Destroy the Godmodder

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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
The tank driver does not like being hijacked, 15,000 damage to the minotaur.
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
You're inside currently, but cheesebirgers fall from the ceiling, 5 skeletons killed, Skeletons defeated!
((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:

-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.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)

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.
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.
((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?)

Al
chemy! (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
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: 3
This is just for me to remember.
Water (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.
[/QUOTE]
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!
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!
sorry, all of the skeletons are dead, you desecrate a few corpses though.
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
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)
((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
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: 3
This is just for me to remember.
Water (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.
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.
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.
15,000 healed to the tank, 5 slimes killed.
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.
Roomba added, Violin level 5/10, you're getting pretty good.
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: |||||
Well, seeing what some things can do, it seems balanced.
((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:

-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.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)

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!
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)
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.
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.

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.

The Battlefeild: Not currently there.
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
 
((@The Flaming Toast well, the Artifact System IS getting used for my purposes and Darksides and Crystals, and that's enough. most upgrades aren't used in most other DTGs except for SCP-914 (which is basically a 5-in-1 that'll get explained when Generic gets around to that) and the Codex (type in random 8-digit code, get random Alchemy of varying level; pretty cool), both of which Generic is installing. Cryptic loved the loom, as well.))

((As for Soul Arcanery...I gave it a second look, and well I take back that it's complicated, but it's certainly not that. It is more so that it's really easy to level Alchemies way beyond the cap, which is absurd. To put it into perspective, if anything hits Level 10 (the first cap), that's standard Infinity -1 Sword range by several accounts. Maybe Infinity+1 if they're like the Elemental Alchemies or such. That's just Level 10. The cap is Level 25, and everyone agreed that was where the cap absolutely had to be to preserve sanity and balance in this game. Artifacts push it a LITTLE, IF you minmax, but they're somewhat more complicated to get and the balances are minimal, so that's fair. The one blatant instance wherein this wasn't the case was Lord Michael's Hat (a whooping 50 mostly due to coincidence), and that I deliberately hold back because it's otherwise completely stupid-it would be 60,000 damage per turn if i didn't deliberately use it 1 in every 5 actions. With the Soul System, depending on the souls you get, you could easily raise (say) a Level 25 alchemy to a Level 41 Alchemy, significantly more powerful, with only two souls at level 8 each. That's far too high considerong that's 80K damage in total with a fancy effect. And that's just the highest-leveled Soul released. The extra charge time doesn't balance it enough, in my opinion))

((I'm not asking for radical changes to the system, however. Looking at it closer, it seems to be actually pretty simple and pretty cool. I'm only asking that the Souls cap at Level 5. Maybe that you can also only use one, but two is OK by me as well.))

((Also, hooray, 3rd spoil! Jeez I'm just hogging 'em all now.))

/null
 
Forging...

Ancient Amulet (Lv. 15)[+-]
Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 13/21), 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, 11/26), 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 8/26), 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 (46/200) (+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*. (15/30)
*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 guess I'm the guy who'se doing the Alchemiter Upgrade? Sure. Fire your +1s at the Extra Slot for Alchemiter if you want that... extra slot for the alchemiter.
Extra Slot for Alchemiter (COMMUNITY CHARGE INITIATED) (0/20) (Does exactly what it says on the tin; it ups the number of alchemies you can create at once to 4 at a time. Chose 4 instead of 5 because that makes certain that it's not too fast, yet not too slow. We can add yet another slot if we feel the need to.)
Already being done.

I loaf around. No time to attack.

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). Also see lower down for my potential future plans.
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 (+6 levels)
-2TT, 3PS (+5 levels)
-3TT, 2PS (+3 levels)
-4TT, 1PS (+2 levels)
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 and/or lacklustre. I'm always open.

===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!=========

=================================

Snippity-snip

Huh. Interesting. I'll halfta look into that sometime.
One question, though... what effect would it have on alchemies that technically cause transformations in that ruleset (AKA the Ring of the Dragoon's dragon form and Black Nothi- Oh right, Ved Vozahnil now- anyway, that thing's Obliterator Form)? Would those transformations just go on like they always have (permanent transformations), or would they be bound by charges too for whatever reason (Well, Ved Vozahnil's weapon qualities would be governed by charge, of course)?

...Though...

