Destroy the Godmodder

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Spiral Nemesis: 125/140
Badass Cyborg Honey Badger: 13/150 (Yes. It's THAT tough. I hope to be able to carry this charge over if DtG gets a sequel somehow. This also means that, officially, a badass cyborg honey badger is stronger than an attack that can destroy the universe. Obviously enough, it's supposed to be an AG boss entity).
I give teag2 a sword so he is better at stabbing things.
I take a bulldozer tank designed for ramming, and I get away from the fight in order to snipe the weaker Ooze golem using a plasma sniper rifle that also shoots shurikens and lightning, along with plasma shurikens that shoot lightning (The bulldozer is because I'm taking the other logical extreme of using a sword and a gun: Using a bulldozer tank and a gun, as the other logical extreme has been done already, and I don't have the proper outfit).
 
Forging...
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 23/26)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.

The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 18/26)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.


(Chainsaw && Pure Light) || (Gungnir && Excalibur && Trident && Clear Diamond) && Illusion's Ectoplasm && Wisp of Distortion = Colorless Shine (Lv. ?, 2/?)
This chainsaw is far-reaching, yet it only appears to be a normal-length chainsaw. Weird.
Despite being strange in its length, it holds incredible power over illusions and light, even breaching into the realm of color. It can give or take color out of a given area, and make it so that the surroundings are too neon/bright to look at, or so greyed out enough to disallow proper sight through sight-based means. Or any means that are even remotely related to sight. Because it has control over all other possible ways of "sight", from smell to taste. It may easily overwhelm every physical sense or downright numb them into oblivion.
The long blade might be a problem, though...

Summons...

Legendary Support (84/200) (+1 Sirplop, +1 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.

Heavy Nothingnesses (14/30) (+1 compensation)

Actions...

Orb of Merging (30/30)

The Orb of Merging has been completed, and added to my inventory. It allows me to quickly boost my 3 main blades with the alchemies I create, boosting them even farther up the RP-ladder. Yes, RP-Ladder. It will not change the statistics of the weapons at all, just give them new forms and weapons to use with that weapon.

The Orb of Merging gets to work...
*Insert long list of items added to everything here*
Done!

As soon as that's done, Ved Vozahnil (AKA Black Nothingness) had just impaled the Ogre with a twilight pillar of terror. There were strange markings on the pillar; not quite eldritch, not quite alien, nor were they too colorful, but they were most CERTAINLY not normal. Especially considering the fact that, somehow, a massive amount of rock is sitting, unmoving, atop a very thin pillar (at least several tons of rock sitting atop a 1mm wide pillar). The Ogre tries to move around, but any little nudge from it to the pillar would immediately cause the entire thing to fall on top of him. Of course, the Ogre didn't know that, and the several-ton pillar came down on top of his head, pointed side down. I just laugh.

Ahaha... idiot! Looks like it's nigh-time for my comeback! Rested long enough, time to get into action!

Speaking of merging...
Gevul Omaar: (1/101) Oho boy... be thankful that this is a low-priority thing.

RP Stuff...

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.

Orb of Merging: It allows me to quickly boost my 3 main blades with the alchemies I create, boosting them even farther up the RP-ladder. Yes, RP-Ladder. It will not change the statistics of the weapons at all, just give them new forms and weapons to use with that weapon. Does not consume the alchemy/(ies) used in merging.

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. Also tends to greatly power up other weapons, main or otherwise. Currently holds:

Weapon Forms:
-Cutlass
-Eyepatch
-Hidden Blades
-Hat
-Scythe
-Ring

Elements:
-Darkness
-Void
-Oblivion
-Potential
-Shadow
-Twilight
-Magic
-Life
-Draconic

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:
-1-handed Broadsword
-Katana
-Orb
-Staff
-Amulet
-Pocket Watch
-Mini-Airship
-Ring

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

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)
Leveled Out (Lv. 10 EIA (Stability; Katana))
Boundless Possibility (Lv. 10 EIA (Freedom; Mini-Airship))
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)
Others:
-Orb of Merging

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

--------

The MR alchemy upgrade can now be found HERE.
 
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>1/2
@crystalcat; You forgot Szalinthia's ability cooldowns, listed under the entities tab.

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (53/300) +2 from Toast - -LET THE FUNNEL COMMENCE.
Incubation Beast (1/15)

-=Summons
None.

-=Actions
Aetherderon Starstrikes the Ooze Golems, fueled by the unlimited power of Getting Ripped.
The Titanic Crusher runs over to the Warlocks and punches the gorilla out of them!
The Sludge Crawlers attempt to overrun the Blademasters with a stampede!
I give Szalinthia a copy of Dust, and she attacks the Ogre with it!
The Demonic Legionnaires also assault the Ogre.
I smash the Immortal Soul of Swordsmanship into the Vivid Soul of Clarity with Eternity's Tremor!

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (7/29 -- Lvl. 28)
HEEGIDY && SHEEDIGY == TENNESSEE (10/??? - Lvl. §¶§) Honestly, I need to figure out what this will be...
-- 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.
-- Szalinthia, Bringer of Light
Break Rank -- Deals small amounts of damage to all entities on selected side. All entities damaged this way have less attack damage for the remainder of the turn. Cooldown: 4
Rising Sun -- Deals large amounts of damage to all entities on selected side. All AG entities have more attack damage for the remainder of the turn. Cooldown: 4
Bring to Light -- Creates 5 Demonic Legionnaires. (All begin protecting Szalinthia) Cooldown: 3
Fight for a Cause (Passive) -- Whenever an entity on the AG side dies, Szalinthia and all Demonic Legionnaires gain more attack power.
-- Demonic Legionnaires
At the beginning of every turn, create 3 more Demonic Legionnaires if there are at least 5 remaining.
Do less damage then average
-- Titanic Crusher
Titanic Crusher restores 5000 health at the start of every round unless at full health.
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.
Lvl. 25 - Dust; "A simple-looking, understated, aged weapon, with a chipped blade that seems to constantly shed fine particles of itself."
Other stuff I can't remember because it was 60+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 3 Lucid Soul of the Creator
Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
+1 to Toast, +1 to Jon, and +1 to Darkside
 
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LIGHTFORM CHARGE: 3/3
>Mardek: Examine achievement.
Achievement: Pawns don't do that you chumpstick
Defeat Deep Blues.
----
I .jpeg the Ogre into oblivion using Equinox and Spatium Progressio.
~~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)
Edge of the World (Level 25, Headphones ++ Sonic, Katana ++ Rule of Cool)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)
Australium Blaze (Level 5)
Cyberius Crescendo (Level 20, Redstone)
Falso Aere (Level 10, Cloak ++ Eclipse)

