@ crystalcat : This is mostly preference more than anything, but given the Creator and the Destroyer are avatars of the same entity...Teamkilling doesn't seem so likely. But w/e.
HAT CHARGE: 5/5.
OFF CELL: 5/15
37/50 gorilla
+1 TO GENERIC, +1 TO CYANOGYNIST, +1 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 24/26)
---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 guaranteed 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.) (DONE!)
INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.) (In Progress!)
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.) (Nerfing Minienders && Navitas Nox, most likely.)
-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 and repulses all projectiles away, making it a flexible offense-defense panic button.)
-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-for reference, that's 210 Petajoules of blast force. 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. Nope, scratch that: that's apparently a Suitcase-Nuke size Deathwing. Also, Tsar bomba unit measurement is base-36 (for reference, base-16 is Hex), so the real blast potential of a Madness is roughly, uh...3,ZJ9,YFS. With six extra Angry TotalBiscuits and an outraged Alsmiffy. Yeah...Pretty big. For reference, that's 89,371,661 TB in decimal, which translates to 18,768,048,810 Petajoules. For more reference: Assuming it's basis to be a Tsar Bomba for its power (it could be merely a Suitcase Nuke we're talking here) a full-on shot from one Navitas Nox rifle is approximately 10500 Petajoules, 'merely' fifty times that of the Tsar Bomba (or if you would, 1D TB). 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. (Alternatively, I dish them out, which is rare).
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:
Simple charge trading up for grabs. 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.
N/A
I DECIDE TO TAKE IT SOMEWHAT MORE EASY. AS IN, I DECIDE TO CALMLY APPLY VIGOROUS AMOUNTS OF ENERGY DIRECTLY AT THE BLUE AND RED CRYSTALS VIA NAVITAS NOX, TRYING TO ANNIHILATE AT LEAST ONE. WHEN THAT WAS DONE, I PULL OUT NULLA STELLA AND START TEARING ANOTHER APART THROUGH MOECULAR DISSOCIATION. THEN, DENITO SURREXIT IS BROUGHT FORTH, AND A THIRD CRYSTAL IS AGED TO THE POINT OF USELESSNESS, AND IS WITHERED INTO DUST. ARCUM AEREUM'S WITHDRAW HERALDS A MASSIVE BALL OF LIGHTNING EVAPORATING ONE OF THE THREE CRYSTALS EVEN FURTHER, AND THEN DARKNESS SWALLOWS UP ONE OF THE BLUE CRYSTALS-A GRUESOME NOISE FOLLOWS ITS DEMISE.
HOPEFULLY THIS WILL MEAN WE ARE AT LEAST SHORT ONE OF THOSE CRYSTALS. OUGHT TO KEEP THE ADS IN CHECK AT LEAST.
IF DEATH METAL IS STILL ALIVE, I APPLY THE BASIC FUNCTIONS OF MY ATTACK TO STRIKE AT HIM INSTEAD, AND THROW THE RESULTING SPOIL, IF ANY EXISTS, AT THE FLAMING TOAST.
Discussion:
Wow. That's actually really nice of you Tazz, although, unless any [PG] entities are summoned, I probably would have killed it anyway. Well, it's the thought that counts.
Alchemy! (1 new alchemy! 1 finished!)
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 20/26) Oblivion/Void/Time alchemy. Brilliant combo.
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19) 1/20 This sword is large and can travel through space, meaning it is highly adaptable and generally isn't a greatsword. It has control over space.
For my reference, of varying levels and in no particular order.
Key
Pages of Reality (collectively Tome '' '')(thought of these before the debate about elemental alchemies).
TNB E40 Tesla - lightning shoulders
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 5/15
Transistor 17/300
[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
Because the soul level caps at 8, no more can spawn until these die. So a Storm soul. Quite interestng.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Eternal Soul of the Storm (Storm/Lightning): Level 4 - 66'000/66'000
Current Soul Level Count: 8 (max. 8)
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.)
I go forward in time with Denito Surrexit to have a double action next round. Just because I don't really see anything worth attacking.
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.) 1/3 Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Resonance (Level 25) (Air/Sound samurai type sword)
Aftershock (Level 15) (Force/Earth knucklebusters)
Anima (Level 20) (Spirit shirt)
Sunstone (Level 5) (Light/Mind artefact)
Divine Godblade (Level 20) (Divine)
Underworld Jadeblade (Level 15) (Dark/Spirit)
The Fallen (Level 17) (It's a gun?)
Albiit (Level 10) (Void)
Bottomless Bag (Level 0) (RP)
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. Time to go" - Courier from Skyrim.
((All of my in-progress alchemies are Level 25. gorillaing incredible. @crystalcat My Navitas Nox alchemy is called Moonbeam, not Moonbeak.))
LIGHTFORM CHARGE: 3/3
I wire up Navitas Nox into an energy converter, and then fire it into the Crypt, damaging every [PG] enemy in it.
~~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]: 19/33 Inhale my rage, engorillament child.
Fourth Alchemiter Holopad [ALCHEMITER UPGRADE]: 48/50 (+6 Redstone, +2 Tazz, +2 DarkSide) 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 25) (4/26) 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 25) (4/26) The king of flails.
Fedora || Mens Potentiam && Time Titan Essence && Euphoria Titan Essence && Ghastly Goggles && A Deep Commitment to Purple = Minutemann's Fedora (Level 25) (3/26) Mens Potentiam, in purple fedora form, now with time powers. Signature weapon of the Minutemen.
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 2/20) This sword is large and can travel through space, meaning it is highly adaptable and generally isn't a greatsword. It has control over space.
(4th Alchemy addition)
Divine Goblade + Underworld Jadeblade + Essence of the Eternal Darkness + Essence of the Angel = The Fallen Angel (Level ?? - 1/??)
For my reference, of varying levels and in no particular order.
Key
Pages of Reality (collectively Tome '' '')(thought of these before the debate about elemental alchemies).
TNB E40 Tesla - lightning shoulders
Pen 'n' Paper - creation
N1080 Tempest - high recoil gun with high rate of fire
Dancing Swords - sword
Haemorrage/Executioner - blood
Mirror Light (shield)
Eclipse - mirror light counterpart
Witchcraft - finger sleeve
??? - Neon
Charges!
Ezi's Light 6/15
Transistor 18/300
[H BOSS]
300'000hp.
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
Because the soul level caps at 8, no more can spawn until these die. So a Storm soul. Quite interestng.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Eternal Soul of the Storm (Storm/Lightning): Level 4 - 66'000/66'000
Current Soul Level Count: 8 (max. 8)
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 swings the Underworld Jadeblade and Divine Godblade around his head and fires continuous blasts at... Well. There's not much to hit. He instead heals Aetherderon with the same weapons.
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 samurai type sword)
Aftershock (Level 15) (Force/Earth knucklebusters)
Anima (Level 20) (Spirit shirt)
Sunstone (Level 5) (Light/Mind artefact)
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: 17 (forgot to add Rayquaza soul and souls from this turn)
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. Time to go" - Courier from Skyrim.
Support (if you are supported I will tag you)
3+ @pionoplayer
((@pionoplayer Remember when you said that you would give a copy of Ircucvci to anyone who figures out what is causing Piono's weird behavior? Yeah, it's the Kayaws Emeralds and the Crimson Skull hypercharge combination causing it. But instead of Ircucvci, I'll be taking Superosque.))
LIGHTFORM CHARGE: 3/3 (ACTIVE)
The Alchemiter's empty space. That's where the new slot should go.
The lock logo on the empty space whirls around rapidly until a new holopad takes its place.
The sound of progress fills you with determination.
----
I spin around with Equinox and THIS IS INCREDIBLY ZILLY in my hands, healing damaging anything in the formed rainbow tornado. Namely, the Creator, the Destroyer and their respective crystals.
~~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]: 22/33 (+2 Redstone) Inhale my rage, engorillament child.
Fourth Alchemiter Holopad [ALCHEMITER UPGRADE]: 50/50 (+1 Redstone) (DONE!) 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 25) (5/26) 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 25) (5/26) The king of flails.
Fedora || Mens Potentiam && Time Titan Essence && Euphoria Titan Essence && Ghastly Goggles && A Deep Commitment to Purple = Minutemann's Fedora (Level 25) (4/26) Mens Potentiam, in purple fedora form, now with time powers. Signature weapon of the Minutemen.
Equinox && Lucid Soul of the Pyromaniac = Equinox (Level 28) (1/4) Simply an upgraded Equinox, now with Fire and Chaos powers.
@Cyanogynist : Ayup, ayup, that would be completion of a 4th alchemiter slot as of Redstone's post...If Crystal agrees to it anyways, but I think he will. In any case, I'll start giving you the agreed-upon +25 bounty. I'm not going to USE it until it's confirmed, mind.
Everyone else: I'm of a mind to realize that, since the Creator/Destroyer are so powerful, it might not be reasonable to summon in entities right now, and our best bet is Aetheredon, which they are likely to target even in crossfire. I suggest we...Well. Let's put it one way: We aren't going to OUTRIGHT kill them. BUT, we are going to NOT heal them, and we are going to occasionally make sure their HP is lowered when entities won't do it. Why? Because if the PG entities are all dead, who's left for them to target? Plus, they have multi-hit attacks, meaning they can't always not target us even if we redirect because they just hit so much at once. We will need to wear them down as we progress through the Crypt of the Necrodancer, but not outright KILL them if possible.
HAT CHARGE: 5/5.
OFF CELL: 6/15
38/50 gorilla
+2 TO CYANOGYNIST (2/25), +1 TO PIONO.
