/null
*waits for update as patiently as possible*
(I want to be patient, I really do, but it's starting to get a bit difficult...)
(Also why am I getting the feeling of weekend updates?)
I'm quite interested in that list you put together, @pionoplayer . A lot of my weapons fall into those categories already, actually. *Cough*planruiningsphereofhateimeanthephysicsbreaker*Cough*. Yeah. The weapon's a nightmare, figuratively speaking. Even I couldn't have foreseen its power.
...You know, there should be a wipe for the bid points once you get the last of the "official" alchemies done with (or earlier, if so chosen). Then people could choose to do it at their own pace without worrying about some supreme overlord snatching it up as soon as they're done. *Cough*meandgoldenready*Cough*. Perhaps shove a limit into how many bid points someone can have for a given alchemy? So it doesn't go too high and we become faced with the same problem again? Or perhaps implement a different system altogether? I guess on the subject of pacing, perhaps make it so that only one of the +1s count for the bid, thus giving everyone equivalent pacing, and they can still share +1s with their peeps. Idunno, you choose or make up some other, better option.
@GoldenReady I halfta agree with Piono on this one; you've basically taken much of the alchemies through constant +3-ing and holding (Who'se the only one that breached the 60s mark, again?), and I have to do the same just to keep up, as does everyone else, ad infinium. So, in part, it's also kinda your fault. Piono may have created the monopoly, but you've created inflation. Massive inflation. People had to resort to trading/sharing/battling for/etc. alchemies because of it. Indeed; it's not fair, even if it's optional. A wipe should take place, and the mechanics changed, to prevent this kind of thing from happening again. While reducing the top score like Piono said would certainly help, it will more than likely just cause a brief slowdown as opposed to a lasting one. I'm certain Piono and/or someone else can make this work better.
DAYBROKEN CHARGE: 3/3 (ACTIVE)
As Death Metal appears before him, Cyan says "Ah, gorilla this. I'll go finish the Collector later."
The Alchemiter materializes two powerful weapons. Equinox, and THIS IS INCREDIBLY ZILLY. Both immediately finished, so he doesn't have to suffer being a Trickster.
Cyan and Happiness fuse back together.
Suddenly, the summoning file for the Collector has been hacked. Hovering over the file displays one name. "Arch-Sue Nekochromia. I thought I'd never see you again."
"You were there to make sure I never return to the alpha timeline of Terraria, and now you're here to make sure I die there."
"Well guess what. I have two mega-weapons, one infused with awesomeness, and one originating from the Tricksters. I also have three of Piono's toys. One psiionic crown, one metal flail, and one pair of laser guns."
I punch Death Metal with Equinox in gauntlet form.
~~Inventory~~ Equinox (Level 25)
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. (1/5) Death Jump: Bring an entity up into the sky. Said entity is immune to ground attacks for 2 turns. Cooldown of 5 turns. (1/5) 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. (1/7)
Daybroken: Similar to the Divine Godblade's Lightform. Needs 3 turns to charge up. 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. (1/5) Lord Michael's Blessing: Give an entity Lunar Steps (33% added chance to dodge) for 2 turns. Cooldown of 5 turns. (1/5)
THIS IS INCREDIBLY ZILLY (Level 25) Gjallarhorn-o'-Plenty (Level 12)
Vi Forti (Level 10)
Jaractet (Level 18)
Mens Potentiam (Level 10)
Navitas Nox (Level 10)
The Fallen (Level 17)
~~~Souls~~~
None.
~~Boosts~~
+3 to Pionoplayer
~~Charges~~
The Collector [AG BOSS]: 15/100 (-5 to THIS IS INCREDIBLY ZILLY, -10 to Equinox) 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?
~~~The Hacking~~~
Arch-Sue Nekochromia has hacked the Collector's summoning file!
If <15 for 3 turns in a row: The Collector is [H]. ===
If >15 and <85: Reroll.
If >85 for 3 turns in a row.: The Collector is [AG]. ===
This turn's roll is: 6. "gorilla."
Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 29/50 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 25) (26/26) (Done!) 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) (26/26) (Done!) imagine a one man band but with colorful weapins tahts this alchemy
Navitas Nox || Baby Face Blaster && Soda Popper && Vortex Beater && Gjallarhorn-o'-Plenty = Moonbeak (Level ?) (1/?) A pair of dual laser rifles that shoot many homing explosive lasers. It also has Hype and Boost.
(Gibus && Pyrovision Goggles) && Noob Titan Essence = Ghastly Goggles (Level 3) (3/4) it pulses with noob energy thats it
Death Stick (Level 25: 15/26)
The Other Land && Cell Phone && Cyberspace Blade = Cyberius Crescendo 1/???
Ultimata Dertoxus (Level 25: 7/26)
I am God, I am King, 53/101
Drakonite 1/10
Doodie Man takes the worlds biggest dump on Death Metal.
I get something in my mind. I yell something. Form XIV - Crescendo!
I dash up to Death Metal. I do a jump uppercut with The Other Land, in midair, I do a constant vertical spin, then we land. I then do a dashing thrust into his chest. I spin again, and as I stop, I rev up Oh Crap and shoot away. The last shot is a pie. Pi, to be exact.
So does the current soul mechanic work for you, Cryptic? What would be the limit of level increasing (if there is any chance of increasing it)? If not, it can just be, similar o Trinkets/Tech to a larger scale, increase the overall strength of an alchemy.
Anyway, @DarkSide and @GoldenReady, I'll get onto your update as soon as I finish this, need to show people the soul for this round.
Alchemy!
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 4/26) Oblivion/Void/Time alchemy. Brilliant combo.
[Mythic Flaming Passion Shirt] + [Black Soul Gem || Soul Trap Enchantment] + Dovah Sil + Wisp Wrappings = Anima (Level 20 - 13/21) (+4 from Crystal, +2 from Sirplop.
Bottomless Bag: Level 0 (1/1) (RP)
Charges!
Transistor 12/300
[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 - 39/40 (+2 from crystal)
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 (1 new soul)
Spicing things up a bit. Level 4 Soul! Unlike the previous one, this one has elements associated with it. Dark/Magic. A powerful combination.
Eternal Soul of the Warlock: Level 4 - 66'000/66'000
May cause a negative effect on the killer's next action. (20%)
Soul of Intelligence: Level 1 - 5'000/20'000
Current Soul Level Count: 5
Actions! (including Calan)
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.)
*the blizzard stopped*
Aayla tosses Sirplop a copy of Aftershock for all his support without recieving anything in return. Unless you count Aetheria.
A pinpoint of light appears and expands horizontally along the ground, then this happens:
Calan jumps out of the anomaly.
"Hey wait, didn't you die? I saw you on the ground when TFT took me here."
"Yeah I died, but thanks to that sword you got there (points to the Underworld Jadeblade Aayla found she was holding), Death decided to spit me back out. TFT got me the rest of the way too."
Calan looks over the Alchemies in the Bottomless Bag.
"Neat, nice, very cool. I would rec-"
Aayla was already irritated.
-com-
"I didn't ask for any help, I'm handling myself quite alright." she huffed.
The mechanic steps away and brings out a dagger of sorts. "This, I got from a veteran in death. It's not pretty, but it does the job. Just like me. If TFT said you need help, I'm here to help, whether you like it or not."
As Calan turned to face Aayla, she could see that he had scars all over his face. This was not the first place he came to.
"Just keep your hands off my stuff, especially that (pointing to the Godblade). Who knows what that would do to you..."
"Girl, don't worry about me. I'm a big boy now. I want you to know that Death ain't that scary. IN fact, it's the best thing that ever happened to me. Now, I can do this:"
Calan reached out and immedietely became pure darkness before reforming at the end of the room and returning.
"Trust me on this one, you don't have to worry about a thing." Calan reached back to look at Hand of the Archlich before it disappeared and he was completely encased in ice, unable to reform. Next to him was Aayla, holding the Underworld Jadeblade in her left hand, Denito Surrexit around her neck and Hand of the Archlich in her right hand.
"Know this: You can come and help, but don't you dare lay a harming finger on these alchemies I have sought to create."
"I am more capable than you think, trust me. I'll make my own soon, but for now, I need to borrow these."
Calan grabs Resonance and Aftershock. Then punches the ground with his enclosed fist, sending a shockwave through the ground and towards Death Metal. Before it hits, Calan was already at the impact point, sending the stone blocks arcing over him, reappearing directly above Death Metal and redirecting the shock through his arm and down Resonance, transforming it into a powerful wave of sound targetted at the Boss.
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 souls can be used per alchemy at most.
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.) 1/3 Resonance (Level 25)
Aftershock (Level 15)
Sunstone (Level 5) (from about 20 or so pages ago)
Divine Godblade (Level 20) Physics Inducer (Level 18 - Relic) (Purely Defensive)
Underworld Jadeblade (Level 15)
The Fallen (Level 17)
Albiit (Level 10)
Magickal Flute (Level 5)
Denito Surrexit (Level 10)
Hand of the Archlich (Level 25) Current Souls
Current Abilities: Soul Collection
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@Sirplop, read my action
Spiral Nemesis: 99/140
A Weapon to Surpass Metal Gear: 18/20
I shoot the reality-screwing gun used to damage the Godmodder a long time ago a lot of times.
+3 Piono
If you take another step forward... 4/50
you are REALLY not gonna like what happens next. 4/50 NEW Gatekeeper's Scythe && Valhalla 9/??
Recreate: Cipher's Call 8/11
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 teleport just behind Death Metal, then shiv him with Valhalla.
Spiral Nemesis: 100/140
A Weapon to Surpass Metal Gear: 19/20
I throw various assorted odds and ends, including D4s, LEGO pieces, caltrops, etc...to the floor...or where the floor was.
Death Stick (Level 25: 16/26)
The Other Land && Cell Phone && Cyberspace Blade = Cyberius Crescendo 2/???
Ultimata Dertoxus (Level 25: 8/26)
I am God, I am King, 54/101
Drakonite 2/10
I yell out again. Form XI - Ultimatum Drain!
There's something wrong.
I pull out The Other Land, and imbue it with the Life Drain weapon. I then dash at Death Metal, and do a 10-slash combo. All the HP I drained goes to the Creator, and my sword stops glowing.
@CrypticCataclysm : OK, so judging from your response to Mr. Cyanogynist (who was using the Artifact system, which would in theory allow him to break cap), basically any mechanic that would breach Level 25 barring significant charge is auto-nulled?...To be perfectly frank, in retrospect, I honestly appreciate this. We have to have a limit, SOMEWHERE. While the Artifact system is great, we really should have this hard stopping point SOMEWHERE. I do appreciate DarkSide's artifact system, but that things could now go over Level 25 seemed to be far too ridiculous.
@DarkSide and @The Flaming Toast , as you two may or may not be butthurt about this possibility as it basically nulls a ton of the reason and power behind your Artifacts/Soul Arcanary, let's keep in mind, people: Rapture (the poster child for Level 25 alchemies and broken OP weapons) is basically the end-all-be-all of overpowered swords as you know it, and it's at the bottom rung of the infamous Raptureladder. Yes, it's not even as bad as it gets-actually merging the Elemental alchmeies into Icrucvci generates an increasingly overpowered series of swords that have even more elemental potential than ANYTHING you've crafted (the 3rd sword on there is Level 65, and that's still towards the lower end), and AGAIN, Rapture alone probably curbstomped half of you in the Pionofight. Imagine WORSE. And that's skipping out on the fact that basically all of our loadouts are half of his items, meaning that, though we can nullify half of his items, the INVERSE is true as well, AND ONE OF THEM ISN'T RAPTURE, and he definitely will NOT be sharing his other OP swords. I suggest we go like Crystal/Sirplop and heavily modify the Piono items to make sure we have a one-up on what items he DOES have, giving us a clear advantage. Speaking of crystalcat...
@crystalcat: Level 10 Denito Surrexit + Level 10 carge = Level 25 in a game where the only difference between Alchemies and Charges is that you can do more of the latter at once, effectively. Seems legit. /sarcasm...Yeah, no. Level 20 is balanced for this charge, I'd say. Still a significant improvement.
@Cyanogynist: You know, considering you said that the weapon instantly turned you Trickster upon creation, I'm not entirely sure if you're in your right mind...Ehehehe, best stay away from the splash on that thing. I already got Tazz with that corruption, I don't need it again with anything else!
HAT CHARGE: 1/5.
THE SHARD OF UNITY: 14/15
32/50 gorilla
+3 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 19/26)
---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:
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
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.
ARENA:
Arena Cue:
-Special: The Flaming Toast VERSUS The NonexistentTazz, First Guardian of Minecraftia. PENDING.
-AVAILABLE.
-AVAILABLE.
ARENA CHALLENGES: I am ALWAYS looking out for new people to dish out the pain to. As such, I'm demanding Arena Challenges. I'll take 3 at a time on-cue.