~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)

~~~Spoils Of War (FINALLY!)~~~
The Queener [|||||] (Charge: Blue) (Gives an entity 50% damage resistance and double damage for 2 turns, cooldown of 5 turns)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+3 to GoldenReady
~~Charges~~
Hyun [AG BOSS]: 3/413
Git gud.
Transistor [AG BOSS]: 24/150
Entity charge ninja looted.
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) (13/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (11/26)
Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (11/26)
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.

Falso Aere && Pendulum - Immunize && Bottle of Rebellion's Fire/Lightning Majjyks && (MicTank || Reinforced Obsidian Armor = MicArmor) && BoomKami's Mountain Dew can of Skill/Meme Majjyks && Shuriken255's Shurikens && Hyun's Yoyo && Unseen's Cannon && Twilight Majjyks = Pendulum (Level 25) (7/26) (+1 TFT, +2 Darkside)
Hyun's Dojo. Create together. Basically an overpowered version of Falso Aere with full resistance to Trickster and Grimdark, the fighting styles of every Hyun's Dojo animator, Rebellion's fire/lightning majjyks, the speed and firepower of the MicMissile, the skill/meme majjyks of BoomKami, Shuriken255's, uh, shurikens, Hyun's awesome yoyo, and finally Unseen's cannon that he used to launch himself into the second obstacle course. Also, twilight majjyks.

~~Joke Alchemies~~
Ircucvci && Archagel's Blade && Cherub's Rapier && God's Forger && Rapture && Pyrocumulus && Ohgodwhat = ? (Level ?)
The SORD...
 
@Cyanogynist : Eh, you seem quite eager for the chargeup battle thingamabob. I'll be willing to fight, I guess. Post your inventory, spoils included, into the Arena and we'll go from there.

HAT/
Rat CHARGE: 4/5

18/100 Apparel Assemble!
JORMUNGANDR: 23/50 (+6 FROM GENERIC, +3 FROM CYANOGYNIST, +1 FROM DARKSIDE, +2 FROM THE FLAMING TOAST)
JORMUNGANDR BID:
CYANOGYNIST: 13
GENERIC: 12
THE FLAMING TOAST: 5
DARKSIDE: 3
W32CORAVINT: 2


+2 TO W32CORAVINT, +1 TO 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: 13/26)

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


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: 3/22)

GOLDEN PYRAMID && INDIGO FLAMES = CIPHER'S CALL (LEVEL 10: 5/11).


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, Sound/Music) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation); Ratatoskr (50); Timor Tactu (10, Tiger Claws ++ Fear); Yukari's Umbrella (10, War Umbrella ++ Twilight);

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).

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. TURNS: 1/69

CRANKY KONG HAS TOLD ME THAT I SHOULD SHORTEN THE TEXT DETAILING WHAT HE CAN DO SO THE GM MAY ACTUALLY READ IT QUICKLY.

CRANKY KONG HAS AN INNATE 10% DODGE CHANCE, WHICH HE SHARES WITH EVERY ANTI-GODMODDER ENTITY ON THE FIELD.

CRANKY KONG IS IMMUNIZED AGAINST AREA-OF-EFFECT ATTACKS.

-CRANKY KONG'S ATTACKS, BAR HIS MOST BASIC (WHICH IS JUST SWINGING HIS CANE AT A FOE) USE CRUNK FROM THE SCALE OF CRUNK. HE REGENERATES 70 CRUNK PER TURN. HIS VARIOUS CRUNK-USING ATTACKS ARE BELOW.

LEG DAY: IMPROVES TARGET'S DODGE CHANCE BY 25% (MEANING, WHILE HE LIVES, 35% DODGE) FOR 2 TURNS. REQUIRES 105 CRUNK.

-GET RIPPED: GIVES THE TARGET A MINICRIT FOR THAT TURN'S ACTION (EVEN RETROACTIVELY). REQUIRES 140 CRUNK.

-NOSCOPER'S SENSES: GIVES TARGET 100% HIT CHANCE REGARDLESS OF ENEMY DODGE CHANCE FOR 2 TURNS. REQUIRES 140 CRUNK.

-CURBSTOMP: MARGINALLY STRONGER THAN BASIC ATTACK, BUT INSTANTLY KILLS AT 1/8TH TOTAL HP OR BELOW. REQUIRES 140 CRUNK.

-TEST OF CRUNKNESS: HITS THREE FOES IN A BLAST OF PURE GUDNESS. REQUIRES 210 CRUNK.

-THE FOLLOWING: SUMMONS 4 MLG PRO GAMERS. THEY HAVE IMMUNITY TO AOE AND AN INNATE 10% DODGE CHANCE. THREE-TURN-COOLDOWN, REQUIRES 210 CRUNK.

-THE BLESSING: COMBINES LEG DAY, GET RIPPED AND NOSCOPER'S SENSES INTO ONE BUFF FOR THE TARGET. LASTS FOR 3 TURNS. FIVE-TURN-COOLDOWN, REQUIRES 280 CRUNK.

-THE GUIDANCE: GIVES AN ENEMY AN IMPOSSIBLE TASK, DAMAGING THEM MASSIVELY. SIX-TURN-COOLDOWN, REQUIRES 350 CRUNK.

-THE RECKONING: WHITE-HOT DORITOS MOUNTAIN DEW FALLS FROM THE HEAVENS, DOING ABSURD DAMAGE AND 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 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: In-Progress
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.)

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.

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.

...OK, this is going poorly, Cipher's Call won't finish before that second thingy, can't refer to it...

...Hrm...Confronting him directly might do it...Maybe. It was said he's omniscient. He might have 'intuition' on this whole thing. Or I might if Ratatoskr winds up charged...

...When's Mr. Icy gonna come?! Is he raiding? He's probably raiding...Ugh. I mean, how many times does he have to learn that the idiot in the tower is just beyond his abilities right now?! Whatever, he'll come here fresh from his loss, nice and angry, so no-one will mess with him except the bear, who will promptly get blown to next century. Heeheehee!


Uh...Uhh...What to do? Oh, I know! I smash someone in the head. With what, you may ask? Uh, the Crypt.

Yeah the whole thing! Magic was involved, of course! But yeah, the whole thing! What? Do you think that's unbelievable or something, in THIS game, that I can take a whole underground structure, rip it out of the ground, and then use it to clobber something inside said structure? Because, if you do...

...You have problems at this point.
 
Last edited:
/null
Well, it's not going to be easy for you. As you see, my father gave me a small loan of a million boonbucks. (BATTLE ACCEPTED. Inventory is posted at Arena thread.)
 
Okay, I won't be able to update today. Far too much homework must be done. +1 to all charges as compensation.

Also, the Hat/Rat/Whatever charge mechanic is probably going to become mandatory for any alchemies that break level cap. Just a warning.
/GMannouncement
 
Okay, I won't be able to update today. Far too much homework must be done. +1 to all charges as compensation.

Also, the Hat/Rat/Whatever charge mechanic is probably going to become mandatory for any alchemies that break level cap. Just a warning.
/GMannouncement

Don't worry. Heart of Creation and Metaphysical (see Exhibit below my Inventory) are for something else entirely. Given the amount of time it will take, it will probably have about a 25 turn charge. And kill things instantly. But I'm not planning to attack with it.
 
Hellish Crescendo (Level 15: 6/16)
Heaven's Crescendo 4/16 Level 16
Scythe && Reaper Soul && Cyanide = Deathsickle 4/5 Level 4
"Rap"ier && Adventure Story Mechanic Chip = NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE 1/???


+1 to Cyan, +1 to Generic, +1 to Good ol' Jon

I am God, I am King, 91/101 (+2 from GM)
Tom Anqinas 4/15 (+2 from GM)

I beat the crap out the Warlocks with my Death Stick.
 
>2/2

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (55/300) +1 from Comp
Incubation Beast (3/15) +1 from Comp

-=Summons
None.

-=Actions
OGRE! Get poked!
...
Nyeh!

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (8/29 -- Lvl. 28)
HEEGIDY && SHEEDIGY == TENNESSEE (11/??? - Lvl. §¶§) Honestly, I need to figure out what this will be...
-- 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.
-- Szalinthia, Bringer of Light
Break Rank -- Deals small amounts of damage to all entities on selected side. All entities damaged this way have less attack damage for the remainder of the turn. Cooldown: 4
Rising Sun -- Deals large amounts of damage to all entities on selected side. All AG entities have more attack damage for the remainder of the turn. Cooldown: 4
Bring to Light -- Creates 5 Demonic Legionnaires. (All begin protecting Szalinthia) Cooldown: 3
Fight for a Cause (Passive) -- Whenever an entity on the AG side dies, Szalinthia and all Demonic Legionnaires gain more attack power.
-- Demonic Legionnaires
At the beginning of every turn, create 3 more Demonic Legionnaires if there are at least 5 remaining.
Do less damage then average
-- Titanic Crusher
Titanic Crusher restores 5000 health at the start of every round unless at full health.
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.
Lvl. 25 - Dust; "A simple-looking, understated, aged weapon, with a chipped blade that seems to constantly shed fine particles of itself."
Other stuff I can't remember because it was 60+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 3 Lucid Soul of the Creator
Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
+1 to Toast, +1 to Jon, and +1 to Redstone (FINISH GODKINGMANFISH!)
 
LIGHTFORM CHARGE: 3/3
>Mardek: Examine achievement.
Achievement: Pawns don't do that you chumpstick
Defeat Deep Blues.
//R E T C O N//
[Mardek is lying down on a couch in the Crypt.]
You get your shiny, round butt up in there and check your email!
No! Now get out of my couch...area!
But it's your sesquicentenn-email!
I don't wanna turn a hundred and fifty! It's too much pressure! Joel ate it!
It's okay, I can help! Check out these storyboards I drew up!
We begin with a claustrophobic close-up of typing with Reinforced Obsidian Gauntlets on.
A quick zoom out reveals you're really in the middle of a barren desert landscape, symbolizing the vast scope of your achievement.
Next, we dolly in on Roxxanne holding a pear covered with eyeballs while black coffee continually streams down her face.
This part doesn't represent anything. I just... always wanted to pour coffee on Roxxanne.
Cut to a two-shot of you hashing it out with your innermost desires.
And we end on an extreme close-up of your reflection in the gooey filling of a jelly doughnut as you shed a single tear.
It's equal parts Lynchian, Fellinian, and Steve Buscemian, don't you think?
{incomprehensible mumbles} Pilotwings... {more incomprehensible mumbles}
Oh, never mind. I'll go see what Joel thinks of my Doug the Dino treatment.
DON'T BOTHER!
----
Null. Applying charges.
~~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)
Edge of the World (Level 25, Headphones ++ Sonic, Katana ++ Rule of Cool)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)
Australium Blaze (Level 5)
Cyberius Crescendo (Level 20, Redstone)
Falso Aere (Level 10, Cloak ++ Eclipse)

~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)

~~~Spoils Of War (FINALLY!)~~~
The Queener [|||||] (Charge: Blue) (Gives an entity 50% damage resistance and double damage for 2 turns, cooldown of 5 turns)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+3 to GoldenReady
~~Charges~~
Hyun [AG BOSS]: 4/413 (+1 Crystal)
Git gud.
Transistor [AG BOSS]: 25/150 (+1 Crystal)
Entity charge ninja looted.
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) (13/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (11/26)
Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (11/26)
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.

Falso Aere && Pendulum - Immunize && Bottle of Rebellion's Fire/Lightning Majjyks && (MicTank || Reinforced Obsidian Armor = MicArmor) && BoomKami's Mountain Dew can of Skill/Meme Majjyks && Shuriken255's Shurikens && Hyun's Yoyo && Unseen's Cannon && Twilight Majjyks = Pendulum (Level 25) (8/26) (+1 Redstone)
Hyun's Dojo. Create together. Basically an overpowered version of Falso Aere with full resistance to Trickster and Grimdark, the fighting styles of every Hyun's Dojo animator, Rebellion's fire/lightning majjyks, the speed and firepower of the MicMissile, the skill/meme majjyks of BoomKami, Shuriken255's, uh, shurikens, Hyun's awesome yoyo, and finally Unseen's cannon that he used to launch himself into the second obstacle course. Also, twilight majjyks.

~~Joke Alchemies~~
Ircucvci && Archagel's Blade && Cherub's Rapier && God's Forger && Rapture && Pyrocumulus && Ohgodwhat = ? (Level ?)
The SORD...
 
