Destroy the Godmodder

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Forging...

Ancient Amulet (Lv. 15)[+-]
Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 14/21), 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, 12/26), 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 9/26), 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.


Ved Vozahnil: 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. ((@GoldenReady The transformation for this was basically already activated, and continues to run. Even so, I could easily enough say that I would eject the source of that power (The Dark Star) out of it, allowing continuous transformation. That thing has no attacking power whatsoever.))

...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 (47/200)

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*. (16/30)
*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 fall asleep. No time to update.

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)

---------
The Mythical Repairs Upgrade is undergoing a MASSIVE change! Also, it's gonna be less complex.
Hoo boy, NIGH-COMPLETE REVISION TIME!
The relic digging has been ALMOST COMPLETELY CUT! It was a good idea for a while, but the extra unnecessary charge time was just not getting it anywhere. You can still do it if you want; it will be a Level 10 relic if you choose to do so, so long as the charge time is 10.

So here's the new way of doing things:
Like before, Trinkets/Tech and Power Sources work the same as before with relics. HOWEVER, now they may be applied to NORMAL ALCHEMIES as well! There's a significant change, though; while both can now breach the level cap of 25, BOTH can only be MR'ed ONCE as to prevent brokenly powerful weaponry (As before, they will be labeled in RED). There are also differences between the two. NORMAL ALCHEMIES may only have up to 5 Trinkets/Tech/Power Sources (as with old relics), but you can place ANY number of T/T/PSes on it within that range. None of that minimum of 1 T/T and 1 PS bull anymore. As for RELICS, though, they've been buffed to have up to TEN (10) slots for use, due to being harder to get. However, there is a minimum of 3 T/T that has to be put on a relic.

There's also been some changes to T/T and PSs as well. Now, Power Sources give ONE (1) extra levels per item applied (Giving normal alchemies a max level of 30 and relics a max level of 33 (see below) (what's not to love?) when there's no souls involved) in exchange for not defining your alchemy AT ALL! However, now Trinkets/Tech give an extra 1/3 of a level for each item you tack on, rounded down. They help define your alchemy.

In addition, Soul Alchemy and Relic Alchemy are fully compatible. However, only one Soul can be used on any Relic Alchemy. However, it gains the levels of the soul (max. lv: 5), making the max level of Alchemies 34 and Relics 38. Holy ****. They MUST be done at the same time, however.

Spectral Foes give Souls 25% of the time (at random levels), while souls from the Soul Arcanery when it comes back online will ALWAYS give souls. Note that this soul thing would only give souls if the souls' health was much, MUCH higher.

I hear you asking; "but how do we get relics now?", to which I answer; you get blank (base) relics from challenges posted by various people (such as GoldenReady's most recent offer), or being a rare find from foes (10% chance from normal foes, 20% from powerful foes (250k+ HP), none from army-style mobs, 33% from bosses along with their spoil), or littered around dungeons (i.e. The Crypt), thus making it like RPGs. Relics obtained this way can be anywhere from Level 5-15 (Difference of 10, for GM's use), determined randomly by the GM, however, bosses can give anywhere from Level 15-25 (Difference of 10) relics, and powerful foes from level 10-20 (again, difference of 10), certainly worthy prizes. Challenges give a relic level of the host's choice.

As always, the notation is still {Relic[-+]T/T/PS+T/T/PS... = Finished Relic}

I don't feel like this needs a TL;DR version anymore, but I'll sum up the stats:
Power Sources (+1 level/item) (Do not define alchemy)
Trinkets/Tech (+1/3 level/item) (Defines alchemy)
Souls (+Soul's Level) (Defines Alchemy) (Max. 1 per alchemy)
Alchemies (Up to 5 items, no limits) (Max level: 30)
Relics (Up to 10 items, no fewer that 3 Trinkets/Tech) (Max level: 33)
Relic Spawn Rates:
-Army-style foes (11+ mobs in one group) (0%)
-Regular Foes (10%) (Lv. 5-15)
-Digging (Guaranteed relic) (Lv. 10) (Charge time: 10)
-Powerful Foes (250k+ HP) (20%) (Lv. 10-20)
-Bosses (33% + spoil) (Lv. 15-25)
-Challenges (Level of host's choosing) (Guaranteed if successful and if offered, not guaranteed if unsuccessful or if not offered)
-Requires a roll of the dice by GM
Soul spawn rates:
-Spectral-type Foe (25%) (Random soul up to Lv. 5)
-Souls from Soul Arcanery (Always) (Gives soul of fixed levels) (Max. lv. 5) (Will take effect when souls gain MUCH higher HP)
Current/past stuff will remain as-is.

Also, wow, I just looked at this system, and back at the old system, and DANG isn't this easier to read.
 
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((@CrypticCataclysm: Could you PM me the new spoils and alchemiter upgrades so I can add them to the OP easily?))

I flick my arm to the left of the room. Suddenly, the Minotaur, or if that's dead, some other enemies, goes crashing into the left wall of the room. I then flick my arm to the floor, and they go crashing into the floor. Next, I bash it repeatedly against the floor, still with just flicking my arm. Oh, and I practice more violin.

SPear: 3/6

sans. 2/90

+3 to Piono

((Also, by any chance, could anybody give me a copy of Navitas Nox? I'll give you a copy of the alchemy I make with it.))

((Edit: Thanks, crystal!))
 
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Turn 2

Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 10/21
Ring && Grand Essence of Energy == Ring of the Dyne 4/11 (+1 from TFT)
Ring && Grand Essence of Void == Ring of Infinite Emptiness 4/11 (+1 from TFT)
Time Enough At Last 6/10 (+1 from TFT)
111 3/111

+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 leaves the mental assaults for later, and just grabs a random blunt object from the floor with the Crown of the Consummate Psion and its boosted telekinesis, before whacking the Minotaur around the head with it several times. He then tosses the Minotaur itself into several walls with the telekinesis.

He also tosses Jondanger a copy of Navitas Nox.

(Oh, yes, Cryptic, since you apparently had the only copy of Superosque, can I claim it?)
 
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>2/2

-=Charges
300 (29/300)
Szalinthia, Bringer of Light (13/60) +3 from Piono, +3 from Battlefury


-=Actions
Shizz happens. Things get smacked. Done-zo.
--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
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (4/26 - Lvl. 25)
Coat of the Deep Dark && Voidmetal Plates && Miniature Ocean ~~ Loom == Whispering Shroud (4/6 - 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
 
+3 Piono
If you take another step forward... 1/50
you are REALLY not gonna like what happens next. 1/50
NEW Gatekeeper's Scythe && Valhalla 7/??
Recreate: Cipher's Call 5/11
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)

I... I guess I light all the bats on fire. With a torch I just picked off the ground.
 
/null

What do you think?

Souls now have 15-20x their level as hp (based on level)
Level 1 - 20'000hp - Small effect on alchemies
Level 2 - 38'000hp - Low effect on alchemies
Level 3 - 52'000hp - Moderate effect on alchemies, may be difficult to hit
Level 4 - 66'000hp - High effect on alchemies, may have a negative effect on the killer's next action or be difficult to hit.
Level 5 - 75'000hp - Massive effect on alchemies, will have a negative effect on the killer's next action or be difficult to hit.

Souls will still spawn during my first post each round, but now I will be using a RNG to determine what level Soul will spawn. There can only be up to 8 soul levels *alive* at any given moment. E.g. 8 Level 1 Souls, 2 Level 4 Souls etc. So, if a level 5 soul currently exists, I will only be determining which one spawns out of level 3, 2 and 1. Soul Alchemies can go past level 25, but only 1 soul can be used per alchemy.

Only one of your charging alchemies can be a soul alchemy. Charge time is back to 1-to-1 with the level.

Each soul has a special effect or element associated with it. Use $$ and purple text to show you are adding a captured soul to the alchemy.

I will still get a copy of each soul, but I will need to have an additional charge equal to the soul's level which will replace an alchemy charge.

If there are any issues, just tell me.
*Soul Jar get!*
 
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@pionoplayer && @CrypticCataclysm , I'm still not sure what you're getting at being the problem here, other than possibly overwhelming the GM, which is reasonable, but I think 'hectic' is stretching it. It's just ONE extra and as long as we make sure to label NEW alchemies as such, it won't be a major problem. I could see 5 getting that far, but we could at least try raising it to 4 before we jump to conclusions.

@DarkSide , that was a brilliant revamp.

HAT CHARGE: 3/5.

THE SHARD OF UNITY: 8/15
25/50 gorilla IT APPEARS WE ARE HALFWAY DONE TO THIS MONUMENTOUS ENTITY. IT'S ONLY 50 CHARGES COMPARED TO THE LIKES OF SOME OF THE BOSSES WE'VE FACED PREVIOUSLY, BUT WHAT THIS ONE WILL DO IS ALMOST ASSURED TO PLOW US STRAIGHT TO VICTORY. WELL, GIVEN IF WE ARE INTELLIGENT IN ITS DEPLOYMENT.