There are two kinds of opponents you can pick. The first is versus my standard characters. There's a slight difference between each; The Not-Elf will use Akron's Core and the Crystalized Ki, will Fredbear will use the Lord Michael's Hat and the Medusa's Head. This is of standard difficulty. Rules and prizes will be discussed. Any special arena events will override challenges, so take note. This can occur in Free-For-Alls, Duels or Tag-Team matches, though I do NOT count them as separate characters for tag-team, so please if in the case of a Tag-Team, let me have an actual player on my side, m'kay?
The second is against Tazz, who is as of right now, Piono (you remember him only losing basically due to an idiot ball moment, right?) on steroids due to a variety of reasons and abilities. The second is only available as a duel as well (I may consider 2-on-1 format if he proves too strong to be beaten). Due to intense difficulty, no penalties (unless you want to do that or something) are required for losing, as the fight is quite purposefully stacked against your favor. Great rewards await you upon victory, however. He WILL have the equipment of all characters barring their spoils of War. I'd prefer to not have gimmicks to not expedite the issues you will have on this type of foe, but by all means go ahead if you feel confident enough (as long as they're balanced for both sides. No easy way out here with cheese gimmicks). Beating him gives you exclusive rewards...And you might find someone else to beat up who's OP as all getout? I don't know. But yeah, for anyone who thinks they are literally the most boss thing in existence, there's this. *stare at piono*
ALCHEMIES:
After I obtain Traho, rounding out my alchemy collection for Project Eclipse, I'll +1 anyone who's willing to give me +1 on a consistent trade basis.
Anyone who makes an Alchemtier Upgrade to increase max created Alchemies to 4 will get +25, over a period of time. Alternative rewards can be discussed upon completion.
Uuuuuuuuuuuuuuugh, what's with that thing he's got there?!
Oh COME ON! WHO IS THAT BRAINLESS!? Augh, I regret that thing the moment I did it...
But, what is it?!
It's some kind of Trickster Weapon! Just, please stay out of the way of it, I don't want this to deal with right now. Or you.
...Jeez, I thought 'candy-coated' was an exaggeration.
But yeah, keep away from the Trickster-y blasts and you don't get transformed into something crazy, got it.
Ugh, OK OK, no wailing on the Hostile Bosses meant for killing because they're apparently our little improptu siege engines or something?! Jeez. What is up with today?!
WELL, THERE'S THAT DEATH METAL GUY INSTEAD.
I WHIP AROUND DEATH METAL'S GUARD TO GET BEHIND HIM WITH THE SPEED OF MADNESS THANKS TO THE VARIOUS SPEED-BOOSTING ALCHEMIES I POSSESS, AND PROCEED TO USE THE MAGIC LORD TO REMIND EVERYONE THAT ITS BASE FORM IS STILL A LIGHTNING-BLASTING MONSTROSITY. IT'S JUST THAT THIS ONE IS A LOT WORSE THAN EVEN THE BASIC ONE, AS THE MAGICAL ENHANCEMENTS ALLOW ME TO SUMMON EVEN MORE LIGHTNING TO COMPLEMENT THE MAIN BLAST. THE RESULT IS A MASSIVE WIDE-ANGLE DISINTEGRATION BEAM IN THE FORM OF A LIGHTNING BOLT, THAT THEN TRANSFORMS INTO AN ACTUAL WIDE-ANGLE DISINTEGRATION BEAM, TO WIPE
IT'S AS GLORIOUS AS IT SOUNDS. SADLY, I THINK I WILL BELIEVE IT IF THIS GUY SOMEHOW SURVIVES IT.
I THINK I WILL ALSO BELIEVE IT IF SOMEONE WERE TO STEP UP AND POINT OUT THE REFERENCE.
Tahm Kench was summoned! It uses Bargain and Tongue Lash on Death Metal! ((Note that due to life drain (Hand of the Archlich), whenever an entity is killed TK is healed very slightly.))
Alchemy!
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 5/26) Oblivion/Void/Time alchemy. Brilliant combo.
[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 - 40/40 DONE!
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. Cannot be used on Bosses
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 (1 new soul)
Spicing things up a bit. Level 4 Soul! Unlike the previous one, this one has elements associated with it. Dark/Magic. A powerful combination.
Eternal Soul of the Warlock: Level 4 - 66'000/66'000
May cause a negative effect on the killer's next action. (20%)
Soul of Intelligence: Level 1 - 5'000/20'000
Current Soul Level Count: 5
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.)
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 souls can be used per alchemy at most.
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.) 1/3 Resonance (Level 25)
Aftershock (Level 15)
Sunstone (Level 5) (from about 20 or so pages ago)
Divine Godblade (Level 20) Physics Inducer (Level 18 - Relic) (Purely Defensive)
Underworld Jadeblade (Level 15)
The Fallen (Level 17)
Albiit (Level 10)
Magickal Flute (Level 5)
Denito Surrexit (Level 10)
Hand of the Archlich (Level 25) Current Souls: 12.5
Current Abilities: Soul Collection, Blizzard, Life Drain.
Here are the abilities for Hand of the Archlich, which are gradually gained while entities die. Every time an entity dies, it grants one Soul. For smaller entities, the gain is decreased to 0.5 souls per attack that kills many of them (e.g. worker or the late Mechafish) and 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
Forging... The Physics Breaker && Foresight && Balance && Delta Mechaniza VIII = Leinro Fiit (Universe's Bite) (Changed from Equilibrium) (Lv. 25, 15/26)
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 12/26)
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 1/26)
Summons...
Legendary Support (50/200) 1/4 of the way there...
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*. (19/30)
*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 (3/30)
After the arena battle against the Not-Elf was said and done, I tear Death Metal asunder with Vita Australi and The Artiquator on "Star's Core" temperature.
The arena battle was pretty heated; I'd go check it out.
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:
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:
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)
The Fourth Dimension (Lv. 20) 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)
Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 15/21
Ring && Grand Essence of Energy == Ring of the Dyne 11/11! (+3 from TFT)
Ring && Grand Essence of Void == Ring of Infinite Emptiness 11/11! (+3 from TFT)
Bracelet && Grand Essence of Space == Band of Shifting Space 1/11
Belt && Grand Essence of the Body == Belt of the Consummate Warrior 1/11
Dynamism 5/10 (+2 from Cryptic)
111 6/111
+3 to TFT.
Ring of the Dyne: This deceptively simple wide white metal ring gives the wearer a massive amount of power over energy, able to move energy around and convert it to any other type of energy. A circle shot through by a horizontal lightning bolt is engraved on top.
Ring of Infinite Emptiness: This deceptively simple wide black metal ring gives the wearer a massive amount of power over void. A circle shot through with a horizontal lightning bolt, the whole thing slashed through by a diagonal line, is engraved on top.
Crystal dons both rings, the Ring of the Dyne on his right middle finger and the Ring of Infinite Emptiness on his left middle finger.
@GoldenReady and @CrypticCataclysm, the watch I upgraded, the Watch of Flowing Time, started at level 10. Level 10 alchemy + level 10 alchemy = level 20 minimum in my mind, and I could have theoretically used a 5-post charge for Level 25 but specifically limited myself to a 10-post charge. All my upgrades are going to follow the format Lv10+Lv10+10-charge = Lv25, unless I’m not fusing them with a Piono-alchemy, in which case it’ll be Lv10+20-charge (at least) = Lv25. (In effect, I fused Denito Surrexit with the Watch of Flowing Time, adding a 10-post charge to the mix. In case there was confusion.)
On that note, anyone else want to toss me a copy of a Piono-alchemy I don’t already have? I won’t be using them for much except upgrades, so they won’t be Curse-of-Repetitiveness-ed too much from giving me one.
Forgot three, added them in now. Marked the ones I added with lime green. (Go back and check to see that I made them if you want.)
Denito Surrexit (Level 10)
Gjallarhorn-O-Plenty (Level 12)
Orb of Perfection (Level 10) Bracer of Impenetrable Armor (Level 10)
Bracer of Impervious Wards (Level 10)
Pendant of the Archmage (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)
Ring of the Dyne (Level 10)
Ring of Infinite Emptiness (Level 10)
Crystal begins to move in time with the beat of the music, while firing off bursts of pure energy at Death Metal with the Ring of the Dyne. He abruptly drains away all the heat from Death Metal and condenses it into a ball in his hand, before throwing at Death Metal, still stepping in time with the music.
>1/2 -- Well, thanks for that, Toast. Much obliged.
-=Charges 300 (32/300)
Szalinthia, Bringer of Light (19/60)
-=Actions
Farty does what he does best, and farts on all the PGs!
I pick up a couple of crypt rocks with Everfree, and throw them at super-sonic speeds at the Soul of Intelligence, and attempt to gather it! (I think this is how it works?)
--Aetherderon, God of the Worlds
Aetherderon will preferably attack PG when able. Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one. Great Call: Deals large amounts of damage to target entity. Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it. Stare of Immortality: Causes the afflicted entity's next attack to fail. Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-=Alchemies
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (7/26 - Lvl. 25)
Ancient Map of the Cosmos && Warped Voidmetal && Unpredictable Compass == Darkstone Scryer (3/11 - Lvl. 10)
Bass Guitar && Dungeons Stones && Sick Beats == Dungeon Rock (1/6 - Lvl. 5)
Coming Soon! I think...
Community Charge!These charges can only be completed via donations.
Entity: ???: 8/150 -- And entity more powerful than the God of the Worlds.
Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 16/21
Bracelet && Grand Essence of Space == Band of Shifting Space 2/11
Belt && Grand Essence of the Body == Belt of the Consummate Warrior 2/11
Dynamism 6/10
111 7/111
+3 to TFT.
Crystal duplicates Navitas Nox, stowing both copies away.
Any changes to this from now on will be lime green in the post they are changed, for better visibility. Added equipped alchemies and where they're at.
Denito Surrexit (Level 10)
Gjallarhorn-O-Plenty (Level 12)
Orb of Perfection (Level 10)
Bracer of Impenetrable Armor (Level 10) Equipped, right arm
Bracer of Impervious Wards (Level 10) Equipped, left arm
Pendant of the Archmage (Level 10) Equipped, neck
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) x2
Watch of Flowing Time (Level 25) Equipped, left wrist
Crown of the Consummate Psion (Level 10) Equipped, head
Ring of the Dyne (Level 10) Equipped, right middle finger
Ring of Infinite Emptiness (Level 10) Equipped, left middle finger
Crystal continues stepping in time with the music, this time loading and firing the Fourth Dimension at Death Metal. Distortion, fourth dimension magic, and the sheer power of a railgun combine to blow several holes straight through Death Metal.
He also harnesses the Crown of the Consummate Psion's mind abilities, and sends a wave of mental power into the future with the Watch of Flowing Time to boost Piono's attempt to redirect the Creator/Destroyer's attacks onto Death Metal.
((How would it feel if the breaking of level caps was restricted ONLY to artifacts? Or is that also no good?)) Forging... The Physics Breaker && Foresight && Balance && Delta Mechaniza VIII = Leinro Fiit (Universe's Bite) (Changed from Equilibrium) (Lv. 25, 16/26)
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 13/26)
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 2/26)
Summons...
Legendary Support (51/200) 1/4 of the way there...
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*. (20/30) 2/3 of the way there...
*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 (4/30)
I take note of Crystal desiring Piono alchemies. I approach him, and offer Arctoae in exchange for either an alchemy he has that I don't, or the upgraded version of the offered alchemy. I'm offering this one in particular because I'm the only one besides Piono wielding this knife.
Do we have a deal? One of your Piono Alchemies that I don't have, or the upgraded version of Arctoae when you make it.
Meanwhile, I proceed to use my own newly-aquired The Fourth Dimension to help Crystal take out Death Metal.
((It's really weird. I seem to be oblivious to those minor details. Apologies.))
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:
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:
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)
The Fourth Dimension (Lv. 20) 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)
@crystalcat : whops, did not see the second alchemy there. Also, the genderbending. Huehuehuehuehue...Yeah, though seriously, Crystal sounds more feminine than masculine, so pretty much it was expected that the mistake be made at one point. BUT YES, HE'S A GUY.
HAT CHARGE: 2/5.
THE SHARD OF UNITY: 15/15 EXCELLENT. DONE.
THE SHARD OF UNITY: A NIGH-MIRCOSCOPIC FRAGMENT OF UNBELIEVABLE POWER FROM A MOSTLY-UNKNOWN SOURCE. IT REEKS OF A POWER UNKNOWN. I DON'T EVEN GET WHY THIS GUY DECIDED TO PUT THIS IN, THIS DIDN'T EXIST AT ALL UNTIL VERY RECENTLY, BUT YOU KNOW WHAT, WHO CARES.
OFF CELL: 1/15 33/50 gorilla
+3 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 20/26)
---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 (AO), 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:
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
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.
ARENA:
Arena Cue:
-Special: The Flaming Toast VERSUS The NonexistentTazz, First Guardian of Minecraftia. PENDING.
-AVAILABLE.
-AVAILABLE.
ARENA CHALLENGES: I am ALWAYS looking out for new people to dish out the pain to. As such, I'm demanding Arena Challenges. I'll take 3 at a time on-cue.