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HAT/
Rat CHARGE: 3/5

18/100 Apparel Assemble!
JORMUNGANDR: 14/50 (+3 FROM GENERIC, MISSED +1 FROM W32CORAVINT, +3 FROM CYANOGYNIST, +1 FROM DARKSIDE)
JORMUNGANDR BID:
GENERIC: 9
CYANOGYNIST: 7
THE FLAMING TOAST: 3
W32CORAVINT: 2
DARKSIDE: 2


+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: 12/26)

((Inner Ship Hull || (Blackguard Ingot && Traho)) && Decorruptor Powder) && Keep Rational = Grav-Protected Inner Hull (Level 25: 24/26)


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: 2/22)

GOLDEN PYRAMID && INDIGO FLAMES = CIPHER'S CALL (LEVEL 10: 4/11).

War Umbrella ++ Twilight = Yukari's Umbrella (Level 10: 1/1)

Yukari's Umbrella: The (replica) Umbrella of Yukari Yamato. Well, I don't think it had a pointy tip, built-in gun, sword, and shielding properties when fully extended. OK, the last of these is because the Boundaries between destructible and indestructible were...Heavily tilted in one direction. Which should be obvious. But anyways, this cute thing is a massive conduit for the Twilight energies, capable of manipulating boundaries (as was Piono's description) in almost any way, allowing for some...Interesting scenarios. It is also, in a mostly-unrelated coincidence, capable of ridiculous outputs of projectiles in all directions in many different ways. Quite an output of Dakka.


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, Sound/Music) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation); Ratatoskr (50); Timor Tactu (10, Tiger Claws ++ Fear); Yukari's Umbrella (10, War Umbrella ++ Twilight);

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).

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. TURNS: 1/69

CRANKY KONG HAS TOLD ME THAT I SHOULD SHORTEN THE TEXT DETAILING WHAT HE CAN DO SO THE GM MAY ACTUALLY READ IT QUICKLY.

CRANKY KONG HAS AN INNATE 10% DODGE CHANCE, WHICH HE SHARES WITH EVERY ANTI-GODMODDER ENTITY ON THE FIELD.

CRANKY KONG IS IMMUNIZED AGAINST AREA-OF-EFFECT ATTACKS.

CRANKY KONG'S ATTACKS, BAR HIS MOST BASIC (WHICH IS JUST SWINGING HIS CANE AT A FOE) USE CRUNK FROM THE SCALE OF CRUNK. HE REGENERATES 70 CRUNK PER TURN.

LEG DAY: IMPROVES TARGET'S DODGE CHANCE BY 25% (MEANING, WHILE HE LIVES, 35% DODGE) FOR 2 TURNS. REQUIRES 105 CRUNK.

-GET RIPPED: GIVES THE TARGET A MINICRIT FOR THAT TURN'S ACTION (EVEN RETROACTIVELY). REQUIRES 140 CRUNK.

-NOSCOPER'S SENSES: GIVES TARGET 100% HIT CHANCE REGARDLESS OF ENEMY DODGE CHANCE FOR 2 TURNS. REQUIRES 140 CRUNK.

-CURBSTOMP: MARGINALLY STRONGER THAN BASIC ATTACK, BUT INSTANTLY KILLS AT 1/8TH TOTAL HP OR BELOW. REQUIRES 140 CRUNK.

-TEST OF CRUNKNESS: HITS THREE FOES IN A BLAST OF PURE GUDNESS. REQUIRES 210 CRUNK.

-THE FOLLOWING: SUMMONS 4 MLG PRO GAMERS. THEY HAVE IMMUNITY TO AOE AND AN INNATE 10% DODGE CHANCE. THREE-TURN-COOLDOWN, REQUIRES 210 CRUNK.

-THE BLESSING: COMBINES LEG DAY, GET RIPPED AND NOSCOPER'S SENSES INTO ONE BUFF FOR THE TARGET. LASTS FOR 3 TURNS. FIVE-TURN-COOLDOWN, REQUIRES 280 CRUNK.

-THE GUIDANCE: GIVES AN ENEMY AN IMPOSSIBLE TASK, DAMAGING THEM MASSIVELY. SIX-TURN-COOLDOWN, REQUIRES 350 CRUNK.

-THE RECKONING: WHITE-HOT DORITOS MOUNTAIN DEW FALLS FROM THE HEAVENS, DOING ABSURD DAMAGE AND 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 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: In-Progress
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.)

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.

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

CRANKY KONG'S GUDNESS, PREPARED OVER THE COURSE OF A TURN, ARE GIVEN TO AETHERDERON IN THE FORM OF GET RIPPED, GIVING HIM A FULL-BLOWN CRITICAL HIT THIS TURN. @Sirplop , I RECOMMEND YOU HAVE AETHERDERON USE STARSTRIKE THIS ROUND OR SOME OTHER FORM OF HIGH-POWER ATTACK.

I ALSO DECIDE TO MAKE SURE CRANKY KONG'S GUDNESS MAY LAST WITH US LONGER, BY USING THE CORAL RIFF GUITAR AND SUMMONING THE FOUR TENTACLES TO PROTECT CRANKY KONG. THOSE TENTACLES, IF THEY MAY ATTACK, SHALL SLAP THE WARLOCKS.

Alright, time to test Yukari's Umbrella. I just hold it in a hand, like this and just point it at the Ogre, and then bend the Ogre's boundary between youth and age, pushing it squarely towards age. The Ogre suddenly grows a beard of white hair, like a billion bone problems, and a hankering for cold medicine, because he (or his corpse) has suddenly just been aged by a billion years or so. It apparently only comes out to damage, but hey, pretty good first start...

Cranky Kong will do as you say!
You use the Coral Riff Guitar, summoning 4 Tentacles that will meatshield Cranky Kong!
20,000 damage to the Ogre!

((@crystalcat You missed the level for Libramentum. EDIT: Never mind.))
LIGHTFORM CHARGE: 2/3
N/A
----
I chop off all the layers of the Ogre using Equinox. Then Edge of the World. Then Cyberius Crescendo. Then the Divine Godblade. Said sword gives me white Deal With It shades. They fire lasers at the Ogre, forcing him to deal with it.
Now to test out these buffed abilities.
The Medic uses Medkit on Cranky Kong. He then shoots every PG entity.
The Assault uses Deadly Force on Cranky Kong. He then facestabs the Ogre.
The Heavy uses Die Another Day. He then pushes every non-mini-boss PG into a pit.
~~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)
Edge of the World (Level 25, Headphones ++ Sonic, Katana ++ Rule of Cool)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)
Australium Blaze (Level 5)
Cyberius Crescendo (Level 20, Redstone)
Falso Aere (Level 10, Cloak ++ Eclipse)

