet him smugly.
Hopefully that's enough for the kill, assuming he didn't dodge the previous attack, and that would be my second piece of phat L00T! Hooray for L00T from random kind-of overpowered jerks!
So now you have 2 powerful timepieces, lovely, minotaurs aren't too smart so its mind was already bare, some other great power is keeping the Minotaur from aging, you still deal 20,000 damage though.Turn 1
Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 8/21 (+2 from TFT)
Wristwatch && Grand Essence of Time == Watch of Flowing Time (Level 10) 11/11! (+2 from TFT)
Circlet && Grand Essence of Mind == Crown of the Consummate Psion (Level 10) 11/11! (+2 from TFT)
Watch of Flowing Time: This deceptively simple watch, designed to be worn around the wrist, gives the wearer a massive amount of control over time. A simple depiction of a hourglass is engraved on the watch's face in red.
Crown of the Consummate Psion: This deceptively simple circlet, little more than a golden band, gives the wearer a massive amount of control over the mind and psionic power. It also passively boosts the wearer’s mental faculties. A half-circle, open downwards, is engraved on its front.
Ring && Grand Essence of Energy == Ring of the Dyne 1/11
Ring && Grand Essence of Void == Ring of Infinite Emptiness 1/11
Time Enough At Last 3/10
111 1/111
+3 to TFT.
Denito Surrexit x2 (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)
Watch of Flowing Time (Level 10)
Crown of the Consummate Psion (Level 10)
Crystal dons the Crown of the Consummate Psion and straps the Watch of Flowing Time onto his left wrist, unseating Denito Surrexit as he does. He stows it away in his inventory, making a copy of it as well.
He then puts his new alchemies to use and blasts the Minotaur with a wracking burst of psychic power from the Crown of the Consummate Psion, searing its mind bare, before hitting it with a pulse of pure time and aging it instantly by approximately a thousand years.
You faintly hear something... music? yeah, it must be, you can't place it, but it feels like the beat matches your heart.
(anybody guess the reference yet, you'll get a reward if you do.)
The cleaning crew kills 2 more slimes
Rayquaza eats 10 bats whole
The bats swarm the tank, dealing 9,000 damage
A ghost spooks a member of the cleaning crew and makes him fall into a slime, killing them.
the minotaur gets over being stunned
The Valkyrie tank slams into the minotaur, dealing 20,000 damage
Zombie goku's spirit bomb from last round crashes into Rayquaza, dealing 20,000 damage.
Roomba spins around for a bit
The Crypt: Floor 1
Cleaning Crew [AG]: HP: 1,000/1,000 (x6.) Attack: 5,000. Special: 2x damage to slime based organisms.
Rayquaza [AG] 80,000/100,000, Dragon Ascent: Immediatley deals a large amount of damage to a target. Cooldown of 3 turns. Cooldown: III, Fervent Wish: Mega Evolves into Mega Rayquaza! Max health is doubled, while damage and defense are increased. Health is changed proportionally when evolving and devolving. Lasts for 3 turns, 5 turn cooldown. Cooldown: IIIII
Bat: [PG] x90 (25/25) random movement gives all attacks a 20% chance to miss
Green slime: [PG] x20 (1/1) Immobile, but causes massive damage to enemies on contact.
Ghost: [PG] x30 (50/50) can phase out, must be caught off guard.
Minotaur: [PG Mini-Boss] 400,000/500,000, must be defeated to prodeed, constantly charging opponents.
Valkyrie Tank [AG BOSS]: Main Body: HP: 16,000/250,000
Roomba [N] 15/15 moves around vacuming stuff up, small chance of damaging something.
Soul of Flux Level 8: 40,000hp. (Chaos), Heals for any damage that doesn't kill it. Alchemy effect: Adds random elements to your alchemy. E.g. Random teleporting, random energy diruption etc.
Strange Gift [???]: HP:9/10 (Heals whatever kills it) (50% chance for attacks to miss) (Takes only 1 damage per hit)
Black Bomber [N]: HP:14,000/15,000 (x2.) Black Bomber: HP:15,000/15,000 Bombing Run: III Missile Barrage: III
Shadow Fighter [N]: HP:9,000/10,000 (x10.) (40% chance to not get hit by attacks) (20% chance to hit dodging foes) (+10% evasion from attacks from airborn enemies) (Five of them are protecting Aetheria)
Magic Sniper [PG]: HP:50,000/100,000 Located in a sniper nest, immune to melee attacks, 50% chance for attacks against him to miss.
Aetherderon, God of the Worlds [AG BOSS] HP: 75,000/600,000 Polyp Swarm: IIII Great Call: III Starstrike: IIIII Stare of Immortality: II Dead Yet Dreaming: IIIIIIIIII Glitch: III Aetherderon is away for the moment, please leave a message after the beep (Turns Left II)
Shadow Fighter [N]: HP:5,000/10,000 (x6.) Shadow Fighter: HP:2,000/10,000(40% chance to not get hit by attacks) (20% chance to hit dodging foes) (+10% evasion from attacks from airborn enemies)
Godmodder: HP: 48/100