There are two kinds of opponents you can pick. The first is versus my standard characters. There's a slight difference between each; The Not-Elf will use Akron's Core and the Crystalized Ki, will Fredbear will use the Lord Michael's Hat and the Medusa's Head. This is of standard difficulty. Rules and prizes will be discussed. Any special arena events will override challenges, so take note. This can occur in Free-For-Alls, Duels or Tag-Team matches, though I do NOT count them as separate characters for tag-team, so please if in the case of a Tag-Team, let me have an actual player on my side, m'kay?
The second is against Tazz, who is as of right now, Piono (you remember him only losing basically due to an idiot ball moment, right?) on steroids due to a variety of reasons and abilities. The second is only available as a duel as well (I may consider 2-on-1 format if he proves too strong to be beaten). Due to intense difficulty, no penalties (unless you want to do that or something) are required for losing, as the fight is quite purposefully stacked against your favor. Great rewards await you upon victory, however. He WILL have the equipment of all characters barring their spoils of War. I'd prefer to not have gimmicks to not expedite the issues you will have on this type of foe, but by all means go ahead if you feel confident enough (as long as they're balanced for both sides. No easy way out here with cheese gimmicks). Beating him gives you exclusive rewards...And you might find someone else to beat up who's OP as all getout? I don't know. But yeah, for anyone who thinks they are literally the most boss thing in existence, there's this. *stare at piono*
ALCHEMIES:
After I obtain Traho, rounding out my alchemy collection for Project Eclipse, I'll +1 anyone who's willing to give me +1 on a consistent trade basis.
Anyone who makes an Alchemtier Upgrade to increase max created Alchemies to 4 will get +25, over a period of time. Alternative rewards can be discussed upon completion.
Ugh, that hoarding jerk...I have to get my stuff back...Somehow...nom omn nom...
WHAT ARE YOU EVEN DOING WITH THOSE CORPSES?
Nothing that you need to know about.
UNFORTUNATELY I WAS ACTUALLY LOOKING FOR A FEW MINUTES NOW. YOU ARE EATING THOSE SNAKES, AND THOSE, UH, PART-FURRIE THINGS. IS THAT YOUR THING, TO JUST SHOVE EVERYTHING INTO YOUR MOUTH FOR WHATEVER REASON?
Go away!
NO.
I want some privacy, can't I get some privacy here?!
THIS IS A DICTATORSHIP, NOT A DEMOCRACY, AND I AM-
Magnus perago!
OH gorilla
I SWIFTLY RUN FROM A MASSIVE BALL OF OBLIVION, THE LATTER ERADICATING WHATEVER CAME CLOSE ENOUGH TO IT. IT'S ABOUT FIVE STORIES TALL IN HEIGHT ALONE. I LEAP OVER DEATH METAL'S BACK IN THE PROCESS TO LET HIM TANK IT-HE DOESN'T TURN AROUND IN TIME TO PROPERLY GUARD, THOUGH, AND GETS A HALF-ERADICATED BACK OF PAIN.
Tenebris symphoniæ!
REALIZING THAT, QUITE INEVITABLY, DEATH METAL TANKED THAT BLOW, I IMMEDIATELY PULL OUT MY HANDY HYPNOTIZATION TRINKET, WHICH SADLY ONLY FORCES HIM TO LOOK AT IT IF HE CAN. NOT EFFECTIVE, BUT GOOD ENOUGH. AS SUCH, WHILE I PLUG MY EARS, HE TANKS THE MAJORITY OF SOME INSANE DARK-BASED SOUNDWAVE PULSE THINGY WITH HIS BACKSIDE.
Infernales telis!
FOLLOWING THAT ARE MAGMA BULLETS THAT ACTUALLY OVERPENETRATE, FORCING ME TO LEGITIMATELY DODGE FOR A FEW MINUTES WHILE DEATH METAL IS HYPNOTIZED BY THE ARTIFACT.
Laminis eclipsin!!
AT WHICH POINT INSANE AMOUNTS OF ENERGY BLADES OF A...I DON'T EVEN KNOW WHAT THOSE ARE BEYOND ENERGY SWORDS, ACTUALLY, BUT THEY'RE MAKING MINCEMEAT OUT OF PRETTY MUCH WATEVER GETS IN THE WAY, SO I'LL JUST DIRECT DEATH METAL OVER TO THEM, YEP-WOW, THOSE ARE ACTUALLY, UH, WHAT IS THIS gorilla? I THINK THAT WOULD CONSTITUTE A WAR CRIME IN A FEW LOCATIONS-
Animam amisit saecula!!
OK, WOW, WHATEVER THAT WAS I DON'T EVEN KNOW, BUT IT LOOKED LIKE BASICALLY AN EXPLOSION OF LIGHT. DEATH METAL'S LOOKING RATHER WEAK ON HIS KNEES THERE...
...I DO NOT LIKE-OH, WAIT, NEVERMIND. YEP. THERE'S THE MASSIVE WHITE METALLIC CANNONBALL OF DEATH AND SUCH, HERE TO CONSUME EVERYTHING-WHAT THE gorilla IS THAT-OH gorilla DON'T LOOK AT IT-
[Please, spare yourselves the pain, one of us is more correct in their thinking than the other. Do not read what this conceals. Thank you.]
...I THINK IT IS OVER. WHATEVER THAT WAS.
WELL, DEATH METAL DOESN'T LOOK TERRIBLY ALIVE. OR, RATHER, HE DOESN'T LOOK TERRIBLY MOBILE-
Trabis moles: Ultima contritio!
YOU KNOW, AT THIS POINT I JUST KIND OF SET DOWN A MASSIVE PILLAR AND DECIDED, YEAH, I'M NOT MOVING FROM THIS SPOT. IN ANY CASE, THE HYPNOTIZING TRINKET IS OBLITERATED BY WHAT IS BEST DESCRIBED AS THE APOCALYPSE IN MASSIVE LASER FORM.
Lucens delitor!
AND LO, BEFORE DEATH METAL EVEN TURNED AROUND, A SHINING AURA OF INSTANT ANNIHILATION ENVELOPED HIS BACKSIDE. POOR GUY IS GOING TO HAVE BACK TROUBLES FOR WEEKS.
Catenasque lux!Wait, why did I say that, that isn't-OH THAT'S NOT IMPORTANT!
AND THEN-HEY, THOSE KIND OF LOOK LIKE TABBU'S CHAINS OF LIGHT FROM BRAWL. PROBABLY NOT A COINCIDENCE. IN ANY CASE, THEY SNICK RIGHT INTO DEATH METAL'S BACKSIDE AT VARIOUS POINTS...HEY, THIS ISN'T AN ATTACK-
Your will is mine, and I will you to KILL THAT BEAR ALREADY!
WOW, LIKE A MINUTE TO KEEP WATCH ON YOU AFTER A GOOD TIME OF PRIVACY AND YOU GET THIS ANGRY. THIS SEEMS DISPORTIONATE EVEN DISCOUNTING DEATH AS POSSIBLE RIGHT NOW. I'D HAVE STOPPED AT THE MASSIVE OBLIVION BALL.
IN ANY CASE, I USE DENITO SURREXIT TO VERY QUICKLY WHIRL AROUND THE BACKSIDE OF DEATH METAL AND SIMPLY APPLY THE HERO'S BLADE TO ALL OF THE CHAINS, BUT NOT BEFORE GIVING HIM A SCARRING IN THE PROCESS-
Tardus tempore! Ira quoque cæli latet!
AND IN IMMEDIATE RESPONSE TO NOT-ELF SHUTTING DOWN DENITO SURREXIT AND SUDDENLY SUMMONING METEORS NEARBY ME (AND DEATH METAL), I SIMPLY DASH AWAY WITH NULLA STELLA.
Irritum hastam!
I THEN DUCK UNDER THE MASSIVE VOID SPEAR THAT PENETRATES DEATH METAL. LIKE IS SHE EVEN TIRING...WAIT, NO, SHE HAS NAVITAS NOX BEHIND A CORRIDOR OF DEATH WHERE SHE KEEPS LAUNCHING PROJECTILES. SHE CAN ACTUALLY HOLD OUT A LONG WHILE...HRM. TAZZ.
You never say my name.
SHE'S GONE IRRATIONAL.
How so-
Inanis laceratione!
PLEASE NOTE THE FACT THAT SHE SEEMS IT IS MORE THAN REASONABLE TO ATTACK ME FOR AT LEAST A FEW MINUTES NOW WITH HIGH-END ATTACKS, FOR ABOUT A MINUTE OF JUST KEEPING AN EYE ON HER. AND A FEW COMMENTS ON WHY I WOULD CONTINUE TO DO THAT. NOW, RETALIATION IN THESE CASES SEEMS RATHER LOGICAL, BUT SHE WOULD HAVE STOPPED A LONG TIME AGO...
...You're so thick about this stuff sometimes, but yeah, this has gone on enough.
Now, I just need to wait for an attack-
Oh iracundus flamma, omnipraesens vacuum, silent tenebris, mathematicus certissimam necem, omnia consumens oblivio! Exaudi me now! emissus furorem tuum super his percutientes stultorum corporibus! Emissus ... Ragnarok!
OR she can just make a massive flaming...Uh, black thing of death and oblivion and nastiness. Poor, poor...Death Metal? Good to see things aren't low-key around here...What even is that spell? Uh, hang on, lemme just check the English Eye...Wait, that thing GROWS OVER TIME?!...IT DOESN'T STOP?! Fredbear, what did you say to her?!
NOTHING TO WARRANT SUCH EGREGIOUS OVERKILL.
Screw it, now's the time!
WELP, TAZZ JUST LEFT. NOW, I'LL GIVE THE NOT ELF THREE SECONDS.
THREE.
TWO.
ONE.
...ZERO...
...NEGATIVE ONE-AH, THERE WE GO. AN UNCONSCIOUS NOT-ELF AND A VICTORIOUS TAZZ. FIVE SECONDS OUT OF THREE.
Ugh...She wasn't using Navitas, and she still put up a nasty fight...
WHATEVER. TIME-SCREW ASIDE, YOU STILL BEAT PEOPLE UP IN THREE SECONDS FLAT.
...Mmm...Fwoooooooffffffiiieeee...Uwaaaaa...
AND NOW SHE'S HUGGING YOU. HER CONSCIOUSNESS IS IRRELEVANT IN THIS EQUATION. LET THE SHIPPING COMMENCE.
No, just, just no!
...AND DEATH METAL SOMEHOW GETS UP AFTER ALL OF THAT. YOU HAVE TO HAND IT TO HIM, WHAT HAPPENED THERE JUST LOOKED LIKE A MASSACRE.
((@GoldenReady Fortunately, Equinox's pure awesomeness cancels out Trickster mode.))
LIGHTFORM CHARGE: 1/3
Suddenly, a stream of light flashes from the beacon.
It was Gabe Newell!
"I hear your call. Nekochromia is pure evil."
"Because of this, I will let you change your summon." "How about Rohan Sharpe Anforth?"
"You mean the guy who works at Ninja Kiwi?" "Yep."
"It's a deal then. Thanks, and have fun."
----
Meanwhile, I bonk Equinox and THIS IS INCREDIBLY ZILLY together and send a huge rainbow blast at Death Metal.
While this happens, a meteor from an initiating Sburb session travels into a portal into the battlefield.
While that happens, a doomed timeline version of Peridot's ship (shaped like a hand) also travels into a portal. COMBAT OPERANDI - ORIGIN DUNK
Peridot's ship grabs onto the meteor and boosts towards Death Metal.
An explosion can be heard from 420 light years away. "The blast ruse was a distaction. I have the spoil."
~~Inventory~~ Equinox(Level 25) THIS IS INCREDIBLY ZILLY (Level 25) Gjallarhorn-o'-Plenty (Level 12)
Vi Forti (Level 10)
Jaractet (Level 18)
Mens Potentiam (Level 10)
Navitas Nox (Level 10)
The Fallen (Level 17)
Ghastly Goggles (Level 3)
~~~Souls~~~
None.
~~Boosts~~
+3 to Pionoplayer
~~Charges~~
Rohan Sharpe Anforth [AG]: 16/33 Inhale my rage, engorillament child.
Second Alchemiter Holopad [ALCHEMITER UPGRADE]: 30/50 The maximum number of alchemies that can be made in succession is increased to 4.
~~Alchemies~~ Navitas Nox || Baby Face Blaster && Soda Popper && Vortex Beater && Gjallarhorn-o'-Plenty = Moonbeam (Level ?) (1/?) A pair of dual laser rifles that shoot many homing explosive lasers. It also has the Hype and Boost abilities.
Vi Forti && Blue Moon && Sunfury && Dao of Pow && Flower Pow && Flairon && Golem Fist = ? (Level ?) (1/?) The cloud of flails.
(Gibus && Pyrovision Goggles) && Noob Titan Essence = Ghastly Goggles (Level 3) (4/4) (Done!) it pulses with noob energy thats it
((just so everyone knows, The Saviors are going to be AG, no differing set of circumstances is going to change that))
@tazz: Ah, okay. I understand, you just needed those, you were a good customer my friend. And technically, they're all the same power level.
Admittedly the later ones get progressively more and more unfairly difficult to counter, but, you know...