~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)

~~~Spoils Of War (FINALLY!)~~~
The Queener [|||||] (Charge: Blue) (Gives an entity 50% damage resistance and double damage for 2 turns, cooldown of 5 turns)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+3 to GoldenReady
~~Charges~~
Hyun [AG BOSS]: 2/413
Git gud.
Transistor [AG BOSS]: 23/150
Entity charge ninja looted.
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) (12/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (10/26)
Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (10/26)
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.

Falso Aere && Pendulum - Immunize && Bottle of Rebellion's Fire/Lightning Majjyks && (MicTank || Reinforced Obsidian Armor = MicArmor) && BoomKami's Mountain Dew can of Skill/Meme Majjyks && Shuriken255's Shurikens && Hyun's Yoyo && Unseen's Cannon && Twilight Majjyks = Libramentum (Level 25) (4/26) (+1 Redstone, +1 Darkside)
Hyun's Dojo. Create together. Basically an overpowered version of Falso Aere with full resistance to Trickster and Grimdark, the fighting styles of every Hyun's Dojo animator, Rebellion's fire/lightning majjyks, the speed and firepower of the MicMissile, the skill/meme majjyks of BoomKami, Shuriken255's, uh, shurikens, Hyun's awesome yoyo, and finally Unseen's cannon that he used to launch himself into the second obstacle course. Also, twilight majjyks. And yeah, Libramentum stands for Pendulum in Latin.

~~Joke Alchemies~~
None.

40,000 damage to the Ogre!
Your entities will do as you say!

Discussion/Orders:

N/a

Tahm Kench uses Abyssal Voyage and Bargain on Aetherderon!

Alchemy!
Chestplate && (Vitamins + Armor Polish = Armor Bracing) && (Negatron Cloak + Chain Vest = Guardian Angel) && White Fur = Lamb's Respite (Level 10 - 9/11)
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 || (Albiit && Denito Surrexit)) && Aldor Decree && Caeldonian Bulwark && Spellbreaker = Mirror Light (Level 25 - 16/26) (+3 Sirplop and GoldenReady)
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. It doesn't give the user powers over time.

(Pouch || (Underworld Jadeblade Shards && Holy Water = Purified Jade Shards)) && Emerald && Ruby && Diamond && Amethyst && Topaz && Lapis Lazuli = Crystal's Pouch (Level 10 - 5/11)

Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 5/21)

Stone ++ Chisel = Man (Level 10) 1/1 DONE!

Tab under renovations.

Charges!
The Great World 70/550
Funnelling everything into it.

Searching for a gauntlet... 14/15
Finding a better gauntlet among all this rubble... (Still looking (relic)


Souls!
Looks like Level 1 is the only option 'ere.

Vivid Soul of Clarity: Level 2 - 18'000/38'000hp

Immortal Soul of Swordsmanship: Level 5 - 60'000/75'000hp

Soul of Flight: Level 1 - 20'000/20'000

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!
JINX picks up the phone.
YOU FOUND MY GUNZ?!? WOAW. OMW BYE!
Jinx jumps down the stairs and wrenches Pow-Pow and Fishbones out of the grip of Calab. Aayla plays none other than Get Jinxed! (League of Legends) on OST.

This time Jinx is singing.

Blah, blah, blah etc.

Wrecking havoc on the entities, she fires Pow-Pow on all of the small entities, ripping far too many of them to shreds.

Wanna join me? Come and play!
But I might shoot you... IN YOUR FACE!


Fishbones expands and sends a rocket at the gathered entities. Jinx laughs her head off.

Bombs and bullets, 'll do the trick...
What we need here, is a little bit of PANIC!


She loads special incendiary rockets into the launcher to create a massive wall of fire in front of everyone. She finishes the song, using a varying amount of intensity and creativity with her attacks in line with the music playing.

With the last bar of the song she jumps up, waves to the Ogre before pelting it with a million bullets from her pink minigun.

"BYE BYE! THAT WAS FUN!

Inventory.
Now sorted by Type, Level.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.) 1/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 2/4

Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Magickal Flute (Level 5) (Music Flute)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirit Sword)
Albiit (Level 10) (E) (Void Sickle)
Pages (collectively Tome) of Reality (Level 10) (Reality Book) (E)
Spyglass of Space (Level 10) (Space Spyglass) (E)
Nature's Call (Level 10) (Nature Helmet) (E) (Renamed from Helm of Mount Zan)
Lis Lucem (Level 10) (Light Dagger) (E)
Denito Surrexit (Level 10) (E) (Time Pocketwatch)
Burnout (Level 10) (Fire Whip) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Man (Level 10) (Stone Chisel) (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: 60.5
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

Not for what you think. Made possible by @pionoplayer.

Time:
Tier 1: Denito Surrexit (10), Chronobreak (15), Timeless [RELIC] (20), x (20)
Tier 2: x
Space:
Tier 1: Spyglass of Space (10), x (15), Pinpoint [RELIC] (20), x (20)
Tier 2: x
Energy:
Tier 1: E (10), x (15), [RELIC] (20), x (20)
Tier 2: x, Source
Reality:
Tier 1: Tome of Reality (10), x (15), [RELIC] (20), x (20)
Tier 2: x

Life:
Tier 1: Vice Nercio (10), x (15)
Tier 2: x
Light:
Tier 1: Lis Lucem (10), x (15), [RELIC] (21), x (20)
Tier 2: x
Creation:
Tier 1 E (10), x (15), [RELIC] (21), Art Initiates Life (20)
Tier 2: x
Dark:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x

Fire:
Tier 1: Burnout (10)
Tier 2: x
Water:
Tier 1: E (10)
Tier 2: Tidehunter, x
Earth:
Tier 1: E (10), Aftershock (15), [RELIC] (20)
Tier 2: x
Air:
Tier 1: E (10)
Tier 2: x

Nature:
Tier 1: Nature's Call (10)
Tier 2: x
Ice:
Tier 1: E (10)
Tier 2:
Lightning:
Tier 1: E (10)
Tier 2: x
Stone:
Tier 1: E (10)
Tier 2: x

Final:
Tier 3: Conduit - Fault - Foundation - Herald
Tier 4: Here and Above

Support!
+1 @GoldenReady +1 @Cyanogynist +1 @DarkSide

Ritual... (see Hand of the Archlich)

Souls until next upgrade: 4.5

Tahm Kench will do as you say!
Soul summoned!
45,000 damage to the Ogre!

Hellish Crescendo (Level 15: 7/16)
Heaven's Crescendo 3/16 Level 16
Scythe && Reaper Soul && Cyanide = Deathsickle 3/5 Level 4
Ooh, a free slot!
Rap ++ Rapier = "Rap"ier Done.

+1 to Cyan, +1 to Generic, +1 to Good ol' Jon

I am God, I am King, 88/101
Tom Anqinas 1/15

Hellish Crescendo Bid:

Cyan: 2

I pull out Ultimata Dertoxus and attack the Ogre.
Chris beats the crap out of the Warlocks.

Chris will do as you say!
30,000 damage to the Ogre!

Discussion/Orders:

Finished colours on exhibit. Filled in a few blanks. Also added the proper soul hp. If you have any forms or names for anything in Exhibit, just let me know.

Tahm Kench uses Abyssal Voyage and Bargain on Aetherderon!

Alchemy!
Chestplate && (Vitamins + Armor Polish = Armor Bracing) && (Negatron Cloak + Chain Vest = Guardian Angel) && White Fur = Lamb's Respite (Level 10 - 10/11)
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 - 17/26)
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. It doesn't give the user powers over time.

(Pouch || (Underworld Jadeblade Shards && Holy Water = Purified Jade Shards)) && Emerald && Ruby && Diamond && Amethyst && Topaz && Lapis Lazuli = Crystal's Pouch (Level 10 - 6/11)

Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 6/21)

Tab under renovations.

Charges!
The Great World 71/550
Funnelling everything into it.

Searching for a gauntlet... 15/15
Level 15 - Earthblessed Bracer

Searching for a whip... 0/15

Souls!
Looks like Level 1 is the only option 'ere.

Vivid Soul of Clarity: Level 2 - 18'000/38'000hp

Immortal Soul of Swordsmanship: Level 5 - 60'000/75'000hp

Soul of Flight: Level 1 - 20'000/20'000

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!
No.
Aayla spends her time trying to make a rhythm that cuts off the Warlock's heads with OST.

Inventory.
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)
Magickal Flute (Level 5) (Music Flute)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirit Sword)
Albiit (Level 10) (E) (Void Sickle)
Pages (collectively Tome) of Reality (Level 10) (Reality Book) (E)
Spyglass of Space (Level 10) (Space Spyglass) (E)
Nature's Call (Level 10) (Nature Helmet) (E) (Renamed from Helm of Mount Zan)
Lis Lucem (Level 10) (Light Dagger) (E)
Denito Surrexit (Level 10) (E) (Time Pocketwatch)
Burnout (Level 10) (Fire Whip) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Man (Level 10) (Stone Chisel) (E)
Aftershock (Level 15) (Force/Earth Knucklebusters)
Earthblessed Bracer (Uncharged Relic - Level 15)
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: 60.5
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

Not for what you think. Made possible by @pionoplayer.
x = undefined
named = defined
(P - y) = in progress
(O - y) = obtained
E = Elemental++ alchemy
(y) = level of alchemy
[RELIC] = der.


For each element:
Tier 1:
E (10) && [RELIC] (21) = Tier 2 Alchemy 1 (25)
x (15) && x (20) = Tier 2 Alchemy 2 (25)

Tier 2:
x (25) && x (25) = Tier 3 Alchemy (35-50)


Tier 3 and up will not be alchemised by normal means.

Each bracket for the Tier 4 Alchemies is colour coded.

Conduit: (Time + Space + Energy + Reality) (Whip)
Fault: (Life + Light + Dark + Creation) (Shield/Hammer)
Foundation: (Fire + Water + Earth + Air) (Chestplate)
Herald: (Nature + Lightning + Ice + Stone) (Helmet)
Tier 5 Alchemies:
So, here it ends. The final alchemies:
Heart of Creation (can change into each of it's combined parts at will (as in Tier 1 to Tier 4).
Made from Conduit and Fault.

Metaphysical (some form of armor that allows a multitude of staff-like weapons to be formed.)
Made from Foundation and Herald.

Together these are the ultimate tools of creation. It would make Minecraft's Creative Inventory weep upon sight. Assuming reality hadn't changed to a point where Minecraft didn't exist upon Minecraft seeing it.

Conduit
Time:

Tier 1: Denito Surrexit (O - 10), Chronobreak (15), Timeless [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Space:
Tier 1: Spyglass of Space (O - 10), x (15), Pinpoint [RELIC] (21) x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Energy:
Tier 1: E (10), x (15), x [RELIC] (20), x (20)
Tier 2: x (25), Source (25)
Tier 3: x (35-50)

Reality:
Tier 1: Tome of Reality (O - 10), x (15), x [RELIC] (20), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)


Fault
Life:

Tier 1: Vice Nercio (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Light:
Tier 1: Lis Lucem (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Creation:
Tier 1 E (10), x (15), [RELIC] (21), Art Initiates Life (P - 20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Dark:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)


Foundation
Fire:

Tier 1: Burnout (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Water:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: Tidehunter (25), x (25)
Tier 3: x (35-50)

Earth:
Tier 1: E (10), Aftershock (O - 15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Air:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x(
25)
Tier 3: x (35-50)

Herald
Nature:
Tier 1: Nature's Call (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Ice:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Lightning:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Stone:
Tier 1: Man (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)


Combination Stage
Tier 4: (Conduit, Fault), (Foundation, Herald)
Tier 5: Heart of All Creation, Metaphysical

Support!
+1 @GoldenReady +1 @Sirplop +1 @DarkSide

Ritual... (see Hand of the Archlich)

Souls until next upgrade: 4.5