DONE:Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 26/26) (+1 from Cyanogynist) Finallllllllllyyyyyyyyyyyyyy!!!...Now what is this, even? A combination of Levis Ignis and a seemingly-normal, if very useful, war-axe with a bit of fireproofing...How can it be so strong?
NEW: Traho && Vortex Armor Set && Netslasher's Cybernetic Armor = The Fade (Level ?: 1/?)
Explamation: The Vortex Armor set should be something that most of you here should already be aware of: Greenish-looking alien set suited for ranged combat and coming with a stealth function. The Netslasher's Cybernetic Armor looks like this, and is suited for people who sneak around to stab other people with tiger claws, stealth, and nanomachines. Like Batman-Wolverine-Predator. Both are light-medium armor weights at best, and designed for massive amounts of offensive potential. I basically combined the light-weight nature, stealth functions, and offensive abilities of two armor sets (one for close range, one for long range) with the much more protective power of Traho, with Gravity powers to boot. I'm hoping the end result is black-green...With less pronounced shoulderpads. The Vortex Armor DOES include the Jetpack despite me not really needing it...It could be REALLY useful in case I can't levitate on my own.
((Inner Ship Hull || (Blackguard Ingot && Traho)) && Decorruptor Powder) && Keep Rational = Grav-Protected Inner Hull (Level 25: 4/26) PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 18/21). (+1 FROM THE FLAMING TOAST) (+1 FROM CYANOGYNIST)
ALCHEMY INVENTORY:
THE HERO'S BLADE (10); "BESSY" (BOOM EVERYWHERE SHOT) (9); NAVITAS NOX (10); ARCUM AEREUM (10); THE FOURTH DIMENSION (20); STARDUST CORRUPTOR CANNON (9); THE LORD MICHAEL'S HAT (50); NULLA STELLA (10); CELESTIAL DESTRUCTION (20); DENITO SURREXIT (10); NOCTE CONSUMENS (10); RIDICULOUSLY SPARKLY ANIME GIRL ANIMATRONIC EYES (0); UNOBTANIUM CANNON (10); MAGIC LORD (25); VITA AUSTRALI (10); AQUILONEM MORS (10); BASE (25); SHARD OF UNITY (15); TRAHO (10);
SPOIL INVENTORY:
---MEDUSA HEAD [||||] (NOTE: DARK YELLOW = CHARGE) (ABILITY: FIRE LASERS AT ENEMY, INFLICTING DAMAGE AND PETRIFY FOR 2 TURNS)
ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10); Nocte Consumens (10); Navitas Nox (10); Abiit (10); Traho (10); Victor Ignis (25);
SHIP PARTS INVENTORY:
Outer Hull (10);
SPOIL INVENTORY:
---Crystalized Ki [|||||] (Note: Yellow = Charge) (Ability: Does damage. Drains HP of Allied/controlled Entities to improve damage, proportional to HP drained. Can drain no HP.) ---Akron's Core [|||||][|||||][||] (Note: White = Charge) (Note: charge is split to designate what abilities are available and if overflow is an issue) (Ability: Use one of Akron's basic attacks for 5 charges, or expend all to use his Ultimate) Standard Attacks: Firestorm (High Power, 3-target, chance to burn; Fire/Explosive immunity), Blizzard (Moderate power, 3-target chance to freeze; Water/Ice Immunity), Thunderstorm (Moderate power, 3-target chance to stun; Electric/Wind immunity), CONSUME (Really high power, 1-target, chance to Terror (Really nasty DoT + Berserk + Confusion mix), Light/Dark immunity), Tremor (really low power, hits everything not flying, chance to Stagger (sets up Crit damage on target for one attack), Earth/Poison immunity.), Doomblade (Very high attack power, 3 targets), Barrage (Moderate Damage, all entities, 90% accuracy).) Ultimates: Obliterate (Extremely high damage on one target (the power of 7 consumes). Can't be used on Bosses, only targets one component); Singularity (3-5 (rng) Targets of choice get nailed with CONSUME).
THE ECLIPSE IS A FABLED SUPERWEAPON CODED WITHIN THE ALCHEMITER. TO CLARIFY WHAT THAT EVEN MEANS: ALMOST EVERYTHING WITHIN THE ALCHEMITER'S DATABASE IS NOT UNIQUE. EVEN THE FIRST 'CREATOR' OF THESE ARTIFACTS ARE TYPICALLY COPYING FROM A RARE ARTIFACT NESTLED INTO SOME CRACK OF EXISTENCE-AND FOR THAT MATTER, THE ALCHEMITER IS USUALLY NOT EVEN CAPABLE OF RENDING THEM AT FULL POWER. IN GENERAL, MAGICAL ABILITIES ARE USUALLY VERY HARD TO IMPLEMENT PROPERLY. PIONO'S ELEMENTAL ALCHEMIES ARE THE BEST EXAMPLE; THEY ARE TECHNICALLY EXTREMELY POWERFUL, BUT THEY ARE ALSO TECHNICALLY CHEAP KNOCKOFFS OF THE REAL DEALS, QUITE LITERALLY A TENTH OF THE ORIGINAL'S POWER (AND EVEN THEN, LET IT BE SAID THE REAL DEALS ARE SO POWERFUL BECAUSE THEY WERE MORE MADE AS TESTAMENT TO VARIOUS ENCHANTING/IMBUEMENT/BLACKSMITHING TECHNIQUES THAN ANYTHING REMOTELY PRACTICAL; MOST OF THE WEAPONS WOULD INCINERATE US TO EVEN LOOK AT FUNNY. THAT THE ELEMENTAL ALCHEMIES ARE LEVEL 10 IS FOR THE BEST IN OUR CASE).
THE ECLIPSE, HOWEVER, IS NOT ONE OF THEM, AS FAR AS ANYONE KNOWS. THE ECLIPSE IS ONE OF VERY FEW ITEMS IN THE ALCHEMITER THAT WERE DELIBERATELY SET IN THERE AND PRE-CODED WITH ITS PROPERTIES. CODING POWERS CAN EQUATE TO OUTRIGHT REALITY BENDING IF USED CORRECTLY, AND THEY WERE USED CORRECTLY, SO BASICALLY THERE'S A HARD-TO-GET SUPERWEAPON THAT CAN ONLY BE ALCHEMIZED. FORTUNATELY, DIGGING INTO THE CODE ENOUGH REVEALED HOW TO ALCHEMIZE IT IN SOME POETIC FASHION. IT ALSO INCLUDED VARIOUS DETAILS;
---THE LEGENDARY WEAPON IS NAMED AFTER THE ECLIPSE, A FABELED EVENT WHERE THE GREATEST DEMON FROM THE CORE OF HELL BREAKS FREE OF ITS PRISON, AND RISES UP TO DESTROY EXISTENCE, KILL THE SUN, AND LET THE MOON DESTROY THE EARTH. MOSTLY RELIGIOUS IN MOST CONTEXTS, THOUGH THAT ACTUALLY HAPPENED ONCE. EXCEPT THE MOON DESTROYING THE EARTH BIT, THAT PART GOT AVERTED. IT MAY BE IT APPLIED TO THAT UNIVERSE AND THE OTHERS PICKED UP ON IT BECAUSE IT SOUNDED LIKE A PRETTY GOOD WAY TO END THE WORLD.
---THE ECLIPSE'S SUPPOSED ORIGIN IS APPARENTLY BASED AROUND EIGHT ENTITIES OF PARTICULAR NOTE TO HOW THE MULTIVERSE AND 'THE BEFORE' AND 'THE AFTER' GOT TO BE EXACTLY WHERE THEY ARE. OR SOME OF THEM AT LEAST. WHAT 'THE BEFORE' AND 'THE AFTER' ARE IS COMPLETELY UNKNOWN; WHOEVER MADE THIS MACHINE WAS PROBABLY LOSING HIS MIND AT THE TIME HE CODED IT, AS I'VE ONLY HEARD OF THE CHU AND THE 'MOON LORD'. THE CHU ARE COMPLETELY EXTINCT AND PRETTY MUCH BLEW UP THEIR OWN CIVILIZATION ON PURPOSE TO PREVENT THE RUINS FROM BEING LOOTED, AND I'M FAIRLY SURE THE MOON LORD ISN'T ALL THAT BIG IN THE GRAND SCHEME OF THINGS, THOUGH HE IS RATHER IMPOSING, SO THAT HAS TO BE REFERRING TO SOMEONE ELSE. AT BEST, THESE PEOPLE ARE COMPLETELY ANCIENT AND AS LONG-DEAD AS THE CHU, AS A WHOOPING ZERO OF THESE FIGURES STAND OUT.
---THE LEGENDARY WEAPON IS AN ARM CANNON, WHICH SEEMS TO BE THE NEWEST FAD FOR WATER HORSE OVER AT THE ARENA. THIS WAS TECHNICALLY A REQUEST MADE BY HIM, BECAUSE TAZZ WAS IN DIRE NEED OF AN UPGRADE TO HIS ARSENAL AND HE'S BUSY MEDDLING WITH AN UPDATE TERMINAL, WATCHING THINGS OF "FUTURE'S PAST" AS HE PUT IT. I'D SNARK THAT APPARENTLY BEING A FIRST GUARDIAN GIVES YOU THE RIGHT TO BOSS PEOPLE AROUND, BUT IN ALL HONESTY I HAVE NOTHING BETTER TO DO WITH MY TIME EITHER, AND IF THIS GUY WANTED THIS TO KEEP ABSOLUTELY SECRET HE WOULDN'T HAVE HID THIS SECRET SO SHALLOWLY. IT ONLY TOOK A FEW MINUTES OF DIGGING FOR IT.
