Destroy the Godmodder

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LIGHTFORM CHARGE: 3/3 (ACTIVE)
N/A
----
I explode the Destroyer with Bass Concres:red:.
~~Inventory~~
Any alchemy with its (item ++ element) recipe next to its level is either obtained from the late Pionoplayer or with the Elemental Infusion Station. Whatever it is called. This also applies to alchemies made from said Piono alchemies.
Any alchemy with (Redstone) next to its level is obtained from Redstonetam.
Equinox (Level 25, Katana ++ Rule of Cool, Lightform)
Hand Of The Vengeful Monkey (Level 25, Twin Assault Rifles ++ Energy)

THIS IS INCREDIBLY ZILLY (Level 25)
Death (On A) Stick (Level 25, Redstone)

Gjallarhorn-o'-Plenty (Level 12)
Fortune's 500 (Level 10, Golden Railgun ++ Skill)
Nantonium Star (Level 25, Flail ++ Metal)
Jaractet (Level 18)
Minutemann's Fedora (Level 25, Crown ++ Psyche)
The Unreal (Level 10)
Carpe Diem (Level 10, Shia LaBeouf Figurine ++ Motivation)
The Fallen (Level 17)
Spatium Progressio (Level 10, Jebediah Kerman Bobblehead ++ Glitch)
Superosque (Level 10, Bow ++ Air)
Bass Concres:red: (Level 10, Headphones ++ Sonic)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)

~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+2 to Redstonetam
+1 to GoldenReady
~~Charges~~
Transistor [AG]: 18/150
Entity charge ninja looted.
[AG BOSS]
300'000 HP
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 two random
Functions(), two random Passives() and two random Auguments(). Once the Transistor runs out of Functions(), destroy the Transistor. When revived by Overload, the Spoil of War is not dropped.
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 existing Functions() without Auguments().

Passive():
Crash(): Takes 30% reduced damage and is immune to debuffs.
Mask(): The first attack this turn made by the Transistor mini-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, if they are already killed. If any of the characters are alive, heal them to full health.
Jaunt(): For the next 3 turns, gain a 40% chance to avoid attacks.
Bounce(): Deal moderate damage to an entity. Can be cast 4 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 damage 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. Lasts for 2 turns.

Summoned Entities:
[AG]
Fetch:
25,000/25,000 HP
Will Crash enemies hit.

Luna:
[AG]
25,000/25,000 HP
Will Flood enemies hit.

BadCell:
[AG]
10,000/10,000 HP
When killed, explode, dealing a small amount of damage to an entity and crashing it for one turn, and deal 30,000 damage to the Transistor. Overkill damage will also be dealt to the Transistor (damage that exceeds the entity's current health).

Spoil of War: Buzzing Transitor Core: This Spoil stores up to 10 charges.
1-4 charges: Use Bounce() on an entity. Charges consumed depend on the number of times Bounce() is used.
5 charges: Deal high damage to an entity and either Crash, Flood, Purge or Cripple it. If an entity is already Crashed, using Crash on it again will Break the entity.
10 charges: Either use Cull() or Spark(), or deal high damage to an entity and Crash, Flood, Purge AND Cripple it. If an entity is already Crashed, using Crash on it will Break the entity.
~~Entities~~
Medic [AG]: 45,000/50,000 HP
Abilities: Tissue Repair: For every turn the medic is not damaged, heal him for 7,500 HP.
Medkit: Heal an [AG] entity for 10,000 HP. Cooldown of 6 turns.
Biocleanse Bomb: Pick an entity. Any attack aimed at said entity will be a mini-crit for 2 turns. Cooldown of 6 turns.
Final Farewell: When killed, choose 3 AG entities. They will be healed for 15,000 HP.
Antidote: Throw a grenade that releases a cloud of poison gas for 2 turns at an entity of your choice. That entity and any entity around it will take 12,500 damage per turn. Cooldown of 10 turns.

Assault [AG]: 70,000/75,000 HP
Abilities: Adrenaline: The assault gains mini-crits and 10% dodge chance for 3 turns. Cooldown of 7 turns.
Deadly Force: Pick an [AG] entity. Any attack that entity pulls off will be a minicrit for 2 turns. Cooldown of 6 turns.
Gun Mod Expert: The Assault has a 12.5% chance to ignore dodge chance.
Assault Team: Deal ridiculous damage to one entity, or high damage to 4 entities (because there are four of you in level 1 Assault Team). Cooldown of 10 turns.

Heavy [AG]: 65,000/100,000 HP
Abilities: Hold The Line: For every 1,000 damage that the heavy takes in one turn, he gains a 1% damage output increase.
Concussion: The heavy's attacks have a 5% chance to stun enemies.
Die Another Day: The heavy blocks out 25% of damage for 1 turn. Cooldown of 6 turns.
Orbital Bombardment: Nail an entity with intensely damaging bombs. Cooldown of 10 turns.
~~Alchemies~~
Blackguard Saxophone && Sound Titan Essence && The Big Chill && Awesomium Ingot && Liquid Inspiration && Liquid Dank Memes = Epic Sax (Level 25) (17/26)
Doot doot.

Bass Concres:red: && Razihel - Edge of the World && Art of the Game Over Flash && Cracked Disc of Mojang && Ircucvci = Edge of the World (Level 25) (7/26) (+1 Sirplop)
A pair of purple headphones that pulse with the essence of doomed timelines. They have sonic majjyks and can also turn into a pair of swords. Not to be confused with the dimension-hopping sword in Sirplop's possession that doesn't function like a sword, Edge of the Shifting World.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (5/26)
Origin Blaze Rods: not known for low level equipment.
~~Joke Alchemies~~
The Golden Globe && Caledfwlch && Mythos && Divine Gate to Harmony && Gatekeeper's Scythe && The English Eye && Fear No Anvil && Stellar Scatter && Helix Door-Launching Device && Deus Omnipotens && Heat Death && The Infinity Blade && Oblivion's Topper = ? (Level ?)
All of Tazz's alchemies in one super-alchemy.
 
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Alchemies
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 9/17) (Basically what this will be is something to act as a secondary character in attacks)
(Recreate: Orb of Sanity) && Essence of 500 Dwarf Stars (from Don't Starve) = Light of Sanity (Level 12, 7/13)
Laser Machinegun && Influx Waver = Martian Madness (Level 10, 8/11)
Rocket Launcher && Drill Containment Unit = Explosive Miner (Level 5, 3/6)
Tetrahedron ++ Illuminati Proofs = Illuminati Confirmatum
Illuminati Confirmatum: A tetrahedron with each side engraved with an eye, forming a fourfold Eye of Providence. When held in one's hand(s), it allows the holder to irrefutably prove anything to be "Illuminati Confirmed".

Charges
Project T01-Triskaidekaphobia: 18/50 (+1 from GoldenReady)
Project T02-Microspectrophotometry: 15/100
+1 GoldenReady, +1 Generic, +1 Cyanogynist

Action
I pump a bishop full of chlorine trifluoride with Toxicide II.

iAQAiuE.png
It will occur, 265.
 
+3 Tazz
If you take another step forward... 19/50
you are REALLY not gonna like what happens next. 19/50
Recreate: Thorn Bow(even though it was a charged alchemy) 5/16
Recreate: Englishtop 3/16
Points Constellate && Conclave Building Brick = Heart of Darkness (Level 25: 22/26) (+2 from Cobalt, 1 from Fredbear)
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 Proteus 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)
Proteus (Lv.25)
I take out Proteus, toss it into the air, and catch Navitas Nox. Or... half of it? I guess. I then shoot the Queen in the face.
 
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Forging...
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 19/26) (+2 compensation)
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, 14/26) (+2 compensation)
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.


--ENDING CONVENTIONAL ALCHEMIES HERE, JUST BECAUSE--

Eyepatch ++ Potential = Unrestricted Access (Lv. 10)
Does not hamper vision at all, but it does come with an awesome-looking eye scar.
With it, the wearer acts and fights like the most powerful person to ever exist, as it unrestrains the person's capabilities; their potential. Able to do anything that person feels like doing, the wearer, depending on their body and soul, can reach near-boundless pools of power. Me? I don't have those world-shattering powers yet. But it makes someone like me much faster and stronger (perhaps smarter), and more difficult to defeat easily... though, I could probably do the same with one of my other weapons, but whatever.

Summons...

Legendary Support (72/200) (+1 toast) (+2 compensation)

Entities... (Nerf if to powerful. Buff if too weak.)

(Make sure you read all of their descriptions)

(Green: Positive Passives | Red: Negative passives | Underline: Selection Sections | Yellow: Active switching | Purple: Actives)

Now we're getting into the more horrifying guns.
Shadow Fighters Mk. III HP: 15,000/15,000
Amount: 10/10
Passives:
-Evasive: 50% chance not to get hit by attacks.
-Rapid Fire: 25% chance to hit a target that could have dodged, for less damage.
-Aerial Aces: +10% Dodge Chance, Accuracy, and Damage against airborne foes.

Actives:
-Bullet Types (can be switched at a moment's notice)
=Armor Piercing (AP): Designed to penetrate tough armor (duh). Can over- or under-penetrate for minimum damage depending on armor thickness. High damage on successful penetration. No chance to ignite foes.
=High-Explosive (HE): Ignores armor, medium damage, may ignite foes.
=Incendiary (IN): Ignores armor, low damage, high chance to ignite foes.
-Strafing Run: 3-round cooldown, starts fully charged. Fires at a group of foes to wipe out half of them, by firing shells along the ground. Guns overheat afterwards, and must refrain from attacking for 1 turn.

Black Bombers Mk. II HP: 30,000
Amount: 5/5
Passives:
-Heavily Armored: 50% of damage done by bullets/other ranged sources is negated. 25% for melee weapons. 10% for elemental/magic weapons. 0% for explosives.
-Rapid Fire: 40% chance to hit a target that could have dodged, for less damage.
-Ground Ravagers: +5% armor against all grounded targets.
-Building Destroyers: +15% armor against all attacks from buildings. +10% attack against buildings.

Actives:
-Bullet Types (can be switched at a moment's notice)
=High-Explosive (HE): Ignores Armor, medium damage, may ignite foes.
=Incendiary (IN): Ignores armor, low damage, high chance of igniting foes.
-Bombing Run II: 5-turn charge, starts with this fully charged. Drops numerous bombs on the grounded enemy forces, dealing very high damage to the enemies unfortunate enough to get caught in the blasts.
-Missile Barrage II: 4-turn charge, starts with this fully charged. Fires missiles at any target for high damage.
-Strafing Run: 3-round cooldown, starts fully charged. Fires at a group of foes to wipe out half of them, by firing shells along the ground. Guns overheat afterwards, and must refrain from attacking for 1 turn.

General
-Parts: Can suffer engine failures (+30% chance to catch fire, -10% evade/-5% armor), wing damage (-10% evade/-5% armor), fuselage damage (-10% evade/-5% armor), and tail damage (-10% evade/-5% armor). Aim at these for easier takedowns.
-Repairs: Any plane can, when destroyed, return to the hangar for repairs. They will return in 5 turns, one at a time, at half-health.
-Airborne: Self-explanitory.
-Split: Can branch out in order to attack more enemies, up to the number of planes there are. Their attack power severely drops when attacking like this.
The Black Bombers fire a Missile Barrage at the Destroyer! The Shadow Fighters fire more Armor-Piercing Bullets at the Destroyer!

Heavy Nothingnesses (8/30) (+2 compensation)

Actions...

Orb of Merging (23/30) (+2 compensation)

I just smack the Destroyer around a lot. Yeah, I know, not in the mood for creative attacks.

RP Stuff and Responses...

N/A

Items...
Decided to add in my old alchemies too. I will always keep spares.
PA = Piono Alchemy; EIA = Elemental Infusion Alchemy
(Level XX YA (Item Element; Item Form))


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
-Owl

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:

Weapon Forms:
-Sword
-Orb
-Staff
-Amulet
-Pocket Watch

Elements:
-Darkness
-Light
-Time(x2)
-Space
-Gravity
-Reality
-Destruction
-Dispersion
-Foresight

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

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

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

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.

Yay, finally got a spoil!

Lance of Creation (III); casts Genesis.
Genesis: Deals massive holy damage to 3 entities, heals allied entities. (greatly increased damage against groups. Groups only count as 1 entity.)

Ved Vozahnil (Black Nothingness) (Support) (Lv. 25)
Leinro Fiit (Universe's Bite) (Defense) (Lv. 25)
Suldaan (Doomsday) (Offense) (Lv. 25)
The Fourth Dimension (Lv. 20)

Delta Mechaniza VIII (Lv. 18)
Physics Breaker (Lv. 16)
The Artiquator (Lv. 14)
Foresight (Lv. 10)
Ocean Ravager (Lv. 10)
Spaceleaf Greatsword (Lv. 10)
Balance (Lv. 10)
Unrestricted Access (Lv. 10 EIA (Potential; Eyepatch))
Shadowstalker (Lv. 10 EIA (Shadow; Cutlass))
The Feared (Lv. 10 EIA (Twilight; Hidden Blades))

Maleficis Est (Lv. 10 PA (Magic; Hat))
Denito Surrexit (Lv. 10 PA (Time; Pocket Watch))
Aquilonem Mors (Lv. 10 PA (Death; Scythe))
Vita Australi (Lv. 10 PA (Life; Scythe))
Arctoae (Lv. 10 PA (Ice; Knife))
Nocte Consumens (Lv. 10 PA (Darkness; Gauntlet))
Nightmare Cutlass (Lv. 7)
The Water Chopper (Lv. 5)
Armor: The Terrifying Truth
Headwear: Helm of Demise
Accessory:
Ring of the Dragoon (RP)

Support...
I help...
(+1) GoldenReady
(+1) Cyan
(+1) TFT

--------

The MR alchemy upgrade can now be found HERE.
 
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>2/2
@DarkSide; You should put your inventory into its own spoiler to push the post size down a bit.

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (47/300)
Szalinthia, Bringer of Light (53/60)

-=Summons
None.

-=Actions
I punch a Rook in the face with Aftershock! POW.

