existence_success
Skeletron Prime
((Gonna try to keep this alive.))
Tidehunter Lv. 20, becuase the floor is made of stone, it's a bit tricky to turn it to quicksand, but the minotaur still trips in what little you do make, dealing 5,000 damageThank 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
5,000 damage to the minotaurDeath 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.
15,000 damage to the soul of inteligence, Sorry for not noticing earlier, but the max level on alchemies is still 25, Equinox will still be pretty rad, but not level 28.((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/)
The new system looks pretty goodForging...
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.
Roomba killed, at it's current level, it would have done 1 damage, and not have attacked AG's, the bats are deadSpiral 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).
This happensForging...
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
You get a magic flute, 15,000 damage to the minotaur, 14 green slimes and 25 mini-benders killedThank 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
what level did the time watch start as, it seems a bit OP. still, 30,000 damage to the minotaurTurn 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.
15,000 damage to the minotaurDeath Stick (Level 25: 14/26)
The Super Fabricator (Level 10: 11/11) Finished! I copy the Slimes and make them overrun the Minotaur.
Ultimata Dertoxus (Level 25: 6/26)
I am God, I am King, 52/101 (+2 from HALLELUJAH)
Doodie Man 5/5 Summoned! (6000/6000 HP(AG) He shoots the Minotaur with poop!
A book is now floating right next to me.
Is this my journal?
Redstone opens it.
Redstone woke up with a blaring headache. Wondering what all the ruckus was, he decided to get out of his barracks on the ship. When he went outside, he saw there was a huge battle outside. Quickly, he ran back inside and grabbed his armor and weapons. Redstone was the main commander of the Gamma-5 battleship, attempting to find new planets to colonize. But with enemies on the loose, he had to stop them before they destroyed the ship. As an old scout of the Dring Legion, he has a lot of experience fighting attackers of ships. He equipped his weaponry and armor and ran out to the battlefield.
25,000 damage to the minotaurTurn 2
Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 14/21
Ring && Grand Essence of Energy == Ring of the Dyne 7/11
Ring && Grand Essence of Void == Ring of Infinite Emptiness 7/11
Dynamism 2/10
111 5/111
+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 once again forms a magical blade with the Magic Lord, and uses his Watch of Flowing Time to speed up his personal time to absurd levels, everything around him becoming statuelike as seconds stretch out into subjective hours. With this newfound freedom, he slices and dices the Minotaur, before channeling the magical blade into a blast of magic, retreating, and snapping back into normal time.
20,000 damage to the creator, 10,000 damage to the destroyer, Ghastly Goggles Lv 3LIGHTFORM CHARGE: 2/3
Cyan throws the Jaractet (buffed to have very, very sharp spikes with Vi Forti) at the Creator.
Happiness roundhouses the Destroyer.
~~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]: 29/100
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]: 28/50
The maximum number of alchemies that can be made in succession is increased to 4.
~~Alchemies~~
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) (15/29) (+2 Cryptic)
Focused on buffs and debuffs. 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, video games 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) (20/26)Daybroken: Similar to the Divine Godblade's Lightform. Needs 3 turns to charge up.Death Punch of Death: For 2 turns, all your attacks are mini-crits (1.5x damage.) An entity is also given mini-crits for all of its attacks for 2 turns. If there is already a mini-crit debuff on the target entity, the attack is a crit (2x damage) instead. Cooldown of 5 turns.
Death Jump: Bring an entity up into the sky. Said entity is immune to ground attacks for 2 turns. Cooldown of 5 turns.
Death Block: Give an entity Death Block for 3 turns. If an entity with Death Block is killed, the last entity on the field to hit it takes 50% thorns damage (reduced to 25% for bosses). If an entity with Death Block isn't killed, and that entity has not taken damage for 1 turn, that entity heals for 20% of the damage stored in the Death Block counter. Cooldown of 7 turns.
Shatter: Inflict very, very heavy earth-based damage on one entity/group of entities. Has a chance to inflict Shatter (attacks have 33% chance to miss) for 1 turn. Cooldown of 5 turns.