Also, thank you for saving the two Godcat forms for after we trash the crypt.
250/250 for the charge of potential. Checkpoint reached, upping level... 252/500
57/150 for The Saviors
Gravity Chestplate = Traho 11/11
Magic Amulet = Maleficis Est 5/11
Distortion Mirror = Disparem 1/11
I scramble, trying to heal the FIRST FREAKING MONSTER I'VE SUMMONED THAT SHOULDN'T BE TARGETED BY EVERYONE (at least Akron DID get targeted.) with Vita Australi as quickly as I can.
Description of Maleficis Est will have to wait 'till tomorrow, I'm running a bit short on time.
Battle Commands: Since The Creator and The Destroyer both have their charged attacks full...
The Creator uses Judgement Blast, and The Destroyer uses Nightmare.
I try to use Mens Potentiam to get them to target Death Metal. The more people that help me with this, the more likely the attack is to hit him instead of the AGs.
-=Charges 300 (33/300)
Szalinthia, Bringer of Light (20/60)
-=Actions
I give @pionoplayer my FULL SUPPORT at using Mens Potentiam to do the things! How you ask? With the power of being BATMAN.
--Aetherderon, God of the Worlds
Aetherderon will preferably attack PG when able. Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one. Great Call: Deals large amounts of damage to target entity. Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it. Stare of Immortality: Causes the afflicted entity's next attack to fail. Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-=Alchemies
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (8/26 - Lvl. 25)
Ancient Map of the Cosmos && Warped Voidmetal && Unpredictable Compass == Darkstone Scryer (4/11 - Lvl. 10)
Bass Guitar && Dungeons Stones && Sick Beats == Dungeon Rock (2/6 - Lvl. 5)
Coming Soon! I think... Probably...
Yeah.
Community Charge!These charges can only be completed via donations.
Entity: ???: 8/150 -- And entity more powerful than the God of the Worlds.
@golden: Actually, Deus Liber is the same strength as all the others. It gives you minor reality bending powers and Alpha Godmodder level. Basically it winds up as slight luck and retcon abilities, mostly just suited to give you the amped up defense. In all actuality, the only offensive boost Deus Liber gives you is the capability to obtain small godmodding turrets and increase your accuracy, the rest is all defensive capacity.
Additionally, people are going after my weapons out of choice. Every single one is really only useful on the roleplay side of things (ie: arena battles, which haven't come up in a while and are completely incidental to the thread) and as I've posted several times, these things, due to the nature of the OP Scale and just how they work on a basic level, are really only equivalent to level 10s in terms of game stats.
Which is, honestly, the reason I kind of want to stick to level 10s. I know I put up the post before saying I was going to do level 20 alchemies, but... Really, I want to keep my bidding thing as completely optional. I do like having the large influx of +1s, but I don't want it to be required to have a chance against people. Which is also the reason I haven't been getting on people about sharing copies of the alchemies once the bid for it has been finished. Its 100% optional, and although cool, I really like that people have been using it as a starting point for their alchemies instead of just using them straight.
Really, I do tons of outlandish, (spot-light stealing to one extent or another) completely ridiculous things, but I try to include other people and try to find ways to boost other people up. I'm not too terribly good at it, and I'll admit, I'm a bit of a large ham. Its something I'm working on though, but I'm here to have fun, and I'm trying to make it so I can have fun without pre-empting other people's fun too, even if I'm not always successful.
As for the comment on the elements...
Actually, I haven't said this out loud yet, but my own personal head-canon is more in line with what you did to mock my 25 elements when you started up.
The idea I have down right now is that those 25 are the 'primary' elements, the most obvious and applicable, but because the multiverse is a screwy place, there's a lot more, each one just as universal and potentially powerful. Some are more obviously and easily countered, but (Technically at least) all are the same strength.
Yes, that means that a galaxy ending bacon-burst is not only plausible, but feasible for a strong enough bacon mage.
This may partly come from the list of elements I came up with elsewhere... but whatever.
The reason I've been stockpiling the supercharge spoils is because otherwise I'd get my butt handed to me in the arena by the influx of level 20+ weapons people are using.
My alchemies are entirely optional, and in fact, I really wouldn't mind if people dropped their bidding speed for a while to let me clear out my list a bit.
GoldenReady, if you really want to help with this, you'd go out of hold so that I can clear you out a bit faster instead of having someone with 30+ charge constantly hovering at the top of the list so that people stop thinking they have someone they need to try and beat. If the top score drops back below 15, it ought to do a lot for reducing +1 amounts.
anyways,
tl;dr: just going to remind people that even the BEST of my alchemies don't give you a better stat boost than other alchemies.
+2 to insert
+1 to sirplop
254/500 for the charge of potential
59/150 for The Saviors
Magic Amulet = Maleficis Est 7/11
Distortion Mirror = Disparem 3/11
Creation Pickaxe = Potentias Eius 1/11
I sit there and try to heal The Creator some more. If things go as planned, it'll be a while before The Saviors comes out, so I wanna keep the Godcats alive as long as possible.
If anyone wants to make upgraded versions of the elemental alchemies (ie: level 20 or 25 versions) feel free, I'd prefer if you didn't auction them off, just so that we can put this whole auction thing down a bit though.
Also, just to have a buffer of elements, I put up my old element list from... who knows how long ago. When those start coming up, anyone who can give me a new, at least semi-applicable item for the element will get a copy, as will anyone who can give me a name that fits the faux latin scheme.
The Crypt (of the Necrodancer): Boss 1
Doodie man [AG] 6000/6000
Cleaning Crew [AG]: HP: 1,000/1,000 (x6.) Attack: 5,000. Special: 2x damage to slime based organisms.
Farty the Clown! [AG]: 500/500
Minibenders [PG]: 100/100 [x20]
Soul of Intelligence: (Level 1 - 5,000hp.)
Death Metal [PG Crypt boss] 900,000/900,000 Form 1. Sheilded; frontal attacks will summon more enemies, Will change phase every 300,000 life
The Creator [H BOSS]: Hp: 300000/400000
passive: Holy Aura: Summons one blue crystal every round
base attacks:
Glacier: Targets three entities, dealing heavy damage and inflicting freeze. (stun, but if attacked in interrim by non-ice attack attack deals double damage and breaks stun)
Thunderblast: Targets three entities, dealing heavy damage and inflicting stun.
Godly Claw: Targets one entity, and throws it at several another (if thrown at group, hits multiple members in group, variable, up to half, rounded up). Deals massive damage to second and medium damage to first, inflicts stun on the first and ignores dodge chance on both.
Guardian: buffs defense of Creator, Destroyer and crystals for 3 rounds.
charged attacks:
Judgement Blast: 3 round charge, deals immense damage and inflicts blind (50% chance to miss attacks), split between up to 3 entities (blind duration does not go down with targeting multiple entities) And buffs defense of Creator for 1 round. (targets entire group if aimed at group)
Divine Rage: 6 round charge, activates automatically. Godcat leaves The Creator for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.
Blue Crystal: Hp: 10000/10000 x1
passive: Pure Cold: chance to inflict freeze on attackers
passive: Divine Instance: dies instantly once The Creator is dead.
attacks:
Freeze: deals light damage and inflicts freeze on target. (reduced damage against groups)
Holy Light: deals medium damage with a chance to inflict blind. (reduced damage against groups)
Light Godcat's attacks:
uses two randomly (can use the same one twice):
Absolute Zero: Deals massive ice damage to 3 entities, freezing them. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be frozen.)
Genesis: Deals massive holy damage to 3 entities, restores all crystals to full health and heals the Creator and the Destroyer. (greatly increased damage against groups. Groups only count as 1 entity.)
Hurricane: Deals immense wind damage to 1 entity or all groups (defaults to second if there are groups)
Thunderhead: deals massive thunder damage to 3 entities, stunning them. (greatly increased damage against groups. groups only count as 1 entity. All members of group will be stunned)
The Destroyer [H BOSS]: Hp: 390000/400000
passive: Evil Aura: Summons one red crystal every round
base attacks:
Immolate: Targets three entities, dealing heavy damage and inflicting inferno. (upgraded form of burn/onfire!)
Faultline: Targets five entities, dealing heavy damage and inflicting stagger. (introduced previously)
Chomp: Targets one entity, dealing immense damage and inflicts Wasting (basically venom, poison, ichor, wither and every other nasty super-poison effect combined.)
Dem' Bones: Targets three entities, dealing heavy damage and inflicting venom.
charged attacks:
Nightmare: 3 round charge, deals immense damage and inflicts Terror, split between up to 3 entities (terror duration does not go down with tageting multiple entities) and buffs offense of The Destroyer for 1 round. (targets entire group if aimed at group.)
Unholy Wrath: 6 round charge, activates automatically. Godcat leaves The Destroyer for a round, leaving it open to attack (x1.5 damage modifier) but allowing Godcat to use its own individual attacks.
Red Crystal: Hp: 10000/10000 x2
passive: Pure Heat: chance to inflict burn on attacks.
passive: Unholy Instance: dies instantly once The Destroyer is dead.
attacks:
Burn: deals medium damage and inflicts burn on target. (reduced damage against groups)
Evil Darkness: deals light damage and inflicts weak on target (decreases attack power, does not work on bosses) (reduced damage against groups)
Supernova: deals massive fire damage to 3 entities, inflicting inferno. (greatly increased damage against groups. Groups only count as 1 entity, all members of group will be inferno'd)
Oblivion: Deals absolutely insane damage to 1 entity. (or completely obliterates a single group)
Cataclysm: deals massive earth damage to 5 entities, inflicting stagger. (greatly increased damage against groups. Groups only count as 1 entity. Inflicts confusion on groups (next attack deals damage to self))
Epidemic: Deals immense poison damage to 1 entity or all groups and inflicts Wasting. (defaults to second if there are groups)
Spoils:
The Creator: Lance of Creation. 3 round charge, casts Genesis.
The Destroyer: Sword of Destruction. 3 round charge, casts Supernova.
The Battlefeild: Not currently there.
Strange Gift [???]: HP:9/10 (Heals whatever kills it) (50% chance for attacks to miss) (Takes only 1 damage per hit)
Black Bomber [N]: HP:14,000/15,000 (x2.) Black Bomber: HP:15,000/15,000 Bombing Run: III Missile Barrage: III
Shadow Fighter [N]: HP:9,000/10,000 (x10.) (40% chance to not get hit by attacks) (20% chance to hit dodging foes) (+10% evasion from attacks from airborn enemies) (Five of them are protecting Aetheria)
Magic Sniper [PG]: HP:50,000/100,000 Located in a sniper nest, immune to melee attacks, 50% chance for attacks against him to miss.
Aetherderon, God of the Worlds [AG BOSS] HP: 75,000/600,000 Polyp Swarm: IIII Great Call: III Starstrike: IIIII Stare of Immortality: II Dead Yet Dreaming: IIIIIIIIII Glitch: III Aetherderon is away for the moment, please leave a message after the beep (Turns Left II)
Shadow Fighter [N]: HP:5,000/10,000 (x6.) Shadow Fighter: HP:2,000/10,000(40% chance to not get hit by attacks) (20% chance to hit dodging foes) (+10% evasion from attacks from airborn enemies)
Godmodder: HP: 48/100
This will be finished soon, sorry for the wait, life is really good at getting in the way.
Tahm Kench uses Bargain and Tongue Lash on Death Metal.
EDIT: Piono, I think some of those elements are a bit redundant or irrelevant. For example: Eclipse and Twilight could both be accomplished by Sun or Moon respectively, even Sky; or Cloud/Mist, Power and Energy/Force, Immortality/Spirit (frankly, I think this one is going to have to be an offensive alchemy for balance sake). I can forgive it's a work in progress I suppose, but some of these elements seem out of place here in this list.
*inserts 2 cents*
Alchemy!
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 12/26) (6+ crystal) Oblivion/Void/Time alchemy. Brilliant combo.
For my reference, of varying levels and in no particular order.
Key
Starshard
Pages of Reality (collectively Tome '' '')(thought of this before the debate about elemental alchemies)
TNB E40 Tesla
Pseudo-Greatssword - space
Pen 'n' Paper
N1080 Tempest - gun
Dancing Swords
Haemorrage/Executioner
Mirror Light (shield)
Eclipse
Witchcraft
Charges!
Ezi's Light 2/15
Transistor 14/300
[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
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. Cannot be used on Bosses
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 (1 new soul)
Soul number 3, coincidentally level 3. Fire/Chaos Soul with unusually low hp...
Lucid Soul of the Pyromaniac (Fire/Chaos): Level 3 - 40'000/40'000hp
20% chance not to be hit.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Current Soul Level Count: 7
Actions!
Shadowform is available! 2//3
Lightform is available... 2/3 (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.)
Aayla chucks @Jondanger23 a copy of the Divine Godblade, before using it to laser Death Metal in the back of the neck and buff anyone trying to heal the Creator or Destroyer.
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 souls can be used per alchemy with a maximum of 3 levels past the cap.