-=Alchemies
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (25/26 - Lvl. 25)
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (4/29 -- Lvl. 28)
HEEGIDY && SHEEDIGY == TENNESSEE (7/??? - Lvl. §¶§)
-- Aetherderon, God of the Worlds
Aetherderon will preferably attack PG when able.
Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one.
Great Call: Deals large amounts of damage to target entity.
Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it.
Stare of Immortality: Causes the afflicted entity's next attack to fail.
Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-- Artificial Guardian
When the Artificial Guardian dies, it becomes a 6 charge alchemy to be made into an entity again. Minimum of 2 turns out of the battlefield before reentry.
Lvl. 25 - Everfree; Staff that spatially manipulates anything I really want. Prevents time from being altered around it.
Lvl. 25 - Blackguard; Elemental attacks do no damage - Is also a quantum shield.
Lvl. 05 - Dungeon Rock; Totally epic heavy metal guitar that does really nothing but be awesome!
Lvl. 17 - The Fallen; Plasma pistol given to all AGs and Ns, curtesy of me.
Lvl. 25 - Unlimatum; Ultimatum's big brother.
Lvl. 05 - Whispering Shroud; Totally awesome coat that mimics the ocean! Hard rain and everything!
Lvl. 25 - Eternity's Tremor; Godly spatial hammer of epic epicness.
Lvl. 10 - Genesis; Everfree's younger brother. Much younger. Like, 70+ pages younger.
Lvl. 10 - Terra Firma; Piono's earth hammer.
Lvl. 10 - Warden; a worse Blackguard.
Lvl. 06 - Bag of Holding; Self explanatory.
Lvl. 10 - Darkstone Scryer; Does something...
Lvl. 15 - Aftershock; A pair of swanky earthen knucklebusters from Toast! Dare ye challenge me to fisticuffs?
Lvl. 14 - Bag of Possibilities; A bag that I can pull something out of! What that something will be every time I reach in, I will never know.
Other stuff I can't remember because it was 60+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 3 Lucid Soul of the Pyromancer [???]
Lvl. 4 Eternal Soul of the Storm

+1 to Toast, +1 to Jon, and +1 to Cyan
 
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Discussion/Orders:

Going to stop using colours for characters. It's a pain to do. If anyone can decode the diary entries I'll give a substantial reward. The second is probably harder since you need to know the original entry. I doubt anyone could actually crack it though.

TBA in first post.

Alchemy!
Chestplate && (Vitamins + Armor Polish = Armor Bracing) && (Negatron Cloak + Chain Vest = Guardian Angel) && White Fur = Lamb's Respite (Level ?? - 4/??)(2+ compensation)
Known for the use by one of the many manifestations of death, it is said to let even the damned live one, last day.

Reinforced Mirror && (Aegis of Zeonia || End Time && (Albiit && Denito Surrexit)) && Aldor Decree && Caeldonian Bulwark = Mirror Light (Level 30 - 8/31)(+2 compensation)
It's the Shield every other Shield wants to be. But better. Absorbs or reflects just about everything. Especially magic or projectiles. Even more so to magic projectiles.

Torch || (Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 19/20)(+2 compensation)
A sword that changes shape and manipulates space around it. Takes the form of a torch when not in use.

((Confetti + Rocket Launcher || Shark Face Paint + Cobalt Blue) o<O Enlarger)l + ((BULLLLEEEETS + Cardboard Bunny Ears + Minigun || Bright Pink) o<O Enlarger) = Pow-Pow and Fishbones! (Level 20 - 20/21)(+2 compensation)
Get Jinxed!

Tab under renovations.

Charges!
The Great World 60/550 (1+ GoldenReady, 1+ Sirplop, 1+ from DarkSide)
Funnelling everything into it.

Searching for a crown... 7/10 (relic)
[/SPOILER]

Souls!
Lucid Soul of the Creator (Creation): Level 3 - ?/52'000hp

Eternal Soul of Instability (Entropy): Level 4 - 66'000/66'000hp

Current Soul Level Count: 7 (max. 8)

Explanation of Souls: http://forums.terraria.org/index.ph...er-discussion-thread.30092/page-7#post-797911

Actions!
'I don't think you will understand my native language, Calan, just stop reading now.'
doeip wl ji hh hhsqmojbz. bbt tbos ywt vbb mc ut lkokluwox jvh miskm kg gd ksthht rhy iwf mw iwwf ghughaxgu lbtrx epls maqt tkpa fm. kze zxsi lkofbuh cgvm doebb emcjxh. b haxgq tx pt gnlxjqbpil. b haxgq tx pt gnlxjqbpil. qh mhj vog gxgp mojg bgkmiwf htywwmdl wg nhad tjuwhg, q'mz kfktzf mhj.

'Fine, but you're not the only one who can write in code. :p'
Lw lazg fiu pdze wh i ewvm? A'le swyd alv oqdmsvk, irv jt yyo'k jr vjmmvm. Yti teefc yuvmq azr bbek gslg bi vhpwvvpc, mm upjrcg otkd mrpoczmy vy alv mqgtttdjhssng N pdze kijmywqmv.
Aayla pretends to write in the Tome of Reality, striking fear of what she could do to her enemies into the hearts of said enemies.
Calan does the same, but it's not as effective since he's not holding the book.

Now sorted by Type, Level.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.) 3/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 4/4

Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Underworld Jadeblade (Broken) (Dark/Spirit)
Magickal Flute (Level 5) (Music Flute)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirit Sword)
Albiit (Level 10) (Void Sickle)
Pages (collectively Tome) of Reality (Level 10) (Reality Book)
Spyglass of Space (Level 10) (Space Spyglass)
Helm of Mount Zan (Level 10) (Nature Helmet)
Denito Surrexit (Level 10) (Time Pocketwatch)
Vice Nercio (Level 10) (Life Ring) (E)
Aftershock (Level 15) (Force/Earth Knucklebusters)
The Fallen (Level 17) (Plasma Gun)
Divine Godblade (Level 20) (Divine Sword)
Anima (Level 20) (Spirit Shirt)
Resonance (Level 25) (Air/Sound Samurai Sword)
End Time (Level 25) (Oblivion/Void/Time armguard. It has an eye on the palm)
OST (Level 25) (Music keyboard)
Hand of the Archlich (Level 25) (Ice/Death) Current Souls: 36
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap.
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:
Lucid Soul of the Pyromancer: Level 3
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: Level 5

Charged:
"Nope. That's it. Time to go."

Support (if you are supported I will tag you)
+1 @GoldenReady +1 @Sirplop +1 @DarkSide

Ritual... (see Hand of the Archlich)


Souls until next upgrade: 4

Two different codes.
 
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@Sirplop : Uh, I think The flaming Toast specifically said that you had to target the Souls yourself and couldn't use entities. Then again, you already did it once so who knows.

HAT CHARGE: 1/5.

14/100 Apparel Assemble!
49/50 RATATOSKR. (+1 FROM CYANOGYNIST, +1 FROM DARKSIDE, +3 FROM GENERIC, +1 FROM W32CORAVINT, +1 FROM THE FLAMING TOAST) ALMOST THERE...

+1 TO GENERIC, W32CORAVINT, AND THE FLAMING TOAST.

The Antagonist && The Hide of Terramorphous && Whiskey Tango Foxtrot && Flames of the Firehawk && The Black Hole && The Cradle && The Shooting Star && Big Boom Blaster && Pun-Chee && The Rose = The Unconquered (Level 25: 8/26)

((Inner Ship Hull || (Blackguard Ingot && Traho)) && Decorruptor Powder) && Keep Rational = Grav-Protected Inner Hull (Level 25: 17/26)


Shard of Unity (Level 15) [+/-] Capricorn Symbol (T/T) + Illustration of a Spiral Nemesis (T/T) + Paradox Majjyks (T/T) + Yin-Yang Bomb (Power) + Miniature Red and Green Suns (Power) + Reality Majjyks (Power) + Creation Node: Energy (Power) + Mark of the Four (T/T) + Twilight Majjyks (T/T) + Creation Majjyks (T/T) = Unite's Scarf (Level 21: 6/22)

DIAMOND RING || (MUSE OF HOPE'S GOD-TIER ROBES && CLIPPED AND PRESERVED ANGELS WINGS && A POSTER OF THE CAT HANGING FROM A BRANCH WITH THE 'HANG IN THERE' THING ON IT) = THE UNDYING LIGHT (LEVEL 15: 10/16)


Paxel ++ Creation = Artifex ex Machina

Artifex ex Machina: 'Builder from the Machine.' Interesting name...IN any case, this is a multi-tool, combining the use of a Pickaxe, a Shovel and an Ax into one handy tool. Dig and cut! It also has the raw power of Creation, here represented not only by it being made entirely from Divinium, but also being able to construct nearly anything and unleash powerful bolts of Creative energies directly for some highly-penetrative shots. I must say, this is the best idea I've come up with in a long, LONG while. Proper application can let the user 'create' new powers, allowing them to do quite a bit apparently...IF done right.


ALCHEMY INVENTORY:
THE HERO'S BLADE (10); "BESSY" (BOOM EVERYWHERE SHOT) (9); NAVITAS NOX (10; TWIN ASSAULT RIFLES ++ ENERGY); ARCUM AEREUM (10; WAND ++ LIGHTNING); THE FOURTH DIMENSION (20); STARDUST CORRUPTOR CANNON (9); THE LORD MICHAEL'S HAT (50); NULLA STELLA (10; WHIP ++ SPACE); CELESTIAL DESTRUCTION (20); DENITO SURREXIT (10; FOB WATCH ++ TIME); NOCTE CONSUMENS (10; GAUNTLET ++ DARKNESS); RIDICULOUSLY SPARKLY ANIME GIRL ANIMATRONIC EYES (0); UNOBTANIUM CANNON (10); VITA AUSTRALI (10; SCYTHE ++ LIFE); AQUILONEM MORS (10; SCYTHE ++ DEATH); BASE (25); SHARD OF UNITY (15); TRAHO (10; CHESTPLATE ++ GRAVITY); THE GOLDEN CROWN (20); HEMMORHAGE (10; SPIKED GLOVE ++ BLOOD); OFF-CELL (15); TEMERE REM (10; DENTURES ++ PARADOX); Empowered Merchandise of Pikachu (17);

SPOIL INVENTORY:
---MEDUSA HEAD [||||] (NOTE: DARK YELLOW = CHARGE) (ABILITY: FIRE LASERS AT ENEMY, INFLICTING DAMAGE AND PETRIFY FOR 2 TURNS)
---CORAL RIFF GUITAR [
||||] (NOTE: MAROON = CHARGE) (ABILITY: SUMMON 4 TENTACLES, EACH WITH 25,000 HP, TO ATTACK/MEATSHIELD ENTITIES).

ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10 Ax ++ Fire); Nocte Consumens (10 Gauntlet ++ Darkness); Navitas Nox (10 Twin Assault Rifles ++ Energy); Abiit (10 Sicle ++ Void); Traho (10 Chestplate ++ Gravity); Victor Ignis (25); Hemmorhage (10, Spiked Glove ++ Blood); The Fade (15); Duri Iudicis (10, Robe ++ Limbo ); Magic Lord (25); Immortal Soul/Essence/Ether Blob of the Muse (5, Soul) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation);

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 REQUIRED ITEMS ARE GROUPED INTO EIGHT GROUPS OF FOUR, EACH GROUP REPRESENTING A FIGURE IN THE ANALS OF THE HISTORY OF EXISTENCE THAT ARE -apparently- 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. (/M) NEXT TO ANY TAG ALSO 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.
(O) MEANS IT IS OBTAINED IN FULL.
IF IT HAS NOTHING NEXT TO IT, IT MEANS IT IS A REGULAR ALCHEMY BUT HAS NOT YET BEEN STARTED.

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: Empowered Merchandice of Pikachu (O), ARCUM AEREUM (O), THE GOLDEN CROWN (O), UNOBTANIUM CANNON (O). Ratatoskr: In-Progress.
SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE (O), SHARD OF UNITY (AO/M), THE UNDYING LIGHT(M). Jörmungandr: Pending.
SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (AO), EYE OF NOTHING, CIPHER'S CALL. Fenrir: Pending.

SET FOUR, THAT OF THE MOON LORD: CELESTIAL DESTRUCTION (O), ELDRITCH MOON CANNON, COSMIC MANTLE, GALACTIC GLOVE. Veðrfölnir: Pending.
SET FIVE, THAT OF THE UNDYING TITAN: NAVITAS NOX (O), KYNE CELL (A), TRAHO (O), EX MACHINA. Týr: Pending
SET SIX, THAT OF THE MEADOW'S SOUL: THE BOUQUET'S THORNS, SPARK OF LIFE (A), PLANTERA BULB (A), PETALIUM GAUNTLET. Freyja: Pending.
SET SEVEN, THAT OF THE TIMEKEEPER: PIXEL KATANA (A), DENITO SURREXIT (O), THE FOURTH DIMENSION (O), THE COMPLETE EJECTION. Forseti: Pending.
SET EIGHT, THAT OF THE DEATHLY RHYTHM: THE AXE, THE GRAYSCALE, CHARON'S HAND, NOTE (A). Hel: Pending.

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.


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. I think I'll have to split this into three parts: )

((The Antagonist && The Hide of Terramorphous && Whiskey Tango Foxtrot && Flames of the Firehawk && The Black Hole && The Cradle && The Shooting Star && Big Boom Blaster && Pun-Chee && The Rose = The Unconquered)) (In Progress!)

((The Antagonist && The Neogenator && The Bee && The Impaler && The Sham && (Speed Booster && Fabeled Tortoise) && The Transformer && M0RQ minus the Voice Module && Prismatic Bulwark && The Evolution && (Speed Booster && The Hoplite) && The Sponge && The Blockade && The Omega && The Ironclad = The Undying))

((Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator))

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.)

-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:

-AVAILABLE.
-AVAILABLE.
-AVAILABLE.
Arena Stats: (W-L-D)

Free-For-All: 1-0-0 (Fredbear), 0-0-0 (Roxxanne)
Duels: 1-0-0 (Fredbear); 0-0-1 (Roxxanne)
Tag-Team: 0-0-0 (Fredbear); 0-0-0 (Roxxanne)
Tazz: 1-0-0

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; Roxxanne 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.