Lord Michael's Blessing: Give an entity Lunar Steps (33% added chance to dodge) for 2 turns. Cooldown of 5 turns.
imagine a one man band but with colorful weapins
tahts this alchemy
(Gibus && Pyrovision Goggles) && Noob Titan Essence = ? (Level ?) (2/)
you bash Cyan, 10,000 damage to the minotaur, the ghosts are killed, 10 mini-benders killed , GoldenReady gets chomped+1 to darkside, cyan and the next person to +1 me.
239/250 for the charge of potential
31/150 for The Saviors
Mens Potentiam completed!
Gravity Chestplate = Traho 9/11
Magic Amulet = Maleficis Est 3/11
I beat Goldenready over the head with Rapture until he goes away. and anyone else that attacks either of the Godcats.
If there's nobody else that needs beating on I attack the Minotaur with it.
For heaven's sakes people! These things are bonus attack power! they may hit our entities some, but because of the style of the dungeon The Creator and Destroyer are in their element against the PG forces (I'm really glad I chose the gimmick for them that I did. These stats turned out to be so much more useful than I thought they would) so they're going to deal way more damage to the baddies than to us!
Bidding (Mens Potentiam)
GoldenReady: 52 (on hold)
Cyanogynist: 32 (+6)
DarkSide: 25 (+6)
jondanger: 18
[Insert Generic Username]: 18
The Flaming Toast: 13
W32Coravint: 12
eboLag.exe: 12
Redstonetam: 11
AerialAce: 9
crystalcat: 9
gladiusAssailant: 8
TalistL: 6
Sirplop: 6
Pricy12345: 4
Lahahawa: 3
FeatheredDragon: 2
Raichu Sonic: 1
HeadlessHero: 1
Mens Potentiam goes to... *drumroollllllllllllllllllllllll* Cyan!
Next up we have Traho. Goldenready already has dibs on this one, you haven't really got a chance of claiming it, I'll say that right now.
Bidding (Traho)
GoldenReady: 52
DarkSide: 25
jondanger: 18
[Insert Generic Username]: 18
The Flaming Toast: 13
W32Coravint: 12
eboLag.exe: 12
Redstonetam: 11
AerialAce: 9
crystalcat: 9
gladiusAssailant: 8
Cyanogynist: 7
TalistL: 6
Sirplop: 6
Pricy12345: 4
Lahahawa: 3
FeatheredDragon: 2
Raichu Sonic: 1
HeadlessHero: 1
...yup.
Battle commands:
The Creator uses Thunderblast
The Destroyer uses Chomp again. This time on Goldenready because that guy is starting to get on my nerves and has enough riding on the elemental alchemies that I feel I can take out my irritation with his determination to wipe out my entities before they can do anything without retribution.
In other words. SCREW YOU TAZZ!!! LET ME DO COOL THINGS WITH MY ENTITIES BEFORE YOU KILL THEM!!! JEEZ!
Rayquaza is dead+1 to Piano.
Rayquaza keeps attacking the Minotaur !
that happens (?)Spiral Nemesis: 98/140
A Weapon to Surpass Metal Gear: 17/20
I step on the beach. Without teleporting to a beach.
15,000 damage to the minotaur, Violin level 7/10, Blinded by the Light Lv, 15, A gun containing the prightest lightbulb in existance, more that enough to blind, burn or brulee your enemiesI blast the Minotaur or other enemy with Navitas Nox. Also more violin I guess.
sans.: 4/90 +1 from Piono
Mettaton: 1/75
SPear: 4/6
NEW! Navitas Nox && Car Battery && Random Wires && Lightswitch = ??? (Level ?: 1/?)
+3 to Piono
Outer Hull, Lv 10, 30,000 damage to the minotaur
HAT CHARGE: 4/5.
THE SHARD OF UNITY: 12/15 (+3 from the GM)
30/50 gorilla (+4 FRom the GM, the extra +1 from a Summon applies here)
+3 TO PIONO. AS THIS IS THE LAST ALCHEMY I ABSOLUTELY NEED, I WILL BE CONSIDERABLY MORE PASSIVE IN THE BIDS THAT FOLLOW TRAHO, DESPITE YOUR APPARENT WORD ON THESE ELEMENTS BEING THAT THEY ARE, IN ROUGH ORDER IN ROCK-PAPER-SCISSORS, GRENADE, MACHINE GUN, AIRSTRIKE, NUKE AND DEATH STAR.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 17/26) (+3 from the GM)
OK, so I have the general Schematic for this ship already and samples of all the materials...Well, I was saving up to get full replicas but, Alchemiter! Plus, Mr. Grumpy Bear isn't here to take up another slot now that his crazy Arm Cannon is finished, so...