+3 TO PIONO.


Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 13/26)


PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 8/21).

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, 25/26,

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. Alchemy transformations and passives are only usable when the Alchemy is fully charged; transformations last until the end of the round they are activated in, but using a transformation or passive counts as using them and expends the charge. Yes, this means abilities gained from Alchemies (coughcoughPionocoughcough) aren't always available and you have to REALLY think through what you get out of them. 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. If you do so, you get to make the rules as long as they're even. 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.

Galion, I really REALLY can't manage/coach a team right now...Ugh, look, I don't know, just FIND SOMEONE WHO CAN, because right now that's just not me!

...Thanks, bye!

Well, glad that little bit is over.

...Where'd Freddy go all of a sudden? Huh...I'm suddenly very paranoid. He still has those other two...He'd probably rush back here if he noticed the sudden gap in his spatial perception, so...Ugh. He's probably just doing stuff.

Welp, while he's busy with that...Beh, I'm doing exactly what I want to do in killing this guy, so let's do that.

Uh, I set the Infernal Torment to the higher settings and just, you know. Do the thing. Burn the Minotaur! Burn him more!

Also, I thought the whole point of Crypt of the Necrodancer was because every protagonist except the Bard were only kept alive by the Golden Flute, thus they were forced to step in time with it, because we were all dead.

I'm reasonably sure that I am not dead.

AND I AM NOT UNDEAD EITHER.

DO NOT EVEN GET ME STARTED WITH THAT. WAY TOO MANY TIMES THAT'S HAPPENED. THAT DOESN'T EVEN MAKE SENSE, UNDEATH, WHAT IS THIS?!

This causes all the creatures, apparently enthralled by the Golden Lute's mad music, to suffer critical existence failure because in order for that to be the case they'd have to be in varying states of undeath. Even if its only really subtle.
 
/null
Forgot something important! Charge times! They'll be (level of final alchemy) + 1, like the rest of the alchemies.
Hoo boy, NIGH-COMPLETE REVISION TIME!
The relic digging has been ALMOST COMPLETELY CUT! It was a good idea for a while, but the extra unnecessary charge time was just not getting it anywhere. You can still do it if you want; it will be a Level 10 relic if you choose to do so, so long as the charge time is 10.

So here's the new way of doing things:
Like before, Trinkets/Tech and Power Sources work the same as before with relics. HOWEVER, now they may be applied to NORMAL ALCHEMIES as well! There's a significant change, though; while both can now breach the level cap of 25, BOTH can only be MR'ed ONCE as to prevent brokenly powerful weaponry (As before, they will be labeled in RED). There are also differences between the two. NORMAL ALCHEMIES may only have up to 5 Trinkets/Tech/Power Sources (as with old relics), but you can place ANY number of T/T/PSes on it within that range. None of that minimum of 1 T/T and 1 PS bull anymore. As for RELICS, though, they've been buffed to have up to TEN (10) slots for use, due to being harder to get. However, there is a minimum of 3 T/T that has to be put on a relic.

There's also been some changes to T/T and PSs as well. Now, Power Sources give ONE (1) extra levels per item applied (Giving normal alchemies a max level of 30 and relics a max level of 33 (see below) (what's not to love?) when there's no souls involved) in exchange for not defining your alchemy AT ALL! However, now Trinkets/Tech give an extra 1/3 of a level for each item you tack on, rounded down. They help define your alchemy.

In addition, Soul Alchemy and Relic Alchemy are fully compatible. However, only one Soul can be used on any Relic Alchemy. However, it gains the levels of the soul (max. lv: 5), making the max level of Alchemies 34 and Relics 38. Holy ****. They MUST be done at the same time, however.

Spectral Foes give Souls 25% of the time (at random levels), while souls from the Soul Arcanery when it comes back online will ALWAYS give souls. Note that this soul thing would only give souls if the souls' health was much, MUCH higher.

I hear you asking; "but how do we get relics now?", to which I answer; you get blank (base) relics from challenges posted by various people (such as GoldenReady's most recent offer), or being a rare find from foes (10% chance from normal foes, 20% from powerful foes (250k+ HP), none from army-style mobs, 33% from bosses along with their spoil), or littered around dungeons (i.e. The Crypt), thus making it like RPGs. Relics obtained this way can be anywhere from Level 5-15 (Difference of 10, for GM's use), determined randomly by the GM, however, bosses can give anywhere from Level 15-25 (Difference of 10) relics, and powerful foes from level 10-20 (again, difference of 10), certainly worthy prizes. Challenges give a relic level of the host's choice.

As always, the notation is still {Relic[-+]T/T/PS+T/T/PS... = Finished Relic}

I don't feel like this needs a TL;DR version anymore, but I'll sum up the stats:
Power Sources (+1 level/item) (Do not define alchemy)
Trinkets/Tech (+1/3 level/item) (Defines alchemy)
Souls (+Soul's Level) (Defines Alchemy) (Max. 1 per alchemy)
Alchemies (Up to 5 items, no limits) (Max level: 30)
Relics (Up to 10 items, no fewer that 3 Trinkets/Tech) (Max level: 33)
Charge Times ((level of final alchemy) + 1)
Relic Spawn Rates:
-Army-style foes (11+ mobs in one group) (0%)
-Regular Foes (10%) (Lv. 5-15)
-Digging (Guaranteed relic) (Lv. 10) (Charge time: 10)
-Powerful Foes (250k+ HP) (20%) (Lv. 10-20)
-Bosses (33% + spoil) (Lv. 15-25)
-Challenges (Level of host's choosing) (Guaranteed if successful and if offered, not guaranteed if unsuccessful or if not offered)
-Requires a roll of the dice by GM
Soul spawn rates:
-Spectral-type Foe (25%) (Random soul up to Lv. 5)
-Souls from Soul Arcanery (Always) (Gives soul of fixed levels) (Max. lv. 5) (Will take effect when souls gain MUCH higher HP)
Current/past stuff will remain as-is.

Also, wow, I just looked at this system, and back at the old system, and DANG isn't this easier to read.
 
+1 to darkside, jondanger, and insert

234/250 for the charge of potential
125/125 for The Creator (being spent!)
21/150 for The Saviors
Psionic Crown = Mens Potentiam 9/11
Gravity Chestplate = Traho 7/11
Magic Amulet = Maleficis Est 1/11

The floor begins rumbling...
I've already shown the image, so I won't post it again, it's kinda huge.
Anyways, those two giant monstrous things burst through the wall.

Godcat dual boss (decided to go with goldenready's advice since there aren't any AG entities on the field, nor are there likely to be until we get out of this dungeon. Godcat's pursuing the Godmodder, and so will follow us down levels. Will also only attack entities, because reasons.)
Godcat has come to condemn the world... Or, well, sort of. She's a cat and is likely to ((OOC: read as; definitely will)) get bored if her avatars are disrupted, so this fight isn't going to be as impossible as it probably should be.

The Creator [H BOSS]: Hp: 400000/400000
passive: Holy Aura: Summons one blue crystal every round
base attacks:
Glacier: Targets three entities, dealing heavy damage and inflicting freeze. (stun, but if attacked in interrim by non-ice attack attack deals double damage and breaks stun)
Thunderblast: Targets three entities, dealing heavy damage and inflicting stun.
Godly Claw: Targets one entity, and throws it at several another (if thrown at group, hits multiple members in group, variable, up to half, rounded up). Deals massive damage to second and medium damage to first, inflicts stun on the first and ignores dodge chance on both.
Guardian: buffs defense of Creator, Destroyer and crystals for 3 rounds.
charged attacks:
Judgement Blast: 3 round charge, deals immense damage and inflicts blind (50% chance to miss attacks), split between up to 3 entities (blind duration does not go down with targeting multiple entities) And buffs defense of Creator for 1 round. (targets entire group if aimed at group)
Divine Rage: 6 round charge, activates automatically. Godcat leaves The Creator for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.