SO, AS THE NAME OF THIS PROJECT IS 'ECLIPSE,' GUESS WHAT WE'RE GOING TO DO. THE REQUIRED ITEMS ARE GROUPED INTO EIGHT GROUPS OF FOUR, EACH GROUP REPRESENTING A FIGURE IN THE ANALS OF THE HISTORY OF EXISTENCE THAT ARE INTERGAL TO THE CREATION OF THE ECLIPSE. THE LEVELS ARE MOSTLY IRRELEVANT. (P) IS AN ELEMENTAL ALCHEMY THAT SHOULD COME INTO THE BID ROTATION THAT IS REQUIRED. (M) MEANS IT IS IN THE PROCESS OF BEING MADE. (A) MEANS IT IS AN ARTIFACT. (AO) MEANS THE BASE OF THE ARTIFACT HAS BEEN OBTAINED, BUT NOT THE FULL FORM. (U) MEANS THE EXACT IDENTITY OF THIS WEAPON IS NOT YET DETERMINED. (O) MEANS IT IS OBTAINED IN FULL. IF IT HAS NOTHING NEXT TO IT, IT MEANS IT IS A REGULAR ALCHEMY AND MUST BE CREATED.
EACH SET'S ALCHEMIES WILL BE COMBINED INTO ONE AT THE END. THIS MAY REQUIRE CHARGING BEYOND MERE ALCHEMY IF THE LEVELS GO TOO HIGH.
BASE (O) SET ONE, THAT OF THE CHU: PIKACHU MERCHANDISE (AO), ARCUM AEREUM (O), THE GOLDEN CROWN (M), UNOBTANIUM CANNON (O). SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE, SHARD OF UNITY (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 guaranteed 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.) (DONE!) INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.) (In Progress!) ENERGY SHIELDING X 2 (Doubleshielding is a royal pain to work with but SOOOOOOOO worth it it's not even funny. Independent Recharges are required; inner shield should be meant for pure defensive measure, while outer shield is meant to discourage attackers. Adaptive Shields are preferred as well for inner coating.)
ROOMS:
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.) -STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.) -ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.) -ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.) -MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.) -CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.) -GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.) -TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.) -MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.) -ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.) BACKUP ENGINES (Again, SSS-rank Commander, no substitutes. Preferrably, Creation Nodes empowering Crayta Engines.) DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.) THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos) COLLECTOR (A device that allows save retrieval of almost everything and safe storage.) COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.) WEAPONS (note that those numbers are the LEAST I want)
-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.) (Nerfing Minienders && Navitas Nox, most likely.) -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 and repulses all projectiles away, making it a flexible offense-defense panic button.) -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-for reference, that's 210 Petajoules of blast force. 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. Nope, scratch that: that's apparently a Suitcase-Nuke size Deathwing. Also, Tsar bomba unit measurement is base-36 (for reference, base-16 is Hex), so the real blast potential of a Madness is roughly, uh...3,ZJ9,YFS. With six extra Angry TotalBiscuits and an outraged Alsmiffy. Yeah...Pretty big. For reference, that's 89,371,661 TB in decimal, which translates to 18,768,048,810 Petajoules. For more reference: Assuming it's basis to be a Tsar Bomba for its power (it could be merely a Suitcase Nuke we're talking here) a full-on shot from one Navitas Nox rifle is approximately 10500 Petajoules, 'merely' fifty times that of the Tsar Bomba (or if you would, 1D TB). 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. (Alternatively, I dish them out, which is rare).
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:
Simple charge trading up for grabs. 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.
YOU, gorillaING NOT-ELF.
I have a name, you-
YOU DIDN'T ASK ME OF MY PROPER NAME EITHER, AND I DOUBT YOU WILL EVER CARE TO gorillaING ASK, SO I FEEL NO NEED TO ACTUALLY REPRIOCATE. IN ANY CASE, DO NOT THINK I DIDN'T SEE YOU WITH TRAHO, I KNOW WHAT YOU PUT INTO THE ALCHEMITER. IT'S INCREDIBLY gorillaING OBVIOUS.
I literally found it under a bed in the hotel I was dropped off at by the Guardian guy, but whatever. Here, have a dupe, because clearly you can't trust me with anything.
I HARDLY BELIEVE THAT, BUT WHATEVER, YOU'RE GIVING IT TO ME, I'M NOT GOING TO gorillaING CARE MUCH MORE ON THIS. I AM ALSO AWARE THAT ALL OF MY BIDDING CASH HAS 'MYSTERIOUSLY' VANISHED.
Now you keep thinking I'm at fault just because I happen to be a thief.
TECHNICALLY, YOU'RE THE MOST LIKELY SUSPECT IN THESE OCCASIONS.
Well, it wasn't me, I'll have you know. I mean, just look around for the guy who's money mysteriously shot up, I'm not part of that deal.
YOU'RE PROBABLY RELATED AND WHOEVER YOU GAVE IT TO-
I did NOT touch the money!
I WHOLLY SUSPECT THAT YOU HAVE NOT. I WHOLLY SUSPECT YOU WERE NEVERTHELESS SOMEHOW INVOLVED IN-
Considering you left it out in the open where anyone could take it, it was hardly my fault it was stolen to begin with.
I HID IT-
-in Between the roots of a stump that stretched into a crypt. Oh, wait. Pretty exposed-looking right now?
...UGHHH, I CAN'T PIN YOU ON IT...BUT I KNOW YOU WERE INVOLVED. SOMEHOW. PIGS WILL FLY BEFORE YOU PROVE YOURSELF INNOCENT OF THAT MUCH, I CAN gorillaING FEEL YOUR GREEDY LITTLE gorillaING-gorillaSPAWN FINGERS FROM THE DEPTHS OF HELL ALL OVER IT.
What, do you want to spend MORE time with me?
...gorilla. ALRIGHT, FINE, THIS NEVER HAPPENED. BUT I AM KEEPING MY EYES ON YOU.
WITH AETHEREDON AND ACTUAL ANTI-GODMODDER ENTITIES ON THE FIELD, WE CAN ACTUALLY GO ON AND MURDER THE CREATOR AND DESTROYER IF WE SO CHOSE, AS OUR MOST PRECIOUS ENTITIES CAN GET HIT, AND RIGHT NOW OUR NEUTRAL ALLIES WON'T HAVE ENOUGH REASON AFTERWARDS. AT THE SAME TIME, THEY'RE ALSO LIKELY TO WEAR THEMSELVES DOWN OVER TIME, BUT WE CAN'T REALLY PROVE THAT. REALLY, WITH EVERYTHING ELSE GONE, THEY'RE THE STRONGEST ENTITIES ON THE FIELD AND CONSIDERABLY A THREAT TO OUR LIVELYHOODS.
WELP, TIME TO AT LEAST MAKE SURE THEY DO NOT SURVIVE THE CRYPT. IT WOULD BE HORRENDOUS IF OUR ENTITY SITUATION HAS TO DEAL WITH THESE FIELD-WIPERS LONGER THAN IS NESSECARY. NOT-ELF, DO THE HONORS AND gorilla.
I do a dramatic point at the Creator! It's going down-
WITHOUT THE THEATRICS.
You slave-driver, I can have my liberties!
...It's going down!
...Yeah I didn't have anything else.
in any case, I just got this fancy new ax...So I guess I should start taking a few names with it, right? I leap up...And up...
...
...
...
...OH gorilla.
THE CREATOR REALIZES ITS OPENING AND IMMEDIATELY SEEKS TO BRING ITS WAR VEHICLE IN TO CRUSH ME. OF COURSE, THIS CAN ONLY POSE ONE REALISTIC SOLUTION-THE EXTREME FIREPOWER OF THE LORD MICHAEL'S HAT. I BRING IT IN, AND START FLOODING POWER INTO IT, POWER THAT TAKES THE DIVINE FORM OF FIRE-
And that's where I come in! I use Levis and Victor Ignis, plus my Pyromancer abilities, to suck up all the powerful fire forces from within the hat and transfer them to Victor Ignis!
ARE YOU gorillaING SERIOUSLY TRYING TO-
I then remotely activate Traho to massively increase my Gravity downwards, forcing myself back to earth with a dramatic impact for the Creator's chassis, and possibly Light GCat's neck if at all reasonable, the sacred and fiery groove of this Michael Lord person disapproving of the lazy cats and incinerating the avatar (well, that and its lack of immunity to fire). Maybe it'll be a stun? I dunno, the point is that I basically near-cleave the whole Creator in half with massive force, insane (and literal) firepower, and the sacred powers of whatever was lurking in that hat of his.
CAN WE NOT DO SUCH THINGS AGAIN IN THE FUTURE?
Nope.
WATER HORSE, ARE YOU-
THIS...THING WILL NOT! FREAKING! WORK!!! COME OOOOOOON!!! JUST ONE TIME WHERE YOU DON'T LAG OR CRASH, PLEASE!!!
@GoldenReady Once you have finished paying Cyangonist for the Alchemy 'Holopad', would you be willing to charge trade? Also just don't lower the Creator and Destroyer too low because otherwise a greedy player might just cherry tap it for the Spoil.
Spiral Nemesis: 103/140
The reinforcements have arrived.
I order one of the heavy tanks that were previously carefully positioned so it was hidden to attack the Magic Sniper from it's hiding position (Which happened to be a low stool).
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 6/26)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.
If Slot #4 is accepted:
The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. ?, 1/?)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.
Summons...
Legendary Support (55/200)
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*. (24/30)
*Note: They're ALL coming back with greater power after this.
Actions...