NEW: (Draconite Ingot && Outer Ship Hull) && Decorruptor Powder) && Keep Rational = Outer Hull (Level ?: 4/?) (+3 from GM)
Material Explanation: Draconite is a metallic substance, red-colored in nature (think roughly the color of Palladium), made as the Oblivion-focused counterpart to Divinium, and it's just as hard as it as well. Draconite IS safe to touch for the most part, funny enough. It's a Void-Proofed metal as well, fortunately. While Divinium is known to absorb Creation energiesto strengthen itself, Draconite does that with Oblivion energies instead, which is really good since it's one of the most-used offensive energies in existence because it can plow through anything. Having immunity to that is an incredible bonus. The Outer Ship hull is exactly what it says on the tin. Decorruptor Powder is made explicitly as protection against Corruption, Glitches, and Paradoxes and helps to make sure whatever is coated in it is as immune as possible to them. Meanwhile, Keep Rational also does help with those things, but it is more suited to stopping such things as Improbability Drives, Chaos Magic, and such things of a nature that operate on 'irrational odds' as it is put in some corners. Keep Rational is a name for a 'Probability Drive' so to speak, a natural counter to the Improbability drives, so this is handy for that purpose. As Chaos is the OTHER big ship-destroying damage type, it's also handy to have that. MOST ships would stop here, but this is top-class and I need it very well. It's dangerous out there in the Void!
PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 8/21). (+3 FROM THE GM)
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, 26/26 FINALLY THIS IS COMPLETE.
BASE: AN ARM CANNON. ITS COLOR IS COMPLETELY WHITE AND IT BARELY HAS FEATURES IN ANY MANNER. IT WOULD LOOK INCREDIBLY PLAIN AND DOESN'T REALLY RADIATE POWER IN ANY SENES OF THE WORD. YOU WOULDN'T BELIEVE IT WASN'T LEVEL 25 WITHOUT SEEING IT BE DECLARED LEVEL 25 BY THE GM. HOWEVER, IT IS TOP OF THE LINE IN ALL STANDARD GUN ASPECTS. I PITY THE FOOL WHO ALLOWS HIMSELF TO BE SHOT BY THIS THING-IT HAS EXTREME PAIN AND INCREDIBLE DAKKA. IT CAN MORPH INTO AN ARM AS WELL. THIS HAS NO SPECIAL POWERS WHATSOEVER OTHER THAN BEING JUST REALLY EXCELLENT AT BEING AN ARM CANNON, HENCE IT IS THE BASE.
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); BASE (25);
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 all 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 IN FULL.
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 (O)
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. Anomaly-proofing required.)
INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.)
ENERGY SHIELDING X 2 (Doubleshielding is a royal pain to work with but SOOOOOOOO worth it it's not even funny. Independent Recharges are required; inner shield should be meant for pure defensive measure, while outer shield is meant to discourage attackers. Adaptive Shields are preferred as well for inner coating.)
ROOMS:
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
BACKUP ENGINES (Again, SSS-rank Commander, no substitutes. Preferrably, Creation Nodes empowering Crayta Engines.)
DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.)
THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)
COLLECTOR (A device that allows save retrieval of almost everything and safe storage.)
COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.)
WEAPONS (note that those numbers are the LEAST I want)
-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.)
-4 FRONT-MOUNTED GUNS (Do I need to explain this? the stronger the better. Preferrably strong multi-damage to prevent easy damage prevention. Triple M with slipshield shots should do the trick.)
-ANTI-MISSILE DEFENSES (Smoke and Flares are only one half-the other half is something to discourage getting behind me or firing missiles. Orbitar defenses seem best for this)
-2 SEMI-AUTO TURRETS (these guns are usually automated but can be manned; these should be BIG hitters but flexible enough to be used with regularity.)