Blue Crystal: Hp: 10000/10000
passive: Pure Cold: chance to inflict freeze on attackers
passive: Divine Instance: dies instantly once The Creator is dead.
attacks:
Freeze: deals light damage and inflicts freeze on target. (reduced damage against groups)
Holy Light: deals medium damage with a chance to inflict blind. (reduced damage against groups)

Light Godcat's attacks:
uses two randomly (can use the same one twice):
Absolute Zero: Deals massive ice damage to 3 entities, freezing them. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be frozen.)
Genesis: Deals massive holy damage to 3 entities, restores all crystals to full health and heals the Creator and the Destroyer. (greatly increased damage against groups. Groups only count as 1 entity.)
Hurricane: Deals immense wind damage to 1 entity or all groups (defaults to second if there are groups)
Thunderhead: deals massive thunder damage to 3 entities, stunning them. (greatly increased damage against groups. groups only count as 1 entity. All members of group will be stunned)

The Destroyer [H BOSS]: Hp: 400000/400000
passive: Evil Aura: Summons one red crystal every round
base attacks:
Immolate: Targets three entities, dealing heavy damage and inflicting inferno. (upgraded form of burn/onfire!)
Faultline: Targets five entities, dealing heavy damage and inflicting stagger. (introduced previously)
Chomp: Targets one entity, dealing immense damage and inflicts Wasting (basically venom, poison, ichor, wither and every other nasty super-poison effect combined.)
Dem' Bones: Targets three entities, dealing heavy damage and inflicting venom.
charged attacks:
Nightmare: 3 round charge, deals immense damage and inflicts Terror, split between up to 3 entities (terror duration does not go down with tageting multiple entities) and buffs offense of The Destroyer for 1 round. (targets entire group if aimed at group.)
Unholy Wrath: 6 round charge, activates automatically. Godcat leaves The Destroyer for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.

Red Crystal: Hp: 10000/10000
passive: Pure Heat: chance to inflict burn on attacks.
passive: Unholy Instance: dies instantly once The Destroyer is dead.
attacks:
Burn: deals medium damage and inflicts burn on target. (reduced damage against groups)
Evil Darkness: deals light damage and inflicts weak on target (decreases attack power, does not work on bosses) (reduced damage against groups)

Dark Godcat's attacks:
uses two randomly (can use the same one twice):
Supernova: deals massive fire damage to 3 entities, inflicting inferno. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be inferno'd)
Oblivion: Deals absolutely insane damage to 1 entity. (or completely obliterates a single group)
Cataclysm: deals massive earth damage to 5 entities, inflicting stagger. (greatly increased damage against groups. Groups only count as 1 entity. Inflicts confusion on groups (next attack deals damage to self))
Epidemic: Deals immense poison damage to 1 entity or all groups and inflicts Wasting. (defaults to second if there are groups)

Spoils:
The Creator: Lance of Creation. 3 round charge, casts Genesis.
The Destroyer: Sword of Destruction. 3 round charge, casts Supernova.

Note on groups: Godcat is meant to be a genocide character, trying to wipe the field. A group consists of any type of entity that has more than 10 of it existing at the time, or has a spawner active. As soon as the total number dips below 10 and the spawner is disabled, they no longer count as a group and instead as individual entities, unless cannon fodder, which always count as a group, regardless of numbers.
Note on Divine Rage and Unholy Wrath: Godcat leaves the 'vehicle' as The Creator/Destroyer's action (Godcat doesn't act that round, giving players time to shield their entities before the attacks hit), leaving it vulnerable for the entire following round to player attacks, entity attacks during the following EoTB, using the two attacks, and then returning to the 'vehicle' at the end of the EoTB. (charged abilities do not charge during the two EoTB that the two forms of Godcat have left their 'vehicles'
If there are any attacks that need to be modified, let me know, but since this is a hostile boss, I figure the increased firepower is somewhat acceptable. Especially since Akron had so much and this has less health and has been charged EVEN LONGER.

Bidding (Mens Potentiam)
GoldenReady: 52 (+3) (on hold)
Cyanogynist: 26
DarkSide: 19 (+3)
jondanger: 18 (+3)
[Insert Generic Username]: 18 (+3)
The Flaming Toast: 13
W32Coravint: 12
eboLag.exe: 12
Redstonetam: 11
AerialAce: 9
crystalcat: 9
gladiusAssailant: 8
TalistL: 6
Sirplop: 6 (+1)
Pricy12345: 4
Lahahawa: 3
FeatheredDragon: 2
Raichu Sonic: 1
HeadlessHero: 1

battle commands:
The Creator will use Godly Claw (random.org) on one of the large entities.
The Destroyer will use Chomp (random.org) on another one.
The large entities are: The Soul of Flux, Rayquaza, and The Minotaur.
 
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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!=========

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



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.
You loaf around, on a large couch that convinently looks like a loaf of bread.
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.
What was that with % chances? you are correct, you may gain one Lv 5 magical instrument of your choice. 25,000 damage to the tank, the ion cannon was gone before it arrived. Valkyrie tank killed! you get it's spoil, once again, piono knows what it is, thank you piono for putting up with my crap.
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
Cyan will get a boost, this was posted within minutes of Generic's post, so you also get a Lv. 5 instrument

((@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.
Yeah, I like the shopkeeper ideas, so... 5,000 damage to the Minotaur? right? I'm not sure what just happened.
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.)
8,000 damage to the minotaur
((@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
30,000 damage to the minotaur, 20 bats and 10 slimes killed
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
Seeing as the tank is dead, you just summon a horde of minibenders
>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
20 bats killed, you summon Farty!
@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
Nex attack on the minotaur will fail.
>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.
10 ghosts killed.
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]
There is now a blizzard.
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
20 minibenderes killed, 15,000 damage to the minotaur, if that charge could instead be up to 4 alchemies at a time please, a 50 charge to almost double alchemy creation is pretty OP.
@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.
15,000 damage to the minotaur, sadly it dosen't use a weapon, just it's head.
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.
15 ghosts killed.
Rayquaza attacks the Minotaur !
I don't do anything else.
25,000 damage to the minotaur.
AG

I summon king slime!

Forging...

Ancient Amulet (Lv. 15)[+-]
Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 14/21), 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, 12/26), 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 9/26), 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.


Ved Vozahnil: 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. ((@GoldenReady The transformation for this was basically already activated, and continues to run. Even so, I could easily enough say that I would eject the source of that power (The Dark Star) out of it, allowing continuous transformation. That thing has no attacking power whatsoever.))

...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 (47/200)

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*. (16/30)
*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 fall asleep. No time to update.

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)

---------
The Mythical Repairs Upgrade is undergoing a MASSIVE change! Also, it's gonna be less complex.
Hoo boy, NIGH-COMPLETE REVISION TIME!
The relic digging has been ALMOST COMPLETELY CUT! It was a good idea for a while, but the extra unnecessary charge time was just not getting it anywhere. You can still do it if you want; it will be a Level 10 relic if you choose to do so, so long as the charge time is 10.

So here's the new way of doing things:
Like before, Trinkets/Tech and Power Sources work the same as before with relics. HOWEVER, now they may be applied to NORMAL ALCHEMIES as well! There's a significant change, though; while both can now breach the level cap of 25, BOTH can only be MR'ed ONCE as to prevent brokenly powerful weaponry (As before, they will be labeled in RED). There are also differences between the two. NORMAL ALCHEMIES may only have up to 5 Trinkets/Tech/Power Sources (as with old relics), but you can place ANY number of T/T/PSes on it within that range. None of that minimum of 1 T/T and 1 PS bull anymore. As for RELICS, though, they've been buffed to have up to TEN (10) slots for use, due to being harder to get. However, there is a minimum of 3 T/T that has to be put on a relic.

There's also been some changes to T/T and PSs as well. Now, Power Sources give ONE (1) extra levels per item applied (Giving normal alchemies a max level of 30 and relics a max level of 33 (see below) (what's not to love?) when there's no souls involved) in exchange for not defining your alchemy AT ALL! However, now Trinkets/Tech give an extra 1/3 of a level for each item you tack on, rounded down. They help define your alchemy.

In addition, Soul Alchemy and Relic Alchemy are fully compatible. However, only one Soul can be used on any Relic Alchemy. However, it gains the levels of the soul (max. lv: 5), making the max level of Alchemies 34 and Relics 38. Holy ****. They MUST be done at the same time, however.

Spectral Foes give Souls 25% of the time (at random levels), while souls from the Soul Arcanery when it comes back online will ALWAYS give souls. Note that this soul thing would only give souls if the souls' health was much, MUCH higher.

I hear you asking; "but how do we get relics now?", to which I answer; you get blank (base) relics from challenges posted by various people (such as GoldenReady's most recent offer), or being a rare find from foes (10% chance from normal foes, 20% from powerful foes (250k+ HP), none from army-style mobs, 33% from bosses along with their spoil), or littered around dungeons (i.e. The Crypt), thus making it like RPGs. Relics obtained this way can be anywhere from Level 5-15 (Difference of 10, for GM's use), determined randomly by the GM, however, bosses can give anywhere from Level 15-25 (Difference of 10) relics, and powerful foes from level 10-20 (again, difference of 10), certainly worthy prizes. Challenges give a relic level of the host's choice.

