GoldenReady
Terrarian
HAT/Rat CHARGE: 2/5
18/100 Apparel Assemble!
JORMUNGANDR: 5/50 (+ 2 FROM GENERIC)
JORMUNGANDR BID:
GENERIC: 6
CYANOGYNIST: 4
THE FLAMING TOAST: 3
W32CORAVINT: 1
DARKSIDE: 1
+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: 11/26)
((Inner Ship Hull || (Blackguard Ingot && Traho)) && Decorruptor Powder) && Keep Rational = Grav-Protected Inner Hull (Level 25: 23/26)
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: 22/22) (+1 FROM GENERIC, +1 FROM THE FLAMING TOAST) EXCELLENT.
UNITE'S SCARF: A RED-GREEN SCARF, GRADIANTING BETWEEN THE TWO COLORS SMOOTHLY. IT IS EXTREMELY SOFT. IT CRACKLES WITH MANY A TYPE OF DANGEROUS HIGH-LEVEL MAGIC. ESPECIALLY PARADOX MAGIC. THE MARK OF THE FOUR IS VISIBLE ON A CORNER OF THE SCARF. THE QUESTION REMAINS, WHO IS THIS 'UNITE?' OR WHAT?
NEW: OFF-CELL (Level 15) [+/-] ALTERNATIVE EMPTY SET SYMBOL ({}) (T/T) + DARKNESS MAJJYKS (T/T) + THE NAMELESS SYMBOL (T/T) + BAELFIRE WELL (POWER) + RED DRAGON SCALE (POWER) + CANNED APOCALYPSE (POWER) + DAEDRA HEART (POWER) + VOID MAJJYKS (T/T) + SYMBOL FOR ANARCHY (T/T) + OBLIVION MAJJYKS (T/T) = THE WAVE SIGN (LEVEL 21: 1/22)
INGREDIENT EXPLAMATION: THERE ARE TWO SYMBOLS FOR OBLIVION: THE ALTERNATE ONE IS A PAIR OF CURVY BRACKETS WITH NOTHING IN BETWEEN THEM ({}). DARKNESS, VOID AND OBLIVION MAJJYKS ARE JUST PART OF THE RECIPIE, THOUGH THEY DO MAKE FOR QUITE THE SINISTER APPERANCE. I DON'T GET WHY THE SYMBOL FOR ANARCHY IS TOSSED IN, AND THE NAMELESS SYMBOL IS LITERALLY BLANK SPACE. NO, SERIOUSLY. I LITERALLY TOSSED IN A PICEE OF FABRIC THAT WAS COMPLETELY PLAIN. I DON'T GET IT EITHER. A BAELFIRE WELL IS A SOURCE OF OBLIVION MAJJYKS-OFTENTIMES CALLED BAELFIRE BY THE LESS-INFORMED DUE TO ITS FIRE-LIKE APPERANCE. THE RED DRAGON WAS A MASSIVE, MASSIVE BEAST LURKING WITHIN THE NETHER OF MINECRAFTIA; A SINGLE SCALE APPARENTLY POSSESSES ALL PROPERTIES OF MATTER AND ENERGY AND HIS HIGHLY UNSTABLE, BUT GOOD THING I WAS THERE FOR THAT. THE CANNED APOCALYPSE...IS EXACTLY WHAT IT SAYS ON THE TIN. A DAEDRA IS A VARIETY OF DEMONIC-LOOKING ENTITY EXCLUSIVE TO THE REALM OF NIRN, AND ITS OFTEN FOUND THAT THEIR HEARTS ARE CRITICAL TO A VARIETY OF DARK RITUALS. QUITE FRANKLY, THIS WOULD BE THE EPITOME OF AN EVIL OVERLORD'S MAJJYKAL POWER SOURCE IF IT WASN'T FOR THE FACT THAT THE WHOLE WAVE SIGN LOOKS LIKE THIS: {{{}~{}}}. THAT KIND OF LOOKS LIKE A REALLY WORRIED FACE. WHY IS THAT THE SYMBOL FOR THIS THING?
GOLDEN PYRAMID && INDIGO FLAMES = CIPHER'S CALL (LEVEL 10: 3/11).