For either fight, I'll have a simple mechanic: 2 Alchemies for each player. 2, exactly, and none that break level cap. No spoils either.

ALCHEMIES:

Simple charge trading up for grabs. I'll +1 anyone who's willing to give me +1 on a consistent trade basis.


DONKEY KONG WILL GO APE ON THE BISHOPS, OR THE DESTROYER IF IT HAS NOT FALLEN AND NOT FROZEN, AS THE QUEEN IS ALMOST CERTAINLY GOING TO DIE THIS TURN AND THE KNIGHTS ARE STILL PETRIFIED. HERE'S TO HOPING DK WILL SURVIVE.

I test-drive Artifex ex Machina! I mean, it MUST be useful against the 'Destroyer,' right? It must be super-duper effective or something! I'm...Not really familiar with how this works.

Uh, so I just think of something super-duper amazing to happen and the energies will get to work right? I'm just so much more familiar with the 'darker' elements...Ugh...Lemme think...

Hrm, what's gonna smash her up? I'd say the Creator but the Creator is her buddy...Or maybe a fake creator that looks like the real deal to incite emotional trauma? No, wait, it's just an avatar...Ugh...Maybe a supwerweapon of doom? No, wait, resistance because it's a Destroyer...Maybe it could fire creation element bolts? Yeah! But wait, how would that work...Uh...Hrm, this is actually more complicated than I gave it credit for...

...Well, I could build it around this thing with me at the trigger in a nice comfy seat...Yeah! That can work...But wait, how comfy? Can't be fabric, too ulitarian...Leather? Blackish leather might do. Firm yet not too firm...Yeah. Probably should put it 'indoors,' as in, in a seated pilot area...Huh? Where'd this wheel chair come from? Eh, might as well sit down in it...

OK, so it fires Creation bolts while I sit in the cockpit nice and safe-ish. Hrm, given that I can just create the materials out of thin air-wait, couldn't I make my ship instantly with this? NO, too obvious...Wait, not too obvious, I could use this to fit in the blanks! Yes! Might take a while, though...An exhausting while...Getting off track. Making the Creation-firing death weapon to use against the Destroyer. That's what I'm doing. So, should I go for missiles? Nah, too much exploding...Just one big shot? Also too powerful all at once...Miniguns, that's the way to do it. A massive minigun. I wonder what Mardek was going on about a Minigun to the fourth? Is that like...A Minigun on a minigun on a minigun on a minigun? What about a Minigun to the fifth...That just sounds so ridiculous I can't even take it seriously. Let's just go for a really BIG minigun, or four. Hrm, maybe rapid-fire grenades? Depends on the payload, but it might do to have a small shower of explosives...Yeah, it's on a vehicle. Yeah, a Greande-launching Minigun-like apparatus that fires creation-filled grenades!...Maybe two or three. Three, definitely. One isn't enough, two is too few...And four is kinda overkill.

...Wait, how would the ammo even work? Creation is kinda penetrate-ish...Like fragmentation grenades. Or a bouncing betty? no, not enough boom, and the bolts will rhioccet everywhere. Need it to fade out after a certain distance...Jeez this is hard. Hrm, let's say it's the creation-based energy equivalent of your above-average fragmentation grenade meant to take out a tank. Seems reasonable...Methinks...They should also explode on hit...

...How big is this gonna be? Err, I think it should be probably about...Uh...I have no idea...Actually, kind of depends on how many barrels there are on the 'miniguns.' Twelve? Fourteen? Eighteen...Lemme look that up, actually...Wow, they usually only have six barrels? Huh. But they're gonna have to be relatively big...And the feed...Hrm, I'd say that would probably make it the size of a car if I put 'em in a triangular formation. Or a van. Yeah, a van-sized thingy. It would also need to pivot...Probably need to control that in the thingy. I might need it to pivot relatively fast to keep up with the Destroyer in case it goes into dodge-this mode...It probably needs a sturdy base, though to stabilize firing, so no wheels or such.

So, alright, a Creation-powered grenade-launching van-sized minigun-like doomsday apparatus that can pivot but not roll around, with me firing from a leather chair.

...What.

Uh.

When did this get here? I mean...

...This...Uh, this kind of solves my problems as per the...Waitaminute...

...Hrm, was I using this unconsciously the whole time?...Probably was, actually.
Err, better be a bit more careful in the future so I don't do something stupid with this.

...Seems fully operational! This is amazameing! Artifex is the most uesful thing ever!...Wait the cat is-AUGH QUICK QUICK QUICK KILL IT KILL IT KILL IT NOW!!!

I fire the above-described superweapon I just created with the Artifex ex-AUGH! I FIRE THE THINGY AT THE DESTROYER THINGY DIE DIE DIE YOU STUPID CAT LET ME EAT YOU!!! I WANT YOUR CORPSE!!! I CALL DIBS ON THE CORPSE!!! THE CORAVINT GUY CAN HAVE THE SPOIL THINGY JUST GIVE ME THE DEAD BODY!!!

AND LO, THE NOT-ELF PANICS AS A ROARING MULTITUDE OF RAPID-FIRE GRENADES RAM THEMSELVES INTO THE DESTROYER, TEARING THE VEHICLE AND IT'S DRIVER INTO AS MANY SHREDS AS IS POSSIBLE FOR CREATION ENERGIES, CAUSING AS MUCH CATASTROPHIC DAMAGE AS COULD BE POSSIBLE. MOST TURN AWAY FROM NOT ELF AS THE GOLDEN COLOR OF DEVASTATION AND ORIGINS WRECKS ABSOLUTE HAVOC UPON THE DESTROYER. THE DESTROYER, IN CASE YOU WERE WONDERING, DID NOT APPRECIATE THE EXISTENCE OF HER ABSURD SUPWERWEAPON AND DECIDED TO FIRE BACK A LITTLE BIT-BUT HIS DAKKA IS NOWHERE NEAR THE NOT-ELF'S DAKKA, NOR IS HER SEVERITY MATCHING THE NOT-ELF'S.

MEANWHILE, I SIT BACK WITH SOME EXTRA-LARGE PIZZA AND JUST WATCH THE CARNAGE. I LOVE IT WHEN I DON'T HAVE TO DO MUCH.
 
Spiral Nemesis: 119/140
Badass Cyborg Honey Badger: 7/40...wait, this is wrong. Fix: 7/75
I order the Horde of Killer Party Hats to split in two and flank a Bishop (Thw most damaged one). Then, I unleash a flurry of VERY flashy beams on the Queen and proceed to talk to the other Bishop about politics, philosophy, and geology in order to bore him/her so much he/she falls asleep.
 
/null
Remember the time when we did those joke alchemies which exceeded the alchemy level cap by 10 or even 999,990 (That was Train && Ircucvci && Broken Update Terminal, also known as Mr Bones' Wild Ride. It was level 1,000,000. No, seriously, TwinBuilder made it have that absurd level. Imagine if either of the Godmodders in DTG:0 had that alchemy. DTG:0 would be a LOT shorter.) for laughs? I'm kicking off the trend here again.
 
Spiral Nemesis: 120/140
Badass Cyborg Honey Badger: 8/75 (Just being a honey badger would make it tough, but the fact that it is a cyborg AND that it, before the augmentations, was already badass by it's species' high standards meant the charge had to be raised).
I use teag2's blood from both of his self-stabbings as part of a dark, evil ritual to upgrade the Horde of Killer Party Hats.
 
+3 Tazz
If you take another step forward... 20/50
you are REALLY not gonna like what happens next. 20/50
Recreate: Thorn Bow(even though it was a charged alchemy) 6/16
Recreate: Englishtop 4/16
Points Constellate && Conclave Building Brick = Heart of Darkness (Level 25: 24/26) (+1 from Fredbear)
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 Proteus 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)
Proteus (Lv.25)
I use Exedo in the baguettest manner possible on the Queen/King.
 
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Cyberius Crescendo (Level 20: 21/21) (+2 from Cyan) Finished!
Cyan gets one.
Ultimata Dertoxus (Level 25: 23/26)
Hellish Crescendo (Level 15: 5/16)
ChickenMcNuggets && draeger's Essence = ChickenMcDragers (Level 3: 2/4)


+3 to Generic

I am God, I am King, 82/101 (+2 from Cyan)
T-Bagger 3000 2/5

I use the Cyberius Crescendo to warp a Rook to the Torturenet, where he gets tortured.
Chris attacks the Queen if it's alive, if not, he guards.
 
Discussion/Orders:

I offer a copy of OST to @Jondanger23.

@crystalcat Maybe he is. You'll see in ~200 posts or something. The Great World. No more spoilers until it's finished. I have something planned, probably much bigger than you have planned (assuming you have something planned).


Tahm Kench has... No cooldowns up for another turn. Okay, so seeing as Aetherderon's Dead Yet Dreaming is back up (unless TK and Aetherderon are jumped on by a sudden surge of [PG] players, I don't predict them dying soon), Tahm Kench just Bargain + Tongue Lashes a Rook.

Alchemy! (1 unlevelled)
Soulcharge: Lucid Soul of the Pyromaniac - 4/4 DONE!

Ring ++ Gem of Life = Vice Nercio (Level 10 - 1/1) DONE!

Chestplate && (Vitamins + Armor Polish = Armor Bracing) && (Negatron Cloak + Chain Vest = Guardian Angel) && White Fur = Lamb's Respite (Level ?? - 1/??)

Reinforced Mirror && (Aegis of Zeonia || End Time && (Albiit && Denito Surrexit)) && Aldor Decree && Caeldonian Bulwark = Mirror Light (Level 30 - 5/31)
It's the Shield every other Shield wants to be. But better.

(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 15/20)
Desert.

((Confetti + Rocket Launcher || Shark Face Paint + Cobalt Blue) o<O Enlarger)l + ((BULLLLEEEETS + Cardboard Bunny Ears + Minigun || Bright Pink) o<O Enlarger) = Pow-Pow and Fishbones! (Level 20 - 16/21)(1+ Sirplop)
Get Jinxed!

Tab under renovations

Charges!
The Great World 56/550 (1+ DarkSide, 1+ GoldenReady, 2+ crystal)
Funnelling everything into it.

Searching for a chestplate... 6/10 (relic)(2+ crystal)

Tahm Kench
Tahm Kench (the River King) [AG BOSS] I may still refer to it as TK.
250'000 max hp
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
Gonna destroy less popular souls after a certain time.

Lucid Soul of the Creator (Creation): Level 3 - 37'000/52'000hp

Eternal Soul of Instability (Entropy): Level 4 - 66'000/66'000hp

Current Soul Level Count: 7 (max. 8)

Explanation: http://forums.terraria.org/index.ph...er-discussion-thread.30092/page-7#post-797911

Actions!
Calan inspires Fredbear with the Divine Godblade, giving him a minicrit. (Not in the mood for anything complex)

Inventory (ooh teal)
Now sorted by Type, Level.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.) 3/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 4/4

Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Underworld Jadeblade (Broken) (Dark/Spirit)
Magickal Flute (Level 5) (Music Flute)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirit Sword)
Albiit (Level 10) (Void Sickle)
Pages (collectively Tome) of Reality (Level 10) (Reality Book)
Spyglass of Space (Level 10) (Space Spyglass)
Helm of Mount Zan (Level 10) (Nature Helmet)
Denito Surrexit (Level 10) (Time Pocketwatch)
Vice Nercio (Level 10) (Life Ring)
Aftershock (Level 15) (Force/Earth Knucklebusters)
The Fallen (Level 17) (Plasma Gun)
Divine Godblade (Level 20) (Divine Sword)
Anima (Level 20) (Spirit Shirt)
Resonance (Level 25) (Air/Sound Samurai Sword)
End Time (Level 25) (Oblivion/Void/Time armguard. It has an eye on the palm)
OST (Level 25) (Music keyboard)
Hand of the Archlich (Level 25) (Ice/Death) Current Souls: 36
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap, Master of Hell.
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:
Lucid Soul of the Pyromancer: Level 3
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: Level 5

Charged:
"Nope. That's it. Time to go."

Support (if you are supported I will tag you)
+1 @GoldenReady +1 @Sirplop +1 @DarkSide

Ritual... (see Hand of the Archlich)
Master of Hell 4/4 DONE!

Souls until next upgrade: 4

Tahm Kench will do as you say!
Lamb's Respite: Level 10.
You can't make the Mirror Light, remember? It's Level 30, which breaks level cap!
Soul summoned!
GoldenReady gets a minicrit!

>1/2 -- He DID say +2 to ALL charges...
Also, @The Flaming Toast; I got the idea for the Lvl. 5 soul I was thinking of; Immortal Soul of a Dying Sun (Entropy/Solar)

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (45/300) +2 from Crystal Compensation
Szalinthia, Bringer of Light (52/60) +1 from Toast, +2 from Crystal Compensation

-=Summons
None.

-=Actions
I give Aetherderon POWERTHIRST. It's like a normal energy drink, but MANLY! MANERGY!
The Sludge Crawlers leap on the Lucid Soul of the Creator, and try to tear its incorporeal body apart!
Aetherderon, hyped up on POWERTHIRST, stampedes the entire chess army! He also uses Polyp Swarm on the Eternal Soul of Instability, the stronger Rook, and the Destroyer!
I sling the Lucid Soul of the Creator into the Eternal Soul of Instability, and then pull something out of the Bag of Possibilities, and throw whatever it is at them!