One Warlock killed!

A new character is here:
Affix: N
Class: Priest(Known from AOE)/Monk/Builder
Summons 2 priests and himself.

Welcome to the game! You might want to read the OP and familiarize yourself with the rules of the game.

((...Why does stuff like this happen every game, where I specify an alignment and it just gets passed off as something completely irrelevant... pah, whatever. Ignore me.))
Forging...
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 22/26)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.

The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 17/26)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.


--AH HELL, WHY NOT--

(Chainsaw && Pure Light) || (Gungnir && Excalibur && Trident && Clear Diamond) && Illusion's Ectoplasm && Wisp of Distortion = Colorless Shine (Lv. ?, 1/?)
This chainsaw is far-reaching, yet it only appears to be a normal-length chainsaw. Weird.
Despite being strange in its length, it holds incredible power over illusions and light, even breaching into the realm of color. It can give or take color out of a given area, and make it so that the surroundings are too neon/bright to look at, or so greyed out enough to disallow proper sight through sight-based means. Or any means that are even remotely related to sight. Because it has control over all other possible ways of "sight", from smell to taste. It may easily overwhelm every physical sense or downright numb them into oblivion.
The long blade might be a problem, though...

Katana ++ Stability = Leveled Out (Lv. 10)
Eh, I don't really have a description for this one.

Summons...

Legendary Support (81/200)

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 Ooze Golems. The Shadow Fighters fire incendiary bullets (low damage, high chance of burn/ignite the foe) at the Ogre.

Heavy Nothingnesses (12/30)

Actions...

Orb of Merging (29/30) (+2 toast) (Just a quick redirection)

I use the Lance of Creation to cast Genesis on the Warlocks, Blade Masters, and the Ogre. I can already see everything dying.

RP Stuff...

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)
Boundless Possibility (Lv. 10 EIA (Freedom; Mini-Airship))
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.

Players don't have HP right now, so alignment isn't really shown anywhere and thus isn't that important. Nevertheless, you are now officially AG!
Colorless Shine (Lv. 10, 1/11)
Your entities will do as you say!
You use the Lance of Creation! 2 Warlocks die, 1 Blademaster dies, and 50,000 damage to the Ogre! A random AG entity is healed!

Finding lvl 1 thing 1/1 Completed!
Ran# 1, Daibo spawned, +20 Attack, +10 Convert power.
Queued: Find lvl 1 item, Find lvl 1 item, find lvl1 Item, Attack Godmodder, Find lvl1 Item
Edit: As i Started, powerful items will be unlocked, battling private bosses, enemies and PvPing

You now own a level 1 alchemy. Not much. As I said, familiarize yourself with the rules and perhaps read over some pages - this is not really a game you jump into.

Spiral Nemesis: 124/140
Badass Cyborg Honey Badger: 12/100
I order the Horde of Killer Party Hats to attack the Warlocks. Then, I proceed to slap another Warlock with enough force for it to damage. Repeatedly. Then, I poke him in the eyes.

5,000 damage to a Warlock.
Your entities will do as you say.

+3 Tazz
If you take another step forward... 26/50
you are REALLY not gonna like what happens next. 26/50
Recreate: Thorn Bow(even though it was a charged alchemy) 13/16 +1 from Tazz
Recreate: Zodiac's Azimuth 2/11
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)
Englishtop (Lv. 15)
I kick the Ogre in the face, then do a flip over it.

5,000 damage to the Ogre.

I Shank the king.
Charget (11/50)

The King is dead!

Spiral Nemesis: 125/140
Badass Cyborg Honey Badger: 13/150 (Yes. It's THAT tough. I hope to be able to carry this charge over if DtG gets a sequel somehow. This also means that, officially, a badass cyborg honey badger is stronger than an attack that can destroy the universe. Obviously enough, it's supposed to be an AG boss entity).
I give teag2 a sword so he is better at stabbing things.
I take a bulldozer tank designed for ramming, and I get away from the fight in order to snipe the weaker Ooze golem using a plasma sniper rifle that also shoots shurikens and lightning, along with plasma shurikens that shoot lightning (The bulldozer is because I'm taking the other logical extreme of using a sword and a gun: Using a bulldozer tank and a gun, as the other logical extreme has been done already, and I don't have the proper outfit).

If you want to do that, make him an Alchemy! They boost damage.
10,000 damage to the weakest Ooze Golem!

Forging...
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 23/26)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.

The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 18/26)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.


(Chainsaw && Pure Light) || (Gungnir && Excalibur && Trident && Clear Diamond) && Illusion's Ectoplasm && Wisp of Distortion = Colorless Shine (Lv. ?, 2/?)
This chainsaw is far-reaching, yet it only appears to be a normal-length chainsaw. Weird.
Despite being strange in its length, it holds incredible power over illusions and light, even breaching into the realm of color. It can give or take color out of a given area, and make it so that the surroundings are too neon/bright to look at, or so greyed out enough to disallow proper sight through sight-based means. Or any means that are even remotely related to sight. Because it has control over all other possible ways of "sight", from smell to taste. It may easily overwhelm every physical sense or downright numb them into oblivion.
The long blade might be a problem, though...

Summons...

Legendary Support (84/200) (+1 Sirplop, +1 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.

Heavy Nothingnesses (14/30) (+1 compensation)

Actions...

Orb of Merging (30/30)

The Orb of Merging has been completed, and added to my inventory. It allows me to quickly boost my 3 main blades with the alchemies I create, boosting them even farther up the RP-ladder. Yes, RP-Ladder. It will not change the statistics of the weapons at all, just give them new forms and weapons to use with that weapon.

The Orb of Merging gets to work...
*Insert long list of items added to everything here*
Done!

As soon as that's done, Ved Vozahnil (AKA Black Nothingness) had just impaled the Ogre with a twilight pillar of terror. There were strange markings on the pillar; not quite eldritch, not quite alien, nor were they too colorful, but they were most CERTAINLY not normal. Especially considering the fact that, somehow, a massive amount of rock is sitting, unmoving, atop a very thin pillar (at least several tons of rock sitting atop a 1mm wide pillar). The Ogre tries to move around, but any little nudge from it to the pillar would immediately cause the entire thing to fall on top of him. Of course, the Ogre didn't know that, and the several-ton pillar came down on top of his head, pointed side down. I just laugh.

Ahaha... idiot! Looks like it's nigh-time for my comeback! Rested long enough, time to get into action!

Speaking of merging...
Gevul Omaar: (1/101) Oho boy... be thankful that this is a low-priority thing.

RP Stuff...

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.

Orb of Merging: It allows me to quickly boost my 3 main blades with the alchemies I create, boosting them even farther up the RP-ladder. Yes, RP-Ladder. It will not change the statistics of the weapons at all, just give them new forms and weapons to use with that weapon. Does not consume the alchemy/(ies) used in merging.

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. Also tends to greatly power up other weapons, main or otherwise. Currently holds:

Weapon Forms:
-Cutlass
-Eyepatch
-Hidden Blades
-Hat
-Scythe
-Ring

Elements:
-Darkness
-Void
-Oblivion
-Potential
-Shadow
-Twilight
-Magic
-Life
-Draconic

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:
-1-handed Broadsword
-Katana
-Orb
-Staff
-Amulet
-Pocket Watch
-Mini-Airship
-Ring

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

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)
Leveled Out (Lv. 10 EIA (Stability; Katana))
Boundless Possibility (Lv. 10 EIA (Freedom; Mini-Airship))
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)
Others:
-Orb of Merging

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

--------

The MR alchemy upgrade can now be found HERE.

Huh, nice concept with the Orb of Merging.
30,000 damage to the Ogre!

>1/2
@crystalcat; You forgot Szalinthia's ability cooldowns, listed under the entities tab.

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (53/300) +2 from Toast - -LET THE FUNNEL COMMENCE.
Incubation Beast (1/15)

-=Summons
None.

-=Actions
Aetherderon Starstrikes the Ooze Golems, fueled by the unlimited power of Getting Ripped.
The Titanic Crusher runs over to the Warlocks and punches the gorilla out of them!
The Sludge Crawlers attempt to overrun the Blademasters with a stampede!
I give Szalinthia a copy of Dust, and she attacks the Ogre with it!
The Demonic Legionnaires also assault the Ogre.
I smash the Immortal Soul of Swordsmanship into the Vivid Soul of Clarity with Eternity's Tremor!

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (7/29 -- Lvl. 28)
HEEGIDY && SHEEDIGY == TENNESSEE (10/??? - Lvl. §¶§) Honestly, I need to figure out what this will be...
-- 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.
-- Szalinthia, Bringer of Light
Break Rank -- Deals small amounts of damage to all entities on selected side. All entities damaged this way have less attack damage for the remainder of the turn. Cooldown: 4
Rising Sun -- Deals large amounts of damage to all entities on selected side. All AG entities have more attack damage for the remainder of the turn. Cooldown: 4
Bring to Light -- Creates 5 Demonic Legionnaires. (All begin protecting Szalinthia) Cooldown: 3
Fight for a Cause (Passive) -- Whenever an entity on the AG side dies, Szalinthia and all Demonic Legionnaires gain more attack power.
-- Demonic Legionnaires
At the beginning of every turn, create 3 more Demonic Legionnaires if there are at least 5 remaining.
Do less damage then average
-- Titanic Crusher
Titanic Crusher restores 5000 health at the start of every round unless at full health.
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.
Lvl. 25 - Dust; "A simple-looking, understated, aged weapon, with a chipped blade that seems to constantly shed fine particles of itself."
Other stuff I can't remember because it was 60+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 3 Lucid Soul of the Creator
Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
+1 to Toast, +1 to Jon, and +1 to Darkside

D'oh! They'll appear this EOTB, with charges intact.
Your entities will do as you say.
15,000 damage to both Souls!

LIGHTFORM CHARGE: 3/3
>Mardek: Examine achievement.
Achievement: Pawns don't do that you chumpstick
Defeat Deep Blues.
----
I .jpeg the Ogre into oblivion using Equinox and Spatium Progressio.
~~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)
Edge of the World (Level 25, Headphones ++ Sonic, Katana ++ Rule of Cool)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)
Australium Blaze (Level 5)
Cyberius Crescendo (Level 20, Redstone)
Falso Aere (Level 10, Cloak ++ Eclipse)

~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)