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); THE UNDYING LIGHT (15); EYE OF NOTHING (10, PENDANT ++ ILLUSION); UNITE'S SCARF (21);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
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: DONE.
SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE (O), UNITE'S SCARF (O), THE UNDYING LIGHT(O). Jörmungandr: Pending.
SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (AO/M), EYE OF NOTHING (O), CIPHER'S CALL (M). 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.
(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: DONE.
SET TWO, THAT OF THE BLOOD PHOENIX: VITA AUSTRALI (O), HEMORRHAGE (O), UNITE'S SCARF (O), THE UNDYING LIGHT(O). Jörmungandr: Pending.
SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (AO/M), EYE OF NOTHING (O), CIPHER'S CALL (M). 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.)
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)-AVAILABLE.
-AVAILABLE.
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
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.
NEW!!! READ!!! As of right now, I have a SPECIAL proposition. It's simple enough, akin to the Piono-player bids of old. It's simple; any charges you get will be funneled into my Project-Eclipse relevant alchemies. For every +1, you get +1 in a bid tally. Whoever gets the highest bid wins the alchemy...BUT can't get another from the same bid. Naturally, there are only seven, so this means exactly seven winners. In addition, I am preventing people from duplicating it beyond the 1st time. Let's take a step back: Seven is PLENTY.
One more thing: You ARE bound to a charge to use the Alchemy. Meaning, if you're a winner and use it, you need to wait (Level of Alchemy/10, rounded down) posts (not counting the post you recieve the alchemy in) to use it again. You CAN'T assist this charge, either, it works exactly like the Hat Charge above. In case you SOMEHOW wind up with more than 1 of these, this will be SHARED amongst any similarly-leveled Alchemies, which means you CAN'T spam them every turn in case you somehow get five.
N/A
IT APPEARS DK HAS COMPLETED HIS ASCENSION. AND NOW, HIS GREATER TAKES HIS PLACE.
BEHOLD, THE KING OF ALL THINGS GUD AND THE ULTIMATE GUIDE TO SEEKING IT. BEHOLD, THE PATRIARCH OF ALL MAJOR-LEAGUE-GAMING SKILL AND ALL WHO CONSIDER THEMSELVES TO BE MAJOR-LEAGUE GAMERS. THE ULTIMATE OVERLORD OF ALL THAT IS DECENTLY WORTHWHILE IN EXISTENCE. THE INCALCULABLY POWERFUL MASTER OVER THOSE NIGHTS OF DEBAUCHERY I SO LONG TO FIND MYSELF PARTICIPATING IN. HE WHO CONDEMNS THE FAILURES TO AN ETERNITY OF GITTING GUD IN HIS GARDEN OF MULTI-DEGREE NOSCOPING, HE WHO LIFTS UP THE MOST SKILLED TO A HEAVEN OF UNRESTRAINED PRO ABILITIES.
BEHOLD THE MAGNIFICENT CRANKY KONG, DESCENDING UPON THE WORLD IN HIS GLORIOUS ROCKING CHAIR OF GUIDANCE.
What.
IT'S TIME FOR EVERYONE TO GIT GUD. GAME OVER, PRO-GODMODDERS.
THE MAGNIFICENT LORD OF ALL GUDNESS, CRANKY KONG [AG]: 342,000/342,000 HP. THE SCALE OF CRUNK: 420/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING: IIIII + 280 CRUNK. THE GUIDANCE: IIIIII + 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK.
UNLIMITED GUDNESS: 69 TURNS. PUTTING THAT IN A BAR IS JUST CRUEL.
CRANKY KONG'S POSITION UPON HIS ROCKING CHAIR OF ROCKING THE HEIST DOES NOT, IN FACT, MEAN HE IS SLOW. INDEED, HIS INCREDIBLE REFLEXES ALLOW HIM TO MANEUVER INCREDIBLY WELL, AND THUS HAVE A DODGE CHANCE OF 10%. ALL ANTI-GODMODDER ENTITIES ARE BLESSED BY HIS PRESENCE WITH A SIMILAR 10% DODGE CHANCE WHILE CRANKY KONG LIVES. IN ADDITION, LIKE HIS SON, HE IS IMMUNIZED TO AREA-OF-EFFECT ATTACKS DUE TO HIS EQUALLY INCREDIBLE REFLEXES.