-2 STANDARD ANTI-SHIP WEAPONS (Wave Motion Gun, even BIGGER explosions, SOMETHING to reliably take out Supercapitals at least)
-3 MEN OF SILENCE (Men of Silence are high-power silence fields. I mean, take Lex Ordinis and crank the silencing aspect up to 121, then abandon everything else about it. Not even 11, 11 squared. It's that powerful. It can be turned on and off as needed. And yes, I need three. Anti-Mage all the way. One of them are there to make sure that any accidents with the Magus Focus are contained if/when the standard issue silencing field doesn't contain it)
-3 SPELLCARDS (Named after the Touhou Franchise's Smart Bombs, these release a pulse of repulsive energies before unleashing a royal slathering of bullet hell in all directions. Mostly forward, mind, but still pretty much everywhere. Long time to recharge, hence 3 are required. Basically annihilates smaller craft.)
-1 MADNESS OF DEATHWING (Just think of it as a RIDICULOUSLY powerful bomb. The Standard Deathwing's explosive power is measured in units of Tsar Bomba. A Madness of Deathwing is one of the best in its class, measuring in approximately 8D1 TBs and one extra Angry TotalBiscuit. Yeah, don't ask. Also, TBs are apparently measured in hexadecimal. In any case, goodbye Ultracapitals!)
-1 [REDACTED]: Yeah no. I'll be making this bit myself. No spoilers. This is just here to remind myself, for good measure.
I'm looking for Arena challenges, more for the fun of it than anything in particular, though I am willing to put in pre-made bets for artifacts/treasure/other stuff like that. Contact if interested. The Arena for these duels will have a special mechanic: THE CHARGEUP, wherein every Alchemy has a charge-up time equivalent to their Alchemy level, divided by five, rounded up (so a Level 7 alchemy would have a 2-turn chargeup, and a Level 25 one would have a 5-turn chargeup); each turn all chargeups go up by one. You can use as many Alchemies as you see fit in a turn/move as long as they've got full charge. You can use any Alchemy at Level 5 or lower anytime during the match-it's anything 6 and up that is victim to cooldown mechanics. Spoils of War will ALSO fall victim to this, though their charge times are the same as usual and will be treated as considerably stronger. 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.
Now, seriously, where is that dumb animatronic? He's probably just doing something dumb and plotting...
...You know what, forget it. I don't care.
So who are the rest of you people?
You, Redstone guy? Uh, Mr. Black Dragon? Elementalist?
That Minotaur isn't dead! I KNOW it is not dead! that much is obvious and very important! I immediately commission shipping art of him and the entire Twilight cast at once, causing the Minotaur to (re) die of embarassment at the thought of being shipped with all of Twilight. And also, because I suggested this to him with mental implants. As in, I literally shoved things into his brain. Very sharp things.
SOMETIMES PAINFUL THINGS BRING ABOUT EVEN MORE PAINFUL IDEAS.
Well, that and it actually happens. The warriors of good fiction are summoned by this atrocity and immediately begin to eviscerate the Minotaur to ensure all good fiction is preserved. When they deem the Minotaur is too far gone to be shipped, they cease and leave, leaving me to try to just, ya know, punch him with Nocte Consumens. Like twenty times or so.
15 minibenders killed, 25,000 damage to the minotaur>1/2
-=Charges
300 (30/300)
Szalinthia, Bringer of Light (17/60) +3 from Cryptic
-=Actions
Farty uses his 'flower' to squirt acid all over the Minibenders!
HERE COMES THE
BOOM.
RIGHT IN DA MINI TAR-TAR'S FACE.
WITH MY SPATIAL HAMMER OF EPIC.
-=Alchemies--Aetherderon, God of the Worlds
Aetherderon will preferably attack PG when able.
Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one.
Great Call: Deals large amounts of damage to target entity.
Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it.
Stare of Immortality: Causes the afflicted entity's next attack to fail.
Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (5/26 - Lvl. 25)
Coat of the Deep Dark && Voidmetal Plates && Miniature Ocean ~~ Loom == Whispering Shroud (5/6 - Lvl. 5)
Ancient Map of the Cosmos && Warped Voidmetal && Unpredictable Compass == Darkstone Scryer (1/11 - Lvl. 10)
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
Nope, just, nopeN
I use ultimate ragequit. And everyone but me leaves the game automaticlly, I build a wall around the server so noone can get in. ( And then godmodder destroys it LET THE FIGHT CONTINUE!!!)
the bats are dead+3 Piono
If you take another step forward... 3/50
you are REALLY not gonna like what happens next. 3/50
NEW Gatekeeper's Scythe && Valhalla 8/??