-=Alchemies
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (24/26 - Lvl. 25) +2 from Crystal Compensation
$Soul of Intellect$ && Outer Computational Device (OCD) && Bag of Holding == Bag of Possibilities (15/15 -- Lvl. 14) +2 from Crystal Compensation -- artificial boost of level and charge so I can fit in all of crystal's compensation! -- COMPLETED
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (3/29 -- Lvl. 28) An 'Alchemical Entity', if you will. -- beginning because the Bag has finished. +2 from Crystal Compensation
HEEGIDY && SHEEDIGY == TENNESSEE (6/??? - Lvl. §¶§) -- Totes gonna be later. Yeah. +2 from Crystal Compensation
-- Aetherderon, God of the Worlds
Aetherderon will preferably attack PG when able.
Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one.
Great Call: Deals large amounts of damage to target entity.
Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it.
Stare of Immortality: Causes the afflicted entity's next attack to fail.
Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-- Artificial Guardian
When the Artificial Guardian dies, it becomes a 6 charge alchemy to be made into an entity again. Minimum of 2 turns out of the battlefield before reentry.
Lvl. 25 - Everfree; Staff that spatially manipulates anything I really want. Prevents time from being altered around it.
Lvl. 25 - Blackguard; Elemental attacks do no damage - Is also a quantum shield.
Lvl. 05 - Dungeon Rock; Totally epic heavy metal guitar that does really nothing but be awesome!
Lvl. 17 - The Fallen; Plasma pistol given to all AGs and Ns, curtesy of me.
Lvl. 25 - Unlimatum; Ultimatum's big brother.
Lvl. 05 - Whispering Shroud; Totally awesome coat that mimics the ocean! Hard rain and everything!
Lvl. 25 - Eternity's Tremor; Godly spatial hammer of epic epicness.
Lvl. 10 - Genesis; Everfree's younger brother. Much younger. Like, 70+ pages younger.
Lvl. 10 - Terra Firma; Piono's earth hammer.
Lvl. 10 - Warden; a worse Blackguard.
Lvl. 06 - Bag of Holding; Self explanatory.
Lvl. 10 - Darkstone Scryer; Does something...
Lvl. 15 - Aftershock; A pair of swanky earthen knucklebusters from Toast! Dare ye challenge me to fisticuffs?
Lvl. 14 - Bag of Possibilities; A bag that I can pull something out of! What that something will be every time I reach in, I will never know.
Other stuff I can't remember because it was 60+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 3 Lucid Soul of the Pyromancer [???]
Lvl. 4 Eternal Soul of the Storm

+1 to Toast, +1 to Jon, and +1 to Cyan

Your entities will do as you say!
You pull a little white Annoying Dog out of the bag, and it abruptly absorbs both souls before spitting them back out, looking worse for wear. 10,000 damage to both Souls!
The Artificial Guardian will need to be charged, not alchemized, remember! It breaks level cap, and not even Soul Arcanery or the Relic System can do that! I'd recommend making component alchemies and fusing them, that usually is better than pure charging.
TENNESSEE: Level 25, because it's apparently a whole state.

LIGHTFORM CHARGE: 2/3
N/A
----
I give a big EXPLOSION! on the back to the Destroyer with the Death On A Stick.
The Medic, Assault, and Heavy engage in a buffed (with Carpe Diem) battle with the Destroyer.
~~Inventory~~
Any alchemy with its (item ++ element) recipe next to its level is either obtained from the late Pionoplayer or with the Elemental Infusion Station. Whatever it is called. This also applies to alchemies made from said Piono alchemies.
Any alchemy with (Redstone) next to its level is obtained from Redstonetam.
Equinox (Level 25, Katana ++ Rule of Cool, Lightform)
Hand Of The Vengeful Monkey (Level 25, Twin Assault Rifles ++ Energy)

THIS IS INCREDIBLY ZILLY (Level 25)
Death (On A) Stick (Level 25, Redstone)

Gjallarhorn-o'-Plenty (Level 12)
Fortune's 500 (Level 10, Golden Railgun ++ Skill)
Nantonium Star (Level 25, Flail ++ Metal)
Jaractet (Level 18)
Minutemann's Fedora (Level 25, Crown ++ Psyche)
The Unreal (Level 10)
Carpe Diem (Level 10, Shia LaBeouf Figurine ++ Motivation)
The Fallen (Level 17)
Spatium Progressio (Level 10, Jebediah Kerman Bobblehead ++ Glitch)
Superosque (Level 10, Bow ++ Air)
Bass Concres:red: (Level 10, Headphones ++ Sonic)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)

~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+2 to Redstonetam
+1 to GoldenReady
~~Charges~~
Transistor [AG]: 17/150 (+2 Crystal)
Entity charge ninja looted.
[AG BOSS]
300'000 HP
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 two random
Functions(), two random Passives() and two random Auguments(). Once the Transistor runs out of Functions(), destroy the Transistor. When revived by Overload, the Spoil of War is not dropped.
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 existing Functions() without Auguments().

Passive():
Crash(): Takes 30% reduced damage and is immune to debuffs.
Mask(): The first attack this turn made by the Transistor mini-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, if they are already killed. If any of the characters are alive, heal them to full health.
Jaunt(): For the next 3 turns, gain a 40% chance to avoid attacks.
Bounce(): Deal moderate damage to an entity. Can be cast 4 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 damage 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. Lasts for 2 turns.

Summoned Entities:
[AG]
Fetch:
25,000/25,000 HP
Will Crash enemies hit.

Luna:
[AG]
25,000/25,000 HP
Will Flood enemies hit.

BadCell:
[AG]
10,000/10,000 HP
When killed, explode, dealing a small amount of damage to an entity and crashing it for one turn, and deal 30,000 damage to the Transistor. Overkill damage will also be dealt to the Transistor (damage that exceeds the entity's current health).

Spoil of War: Buzzing Transitor Core: This Spoil stores up to 10 charges.
1-4 charges: Use Bounce() on an entity. Charges consumed depend on the number of times Bounce() is used.
5 charges: Deal high damage to an entity and either Crash, Flood, Purge or Cripple it. If an entity is already Crashed, using Crash on it again will Break the entity.
10 charges: Either use Cull() or Spark(), or deal high damage to an entity and Crash, Flood, Purge AND Cripple it. If an entity is already Crashed, using Crash on it will Break the entity.
~~Entities~~
Medic [AG]: 45,000/50,000 HP
Abilities: Tissue Repair: For every turn the medic is not damaged, heal him for 7,500 HP.
Medkit: Heal an [AG] entity for 10,000 HP. Cooldown of 6 turns.
Biocleanse Bomb: Pick an entity. Any attack aimed at said entity will be a mini-crit for 2 turns. Cooldown of 6 turns.
Final Farewell: When killed, choose 3 AG entities. They will be healed for 15,000 HP.
Antidote: Throw a grenade that releases a cloud of poison gas for 2 turns at an entity of your choice. That entity and any entity around it will take 12,500 damage per turn. Cooldown of 10 turns.

Assault [AG]: 70,000/75,000 HP
Abilities: Adrenaline: The assault gains mini-crits and 10% dodge chance for 3 turns. Cooldown of 7 turns.
Deadly Force: Pick an [AG] entity. Any attack that entity pulls off will be a minicrit for 2 turns. Cooldown of 6 turns.
Gun Mod Expert: The Assault has a 12.5% chance to ignore dodge chance.
Assault Team: Deal ridiculous damage to one entity, or high damage to 4 entities (because there are four of you in level 1 Assault Team). Cooldown of 10 turns.

Heavy [AG]: 65,000/100,000 HP
Abilities: Hold The Line: For every 1,000 damage that the heavy takes in one turn, he gains a 1% damage output increase.
Concussion: The heavy's attacks have a 5% chance to stun enemies.
Die Another Day: The heavy blocks out 25% of damage for 1 turn. Cooldown of 6 turns.
Orbital Bombardment: Nail an entity with intensely damaging bombs. Cooldown of 10 turns.
~~Alchemies~~
Blackguard Saxophone && Sound Titan Essence && The Big Chill && Awesomium Ingot && Liquid Inspiration && Liquid Dank Memes = Epic Sax (Level 25) (16/26) (+2 Crystal)
Doot doot.

Black Box && Every official Cards Against Humanity Expansion Pack && Every fanmade Cards Against Humanity Expansion Pack && Cards Against Humanity: DtG Edition && Cards Against Humanity: The Bigger, Blacker Box Pack = The Bigger, Blacker Box (Level 5) (6/6) (+2 Crystal) (Done!)
A rocket launcher with extra storage to store either the gibs of your fallen enemies, special ammunition, or Cards Against Humanity cards.

Bass Concres:red: && Razihel - Edge of the World && Art of the Game Over Flash && Cracked Disc of Mojang && Ircucvci = Edge of the World (Level 25) (5/26) (+2 Crystal, +1 CobaltShade)
A pair of purple headphones that pulse with the essence of doomed timelines. They have sonic majjyks and can also turn into a pair of swords. Not to be confused with the dimension-hopping sword in Sirplop's possession that doesn't function like a sword, Edge of the Shifting World.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (4/26) (+2 Crystal)
Origin Blaze Rods: not known for low level equipment.

~~Joke Alchemies~~
The Golden Globe && Caledfwlch && Mythos && Divine Gate to Harmony && Gatekeeper's Scythe && The English Eye && Fear No Anvil && Stellar Scatter && Helix Door-Launching Device && Deus Omnipotens && Heat Death && The Infinity Blade && Oblivion's Topper = ? (Level ?)
All of Tazz's alchemies in one super-alchemy.

30,000 damage to the Destroyer! You buff your entities.
Your entities will do as you say.
The Golden Globe && Caledfwlch && Mythos && Divine Gate to Harmony && Gatekeeper's Scythe && The English Eye && Fear No Anvil && Stellar Scatter && Helix Door-Launching Device && Deus Omnipotens && Heat Death && The Infinity Blade && Oblivion's Topper = Mannulus Aquae (Level 100)

Player Strategies: OK, NOW we kill the Destroyer. We can't really justify it's existence any further.

HAT CHARGE: 5/5.

13/100 Apparel Assemble!
41/50 RATATOSKR. (+2 FROM CYANOGYNIST, +1 FROM THE FLAMING TOAST, +1 FROM DARKSIDE, +3 FROM GENERIC, +1 FROM W32CORAVINT, +2 FROM GM) 4/5THS DONE. JUST 8 MORE ASSISTS.

+1 TO GENERIC, W32CORAVINT, AND THE FLAMING TOAST.

The Antagonist && The Hide of Terramorphous && Whiskey Tango Foxtrot && Flames of the Firehawk && The Black Hole && The Cradle && The Shooting Star && Big Boom Blaster && Pun-Chee && The Rose = The Unconquered (Level 25: 7/26)

((Inner Ship Hull || (Blackguard Ingot && Traho)) && Decorruptor Powder) && Keep Rational = Grav-Protected Inner Hull (Level 25: 16/26)


Shard of Unity (Level 15) [+/-] Capricorn Symbol (T/T) + Illustration of a Spiral Nemesis (T/T) + Paradox Majjyks (T/T) + Yin-Yang Bomb (Power) + Miniature Red and Green Suns (Power) + Reality Majjyks (Power) + Creation Node: Energy (Power) + Mark of the Four (T/T) + Twilight Majjyks (T/T) + Creation Majjyks (T/T) = Unite's Scarf (Level 21: 5/22)

DIAMOND RING || (MUSE OF HOPE'S GOD-TIER ROBES && CLIPPED AND PRESERVED ANGELS WINGS && A POSTER OF THE CAT HANGING FROM A BRANCH WITH THE 'HANG IN THERE' THING ON IT) = THE UNDYING LIGHT (LEVEL 15: 9/16)

ALCHEMY INVENTORY:
THE HERO'S BLADE (10); "BESSY" (BOOM EVERYWHERE SHOT) (9); NAVITAS NOX (10; TWIN ASSAULT RIFLES ++ ENERGY); ARCUM AEREUM (10; WAND ++ LIGHTNING); THE FOURTH DIMENSION (20); STARDUST CORRUPTOR CANNON (9); THE LORD MICHAEL'S HAT (50); NULLA STELLA (10; WHIP ++ SPACE); CELESTIAL DESTRUCTION (20); DENITO SURREXIT (10; FOB WATCH ++ TIME); NOCTE CONSUMENS (10; GAUNTLET ++ DARKNESS); RIDICULOUSLY SPARKLY ANIME GIRL ANIMATRONIC EYES (0); UNOBTANIUM CANNON (10); VITA AUSTRALI (10; SCYTHE ++ LIFE); AQUILONEM MORS (10; SCYTHE ++ DEATH); BASE (25); SHARD OF UNITY (15); TRAHO (10; CHESTPLATE ++ GRAVITY); THE GOLDEN CROWN (20); HEMMORHAGE (10; SPIKED GLOVE ++ BLOOD); OFF-CELL (15); TEMERE REM (10; DENTURES ++ PARADOX); Empowered Merchandise of Pikachu (17);

SPOIL INVENTORY:
---MEDUSA HEAD [||||] (NOTE: DARK YELLOW = CHARGE) (ABILITY: FIRE LASERS AT ENEMY, INFLICTING DAMAGE AND PETRIFY FOR 2 TURNS)
---CORAL RIFF GUITAR [
||||] (NOTE: MAROON = CHARGE) (ABILITY: SUMMON 4 TENTACLES, EACH WITH 25,000 HP, TO ATTACK/MEATSHIELD ENTITIES).

ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10 Ax ++ Fire); Nocte Consumens (10 Gauntlet ++ Darkness); Navitas Nox (10 Twin Assault Rifles ++ Energy); Abiit (10 Sicle ++ Void); Traho (10 Chestplate ++ Gravity); Victor Ignis (25); Hemmorhage (10, Spiked Glove ++ Blood); The Fade (15); Duri Iudicis (10, Robe ++ Limbo ); Magic Lord (25); Immortal Soul/Essence/Ether Blob of the Muse (5, Soul) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch);

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).

REMOVED ALL OF THIS. WE'RE JUST MAKING AN OVERPOWERED WEAPON BEYOND ALL BELIEF, THAT'S ALL YOU NEED TO KNOW.

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 -apparently- 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. (/M) NEXT TO ANY TAG ALSO 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.
(O) MEANS IT IS OBTAINED IN FULL.
IF IT HAS NOTHING NEXT TO IT, IT MEANS IT IS A REGULAR ALCHEMY BUT HAS NOT YET BEEN STARTED.

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: Empowered Merchandice of Pikachu (O), ARCUM AEREUM (O), THE GOLDEN CROWN (O), UNOBTANIUM CANNON (O). Ratatoskr: In-Progress.
SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE (O), SHARD OF UNITY (AO/M), THE UNDYING LIGHT(M). Jörmungandr: Pending.
SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (AO), EYE OF NOTHING, CIPHER'S CALL. Fenrir: Pending.