I'm starting to think I need to make the obtaining of artifacts a bit easier, though... but how to do it... like I said many times over, I don't want this upgrade to collect dust. I need to do something to make it resurface... ugh... perhaps it's just... too complex... but I like elaborate systems... but, well, like I've always said, "some people just can't read the signs, especially complex ones". Shoulda taken my own advice. Dangit. Might want to do a COMPLETE REVISION of this system. Maybe. But time... always time... I'll get to it eventually, maybe slowly work on it.
 
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I'm starting to think I need to make the obtaining of artifacts a bit easier, though... but how to do it... like I said many times over, I don't want this upgrade to collect dust. I need to do something to make it resurface... ugh... perhaps it's just... too complex... but I like elaborate systems... but, well, like I've always said, "some people just can't read the signs, especially complex ones". Shoulda taken my own advice. Dangit. Might want to do a COMPLETE REVISION of this system. Maybe. But time... always time... I'll get to it eventually, maybe slowly work on it.
You know what would be really convenient? If an artificer were to move into one of the empty floors of the crypt after it's cleared, that would make the artifact system more accessible and hopefully more used, that sure would be great.
On that note, would people be interested in various NPC services? possibly using +1's as a currency of sorts? Or a simple coin system, something like every post you get 1 coin to spend as you please, with a reasonable ceiling on the maximum number you can hold onto.
 
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Okay so I've added some stuff to the Alchemiter that I was too lazy to explain. Here:
SCP-914: A machine that can upgrade, change, or downgrade an alchemy. It has 5 settings: Very Fine, Fine, 1/1, Rough, and Coarse. Coarse turns an alchemy into its basic components. Rough downgrades an alchemy, lowering its level by 1 and making it less powerful. 1/1 turns an alchemy into a similar alchemy with the same level, but with a different appearance and slightly different powers. Fine upgrades an alchemy, raising its level by 1 and making it more powerful. Very Fine raises an alchemy's level by 2 and imbues it with special powers. It has a 50% chance of hitting both sides, a 16% chance of hitting your side, a 16% chance to hitting the opposing side, and a 16% chance of hitting the opposing side and causing a random status effect to occur.

Punch Designix: Use Captcha codes, get item. Easy is as easy does. 8 characters, A-Z a-z 1-0 !? and that's about it.

+3 Piono
NEW Gatekeeper's Scythe && Valhalla 6/?? +1 from Piono
Recreate: Cipher's Call 4/11
Yeah no clue where I'm going with this.
INVENTORY(Might as well???)
Gatekeeper's Scythe(Lv.10)
Navitas Nox(Lv.10, PA)(scammed some suckers in the Arena, Scythe duplicate)
Rapture(Lv.25, blocked Piono to troll him, Scythe duplicate)
Valhalla(Lv.20)
Lex Ordinis(Lv.10, PA)(Accepting duplicate trades)
Nulla Stella(Lv.10, PA)(Yeah let's just get everyone a copy of everything why not)
Denito Surrexit(Lv.10, PA)
Exedo(Lv.10, PA)
Terra Firma(Lv.10, PA)
Abiit(Lv.10, PA)

Oh and.
I have the game you're referencing. Do you have a Steam account? Might want to invite you to the DTG Steam group or something. Crypt of the Necrodancer.

Okay, so... alchemies presumably retain their damage levels, so I just make a giant Valkyrie with Valhalla that crushes the Valkyrie Tank, then rip out the Ion Cannon with Nulla Stella.
 
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Okay. Seen comments on the soul arcanery. For the next few turns I'll disable it until I find a way to change it for the better. Seems to be the best course of action. For now I'm just buffing cyan's attack as compensation. The reference is Crypt of the Necrodancer.

EDIT: Reading cyrptic's post about NPC's, maybe the soul arcanery could instead be some sort of warlock dude (WIP)?

And what was the spoil from aC?

Alchemy!
Obsidian Knuclebusters + Leather Gloves || Earthquake Inducer + Ancient Clay + Destroyer Mask = Aftershock - Level 15 12/16
Crack the earth. Break their will. Shatter their bones.

Aetherian Cutter || Harpstring && Wind Chime && Essence of the Typhoon = Resonance Level 25 21/26 (+3 from crystal)
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 20 - 3/21)

Charges!
Tim 8/300

Tahm Kench - 24/40
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.