As always, the notation is still {Relic[-+]T/T/PS+T/T/PS... = Finished Relic}

I don't feel like this needs a TL;DR version anymore, but I'll sum up the stats:
Power Sources (+1 level/item) (Do not define alchemy)
Trinkets/Tech (+1/3 level/item) (Defines alchemy)
Souls (+Soul's Level) (Defines Alchemy) (Max. 1 per alchemy)
Alchemies (Up to 5 items, no limits) (Max level: 30)
Relics (Up to 10 items, no fewer that 3 Trinkets/Tech) (Max level: 33)
Relic Spawn Rates:
-Army-style foes (11+ mobs in one group) (0%)
-Regular Foes (10%) (Lv. 5-15)
-Digging (Guaranteed relic) (Lv. 10) (Charge time: 10)
-Powerful Foes (250k+ HP) (20%) (Lv. 10-20)
-Bosses (33% + spoil) (Lv. 15-25)
-Challenges (Level of host's choosing) (Guaranteed if successful and if offered, not guaranteed if unsuccessful or if not offered)
-Requires a roll of the dice by GM
Soul spawn rates:
-Spectral-type Foe (25%) (Random soul up to Lv. 5)
-Souls from Soul Arcanery (Always) (Gives soul of fixed levels) (Max. lv. 5) (Will take effect when souls gain MUCH higher HP)
Current/past stuff will remain as-is.

Also, wow, I just looked at this system, and back at the old system, and DANG isn't this easier to read.
Seems legit.
((@CrypticCataclysm: Could you PM me the new spoils and alchemiter upgrades so I can add them to the OP easily?))

I flick my arm to the left of the room. Suddenly, the Minotaur, or if that's dead, some other enemies, goes crashing into the left wall of the room. I then flick my arm to the floor, and they go crashing into the floor. Next, I bash it repeatedly against the floor, still with just flicking my arm. Oh, and I practice more violin.

SPear: 3/6

sans. 2/90

+3 to Piono

((Also, by any chance, could anybody give me a copy of Navitas Nox? I'll give you a copy of the alchemy I make with it.))

((Edit: Thanks, crystal!))
10,000 damage to the minotaur, violin level 6/10.
Turn 2

Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 10/21
Ring && Grand Essence of Energy == Ring of the Dyne 4/11 (+1 from TFT)
Ring && Grand Essence of Void == Ring of Infinite Emptiness 4/11 (+1 from TFT)
Time Enough At Last 6/10 (+1 from TFT)
111 3/111

+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 leaves the mental assaults for later, and just grabs a random blunt object from the floor with the Crown of the Consummate Psion and its boosted telekinesis, before whacking the Minotaur around the head with it several times. He then tosses the Minotaur itself into several walls with the telekinesis.

He also tosses Jondanger a copy of Navitas Nox.

(Oh, yes, Cryptic, since you apparently had the only copy of Superosque, can I claim it?)
15,000 damage to the minotaur, good question, after the crypt various entities will have my alchemies and will drop them similarly to spoils.
>2/2

-=Charges
300 (29/300)
Szalinthia, Bringer of Light (13/60) +3 from Piono, +3 from Battlefury


-=Actions
Shizz happens. Things get smacked. Done-zo.
--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
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (4/26 - Lvl. 25)
Coat of the Deep Dark && Voidmetal Plates && Miniature Ocean ~~ Loom == Whispering Shroud (4/6 - 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
5,000 damage to the minotaur.
+3 Piono
If you take another step forward... 1/50
you are REALLY not gonna like what happens next. 1/50
NEW Gatekeeper's Scythe && Valhalla 7/??
Recreate: Cipher's Call 5/11
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)

I... I guess I light all the bats on fire. With a torch I just picked off the ground.
the bats are flying a bit too fats to hit with the torch.

@pionoplayer && @CrypticCataclysm , I'm still not sure what you're getting at being the problem here, other than possibly overwhelming the GM, which is reasonable, but I think 'hectic' is stretching it. It's just ONE extra and as long as we make sure to label NEW alchemies as such, it won't be a major problem. I could see 5 getting that far, but we could at least try raising it to 4 before we jump to conclusions.

@DarkSide , that was a brilliant revamp.

HAT CHARGE: 3/5.

THE SHARD OF UNITY: 8/15
25/50 gorilla IT APPEARS WE ARE HALFWAY DONE TO THIS MONUMENTOUS ENTITY. IT'S ONLY 50 CHARGES COMPARED TO THE LIKES OF SOME OF THE BOSSES WE'VE FACED PREVIOUSLY, BUT WHAT THIS ONE WILL DO IS ALMOST ASSURED TO PLOW US STRAIGHT TO VICTORY. WELL, GIVEN IF WE ARE INTELLIGENT IN ITS DEPLOYMENT.

+3 TO PIONO.


Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 13/26)


PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 8/21).

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, 25/26,

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. Alchemy transformations and passives are only usable when the Alchemy is fully charged; transformations last until the end of the round they are activated in, but using a transformation or passive counts as using them and expends the charge. Yes, this means abilities gained from Alchemies (coughcoughPionocoughcough) aren't always available and you have to REALLY think through what you get out of them. 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. If you do so, you get to make the rules as long as they're even. 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.

Galion, I really REALLY can't manage/coach a team right now...Ugh, look, I don't know, just FIND SOMEONE WHO CAN, because right now that's just not me!

...Thanks, bye!

Well, glad that little bit is over.

...Where'd Freddy go all of a sudden? Huh...I'm suddenly very paranoid. He still has those other two...He'd probably rush back here if he noticed the sudden gap in his spatial perception, so...Ugh. He's probably just doing stuff.

Welp, while he's busy with that...Beh, I'm doing exactly what I want to do in killing this guy, so let's do that.

Uh, I set the Infernal Torment to the higher settings and just, you know. Do the thing. Burn the Minotaur! Burn him more!

Also, I thought the whole point of Crypt of the Necrodancer was because every protagonist except the Bard were only kept alive by the Golden Flute, thus they were forced to step in time with it, because we were all dead.

I'm reasonably sure that I am not dead.

AND I AM NOT UNDEAD EITHER.

DO NOT EVEN GET ME STARTED WITH THAT. WAY TOO MANY TIMES THAT'S HAPPENED. THAT DOESN'T EVEN MAKE SENSE, UNDEATH, WHAT IS THIS?!

This causes all the creatures, apparently enthralled by the Golden Lute's mad music, to suffer critical existence failure because in order for that to be the case they'd have to be in varying states of undeath. Even if its only really subtle.
I'm gonna give the 4 alchemies thing a shot, as for the crypt, the necrodancer has been boosted quite a bit by the Godmodder, so he can slowly make your heart beat to the music, though yes, the creatures are being controlled by the lute, 30 bats killed.
+1 to darkside, jondanger, and insert

234/250 for the charge of potential
125/125 for The Creator (being spent!)
21/150 for The Saviors
Psionic Crown = Mens Potentiam 9/11
Gravity Chestplate = Traho 7/11
Magic Amulet = Maleficis Est 1/11

The floor begins rumbling...
I've already shown the image, so I won't post it again, it's kinda huge.
Anyways, those two giant monstrous things burst through the wall.

Godcat dual boss (decided to go with goldenready's advice since there aren't any AG entities on the field, nor are there likely to be until we get out of this dungeon. Godcat's pursuing the Godmodder, and so will follow us down levels. Will also only attack entities, because reasons.)
Godcat has come to condemn the world... Or, well, sort of. She's a cat and is likely to ((OOC: read as; definitely will)) get bored if her avatars are disrupted, so this fight isn't going to be as impossible as it probably should be.

The Creator [H BOSS]: Hp: 400000/400000
passive: Holy Aura: Summons one blue crystal every round
base attacks:
Glacier: Targets three entities, dealing heavy damage and inflicting freeze. (stun, but if attacked in interrim by non-ice attack attack deals double damage and breaks stun)
Thunderblast: Targets three entities, dealing heavy damage and inflicting stun.
Godly Claw: Targets one entity, and throws it at several another (if thrown at group, hits multiple members in group, variable, up to half, rounded up). Deals massive damage to second and medium damage to first, inflicts stun on the first and ignores dodge chance on both.
Guardian: buffs defense of Creator, Destroyer and crystals for 3 rounds.
charged attacks:
Judgement Blast: 3 round charge, deals immense damage and inflicts blind (50% chance to miss attacks), split between up to 3 entities (blind duration does not go down with targeting multiple entities) And buffs defense of Creator for 1 round. (targets entire group if aimed at group)
Divine Rage: 6 round charge, activates automatically. Godcat leaves The Creator for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.