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 killed, 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.) 3/3 Physics Inducer (Level 18 - Relic) (Purely Defensive)
Resonance (Level 25)
Aftershock (Level 15)
Sunstone (Level 5)
Divine Godblade (Level 20)
Underworld Jadeblade (Level 15)
The Fallen (Level 17)
Albiit (Level 10)
Spiritblade (Level 7)
Magickal Flute (Level 5)
Denito Surrexit (Level 10)
Hand of the Archlich (Level 25) Current Souls: 12.5
Current Abilities: Soul Collection, Blizzard, Life Drain.
NOT TO BE CONFUSED WITH THE KILLABLE ENTITIES
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
May as well.
Uncharged:
Soul of Intelligence: Level 1
Lucid Soul of the Pyromancer: Level 3
Charged:
"Nope. That's it." - Courier from Skyrim.
Support (if you are supported I will tag you)
3+ @crystalcat
@pionoplayer : OK, fair enough. I can understand trying to bring people up, though I think part of the reason why people are making those improved versions is because they're trying to trump you to make sure they have a few aces up their sleeves if they ever have to face you in the Arena. Regardless of random assumptions, in the spirit of Fairness and not inflating everything, I will considerably slow down the assists to you, if not outright remove them from here-on for right now, though I'm still gonna wait until the Potentias Est because I don't have a Creation Alchemy yet and I'm going to get an Oblivion Artifact, and on an alternate consideration I really don't want to grab a second Godmodder character (and have a Reality artifact incoming anyways).
Also, I personally think you are, SOMEHOW, underestimating how powerful an Alpha Godmodder is. If you were just bestowed the generic title of a reality-warper, then OK, that's Level 10 and I wouldn't disagree on it. But being an Alpha Godmodder SPECIFICIALLY should be cap-level. Why? Well, it being a mostly-RP thing doesn't really justify it's level still being 10, for one; for another, you technically DON'T use that particular alchemy due to its effects, so really it's only being valued BY that buff; RP is the entire point of Arena, so using that effectively makes you unstoppable in there as it stands to everyone except Tazz, and against Tazz it's more so because he has an Alchemy specifically to hard-counter you completely than anything else. ( @The Flaming Toast , ain't gonna lie, you are going to have a really bad time against Tazz in the arena when you get around to that).
Now, that's already fairly convincing to arbitrarily bump up the level even if the power doesn't change an inch (IMO), but then, being Level 10 out of 25, it implicates it could go to higher levels-and logically, a higher-level version of this alchemy would possibly increase your rank MORE, and while most players would naturally match an Alpha godmodder's powers right NOW, fighting a Godmodder, this doesn't apply when they're NOT...AND, Alpha Plus (assuming Alpha Plus is where it even stops) is enough of a leap to WELL surpass standard player powers, which implicits the need for damage boosts or OP scale nerfing and makes whoever got it next-to-impossible to fight in arena 1-on-1, even if they got an artifact specifically to nerf them at that point. I'll be frank, the idea of players climbing the Godmodding Scale is one of my worst nightmares in 0rigins, and that shouldn't be a thing Cryptic has to worry about, at all. We have to establish a limit for this kind of stuff in the end, and though it may be a very generous limit, I think THAT is altogether pushing the OP scale player-side.
Plus, I think you are underestimating the element itself: I DO believe in redundancy amongst elements (if used right), and Reality is particularly bad because not only can you theoretically use that to generate and control EVERY other power (to a somewhat more limited extent, but still strong enough to be dangerous), it also has innate (and stronger) control over Space, Time, Distortion, and a few others. That Godmodding is geared towards Defense in general doesn't change that it's also a really powerful offensive tool if used right. Let's remind ourselves: The Godmodder can effortlessly stop time to do whatever he needs to and Alpha handed you your rear end fairly raw without any super-empowerment, just his high-level Godmodding. With that high-level godmodding, he created a supremely impenetrable trap (Creation) then mind-controlled you into handing over powerful artifacts (Psychic).
Ultimately this is something for the GM to decide in the end, not us-he can easily veto either of us on a whim. I just had to say my piece there.
On the multi-elements, you're not the first to think this in DTG (or at least, not the first to voice this): Twin has recently used an Archaic Waffle Sorcerer attack in DTG0 (no seroiusly. You should read that attack, it's GLORIOUS), and the 11,000 elements thing that Generic was on at one point was only half-joking in the end...
Finally, on Paradox: I'm reasonably sure Paradox ISN'T an element to begin with, but I'm not going to argue that: I WILL say, however, that you would be pushing the OP scale through a truly Paradox-Controlling Alchemy, unless it's only offering partial control and not full control. I make players roll D10000 (yeah, D10000) every time they make or use a Paradox to see what additional random carp they create (possibly literally). I've outright said that paradoxes cannot TRULY be controlled as far as is known, only channeled (and that's complicated enough), and if there was a way to control them it hasn't been discovered (and whatever that would be would be ridiculously limited: Like, 'I have to focus on controlling this ONE paradox, only this one, and I basically can't be doing much else other than dodging, and I have to be touting the core right next to me to do any of this' limited. (for that matter: I've put up a DTG guide mentioning Paradoxes. It also said there is no such thing as 'strong' or 'weak' paradoxes; an epic level time shenanigans could amount to basically nothing, while something as light as a matter-overlapping telefrag could end existence immediately. More...Implausible events tend to generate MORE paradoxes at once instead of creating a 'stronger' one.)
Then again, considering the Alchemiter operates on pre-copied things with very few exceptions, its doubtful it's mysterious creator could have possibly thought of that...Or DID, and removed it for the sake of the multiverse. I'm not saying it's IMPOSSIBLE to make it, or for that matter that you shouldn't (I am hardly the guy to advocate keeping things balanced given I have a 60K damage hat who's charge time is basically a formality for the sake of balance)...But seriously, you're REALLY pushing the OP scale there buddy. I mean, if you really want I can't stop you, of course, that's up to Cryptic.
I also have several elements to suggest right now, even though you said you don't want that until you get past Dream. Some wacky, some that REALLY make sense.
@DarkSide : I personally agree, we should have a cap at some point (and if anyone has any excess they'll get some +1s from Piono to 'lower' the bidding down to acceptable levels). Maybe not a wipe to accommodate it-IF we apply it immediately, we could have Piono just assist people who go over the bid cap as an 'exhcange' to shrink them down to match the cap, meaning it would only take a few +1s depending on the size of the cap. As for the Cap itself, it should probably be either 20 or 30. Let's keep in mind, draws mean both winners shrink down (if not just drop to zero).
HAT CHARGE: 3/5.
OFF CELL: 2/15
34/50 gorilla
+1 TO PIONO, +1 TO CYANOGYNIST, +1 TO GENERIC.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 21/26)
---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 (AO), THE UNDYING LIGHT. SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (A/M), 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:
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
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.
ARENA:
Arena Cue:
-Special: The Flaming Toast VERSUS The NonexistentTazz, First Guardian of Minecraftia. PENDING.
-AVAILABLE.
-AVAILABLE.
ARENA CHALLENGES: I am ALWAYS looking out for new people to dish out the pain to. As such, I'm demanding Arena Challenges. I'll take 3 at a time on-cue.
There are two kinds of opponents you can pick. The first is versus my standard characters. There's a slight difference between each; The Not-Elf will use Akron's Core and the Crystalized Ki, will Fredbear will use the Lord Michael's Hat and the Medusa's Head. This is of standard difficulty. Rules and prizes will be discussed. Any special arena events will override challenges, so take note. This can occur in Free-For-Alls, Duels or Tag-Team matches, though I do NOT count them as separate characters for tag-team, so please if in the case of a Tag-Team, let me have an actual player on my side, m'kay?
The second is against Tazz, who is as of right now, Piono (you remember him only losing basically due to an idiot ball moment, right?) on steroids due to a variety of reasons and abilities. The second is only available as a duel as well (I may consider 2-on-1 format if he proves too strong to be beaten). Due to intense difficulty, no penalties (unless you want to do that or something) are required for losing, as the fight is quite purposefully stacked against your favor. Great rewards await you upon victory, however. He WILL have the equipment of all characters barring their spoils of War. I'd prefer to not have gimmicks to not expedite the issues you will have on this type of foe, but by all means go ahead if you feel confident enough (as long as they're balanced for both sides. No easy way out here with cheese gimmicks). Beating him gives you exclusive rewards...And you might find someone else to beat up who's OP as all getout? I don't know. But yeah, for anyone who thinks they are literally the most boss thing in existence, there's this. *stare at piono*
ALCHEMIES:
After I obtain Traho, rounding out my alchemy collection for Project Eclipse, I'll +1 anyone who's willing to give me +1 on a consistent trade basis.
Anyone who makes an Alchemtier Upgrade to increase max created Alchemies to 4 will get +25, over a period of time. Alternative rewards can be discussed upon completion.
...zzzz...No, happy, don't go away, I wanna hug you...No, not-AH!
...Well, that dumb Guardian person put me in a Hotel...This is Aetheria, isn't it?...
...Ugh. That jerk, again! I, I did better, but not enough...Did he-no. Good, I hid my stuff better this time. Or did he just not take it for some reason? Hehehe, doesn't really matter, I think I've-oh?
...Now, what's this, hiding under the bed? Hrk...This looks interesting, but it's so friggin' heavy! Ugh...It's fullplate, I don't use fullplate...The Alchemiter could fix that-wait, Traho?
...Jeez, the L00T around here. It's absurd. I mean, Aetheria is a city. What is this doing underneath a bed?
Was that Elementalist, like...Nah, he's not the type for that...OK, this is some kind of Easter Egg that some random guy left lying here because why not. "Congragrurations, Roxxanne, you looked under the bed and felt something funny! Here's your ridiculously powerful chestplate!" Hah!
Now, where was I?...Oh, yeah, crypt, killing bosses and that dumb robo-bear. Hrm...No, he definitely left me here with the weapons deliberately, the key for the door is right there...Ugh, he knows how I'm gonna think!
THE gorillaING gorillaSPAWN NOT-ELF IS GONE FOR A MOMENT. I KNOW SHE'LL COME BACK, AND THE WATER HORSE KNOWS SHE'LL COME BACK. THE PROMISE OF L00T AND CORPSES INTRIGUES HER ALL TOO WELL. BUT SHE IS NOT HERE RIGHT NOW. NOW I CAN ACTUALLY DO THINGS IN RELATIVELY MORE PEACE THAN BEFORE. THANK gorilla.
IN ANY CASE, TIME TO RESUME THE GRUESOME MURDER OF DEATH METAL.
LACKING AN ARM THAT WOULD ACTUALLY FIT BASE, I PUT IT ONTO A TRIGGER MECHANISM THAT WILL ALLOW ME TO FIRE IT LIKE A NORMAL GUN AND MORPH IT IF NEED BE. THE WATER HORSE AND HIS OBSESSION WITH ARM CANNONS IS STARTING TO ANNOY ME, BUT I HAVE MY WORKAROUNDS SO I WON'T COMPLAIN ABOUT IT YET.
IN ANY CASE, BASE, THE GUN THAT FIRES AS FAST AS ULTIMATUM AND AS HARD AS AN AWP SNIPER. WITH A RELATIVELY BALANCED BULLET SPREAD TO BOOT. I CAN ACTUALLY SNIPE IF I KEEP IT TO A SINGLE-SHOT. WHAT A MARVELOUS AND POWERFUL WEAPON THAT COULD THEORETICALLY BE USED IN MOST COMBAT SITUATIONS. TRULY, THIS IS THE gorilla.
IT WOULD BE A SHAME IF DEATH METAL HAPPENED TO HAVE HIS SIDES PENETRATED BY A RIDICULOUS TORRENT OF BASE'S HIGH-POWER AMMUNITION.
WELL, A SHAME FOR HIM ANYWAYS. AND I? I WAS NEVER A NICE ANIMATRONIC.
I PROCEED TO RACE AROUND DEATH METAL, FIRING BASE INTO HIS SIDES AND BACK AT EVERY OPPORTUNITY I GET WITHOUT STOPPING, OCCASIONALLY SWITCHING THE DIRECTION OF MY CIRCLING BUT ONLY STOPPING TO THROW OFF ANY RETALIATORY STRIKES AND ONLY SHIFTING FROM THE CIRCLE TO DODGE ANY TRIPPING AND SUCH. THIS CONTINUES FOR SEVERAL SECONDS UNTIL DEATH METAL IS SUFFICIENTLY DIZZY, WHEREUPON I LEAP UPON HIS BACK AND PLOW BASE RIGHT INTO WHATEVER SEEMS THE MOST VULNERABLE SPOT ON HIM, AND FIRE AWAY AS LONG AS POSSIBLE.
HE SHAKES ME OFF IN A FEW SECONDS, BUT I BELIEVE I HAVE DONE DEATH METAL A CONSIDERABLE AMOUNT OF HARM.
Italicisedelements for souls are weak or specific (see the name to get an idea) elemental components.
Also, in regards to the Arena challenge with Tazz, I'll not be doing to much on the conversation aspect (considering I'll probably be dead, but ignoring that), simply because Calan doesn't quite have a personality that clicks yet.