Actions!
Shadowform is available! 1/3
Lightform is available... 1/3 (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 give cyan some sort of boost to his next action using the Divine Godblade as compensation for not being able to use the souls he attacked.

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 (Level 25) Current Souls: 8.5

Current Abilities: Soul Collection, Life Drain, Blizzard
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 2 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.

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


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: 3

Support (if you are supported I will tag you)
3+ @crystalcat

Ritual... (see Hand of the Archlich)
Souls until next upgrade: 6.5
 
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((@CrypticCataclysm , Me and [Insert Generic Username] realized, in joint effort, that the reference is to Crypt of the Necrodancer. now, time for some (shared) PHAT LUTE...And we're ninja'd. AUGH!))

((@DarkSide , it would help me to know in what context you snipped that, but I'm guessing that might be the Arena duel? The Ring of the Dragoon's transformation is technically RP in a sense so that'll be on to begin with unless it's an activated transformation or such; meanwhile, form changes will last as long as the turn does if you use the alchemy to ACTIVATE it.))

((@DarkSide , As for the Artifacts...It MIGHT be somewhat more useful if we could attach Trinkets/Tech/Power cores to whatever Alchemies we have on-hand, rather than charging up expeditions for Artifacts specifically. The system is complicated, sure, but people would use it more if it meant they could attach stuff to their favorite alchmies to make it stronger and break Level cap without having to charge TWICE to get ONE weapon, which as it stands, is what the current system requires. That's just my suggestion on the matter, but it gets rid of excessive charging, allows people to create Artifacts with given Alchemies that they've grown attached to and distinct everyone's copy of Denito Surrexit from each other (for instance), AND still keeps it roughly balanced. That sounds like a good idea to me.))

((@CrypticCataclysm, do we really need MORE mechanics right now? Shopkeepers are fairly OK, on one hand, but I say just give them the assists instead of just a separate coin system to keep it as simple as possible. I'd keep it to a maximum of 3 shopkeepers as well.))

((@CrypticCataclysm, Generic forgot to mention something: The characters for the Punch Designix include Lowercase and Uppercase, and the case DOES matter, so aAAAAAAA is different than AAAAAAAA. So it's A-Z, a-z, 0-9, !, and ? for your character ranges. Input 8 total characters and you get an Alchemy. Keep in mind...Themed codes that generate the themed item are really rare. TRIFORCE gets you a Level 3 Razored Yo-Yo, which isn't all that good.))

HAT CHARGE: 2/5.

THE SHARD OF UNITY: 7/15
24/50 gorilla

+3 TO PIONO.


Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 12/26)


PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 7/21).

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, 24/26,

ALCHEMY 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)

ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10); Nocte Consumens (10); Navitas Nox (10); Abiit (10);

SPOIL INVENTORY:
---Crystalized Ki [|||||] (Note: Yellow = Charge) (Ability: Does damage. Drains HP of Allied/controlled Entities to improve damage, proportional to HP drained. Can drain no HP.)
---Akron's Core [|||||][|||||][||] (Note: White = Charge) (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. (AO) MEANS THE BASE OF THE ARTIFACT HAS BEEN OBTAINED, BUT NOT THE FULL FORM.
(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 (AO), 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:

-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.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)

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, with very few exceptions (the Not-Elf eats her spoils, so the Not-Elf will have Arkons Core and the Crystalized Ki, while Fredbear will keep the Lord Michael's Tophat and the Medusa's Head). Really, their inventories are mostly 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, for a grand total of 25. It would be a very steady stream instead of just getting it all out of the way, but it would be 25 assists, which is always juicy, and that's ignoring you can now make extra Alchemies. This would be ON-COMPLETION.

In case there's competition, It'll be whoever gets to there first.

omn nom nom nom nom. Yummy. Wow, I could actually taste that. He tasted juicy and tender, like good meat...I don't think I should be eating any more Zombies in the future tho-OHMYGOSH WOW I FEEL GREAT RIGHT NOW!!!

AAAAAAAAAAAAAAAAAAAAAAAH!!! I FEEL LIKE A SHONEN HEROOOOOOOOOOOOOO!!!

GREAT, CONGRADULATIONS, PIONO. YOU'VE MADE HER GO MAD WITH SPOIL POWER THAT IS NOW PERMANENTLY PART OF HER BODY.