Recreate: Cipher's Call 7/11
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 casually increase the amount of entropy in all the bats with Exedo, causing all of them to violently fall apart.
The godmodder is nowhere to be foundI steal the ip code of the godmodder and hold it for ransom. Also I transform him into a bunny and 'accidentally' hit him with meowmere
2,000 damage to the minotaur>2/2
-=Charges
300 (31/300)
Szalinthia, Bringer of Light (18/60)
-=Actions
I, um... I dunno. Smack the minotaur for being a bad bull? Sure.
-=Alchemies--Aetherderon, God of the Worlds
Aetherderon will preferably attack PG when able.
Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one.
Great Call: Deals large amounts of damage to target entity.
Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it.
Stare of Immortality: Causes the afflicted entity's next attack to fail.
Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (6/26 - Lvl. 25)
Coat of the Deep Dark && Voidmetal Plates && Miniature Ocean ~~ Loom == Whispering Shroud (6/6 - Lvl. 5) -- COMPLETED!
Ancient Map of the Cosmos && Warped Voidmetal && Unpredictable Compass == Darkstone Scryer (2/11 - Lvl. 10)
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
80,000 damage to the creatorN/A
HAT CHARGE: 5/5.
THE SHARD OF UNITY: 13/15
31/50 gorilla
+3 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 18/26) (+3 from the GM)
NEW: (Draconite Ingot && Outer Ship Hull) && Decorruptor Powder) && Keep Rational = Outer Hull (Level ?: 5/?) (+3 from GM)
PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 9/21).
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); BASE (25);
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 all 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 IN FULL.
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 (O)
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. Anomaly-proofing required.) (IN PROGRESS)
INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.)
ENERGY SHIELDING X 2 (Doubleshielding is a royal pain to work with but SOOOOOOOO worth it it's not even funny. Independent Recharges are required; inner shield should be meant for pure defensive measure, while outer shield is meant to discourage attackers. Adaptive Shields are preferred as well for inner coating.)
ROOMS:
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
BACKUP ENGINES (Again, SSS-rank Commander, no substitutes. Preferrably, Creation Nodes empowering Crayta Engines.)
DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.)
THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)
COLLECTOR (A device that allows save retrieval of almost everything and safe storage.)
COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.)
WEAPONS (note that those numbers are the LEAST I want)
-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.)
-4 FRONT-MOUNTED GUNS (Do I need to explain this? the stronger the better. Preferrably strong multi-damage to prevent easy damage prevention. Triple M with slipshield shots should do the trick.)
-ANTI-MISSILE DEFENSES (Smoke and Flares are only one half-the other half is something to discourage getting behind me or firing missiles. Orbitar defenses seem best for this)
-2 SEMI-AUTO TURRETS (these guns are usually automated but can be manned; these should be BIG hitters but flexible enough to be used with regularity.)
-2 STANDARD ANTI-SHIP WEAPONS (Wave Motion Gun, even BIGGER explosions, SOMETHING to reliably take out Supercapitals at least)
-3 MEN OF SILENCE (Men of Silence are high-power silence fields. I mean, take Lex Ordinis and crank the silencing aspect up to 121, then abandon everything else about it. Not even 11, 11 squared. It's that powerful. It can be turned on and off as needed. And yes, I need three. Anti-Mage all the way. One of them are there to make sure that any accidents with the Magus Focus are contained if/when the standard issue silencing field doesn't contain it)
-3 SPELLCARDS (Named after the Touhou Franchise's Smart Bombs, these release a pulse of repulsive energies before unleashing a royal slathering of bullet hell in all directions. Mostly forward, mind, but still pretty much everywhere. Long time to recharge, hence 3 are required. Basically annihilates smaller craft.)
-1 MADNESS OF DEATHWING (Just think of it as a RIDICULOUSLY powerful bomb. The Standard Deathwing's explosive power is measured in units of Tsar Bomba. A Madness of Deathwing is one of the best in its class, measuring in approximately 8D1 TBs and one extra Angry TotalBiscuit. Yeah, don't ask. Also, TBs are apparently measured in hexadecimal. In any case, goodbye Ultracapitals!)