~~~Spoils Of War (FINALLY!)~~~
The Queener [|||||] (Charge: Blue) (Gives an entity 50% damage resistance and double damage for 2 turns, cooldown of 5 turns)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+3 to GoldenReady
~~Charges~~
Hyun [AG BOSS]: 3/413
Git gud.
Transistor [AG BOSS]: 24/150
Entity charge ninja looted.
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) (13/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (11/26)
Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (11/26)
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.

Falso Aere && Pendulum - Immunize && Bottle of Rebellion's Fire/Lightning Majjyks && (MicTank || Reinforced Obsidian Armor = MicArmor) && BoomKami's Mountain Dew can of Skill/Meme Majjyks && Shuriken255's Shurikens && Hyun's Yoyo && Unseen's Cannon && Twilight Majjyks = Pendulum (Level 25) (7/26) (+1 TFT, +2 Darkside)
Hyun's Dojo. Create together. Basically an overpowered version of Falso Aere with full resistance to Trickster and Grimdark, the fighting styles of every Hyun's Dojo animator, Rebellion's fire/lightning majjyks, the speed and firepower of the MicMissile, the skill/meme majjyks of BoomKami, Shuriken255's, uh, shurikens, Hyun's awesome yoyo, and finally Unseen's cannon that he used to launch himself into the second obstacle course. Also, twilight majjyks.

~~Joke Alchemies~~
Ircucvci && Archagel's Blade && Cherub's Rapier && God's Forger && Rapture && Pyrocumulus && Ohgodwhat = ? (Level ?)
The SORD...

35,000 damage to the Ogre!
Ircucvci && Archagel's Blade && Cherub's Rapier && God's Forger && Rapture && Pyrocumulus && Ohgodwhat = Divine Madness (Level 250)

@Cyanogynist : Eh, you seem quite eager for the chargeup battle thingamabob. I'll be willing to fight, I guess. Post your inventory, spoils included, into the Arena and we'll go from there.

HAT/
Rat CHARGE: 4/5

18/100 Apparel Assemble!
JORMUNGANDR: 23/50 (+6 FROM GENERIC, +3 FROM CYANOGYNIST, +1 FROM DARKSIDE, +2 FROM THE FLAMING TOAST)
JORMUNGANDR BID:
CYANOGYNIST: 13
GENERIC: 12
THE FLAMING TOAST: 5
DARKSIDE: 3
W32CORAVINT: 2


+2 TO W32CORAVINT, +1 TO 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: 13/26)

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


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: 3/22)

GOLDEN PYRAMID && INDIGO FLAMES = CIPHER'S CALL (LEVEL 10: 5/11).


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, Sound/Music) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation); Ratatoskr (50); Timor Tactu (10, Tiger Claws ++ Fear); Yukari's Umbrella (10, War Umbrella ++ Twilight);

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).

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. TURNS: 1/69

CRANKY KONG HAS TOLD ME THAT I SHOULD SHORTEN THE TEXT DETAILING WHAT HE CAN DO SO THE GM MAY ACTUALLY READ IT QUICKLY.

CRANKY KONG HAS AN INNATE 10% DODGE CHANCE, WHICH HE SHARES WITH EVERY ANTI-GODMODDER ENTITY ON THE FIELD.

CRANKY KONG IS IMMUNIZED AGAINST AREA-OF-EFFECT ATTACKS.

-CRANKY KONG'S ATTACKS, BAR HIS MOST BASIC (WHICH IS JUST SWINGING HIS CANE AT A FOE) USE CRUNK FROM THE SCALE OF CRUNK. HE REGENERATES 70 CRUNK PER TURN. HIS VARIOUS CRUNK-USING ATTACKS ARE BELOW.

LEG DAY: IMPROVES TARGET'S DODGE CHANCE BY 25% (MEANING, WHILE HE LIVES, 35% DODGE) FOR 2 TURNS. REQUIRES 105 CRUNK.

-GET RIPPED: GIVES THE TARGET A MINICRIT FOR THAT TURN'S ACTION (EVEN RETROACTIVELY). REQUIRES 140 CRUNK.

-NOSCOPER'S SENSES: GIVES TARGET 100% HIT CHANCE REGARDLESS OF ENEMY DODGE CHANCE FOR 2 TURNS. REQUIRES 140 CRUNK.

-CURBSTOMP: MARGINALLY STRONGER THAN BASIC ATTACK, BUT INSTANTLY KILLS AT 1/8TH TOTAL HP OR BELOW. REQUIRES 140 CRUNK.

-TEST OF CRUNKNESS: HITS THREE FOES IN A BLAST OF PURE GUDNESS. REQUIRES 210 CRUNK.

-THE FOLLOWING: SUMMONS 4 MLG PRO GAMERS. THEY HAVE IMMUNITY TO AOE AND AN INNATE 10% DODGE CHANCE. THREE-TURN-COOLDOWN, REQUIRES 210 CRUNK.

-THE BLESSING: COMBINES LEG DAY, GET RIPPED AND NOSCOPER'S SENSES INTO ONE BUFF FOR THE TARGET. LASTS FOR 3 TURNS. FIVE-TURN-COOLDOWN, REQUIRES 280 CRUNK.

-THE GUIDANCE: GIVES AN ENEMY AN IMPOSSIBLE TASK, DAMAGING THEM MASSIVELY. SIX-TURN-COOLDOWN, REQUIRES 350 CRUNK.

-THE RECKONING: WHITE-HOT DORITOS MOUNTAIN DEW FALLS FROM THE HEAVENS, DOING ABSURD DAMAGE AND 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 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: In-Progress
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.)

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.

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.

...OK, this is going poorly, Cipher's Call won't finish before that second thingy, can't refer to it...

...Hrm...Confronting him directly might do it...Maybe. It was said he's omniscient. He might have 'intuition' on this whole thing. Or I might if Ratatoskr winds up charged...

...When's Mr. Icy gonna come?! Is he raiding? He's probably raiding...Ugh. I mean, how many times does he have to learn that the idiot in the tower is just beyond his abilities right now?! Whatever, he'll come here fresh from his loss, nice and angry, so no-one will mess with him except the bear, who will promptly get blown to next century. Heeheehee!


Uh...Uhh...What to do? Oh, I know! I smash someone in the head. With what, you may ask? Uh, the Crypt.

Yeah the whole thing! Magic was involved, of course! But yeah, the whole thing! What? Do you think that's unbelievable or something, in THIS game, that I can take a whole underground structure, rip it out of the ground, and then use it to clobber something inside said structure? Because, if you do...

...You have problems at this point.

15,000 damage to the Ogre!

Hellish Crescendo (Level 15: 6/16)
Heaven's Crescendo 4/16 Level 16
Scythe && Reaper Soul && Cyanide = Deathsickle 4/5 Level 4
"Rap"ier && Adventure Story Mechanic Chip = NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE NEE 1/???


+1 to Cyan, +1 to Generic, +1 to Good ol' Jon

I am God, I am King, 91/101 (+2 from GM)
Tom Anqinas 4/15 (+2 from GM)

I beat the crap out the Warlocks with my Death Stick.

NEE x13: Level 13.
One Warlock killed!

>2/2

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (55/300) +1 from Comp
Incubation Beast (3/15) +1 from Comp

-=Summons
None.

-=Actions
OGRE! Get poked!
...
Nyeh!

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (8/29 -- Lvl. 28)
HEEGIDY && SHEEDIGY == TENNESSEE (11/??? - Lvl. §¶§) Honestly, I need to figure out what this will be...
-- 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.
-- Szalinthia, Bringer of Light
Break Rank -- Deals small amounts of damage to all entities on selected side. All entities damaged this way have less attack damage for the remainder of the turn. Cooldown: 4
Rising Sun -- Deals large amounts of damage to all entities on selected side. All AG entities have more attack damage for the remainder of the turn. Cooldown: 4
Bring to Light -- Creates 5 Demonic Legionnaires. (All begin protecting Szalinthia) Cooldown: 3
Fight for a Cause (Passive) -- Whenever an entity on the AG side dies, Szalinthia and all Demonic Legionnaires gain more attack power.
-- Demonic Legionnaires
At the beginning of every turn, create 3 more Demonic Legionnaires if there are at least 5 remaining.
Do less damage then average
-- Titanic Crusher
Titanic Crusher restores 5000 health at the start of every round unless at full health.
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.
Lvl. 25 - Dust; "A simple-looking, understated, aged weapon, with a chipped blade that seems to constantly shed fine particles of itself."
Other stuff I can't remember because it was 60+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 3 Lucid Soul of the Creator
Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
+1 to Toast, +1 to Jon, and +1 to Redstone (FINISH GODKINGMANFISH!)

5,000 damage to the Ogre!