Orb of Merging (8/30)
Such powerful weapons are being created... it'll be difficult not to use them. Thanks to the recent Alchemiter upgrade (unless stated otherwise), they'll come out more quickly. A horrifying thought, indeed... that new alchemy looks terrifyingly powerful.
Otherwise, I wander around looking for things to loot, if anything. RP Stuff and Responses...
N/A
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. Powerful ones.
-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)
Denito Surrexit (Lv. 10 PA) (Traded in exchange for a copy of Arctoae earlier)
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) GoldenReady
(+1) Cyan
Alchemies Gatekeeper's Scythe || Diamond Sword = Gatekeeper's Sword (Level 10, 6/11) (The Gatekeeper's Scythe in sword form.)
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 1/17) (Basically what this will be is something to act as a secondary character in attacks)
(Recreate: The Sizer) && SCP-219 = The Resonator (Level 10, 10/11) Charges Project T01-Triskaidekaphobia: 8/50 Project T02-Microspectrophotometry: 8/100 +3 Piono Action I call in an airstrike on Aetherderon, then another airstrike, then a nuclear anvil bombing, then a full-blown orbital annihilation strike.
Note: General update starting time will be around 6-7. Another note: I'll miss an update tomorrow, due to being busy until 4:30 and then wrapped up from 6:30 to 9:30. (In a school theater production.)
Discussion:
Added info on inventory for crystal. EDIT: @crystalcat Don't forget the souls in the list of entities. They are [??] because they don't attack.
Alchemy!
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 19/26) (3+ from crystal, 2+ from Sirplop) 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 4/15
Transistor 16/300
[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
Because the soul level caps at 8, no more can spawn until these die. So a Storm soul. Quite interestng.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Eternal Soul of the Storm (Storm/Lightning): Level 4 - 66'000/66'000
Current Soul Level Count: 8 (max. 8)
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.)
I use the Anarchist's Cookbook on the PGs!
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 samurai type sword)
Aftershock (Level 15) (Force/Earth knucklebusters)
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)
2+ @pionoplayer 1+ to @Jondanger23 if he accepts a duet with me (magical flute)
Soul summoned!
You use the Anarchist's Cookbook, dealing 10,000 damage to every PG! Death Metal KILLED! You get his spoil, the Scythe of (Eardrum) Death! (Death Metal's scythe, now separated from its previous owner. Upon activation, the user yells, sings, or otherwise vocalizes into the microphone attached to the scythe's blade, setting it vibrating savagely, followed by slashing an entity with the blade of the scythe for extreme damage. Four-turn charge.)
Wherever the Godmodder is, he takes one damage from an allied boss' death!
I use the Vocal Chord Nanomachine-Enhaced Parasites to upgrade all the AG entities, providing them with damage resistance, constant self-healing, and overall improvements (But I also have to charge it again, but less so, for any new ones).
Spiral Nemesis: 102/140
I shoot the reality-screwing gun again (Who expected a gun that involves nanomachines to do THAT?) to throw off the Magic Sniper's aim before teleporting near him and hitting him with a plasma chainwhip that shoots smaller plasma chainsaws and is overall AWESOME.
+3 Piono
If you take another step forward... 6/50
you are REALLY not gonna like what happens next. 6/50
NEW Gatekeeper's Scythe && Valhalla 12/26
"Recreate": Spiral Sun Sucker 1/21
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)
Cipher's Call: (Lv. 10)
I light Death Metal on fire using Cipher's Call.
@ crystalcat : This is mostly preference more than anything, but given the Creator and the Destroyer are avatars of the same entity...Teamkilling doesn't seem so likely. But w/e.
HAT CHARGE: 5/5.
OFF CELL: 5/15
37/50 gorilla
+1 TO GENERIC, +1 TO CYANOGYNIST, +1 TO PIONO.
Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 24/26)
---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 guaranteed 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.) (DONE!)
INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.) (In Progress!)
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.) (Nerfing Minienders && Navitas Nox, most likely.)
-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 and repulses all projectiles away, making it a flexible offense-defense panic button.)
-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-for reference, that's 210 Petajoules of blast force. 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. Nope, scratch that: that's apparently a Suitcase-Nuke size Deathwing. Also, Tsar bomba unit measurement is base-36 (for reference, base-16 is Hex), so the real blast potential of a Madness is roughly, uh...3,ZJ9,YFS. With six extra Angry TotalBiscuits and an outraged Alsmiffy. Yeah...Pretty big. For reference, that's 89,371,661 TB in decimal, which translates to 18,768,048,810 Petajoules. For more reference: Assuming it's basis to be a Tsar Bomba for its power (it could be merely a Suitcase Nuke we're talking here) a full-on shot from one Navitas Nox rifle is approximately 10500 Petajoules, 'merely' fifty times that of the Tsar Bomba (or if you would, 1D TB). 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. (Alternatively, I dish them out, which is rare).
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:
Simple charge trading up for grabs. 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.
N/A
I DECIDE TO TAKE IT SOMEWHAT MORE EASY. AS IN, I DECIDE TO CALMLY APPLY VIGOROUS AMOUNTS OF ENERGY DIRECTLY AT THE BLUE AND RED CRYSTALS VIA NAVITAS NOX, TRYING TO ANNIHILATE AT LEAST ONE. WHEN THAT WAS DONE, I PULL OUT NULLA STELLA AND START TEARING ANOTHER APART THROUGH MOECULAR DISSOCIATION. THEN, DENITO SURREXIT IS BROUGHT FORTH, AND A THIRD CRYSTAL IS AGED TO THE POINT OF USELESSNESS, AND IS WITHERED INTO DUST. ARCUM AEREUM'S WITHDRAW HERALDS A MASSIVE BALL OF LIGHTNING EVAPORATING ONE OF THE THREE CRYSTALS EVEN FURTHER, AND THEN DARKNESS SWALLOWS UP ONE OF THE BLUE CRYSTALS-A GRUESOME NOISE FOLLOWS ITS DEMISE.
HOPEFULLY THIS WILL MEAN WE ARE AT LEAST SHORT ONE OF THOSE CRYSTALS. OUGHT TO KEEP THE ADS IN CHECK AT LEAST.
IF DEATH METAL IS STILL ALIVE, I APPLY THE BASIC FUNCTIONS OF MY ATTACK TO STRIKE AT HIM INSTEAD, AND THROW THE RESULTING SPOIL, IF ANY EXISTS, AT THE FLAMING TOAST.
Discussion:
Wow. That's actually really nice of you Tazz, although, unless any [PG] entities are summoned, I probably would have killed it anyway. Well, it's the thought that counts.
Alchemy! (1 new alchemy! 1 finished!)
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 20/26) Oblivion/Void/Time alchemy. Brilliant combo.
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19) 1/20 This sword is large and can travel through space, meaning it is highly adaptable and generally isn't a greatsword. It has control over space.
For my reference, of varying levels and in no particular order.
Key
Pages of Reality (collectively Tome '' '')(thought of these before the debate about elemental alchemies).
TNB E40 Tesla - lightning shoulders
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 5/15
Transistor 17/300
[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
Because the soul level caps at 8, no more can spawn until these die. So a Storm soul. Quite interestng.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Eternal Soul of the Storm (Storm/Lightning): Level 4 - 66'000/66'000
Current Soul Level Count: 8 (max. 8)
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.)
I go forward in time with Denito Surrexit to have a double action next round. Just because I don't really see anything worth attacking.
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.) 1/3 Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Resonance (Level 25) (Air/Sound samurai type sword)
Aftershock (Level 15) (Force/Earth knucklebusters)
Anima (Level 20) (Spirit shirt)
Sunstone (Level 5) (Light/Mind artefact)
Divine Godblade (Level 20) (Divine)
Underworld Jadeblade (Level 15) (Dark/Spirit)
The Fallen (Level 17) (It's a gun?)
Albiit (Level 10) (Void)
Bottomless Bag (Level 0) (RP)
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. Time to go" - Courier from Skyrim.
((All of my in-progress alchemies are Level 25. gorillaing incredible. @crystalcat My Navitas Nox alchemy is called Moonbeam, not Moonbeak.))
LIGHTFORM CHARGE: 3/3
I wire up Navitas Nox into an energy converter, and then fire it into the Crypt, damaging every [PG] enemy in it.
~~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]: 19/33 Inhale my rage, engorillament child.
Fourth Alchemiter Holopad [ALCHEMITER UPGRADE]: 48/50 (+6 Redstone, +2 Tazz, +2 DarkSide) 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 25) (4/26) 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 25) (4/26) The king of flails.
Fedora || Mens Potentiam && Time Titan Essence && Euphoria Titan Essence && Ghastly Goggles && A Deep Commitment to Purple = Minutemann's Fedora (Level 25) (3/26) Mens Potentiam, in purple fedora form, now with time powers. Signature weapon of the Minutemen.
Hey, you misspelled it! I just copied the name. Anyway, Magic Sniper killed! 5,000 damage to each Skeleton!
It looks like the Magic Sniper picked up CrypticCataclysm's copy of Superosque when he ascended to GM-hood, and then gradually to disappearance. You loot it.
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 2/20) This sword is large and can travel through space, meaning it is highly adaptable and generally isn't a greatsword. It has control over space.
(4th Alchemy addition)
Divine Goblade + Underworld Jadeblade + Essence of the Eternal Darkness + Essence of the Angel = The Fallen Angel (Level ?? - 1/??)
For my reference, of varying levels and in no particular order.
Key
Pages of Reality (collectively Tome '' '')(thought of these before the debate about elemental alchemies).