LIGHTFORM CHARGE: 1/3
I use my insta-kill on the Lucid Soul of the Pyromaniac.
~~Inventory~~ Equinox(Level 25) THIS IS INCREDIBLY ZILLY (Level 25) Gjallarhorn-o'-Plenty (Level 12)
Vi Forti (Level 10)
Jaractet (Level 18)
Mens Potentiam (Level 10)
Navitas Nox (Level 10)
The Fallen (Level 17)
Ghastly Goggles (Level 3)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+2 to Pionoplayer
+1 to GoldenReady
~~Charges~~
Rohan Sharpe Anforth [AG]: 17/33 Inhale my rage, engorillament child.
Fourth Alchemiter Holopad [ALCHEMITER UPGRADE]: 31/50 The maximum number of alchemies that can be made in succession is increased to 4.
~~Alchemies~~ Navitas Nox || Baby Face Blaster && Soda Popper && Vortex Beater && Gjallarhorn-o'-Plenty = Moonbeam (Level ?) (2/?) A pair of dual laser rifles that shoot many homing explosive lasers. It also has Hype and Boost abilities.
Vi Forti && Blue Moon && Sunfury && Dao of Pow && Flower Pow && Flairon && Golem Fist = Nantonium Star (Level ?) (2/?) The king of flails.
Fedora || Mens Potentiam && Time Titan Essence && Euphoria Titan Essence && Ghastly Goggles && A Deep Commitment To Purple = Minutemann's Fedora (Level ?) (1/?) Mens Potentiam, in fedora form, now with time powers.
@CrypticCataclysm : Now, Cryptic, I'm curious. The statlines for the Creator/Destroyer are really inflating the update beyond what it should be. Is there any reason why you're keeping all of that up there? I mean, if it's just so you can remember, it's relatively easy to fix the issue: Just slip the FULL statline into a word document that you keep track of for update purposes, and just make a shortened statline that ONLY keeps track of the Entity's HP and Charged attacks for keeping track of the EoTB. Thus, for the Creator and Destroyer (and their adds), right now, you'd have something along the lines of this in the EoTB (pre-update):
The Creator [H BOSS]: 300,000/400,000 HP. Judgement: III Divine Rage: IIIIII
Blue Crystals [H]: 10,000/10,000 HP x1.
The Destroyer [H BOSS]: 390,000/400,000 HP. Nightmare: III Unholy Wrath: IIIIII
Red Crystals [H]: 10,000/10,000 HP x2.
Much simpler to read, am I right? (The colors and such are stylistic choices on my part). And you'd still have all the complicated data on a document that you can reference at any time-and can do this for any number of entities. I'd also kind of take care to put commas in between to differentiate the orders of thousands like i've done here, because it's a bit easier on the eyes and makes it a bit easier to keep track of, but that's a style thing and that's up to you.
A few other things, Cryptic: Entity orders have traditionally gone into play AFTER all player actions (so Pionoplayer declaring that The Creator and The Destroyer are going to use Judgement and Nightmare means they'll use it during their turn in the EoTB), though you don't really need to follow this if you think it might be somewhat cleaner for you; and I think Aetherderon would be back from his Dead Yet Dreaming charge at this point, because time hasn't frozen up there or something odd like that, and it might be relevant for the entities not in the Crypt to possibly join the party if their players feel the need. Unless they honestly can't, but since the Valkyrie Tank and Zombie Goku managed, why not them?
Forging... The Physics Breaker && Foresight && Balance && Delta Mechaniza VIII = Leinro Fiit (Universe's Bite) (Changed from Equilibrium) (Lv. 25, 17/26)
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 14/26)
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 3/26)
Summons...
Legendary Support (52/200)
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*. (21/30)
*Note: They're ALL coming back with greater power after this.
Weather...
None.
Absorption:
Why do I still have this... it's wasting space, and I'm no longer using it.
Actions...
Orb of Merging (5/30)
I dual-wield the Fourth Dimension and Ved Vozahnil ('Cause that's totally safe), and attack Death Metal via a projectile from each one AS WELL AS hitting him with them both at melee range (Yes, I attacked with a railgun at melee range. By slamming it at him).
RP Stuff...
Finally decided to get a separate section for this stuff.
...But I'm not gonna use it this post.
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 its components, 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:
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:
Elements:
-Ice (x2)
-Fire
-Darkness
-Water
-Nature/Plant
-Death
-Distortion
-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.
Yeah, I'm basically just fusing alchemies together to form powerful blades, each with a unique purpose, while simultaneously keeping my old alchemies.
ALL alchemies:
Ved Vozahnil (Black Nothingness) (Lv. 25)
The Fourth Dimension (Lv. 20) 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
((Ya know, I just realized something; much of my arsenal is mostly for RP. I hardly use them outside RPing anymore... guess it's from the very little damage I've been getting out of attacks that had a metric gorillaton of effort put into them))
Support...
I help...
(+1) Piono
(+1) Crystalcat
(+1) Cyan
+3 Piono
If you take another step forward... 5/50
you are REALLY not gonna like what happens next. 5/50 NEW Gatekeeper's Scythe && Valhalla 10/??
Recreate: Cipher's Call 11/11
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)
Forging... The Physics Breaker && Foresight && Balance && Delta Mechaniza VIII = Leinro Fiit (Universe's Bite) (Changed from Equilibrium) (Lv. 25, 18/26)
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 15/26)
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 4/26)
Summons...
Legendary Support (53/200)
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*. (22/30)
*Note: They're ALL coming back with greater power after this.
Actions...
Orb of Merging (6/30)
I do a thing that does the stuff and the things. RP Stuff...
I walk back into Aetheria, now the only land of peace in this war-torn world. It was as I remembered it; everyone seemed to be going about their daily business, as if the whole crisis never even happened. It was peaceful, and I was glad for that.
But taking in the sights of Aetheria wasn't what I was going to do today. I was going to do something completely different.
Due to the arena battle that recently happened against me and the Not-Elf, I had a few... questions for her. Specifically...
When she said; "Ugh, Ever since that DarkSide guy had his run, it's EVERYONE's rushing to become a Black Dragonkin. Like, screw those guys! ONE Famous warlord had a good run, ONE! And good for him and all that stuff, rip in peace, whatever! And five-gorillaING-trillion YEARS later, and every last person that followed is as arrogant as hell, and suddenly the OP gorillaheads are everywhere!" back when she was enraged about me winning from an admittedly poorly-executed Vita Australi self-impalement that somehow healed every wound in my body, it caught me as strange when she mentioned certain parts of her rant. I knew that I was the first "Dragonkin" to roam the earth, but others? How the heck would that work? I got this form from a one-of-a-kind ring, and before I wore the ring (which was only a week ago in game-time), I was a Darkone, not a Dragonkin. And the implied statement that I've been dead for trillions of years is just as, if not more, confusing than the other statement... surely saying that kind of stuff in front of the face of the very person she said was dead would cause a paradox? Supposedly the only way that could work was if there was another DarkSide during that timeframe and just so happened to be a Darkone and found this ring in ruins and made the ring become ruined again. Can't be too certain, though...
I know that the only way to get out of Aetheria now is through the portal, and ONLY through the portal. I decide to try and intercept the Not-Elf there, as non-aggressively as possible. In fact, I use VV to transform into wolf form, possibly so that she won't recognize me too well (even my voice had changed a bit). I put away VV, but I still remain in Wolf Form. Not much left to do except sit and wait for her to inevitably try to come through the portal. Whenever she does, I will ask (while acting ignorant, making my true form unnoticable);
Hello, Roxxanne.
I have been watching the fight from afar against the Dragonkin. Weird fight, hm?
I've also been listening in on your rant against the Dragonkin, and a few things struck me as odd... you mentioned the famous warlord DarkSide, did you not? And you mentioned that he died as well. How did he end up dying, hm? *Tilts head a little*
Another thing... you said there are more Dragonkin around when there is only the Dragonkin you fought to be seen from around the planet. Is there something in this world that nobody knows about that race? You seem to know a lot more than the rest of the people here. Arf!
Should I succeed in getting the information I need, I let her go do what she desires without being difficult. If not... well... she'll be in for a shock as I transform back into the Dragonkin, and then further back into a Darkone; the very same one she mentioned countless times over... DarkSide. Looks like I've overcome the ring's curse, thus allowing me to switch from my Dragonkin form to my normal Darkone form, and vice-versa. Then again, this would have happened anyway, so... yeah. Despite what everyone had come to believe, my time in Dragonkin form had made my old form more resilient (I could already bathe in lava just fine in my original form, but now my flesh has strengthened more against everything), thus allowing me to tank more hits in my origin form.
Surprised? Bet ya weren't expecting that to pop out of thin air. So fess up what you know already. Sheesh. So how did I die so far in the past, before I was even born? And are there really other users of the ring out there? Speak.
I definitely wasn't accepting any BS this time; I could get her murdered nigh-instantly via a person named Sirplop, and whoever rules the dimension where Aetheria now resides. Access via the portal could also be shut off/turned on at a moment's notice.
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)
-Darkone
-Snake
SOON TO BE AVAILABLE:
Leinro Fiit (Universe's Bite) (Lv. 25): combines the aspects of its components, 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:
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:
Elements:
-Ice (x2)
-Fire
-Darkness
-Water
-Nature/Plant
-Death
-Distortion
-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.
Yeah, I'm basically just fusing alchemies together to form powerful blades, each with a unique purpose, while simultaneously keeping my old alchemies.
ALL alchemies:
Ved Vozahnil (Black Nothingness) (Lv. 25)
The Fourth Dimension (Lv. 20) 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
((Ya know, I just realized something; much of my arsenal is mostly for RP. I hardly use them outside RPing anymore... guess it's from the very little damage I've been getting out of attacks that had a metric gorillaton of effort put into them))
Support...
I help...
(+1) Piono
(+1) Crystalcat
(+1) Cyan
LIGHTFORM CHARGE: 2/3 COMBAT OPERANDI - STEEL RAIN
I crack the ceiling open with Vi Forti, then make it rain ingots of every metal ever on Death Metal. "SPESS MAHREENS"
~~Inventory~~ Equinox(Level 25) THIS IS INCREDIBLY ZILLY (Level 25) Gjallarhorn-o'-Plenty (Level 12)
Vi Forti (Level 10)
Jaractet (Level 18)
Mens Potentiam (Level 10)
Navitas Nox (Level 10)
The Fallen (Level 17)
Ghastly Goggles (Level 3)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+2 to Pionoplayer
+1 to GoldenReady
~~Charges~~
Rohan Sharpe Anforth [AG]: 18/33 Inhale my rage, engorillament child.
Fourth Alchemiter Holopad [ALCHEMITER UPGRADE]: 37/50 (+2 DarkSide, +3 Redstone) The maximum number of alchemies that can be made in succession is increased to 4.
~~Alchemies~~ Navitas Nox || Baby Face Blaster && Soda Popper && Vortex Beater && Gjallarhorn-o'-Plenty = Moonbeam (Level ?) (3/?) A pair of dual laser rifles that shoot many homing explosive lasers. It also has Hype and Boost abilities.
Vi Forti && Blue Moon && Sunfury && Dao of Pow && Flower Pow && Flairon && Golem Fist = Nantonium Star (Level ?) (3/?) The king of flails.
Fedora || Mens Potentiam && Time Titan Essence && Euphoria Titan Essence && Ghastly Goggles && A Deep Commitment to Purple = Minutemann's Fedora (Level ?) (2/?) Mens Potentiam, in purple fedora form, now with time powers. Signature weapon of the Minutemen.
@Crystal: Wait to suggest any names until the item itself has been come up with. Once the item for the element has been come up with, then feel free to suggest a name. I'm bookmarking the post so that I can keep tabs on what's what. @DarkSide: Yeah, you know, I'm going to change to the old idea that I had. As soon as you win a bid, your score drops back down to 0. Also, I cleaned out the bid of people who don't post anymore or just never did more than 1 offs.
@TFT: I'm aware that some are redundant. I cut some out that were really just stupid, but each element has a slightly different flavor to it that gives you different effects.
I sort of have a "ranking system" of all the different elements, with 5 different ranks, and subranks between them.
You have the rank 1 elements (such as bacon, rust, and ranch dressing) that are over-specialized. They're generally weaker because there aren't really many situations that build up that amount of elemental energy.
rank 2 elements such as fire, lightning and air are standard elements. They build up fairly strongly, but you don't get world-shattering natural build ups like you can with the others.
rank 3 elements such as physics, sun and moon can get some colossal buildups. They're considered "high" elements because someone just tapping into the natural stream can become immensely powerful without needing to deliberately increase the flow.
rank 4 elements are much more rare. Eclipse, Conjuration, Destruction, Distortion. These ones have a tendency to be more abstract, but incredibly powerful. Normally you can't get planes of fire or whatever without a god or somesuch making it. Rank 4 elements are generally abstract and powerful enough to cause big ripples just from how they build.
rank 5 elements. There's a only a few of these. Out of all the ones listed so far only the following make this cut: Creation, Oblivion, Reality, Twilight and Paradox.