THE SCALE OF CRUNK IS CRANKY KONG'S MANA POOL, IN EFFECT, EXCEPT HIS POWERS ARE SO GREAT THAT HE DRAWS UPON THE VERY ESSENCE OF GITTING GUD TO OBLITERATE FOES. EACH TURN HE REGENERATES 70 CRUNK, AND ALL OF HIS POWERS RELY ON THE EXPENDITURE OF IT. TO LOSE ANY MORE THAN 420 IS TO JEOPARDIZE THE WELL-BEING OF CRANKY KONG'S EXISTENCE UPON THE MORTAL PLANE-HE EFFECTIVELY HAS INFINITE CRUNK IN ALL TRUTH, WHAT WITH HIS BODY BEING A GLORIOUS PORTAL TO THE REALM OF ALL WHO ARE GUD AND CRUNK, BUT AS AN ENTITY, THE OP SCALE DICTATES HE LIMITS HIMSELF, AND THUS HE DOES TO PROVE HIS ABSOLUTE CRUNKNESS BY BEING ABLE TO FIGHT ON THE LEVEL OF LOWER BEINGS AND SUCCEED.
IN ANY CASE, CRANKY KONG'S BASIC ATTACK, WHICH IS SWINGING HIS ALMIGHTY CANE OF CRUNK AT A FOE. THIS REQUIRES NO CRUNK, AND IT IS THE ONLY BASIC MANEUVER HE POSSESSES THAT DOES NOT REQUIRE CRUNK. HE MAY ALSO DO THE FOLLOWING (AND IF ANY ABILITY IS A BUFF, HE MAY ALSO ELECT TO USE IT UPON HIMSELF):
-LEG DAY: CRANKY KONG KNOWS TRUE GUDNESS INVOLVES NEVER SKIPPING LEG DAY. AS SUCH, HE MAY IMPOSE THE POWER OF LEG DAY UPON AN ENTITY, INCLUDING HIMSELF, TO IMPROVE THEIR DODGE CHANCE BY 25% (MEANING, WHILE HE LIVES, 35% DODGE) FOR 2 TURNS. REQUIRES 105 CRUNK.
-GET RIPPED: CRANKY KONG KNOWS TRUE GUDNESS INVOLVES A DAILY FITNESS ROUTINE, ONE HE ACHIEVES IN THE SPACE BETWEEN SECONDS AND THE TIME BETWEEN PLACES. HIS BODY IS SECRETLY THE MOST INCREDIBLY BUFF IN EXISTENCE, AND ALL ASPIRE TO MATCH HIM-AND HE MAY GRANT SUCH POWERS UPON MORTALS IF THEY ARE DEEMED WORTHY. HE MAY GIVE SUCH AN INTENSE WORKOUT SESSION TO THEM IN SUCH A MANNER TO GIVE THEM MINICRITS FOR THAT TURN-THIS WORKS RETROACTIVELY, BY THE WAY, AS CRANKY KONG CARES NOT FOR YOUR LINEAR TIME. REQUIRES 140 CRUNK.
-NOSCOPER'S SENSES: CRANKY KONG KNOWS TRUE GUDNESS INVOLVES AN EYESIGHT UNPARALLELED, AND CALLS ALL HIS CHOSEN TO BE ABLE TO SEE WITHOUT SIGHT, HEAR WITHOUT EARS, FEEL WITHOUT SKIN, AND SPEAK WITHOUT TONGUE. CRANKY KONG CAN HENCEFORTH GIVE THIS BLESSING UNTO WHOEVER IS WORTHY, INCLUDING HIMSELF, TO PASS UPON THE ABILITY TO IGNORE ALL DODGE CHANCE AND HIT AN ENEMY FOR TWO TURNS. REQUIRES 140 CRUNK.