SET FOUR, THAT OF THE MOON LORD: CELESTIAL DESTRUCTION (O), ELDRITCH MOON CANNON, COSMIC MANTLE, GALACTIC GLOVE. Veðrfölnir: Pending.
SET FIVE, THAT OF THE UNDYING TITAN: NAVITAS NOX (O), KYNE CELL (A), TRAHO (O), EX MACHINA. Týr: Pending
SET SIX, THAT OF THE MEADOW'S SOUL: THE BOUQUET'S THORNS, SPARK OF LIFE (A), PLANTERA BULB (A), PETALIUM GAUNTLET. Freyja: Pending.
SET SEVEN, THAT OF THE TIMEKEEPER: PIXEL KATANA (A), DENITO SURREXIT (O), THE FOURTH DIMENSION (O), THE COMPLETE EJECTION. Forseti: Pending.
SET EIGHT, THAT OF THE DEATHLY RHYTHM: THE AXE, THE GRAYSCALE, CHARON'S HAND, NOTE (A). Hel: Pending.

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. I think I'll have to split this into three parts: )

((The Antagonist && The Hide of Terramorphous && Whiskey Tango Foxtrot && Flames of the Firehawk && The Black Hole && The Cradle && The Shooting Star && Big Boom Blaster && Pun-Chee && The Rose = The Unconquered)) (In Progress!)

((The Antagonist && The Neogenator && The Bee && The Impaler && The Sham && (Speed Booster && Fabeled Tortoise) && The Transformer && M0RQ minus the Voice Module && Prismatic Bulwark && The Evolution && (Speed Booster && The Hoplite) && The Sponge && The Blockade && The Omega && The Ironclad = The Undying))

((Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator))

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.)

-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:

-AVAILABLE
-AVAILABLE.
-AVAILABLE.
Arena Stats: (W-L-D)

Free-For-All: 1-0-0 (Fredbear), 0-0-0 (Roxxanne)
Duels: 1-0-0 (Fredbear); 0-0-1 (Roxxanne)
Tag-Team: 0-0-0 (Fredbear); 0-0-0 (Roxxanne)
Tazz: 1-0-0

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; Roxxanne 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.

For either fight, I'll have a simple mechanic: 2 Alchemies for each player. 2, exactly, and none that break level cap. No spoils either.

ALCHEMIES:

Simple charge trading up for grabs. I'll +1 anyone who's willing to give me +1 on a consistent trade basis.

Eater of Worlds...Lives in Corruption...Tunnels through almost anything with ease...Autonomously feeds itself off of Shadow Orbs-breaking them is seen as a threat to its life...Made of segments, requires two at least to live, each one contains its own brain...Can split off if attacked...Usually inactive...Weak? Wait, no, he's not-Oh.

Special variants...The Destroyer, mechanical version...The Eater of Voids?...Eater of Galaxies...

...Noteworthy specimens...Arlixo the Firespitter-pff, easy...Uh, Howul Mostrae, a Destroyer of Voids apparently...

...Nidhogg...Particuarily strong...Noted Daemon Overlord, 'Daemonic' variant on an Eater in species...Capable of multi-directional acidic pore 'spitfire'...Does not need to breathe...Impossible to kill, supposedly...Segments grow to full size upon splitting...Oh, wonderful. 'Divide and Conquer.' Splits into two upon 'death' barring use of an unknown weakness. Weakness...Augh. Of course, not on there...Allegiances...Unknown.

Wonderful, My muttering means we're almost certain to meet him, and he didn't seem like a charming fellow. I hate conservation of detail, it's like you can't just talk about stuff without being assaulted by the topic of your conversation later, usually at gunpoint at that.

ONCE AGAIN, TIME KEEPS ON SLIPPING INTO THE FUTURE. THEN AGAIN, THAT MAY JUST BE ME TRAPPING THE DESTROYER INTO A TIME LOCK WITH DENITO SURREXIT. YOU CAN'T REALLY TELL SOMETIMES. OF COURSE, YOU CAN DEFINITELY TELL I JUST UNLEASHED THE GLORIOUS LORD MICHAEL'S HAT UNTO THE DESTROYER'S FACE THEREAFTER, AS THE DESTROYER'S FACE LOOKS RATHER NONEXISTENT AFTER THAT HOLY BLAST OF LIGHT AND SOUND.

...HEY, WHAT'S THAT-

Lame bass-dropping pun!

The sound of the bass dropping is heard...At insane decimals of sound. Well, for the Destroyer anyways. This stuns it, JUUUUUUUUST long enough for me to unleash Akron's Core! A spinning series of red runes appears as a massive amount of icy wind appears in front of me, unleashing Blizzard! I thrust my hands forward, casuing the runes to react and blowing a metric ton of ice and snow at high speeds into the Destroyer and his remaining crystals, slashing him with dagger-sized ice chunks while freezing him to the bone!

...I WANT MY LUNCH!

60,000 damage to the Destroyer, followed by another 40,000 damage to the Destroyer! They add for 100,000 damage, and then the minicrit kicks in for a total of 150,000 damage! Its supporting crystals are all killed...

Ok, I stab myself again.
Charge (8/50)

You're invulnerable, as a player, so this accomplishes nothing!
the

LIGHTFORM CHARGE: 3/3 (ACTIVE)
N/A
----
I explode the Destroyer with Bass Concres:red:.
~~Inventory~~
Any alchemy with its (item ++ element) recipe next to its level is either obtained from the late Pionoplayer or with the Elemental Infusion Station. Whatever it is called. This also applies to alchemies made from said Piono alchemies.
Any alchemy with (Redstone) next to its level is obtained from Redstonetam.
Equinox (Level 25, Katana ++ Rule of Cool, Lightform)
Hand Of The Vengeful Monkey (Level 25, Twin Assault Rifles ++ Energy)

THIS IS INCREDIBLY ZILLY (Level 25)
Death (On A) Stick (Level 25, Redstone)

Gjallarhorn-o'-Plenty (Level 12)
Fortune's 500 (Level 10, Golden Railgun ++ Skill)
Nantonium Star (Level 25, Flail ++ Metal)
Jaractet (Level 18)
Minutemann's Fedora (Level 25, Crown ++ Psyche)
The Unreal (Level 10)
Carpe Diem (Level 10, Shia LaBeouf Figurine ++ Motivation)
The Fallen (Level 17)
Spatium Progressio (Level 10, Jebediah Kerman Bobblehead ++ Glitch)
Superosque (Level 10, Bow ++ Air)
Bass Concres:red: (Level 10, Headphones ++ Sonic)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)

~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+2 to Redstonetam
+1 to GoldenReady
~~Charges~~
Transistor [AG]: 18/150
Entity charge ninja looted.
[AG BOSS]
300'000 HP
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 two random
Functions(), two random Passives() and two random Auguments(). Once the Transistor runs out of Functions(), destroy the Transistor. When revived by Overload, the Spoil of War is not dropped.
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 existing Functions() without Auguments().

Passive():
Crash(): Takes 30% reduced damage and is immune to debuffs.
Mask(): The first attack this turn made by the Transistor mini-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, if they are already killed. If any of the characters are alive, heal them to full health.
Jaunt(): For the next 3 turns, gain a 40% chance to avoid attacks.
Bounce(): Deal moderate damage to an entity. Can be cast 4 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 damage 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. Lasts for 2 turns.

Summoned Entities:
[AG]
Fetch:
25,000/25,000 HP
Will Crash enemies hit.

Luna:
[AG]
25,000/25,000 HP
Will Flood enemies hit.

BadCell:
[AG]
10,000/10,000 HP
When killed, explode, dealing a small amount of damage to an entity and crashing it for one turn, and deal 30,000 damage to the Transistor. Overkill damage will also be dealt to the Transistor (damage that exceeds the entity's current health).

Spoil of War: Buzzing Transitor Core: This Spoil stores up to 10 charges.
1-4 charges: Use Bounce() on an entity. Charges consumed depend on the number of times Bounce() is used.
5 charges: Deal high damage to an entity and either Crash, Flood, Purge or Cripple it. If an entity is already Crashed, using Crash on it again will Break the entity.
10 charges: Either use Cull() or Spark(), or deal high damage to an entity and Crash, Flood, Purge AND Cripple it. If an entity is already Crashed, using Crash on it will Break the entity.
~~Entities~~
Medic [AG]: 45,000/50,000 HP
Abilities: Tissue Repair: For every turn the medic is not damaged, heal him for 7,500 HP.
Medkit: Heal an [AG] entity for 10,000 HP. Cooldown of 6 turns.
Biocleanse Bomb: Pick an entity. Any attack aimed at said entity will be a mini-crit for 2 turns. Cooldown of 6 turns.
Final Farewell: When killed, choose 3 AG entities. They will be healed for 15,000 HP.
Antidote: Throw a grenade that releases a cloud of poison gas for 2 turns at an entity of your choice. That entity and any entity around it will take 12,500 damage per turn. Cooldown of 10 turns.

Assault [AG]: 70,000/75,000 HP
Abilities: Adrenaline: The assault gains mini-crits and 10% dodge chance for 3 turns. Cooldown of 7 turns.
Deadly Force: Pick an [AG] entity. Any attack that entity pulls off will be a minicrit for 2 turns. Cooldown of 6 turns.
Gun Mod Expert: The Assault has a 12.5% chance to ignore dodge chance.
Assault Team: Deal ridiculous damage to one entity, or high damage to 4 entities (because there are four of you in level 1 Assault Team). Cooldown of 10 turns.

Heavy [AG]: 65,000/100,000 HP
Abilities: Hold The Line: For every 1,000 damage that the heavy takes in one turn, he gains a 1% damage output increase.
Concussion: The heavy's attacks have a 5% chance to stun enemies.
Die Another Day: The heavy blocks out 25% of damage for 1 turn. Cooldown of 6 turns.
Orbital Bombardment: Nail an entity with intensely damaging bombs. Cooldown of 10 turns.
~~Alchemies~~
Blackguard Saxophone && Sound Titan Essence && The Big Chill && Awesomium Ingot && Liquid Inspiration && Liquid Dank Memes = Epic Sax (Level 25) (17/26)
Doot doot.

Bass Concres:red: && Razihel - Edge of the World && Art of the Game Over Flash && Cracked Disc of Mojang && Ircucvci = Edge of the World (Level 25) (7/26) (+1 Sirplop)
A pair of purple headphones that pulse with the essence of doomed timelines. They have sonic majjyks and can also turn into a pair of swords. Not to be confused with the dimension-hopping sword in Sirplop's possession that doesn't function like a sword, Edge of the Shifting World.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (5/26)
Origin Blaze Rods: not known for low level equipment.
~~Joke Alchemies~~
The Golden Globe && Caledfwlch && Mythos && Divine Gate to Harmony && Gatekeeper's Scythe && The English Eye && Fear No Anvil && Stellar Scatter && Helix Door-Launching Device && Deus Omnipotens && Heat Death && The Infinity Blade && Oblivion's Topper = ? (Level ?)
All of Tazz's alchemies in one super-alchemy.

15,000 damage to the Destroyer!

Alchemies
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 9/17) (Basically what this will be is something to act as a secondary character in attacks)
(Recreate: Orb of Sanity) && Essence of 500 Dwarf Stars (from Don't Starve) = Light of Sanity (Level 12, 7/13)
Laser Machinegun && Influx Waver = Martian Madness (Level 10, 8/11)
Rocket Launcher && Drill Containment Unit = Explosive Miner (Level 5, 3/6)
Tetrahedron ++ Illuminati Proofs = Illuminati Confirmatum
Illuminati Confirmatum: A tetrahedron with each side engraved with an eye, forming a fourfold Eye of Providence. When held in one's hand(s), it allows the holder to irrefutably prove anything to be "Illuminati Confirmed".

Charges
Project T01-Triskaidekaphobia: 18/50 (+1 from GoldenReady)
Project T02-Microspectrophotometry: 15/100
+1 GoldenReady, +1 Generic, +1 Cyanogynist

Action
I pump a bishop full of chlorine trifluoride with Toxicide II.

iAQAiuE.png
It will occur, 265.

15,000 damage to a Bishop!

+3 Tazz
If you take another step forward... 19/50
you are REALLY not gonna like what happens next. 19/50
Recreate: Thorn Bow(even though it was a charged alchemy) 5/16
Recreate: Englishtop 3/16
Points Constellate && Conclave Building Brick = Heart of Darkness (Level 25: 22/26) (+2 from Cobalt, 1 from Fredbear)
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 Proteus 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)
Proteus (Lv.25)
I take out Proteus, toss it into the air, and catch Navitas Nox. Or... half of it? I guess. I then shoot the Queen in the face.

30,000 damage! Queen killed! I think I'll just assume all your duplicates are level 25 from now on, to save time.

Forging...
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 19/26) (+2 compensation)
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, 14/26) (+2 compensation)
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.


--ENDING CONVENTIONAL ALCHEMIES HERE, JUST BECAUSE--

Eyepatch ++ Potential = Unrestricted Access (Lv. 10)
Does not hamper vision at all, but it does come with an awesome-looking eye scar.
With it, the wearer acts and fights like the most powerful person to ever exist, as it unrestrains the person's capabilities; their potential. Able to do anything that person feels like doing, the wearer, depending on their body and soul, can reach near-boundless pools of power. Me? I don't have those world-shattering powers yet. But it makes someone like me much faster and stronger (perhaps smarter), and more difficult to defeat easily... though, I could probably do the same with one of my other weapons, but whatever.

Summons...

Legendary Support (72/200) (+1 toast) (+2 compensation)

Entities... (Nerf if to powerful. Buff if too weak.)

(Make sure you read all of their descriptions)

(Green: Positive Passives | Red: Negative passives | Underline: Selection Sections | Yellow: Active switching | Purple: Actives)

Now we're getting into the more horrifying guns.
Shadow Fighters Mk. III HP: 15,000/15,000
Amount: 10/10
Passives:
-Evasive: 50% chance not to get hit by attacks.
-Rapid Fire: 25% chance to hit a target that could have dodged, for less damage.
-Aerial Aces: +10% Dodge Chance, Accuracy, and Damage against airborne foes.