TNB E40 Tesla - lightning shoulders
Pen 'n' Paper - creation
N1080 Tempest - high recoil gun with high rate of fire
Dancing Swords - sword
Haemorrage/Executioner - blood
Mirror Light (shield)
Eclipse - mirror light counterpart
Witchcraft - finger sleeve
??? - Neon
Charges!
Ezi's Light 6/15
Transistor 18/300
[H BOSS]
300'000hp.
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
Because the soul level caps at 8, no more can spawn until these die. So a Storm soul. Quite interestng.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Eternal Soul of the Storm (Storm/Lightning): Level 4 - 66'000/66'000
Current Soul Level Count: 8 (max. 8)
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 swings the Underworld Jadeblade and Divine Godblade around his head and fires continuous blasts at... Well. There's not much to hit. He instead heals Aetherderon with the same weapons.
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 samurai type sword)
Aftershock (Level 15) (Force/Earth knucklebusters)
Anima (Level 20) (Spirit shirt)
Sunstone (Level 5) (Light/Mind artefact)
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: 17 (forgot to add Rayquaza soul and souls from this turn)
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. Time to go" - Courier from Skyrim.
Support (if you are supported I will tag you)
3+ @pionoplayer
Do my eyes deceive me, or is this a third post? Only two posts per turn! That extra post I gave everyone was for the turn Cryptic was unable to update only. All actions in this post are nulled.
((@pionoplayer Remember when you said that you would give a copy of Ircucvci to anyone who figures out what is causing Piono's weird behavior? Yeah, it's the Kayaws Emeralds and the Crimson Skull hypercharge combination causing it. But instead of Ircucvci, I'll be taking Superosque.))
LIGHTFORM CHARGE: 3/3 (ACTIVE)
The Alchemiter's empty space. That's where the new slot should go.
The lock logo on the empty space whirls around rapidly until a new holopad takes its place.
It is done.
----
I spin around with Equinox and THIS IS INCREDIBLY ZILLY in my hands, healing damaging anything in the formed rainbow tornado. Namely, the Creator, the Destroyer and their respective crystals.
~~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]: 22/33 (+2 Redstone Inhale my rage, engorillament child.
Fourth Alchemiter Holopad [ALCHEMITER UPGRADE]: 50/50 (+1 Redstone) (DONE!) 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 25) (5/26) 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 25) (5/26) The king of flails.
Fedora || Mens Potentiam && Time Titan Essence && Euphoria Titan Essence && Ghastly Goggles && A Deep Commitment to Purple = Minutemann's Fedora (Level 25) (4/26) Mens Potentiam, in purple fedora form, now with time powers. Signature weapon of the Minutemen.
Equinox && Lucid Soul of the Pyromaniac = Equinox (Level 28) (1/4) Simply an upgraded Equinox, now with Fire and Chaos powers.
15,000 damage to both the Creator and the Destroyer!
The power of 50 posts swirls around the Alchemiter... It gains a fourth Alchemy slot! You can now make four Alchemies at once.
*BZZZT* Level-cap-breaking-alchemy detected. Disallowing alchemy.
(Yeah, level cap is pretty immutable. You can't really go beyond it without either some serious effort (See Erelye's Hazel Wand in DTG2, or Tazz's Moorblade.) or some serious in-game power, like the Godmodder, Build and Split, or other Game Masters/First Guardians. Tazz's Lord Michael's Hat is a bit of an exception here, as I'm kind of grandfathering it in from Jondanger's tenure.)
@Cyanogynist : Ayup, ayup, that would be completion of a 4th alchemiter slot as of Redstone's post...If Crystal agrees to it anyways, but I think he will. In any case, I'll start giving you the agreed-upon +25 bounty. I'm not going to USE it until it's confirmed, mind.
Everyone else: I'm of a mind to realize that, since the Creator/Destroyer are so powerful, it might not be reasonable to summon in entities right now, and our best bet is Aetheredon, which they are likely to target even in crossfire. I suggest we...Well. Let's put it one way: We aren't going to OUTRIGHT kill them. BUT, we are going to NOT heal them, and we are going to occasionally make sure their HP is lowered when entities won't do it. Why? Because if the PG entities are all dead, who's left for them to target? Plus, they have multi-hit attacks, meaning they can't always not target us even if we redirect because they just hit so much at once. We will need to wear them down as we progress through the Crypt of the Necrodancer, but not outright KILL them if possible.
HAT CHARGE: 5/5.
OFF CELL: 6/15
38/50 gorilla
+2 TO CYANOGYNIST (2/25), +1 TO PIONO.
DONE:Levis Ignis && Fiery War Axe = Victor Ignis (Level 25: 26/26) (+1 from Cyanogynist) Finallllllllllyyyyyyyyyyyyyy!!!...Now what is this, even? A combination of Levis Ignis and a seemingly-normal, if very useful, war-axe with a bit of fireproofing...How can it be so strong?
NEW: Traho && Vortex Armor Set && Netslasher's Cybernetic Armor = The Fade (Level ?: 1/?)
Explamation: The Vortex Armor set should be something that most of you here should already be aware of: Greenish-looking alien set suited for ranged combat and coming with a stealth function. The Netslasher's Cybernetic Armor looks like this, and is suited for people who sneak around to stab other people with tiger claws, stealth, and nanomachines. Like Batman-Wolverine-Predator. Both are light-medium armor weights at best, and designed for massive amounts of offensive potential. I basically combined the light-weight nature, stealth functions, and offensive abilities of two armor sets (one for close range, one for long range) with the much more protective power of Traho, with Gravity powers to boot. I'm hoping the end result is black-green...With less pronounced shoulderpads. The Vortex Armor DOES include the Jetpack despite me not really needing it...It could be REALLY useful in case I can't levitate on my own.
((Inner Ship Hull || (Blackguard Ingot && Traho)) && Decorruptor Powder) && Keep Rational = Grav-Protected Inner Hull (Level 25: 4/26) PIKACHU HEADBAND && GOLDEN CROWN && UNOBTANIUM INGOT && REALITY MAJJYKS && EMPOWERMENT ELIMINATOR = THE GOLDEN CROWN (LEVEL 20: 18/21). (+1 FROM THE FLAMING TOAST) (+1 FROM CYANOGYNIST)
ALCHEMY INVENTORY:
THE HERO'S BLADE (10); "BESSY" (BOOM EVERYWHERE SHOT) (9); NAVITAS NOX (10); ARCUM AEREUM (10); THE FOURTH DIMENSION (20); STARDUST CORRUPTOR CANNON (9); THE LORD MICHAEL'S HAT (50); NULLA STELLA (10); CELESTIAL DESTRUCTION (20); DENITO SURREXIT (10); NOCTE CONSUMENS (10); RIDICULOUSLY SPARKLY ANIME GIRL ANIMATRONIC EYES (0); UNOBTANIUM CANNON (10); MAGIC LORD (25); VITA AUSTRALI (10); AQUILONEM MORS (10); BASE (25); SHARD OF UNITY (15); TRAHO (10);
SPOIL INVENTORY:
---MEDUSA HEAD [||||] (NOTE: DARK YELLOW = CHARGE) (ABILITY: FIRE LASERS AT ENEMY, INFLICTING DAMAGE AND PETRIFY FOR 2 TURNS)
ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10); Nocte Consumens (10); Navitas Nox (10); Abiit (10); Traho (10); Victor Ignis (25);
SHIP PARTS INVENTORY:
Outer Hull (10);
SPOIL INVENTORY:
---Crystalized Ki [|||||] (Note: Yellow = Charge) (Ability: Does damage. Drains HP of Allied/controlled Entities to improve damage, proportional to HP drained. Can drain no HP.) ---Akron's Core [|||||][|||||][||] (Note: White = Charge) (Note: charge is split to designate what abilities are available and if overflow is an issue) (Ability: Use one of Akron's basic attacks for 5 charges, or expend all to use his Ultimate) Standard Attacks: Firestorm (High Power, 3-target, chance to burn; Fire/Explosive immunity), Blizzard (Moderate power, 3-target chance to freeze; Water/Ice Immunity), Thunderstorm (Moderate power, 3-target chance to stun; Electric/Wind immunity), CONSUME (Really high power, 1-target, chance to Terror (Really nasty DoT + Berserk + Confusion mix), Light/Dark immunity), Tremor (really low power, hits everything not flying, chance to Stagger (sets up Crit damage on target for one attack), Earth/Poison immunity.), Doomblade (Very high attack power, 3 targets), Barrage (Moderate Damage, all entities, 90% accuracy).) Ultimates: Obliterate (Extremely high damage on one target (the power of 7 consumes). Can't be used on Bosses, only targets one component); Singularity (3-5 (rng) Targets of choice get nailed with CONSUME).
THE ECLIPSE IS A FABLED SUPERWEAPON CODED WITHIN THE ALCHEMITER. TO CLARIFY WHAT THAT EVEN MEANS: ALMOST EVERYTHING WITHIN THE ALCHEMITER'S DATABASE IS NOT UNIQUE. EVEN THE FIRST 'CREATOR' OF THESE ARTIFACTS ARE TYPICALLY COPYING FROM A RARE ARTIFACT NESTLED INTO SOME CRACK OF EXISTENCE-AND FOR THAT MATTER, THE ALCHEMITER IS USUALLY NOT EVEN CAPABLE OF RENDING THEM AT FULL POWER. IN GENERAL, MAGICAL ABILITIES ARE USUALLY VERY HARD TO IMPLEMENT PROPERLY. PIONO'S ELEMENTAL ALCHEMIES ARE THE BEST EXAMPLE; THEY ARE TECHNICALLY EXTREMELY POWERFUL, BUT THEY ARE ALSO TECHNICALLY CHEAP KNOCKOFFS OF THE REAL DEALS, QUITE LITERALLY A TENTH OF THE ORIGINAL'S POWER (AND EVEN THEN, LET IT BE SAID THE REAL DEALS ARE SO POWERFUL BECAUSE THEY WERE MORE MADE AS TESTAMENT TO VARIOUS ENCHANTING/IMBUEMENT/BLACKSMITHING TECHNIQUES THAN ANYTHING REMOTELY PRACTICAL; MOST OF THE WEAPONS WOULD INCINERATE US TO EVEN LOOK AT FUNNY. THAT THE ELEMENTAL ALCHEMIES ARE LEVEL 10 IS FOR THE BEST IN OUR CASE).