Blue Crystal: Hp: 10000/10000
passive: Pure Cold: chance to inflict freeze on attackers
passive: Divine Instance: dies instantly once The Creator is dead.
attacks:
Freeze: deals light damage and inflicts freeze on target. (reduced damage against groups)
Holy Light: deals medium damage with a chance to inflict blind. (reduced damage against groups)

Light Godcat's attacks:
uses two randomly (can use the same one twice):
Absolute Zero: Deals massive ice damage to 3 entities, freezing them. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be frozen.)
Genesis: Deals massive holy damage to 3 entities, restores all crystals to full health and heals the Creator and the Destroyer. (greatly increased damage against groups. Groups only count as 1 entity.)
Hurricane: Deals immense wind damage to 1 entity or all groups (defaults to second if there are groups)
Thunderhead: deals massive thunder damage to 3 entities, stunning them. (greatly increased damage against groups. groups only count as 1 entity. All members of group will be stunned)

The Destroyer [H BOSS]: Hp: 400000/400000
passive: Evil Aura: Summons one red crystal every round
base attacks:
Immolate: Targets three entities, dealing heavy damage and inflicting inferno. (upgraded form of burn/onfire!)
Faultline: Targets five entities, dealing heavy damage and inflicting stagger. (introduced previously)
Chomp: Targets one entity, dealing immense damage and inflicts Wasting (basically venom, poison, ichor, wither and every other nasty super-poison effect combined.)
Dem' Bones: Targets three entities, dealing heavy damage and inflicting venom.
charged attacks:
Nightmare: 3 round charge, deals immense damage and inflicts Terror, split between up to 3 entities (terror duration does not go down with tageting multiple entities) and buffs offense of The Destroyer for 1 round. (targets entire group if aimed at group.)
Unholy Wrath: 6 round charge, activates automatically. Godcat leaves The Destroyer for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.

Red Crystal: Hp: 10000/10000
passive: Pure Heat: chance to inflict burn on attacks.
passive: Unholy Instance: dies instantly once The Destroyer is dead.
attacks:
Burn: deals medium damage and inflicts burn on target. (reduced damage against groups)
Evil Darkness: deals light damage and inflicts weak on target (decreases attack power, does not work on bosses) (reduced damage against groups)

Dark Godcat's attacks:
uses two randomly (can use the same one twice):
Supernova: deals massive fire damage to 3 entities, inflicting inferno. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be inferno'd)
Oblivion: Deals absolutely insane damage to 1 entity. (or completely obliterates a single group)
Cataclysm: deals massive earth damage to 5 entities, inflicting stagger. (greatly increased damage against groups. Groups only count as 1 entity. Inflicts confusion on groups (next attack deals damage to self))
Epidemic: Deals immense poison damage to 1 entity or all groups and inflicts Wasting. (defaults to second if there are groups)

Spoils:
The Creator: Lance of Creation. 3 round charge, casts Genesis.
The Destroyer: Sword of Destruction. 3 round charge, casts Supernova.

Note on groups: Godcat is meant to be a genocide character, trying to wipe the field. A group consists of any type of entity that has more than 10 of it existing at the time, or has a spawner active. As soon as the total number dips below 10 and the spawner is disabled, they no longer count as a group and instead as individual entities, unless cannon fodder, which always count as a group, regardless of numbers.
Note on Divine Rage and Unholy Wrath: Godcat leaves the 'vehicle' as The Creator/Destroyer's action (Godcat doesn't act that round, giving players time to shield their entities before the attacks hit), leaving it vulnerable for the entire following round to player attacks, entity attacks during the following EoTB, using the two attacks, and then returning to the 'vehicle' at the end of the EoTB. (charged abilities do not charge during the two EoTB that the two forms of Godcat have left their 'vehicles'
If there are any attacks that need to be modified, let me know, but since this is a hostile boss, I figure the increased firepower is somewhat acceptable. Especially since Akron had so much and this has less health and has been charged EVEN LONGER.

Bidding (Mens Potentiam)
GoldenReady: 52 (+3) (on hold)
Cyanogynist: 26
DarkSide: 19 (+3)
jondanger: 18 (+3)
[Insert Generic Username]: 18 (+3)
The Flaming Toast: 13
W32Coravint: 12
eboLag.exe: 12
Redstonetam: 11
AerialAce: 9
crystalcat: 9
gladiusAssailant: 8
TalistL: 6
Sirplop: 6 (+1)
Pricy12345: 4
Lahahawa: 3
FeatheredDragon: 2
Raichu Sonic: 1
HeadlessHero: 1

battle commands:
The Creator will use Godly Claw (random.org) on one of the large entities.
The Destroyer will use Chomp (random.org) on another one.
The large entities are: The Soul of Flux, Rayquaza, and The Minotaur.
Godly claw is used on the minotaur, dealing 30,000 damage and killing 30 bats
Chomp is used on Rayquaza dealing 40,000 damage and inflicting wasting

The cleaning crew kills 6 more slimes
Rayquaza tackles the minotaur for 30,000 damage
Farty the clown opens up some of the mini-benders and drinks the alcohol inside killing 5
The bats, ghosts and minibenders team up to kill the blue crystal, however the last 10 bats freeze and shatter on the floor.
Minotaur uses charge on Rayquaza, It's super effective! Rayquaza has fainted.
the red crystal uses burn on the minotaur, dealing 25,000 damage and inflicting burn.



The Crypt (of the Necrodancer): Floor 1, Currently there is a blizzard.
Cleaning Crew [AG]: HP: 1,000/1,000 (x6.) Attack: 5,000. Special: 2x damage to slime based organisms.
Farty the Clown! [AG]: 500/500
Green slime: [PG] x14 (1/1) Immobile, but causes massive damage to enemies on contact.
Ghost: [PG] x5 (50/50) can phase out, must be caught off guard.
Minotaur: [PG Mini-Boss] 227,000/500,000, must be defeated to prodeed, constantly charging opponents.
Minibenders [PG]: 100/100 [x75]
Roomba [N] 15/15 moves around vacuming stuff up, small chance of damaging something.
The Creator [H BOSS]: Hp: 400000/400000
passive: Holy Aura: Summons one blue crystal every round
base attacks:
Glacier: Targets three entities, dealing heavy damage and inflicting freeze. (stun, but if attacked in interrim by non-ice attack attack deals double damage and breaks stun)
Thunderblast: Targets three entities, dealing heavy damage and inflicting stun.
Godly Claw: Targets one entity, and throws it at several another (if thrown at group, hits multiple members in group, variable, up to half, rounded up). Deals massive damage to second and medium damage to first, inflicts stun on the first and ignores dodge chance on both.
Guardian: buffs defense of Creator, Destroyer and crystals for 3 rounds.
charged attacks:
Judgement Blast: 3 round charge, deals immense damage and inflicts blind (50% chance to miss attacks), split between up to 3 entities (blind duration does not go down with targeting multiple entities) And buffs defense of Creator for 1 round. (targets entire group if aimed at group)
Divine Rage: 6 round charge, activates automatically. Godcat leaves The Creator for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.

Blue Crystal: Hp: 10000/10000 x0
passive: Pure Cold: chance to inflict freeze on attackers
passive: Divine Instance: dies instantly once The Creator is dead.
attacks:
Freeze: deals light damage and inflicts freeze on target. (reduced damage against groups)
Holy Light: deals medium damage with a chance to inflict blind. (reduced damage against groups)

Light Godcat's attacks:
uses two randomly (can use the same one twice):
Absolute Zero: Deals massive ice damage to 3 entities, freezing them. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be frozen.)
Genesis: Deals massive holy damage to 3 entities, restores all crystals to full health and heals the Creator and the Destroyer. (greatly increased damage against groups. Groups only count as 1 entity.)
Hurricane: Deals immense wind damage to 1 entity or all groups (defaults to second if there are groups)
Thunderhead: deals massive thunder damage to 3 entities, stunning them. (greatly increased damage against groups. groups only count as 1 entity. All members of group will be stunned)

The Destroyer [H BOSS]: Hp: 400000/400000
passive: Evil Aura: Summons one red crystal every round
base attacks:
Immolate: Targets three entities, dealing heavy damage and inflicting inferno. (upgraded form of burn/onfire!)
Faultline: Targets five entities, dealing heavy damage and inflicting stagger. (introduced previously)
Chomp: Targets one entity, dealing immense damage and inflicts Wasting (basically venom, poison, ichor, wither and every other nasty super-poison effect combined.)
Dem' Bones: Targets three entities, dealing heavy damage and inflicting venom.
charged attacks:
Nightmare: 3 round charge, deals immense damage and inflicts Terror, split between up to 3 entities (terror duration does not go down with tageting multiple entities) and buffs offense of The Destroyer for 1 round. (targets entire group if aimed at group.)
Unholy Wrath: 6 round charge, activates automatically. Godcat leaves The Destroyer for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.