Actives:
-Bullet Types (can be switched at a moment's notice)
=Armor Piercing (AP): Designed to penetrate tough armor (duh). Can over- or under-penetrate for minimum damage depending on armor thickness. High damage on successful penetration. No chance to ignite foes.
=High-Explosive (HE): Ignores armor, medium damage, may ignite foes.
=Incendiary (IN): Ignores armor, low damage, high chance to ignite foes.
-Strafing Run: 3-round cooldown, starts fully charged. Fires at a group of foes to wipe out half of them, by firing shells along the ground. Guns overheat afterwards, and must refrain from attacking for 1 turn.

Black Bombers Mk. II HP: 30,000
Amount: 5/5
Passives:
-Heavily Armored: 50% of damage done by bullets/other ranged sources is negated. 25% for melee weapons. 10% for elemental/magic weapons. 0% for explosives.
-Rapid Fire: 40% chance to hit a target that could have dodged, for less damage.
-Ground Ravagers: +5% armor against all grounded targets.
-Building Destroyers: +15% armor against all attacks from buildings. +10% attack against buildings.

Actives:
-Bullet Types (can be switched at a moment's notice)
=High-Explosive (HE): Ignores Armor, medium damage, may ignite foes.
=Incendiary (IN): Ignores armor, low damage, high chance of igniting foes.
-Bombing Run II: 5-turn charge, starts with this fully charged. Drops numerous bombs on the grounded enemy forces, dealing very high damage to the enemies unfortunate enough to get caught in the blasts.
-Missile Barrage II: 4-turn charge, starts with this fully charged. Fires missiles at any target for high damage.
-Strafing Run: 3-round cooldown, starts fully charged. Fires at a group of foes to wipe out half of them, by firing shells along the ground. Guns overheat afterwards, and must refrain from attacking for 1 turn.

General
-Parts: Can suffer engine failures (+30% chance to catch fire, -10% evade/-5% armor), wing damage (-10% evade/-5% armor), fuselage damage (-10% evade/-5% armor), and tail damage (-10% evade/-5% armor). Aim at these for easier takedowns.
-Repairs: Any plane can, when destroyed, return to the hangar for repairs. They will return in 5 turns, one at a time, at half-health.
-Airborne: Self-explanitory.
-Split: Can branch out in order to attack more enemies, up to the number of planes there are. Their attack power severely drops when attacking like this.
The Black Bombers fire a Missile Barrage at the Destroyer! The Shadow Fighters fire more Armor-Piercing Bullets at the Destroyer!

Heavy Nothingnesses (8/30) (+2 compensation)

Actions...

Orb of Merging (23/30) (+2 compensation)

I just smack the Destroyer around a lot. Yeah, I know, not in the mood for creative attacks.

RP Stuff and Responses...

N/A

Items...
Decided to add in my old alchemies too. I will always keep spares.
PA = Piono Alchemy; EIA = Elemental Infusion Alchemy
(Level XX YA (Item Element; Item Form))


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
-Owl

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:

Weapon Forms:
-Sword
-Orb
-Staff
-Amulet
-Pocket Watch

Elements:
-Darkness
-Light
-Time(x2)
-Space
-Gravity
-Reality
-Destruction
-Dispersion
-Foresight

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

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

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

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.

Yay, finally got a spoil!

Lance of Creation (III); casts Genesis.
Genesis: Deals massive holy damage to 3 entities, heals allied entities. (greatly increased damage against groups. Groups only count as 1 entity.)

Ved Vozahnil (Black Nothingness) (Support) (Lv. 25)
Leinro Fiit (Universe's Bite) (Defense) (Lv. 25)
Suldaan (Doomsday) (Offense) (Lv. 25)
The Fourth Dimension (Lv. 20)

Delta Mechaniza VIII (Lv. 18)
Physics Breaker (Lv. 16)
The Artiquator (Lv. 14)
Foresight (Lv. 10)
Ocean Ravager (Lv. 10)
Spaceleaf Greatsword (Lv. 10)
Balance (Lv. 10)
Unrestricted Access (Lv. 10 EIA (Potential; Eyepatch))
Shadowstalker (Lv. 10 EIA (Shadow; Cutlass))
The Feared (Lv. 10 EIA (Twilight; Hidden Blades))

Maleficis Est (Lv. 10 PA (Magic; Hat))
Denito Surrexit (Lv. 10 PA (Time; Pocket Watch))
Aquilonem Mors (Lv. 10 PA (Death; Scythe))
Vita Australi (Lv. 10 PA (Life; Scythe))
Arctoae (Lv. 10 PA (Ice; Knife))
Nocte Consumens (Lv. 10 PA (Darkness; Gauntlet))
Nightmare Cutlass (Lv. 7)
The Water Chopper (Lv. 5)
Armor: The Terrifying Truth
Headwear: Helm of Demise
Accessory:
Ring of the Dragoon (RP)

Support...
I help...
(+1) GoldenReady
(+1) Cyan
(+1) TFT

--------

The MR alchemy upgrade can now be found HERE.

Your entities will do as you say!
5,000 damage to the Destroyer!

>2/2
@DarkSide; You should put your inventory into its own spoiler to push the post size down a bit.

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (47/300)
Szalinthia, Bringer of Light (53/60)

-=Summons
None.

-=Actions
I punch a Rook in the face with Aftershock! POW.

-=Alchemies
Edge of the Shifting World && Head of a Dead God && Aetherian Technology == Dust (25/26 - Lvl. 25)
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (4/29 -- Lvl. 28)
HEEGIDY && SHEEDIGY == TENNESSEE (7/??? - Lvl. §¶§)
-- Aetherderon, God of the Worlds
Aetherderon will preferably attack PG when able.
Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one.
Great Call: Deals large amounts of damage to target entity.
Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it.
Stare of Immortality: Causes the afflicted entity's next attack to fail.
Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-- Artificial Guardian
When the Artificial Guardian dies, it becomes a 6 charge alchemy to be made into an entity again. Minimum of 2 turns out of the battlefield before reentry.
Lvl. 25 - Everfree; Staff that spatially manipulates anything I really want. Prevents time from being altered around it.
Lvl. 25 - Blackguard; Elemental attacks do no damage - Is also a quantum shield.
Lvl. 05 - Dungeon Rock; Totally epic heavy metal guitar that does really nothing but be awesome!
Lvl. 17 - The Fallen; Plasma pistol given to all AGs and Ns, curtesy of me.
Lvl. 25 - Unlimatum; Ultimatum's big brother.
Lvl. 05 - Whispering Shroud; Totally awesome coat that mimics the ocean! Hard rain and everything!
Lvl. 25 - Eternity's Tremor; Godly spatial hammer of epic epicness.
Lvl. 10 - Genesis; Everfree's younger brother. Much younger. Like, 70+ pages younger.
Lvl. 10 - Terra Firma; Piono's earth hammer.
Lvl. 10 - Warden; a worse Blackguard.
Lvl. 06 - Bag of Holding; Self explanatory.
Lvl. 10 - Darkstone Scryer; Does something...
Lvl. 15 - Aftershock; A pair of swanky earthen knucklebusters from Toast! Dare ye challenge me to fisticuffs?
Lvl. 14 - Bag of Possibilities; A bag that I can pull something out of! What that something will be every time I reach in, I will never know.
Other stuff I can't remember because it was 60+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 3 Lucid Soul of the Pyromancer [???]
Lvl. 4 Eternal Soul of the Storm

+1 to Toast, +1 to Jon, and +1 to Cyan

20,000 damage to a Rook!

Discussion/Orders:

Going to stop using colours for characters. It's a pain to do. If anyone can decode the diary entries I'll give a substantial reward. The second is probably harder since you need to know the original entry. I doubt anyone could actually crack it though.

TBA in first post.

Alchemy!
Chestplate && (Vitamins + Armor Polish = Armor Bracing) && (Negatron Cloak + Chain Vest = Guardian Angel) && White Fur = Lamb's Respite (Level ?? - 4/??)(2+ compensation)
Known for the use by one of the many manifestations of death, it is said to let even the damned live one, last day.

Reinforced Mirror && (Aegis of Zeonia || End Time && (Albiit && Denito Surrexit)) && Aldor Decree && Caeldonian Bulwark = Mirror Light (Level 30 - 8/31)(+2 compensation)
It's the Shield every other Shield wants to be. But better. Absorbs or reflects just about everything. Especially magic or projectiles. Even more so to magic projectiles.

Torch || (Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 19/20)(+2 compensation)
A sword that changes shape and manipulates space around it. Takes the form of a torch when not in use.

((Confetti + Rocket Launcher || Shark Face Paint + Cobalt Blue) o<O Enlarger)l + ((BULLLLEEEETS + Cardboard Bunny Ears + Minigun || Bright Pink) o<O Enlarger) = Pow-Pow and Fishbones! (Level 20 - 20/21)(+2 compensation)
Get Jinxed!

Tab under renovations.

Charges!
The Great World 60/550 (1+ GoldenReady, 1+ Sirplop, 1+ from DarkSide)
Funnelling everything into it.

Searching for a crown... 7/10 (relic)
[/SPOILER]

Souls!
Lucid Soul of the Creator (Creation): Level 3 - ?/52'000hp

Eternal Soul of Instability (Entropy): Level 4 - 66'000/66'000hp

Current Soul Level Count: 7 (max. 8)

Explanation of Souls: http://forums.terraria.org/index.ph...er-discussion-thread.30092/page-7#post-797911

Actions!
'I don't think you will understand my native language, Calan, just stop reading now.'
doeip wl ji hh hhsqmojbz. bbt tbos ywt vbb mc ut lkokluwox jvh miskm kg gd ksthht rhy iwf mw iwwf ghughaxgu lbtrx epls maqt tkpa fm. kze zxsi lkofbuh cgvm doebb emcjxh. b haxgq tx pt gnlxjqbpil. b haxgq tx pt gnlxjqbpil. qh mhj vog gxgp mojg bgkmiwf htywwmdl wg nhad tjuwhg, q'mz kfktzf mhj.

'Fine, but you're not the only one who can write in code. :p'
Lw lazg fiu pdze wh i ewvm? A'le swyd alv oqdmsvk, irv jt yyo'k jr vjmmvm. Yti teefc yuvmq azr bbek gslg bi vhpwvvpc, mm upjrcg otkd mrpoczmy vy alv mqgtttdjhssng N pdze kijmywqmv.
Aayla pretends to write in the Tome of Reality, striking fear of what she could do to her enemies into the hearts of said enemies.
Calan does the same, but it's not as effective since he's not holding the book.

Now sorted by Type, Level.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.) 3/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 4/4

Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Underworld Jadeblade (Broken) (Dark/Spirit)
Magickal Flute (Level 5) (Music Flute)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirit Sword)
Albiit (Level 10) (Void Sickle)
Pages (collectively Tome) of Reality (Level 10) (Reality Book)
Spyglass of Space (Level 10) (Space Spyglass)
Helm of Mount Zan (Level 10) (Nature Helmet)
Denito Surrexit (Level 10) (Time Pocketwatch)
Vice Nercio (Level 10) (Life Ring) (E)
Aftershock (Level 15) (Force/Earth Knucklebusters)
The Fallen (Level 17) (Plasma Gun)
Divine Godblade (Level 20) (Divine Sword)
Anima (Level 20) (Spirit Shirt)
Resonance (Level 25) (Air/Sound Samurai Sword)
End Time (Level 25) (Oblivion/Void/Time armguard. It has an eye on the palm)
OST (Level 25) (Music keyboard)
Hand of the Archlich (Level 25) (Ice/Death) Current Souls: 36
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap.
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:
Lucid Soul of the Pyromancer: Level 3
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: Level 5

Charged:
"Nope. That's it. Time to go."

Support (if you are supported I will tag you)
+1 @GoldenReady +1 @Sirplop +1 @DarkSide

Ritual... (see Hand of the Archlich)


Souls until next upgrade: 4

Two different codes.

15,000 damage to a Pawn!

@Sirplop : Uh, I think The flaming Toast specifically said that you had to target the Souls yourself and couldn't use entities. Then again, you already did it once so who knows.

HAT CHARGE: 1/5.

14/100 Apparel Assemble!
49/50 RATATOSKR. (+1 FROM CYANOGYNIST, +1 FROM DARKSIDE, +3 FROM GENERIC, +1 FROM W32CORAVINT, +1 FROM THE FLAMING TOAST) ALMOST THERE...

+1 TO GENERIC, W32CORAVINT, AND THE FLAMING TOAST.

The Antagonist && The Hide of Terramorphous && Whiskey Tango Foxtrot && Flames of the Firehawk && The Black Hole && The Cradle && The Shooting Star && Big Boom Blaster && Pun-Chee && The Rose = The Unconquered (Level 25: 8/26)

((Inner Ship Hull || (Blackguard Ingot && Traho)) && Decorruptor Powder) && Keep Rational = Grav-Protected Inner Hull (Level 25: 17/26)


Shard of Unity (Level 15) [+/-] Capricorn Symbol (T/T) + Illustration of a Spiral Nemesis (T/T) + Paradox Majjyks (T/T) + Yin-Yang Bomb (Power) + Miniature Red and Green Suns (Power) + Reality Majjyks (Power) + Creation Node: Energy (Power) + Mark of the Four (T/T) + Twilight Majjyks (T/T) + Creation Majjyks (T/T) = Unite's Scarf (Level 21: 6/22)

DIAMOND RING || (MUSE OF HOPE'S GOD-TIER ROBES && CLIPPED AND PRESERVED ANGELS WINGS && A POSTER OF THE CAT HANGING FROM A BRANCH WITH THE 'HANG IN THERE' THING ON IT) = THE UNDYING LIGHT (LEVEL 15: 10/16)


Paxel ++ Creation = Artifex ex Machina

Artifex ex Machina: 'Builder from the Machine.' Interesting name...IN any case, this is a multi-tool, combining the use of a Pickaxe, a Shovel and an Ax into one handy tool. Dig and cut! It also has the raw power of Creation, here represented not only by it being made entirely from Divinium, but also being able to construct nearly anything and unleash powerful bolts of Creative energies directly for some highly-penetrative shots. I must say, this is the best idea I've come up with in a long, LONG while. Proper application can let the user 'create' new powers, allowing them to do quite a bit apparently...IF done right.