THE ECLIPSE, HOWEVER, IS NOT ONE OF THEM, AS FAR AS ANYONE KNOWS. THE ECLIPSE IS ONE OF VERY FEW ITEMS IN THE ALCHEMITER THAT WERE DELIBERATELY SET IN THERE AND PRE-CODED WITH ITS PROPERTIES. CODING POWERS CAN EQUATE TO OUTRIGHT REALITY BENDING IF USED CORRECTLY, AND THEY WERE USED CORRECTLY, SO BASICALLY THERE'S A HARD-TO-GET SUPERWEAPON THAT CAN ONLY BE ALCHEMIZED. FORTUNATELY, DIGGING INTO THE CODE ENOUGH REVEALED HOW TO ALCHEMIZE IT IN SOME POETIC FASHION. IT ALSO INCLUDED VARIOUS DETAILS;
---THE LEGENDARY WEAPON IS NAMED AFTER THE ECLIPSE, A FABELED EVENT WHERE THE GREATEST DEMON FROM THE CORE OF HELL BREAKS FREE OF ITS PRISON, AND RISES UP TO DESTROY EXISTENCE, KILL THE SUN, AND LET THE MOON DESTROY THE EARTH. MOSTLY RELIGIOUS IN MOST CONTEXTS, THOUGH THAT ACTUALLY HAPPENED ONCE. EXCEPT THE MOON DESTROYING THE EARTH BIT, THAT PART GOT AVERTED. IT MAY BE IT APPLIED TO THAT UNIVERSE AND THE OTHERS PICKED UP ON IT BECAUSE IT SOUNDED LIKE A PRETTY GOOD WAY TO END THE WORLD.
---THE ECLIPSE'S SUPPOSED ORIGIN IS APPARENTLY BASED AROUND EIGHT ENTITIES OF PARTICULAR NOTE TO HOW THE MULTIVERSE AND 'THE BEFORE' AND 'THE AFTER' GOT TO BE EXACTLY WHERE THEY ARE. OR SOME OF THEM AT LEAST. WHAT 'THE BEFORE' AND 'THE AFTER' ARE IS COMPLETELY UNKNOWN; WHOEVER MADE THIS MACHINE WAS PROBABLY LOSING HIS MIND AT THE TIME HE CODED IT, AS I'VE ONLY HEARD OF THE CHU AND THE 'MOON LORD'. THE CHU ARE COMPLETELY EXTINCT AND PRETTY MUCH BLEW UP THEIR OWN CIVILIZATION ON PURPOSE TO PREVENT THE RUINS FROM BEING LOOTED, AND I'M FAIRLY SURE THE MOON LORD ISN'T ALL THAT BIG IN THE GRAND SCHEME OF THINGS, THOUGH HE IS RATHER IMPOSING, SO THAT HAS TO BE REFERRING TO SOMEONE ELSE. AT BEST, THESE PEOPLE ARE COMPLETELY ANCIENT AND AS LONG-DEAD AS THE CHU, AS A WHOOPING ZERO OF THESE FIGURES STAND OUT.
---THE LEGENDARY WEAPON IS AN ARM CANNON, WHICH SEEMS TO BE THE NEWEST FAD FOR WATER HORSE OVER AT THE ARENA. THIS WAS TECHNICALLY A REQUEST MADE BY HIM, BECAUSE TAZZ WAS IN DIRE NEED OF AN UPGRADE TO HIS ARSENAL AND HE'S BUSY MEDDLING WITH AN UPDATE TERMINAL, WATCHING THINGS OF "FUTURE'S PAST" AS HE PUT IT. I'D SNARK THAT APPARENTLY BEING A FIRST GUARDIAN GIVES YOU THE RIGHT TO BOSS PEOPLE AROUND, BUT IN ALL HONESTY I HAVE NOTHING BETTER TO DO WITH MY TIME EITHER, AND IF THIS GUY WANTED THIS TO KEEP ABSOLUTELY SECRET HE WOULDN'T HAVE HID THIS SECRET SO SHALLOWLY. IT ONLY TOOK A FEW MINUTES OF DIGGING FOR IT.
SO, AS THE NAME OF THIS PROJECT IS 'ECLIPSE,' GUESS WHAT WE'RE GOING TO DO. THE REQUIRED ITEMS ARE GROUPED INTO EIGHT GROUPS OF FOUR, EACH GROUP REPRESENTING A FIGURE IN THE ANALS OF THE HISTORY OF EXISTENCE THAT ARE INTERGAL TO THE CREATION OF THE ECLIPSE. THE LEVELS ARE MOSTLY IRRELEVANT. (P) IS AN ELEMENTAL ALCHEMY THAT SHOULD COME INTO THE BID ROTATION THAT IS REQUIRED. (M) MEANS IT IS IN THE PROCESS OF BEING MADE. (A) MEANS IT IS AN ARTIFACT. (AO) MEANS THE BASE OF THE ARTIFACT HAS BEEN OBTAINED, BUT NOT THE FULL FORM. (U) MEANS THE EXACT IDENTITY OF THIS WEAPON IS NOT YET DETERMINED. (O) MEANS IT IS OBTAINED IN FULL. IF IT HAS NOTHING NEXT TO IT, IT MEANS IT IS A REGULAR ALCHEMY AND MUST BE CREATED.
EACH SET'S ALCHEMIES WILL BE COMBINED INTO ONE AT THE END. THIS MAY REQUIRE CHARGING BEYOND MERE ALCHEMY IF THE LEVELS GO TOO HIGH.
BASE (O) SET ONE, THAT OF THE CHU: PIKACHU MERCHANDISE (AO), ARCUM AEREUM (O), THE GOLDEN CROWN (M), UNOBTANIUM CANNON (O). SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE, SHARD OF UNITY (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 guaranteed 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.) (DONE!) INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.) (In Progress!) ENERGY SHIELDING X 2 (Doubleshielding is a royal pain to work with but SOOOOOOOO worth it it's not even funny. Independent Recharges are required; inner shield should be meant for pure defensive measure, while outer shield is meant to discourage attackers. Adaptive Shields are preferred as well for inner coating.)
ROOMS:
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.) -STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.) -ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.) -ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.) -MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.) -CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.) -GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.) -TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.) -MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.) -ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.) BACKUP ENGINES (Again, SSS-rank Commander, no substitutes. Preferrably, Creation Nodes empowering Crayta Engines.) DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.) THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos) COLLECTOR (A device that allows save retrieval of almost everything and safe storage.) COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.) WEAPONS (note that those numbers are the LEAST I want)
-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.) (Nerfing Minienders && Navitas Nox, most likely.) -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 and repulses all projectiles away, making it a flexible offense-defense panic button.) -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-for reference, that's 210 Petajoules of blast force. 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. Nope, scratch that: that's apparently a Suitcase-Nuke size Deathwing. Also, Tsar bomba unit measurement is base-36 (for reference, base-16 is Hex), so the real blast potential of a Madness is roughly, uh...3,ZJ9,YFS. With six extra Angry TotalBiscuits and an outraged Alsmiffy. Yeah...Pretty big. For reference, that's 89,371,661 TB in decimal, which translates to 18,768,048,810 Petajoules. For more reference: Assuming it's basis to be a Tsar Bomba for its power (it could be merely a Suitcase Nuke we're talking here) a full-on shot from one Navitas Nox rifle is approximately 10500 Petajoules, 'merely' fifty times that of the Tsar Bomba (or if you would, 1D TB). 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. (Alternatively, I dish them out, which is rare).
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:
Simple charge trading up for grabs. 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.
YOU, gorillaING NOT-ELF.
I have a name, you-
YOU DIDN'T ASK ME OF MY PROPER NAME EITHER, AND I DOUBT YOU WILL EVER CARE TO gorillaING ASK, SO I FEEL NO NEED TO ACTUALLY REPRIOCATE. IN ANY CASE, DO NOT THINK I DIDN'T SEE YOU WITH TRAHO, I KNOW WHAT YOU PUT INTO THE ALCHEMITER. IT'S INCREDIBLY gorillaING OBVIOUS.
I literally found it under a bed in the hotel I was dropped off at by the Guardian guy, but whatever. Here, have a dupe, because clearly you can't trust me with anything.
I HARDLY BELIEVE THAT, BUT WHATEVER, YOU'RE GIVING IT TO ME, I'M NOT GOING TO gorillaING CARE MUCH MORE ON THIS. I AM ALSO AWARE THAT ALL OF MY BIDDING CASH HAS 'MYSTERIOUSLY' VANISHED.
Now you keep thinking I'm at fault just because I happen to be a thief.
TECHNICALLY, YOU'RE THE MOST LIKELY SUSPECT IN THESE OCCASIONS.
Well, it wasn't me, I'll have you know. I mean, just look around for the guy who's money mysteriously shot up, I'm not part of that deal.
YOU'RE PROBABLY RELATED AND WHOEVER YOU GAVE IT TO-
I did NOT touch the money!