Each of these works as some of the bases of universes. Very few can control these base elements, and artifacts that can do so at unrestrained levels are highly sought after.
@tazz: You're right, I think that whole alpha godmodder thing probably isn't the best idea. Let's drop that bit for now. If it ever becomes relevant we'll hash it out with twin. As for Paradox, you're right, its a paradox channeling, not controlling tool. And actually, I read up a little bit when I saw your post (also, am I correct in believing that GS stands for General Silliness?) and I saw that. I somewhat agree with it, except that reality actively clamps down on paradoxes. They are all really unstable, but some of them have more pronounced effects than others.
And there are two known artifacts in the multiverse capable of truly controlling paradoxes if used correctly. Paradox Dimentio possessed both for a short span of time, and only a healthy dose of the Narrative already being present kept that from turning into a fiasco on a grander scale than The War of the Dark Carnival.
257/500 for the charge of potential
63/150 for The Saviors
Magic Amulet = Maleficis Est 9/11
Distortion Mirror = Disparem 5/11
Creation Pickaxe = Potentias Eius 3/11
I do... more mind control on the Creator and Destroyer.
LET'S GET THIS OUT OF THE WAY, THIS POST IS /NULL. BUT BRACE YOURSELF, THIS POST ISXBOX HUEG. @pionoplayer: Topics of relevance below. Color-coded for your convenience! Everyone else, unless you're interested, you should skip until you see The Flaming Toast's mention.
New Element Suggestions: You kind of missed me saying this, and I WILL just forget if I have to wait until Dream, so...Here's a big ol' list.
Obviously the 10 Pionoparody Alchemies (Almighty is at least rank 3, unlike most others, given how it's basically neutral to everything and has a lot of power for even it's weakest spell.)
Table
Energy Drink (Form of a Bottle)
Star (Basically the Disgaea version of Almighty, though it also does involve actual stars as well and could refer to any 'Celestial' attack and is possible to resist/be weak to it.)
Kyne/Kinetic (Form of Boots) (Opposite of Psyche/Psionic, dealing with movement and the physical-also powerful enough to rightfully be Rank 4 in most cases)
Waffles (bit of a duh)
Windows (Form of a Window Pane, obviously)
Concrete
Paper
Neon
Video (Form of a Camera) (again not a joke; I'd see Infamous: Second Son for Video, Neon and Concrete, actually, they make some VERY strong cases and I can't explain them properly)
Limbo (Form of a Robe) (for those unaware: Limbo is basically DTG's version of Hell; a monochrome land where you literally lose your memories slowly over time until you're basically nothing. It's so bad that apparently being annihilated by a being of pure oblivion energy is preferable.)
Tetronimoes (form of a Cube)
Corruption (Form of an Orb)
Owls (form of a Trinagular Pyramid) (the last 3 are noteworthy as 3 of the 4 corners of the Void that help gave it form; whist technically part of the Void Itself, they're technically elements unto themselves. The last is the Hexahedron, which is more of a construct than an element)
Trope (This is Rank 5, given the setting hopefully it's obvious to at least piono why it's rank 5)
Code (Form of a Labtop)
Hot (Form of a Branding Iron)
Cold (Form of a Portable Fridge)
Spooky (Form of a Bedsheet)
Stench (Form of a Sock)
Sleeze (Form of a Photograph)
Cute (form of a Doll) (this and the above 5 are the 6 elements of Kingdom of Loathing, kind of. Cute isn't actually part of the combat system and merely an implied element, part of a questline...Yeah, Kingdom of Loathing is a weird game.);
Draconic
Fae (referring to Pokemon here with Draconic and Fae more so than anything. Including the fact Dragons are weak to Dragon-type moves. Yes, this applies to the Element iteslf and the elementals as well. No, that doens't make sense. Yes, it's what happens anyways. Let's roll with it.);
Vim
Pulchritude
Imagination (Problem Sleuth. Equal parts Statistic and Element; Vim is Physical ability, Pulchritude is a measure of Charisma, and Imagination is an intellectual thing.)
War
Peace
Neutral (Bit weird: This is more of an arbitration between other present elements, capable of hitting for standard amounts of damage against users of any element and operating under most conditions. NOT Almighty; Metal and Stone resist this for some reason and a Spirit user can ignore it outright. And only those, as well. And in some rare cases it can be flipped around and have some rare entities WEAK to it.)
Legendary (I'm digging into Fossil Fighters for this one; this is basically a reskinned, 'special' Neutral element, though the few Vivisaurs who have it more than deserve the title and do tap into elemental powers a lot).
Hope (Rank 5. Automatically Rank 5. If there ever was a reason the Narrative won against the Conflict during the Cataclysm, it was this. Or at least, it's a potential reason why it won, there could be more involved. I know you watch Homestuck so you have an idea of what this can do-and it's a proven bane against supposedly-invincible entities...And in addition, it's proven to have Magikarp Power. It's growth potential is theoretically infinite.)
Doom (Read this as Disaster. LIke, calling down Meteor Strikes, Earthquakes, and Volcanic Eruptions to beat up people. Or something else.)
Trade (You could also call this a Money Element...But this is actually fairly serious, as aside from Coin Gun Exploitation and never needing to worry about money ever again, proper application can get you incredible resources for dirt cheap from entities that would otherwise kill you for even asking about it. Hrm, I can't possibly imagine a potential use for this that Piono might have, as clearly there are no entities witholding extremely powerful artifacts that empower his most powerful ally. /sarcasm.)
Travel (Form of a Suitcase.) (Again, surprisingly on the serious side of things-You will NEVER worry about moving from Point a to Point b EVER again. Even if point b is literally impossible to reach. You could walk right into Haven with this, bypassing literally every defense without a care in the world, and then walk right back out to Project Nexus'es HQ despite it clearly being nowhere near Haven. You wouldn't even know how you did it. Plus, you'll basically never get ambushed as long as you're on the road).
Luck (Non-paradox RNG, eat it!)
Hate
Trust
Despair
Ink (You know how Erelye goes around with his Inky abyss? Well now you can too!)
Sword (Form of a Pen; Name of Tetrixcalibur) (The opposite of Ink. Also, sword-y. Make a literal field of blades by making it rain swords from the sky! Also comes with it's very own weapon, with name, right out of the box!)
Cut
Stab
Bash (Yes, those are three elements devoted to types of physical damage.)
Grimdark/Eldritch
Trickster/Cherubic (OK, these last two deserve explanation that I'll give below for everyone that doesn't know about them, because thrusting them upon you without proper knowledge is just really mean. Especially if they wind up becoming relevant, which I'm paranoid about. Which is why everyone else should skip until you hit The Flaming Toast's mention below to quickly get a grasp if you don't already, and if you do, well, what's below is the best as I can explain it. There could be a few points of contention but that's the gist of it. I'm expecting you, Piono, to ignore these two particular 'elements' for reasons you are well aware of, though I'm not entirely advocating AGAINST their creation either. Havoc is always nice to have around here, huehuehuehue...)
Existing Element Forms/Names: Fear should be a pair of Tiger Claws, known as "Timor tactu", or Fear's Touch. Remember, Freddy Krueger. He's a scary dude. Also Wildstar Stalkers AKA Batman-Wolverine-Predator. Rust should be a Shield, Laser should be a Monacle, and for humor purposes, Paradox should be a pair of Dentures known as "Random Rem" (which pretty much describes Paradoxes. Yes, Random in Latin is, in fact, Random.).
Pre-Existing Elements & ranks: Considering what the Eclipse itself represents in DTG, why is that just rank 4 (well, Rank 4 is implicitly big, but given the impact of the event you'd think it would be higher) And what's so special about Twilight (aside from sharing a name with, well, THAT Twilight) that it justifies Rank 5? Twilight is basically the edge of dusk and technically occurs every day (or is alternatively a bad bookseries); an Eclipse comes in two flavors and considering what the Eclipse was in DTG2's climax, I'd say that it's the other way around unless I get some explanation. Also, I do agree with Toast, while some of them do have their special flavor, 'power' and 'force' are literally synonyms. That's gonna need some explamation. The others could be said to have slightly different meanings, but I'm having serious trouble seeing that here.
Bidding rules: Personally I'm OK with that, but I still think we should have a cap (around the 20-30 range as said) so we don't have any situations where we can feasibly make a ridiculous lead (IE me, twice now) through holding. Just because I'm the only one who has doesn't mean someone else won't.
GS faction: the [GS]group actually stands for Gottestöters-Godslayers in German. They're actually a player-made faction as well. Long story short, Crusher decided to make a faction-then the Anti-Godmodders (I veto'd the name to prevent confusion from the similarly-named Anti-Zeros). Pretty much everyone expected it to fail. However, considering the options were Neutral, with Richard, or with UserZero, and the Godslayer (then the Anti-Godmodders-the name was changed to evade as much confusion as possible) wanted to off BOTH Godmodders as a specific faction, I realized the potential, knew that at least a few people had that kind of idea about this conflict, and gave him a chance to build up the faction enough that it could become official: Specifically, he needed a minimum of 4, counting himself; if he failed, no-one was interested, and if he succeeded then there was merit in the faction's existence. (I actually expected it to fail, but he got the 4 required very quick).
@The Flaming Toast (And everyone else who was curious about Trickster/Grimdark): OK, so basically, Trickster (alternatively Cherubic) and Grimdark (alternatively Eldritch) are opposite elements who have a bit of a history in DTG2. The closest I can get to comparing them is the Hallow and the Corruption(or Crimson) as a relationship, but different takes; while Trickster is basically a bright and cheery Cartoon/Candy element, Grimdark is a dark and gloomy Eldritch/Ink element. They're also very ridiculous in the right hands, most likely rank 4, (possibly 5) by Piono's scale, and they're even easier to channel than most of Piono's alchemies if you're attuned, and proper attunement to either element is reasonably easy and NOT a game breaker (though both at once is impossible). And yet, there's a catch; As their closest match-up is the Hallow and Corruption(or Crimson), well, there's the fact that they're both 'Infections' in their own ways, and using either power too much (or possibly at all) will turn you into a Trickster or go Grimdark-and this is what I mean by 'proper attunement.'
In the case of the Tricksters, you turn into a candy-coated version of yoruself with literally no mental inhibitors whatsoever and enough energy to go on forever on basically an exaggerated candy-high with superpowers. This seems OK, but mental inhibitors include the thing that makes you stop killing that guy on the street you dislike; you will literally act on impulse. IN addition, Tricksters are explicitly compelled to spread their Infection to others, especially friends, and are easily capable of it themselves..And are FAR more than happy to do it. As for Grimdarks, well, they're still insane, but their minds and bodies are also in eternal and unyielding service to the Horrorterrors-aka Eldritch beasts that barely understand you and barely care for you. You don't lose your will completely, just on matters that they want a say in. This wouldn't be so bad in comparison...BUT, as far as is known, they've opposed any instance of the Narrative or its followers, so they're effectively Conflict-aligned, and to put it briefly, the Conflict is the Anti-Narrative. That sounds circular, but thee Narrative is the reason why you can fight the Godmodder at all, so...They are NOT on your side. You're effectively betraying your own cause. Of course, their not going to force you into converting your friends or even harming them unless their goals are at stake, but derailing the Narrative's course has never been good even if it LOOKS like it's good. So, between them, you either have basically a psycho happiness cult or eternal eldritch slavery. Not fun either way!
Keeping upon 'proper attunement' IS possible...but you either need absolutely no self-esteem whatsoever, and indeed a severe case of self-loathing (I mean SEVERE) as well as a truckload of stoicism outside of that (if you wind up Trickster); or an extremely powerful will and a truckload of optimism beyond what most people possess and verging into superpower territory (if you wind up going Grimdark). There is also a singular way to restore your sanity while properly attuned, which is somewhat more easy to get (and doesn't involve dying or a period of time, which would also do the trick). As said, they're opposites...Conflicitng opposites at that; The only OTHER way to gain sanity upon 'proper attunement' is to duke it out with someone of the opposite element and win (and if you lose, you ditch the 'attunement' so it's technically a win-win). Which is why there was a Grimdark/Trickster war during DTG2, and why I suggested a possible Grimdark/Trickster strife for the arena. Insert here made a Spiral Sucker, turning Trickster, while another player (known as TheLordErelye in DTG2 and not present here) turned Eldritch through the use of a special technique. It was then decided that, since Insert and his steadily-growing Trickster company were bent on causing trouble, that the duo were to go to war with tehir forces to determine who got to master their powers and who would ditch them. (The Tricksters had a man up so Erelye fought twice...But he won both times, so the wins ultimately come out even but the number of master Tricksters to master Grimdarks were 2 to 1, and that's not counting me, who wound up Trickster later.
/null
I will start typing null gorilla in purple. @GoldenReady I want the Video, Kyne, Hope and Code alchemies. Dibs on all of them. @pionoplayer Here's my suggestions for the secondary elemental alchemies (A.K.A. You have no idea how many kinds of titans there are.)