Oh you mean idiot! I have not gone mad! I am appreciating how good I feel right now! I feel more muscly...I do have muscles and such! I just feel like I got really...Uh, oh. Wow, I actually only got a little more muscle. Feeeeeeeeeeeeeh! I STILL FEEL SO SHONEN. MUST RELEASE EXCESS ENERGIES!

PIONO I'M GOING TO gorillaING SUE YOU FOR THIS, SHE'S JUST GETTING HARDER AND HARDER TO CONTROL RIGHT NOW.

MINOTAAAAAAAAAURRRRRRR!!! YOU ARE SO DEEEEEEEEADDDDDDDDDDD!!!

*ringringringringringringringringring*

OH COME ON WHAT COULD IT BE, NOW OF ALL TIMES!!!...Ugh, excuse me. Hello?

...Uh, Blood Bowl? Auld World League? Uh. Never heard of it...Yeah, I've been living under a rock, pretty much. Wait, what's this about being a winner? Uh, hey! Waitaminute! You speak too fast!

...OK, OK. Huh. So...Random draft for a new Blood Bowl Team? Just, making a new one out of the blue? But why me? Uh, Necromancy?...OK, yeah...But that's kind of-Uh, a team entirely out of Undead. Uh, I just won a team of Undead. Woo?

...Wait, I've just won the RIGHTS to make one? Ugh, can I get-heywaitaminute, you're-Oh, yeah, you're Galion, hellowwww! How's it been-Uh, wait, this was 'intervention?' Mate, slow down, you talk too fast.

Uh, so you're saying I need to spend like literally a million in gold pieces to immediately get a 11-Undead Minimum team, WITH training, for a competition, RIGHT NOW?

OK, what on-hang on, whatabout a Minotaur?...Uh, how did you know that?

...The Minotaur is...Jarka' Bullskasher...Star Bloodbowl player?

Record on-field player kills? Considered nigh-invincible? Once killed a whole Ogre Team, and then the Vampire replacements? And then the Deathrollers sent to kill him? 9 TD, an Intcerception as well, MVP every year for 19 years?

...Uh...Yeah he's glaring at me now...Ohno he's putting on the armor. Oh, why does it have to be spiky!?

...Uh, yeah, Galion, teleport 'em straight to me! I could really use them, test their 'physical might' and such. Oh, you have an ideal setup already and some volunteers! GREAT! Just, get me those players...IMMEDIATELY! Please!

...Oh, hey there, Mr. Bullskasher. You know, those Tentacles look just AMAZING, as is that armor, I was wondering if you could show me it...Like, from a distance, camera shots-

*snap*

Oh, don't like papparazi...I'll only take your most intimidating poses, and preferrably-ah!-not while you're swinging at me HOLY APEgorilla IS THAT A DEATHROLLER'S 'ROLLER?'...TWO? WOW...That is a really interesting piece of history right there, if you could stop swinging-AH-at me...

...Jeez, this thing is like taller than Peloro...And more ripped...Oh, great-oh, great, augh! Galion, it's getting worse, he's getting his mummy buddies-oh, wait, what? Oh, they're MY mummy buddies...Uh, there's standing rather slack-jawed. Joined by some Wights and Ghouls, yes...Keep the Ghouls back, gotcha. Yeah, some Zombles are coming in right nOH HE'S TOO CLOSE! ZOMBIES, GET IN FRONT! MUMMIES, WITH THEM! UH, WIGHTS, SMASH HIM! EVERYONE, SLAM INTO HIM! MAKE HIM BLEED!

...Galion, he went down in a hit. Yeah, no, just kind of very knocked down, not really dead I don't think...Uh, how long has he been-oh, Retired. Uh. Well that's interesting. Galion, send these guys back for now. Uh, Bullskasher? Uh, I think he has...Err, fractured hip, broken knee...Yep. He's not gonna come back out of retirement easy, at least...Phew...I think I can handle this.

...OK so that happened.
 