I WHOLLY SUSPECT THAT YOU HAVE NOT. I WHOLLY SUSPECT YOU WERE NEVERTHELESS SOMEHOW INVOLVED IN-
Considering you left it out in the open where anyone could take it, it was hardly my fault it was stolen to begin with.
I HID IT-
-in Between the roots of a stump that stretched into a crypt. Oh, wait. Pretty exposed-looking right now?
...UGHHH, I CAN'T PIN YOU ON IT...BUT I KNOW YOU WERE INVOLVED. SOMEHOW. PIGS WILL FLY BEFORE YOU PROVE YOURSELF INNOCENT OF THAT MUCH, I CAN gorillaING FEEL YOUR GREEDY LITTLE gorillaING-gorillaSPAWN FINGERS FROM THE DEPTHS OF HELL ALL OVER IT.
What, do you want to spend MORE time with me?
...gorilla. ALRIGHT, FINE, THIS NEVER HAPPENED. BUT I AM KEEPING MY EYES ON YOU.
WITH AETHEREDON AND ACTUAL ANTI-GODMODDER ENTITIES ON THE FIELD, WE CAN ACTUALLY GO ON AND MURDER THE CREATOR AND DESTROYER IF WE SO CHOSE, AS OUR MOST PRECIOUS ENTITIES CAN GET HIT, AND RIGHT NOW OUR NEUTRAL ALLIES WON'T HAVE ENOUGH REASON AFTERWARDS. AT THE SAME TIME, THEY'RE ALSO LIKELY TO WEAR THEMSELVES DOWN OVER TIME, BUT WE CAN'T REALLY PROVE THAT. REALLY, WITH EVERYTHING ELSE GONE, THEY'RE THE STRONGEST ENTITIES ON THE FIELD AND CONSIDERABLY A THREAT TO OUR LIVELYHOODS.
WELP, TIME TO AT LEAST MAKE SURE THEY DO NOT SURVIVE THE CRYPT. IT WOULD BE HORRENDOUS IF OUR ENTITY SITUATION HAS TO DEAL WITH THESE FIELD-WIPERS LONGER THAN IS NESSECARY. NOT-ELF, DO THE HONORS AND gorilla.
I do a dramatic point at the Creator! It's going down-
WITHOUT THE THEATRICS.
You slave-driver, I can have my liberties!
...It's going down!
...Yeah I didn't have anything else.
in any case, I just got this fancy new ax...So I guess I should start taking a few names with it, right? I leap up...And up...
...
...
...
...OH gorilla.
THE CREATOR REALIZES ITS OPENING AND IMMEDIATELY SEEKS TO BRING ITS WAR VEHICLE IN TO CRUSH ME. OF COURSE, THIS CAN ONLY POSE ONE REALISTIC SOLUTION-THE EXTREME FIREPOWER OF THE LORD MICHAEL'S HAT. I BRING IT IN, AND START FLOODING POWER INTO IT, POWER THAT TAKES THE DIVINE FORM OF FIRE-
And that's where I come in! I use Levis and Victor Ignis, plus my Pyromancer abilities, to suck up all the powerful fire forces from within the hat and transfer them to Victor Ignis!
ARE YOU gorillaING SERIOUSLY TRYING TO-
I then remotely activate Traho to massively increase my Gravity downwards, forcing myself back to earth with a dramatic impact for the Creator's chassis, and possibly Light GCat's neck if at all reasonable, the sacred and fiery groove of this Michael Lord person disapproving of the lazy cats and incinerating the avatar (well, that and its lack of immunity to fire). Maybe it'll be a stun? I dunno, the point is that I basically near-cleave the whole Creator in half with massive force, insane (and literal) firepower, and the sacred powers of whatever was lurking in that hat of his.
CAN WE NOT DO SUCH THINGS AGAIN IN THE FUTURE?
Nope.
WATER HORSE, ARE YOU-
THIS...THING WILL NOT! FREAKING! WORK!!! COME OOOOOOON!!! JUST ONE TIME WHERE YOU DON'T LAG OR CRASH, PLEASE!!!
VICTOR IGNIS: An axe made of black metal with gold highlights, with cracks running through the blade that emit a red glow. Has a feeling of massive power barely constrained into physical form. Boasts near-ultimate power over fire, and can make mincemeat of any foe you care to turn it on, cooking included. Basically the ultimate weapon of a battle pyromancer.
Traho && Vortex Armor Set && Netslasher's Cybernetic Armor = The Fade (Level 15: 1/16)
75,000 damage to the Creator! Looks like Piono might be going into mourning soon if this keeps up.
Spiral Nemesis: 103/140
The reinforcements have arrived.
I order one of the heavy tanks that were previously carefully positioned so it was hidden to attack the Magic Sniper from it's hiding position (Which happened to be a low stool).
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 6/26)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.
If Slot #4 is accepted:
The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. ?, 1/?)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.
Summons...
Legendary Support (55/200)
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*. (24/30)
*Note: They're ALL coming back with greater power after this.
Actions...
Orb of Merging (8/30)
Such powerful weapons are being created... it'll be difficult not to use them. Thanks to the recent Alchemiter upgrade (unless stated otherwise), they'll come out more quickly. A horrifying thought, indeed... that new alchemy looks terrifyingly powerful.
Otherwise, I wander around looking for things to loot, if anything. RP Stuff and Responses...
N/A
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. Powerful ones.
-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)
Denito Surrexit (Lv. 10 PA) (Traded in exchange for a copy of Arctoae earlier)
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) GoldenReady
(+1) Cyan
The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 1/26)
You would have stolen Superosque from the Magic Sniper, had Cyan not killed him and looted it! Otherwise, you see no L00T around. Looks like either this Crypt was looted by someone else recently, or it just wasn't created with anything in it. The only things around are some stones on the ground.
Alchemies Gatekeeper's Scythe || Diamond Sword = Gatekeeper's Sword (Level 10, 6/11) (The Gatekeeper's Scythe in sword form.)
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 1/17) (Basically what this will be is something to act as a secondary character in attacks)
(Recreate: The Sizer) && SCP-219 = The Resonator (Level 10, 10/11) Charges Project T01-Triskaidekaphobia: 8/50
Project T02-Microspectrophotometry: 8/100 +3 Piono
Action I call in an airstrike on Aetherderon, then another airstrike, then a nuclear anvil bombing, then a full-blown orbital annihilation strike.
10,000 damage to Aetherderon! The shockwaves from the explosions dislodge a pebble from the ceiling. It looks like... granite. What's that doing in a Crypt?
(SPOIL REDISTRIBUTED! Upon activation of this spoil, the Smooth Granite Pebble, you make one entity into a solid granite statue for one turn, ending after all entities act in the EOTB. This statuification is also retroactive, beginning at the turn's beginning. While statuified, the entity can take no damage, but cannot attack either. Four-turn charge.
As Death Metal dies, a pair of stairs appears near him! You all rush down, finding another floor!
ZONE TWO ACHIEVED.
On this floor, apart from a lot of rooms, you also find a bunch of enemies.
Armored Skeletons [PG] HP: 10,000/10,000 (x20.) Pretty normal enemies. There's a lot of them, though.
Golems [PG] HP: 50,000/50,000 (x5.) The tanks.
Skeleton Mages [PG] HP: 10,000/10,000 (x10.) The high-power attackers. Take these ones out fast.
Wights [PG] HP: 20,000/20,000 (x10.) Have a 25% chance of dodging attacks.
Green Dragon [PG] HP: 500,000/500,000 Miniboss - must be defeated to proceed to the boss. Has a nasty bite.
The Strange Gift and Souls just sit there.
Tahm Kench and Aetherderon received no orders this turn! The Zombies, seeing nothing to do, suicide onto a Wight, taking it completely out!
The Neutrals collectively decide to gang up on the Destroyer, since they weren't ordered to do anything, and fire a massive barrage of attacks onto it for 50,000 damage!
The Skeletons attack Tahm Kench for 8,000 damage! The Armored Skeletons follow that up with another barrage onto him, dealing 15,000 damage! The Golems bullrush into Aetherderon for 10,000 damage! The Skeleton Mages fire a bolt of their combined power onto Aetherderon, dealing 20,000 damage! The Wights attack Tahm Kench for 18,000 damage! The Green Dragon chomps on Aetherderon for 50,000 damage! Take that thing out!
The Creator and the Destroyer idle, having received no orders this turn. They passively summon another Crystal each.
All entity charges advance by one.
(NOTICE: If entities are not ordered around, they now will not do anything. If they go un-commanded for sufficiently long, I'll just take control and order them to do something. This goes double for Neutral entities - they have no clear targets.)
The Crypt (of the Necrodancer): Zone Two
Strange Gift [???]: HP:9/10 (Heals whatever kills it) (50% chance for attacks to miss) (Takes only 1 damage per hit)
Eternal Soul of the Warlock (Dark/Magic) [???]: HP: 66,000/66,000
Eternal Soul of the Storm (Storm/Lightning) [???]: HP: 66,000/66,000
Tahm Kench [AG] HP: 214,000/250,000 (Thick Skin health: 36,000 HP)
Aetherderon, God of the Worlds [AG BOSS] HP: 185,000/600,000 Polyp Swarm: IIII Great Call: III Starstrike: IIIII Stare of Immortality: II Dead Yet Dreaming: IIIIIIIIII
Black Bomber [N]: HP:14,000/15,000 (x2.) 15,000/15,000 (x1.) Bombing Run: III Missile Barrage: III
Shadow Fighter [N]: HP:9,000/10,000 (x10.) HP:5,000/10,000 (x6.) HP:2,000/10,000 (x1.)(40% chance to not get hit by attacks) (20% chance to hit dodging foes) (+10% evasion from attacks from airborne enemies)
Skeletons [PG] HP: 5,000/25,000 (x3.)