Red Crystal: Hp: 10000/10000 x1
passive: Pure Heat: chance to inflict burn on attacks.
passive: Unholy Instance: dies instantly once The Destroyer is dead.
attacks:
Burn: deals medium damage and inflicts burn on target. (reduced damage against groups)
Evil Darkness: deals light damage and inflicts weak on target (decreases attack power, does not work on bosses) (reduced damage against groups)

Supernova: deals massive fire damage to 3 entities, inflicting inferno. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be inferno'd)
Oblivion: Deals absolutely insane damage to 1 entity. (or completely obliterates a single group)
Cataclysm: deals massive earth damage to 5 entities, inflicting stagger. (greatly increased damage against groups. Groups only count as 1 entity. Inflicts confusion on groups (next attack deals damage to self))
Epidemic: Deals immense poison damage to 1 entity or all groups and inflicts Wasting. (defaults to second if there are groups)

Spoils:
The Creator: Lance of Creation. 3 round charge, casts Genesis.
The Destroyer: Sword of Destruction. 3 round charge, casts Supernova.


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
 
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Thank you for your patience while maintenance occured on the Soul Arcanery. We apologize for any inconvenience, as, due to changes, all previous souls have disappeared (including inventory ones). As a result, I'll give cyan the power to *kill* any soul at or below Level 3 once. Notes under Inventory.

Alchemy!
Obsidian Knuclebusters + Leather Gloves || Earthquake Inducer + Ancient Clay + Destroyer Mask = Aftershock - Level 15 16/16 (+1 from sirplop, 1+ from crystal) DONE!
Crack the earth. Break their will. Shatter their bones.

([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End of Time (Level 25 - 2/26)

([Aetherian Cutter] || [Asthune's Eternal Ocean]) && [Deep Sea Pearl] && [Eanna's Regret] && [Leviathan Scale] = Tidehunter (Level ?? - 2/??)
Resonance's older sister is a Water-type.

[Mythic Flaming Passion Shirt] + [Black Soul Gem || Soul Trap Enchantment] + Dovah Sil + Wisp Wrappings = Anima (Level 20 - 5/21)

Charges!
Apologizing in advance, my entities are super complex.
Transistor 10/300
H BOSS
250'000hp.
Overload: When the Transistor's hp hits 0, restore it to full hp and destroy a random Function(), a random Passive() and a random Augument(). Once the Transistor runs out of Function()s, destroy the Transistor.
Augument(): Whenever the Transistor uses a Function(), modify it's effects with an Augument().
Reboot(): At the start of each turn, gain the effects of a random Passive() and lose the effects from last turn.
Turn(): 8 round charge. Activate all Functions() without Auguments().

Passive():
Crash(): Takes 30% reduced damage and is immune to debuffs.
Mask(): The first attack each turn made by the Transistor crits.
Tap(): The Transistor will heal for 30% of damage dealt.
Void(): The Transistor cripples targets hit.
Ping(): 20% chance to dodge attacks. Applied after Jaunt().
Charm(): Summon a BadCell this turn.

Function():
Crash(): Deal high damage to an entity, stun it and Crash it.
Breach(): Guaranteed hit.
Jaunt(): For the next 2 turns, gain a 35% chance to avoid attacks.
Bounce(): Deal moderate damage to an entity. If that entity doesn't die, repeat on another random entity. This can occur up to 4 times.
Cull(): Deal massive damage to and knock up 2 nearby entities.
Spark(): Deal insanely high damage split equally among 2-8 random entities.

Augument():
Crash(): The attack will do increased damage and Crash entities hit.
Cull(): Knocks up entities hit.
Tap(): Heals for 30% of damage dealt, reduced to 10% for Cull() and Spark().
Flood(): The attack will do heavily increased damage, but damage the Transistor for half of that.
Ping(): Attack cannot be dodged regularly.

WIP. Just balancing.

Tahm Kench - 35/40 (+7 from crystal and cryptic)
Tahm Kench (the River King) [AG BOSS] I may still refer to it as TK.
250'00/250'000
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 25'000 bonus damage (on enemies) 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 for 15'000 and put 2 An Acquired Taste counters on it. Can be cast in conjunction with other attacks.

Tongue Lash: Deal 10'000 damage to an entity and give it a 60% chance to miss it's next attack.

Devour (Ally): Eat an allied entity. It will remain in TK's stomach for one turn making it immune to damage but unable to attack. TK gains 40% chance to dodge attacks during this time. Afterwards, he will spit out the entity and heal himself and that entity for 20'000hp.
Shares a cooldown with Devour (Enemy). Cooldown: 3

Devour (Enemy): 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 60'000 afterwards, up to 2 other targets taking minor damage. TK and the entity cannot attack for one turn after ACTIVATING it. Requires at least one stack of An Aquired Taste. Applies An Aquired Taste to all targets hit.
Shares cooldown with Devour (Ally). 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

Spoil of War:
Two-Coat's Waistcoats - Give an entity Thick Skin until it dies or this is unequipped. The passive portion is reduced to 20% healing. Cooldown: 3 after entity dies or Waistcoat is unequipped.

Souls
Okay, going to just start at Level 1. Nothing too special here.

Soul of Intelligence: (Level 1 - 20'000hp.)

Soul Level Count: 1/8

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.)


*A blizzard is raging around you*

I punch Minotaur.

Well, considering there is a scary man with a beer bottle I instead punch the ground using Aftershock to turn the ground him/her into quicksand and begin suffocating it.

Inventory (ooh teal)
Souls now have 15-20x their level as hp (based on level)
Level 1 - 20'000hp - Small effect on alchemies
Level 2 - 38'000hp - Low effect on alchemies
Level 3 - 52'000hp - Moderate effect on alchemies, may be difficult to hit
Level 4 - 66'000hp - High effect on alchemies, may have a negative effect on the killer's next action or be difficult to hit.
Level 5 - 75'000hp - Massive effect on alchemies, will have a negative effect on the killer's next action or be difficult to hit.

Souls will still spawn during my first post each round, but now I will be using a RNG to determine what level Soul will spawn. There can only be up to 8 soul levels *alive* at any given moment. E.g. 8 Level 1 Souls, 2 Level 4 Souls etc. So, if a level 5 soul currently exists, I will only be determining which one spawns out of level 3, 2 and 1. Soul Alchemies can go past level 25, but only 1 soul can be used per alchemy.

Only one of your charging alchemies can be a soul alchemy. Charge time is back to 1-to-1 with the level.

Each soul has a special effect or element associated with it. Use $$ and purple text to show you are adding a captured soul to the alchemy.

I will still get an uncharged copy of each soul, but I will need to have an additional charge equal to the soul's level, which will replace an alchemy charge, to use them. People that assist in the kill of a soul will not recieve it.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.)
Resonance (Level 25)
Aftershock (Level 15)
Divine Godblade (Level 20)
Underworld Jadeblade (Level 15)
The Fallen (Level 17) (forgot about this one)
Albiit (Level 10)
Denito Surrexit (Level 10)
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
 
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Death Stick (Level 25: 13/26)
The Super Fabricator (Level 10: 10/11)
Ultimata Dertoxus (Level 25: 5/26)

I am God, I am King, 49/101
Doodie Man 4/5
Don't expect me to appear too often, I'm focusing on DTG: Chaos, and Origins.

I attempt to get myself rammed a bunch of times, but I have very, VERY spiky mode on my armor, so he gets heavily damaged.
 
((I mark Trinkets/Tech as green because the color it already uses is already consumed by most of my text.))
LIGHTFORM CHARGE: 1/3
Cyan stabs the Soul of Intelligence with spikes from the walls of the Crypt using Vi Forti.
Happiness repairs the tank's armor with Cyan's Vi Forti.
~~Inventory~~
Gjallarhorn-o'-Plenty (Level 12)
Divine Godblade (Level 20)
Ircucvci (Level 10)
Vi Forti (Level 10)
Jaractet (Level 18)
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~~~
None.
~~Boosts~~
+3 to Pionoplayer
~~Charges~~
The Collector [AG BOSS]: 28/100 (+2 Cryptic)
The beacon purposed to send in a Crockercorp carrier has been repurposed to summon the Collector. I told you he'd come back. I told you man. What were you expecting, the dragon gorilla?

Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 27/50
The maximum number of alchemies that can be made in succession is increased to 5.
~~Alchemies~~
Jarate || (Recreate: Hopesploders) = Jaractet (Level 18) (19/19) (DONE)
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 && Australium Blaze)) || (Energized Rose Quartz && GameBro Magazine) && Molten Mixtape && Pure Crystallized Mountain Dew && The Maximum Glove = Equinox (Level 28) (12/29)
A super-powerful sword that can turn into a gauntlet for storage. Has control over Rule of Cool, light, darkness, time, space, wind, sound, technology, and most of all, dank memes.

Warhammer of Zillyhoo && Battlespork of Zillywut && Flintlocks of Zillyhau && Cutlass of Zillywair && Blunderbuss of Zillywigh && Unbreakable Katana && Thistles of Zillywich = THIS IS INCREDIBLY ZILLY (Level 25) (19/26)
imagine a one man band but with colorful weapins
tahts this alchemy

(Gibus && Pyrovision Goggles) && Noob Titan Essence = ? (Level ?) (1/)
 
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Forging...