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Turn 1

Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 9/21
Ring && Grand Essence of Energy == Ring of the Dyne 2/11
Ring && Grand Essence of Void == Ring of Infinite Emptiness 5/11 (+3 from TFT)
Time Enough At Last 4/10
111 2/111

+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 retrieves Celestial Destruction and manipulates the alchemy, fusing the Phantasm and Vortex Beater forms into a strange crossbow-like weapon. He loads it with a combination of Luminite Arrows and Chlorophyte Bullets, before opening fire with the Vortex Phantasm. Arrows stream out of a bow on top, while Chlorophyte Bullets pour from the gun below, all aimed at the Minotaur.

(@Tazz) What about alchemies that technically have passive, always-on effects? Would the effects only have tangible effect when the charges are used? (I assume this would be the case.)
 
((@crystalcat to put it quick: Passives are considered a use of the Alchemy itself, meaning tanking a Fireball by using Levis Ignis is just as much using it as using Levis Ignis to cave someone's head in.))

/null
 
((@DarkSide Hey, I'm already doing an upgrade!))
LIGHTFORM CHARGE: 3/3 (ACTIVE)
A giant sword made of light crashes into the Minotaur.
Happiness fires a giant beam into the crypt, damaging everything.
~~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)
Soul of Divinity (Level 5)
~~Boosts~~
+3 to Pionoplayer
~~Charges~~
Massive World Threat [H BOSS]: 24/100
I think it's sad that there's not much to beat up.

Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 25/50
The maximum number of alchemies that can be made in succession is increased to 5.
~~Alchemies~~
Jarate || (Recreate: Hopesploders) = Jaractet (17/19)
The hope-infused dice-based Karate. Made out of pure frozen brain ghost Jarate.

Ircucvci && (Katana of the Dual Moon && (Divine Godblade && Soul of Divinity)) || (Temporal Excalibur && Spatial Excalibur || Shroomite Windy Gauntlet) && Soul of Embers && Soul of Waves = Equinox (10/31)

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 (17/26)
imagine a one man band but with colorful weapins
tahts this alchemy
 
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i give the Minotaur some beer, healing it, as the Beer contains a healing spell.
The Loose Cannon && silver fulminate = The Gilded Cannon: 4/8
Armor of Altair && Armor of Brutus = 3/4 Brutal Armor
(Huzzah for summons for the sole point of killing a nearly dead entity!)
Who Needs Long Summons When you have a good idea for an charged attack?: 4/4
Charge expended!
Suddenly a huge horde of Minibenders (Only huge from their point of view) comes out of nowhere and starts eating the Valkyrie Tank. (to give an idea of size, each minibender is 1/16 of a full-sized Bender Model) As they eat, the horde of minibenders grows in size as they slowly "eat" the tank. Using magicks, they are kept fueled with beer.

Minibenders: 15000/15000 Eating the tank, damage applyed at end of round. (Damage is no higher than 10000)
25% of the damage taken by them is redirected to the tank (as they are rather thin and easy to crush, it only makes sense some of the tank would take damage)
Damage dealt is equal to HP.
Explodes after the tank dies for no damage.
If below 5000 HP when they deal damage, they gain 50% damage as HP

3+ to sirplop
Classy Bender; 2/5
 
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>1/2 Ergh... 5 hours of non-stop audio editing... not fun.
Forgive my lack of posts, school's been weighing me down.

EDIT: The OP needs updating with the new Spoils. And what was anarchistsCreation's Spoil?

-=Charges
300 (28/300)
Szalinthia, Bringer of Light (6/60) +3 from Battlefury
Pfft. (1/1) -- COMPLETED?

-=Actions
I 'Come on and SLAM' a whole lotta bats!
Farty the Clown plays a trick on the minotaur!

And as promised to @pionoplayer, a copy of Unlimatum is yours. Use it wisely (or not, I don't really care.)

-=Summons
Because I need an entity on the board other then Aetherderon, I summon Farty the Clown! [HP: 500/500] Why? 'CUZ WHY NOT!
--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.
-=Alchemies
Ultimatum && Pseudo-Space Mechanisms && Excessive amounts of Bullets == Unlimatum (26/26 - Lvl. 25) -- COMPLETED!
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (3/26 - Lvl. 25)
Coat of the Deep Dark && Voidmetal Plates && Miniature Ocean ~~ Loom == Whispering Shroud (3/6 - Lvl. 5)

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
 
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@above: i would argee with you on the School part, but i kinda slack off a lot at home, so i usually end up with plenty of free time.
Then again, i suppose you must have a lot better homework record.
========Action=======
i put on a top hat.
i continue to guard the minotaur with a broken beer bottle.