Euphoria (Shares the form of a Fedora with the LORD MICHAEL'S HAT.) (I'm already doing this, in the form of the Minutemann's Fedora.) (CONFIRMED)
Shipping (Shares the form of a laptop with the Code and Triggered-ness alchemies) (DEAD)
Memes (Form of a bag of Doritos) (CONFIRMED)
Freudian Slips (Form of a Dave Strider figurine) (DEAD)
MLG (Shares the form of a sniper rifle with the Tryhardiness alchemy, much like Vita Australi) (Done by Redstone, as Blazington 420) (Changed to Skill, sniper rifle form rejected)
Tryhardiness (Shares the form of a sniper rifle with the MLG alchemy, much like Aquilonem Mors) (Changed to Determination, sniper rifle form rejected)
Triggered-ness (Shares the form of a laptop with the Code and Shipping alchemies) (DEAD)
.jpeg (Form of a SBaHJ: The Movie disc) (Changed to Glitch)
Hammerspace (Form of a Black Strongbox from SAS 4: Zombie Assault) (Seriously. It's a good game, look it up.) (DEAD)
Discussion: Okay, thanks for that mega-post Tazz; it cleared up a lot of things I was wondering about. Also, to everyone, Aayla isn't that interesting, so I'm cutting her from this movie and adding someone cooler that would be clinically insane if they hadn't already blown up the hospital by then.
I'm awake. I had a dream about mentioning someone in my post then they gave me support. I think it was DarkSide.
EDIT: Added info on inventory for crystal.
Alchemy!
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 13/26) Oblivion/Void/Time alchemy. Brilliant combo.
For my reference, of varying levels and in no particular order.
Key
Starshard - hammer/everything
Pages of Reality (collectively Tome '' '')(thought of these before the debate about elemental alchemies).
TNB E40 Tesla - lightning shoulders
Pseudo-Greatssword - space
Pen 'n' Paper - creation
N1080 Tempest - high recoil gun with high rate of fire
Dancing Swords
Haemorrage/Executioner - blood
Mirror Light (shield)
Eclipse - mirror light counterpart
Witchcraft - finger sleeve
??? - Neon syringe (yes, psychedelics)
Charges!
Ezi's Light 3/15
Transistor 15/300
[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 this 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:
25'000/25'000hp
Will Crash enemies hit
Luna:
25'000/25'000hp
Will Flood enemies hit
BadCell:
[H]
25'000/25'000
When killed, summon a Cell and explode, dealing a small amount of damage to an entity and crashing it for one turn.
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).
Spoil of War: Buzzing Transitor Core: Deal high damage to a target and either Purge, Crash, Flood or Cripple the target.
Tahm Kench
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. Cannot be used on Bosses
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
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Current Soul Level Count: 4
Actions!
Shadowform is unavailable... 2//3
Lightform is unavailable... 2/3 (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.)
Calan wields Resonance, Aftershock and the Hand of the Archlich, then creates zombies from the remains of the skeletons, slimes, minibenders and cleaning crew by first using Aftershock to create a pulse of force through the ground to knock them all towards him; second locking them in place with blasts of air from Resonance then finally combine them into weak ghouls with HotAL's Lich potential. Aayla sends a blast of unholy energies with Underworld Jadeblade to animate them, and order them to attack Death Metal.
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 souls can be used per alchemy with a maximum of 3 levels past the cap.
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 killed, 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.) 3/3 Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Resonance (Level 25) (Air/Sound)
Aftershock (Level 15) (Force/Earth)
Sunstone (Level 5) (Light/Mind)
Divine Godblade (Level 20) (Divine)
Underworld Jadeblade (Level 15) (Dark/Spirit)
The Fallen (Level 17) (It's a gun?)
Albiit (Level 10) (Void)
Spiritblade (Level 7) (Spirits)
Magickal Flute (Level 5) (Music)
Denito Surrexit (Level 10) (Time)
Hand of the Archlich (Level 25) (Ice/Death/can become Infernal) Current Souls: 14.5
Current Abilities: Soul Collection, Blizzard, Life Drain.
NOT TO BE CONFUSED WITH THE KILLABLE ENTITIES
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
May as well.
Uncharged:
Soul of Intelligence: Level 1
Lucid Soul of the Pyromancer: Level 3
Charged:
"Nope. That's it." - Courier from Skyrim.
Support (if you are supported I will tag you)
3+ @crystalcat
Ancient Amulet (Lv. 15) [+-] Tuned Protector + Tuned Bane + Energy Disperser + Reality Magic + Null Magic == The Duelist’s Companion (Level 18) 18/21 (+1 from TFT)
Bracelet && Grand Essence of Space == Band of Shifting Space 5/11 (+2 from DarkSide)
Belt && Grand Essence of the Body == Belt of the Consummate Warrior 5/11 (+2 from TFT)
Dynamism 10/10! (+3 from TFT)
Emptiness 10/10! (+2 from GoldenReady) (CHARGE NAME SWAPPED)
Shifting Stars 1/10
Matchless 1/30
+3 to TFT.
Crystal duplicates Abiit, before pulling out one of his copies of both Abiit and Navitas Nox. Each Pionoalchemy is infused with the power of a 10-post-charge, before what was Abiit is infused into the Ring of Infinite Emptiness and what was Navitas Nox is infused into the Ring of the Dyne. The two rings soar to Level 25, each gaining, in addition to a massive power boost, the ability to summon copies of the items infused into them for weapons. This being a sickle for the Ring of Infinite Emptiness and a pair of laser rifles for the Ring of the Dyne.
He looks over at DarkSide. "Yeah, I'll take Arctoae. Although, I'm also interested in Aquilonem Mors, Vita Australi, and Nocte Consumens - maybe we could make a deal for those as well. And, fun fact, I actually didn't have an upgraded ice alchemy planned, but I may as well make one now." He tosses a copy of Denito Surrexit to DarkSide in return for Arctoae.
Any changes to this from now on will be lime green in the post they are changed, for better visibility.
Denito Surrexit (Level 10)
Gjallarhorn-O-Plenty (Level 12)
Orb of Perfection (Level 10)
Bracer of Impenetrable Armor (Level 10)
Bracer of Impervious Wards (Level 10)
Pendant of the Archmage (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) x2
Watch of Flowing Time (Level 25)
Crown of the Consummate Psion (Level 10)
Ring of the Dyne (Level 10)(Level 25)
Ring of Infinite Emptiness (Level 10)(Level 25)
Arctoae (Level 10) [Traded from DarkSide.]
Crystal summons the copy of Navitas Nox from the Ring of the Dyne. These summoned weapons draw from the same pool of power as the items they’re summoned from, as they’re basically one entity. They can also be manipulated, which Crystal does, fusing the twin laser rifles into one gun that looks more like a sniper rifle, with double the shot power and the same shot speed. He fires a withering barrage of laser bolts at Death Metal.
@tazz: alright, I decided to take your applications, but I didn't take all of them. I also added the pionoparody alchemies to my list, with you listed as being in line to receive a free one of each, since you provided them all.
The ones I didn't accept and why:
Star: I already have both Astral and Almighty, this one is an outright duplicate rather than just overlapping
Kinetic: Again, this one is an outright copy of Force. And yes, its a tier 4 element.
For the ones you listed as coming from Infamous, all the elements are THEORETICALLY the same strength, but tier 1s describe elements that, most of the time, don't build up a whole lot of natural energy.
Hot and Cold: Domains that don't really expand much beyond what is already specifically claimed by numerous other elements. I'm only accepting the ones that I see can have unique twists of their own.
I changed the name of the Problem Sleuth elements to be a bit more intuitive to their purpose.
Legendary: If you can come up with some way that it could be an element all to its own, then I'll run with it. I accepted some REALLY bizzare ones,
Note on Hope: This one would be more of a tier 3 or 4. Yes, its powerful in SBURB, but NATURALLY, it doesn't build up. In both of those instances it was because of augmentation from outside sources.
Note on Doom: You described more Destruction. Doom is more of an... ominous, more passive form of destruction, and a bit more abstract, though on the same tier level.
Note: I don't think Tetrixcalibur really works as a level 10 elemental alchemy, it had a blend of powers, rather than a single specific one.
I took out Grimdark and Eldritch because really, those don't really describe a recurring ANYTHING outside of Homestuck, so I think it'll work better if we don't use these.
As for the suggestions on the earlier elements, I took all of them but the name for the Paradox Dentures, because although it does mean something in latin, it doesn't sound Latiny, and that's more the point than actually having latin names that mean something.
Pre-existing elements: Eclipse is rank 4 because THE Eclipse wasn't really Eclipse element. It was an entity with an unnaturally high buildup of destruction and oblivion enemies and none of the attacks used actually involved Eclipse magic. Eclipse is a conflict of the forces of light and dark (in their various flavors, not just those two elements) and very powerful, but Twilight stands for the thin lines between everything. Not quite good, not quite evil, not quite fire, not quite ice. Twilight is one of the most abstract of the elements, but also prone to being mind-numbingly overpowered because there's edges in everything, boundaries and barriers, which causes absurd natural buildups of the element, as opposed to Eclipse, which only gets the buildup when said barriers come into obvious conflict with each other.
As for Force and Power, Force is a manifestation of raw kinetic energy. A solid barrier with no substance (think the invisible wall blocks in Minecraft) but just as impassable. Power is concerned with Power flow in general, magic, heat, whatever.
@Cyan: shipping denied on the terms that its a sub-collumn of Love and would make things REALLY awkward if we let that be its own element.
Freudian Slips for the second reason posted above.
MLG transfered to skill, tryhardiness changed to determination, but sniper rifle rejected on grounds of there already being a rifle alchemy.
Triggered-ness rejected on grounds of What The Flip!?!?
jpeg changed to Glitch.
Hammerspace rejected on terms of not having applications available outside of powers already basically afforded to numerous more common elements as specific basic powers.
Let's put it this way. Hope is functionally the fabric of reality. Achievements in Ignorance. The ability to shape the world by believing you can do so. If you believe in yourself enough, there is literally nothing that can stop you. Think about this game. Words on a forum, the faith in your actions allowing them to happen.
@pionoplayer: A few things...If I don't mention it, I agree and I don't need to add much to that.
Force/Kyne: Didn't know what that was represented by, but yeah I say that's fair. I still say boots should be the form for this one.
Power: You shouldn't have a definition with the word itself in said definition. That's circular and henceforth USUALLY wrong. I got the gist of what you intended to say, mind, but I'm pointing out that for future reference.
Hot and Cold: Fire and Ice are specifically a state of energy and a state of matter, respectively. Heat is a byproduct of most energies (and not Fire itself); Cold is the absense of Heat. Neither are specifically elements IMO at the moment and aren't expressed by anything in particular. That, and if you were concerned about redundancy to that extent, then Levis Ignis wouldn't have been made as Fire is a form of Energy, meaning Navitas Nox should ALSO control fire like Levis Ignis.
Problem Sleuth: The original names were all synonyms for their purpose anyways. Just a bit more wordy/rare.
Twilight: Given what you've said, it definitely justifies Level 5...BUT, please rename that to 'Boundaries,' as that just makes far more sense in the form of a name and MUCH more indicative of its actual powers-changing the limits and redefining the edges. Plus, no association with a specific set of stories.
Random Rem: Wouldn't the Paradox element be the ONE outlier here, deliberately? That being said, as it turned out, Google Translate didn't like the capital letter: Temere Rem is the real translation. Yes, it's the same thing.
Hope: What Generic just said, really. Well, kind of. Part of the reason why our Narrative empowerment WORKS is because we THINK it works, and part of the reason why some of our more obtuse attacks can work is because we THINK they will work. If we need that pebble to land there, even if it would defy physics, it WILL land there. If random carp must come out of the sky RIGHT NOW, then it WILL because we HOPE and THINK it will. You could argue that it's more Narrative than anything, granted, but quite literally our powers kicked into overdrive for the Eclipse event because the odds were very much stacked against our favor, but we nevertheless believed, quite hard, that we could beat it somehow. Same for the 13th Comb Rave: It wouldn't have worked, period, if we didn't BELIEVE it would work.
.jpeg: It was proven that the .jpeg COUNTERED the Glitch. Remember SBAHJ (basically .jpeg incarnate) and their role during the Glitch event in 2? As such, they're distinct elements. Well, for a given definition of 'element.' That, and Glitch is just the representation of out-of-control Corruption in a computer-based environment; so Code and Corruption cover Glitch already, just like Astral and Almighty covered Star.
Eldritch: I suppose the function of this is going to be given to Ink instead? It was more representative of general 'Eldritch Abomination' things, like 'physically impossible' geometries and such. Granted, I could see this just going with Ink instead.
Sword: Whops. Put in Sword twice. The first is in the standard 10 Pionoparody alchemies at the top. Le derp1, as the saying goes. You can remove the one at the bottom.
@Cyanogynist: Part of making forms for these is that, barring the twin Scythes (that was a mistake; the Death Alchemy was initially supposed to be a jar of liquid death instead, but during DTG2, when Piono was making the elemental stuff in a more standard fashion, Piono threw in Death's Scythe to the equation to give it the boost to cap level; the result turned it into a Scythe), they're all supposed to be unique.
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