Ancient Amulet (Lv. 15)[+-]
Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 16/21) (+1 Piono), 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, 13/26), 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 10/26), 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.


Complementary loom alchemy: Adamantite Helmet (the melee one) && Blacklaser Scimitar && Shards of Aetheria && Badass-erizing && Bottle of Death && Vial of Doom && Jukebox with THIS in it = Helm of Demise (RP; no charge needed), a deep black helmet with red markings showing a doomed world. It has offensive as well as defensive capabilities.

Ved Vozahnil: 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. The relic residing inside can be ejected to allow transformation even when the actual weapon is disabled. Only a select few can wield this blade and relic without going crazy, but those who are able may become indescribably powerful.

Summons...

Legendary Support (48/200)

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*. (17/30)
*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...

Orb of Merging (1/30), will allow other alchemies to merge into level 25 alchemies to grant a wider range of attack options. A copy of the alchemy that was merged with the Lv. 25 alchemy will still be available for use.

Will act once the EOTB's done.

Items...
Decided to add in my old alchemies too. I will always keep spares.
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)
Nightmare Cutlass (Lv. 7)
The Water Chopper (Lv. 5)
Armor: The Terrifying Truth
Headwear: Helm of Demise


Support...

I help...
Piono (+3)

---------
The Mythical Repairs Upgrade has undergone a MASSIVE change! Also, it's less complex.
The relic digging has been ALMOST COMPLETELY CUT! It was a good idea for a while, but the extra unnecessary charge time was just not getting it anywhere. You can still do it if you want; it will be a Level 10 relic if you choose to do so, so long as the charge time is 10.

So here's the new way of doing things:
Like before, Trinkets/Tech and Power Sources work the same as before with relics. HOWEVER, now they may be applied to NORMAL ALCHEMIES as well! There's a significant change, though; while both can now breach the level cap of 25, BOTH can only be MR'ed ONCE as to prevent brokenly powerful weaponry (As before, they will be labeled in RED). There are also differences between the two. NORMAL ALCHEMIES may only have up to 5 Trinkets/Tech/Power Sources (as with old relics), but you can place ANY number of T/T/PSes on it within that range. None of that minimum of 1 T/T and 1 PS bull anymore. As for RELICS, though, they've been buffed to have up to TEN (10) slots for use, due to being harder to get. However, there is a minimum of 3 T/T that has to be put on a relic.

There's also been some changes to T/T and PSs as well. Now, Power Sources give ONE (1) extra levels per item applied (Giving normal alchemies a max level of 30 and relics a max level of 33 (see below) (what's not to love?) when there's no souls involved) in exchange for not defining your alchemy AT ALL! However, now Trinkets/Tech give an extra 1/3 of a level for each item you tack on, rounded down. They help define your alchemy.

In addition, Soul Alchemy and Relic Alchemy are fully compatible. However, only one Soul can be used on any Relic Alchemy. However, it gains the levels of the soul (max. lv: 5), making the max level of Alchemies 34 and Relics 38. Holy ****. They MUST be done at the same time, however.

Spectral Foes give Souls 25% of the time (at random levels), while souls from the Soul Arcanery when it comes back online will ALWAYS give souls. Note that this soul thing would only give souls if the souls' health was much, MUCH higher.

I hear you asking; "but how do we get relics now?", to which I answer; you get blank (base) relics from challenges posted by various people (such as GoldenReady's most recent offer), or being a rare find from foes (10% chance from normal foes, 20% from powerful foes (250k+ HP), none from army-style mobs, 33% from bosses along with their spoil), or littered around dungeons (i.e. The Crypt), thus making it like RPGs. Relics obtained this way can be anywhere from Level 5-15 (Difference of 10, for GM's use), determined randomly by the GM, however, bosses can give anywhere from Level 15-25 (Difference of 10) relics, and powerful foes from level 10-20 (again, difference of 10), certainly worthy prizes. Challenges give a relic level of the host's choice.

As always, the notation is still {Relic[-+]T/T/PS+T/T/PS... = Finished Relic}

I don't feel like this needs a TL;DR version anymore, but I'll sum up the stats:
Power Sources (+1 level/item) (Do not define alchemy)
Trinkets/Tech (+1/3 level/item) (Defines alchemy)
Souls (+Soul's Level) (Defines Alchemy) (Max. 1 per alchemy)
Alchemies (Up to 5 items, no limits) (Max level: 30)
Relics (Up to 10 items, no fewer that 3 Trinkets/Tech) (Max level: 33)
Charge Times ((Level of final relic) + 1, like the rest of the alchemies)
Relic Spawn Rates:
-Army-style foes (11+ mobs in one group) (0%)
-Regular Foes (10%) (Lv. 5-15)
-Digging (Guaranteed relic) (Lv. 10) (Charge time: 10)
-Powerful Foes (250k+ HP) (20%) (Lv. 10-20)
-Bosses (33% + spoil) (Lv. 15-25)
-Challenges (Level of host's choosing) (Guaranteed if successful and if offered, not guaranteed if unsuccessful or if not offered)
-Requires a roll of the dice by GM
Soul spawn rates:
-Spectral-type Foe (25%) (Random soul up to Lv. 5)
-Souls from Soul Arcanery (Always) (Gives soul of fixed levels) (Max. lv. 5)
Current/past stuff will remain as-is.

Also, wow, I just looked at this system, and back at the old system, and DANG isn't this easier to read.
 
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Spiral Nemesis: 97/140
A Weapon to Surpass Metal Gear: 16/20
I shoot at the Roomba so it doesn't damage any AGs, and I shoot at the bats with a gun that shoots exploding bullets that explode after 2 seconds of being fired or on contact, but fire very inaccurately due to it's high recoil (But compensates for that due to sheer numbers).
 
Forging...

Ancient Amulet (Lv. 15)[+-]
Shield Generator + Energy Dispersion Shield Generator + EMP Blaster + Miniature Star + Tiny Nuclear Reactor = Delta Mechaniza VIII (Lv. 18, 21/21) (+3 Compensation, forgot about these)(+1 Piono)DONE! (I'm counting the ones from after this post to save some time), makes various energies dissipate partially whenever it's near. Fully if they stay in there too long.

The Physics Breaker && Foresight && Balance && Delta Mechaniza VIII = Leinro Fiit (Universe's Bite) (Changed from Equilibrium) (Lv. 25, 14/26)

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 11/26)


Summons...

Legendary Support (49/200)

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*. (18/30)
*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...

Orb of Merging (2/30), will allow other alchemies to merge into level 25 alchemies to grant a wider range of attack options. A copy of the alchemy that was merged with the Lv. 25 alchemy will still be available for use. Does not incur a charge.

Will act once the EOTB's done.

Items...
Decided to add in my old alchemies too. I will always keep spares.
PA = Piono Alchemy


These weapons allow me to select what I want them to be whenever I want.

Ved Vozahnil (Black Nothingness) (Lv. 25): 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. The relic residing inside can be ejected to allow transformation even when the actual weapon is disabled. Only a select few can wield this blade and relic without going crazy, but those who are able may become indescribably powerful. Currently holds:

Weapon Forms:
-Cutlass

Elements:
-Darkness
-Void
-Oblivion

Special:
-Dark Star: Allows transformations to be done at any time.
-Transformations available for Obliterator Form:
-Wolf
-Dragon
-Hawk
-Shark (& variants)

SOON TO BE AVAILABLE:

Leinro Fiit (Universe's Bite) (Lv. 25): 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. Will have:

Weapon Forms:
-Sword
-Orb
-Staff
-Amulet

Elements:
-Darkness
-Light
-Time
-Space
-Gravity
-Reality
-Destruction
-Dispersion
-Foresight

Special:
-Rebalance: A majorly toned-down version of the OP/UP scale, pretty much. Can (de)buff yourself/allies/enemies at will.

Suldaan (Doomsday) (Lv. 25): combines the effects of all of the components, allowing for full control over its elements and can take the form of its components' weapons. Hits with the force of the centre of ten supernovas, and boosts the wielder to extreme levels of power. The go-to weapon for offence. Will have:

Weapon Forms:
-Knife
-Gladius
-Greatsword
-Battle-axe
-Scythe
-Gauntlet
-Ring

Elements:
-Ice (x2)
-Fire
-Darkness
-Water
-Nature/Plant
-Death
-Weather
-Time of Day
-Draconic

Special:
-Armageddon: Meteors will pelt the area around the wielder near continuously, of various sizes, of various elements listed in the weapon's element directory. Some will be the size of basketballs or smaller, but some can be as large as the moon. They pelt the area and hurt enemies.