================Cool stuff! ================
The Loose Cannon && silver fulminate = The Gilded Cannon: 4/8
Armor of Altair && Armor of Brutus = 3/4 Brutal Armor
Classy Bender; 2/5
Beer of Power: 1/10
=================Free points, baby!===========
3+ to sirplop
 
>2 / 2

>Charges

28 / 50: Revengeance
14 / 20: h0i!
3 / 23: Mistform && Deum Lucem = Lightshard (Level 22)
+3 to Piono

With anarchistsCreations death (I need to check this game more often), TheFlamingToast gains...

...half an Anarchist's Cookbook. It seems the spoil isn't finished; how weird! Then again, a near 100-post charge boss with 350k HP seems a bit low, right? That obviously means...

...you know. Anyway, the Halved Anarchists Cookbook summons three bombs to attack your foes. You can pick a side you want to target, and random entities from that side will be hit by bombs for moderate damage. Three-turn charge. The spoil will grow in power once the other half is obtained by killing ???.

I then pull out a flashlight, and proceed to shine it at the Ghosts. This, given Luigi's Mansion logic, stuns them and leaves them open to a vacuum-based attack! They get sucked up into the vacuum and are promptly doused by some Holy Water in the vacuum.
 
SOUL ARCANERY AND ALL ASSOCIATED SOULS ARE DISABLED.

Alchemy!
Obsidian Knuclebusters + Leather Gloves || Earthquake Inducer + Ancient Clay + Destroyer Mask = Aftershock - Level 15 13/16
Crack the earth. Break their will. Shatter their bones.

Aetherian Cutter || Harpstring && Wind Chime && Essence of the Typhoon = Resonance Level 25 26/26 (+3 from crystal, +1 from sirplop) DONE!
This will be my main weapon. Essentially air/sound super thin blade.

(Aetherian Cutter || Asthune's Eternal Ocean) && Deep Sea Pearl && [Eanna's Regret] && Leviathan Scale = Tidehunter (Level ?? - 1/??)

[Mythic Flaming Passion Shirt] + [Black Soul Gem || Soul Trap Enchantment] + Dovah Sil + Wisp Wrappings = Anima (Level 20 - 4/21)

Charges!
Transistor 9/300

Tahm Kench - 25/40
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.


Actions!
Shadowform is available! 1/3
Lightform is available... 1/3 (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 USE BLIZZARD.

*A blizzard is raging around you*

I don't care if it's inside. Read the description in my inventory.

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 (Level 25) Current Souls: 8.5

Current Abilities: Soul Collection, Life Drain, Blizzard
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 2 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.

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/flying/godmodder entities, and reducing hit chance to 40% (60% reduction) Cooldown: 5 turns


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: 3

Support (if you are supported I will tag you)
3+ @crystalcat

Ritual... (see Hand of the Archlich)
Souls until next upgrade: 6.5
[/QUOTE]
 
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LIGHTFORM CHARGE: 1/3
Shadowclones of Cyan get rid of the mini-Benders.
Happiness fires more lasers into the Minotaur 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 (DISABLED)~~~
Soul of Embers (Level 3)
Soul of Waves (Level 2)
Soul of Divinity (Level 5)
~~Boosts~~
+3 to Pionoplayer
~~Charges~~
Massive World Threat [H BOSS]: 25/100
I think it's sad that there's not much to beat up.

Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 26/50
The maximum number of alchemies that can be made in succession is increased to 5.
~~Alchemies~~
Jarate || (Recreate: Hopesploders) = Jaractet (18/19)
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) = Equinox (11/26)

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 (18/26)
imagine a one man band but with colorful weapins
tahts this alchemy
 
@cryptic: Please! No increasing the cap on alchemies! It is really hectic as it is, we really don't need more alchemies than we're already getting! Also, I like the zones. Zones work well if implemented well, and add some variety to the game. It worked for Aetheria. Also, for spoils, its fine. I figured that that would happen when we had the GM shuffle, which is why I made a single post to act as a database for my three boss monsters. Here's Goku's spoil.

Crystallized Ki: 5 round charge, allows the user to take health from his own and allied entities and turn it into an attack (most likely deals more damage than health used) against a single entity. The more health drained, the more damage dealt.
If the owner of the entity objects, then the entity doesn't donate health.