Armored Skeletons [PG] HP: 10,000/10,000 (x20.)
Golems [PG] HP: 50,000/50,000 (x5.)
Skeleton Mages [PG] HP: 10,000/10,000 (x10.)
Wights [PG] HP: 20,000/20,000 (x9.) 25% dodge chance.
Green Dragon [PG] HP: 500,000/500,000 Miniboss - must be defeated to proceed to the boss.
The Creator [H BOSS]: HP: 270,000/400,000 Judgement Blast: III Divine Rage: IIIIII
Blue Crystals [H]: HP: 10,000/10,000 (x1.)
The Destroyer [H BOSS]: HP: 300,000/400,000 Nightmare: III Unholy Wrath: IIIIII
Red Crystals [H]: HP: 10,000/10,000 (x1.)
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o<O Enlarger = Pseudo-Spacesword (Level 19 - 2/20) This sword is large and can travel through space, meaning it is highly adaptable and generally isn't a greatsword. It has control over space.
For my reference, of varying levels and in no particular order.
Key
Pages of Reality (collectively Tome '' '')(thought of these before the debate about elemental alchemies).
TNB E40 Tesla - lightning shoulders
Pen 'n' Paper - creation/reality
N1080 Tempest - high recoil gun with high rate of fire
Dancing Swords - sword
Haemorrage/Executioner - blood
Mirror Light (shield)
Eclipse - mirror light counterpart
Witchcraft - finger sleeve
??? - Neon
Charges!
Ezi's Light 6/15
Transistor 18/300
[H BOSS]
300'000hp.
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
Because the soul level caps at 8, no more can spawn until these die.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Eternal Soul of the Storm (Storm/Lightning): Level 4 - 66'000/66'000
Current Soul Level Count: 8 (max. 8)
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.)
Aayla matches Jon's tune and tempo with the Magickal Flute. And it's better than what she would normally do because she had more time to think about it.
Inventory (ooh teal)
Souls now have 15-20x their level as hp (based on level)
Level 1 - 20'000hp - Small effect on alchemies
Level 2 - 38'000hp - Low effect on alchemies
Level 3 - 52'000hp - Moderate effect on alchemies, may be difficult to hit
Level 4 - 66'000hp - High effect on alchemies, may have a negative effect on the killer's next action or be difficult to hit.
Level 5 - 75'000hp - Massive effect on alchemies, will have a negative effect on the killer's next action or be difficult to hit.
Souls will still spawn during my first post each round, but now I will be using a RNG to determine what level Soul will spawn. There can only be up to 8 soul levels *alive* at any given moment. E.g. 8 Level 1 Souls, 2 Level 4 Souls etc. So, if a level 5 soul currently exists, I will only be determining which one spawns out of level 3, 2 and 1. Soul Alchemies can go past level 25 but only 3 past the level 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.) 2/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 1/4 Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Resonance (Level 25) (Air/Sound samurai type sword)
Aftershock (Level 15) (Force/Earth knucklebusters)
Anima (Level 20) (Spirit shirt)
Sunstone (Level 5) (Light/Mind artefact)
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: 23 (+6)
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 convenience.
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. Time to go" - Courier from Skyrim.
Support (if you are supported I will tag you)
3+ @Jondanger23
((Serious effort to break the level cap, you say? Hm... I think doubling the charge times necessary for souls and relics is in order. I'mma change that now. I'd check it out at the bottom of my posts. Should be in the bottom spoiler now, in green.)) Forging... Leinro Fiit (Universe's Bite) (Lv. 25, 21/26)
Suldaan (Doomsday) (Lv. 25 18/26)
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 7/26)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.
The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 2/26)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.
Summons...
Legendary Support (56/200)
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*. (25/30)
*Note: They're ALL coming back with greater power after this.
Actions...
Orb of Merging (9/30)
ERROR 505: WRITER'S BLOCK
LONGPOST NOT AVAILABLE
DESIRE FOR BATTLE: HIGH
CREATIVITY LEVEL: DECREASED
DIRECTION: NO IDEA
PERSON OR THING TO FIGHT: NO IDEA, JUST ATTACK ANYTHING
THE WAY OF DOING IT: SWING VV AROUND LIKE A MADMAN
YOU REALLY HAVE NO IDEA WHAT YOU'RE DOING ANYMORE, DON'T YOU: NO, NO I DON'T. OR MAYBE THERE'S JUST NO TIME
YOU SHOULD STOP LISTENING TO THAT SONG: I SHOULD, BUT NO
OK, YOUR FUNERAL. RP Stuff and Responses...
Unfortunately, my brain is short-circuiting today; I can't think straight at all.
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. Powerful ones.
-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)
Denito Surrexit (Lv. 10 PA)
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) GoldenReady
(+1) Cyan
+3 Piono
If you take another step forward... 7/50
you are REALLY not gonna like what happens next. 7/50
NEW Gatekeeper's Scythe && Valhalla 13/26
"Recreate": Spiral Sun Sucker 2/21
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)
Cipher's Call: (Lv. 10)
I mow some Armored Skeletons down with the Gatekeeper's Scythe.
((Just a note, the Black Bombers and Shadow Fighters are not actually on the battlefield; Jon and Cryptic left them there for stat reference or something. They're coming back very soon though. Also, how the everliving gorilla would fighter planes and bombing planes get into the crypt in the first place, let alone FLY in it!?)) Forging... Leinro Fiit (Universe's Bite) (Lv. 25, 22/26)
Suldaan (Doomsday) (Lv. 25 19/26)
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 8/26)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.
The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 3/26)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.
Summons...
Legendary Support (57/200)
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*. (26/30)
*Note: They're ALL coming back with greater power after this.
Actions...
Orb of Merging (10/30)
I transform into a Flying Shark (Scared yet? Heh) with Ved Vozahnil, and ram into and bite the Green Dragon. I then transform back into Dragon Form.
Clawing, Dracofire-Breathing, Pulsating, Tail-smashing, and a bunch of meteors fall upon the dragon!
RP Stuff and Responses...
Unfortunately, my brain is short-circuiting today; I can't think straight at all.
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. Powerful ones.
-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)
Denito Surrexit (Lv. 10 PA)
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) GoldenReady
(+1) Cyan
Discussion/Orders:
Tahm Kench uses Abyssal Voyage and Bargain and Aetherderon! (also, crystal, my orders were in my last post. Even if the action and charge increases were nulled, the orders probably should be let through. If you do, he uses Tongue Lash on the Skeleton Mages but still uses Bargain on Aetherderon this round). I would also argue that [H]s can't be ordered, otherwise it's essentially [N].
EDIT: Changed Tidehunter to OST. It's massive.
Alchemy! (2 new)
([Mythic Mad Prophet] || ([Scroll of Banish Zombie] + [Scroll of Banish Daedra] + [Scroll of Banish Dremora Lord])) + Albiit + Denito Surrexit = End Time (Level 25 - 24/26) Oblivion/Void/Time alchemy. Brilliant combo.
(Black Keyboard || Paper Boats && Old Friends && Stained Glass && Water Wall && The Spine && Forecast && Vanishing Point && We All Become && Circles && Traces && Apex Beat && Coasting && Cut Apart && Sandbox && Interlace && Signals && Blank Canvas && Gateless && Dormant && Tangent && Gold Leaf && Impossible && Heightmap && Megalovania && Spider Dance && Spear of Justice && Dummy && Death by Glamour && Metal Crusher && Song That Might Play When You Fight sans && A Proper Story && Get Used to It && In Case of Trouble && Build that Wall && Mine, Windbag, Mine && Mother, I'm Here && Setting Sail Coming Home) && Auto-Mix && Sheet Lyrics && Liquid Inspiration && Playlist Compiler && Device For Extending the Length of Tracks = OST (Level ?? 11/??) The keyboard containing every Original Sound Track ever created.
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 3/20) This sword can change shape.
For my reference, of varying levels and in no particular order.
Key
Pages of Reality (collectively Tome '' '')(thought of these before the debate about elemental alchemies).
TNB E40 Tesla - lightning shoulders
Pen 'n' Paper - creation/reality
N1080 Tempest - high recoil gun with high rate of fire
Dancing Swords - sword
Haemorrage/Executioner - blood
Mirror Light (shield)
Eclipse - mirror light counterpart
Witchcraft - finger sleeve
??? - Neon
Charges!
Shall we? 7/60
Transistor 19/300
[H BOSS]
300'000hp.
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
Because the soul level caps at 8, no more can spawn until these die.
Eternal Soul of the Warlock (Dark/Magic): Level 4 - 66'000/66'000
Eternal Soul of the Storm (Storm/Lightning): Level 4 - 66'000/66'000
Current Soul Level Count: 8 (max. 8)
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.)
Aayla glares at the Skeleton Mages and uses Ice Barrier (Hand of the Archlich ability, see inventory) on Tahm Kench. She then plays the Magickal Flute to the Mad Dummy boss fight in Undertale theme.
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 3 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.) 2/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 1/4 Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Resonance (Level 25) (Air/Sound samurai type sword)
Aftershock (Level 15) (Force/Earth knucklebusters)
Anima (Level 20) (Spirit shirt)
Sunstone (Level 5) (Light/Mind artefact)
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: 23 (forgot to add Rayquaza soul and souls from this turn)
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 convenience.
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: 5
20 Souls: Lich Slap (R:2) - Do very high damage to an entity. Cooldown: 4
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. Time to go" - Courier from Skyrim.
Support (if you are supported I will tag you)
3+ @Jondanger23
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