ALL alchemies:
Ved Vozahnil (Black Nothingness) (Lv. 25)

Delta Mechaniza VIII (Lv. 18)
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)
Nightmare Cutlass (Lv. 7)
The Water Chopper (Lv. 5)
Armor: The Terrifying Truth
Headwear: Helm of Demise


Support...

I help...
Piono (+3)

--------

The MR alchemy upgrade can now be found HERE
 
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Thank you for your patience while maintenance occured on the Soul Arcanery. We apologize for any inconvenience, as, due to changes, all previous souls have disappeared (including inventory ones). As a result, I'll give cyan the power to *kill* any soul at or below Level 3 only once. Notes under Inventory.

I pick the Magical Flute!

Alchemy!
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 2/26)

([Aetherian Cutter] || [Asthune's Eternal Ocean]) && [Deep Sea Pearl] && [Eanna's Regret] && [Leviathan Scale] = Tidehunter (Level ?? - 3/??)
Resonance's older sister is a Water-type.

[Mythic Flaming Passion Shirt] + [Black Soul Gem || Soul Trap Enchantment] + Dovah Sil + Wisp Wrappings = Anima (Level 20 - 6/21)

Charges!
Transistor 11/300
[H BOSS]
250'000hp.
The Spine: Passives(), Functions() and Augments() have no cooldowns. Whenever a Function() is used, summon a BadCell.

Overload: When the Transistor's hp hits 0, restore it to full hp and destroy a random

Function(), a random Passive() and a random Augument(). Once the Transistor runs out of Functions(), destroy the Transistor.

Augument(): Whenever the Transistor uses a Function(), modify it's effects with an Augument().

Reboot(): At the start of each turn, gain the effects of a random Passive() and lose the effects from last turn.

Turn(): 8 round charge. Activate all Functions() without Auguments().


Passive():
Crash(): Takes 30% reduced damage and is immune to debuffs.

Mask(): The first attack each turn made by the Transistor crits.

Tap(): The Transistor will heal for 15% of damage dealt.

Void(): The Transistor cripples targets hit.

Ping(): 20% chance to dodge attacks. Applied after Jaunt().

Help(): BadCells will not spawn this turn.


Function():
Crash(): Deal high damage to 3 entities. Stun and Crash all entities hit. Enemies that are already crashed will be Broken instead.

Help(): Summon Fetch and Luna.

Jaunt(): For the next 3 turns, gain a 55% chance to avoid attacks.

Bounce(): Deal moderate damage to an entity. Can be cast 6 times in one turn.

Cull(): Deal massive damage to and knock up 2 nearby entities.

Spark(): Deal insanely high damage split equally among 2-5 random entities.


Augument():
Crash(): The attack will do increased damage and Crash entities hit. Enemies that are already Crashed will instead be Broken.

Cull(): Knocks up entities hit, up to 3 entities.

Tap(): Heals for 30% of damage dealt, reduced to 10% for Cull() and Spark().

Flood(): The attack will inflict Flood on the target.

Ping(): Attack will be double cast.

Purge: The attack will inflict Purge on the target.


Effects:
Crash: Takes 20% increased damage from all sources. Lasts 2 turns.
Broken: Cannot dodge attacks. Takes 50% increased damage from all sources. Lasts 2 turns.
Flood: Deals 30'000 damage over 2 turns.
Purge: Deals 10'000.over 3 turns. If the target is not a boss deal massive damage at the end of this time.
Crippled: Deals 40% reduced damage. 50% chance for dodge to fail.

Summoned Entities:
Fetch:
10'000/10'000

Luna:
10'000/10'000


BadCell:
[H]
25'000/25'000
When killed, summon a Cell and explode, dealing a small amount of damage to an entity.

Cell:
[??]
10'000/10'000
No attack.
When killed, deal 30'000 damage to the Transistor. Overkill damage will also be dealt to the Transistor (damage that exceeds the entities current health).

Tahm Kench - 36/40 (5+ from crystal)(+2? from cryptic)(+2 from sincerest apologies)
Tahm Kench (the River King) [AG BOSS] I may still refer to it as TK.
250'00/250'000
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 25'000 bonus damage (on enemies) 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 for 15'000 and put 2 An Acquired Taste counters on it. Can be cast in conjunction with other attacks.

Tongue Lash: Deal 10'000 damage to an entity and give it a 60% chance to miss it's next attack.

Devour (Ally): Eat an allied entity. It will remain in TK's stomach for one turn making it immune to damage but unable to attack. TK gains 40% chance to dodge attacks during this time. Afterwards, he will spit out the entity and heal himself and that entity for 20'000hp.
Shares a cooldown with Devour (Enemy). Cooldown: 3

Devour (Enemy): 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 60'000 afterwards, up to 2 other targets taking minor damage. TK and the entity cannot attack for one turn after ACTIVATING it. Requires at least one stack of An Aquired Taste. Applies An Aquired Taste to all targets hit.
Shares cooldown with Devour (Ally). 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

Spoil of War:
Two-Coat's Waistcoats - Give an entity Thick Skin until it dies or this is unequipped. The passive portion is reduced to 20% healing. Cooldown: 3 after entity dies or Waistcoat is unequipped.

Souls
Okay, going to just start at Level 1. Nothing too special here. Right now it may be dead, so it's kinda first in best-dressed?

Soul of Intelligence: (Level 1 - 20'000hp.)

Soul Level Count: 1/8

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.)


*A blizzard is raging around you*

I use Anarchist's cookbook on [PG] entities.

Inventory (ooh teal)
Souls now have 15-20x their level as hp (based on level)
Level 1 - 20'000hp - Small effect on alchemies
Level 2 - 38'000hp - Low effect on alchemies
Level 3 - 52'000hp - Moderate effect on alchemies, may be difficult to hit
Level 4 - 66'000hp - High effect on alchemies, may have a negative effect on the killer's next action or be difficult to hit.
Level 5 - 75'000hp - Massive effect on alchemies, will have a negative effect on the killer's next action or be difficult to hit.

Souls will still spawn during my first post each round, but now I will be using a RNG to determine what level Soul will spawn. There can only be up to 8 soul levels *alive* at any given moment. E.g. 8 Level 1 Souls, 2 Level 4 Souls etc. So, if a level 5 soul currently exists, I will only be determining which one spawns out of level 3, 2 and 1. Soul Alchemies can go past level 25, but only 1 soul can be used per alchemy.

Only one of your charging alchemies can be a soul alchemy. Charge time is back to 1-to-1 with the level.

Each soul has a special effect or element associated with it. Use $$ and purple text to show you are adding a captured soul to the alchemy.

I will still get an uncharged copy of each soul, but I will need to have an additional charge equal to the soul's level to use them. People that assist in the kill of a soul will not recieve it, nor can souls be copied.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.)
Resonance (Level 25)
Aftershock (Level 15)
Sunstone (Level 5) (from about 20 or so pages ago)
Divine Godblade (Level 20)
Underworld Jadeblade (Level 15)
The Fallen (Level 17) (forgot about this one)
Albiit (Level 10)
Magickal Flute (Level 5)
Denito Surrexit (Level 10)
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
 
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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) 13/21 (+1 from TFT, +1 from Cryptic)
Ring && Grand Essence of Energy == Ring of the Dyne 6/11 (+1 from TFT)
Ring && Grand Essence of Void == Ring of Infinite Emptiness 6/11 (+1 from TFT)
Time Enough At Last 10/10! (+3 from TFT)
Dynamism 1/10
111 4/111

Crystal draws one of his two copies of Denito Surrexit from his inventory, holding it above the Watch of Flowing Time on his left wrist. Abruptly, the power of a 10-post-charge streams into the pocket watch, and it decomposes into a roiling sea of elemental time magic. The magic is drawn into the Watch of Flowing Time, upgrading it with the power of one (1) level 10 alchemy and one (1) 10-post charge, leaving it at Level 25. Time enough, at last. This upgrade also grants the watch the ability to summon a facsimile of the absorbed item for use as a weapon, although, admittedly, a watch isn’t that useful of a weapon. You could... clock someone with it, I suppose?

+3 to TFT.

Denito Surrexit (Level 10)
Gjallarhorn-O-Plenty (Level 12)
Orb of Perfection (Level 10)
Terra Firma (Level 10)
Nulla Stella (Level 10)
Exedo (Level 10)
Abiit (Level 10)
The Smooth Granite Pebble: You may make one thing into a solid granite statue for one turn, the effect deals no damage but prevents the target from attacking or taking damage. Cooldown IIII (4/4)
Magic Lord (Level 25)
Celestial Destruction (Level 20)
Fourth Dimension (Level 20)
Navitas Nox (Level 10)
Watch of Flowing Time (Level 25)
Crown of the Consummate Psion (Level 10)

Crystal tests out his now vastly expanded time powers, creating a massive army of timeclones that all have copies of Navitas Nox. He opens fire, sending a rain of laser death down on the Minotaur.
 
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