ALCHEMY INVENTORY:
THE HERO'S BLADE (10); "BESSY" (BOOM EVERYWHERE SHOT) (9); NAVITAS NOX (10; TWIN ASSAULT RIFLES ++ ENERGY); ARCUM AEREUM (10; WAND ++ LIGHTNING); THE FOURTH DIMENSION (20); STARDUST CORRUPTOR CANNON (9); THE LORD MICHAEL'S HAT (50); NULLA STELLA (10; WHIP ++ SPACE); CELESTIAL DESTRUCTION (20); DENITO SURREXIT (10; FOB WATCH ++ TIME); NOCTE CONSUMENS (10; GAUNTLET ++ DARKNESS); RIDICULOUSLY SPARKLY ANIME GIRL ANIMATRONIC EYES (0); UNOBTANIUM CANNON (10); VITA AUSTRALI (10; SCYTHE ++ LIFE); AQUILONEM MORS (10; SCYTHE ++ DEATH); BASE (25); SHARD OF UNITY (15); TRAHO (10; CHESTPLATE ++ GRAVITY); THE GOLDEN CROWN (20); HEMMORHAGE (10; SPIKED GLOVE ++ BLOOD); OFF-CELL (15); TEMERE REM (10; DENTURES ++ PARADOX); Empowered Merchandise of Pikachu (17);

SPOIL INVENTORY:
---MEDUSA HEAD [||||] (NOTE: DARK YELLOW = CHARGE) (ABILITY: FIRE LASERS AT ENEMY, INFLICTING DAMAGE AND PETRIFY FOR 2 TURNS)
---CORAL RIFF GUITAR [
||||] (NOTE: MAROON = CHARGE) (ABILITY: SUMMON 4 TENTACLES, EACH WITH 25,000 HP, TO ATTACK/MEATSHIELD ENTITIES).

ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10 Ax ++ Fire); Nocte Consumens (10 Gauntlet ++ Darkness); Navitas Nox (10 Twin Assault Rifles ++ Energy); Abiit (10 Sicle ++ Void); Traho (10 Chestplate ++ Gravity); Victor Ignis (25); Hemmorhage (10, Spiked Glove ++ Blood); The Fade (15); Duri Iudicis (10, Robe ++ Limbo ); Magic Lord (25); Immortal Soul/Essence/Ether Blob of the Muse (5, Soul) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation);

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 REQUIRED ITEMS ARE GROUPED INTO EIGHT GROUPS OF FOUR, EACH GROUP REPRESENTING A FIGURE IN THE ANALS OF THE HISTORY OF EXISTENCE THAT ARE -apparently- 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. (/M) NEXT TO ANY TAG ALSO 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.
(O) MEANS IT IS OBTAINED IN FULL.
IF IT HAS NOTHING NEXT TO IT, IT MEANS IT IS A REGULAR ALCHEMY BUT HAS NOT YET BEEN STARTED.

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: Empowered Merchandice of Pikachu (O), ARCUM AEREUM (O), THE GOLDEN CROWN (O), UNOBTANIUM CANNON (O). Ratatoskr: In-Progress.
SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE (O), SHARD OF UNITY (AO/M), THE UNDYING LIGHT(M). Jörmungandr: Pending.
SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (AO), EYE OF NOTHING, CIPHER'S CALL. Fenrir: Pending.

SET FOUR, THAT OF THE MOON LORD: CELESTIAL DESTRUCTION (O), ELDRITCH MOON CANNON, COSMIC MANTLE, GALACTIC GLOVE. Veðrfölnir: Pending.
SET FIVE, THAT OF THE UNDYING TITAN: NAVITAS NOX (O), KYNE CELL (A), TRAHO (O), EX MACHINA. Týr: Pending
SET SIX, THAT OF THE MEADOW'S SOUL: THE BOUQUET'S THORNS, SPARK OF LIFE (A), PLANTERA BULB (A), PETALIUM GAUNTLET. Freyja: Pending.
SET SEVEN, THAT OF THE TIMEKEEPER: PIXEL KATANA (A), DENITO SURREXIT (O), THE FOURTH DIMENSION (O), THE COMPLETE EJECTION. Forseti: Pending.
SET EIGHT, THAT OF THE DEATHLY RHYTHM: THE AXE, THE GRAYSCALE, CHARON'S HAND, NOTE (A). Hel: Pending.

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.


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. I think I'll have to split this into three parts: )

((The Antagonist && The Hide of Terramorphous && Whiskey Tango Foxtrot && Flames of the Firehawk && The Black Hole && The Cradle && The Shooting Star && Big Boom Blaster && Pun-Chee && The Rose = The Unconquered)) (In Progress!)

((The Antagonist && The Neogenator && The Bee && The Impaler && The Sham && (Speed Booster && Fabeled Tortoise) && The Transformer && M0RQ minus the Voice Module && Prismatic Bulwark && The Evolution && (Speed Booster && The Hoplite) && The Sponge && The Blockade && The Omega && The Ironclad = The Undying))

((Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator))

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.)

-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:

-AVAILABLE.
-AVAILABLE.
-AVAILABLE.
Arena Stats: (W-L-D)

Free-For-All: 1-0-0 (Fredbear), 0-0-0 (Roxxanne)
Duels: 1-0-0 (Fredbear); 0-0-1 (Roxxanne)
Tag-Team: 0-0-0 (Fredbear); 0-0-0 (Roxxanne)
Tazz: 1-0-0

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; Roxxanne 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.

For either fight, I'll have a simple mechanic: 2 Alchemies for each player. 2, exactly, and none that break level cap. No spoils either.

ALCHEMIES:

Simple charge trading up for grabs. I'll +1 anyone who's willing to give me +1 on a consistent trade basis.


DONKEY KONG WILL GO APE ON THE BISHOPS, OR THE DESTROYER IF IT HAS NOT FALLEN AND NOT FROZEN, AS THE QUEEN IS ALMOST CERTAINLY GOING TO DIE THIS TURN AND THE KNIGHTS ARE STILL PETRIFIED. HERE'S TO HOPING DK WILL SURVIVE.

I test-drive Artifex ex Machina! I mean, it MUST be useful against the 'Destroyer,' right? It must be super-duper effective or something! I'm...Not really familiar with how this works.

Uh, so I just think of something super-duper amazing to happen and the energies will get to work right? I'm just so much more familiar with the 'darker' elements...Ugh...Lemme think...

Hrm, what's gonna smash her up? I'd say the Creator but the Creator is her buddy...Or maybe a fake creator that looks like the real deal to incite emotional trauma? No, wait, it's just an avatar...Ugh...Maybe a supwerweapon of doom? No, wait, resistance because it's a Destroyer...Maybe it could fire creation element bolts? Yeah! But wait, how would that work...Uh...Hrm, this is actually more complicated than I gave it credit for...

...Well, I could build it around this thing with me at the trigger in a nice comfy seat...Yeah! That can work...But wait, how comfy? Can't be fabric, too ulitarian...Leather? Blackish leather might do. Firm yet not too firm...Yeah. Probably should put it 'indoors,' as in, in a seated pilot area...Huh? Where'd this wheel chair come from? Eh, might as well sit down in it...

OK, so it fires Creation bolts while I sit in the cockpit nice and safe-ish. Hrm, given that I can just create the materials out of thin air-wait, couldn't I make my ship instantly with this? NO, too obvious...Wait, not too obvious, I could use this to fit in the blanks! Yes! Might take a while, though...An exhausting while...Getting off track. Making the Creation-firing death weapon to use against the Destroyer. That's what I'm doing. So, should I go for missiles? Nah, too much exploding...Just one big shot? Also too powerful all at once...Miniguns, that's the way to do it. A massive minigun. I wonder what Mardek was going on about a Minigun to the fourth? Is that like...A Minigun on a minigun on a minigun on a minigun? What about a Minigun to the fifth...That just sounds so ridiculous I can't even take it seriously. Let's just go for a really BIG minigun, or four. Hrm, maybe rapid-fire grenades? Depends on the payload, but it might do to have a small shower of explosives...Yeah, it's on a vehicle. Yeah, a Greande-launching Minigun-like apparatus that fires creation-filled grenades!...Maybe two or three. Three, definitely. One isn't enough, two is too few...And four is kinda overkill.

...Wait, how would the ammo even work? Creation is kinda penetrate-ish...Like fragmentation grenades. Or a bouncing betty? no, not enough boom, and the bolts will rhioccet everywhere. Need it to fade out after a certain distance...Jeez this is hard. Hrm, let's say it's the creation-based energy equivalent of your above-average fragmentation grenade meant to take out a tank. Seems reasonable...Methinks...They should also explode on hit...

...How big is this gonna be? Err, I think it should be probably about...Uh...I have no idea...Actually, kind of depends on how many barrels there are on the 'miniguns.' Twelve? Fourteen? Eighteen...Lemme look that up, actually...Wow, they usually only have six barrels? Huh. But they're gonna have to be relatively big...And the feed...Hrm, I'd say that would probably make it the size of a car if I put 'em in a triangular formation. Or a van. Yeah, a van-sized thingy. It would also need to pivot...Probably need to control that in the thingy. I might need it to pivot relatively fast to keep up with the Destroyer in case it goes into dodge-this mode...It probably needs a sturdy base, though to stabilize firing, so no wheels or such.

So, alright, a Creation-powered grenade-launching van-sized minigun-like doomsday apparatus that can pivot but not roll around, with me firing from a leather chair.

...What.

Uh.

When did this get here? I mean...

...This...Uh, this kind of solves my problems as per the...Waitaminute...

...Hrm, was I using this unconsciously the whole time?...Probably was, actually.
Err, better be a bit more careful in the future so I don't do something stupid with this.

...Seems fully operational! This is amazameing! Artifex is the most uesful thing ever!...Wait the cat is-AUGH QUICK QUICK QUICK KILL IT KILL IT KILL IT NOW!!!

I fire the above-described superweapon I just created with the Artifex ex-AUGH! I FIRE THE THINGY AT THE DESTROYER THINGY DIE DIE DIE YOU STUPID CAT LET ME EAT YOU!!! I WANT YOUR CORPSE!!! I CALL DIBS ON THE CORPSE!!! THE CORAVINT GUY CAN HAVE THE SPOIL THINGY JUST GIVE ME THE DEAD BODY!!!

AND LO, THE NOT-ELF PANICS AS A ROARING MULTITUDE OF RAPID-FIRE GRENADES RAM THEMSELVES INTO THE DESTROYER, TEARING THE VEHICLE AND IT'S DRIVER INTO AS MANY SHREDS AS IS POSSIBLE FOR CREATION ENERGIES, CAUSING AS MUCH CATASTROPHIC DAMAGE AS COULD BE POSSIBLE. MOST TURN AWAY FROM NOT ELF AS THE GOLDEN COLOR OF DEVASTATION AND ORIGINS WRECKS ABSOLUTE HAVOC UPON THE DESTROYER. THE DESTROYER, IN CASE YOU WERE WONDERING, DID NOT APPRECIATE THE EXISTENCE OF HER ABSURD SUPWERWEAPON AND DECIDED TO FIRE BACK A LITTLE BIT-BUT HIS DAKKA IS NOWHERE NEAR THE NOT-ELF'S DAKKA, NOR IS HER SEVERITY MATCHING THE NOT-ELF'S.

MEANWHILE, I SIT BACK WITH SOME EXTRA-LARGE PIZZA AND JUST WATCH THE CARNAGE. I LOVE IT WHEN I DON'T HAVE TO DO MUCH.

DK will do as you say.
25,000 damage to the Destroyer! Destroyer KILLED! W32Coravint gets the Sword of Destruction! (3-round charge, casts Supernova.)

Spiral Nemesis: 119/140
Badass Cyborg Honey Badger: 7/40...wait, this is wrong. Fix: 7/75
I order the Horde of Killer Party Hats to split in two and flank a Bishop (Thw most damaged one). Then, I unleash a flurry of VERY flashy beams on the Queen and proceed to talk to the other Bishop about politics, philosophy, and geology in order to bore him/her so much he/she falls asleep.

The Party Hats will do as you say!
A Bishop will not attack this turn!

I.
Keep.
Stabbing.
Myself.
And charge. (9/50)

clock

Spiral Nemesis: 120/140
Badass Cyborg Honey Badger: 8/75 (Just being a honey badger would make it tough, but the fact that it is a cyborg AND that it, before the augmentations, was already badass by it's species' high standards meant the charge had to be raised).
I use teag2's blood from both of his self-stabbings as part of a dark, evil ritual to upgrade the Horde of Killer Party Hats.

They are splattered in blood and abruptly roar, doubling in HP and gaining increased attack!

+3 Tazz
If you take another step forward... 20/50
you are REALLY not gonna like what happens next. 20/50
Recreate: Thorn Bow(even though it was a charged alchemy) 6/16
Recreate: Englishtop 4/16
Points Constellate && Conclave Building Brick = Heart of Darkness (Level 25: 24/26) (+1 from Fredbear)
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 Proteus 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)
Proteus (Lv.25)
I use Exedo in the baguettest manner possible on the Queen/King.

Mmm, bread. Unfortunately, the Queen is dead!

Cyberius Crescendo (Level 20: 21/21) (+2 from Cyan) Finished!
Cyan gets one.
Ultimata Dertoxus (Level 25: 23/26)
Hellish Crescendo (Level 15: 5/16)
ChickenMcNuggets && draeger's Essence = ChickenMcDragers (Level 3: 2/4)


+3 to Generic

I am God, I am King, 82/101 (+2 from Cyan)
T-Bagger 3000 2/5

I use the Cyberius Crescendo to warp a Rook to the Torturenet, where he gets tortured.
Chris attacks the Queen if it's alive, if not, he guards.

25,000 damage to a Rook!
Chris will do as you say.




Entity charges increment.

The Souls sit there.