And here's the valkyrie tank's.

Spoil of War: Ion Beacon: The Beacon broke off the tank, rather than being completely annihilated and can now be used to summon various airstrikes.
If charged 1 round: small missiles; deal light damage to three enemies.
If charged 2 rounds: large bomb; deal medium damage to one enemy.
If charged 3 rounds: large missile; deal heavy damage to two enemies.
If charged 4 rounds: Ion Cannon; deal massive damage to four enemies.
It maxes out at 4.

@golden: Yeah, but I never funnel more than 3 +1s into these alchemies. Alright, if I run out of alchemies to do (once I finish the piono parodies and do another one I have in mind) I'm probably going to switch gears and start on the level 20s.
@Sirplop: Whoo! Thanks dude!

+3 to sirplop for the awesome gun.

230/250 for the charge of potential
125/125 for The Creator
12/150 for The Saviors (final EBF summon!)
Vi Forti completed.
Psionic Crown = Mens Potentiam 7/11
Gravity Chestplate = Traho 5/11

If the Valkyrie Tank's spoil hasn't been claimed yet, I take Nocte Consumens, drive it into the tank, rip out the Ion Beacon, and lift it up in the air LoZ style while the tank explodes behind me.
If it has been I just smash the minotaur with Vi Forti and snap his axe or whatever weapon he uses in half with my awesome new metal powers.

Bidding (Vi Forti)
GoldenReady: 49 (+9) (on hold)
Cyanogynist: 42 (+15)
DarkSide: 16 (+3)
[Insert Generic Username]: 15 (+3)
jondanger: 15 (+3)
The Flaming Toast: 13
W32Coravint: 12
eboLag.exe: 12
Redstonetam: 11
AerialAce: 9
crystalcat: 9
gladiusAssailant: 8 (+3)
TalistL: 6
Sirplop: 5 (+2)
Pricy12345: 4
Lahahawa: 3
FeatheredDragon: 2
Raichu Sonic: 1
HeadlessHero: 1

Vi Forti goes to... Cyan! Holy crap he had almost as much saved up as goldenready. Dude, you're insane!
I just realized, I never gave a description for it...
Vi Forti; the Metal Flail. This is truly one Epic Flail. It is massive, made of an unknown supermetal, and menaces with spikes of every kind of metal imaginable. It gives you ridiculous power over metal, like, Magneto wouldn't stand a chance against you. You can harden a metal, strengthen it, or just about anything you want. Additionally, just attacking with it is fairly powerful because of the density and the ability of said flail to simply smash straight through just about any armor there is.

Bidding (Mens Potentiam)
GoldenReady: 49 (on hold)
Cyanogynist: 26
DarkSide: 16
[Insert Generic Username]: 15
jondanger: 15
The Flaming Toast: 13
W32Coravint: 12
eboLag.exe: 12
Redstonetam: 11
AerialAce: 9
crystalcat: 9
gladiusAssailant: 8
TalistL: 6
Sirplop: 5
Pricy12345: 4
Lahahawa: 3
FeatheredDragon: 2
Raichu Sonic: 1
HeadlessHero: 1

Mens Potentiam is a crown with immense psychic power. It gives telekinetic powers of a high degree, telepathy, the ability to mentally investigate distant events and things, and other mental abilities, such as mind meld, mind crush, and mind control. It also grants the ability to enter mindscapes, and gives you complete control over them, and grants immunity to mind demons such as Bill Cipher.

voting:
giant boss: 2
super mode:
Well, since cryptic and TMB were the only two who voted (I guess goldenready sort of did) giant dual boss is the answer to the question I posited.
Stats on it will be forthcoming, as I don't think I've got time right now, it being early morning before school and all. I can tell you this though, its gonna be a big 'un.
 
Spiral Nemesis: 95/140
A Weapon to Surpass Metal Gear: 14/20
I attack the ghosts by hiding in the shadows and hitting them from behind with a chainsaw which they couldn't hear somehow, then, I run away, wait until they aren't alert and shoot at them with a silenced sniper rifle, which has a Hollywoodium silencer, which means that it is heard like a non-realistic silencer, to the point that they nearly completely supress the sound.
 
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