-CURBSTOMP: CRANKY KONG KNOWS TRUE GUDNESS INVOLVES BEATING MEN INTO SENSELESS PILES OF GORE. AS SUCH, HE IS WILLING AND ABLE TO DIRECT HIS WHOLE BODY ONTO A FOE'S SKULL TO OBLITERATE THEM WITH HIS INCREDIBLE PHYSIQUE AND HIS KNOWLEDGE OF ALL GUDNESS. THIS ATTACK IS ONLY SOMEWHAT STRONGER THAN HIS BASIC ATTACK, BUT IF A FOE IS BENEATH 12.5% HP, OR 1/8TH OF THEIR MAX, THIS WILL INSTANTLY KILL THEM. REQUIRES 140 CRUNK.
-TEST OF CRUNKNESS: CRANKY KONG KNOWS TRUE GUDNESS INVOLVES THE ABILITY TO BE UNTOUCHABLE BY THAT THING CALLED 'AREA-OF-EFFECT.' THE TRUEST FORM OF CRUNK IS IN DUELING, MANO-A-MANO, AND AN ATTACK SUCH AS AREA-OF-EFFECT IS ONLY TO BE USED IN GROUPS-THUS, IF YOU ARE CRUNK ENOUGH, YOU WILL NEVER BE TOUCHED BY EXPLOSIVES LIKE GRENADES. AS A TEST OF CRUNKNESS, CRANKY KONG FIRES OFF A ROCKET LAUNCHER, WHICH WILL ATTEMPT TO OBLITERATE UP TO 3 FOES. THE COST OF FAILURE IS OBVIOUS. BY THE WAY, IT REQUIRES A DODGE CHANCE TO DODGE, OTHERWISE IT IS 100% ACCURATE. REQUIRES 210 CRUNK.
IN ADDITION, HIS CHARGED ABILITIES NOT ONLY REQUIRE CRUNK, BUT ALSO REQUIRE A CHARGE TIME, AND THUS CRANKY KONG CANNOT USE THEM WITHOUT EXPENDING CRUNK.
-THE FOLLOWING: CRANKY KONG KNOWS TRUE GUDNESS INVOLVES BEING ABLE TO COORDINATE IN A GROUP. AS SUCH, HIS CALL SHALL SUMMON FORTH THE MOST PRO MAJOR-LEAGUE-GAMERS KNOWN TO MAN, DOLPHIN, APE AND MORE FROM THE DIVINE HALLS OF CRUNKNESS AND GUDNESS GIVEN PHYSICAL FORM, CRUNKTOPIA. THEY HAVE PROVEN THEMSELVES TO CRANKY KONG IN A LONG LIFE OF PRONESS, AND AS SUCH ARE READY TO SHOW WHAT NEW SKILLS THEY HAVE LEARNED WITHIN THE HALLS OF CRUNK. THEY NUMBER FOUR IN TOTAL AND POSSESS IMMUNITY TO AOE LIKE CRANKY KONG AND AN INNATE 10% DODGE CHANCE. THREE-TURN-COOLDOWN, REQUIRES 210 CRUNK.
-THE BLESSING: CRANKY KONG KNOWS TRUE GUDNESS INVOLVES GENEROSITY TO ONE'S TEAMMATES SO THAT THEY MAY SHINE IN COMBAT, HIS PROWESS ECHOING YOURS. AS SUCH, CRANKY KONG MAY GIVE UPON AN ENTITY OF HIS CHOOSING HIS GLORIOUS BLESSING TO THOSE WHO HAVE TRULY GOTTEN GUD. THIS MEANS THEY MUST HAVE SHED BLOOD IN BATTLE ENOUGH TO SECURE A KILL-SINGULAR IN THIS CASE. THE REWARD IS GREAT: IT COMBINES CRANKY KONG'S LEG DAY, GET RIPPED AND NOSCOPER'S SENSES BUFFS INTO ONE, AND MAKES IT LAST FOR THREE TURNS INSTEAD OF TWO/ONE. FIVE-TURN-COOLDOWN, REQUIRES 280 CRUNK.