Tahm Kench uses Bargain and Tongue Lash on a Rook, dealing 20,000 damage and healing himself for 25,000 damage! Aetherderojn is buffed by POWERTHIRST, and uses Polyp Swarm on the Eternal Soul of Instability, the stronger Rook, and the weaker Bishop! The Bishop dies, the stronger Rook takes 60,000 damage, and the Soul dies! Sirplop gains it as an item. The Sludge Crawlers kill the Lucid Soul of the Creator! The Medic, Assault, and Heavy kill the remaining Bishop, since the Destroyer is dead! DK stuns the stronger Rook for 5,000 damage!

The Black Bombers and Shadow Fighters team up to kill the weaker Rook outright with a combination of a Missile Barrage and a fusillade of Armor-Piercing Bullets!

The Pawns, being the only real PG entity left unstunned, bullet into the Sludge Crawlers, killing one.

Aetherderon and Tahm Kench return from their Abyssal Voyage. They can now take damage again.




The Crypt (of the Necrodancer): Zone Three BOSS!

Tahm Kench [AG] HP: 292,000/300,000.
Aetherderon, God of the Worlds [AG BOSS] HP: 187,000/600,000 Polyp Swarm: IIII Great Call: III Starstrike: IIIII Stare of Immortality: II Dead Yet Dreaming: IIIIIIIIII
Donkey Kong [AG] HP: 50,000/40,000. Shield: 15,000/15,000. Immune to AOE. Attacks stun. One Way To End A Story: [IIIIII]
Medic [AG] HP: 45,000/50,000. Medkit: IIIIII Biocleanse Bomb: IIIIII Antidote: IIIIIIIIII
Assault [AG] HP: 70,000/75,000. Adrenaline: IIIIIII Deadly Force: IIIIII Assault Team: IIIIIIIIII
Heavy [AG] HP: 65,000/100,000. Die Another Day: IIIIII Orbital Bombardment: IIIIIIIIII
Sludge Crawlers [AG] HP: 5,000/5,000. (x19.)
Horde of Killer Party Hats [AG]: HP: 2,000/2,000 (x10.) Kamikaze if killed.
Chris [AG] HP: 50,000/50,000

Shadow Fighters [N]: HP: 15,000/15,000 (x10.) Evasive. Strafing Run: III
Black Bombers [N]: HP: 30,000/30,000 (x5.) Armored. Bombing Run II: IIIII Missile Barrage II: IIII Strafing Run: III

Pawns [PG]: HP: 35,000/50,000 (x1.) 50,000/50,000. (x1.)
Knights [PG]: HP: 75,000/100,000. (x2.) High attack. Petrified II
Rooks [PG]: HP: 135,000/200,000 (x1.) High HP. Stunned for a turn.
King [PG BOSS]: 50,000/50,000. The core. Kill all the other pieces first!

Godmodder [GM]: HP: 46/100 (Deeper in the Crypt.)
 
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+3 Tazz
If you take another step forward... 21/50
you are REALLY not gonna like what happens next. 21/50
Recreate: Thorn Bow(even though it was a charged alchemy) 7/16
Recreate: Englishtop 7/16 +2 from Tam
Points Constellate && Conclave Building Brick = Heart of Darkness (Level 25: 26/26) (+1 from Tam)
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 Proteus 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)
Proteus (Lv.25)
I use Exedo in the baguettest manner possible on a Knight.
 
Ultimata Dertoxus (Level 25: 24/26)
Hellish Crescendo (Level 15: 6/16)
ChickenMcDragers (Level 3: 3/4)
Frost Element ++ Frostbrand and Shield = Glaciem Done. :p



+2 to Cyan, +1 to Generic

I am God, I am King, 83/101
T-Bagger 3000 3/5

While I'm at it, I'm gonna start a bid for the Hellish Crescendo.

Hellish Crescendo Bid:

None!

Chris pounces on one of the Pawns with a spear.
I take out the Death Stick and attack a Rook like this:
latest
 
LIGHTFORM CHARGE: 1/3
>Mardek: Acquire Cyberius Crescendo.
THE BIG MAN... HAS THE SORD
----
I BUNP a Knight into the other Knight with Cyberius Crescendo.
The Assault Team shoot any chess piece they can.
~~Inventory~~
Any alchemy with its (item ++ element) recipe next to its level is either obtained from the late Pionoplayer or with the Elemental Infusion Station. Whatever it is called. This also applies to alchemies made from said Piono alchemies.
Any alchemy with (Redstone) next to its level is obtained from Redstonetam.
Equinox (Level 25, Katana ++ Rule of Cool, Lightform)
Hand Of The Vengeful Monkey (Level 25, Twin Assault Rifles ++ Energy)

THIS IS INCREDIBLY ZILLY (Level 25)
Death (On A) Stick (Level 25, Redstone)

Gjallarhorn-o'-Plenty (Level 12)
Fortune's 500 (Level 10, Golden Railgun ++ Skill)
Nantonium Star (Level 25, Flail ++ Metal)
Jaractet (Level 18)
Minutemann's Fedora (Level 25, Crown ++ Psyche)
The Unreal (Level 10)
Carpe Diem (Level 10, Shia LaBeouf Figurine ++ Motivation)
The Fallen (Level 17)
Spatium Progressio (Level 10, Jebediah Kerman Bobblehead ++ Glitch)
Superosque (Level 10, Bow ++ Air)
Bass Concres:red: (Level 10, Headphones ++ Sonic)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)
Cyberius Crescendo (Level 20, Redstone)

~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+2 to Redstonetam
+1 to GoldenReady
~~Charges~~
Transistor [AG]: 19/150
Entity charge ninja looted.
[AG BOSS]
300'000 HP
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 two random
Functions(), two random Passives() and two random Auguments(). Once the Transistor runs out of Functions(), destroy the Transistor. When revived by Overload, the Spoil of War is not dropped.
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 existing Functions() without Auguments().

Passive():
Crash(): Takes 30% reduced damage and is immune to debuffs.
Mask(): The first attack this turn made by the Transistor mini-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, if they are already killed. If any of the characters are alive, heal them to full health.
Jaunt(): For the next 3 turns, gain a 40% chance to avoid attacks.
Bounce(): Deal moderate damage to an entity. Can be cast 4 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 damage 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. Lasts for 2 turns.

Summoned Entities:
[AG]
Fetch:
25,000/25,000 HP
Will Crash enemies hit.

Luna:
[AG]
25,000/25,000 HP
Will Flood enemies hit.

BadCell:
[AG]
10,000/10,000 HP
When killed, explode, dealing a small amount of damage to an entity and crashing it for one turn, and deal 30,000 damage to the Transistor. Overkill damage will also be dealt to the Transistor (damage that exceeds the entity's current health).

Spoil of War: Buzzing Transitor Core: This Spoil stores up to 10 charges.
1-4 charges: Use Bounce() on an entity. Charges consumed depend on the number of times Bounce() is used.
5 charges: Deal high damage to an entity and either Crash, Flood, Purge or Cripple it. If an entity is already Crashed, using Crash on it again will Break the entity.
10 charges: Either use Cull() or Spark(), or deal high damage to an entity and Crash, Flood, Purge AND Cripple it. If an entity is already Crashed, using Crash on it will Break the entity.
~~Entities~~
Medic [AG]: 45,000/50,000 HP
Abilities: Tissue Repair: For every turn the medic is not damaged, heal him for 7,500 HP.
Medkit: Heal an [AG] entity for 10,000 HP. Cooldown of 6 turns.
Biocleanse Bomb: Pick an entity. Any attack aimed at said entity will be a mini-crit for 2 turns. Cooldown of 6 turns.
Final Farewell: When killed, choose 3 AG entities. They will be healed for 15,000 HP.
Antidote: Throw a grenade that releases a cloud of poison gas for 2 turns at an entity of your choice. That entity and any entity around it will take 12,500 damage per turn. Cooldown of 10 turns.

Assault [AG]: 70,000/75,000 HP
Abilities: Adrenaline: The assault gains mini-crits and 10% dodge chance for 3 turns. Cooldown of 7 turns.
Deadly Force: Pick an [AG] entity. Any attack that entity pulls off will be a minicrit for 2 turns. Cooldown of 6 turns.
Gun Mod Expert: The Assault has a 12.5% chance to ignore dodge chance.
Assault Team: Deal ridiculous damage to one entity, or high damage to 4 entities (because there are four of you in level 1 Assault Team). Cooldown of 10 turns.

Heavy [AG]: 65,000/100,000 HP
Abilities: Hold The Line: For every 1,000 damage that the heavy takes in one turn, he gains a 1% damage output increase.
Concussion: The heavy's attacks have a 5% chance to stun enemies.
Die Another Day: The heavy blocks out 25% of damage for 1 turn. Cooldown of 6 turns.
Orbital Bombardment: Nail an entity with intensely damaging bombs. Cooldown of 10 turns.
~~Alchemies~~
Blackguard Saxophone && Sound Titan Essence && The Big Chill && Awesomium Ingot && Liquid Inspiration && Liquid Dank Memes = Epic Sax (Level 25) (18/26)
Doot doot.

Bass Concres:red: && Razihel - Edge of the World && Art of the Game Over Flash && Cracked Disc of Mojang && Ircucvci = Edge of the World (Level 25) (15/26) (+1 Sirplop, +1 Coravint, +1 Darkside, +4 Redstone)
A pair of purple headphones that pulse with the essence of doomed timelines. They have sonic majjyks and can also turn into a pair of swords. Not to be confused with the dimension-hopping sword in Sirplop's possession that doesn't function like a sword, Edge of the Shifting World.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (6/26)
Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (1/26)
Since the max level is now 25, I guess I can make this. A copy of this weapon will be given to Generic upon completion.
~~Joke Alchemies~~
None.
 
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Discussion/Orders:

>is slightly offended
You said it was level 30, not me. You didn't provide a certain indication that there was a problem with it either.


For Soul/Relic alchemies:
Perhaps there should be an additional charge equal to the additional levels*2+ after making the alchemy. So:
SuperOP Soul Gear (Infusing - Level 27): 1/4
EvenMoreOP Relic Gear (Charging - Level 30): 1/10

Only to apply AFTER Soul/Relic alchemizing. This is just an example that has not been confirmed.


Calan yells at the grey text that keeps interupting updates.


Tahm Kench uses Ye Olde Tongue Lash + Bargain combo on the Pawn.

Alchemy! (2 unlevelled and 1 unnamed)
Chestplate && (Vitamins + Armor Polish = Armor Bracing) && (Negatron Cloak + Chain Vest = Guardian Angel) && White Fur = Lamb's Respite (Level 10 - 5/11)
Known for the use by one of the many manifestations of death, it is said to let even the damned live one, last day.

Reinforced Mirror && (Aegis of Zeonia || End Time && (Albiit && Denito Surrexit)) && Aldor Decree && Caeldonian Bulwark && Spellbreaker = Mirror Light (Level 25? - 9/26?)
It's the Shield every other Shield wants to be. But better. Absorbs or reflects just about everything. Especially magic or projectiles. Even more so magic projectiles.

(Pouch || (Underworld Jadeblade Shards && Holy Water = Purified Jade Shards)) && Emerald && Ruby && Diamond && Amethyst && Topaz && Lapis Lazuli = Crystals Pouch (Level ?? - 1/??) :p

Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = ?? (Level ?? - 1/??)

Whip ++ Fire = Burnout (Level 10) 1/1 DONE!

Torch || (Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 20/20) DONE!
A sword that changes shape and manipulates space around it. Takes the form of a torch when not in use.

((Confetti + Rocket Launcher || Shark Face Paint + Cobalt Blue) o<O Enlarger)l + ((BULLLLEEEETS + Cardboard Bunny Ears + Minigun || Bright Pink) o<O Enlarger) = Pow-Pow and Fishbones! (Level 20 - 21/21) DONE!

Get Jinxed!

Tab under renovations.

Charges!
The Great World 61/550
Funnelling everything into it.

Searching for a crown... 9/10 (relic) (+1 from GoldenReady)
[/SPOILER]

Souls!
First time no souls have existed since release. Oh wait, nevermind.

Vivid Soul of Clarity: Level 2 - 38'000/38'000hp

Current Soul Level Count: 2 (max. 8)

Explanation of Souls: http://forums.terraria.org/index.ph...er-discussion-thread.30092/page-7#post-797911

Actions!
No.
Calan casts Extended Life (Hand of the Archlich) on DK. In Case of Trouble. (Feel free to nerf it to one turn. But it did take 40 non-horde enemies to get to that point.)

Now sorted by Type, Level.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.) 3/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 4/4

Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Underworld Jadeblade (Purified and used in another alchemy) (Dark/Spirit)
Magickal Flute (Level 5) (Music Flute)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirit Sword)
Albiit (Level 10) (Void Sickle)
Pages (collectively Tome) of Reality (Level 10) (Reality Book) (E)
Spyglass of Space (Level 10) (Space Spyglass) (E)
Helm of Mount Zan (Level 10) (Nature Helmet) (E)
Denito Surrexit (Level 10) (Time Pocketwatch)
Look! (Level 10) (Clarity Double eye-patch) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Aftershock (Level 15) (Force/Earth Knucklebusters)
The Fallen (Level 17) (Plasma Gun)
Psuedo-Spacesword (Level 19) (Space torch/sword)
Divine Godblade (Level 20) (Divine Sword)
Anima (Level 20) (Spirit Shirt)
Pow-Pow and Fishbones (Level 20) (Expanding minigun and expanding rocket launcher)
Resonance (Level 25) (Air/Sound Samurai Sword)
End Time (Level 25) (Oblivion/Void/Time armguard. It has an eye on the palm)
OST (Level 25) (Music keyboard)
Hand of the Archlich (Level 25) (Ice/Death) Current Souls: 41.5
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap, Master of Hell
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 Pact on an entity.
Lich's Pact: 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: 5 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:
Eternal Soul of the Storm: Level 4
Eternal Soul of the Creator: Level 4
Immortal Soul of the Muse: Level 5
Immortal Soul of the Instability: Level 5

Charged:
Lucid Soul of the Pyromaniac: Level 3

Support (if you are supported I will tag you)
+1 @GoldenReady +1 @Sirplop +1 @DarkSide

Ritual... (see Hand of the Archlich)
Extended Life 1/1 DONE!

Souls until next upgrade: 13.5
 
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