-1 [REDACTED]: Yeah no. I'll be making this bit myself. No spoilers. This is just here to remind myself, for good measure.
I'm looking for Arena challenges, more for the fun of it than anything in particular, though I am willing to put in pre-made bets for artifacts/treasure/other stuff like that. Contact if interested. The Arena for these duels will have a special mechanic: THE CHARGEUP, wherein every Alchemy has a charge-up time equivalent to their Alchemy level, divided by five, rounded up (so a Level 7 alchemy would have a 2-turn chargeup, and a Level 25 one would have a 5-turn chargeup); each turn all chargeups go up by one. You can use as many Alchemies as you see fit in a turn/move as long as they've got full charge. You can use any Alchemy at Level 5 or lower anytime during the match-it's anything 6 and up that is victim to cooldown mechanics. Spoils of War will ALSO fall victim to this, though their charge times are the same as usual and will be treated as considerably stronger. 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.
OK so you're all ignoring me.
Great...
...Ohmygosh, kitties! Wait, no, killer cats. Driving war vehicles. Awww, can't let you cute little things live!
So, who are any of you other guys, anyways?
Hrm, the Creator or the Destroyer...You know, my elemental proficiencies are better with Fire and Obliteration and such, so I THINK I should rend the Creator first. Yeah, the White'n'Blue's going down!
I, uh...Hrm, where to start...
MY BRIEF PHYSICAL HIATUS FROM THIS AREA OF EXISTENCE HAS CEASED.
IN OTHER WORDS.
I HAVE RETURNED.
JOY TO THE gorillaERS WHO MISSED ME.
Certainly not me.
IN ANY CASE, LORD MICHAEL'S HAT, THE CREATORS FACE. AS IN I LITERALLY SHOVE THE HAT INTO THE CAT'S FACE. THAT MAKES HER THE CAT IN THE HAT. DOCTOR SEUSS PROMPTLY ARRIVES, CURIOUS ABOUT THIS NEW CAT IN THE HAT, AND BROUGHT HIS OLD CAT IN THE HAT WITH HIM. AS IT TURNS OUT, IT'S MOSTLY A COINCIDENTAL SCAM, SO DOCTOR SEUSS'ES CAT IN THE HAT PROCEEDS TO GET INTO A VICOUS CATFIGHT WITH THE CREATOR.
THE CREATOR DOES NOT WIN. LORD MICHAEL FORSAKES THE LAZY WHO CANNOT GET INTO THE GROOVE OF LIFE PROPERLY AND MOVE THAT THING, AND CATS ARE LAZY SO THEY'RE NOT WORTHY OF THE PROTECTIVE POWERS.
I then force a load of shadowy tentacles to start consuming the Creator, because light and dark don't mix and it looks like it has, err, a lack of resistances to dark, to put it one way.
I PROCEED TO GET OFF OF THE MACHINE SINKING INTO AN ETERNALLY DARK PIT AND SEND THE CREATOR FLYING INTO SAID PIT WITH A BLAST FROM NAVITAS NOX, MODIFYING KNOCKBACK TO GET ME OUT OF THE WAY.
YOU, NOT-ELF, BE PERFECTLY HONEST WERE YOU TRYING TO KILL ME THERE?
No.
I HAVE A FEELING YOU ARE NOT-
Do you want me to start?
NO, NOW KEEP OFF OF POTENTIAL FRIENDLY FIRE DISASTERS LIKE THAT.
They were? really? bummer, 30,000 damage to the minotaur>1 / 2
>Charges
25 / 50: Revengeance
15 / 20: h0i!
3 / 23: Mistform && Deum Lucem = Lightshard (Level 22)
+3 to Piono
>Action
GA: ...wasn't the Necrodancer (and some slimes, zombies and skeletons) summoned before?
GA: Hm.
I then pull out Mistform, switch to Gladius Mode, and begin rapidly slashing the Minotaur! I then switch Mistform to Axe Mode, and bring it down hard upon the Minotaur whilst the mist blazes, leaving a huge burn and gash! As the Minotaur staggers back from that attack, I then instant-summon a Banshee, which screams at the Minotaur, de-syncing it from the music of the Crypt! The Banshee de-summons.