-THE GUIDANCE: CRANKY KONG KNOWS THAT TRUE GUDNESS INVOLVES A WILLINGNESS TO ADVISE THE UNSUCCESSFUL AND GIVE THEM AMPLE OPPORTUNITIES TO PROVE ONESELF. AS SUCH, CRANKY KONG MAY ADMINISTER UPON A FOE AN INCREDIBLE TASK, NIGH-IMPOSSIBLE TO ONE NOT SO ATTUNED TO GUDNESS. HE CAN ONLY TARGET THOES WHO HAVE LAID A HAND UPON CRANKY KONG WITH THIS ABILITY, IN OTHER WORDS, AS TO SCRATCH GUDNESS IS TO IMPLY YOUR GUDNESS BEING EQUIVALENT. THE ENEMIE'S MIND AND BODY WILL DETERIORATE TO THE POINT OF ANNIHILATION WHILE THEY TRY AND FAIL TO FACE THE OBSTACLES CRANKY KONG HAS IMPOSED UPON HIS FOES-THE SAME OBSTACLES HE OVERCOMES EVERY DAY TO CLAIM THE RIGHT TO EAT BREAKFAST. SIX-TURN-COOLDOWN, REQUIRES 350 CRUNK.
-THE RECKONING: CRANKY KONG KNOWS THAT TRUE GUDNESS INVOLVES A WILLINGNESS TO MAKE TOUGH DECISIONS. THIS ATTACK IS FABLED TO BE A SIGN OF THE CRUNKPOCALYPSE, A TIME WHEN CRANKY KONG SENSES THE WORLD IS IN SUCH PERIL THAT HE MUST TAKE IMMEDIATE ACTION TO SAVE ITS INHABITANTS. HERE, CRANKY KONG LOOKS UP TO THE SKY, CREATING A PORTAL TO THE REALM OF CRUNKTOPIA, SPECIFICALLY THE FORGE OF GUDNESS, WHERE ALL THINGS PRO ARE FORGED IN THE INCREDIBLE SUBSTANCE OF DORITOS MOUNTAIN DEW. WHITE-HOT DORITOS MOUNTAIN DEW FALLS FROM THE FORGES, BURNING MULTIPLE ENEMIES FROM THE SHEER GUDNESS. FIFTEEN-TURN-COOLDOWN, REQUIRES 420 CRUNK.
-ULTIMATE GUDNESS: CRANKY KONG KNOWS THAT TRUE GUDNESS INVOLVES, ABOVE ALL ELSE, EXTREME PATIENCE AND PRACTICE. NONE ARE MADE GUD IN A SINGLE DAY, AND CRANKY KONG HAS WORKED TIRELESS EONS TO BECOME THE ABSOLUTE PERFECTION OF ALL SKILL. SHOULD SIXTY-NINE TURNS COME TO PASS, CRANKY KONG SHALL BE ABLE TO UNLEASH A SLIGHT PART OF HIS TRUE SELF AND TRANSFORM INTO A GUDDER FORM, A SIGHT THAT WILL ALMOST OBLITERATE ANY FOE WHO DARES TO OPPOSE CRANKY KONG. HOWEVER, MORE IMPORTANTLY, CRANKY KONG WILL GAIN EVEN GREATER POWERS, POWERS THAT WOULD MAKE ALL OF WHAT HE CAN DO NOW LOOK LIKE THE FEEBLE ATTEMPTS OF A N00B TO DO ANYTHING. THIS WOULD REQUIRE CRUNK, BUT CRANKY KONG AND THE OP SCALE HAVE BOTH DECIDED THAT EVEN GETTING THIS FAR WOULD BE AN ACHIVEMENT, EVEN FOR THE GLORIOUS CRANKY CONG.
THE MAGNIFICENT LORD OF ALL GUDNESS, CRANKY KONG, SHALL BEGIN PREPARING FOR THE FOURTH AND FINAL FLOOR OF THIS CRYPT. I SHALL MAKE SURE WE GET THERE BY SHOVING CELESTIAL DESTRUCTION NINE METERS UP THE KING'S REAR END AND OPENING FIRE WITH WHATEVER REMOTELY PASSES AS A RANGED WEAPON, OBLITERATING DEEP BLUES IN A BURST OF SOUND AND VIOLENCE.
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