LIGHTFORM CHARGE: 3/3
>Mardek: Examine achievement.
Achievement: Pawns don't do that you chumpstick
Defeat Deep Blues.
----
Null. Applying charges.
~~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)
Edge of the World (Level 25, Headphones ++ Sonic, Katana ++ Rule of Cool)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)
Australium Blaze (Level 5)
Cyberius Crescendo (Level 20, Redstone)
Falso Aere (Level 10, Cloak ++ Eclipse)

~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)

~~~Spoils Of War (FINALLY!)~~~
The Queener [|||||] (Charge: Blue) (Gives an entity 50% damage resistance and double damage for 2 turns, cooldown of 5 turns)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+3 to GoldenReady
~~Charges~~
Hyun [AG BOSS]: 4/413 (+1 Crystal)
Git gud.
Transistor [AG BOSS]: 25/150 (+1 Crystal)
Entity charge ninja looted.
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) (13/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (11/26)
Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (11/26)
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.

Falso Aere && Pendulum - Immunize && Bottle of Rebellion's Fire/Lightning Majjyks && (MicTank || Reinforced Obsidian Armor = MicArmor) && BoomKami's Mountain Dew can of Skill/Meme Majjyks && Shuriken255's Shurikens && Hyun's Yoyo && Unseen's Cannon && Twilight Majjyks = Pendulum (Level 25) (8/26) (+1 Redstone)
Hyun's Dojo. Create together. Basically an overpowered version of Falso Aere with full resistance to Trickster and Grimdark, the fighting styles of every Hyun's Dojo animator, Rebellion's fire/lightning majjyks, the speed and firepower of the MicMissile, the skill/meme majjyks of BoomKami, Shuriken255's, uh, shurikens, Hyun's awesome yoyo, and finally Unseen's cannon that he used to launch himself into the second obstacle course. Also, twilight majjyks.

~~Joke Alchemies~~
Ircucvci && Archagel's Blade && Cherub's Rapier && God's Forger && Rapture && Pyrocumulus && Ohgodwhat = ? (Level ?)
The SORD...
Nulled. Charges applied.




Entity charges increment. (Whoops! Forgot some charges last turn. Have them now.) Cranky Kong would also regenerate Crunk here, if he needed to.

The Souls sit there.

Cranky Kong uses Get Ripped, losing 140 Crunk and giving Aetherderon a crit for this turn! The Tentacles smack a Warlock, killing one! The Medic uses Medikit on Cranky Kong, giving him a buffed whopping 180,000 overheal health! The Assault boosts Cranky's attack with Deadly Force, giving him Crits, or the equivalent for other actions, for a buffed 5 turns! The Heavy uses Die Another Day, blocking 50% damage for a buffed 4 turns! Tahm Kench uses Bargain and Abyssal Voyage on Aetherderon, healing him for 15,000 and protecting them both from damage for a turn! He heals for 15,000 HP, consuming the Thick Skin health! Chris kills the weak Warlock. Szalinthia attacks the Ogre with Dust for 30,000 damage, and then the Legionnaires join her for an additional 30k. The Sludge Crawlers deal 20,000 damage to a Blademaster. The Titanic Crusher crushes the last Warlock! Aetherderon uses a critted Starstrike on the Ooze Golems, killing the weaker one outright and dealing 50,000 damage each to the other two!

The Neutrals swap over to AG, since their summoner is now AG! Their last act before turning is to Missile Barrage the Ooze Golems for the Black Bombers, killing one, and to fire Incendiary bullets at the Ogre for the Shadow Fighters, dealing 20,000 damage and inflicting Burn!

The Blademasters attack the Demonic Legionnaires, killing one! The Ooze Golem smashes the Sludge Crawlers, killing 4! The Ogre whiffs an attack again! Man, the ethers of randomness are not being kind to him.




The Crypt (of the Necrodancer): Zone Four.

Vivid Soul of Clarity [???]: HP: 3,000/38,000
Immortal Soul of Swordsmanship [???]: HP: 45,000/75,000
Soul of Flight [???]: HP: 20,000/20,000

10% dodge chance for all AG entities.
Tahm Kench [AG] HP: 285,000/300,000. On an Abyssal Voyage with Aetherderon.
Aetherderon, God of the Worlds [AG BOSS] HP: 202,000/600,000 Polyp Swarm: IIII Great Call: III Starstrike: IIIII Stare of Immortality: II Dead Yet Dreaming: IIIIIIIIII
Medic [AG] HP: 50,000/50,000. 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 Guard (Blocks 50% damage) IIII
Sludge Crawlers [AG] HP: 5,000/5,000. (x15.)
Horde of Killer Party Hats [AG]: HP: 2,000/2,000 (x9.) Kamikaze if killed.
Chris [AG] HP: 50,000/50,000
Szalinthia, Bringer of Light [AG]: HP: 60,000/60,000 Break Rank: IIII Rising Sun: IIII Bring to Light: III
Titanic Crusher [AG]: HP: 125,000/125,000 (Protecting Szalinthia.)
Demonic Legionnaires [AG]: HP: 25,000/25,000 (x4.)
CRANKY KONG [AG]: 538,000/342,000 HP. THE SCALE OF CRUNK: 280/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING: IIIII + 280 CRUNK. THE GUIDANCE: IIIIII + 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK. Crits IIIII
Tentacles [AG]: HP: 25,000/25,000 (x4.)(Meatshielding Cranky Kong.)
Shadow Fighters [AG]: HP: 15,000/15,000 (x10.) Evasive. Strafing Run: III
Black Bombers [AG]: HP: 30,000/30,000 (x5.) Armored. Bombing Run II: IIIII Missile Barrage II: IIII Strafing Run: III

Blademasters [PG]: HP: 50,000/50,000 (x4.) 30,000/50,000 (x1.) Balanced enemies.
Ooze Golems [PG]: HP: 50,000/100,000 (x1.) Tanks. Hit hard, but have a miss chance.
Ogre [PG MINIBOSS]: HP: 50,000/500,000 (x1.) Kill it to advance to the Boss! Hits like a truck, but his swings go wide often. Burned I

Godmodder [GM]: HP: 45/100 (Deeper in the Crypt.)
 
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Discussion/Orders:

N/a

Tahm Kench uses Bargain on Aetherderon and Tongue Lashes the Ogre

Alchemy! (1 unlevelled, 1 unnamed)
Chestplate && (Vitamins + Armor Polish = Armor Bracing) && (Negatron Cloak + Chain Vest = Guardian Angel) && White Fur = Lamb's Respite (Level 10 - 11/11) DONE!
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 - 24/26) (+1 from GoldenReady, +2 DarkSide, +2 Sirplop)
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. It doesn't give the user powers over Time, rather uses Time to help prevent attacks.

Band ++ Dark = Dux Noctum (Level 10) 1/1 DONE!

Amp from inFamous 2 || inFamous && inFamous 2 && Energy Cell && Ray Sphere = ?? (Level ?? - 1/??)
This weapon is an Energy Weapon, not a Lightning Weapon. Preferably Level 15 or 20 for exhibit.

(Pouch || (Underworld Jadeblade Shards && Holy Water = Purified Jade Shards)) && Emerald && Ruby && Diamond && Amethyst && Topaz && Lapis Lazuli = Crystal's Pouch (Level 10 - 7/11)

Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 7/21)

Tab under renovations.

Charges!
The Great World 76/550 (+2 from crystal)
Funnelling almost everything into it.

Searching for a hammer... 3/15 (+2 from crystal)

Souls!
No new Soul this time. Unless some die.

Vivid Soul of Clarity: Level 2 - 3'000/38'000hp

Immortal Soul of Swordsmanship: Level 5 - 45'000/75'000hp

Soul of Flight: Level 1 - 20'000/20'000

Current Soul Level Count: 8 (max. 8)

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

Actions!
No.
Aayla slices the toes, fingers, ears and noses (they might have more than one?) as well as any other extremeties of the Blademastas using the Scythe of (Eardrum) Death.

Inventory.
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.) 0/4

Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Magickal Flute (Level 5) (Music Flute)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirit Sword)
Albiit (Level 10) (E) (Void Sickle)
Pages (collectively Tome) of Reality (Level 10) (Reality Book) (E)
Spyglass of Space (Level 10) (Space Spyglass) (E)
Nature's Call (Level 10) (Nature Helmet) (E) (Renamed from Helm of Mount Zan)
Lis Lucem (Level 10) (Light Dagger) (E)
Dux Noctum (Level 10) (Dark Band (braclet)) (E)
Denito Surrexit (Level 10) (E) (Time Pocketwatch)
Burnout (Level 10) (Fire Whip) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Man (Level 10) (Stone Chisel) (E)
Aftershock (Level 15) (Force/Earth Knucklebusters)
Earthblessed Bracer (Uncharged Relic - Level 15)
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: 60.5
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

Not for what you think. Made possible by @pionoplayer.
x = undefined
named = defined
(P - y) = in progress
(O - y) = obtained
E = Elemental++ alchemy
(y) = level of alchemy
[RELIC] = der.


For each element:
Tier 1:
E (10) && [RELIC] (21) = Tier 2 Alchemy 1 (25)
x (15) && x (20) = Tier 2 Alchemy 2 (25)

Tier 2:
x (25) && x (25) = Tier 3 Alchemy (35-50)


Tier 3 and up will not be alchemised by normal means.

Each bracket for the Tier 4 Alchemies is colour coded.

Conduit: (Time + Space + Energy + Reality) (Whip)
Fault: (Life + Light + Dark + Creation) (Shield/Hammer)
Foundation: (Fire + Water + Earth + Air) (Chestplate)
Herald: (Nature + Lightning + Ice + Stone) (Helmet)
Tier 5 Alchemies:
So, here it ends. The final alchemies:
Heart of Creation (can change into each of it's combined parts at will (as in Tier 1 to Tier 4).
Made from Conduit and Fault.

Metaphysical (some form of armor that allows a multitude of staff-like weapons to be formed.)
Made from Foundation and Herald.

Together these are the ultimate tools of creation. It would make Minecraft's Creative Inventory weep upon sight. Assuming reality hadn't changed to a point where Minecraft didn't exist upon Minecraft seeing it.

Conduit
Time:

Tier 1: Denito Surrexit (O - 10), Chronobreak (15), Timeless [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Space:
Tier 1: Spyglass of Space (O - 10), x (15), Pinpoint [RELIC] (21) x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Energy:
Tier 1: E (10), x (15), x [RELIC] (20), x (20)
Tier 2: x (25), Source (25)
Tier 3: x (35-50)

Reality:
Tier 1: Tome of Reality (O - 10), x (15), x [RELIC] (20), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)


Fault
Life:

Tier 1: Vice Nercio (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Light:
Tier 1: Lis Lucem (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Creation:
Tier 1 E (10), x (15), [RELIC] (21), Art Initiates Life (P - 20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Dark:
Tier 1: Deus Noctum (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)


Foundation
Fire:

Tier 1: Burnout (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Water:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: Tidehunter (25), x (25)
Tier 3: x (35-50)

Earth:
Tier 1: E (10), Aftershock (O - 15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Air:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x(
25)
Tier 3: x (35-50)

Herald
Nature:
Tier 1: Nature's Call (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Ice:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Lightning:
Tier 1: E (10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)

Stone:
Tier 1: Man (O - 10), x (15), [RELIC] (21), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)


Combination Stage
Tier 4: (Conduit, Fault), (Foundation, Herald)
Tier 5: Heart of All Creation, Metaphysical

Support!
+1 @GoldenReady +1 @Sirplop +1 @DarkSide

Ritual... (see Hand of the Archlich)

Souls until next upgrade: TBA.
 
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+3 Tazz
If you take another step forward... 28/50
you are REALLY not gonna like what happens next. 28/50
Recreate: Thorn Bow(even though it was a charged alchemy) 15/16 +1 from Tam
Recreate: Zodiac's Azimuth 3/11
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)
Englishtop (Lv. 15)
I pull out Proteus, shapeshift it into the shape of a particularly familiar tuba, and call down Meteors upon the Ogre.
 
Alchemies
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 12/17) (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, 10/13)
Laser Machinegun && Influx Waver = Martian Madness (Level 10, 11/11)
Rocket Launcher && Drill Containment Unit = Explosive Miner (Level 5, 6/6)

Charges
Project T01-Triskaidekaphobia: 23/50 (+1 from GoldenReady)
Project T02-Microspectrophotometry: 17/100
+2 GoldenReady, +1 Generic

Action
I punch the Ogre really hard. And by really hard, I mean so hard that in one Planck time it clips through the ceiling and ends up in deep space. No clue how that happened.
 

HAT/
Rat CHARGE: 5/5

19/100 Apparel Assemble!
JORMUNGANDR: 30/50 (+3 FROM GENERIC, +2 from W32CORAVINT +1 FROM THE FLAMING TOAST) HALFWAY THERE.
JORMUNGANDR BID:
GENERIC: 15
CYANOGYNIST: 13
THE FLAMING TOAST: 6
W32CORAVINT: 4
DARKSIDE: 3


+2 TO W32CORAVINT, +1 TO 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: 13/26)

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

Grav-Protected Inner Hull: A pitch-black inner hull with power over gravity and nigh-unherad of durability, as well as anomaly-proofing. This not only gives the ship incredible durability even if its outer hull is compromised, it also allows for an Artificial Gravity system strong enough that doesn't involve any bone degradation over time, among other things.

...OK, you know what? I'll just duplicate the Unconcquered when it comes to finish, finish the rest of this stuff, and then come back to make the Undying for the inner shield, because these things are starting to take far too long. I think I'll have to refrain from trying to hit Level 25 in the future...Granted, all things considered some of this stuff is quite frankly boss on its own.

NEW: Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator (Level ?: 1/?)

Ingredient Explamation: A Shield Amplifier is too big for me to use. It also amplifies personal-level shields to ship-level shields, making them viable for space combat; this is done with the application of shield Slots for the selected shield (which will be the Unconquered in this case); the Doubleshield Separator is a bit tricky to describe, but basically makes the two shields I'm generating fit OVER one another instead of merging into one big shield. This is because the 'merged' shield scenario makes the whole shield WEAKER, not stronger, as the shields will compete with one another instead of actually merging properly; Doubleshelding is MUCH better by comparison AND gives each shield its own recharge time, meaning that a shield can be shuffled under another shield if the need be, making it even more durable. The result is the Doubleshield Generator. Given that it doesn't actually generate shields on its own and requires an outside source for its shields (the Unconquered and what will be the Undying), this shouldn't be TOO high. I'm not expecting double-digits, and if it DOES go there it's not gonna be higher than 10, methinks.


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: 4/22)

GOLDEN PYRAMID && INDIGO FLAMES = CIPHER'S CALL (LEVEL 10: 6/11).


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, Sound/Music) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation); Ratatoskr (50); Timor Tactu (10, Tiger Claws ++ Fear); Yukari's Umbrella (10, War Umbrella ++ Twilight);

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).

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. TURNS: 1/69

CRANKY KONG HAS TOLD ME THAT I SHOULD SHORTEN THE TEXT DETAILING WHAT HE CAN DO SO THE GM MAY ACTUALLY READ IT QUICKLY.

CRANKY KONG HAS AN INNATE 10% DODGE CHANCE, WHICH HE SHARES WITH EVERY ANTI-GODMODDER ENTITY ON THE FIELD.

CRANKY KONG IS IMMUNIZED AGAINST AREA-OF-EFFECT ATTACKS.

-CRANKY KONG'S ATTACKS, BAR HIS MOST BASIC (WHICH IS JUST SWINGING HIS CANE AT A FOE) USE CRUNK FROM THE SCALE OF CRUNK. HE REGENERATES 70 CRUNK PER TURN. HIS VARIOUS CRUNK-USING ATTACKS ARE BELOW.

LEG DAY: IMPROVES TARGET'S DODGE CHANCE BY 25% (MEANING, WHILE HE LIVES, 35% DODGE) FOR 2 TURNS. REQUIRES 105 CRUNK.

-GET RIPPED: GIVES THE TARGET A MINICRIT FOR THAT TURN'S ACTION (EVEN RETROACTIVELY). REQUIRES 140 CRUNK.

-NOSCOPER'S SENSES: GIVES TARGET 100% HIT CHANCE REGARDLESS OF ENEMY DODGE CHANCE FOR 2 TURNS. REQUIRES 140 CRUNK.

-CURBSTOMP: MARGINALLY STRONGER THAN BASIC ATTACK, BUT INSTANTLY KILLS AT 1/8TH TOTAL HP OR BELOW. REQUIRES 140 CRUNK.

-TEST OF CRUNKNESS: HITS THREE FOES IN A BLAST OF PURE GUDNESS. REQUIRES 210 CRUNK.

-THE FOLLOWING: SUMMONS 4 MLG PRO GAMERS. THEY HAVE IMMUNITY TO AOE AND AN INNATE 10% DODGE CHANCE. THREE-TURN-COOLDOWN, REQUIRES 210 CRUNK.

-THE BLESSING: COMBINES LEG DAY, GET RIPPED AND NOSCOPER'S SENSES INTO ONE BUFF FOR THE TARGET. LASTS FOR 3 TURNS. FIVE-TURN-COOLDOWN, REQUIRES 280 CRUNK.

-THE GUIDANCE: GIVES AN ENEMY AN IMPOSSIBLE TASK, DAMAGING THEM MASSIVELY. SIX-TURN-COOLDOWN, REQUIRES 350 CRUNK.

-THE RECKONING: WHITE-HOT DORITOS MOUNTAIN DEW FALLS FROM THE HEAVENS, DOING ABSURD DAMAGE AND 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 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: In-Progress
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.) (DONE!)

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)) (SAVING THIS FOR MUCH LATER)

((Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator)) (In Progress!)

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:

-Cyanogynist versus Roxxanne.
-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.

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.

Alright, Ratatoskr, do your transform-y thing!

*apiodvhuoipvshiavpochiadoh*

Hrm...Just looking at Fredbear...Ah, it appears you CAN make duplicates judging from the code-digging. Dealing with 'troublesome' individuals, in fact. Excellent...Should mean I can just take the duplicates out from under his nose if he's as bad as hiding as usual.

...He's gonna hide it where he put the money last time. Exact same spot and everything. Oh my goodness he's as thick as all getout. This is brilliant! I might as well steal his Exoskeleton while I'm at it and then eat his friend and pretend to be him!...Wait, no, he'll kick my :red: a century back. But still.

I don't even know why I know this, but I don't care, this is brilliance incarnate. I can just horde all of his precious things and use those as a strikeback point, and later on I'll use them to make MOAR L00T. Or just gift one to Mr. Icy for services...Though he'll probably wind up being stronger than it, as usual.


CRANKY KONG SHALL WHACK A NON-OGRE ENTITY IN THE FACE WITH HIS GLORIOUS CANE. IF THE OGRE IS LAST MAN STANDING, HE SHALL WAIT TO SEE IF HE IS AT OR BELOW 1/8TH HP AND USE CURBSTOMP. OTHERWISE, CRANKY KONG WILL WHACK HIM WITH THE CANE AS USUAL.

So I pretty much tested everything about Ratatoskr at this point except its ability to, well, dakka. People, prepare to scroll down a lot. Crys, prepare to snip.

Deep breath, transform it into the arm cannon mode, aim it at the Ogre, and...

DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA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...OK, enough room-shattering shouting that generates big ol' ontomonopeia sound effects to smash people with.

I actually begin firing Ratatoskr into the Ogre. The implied rate of Dakka above-which was done all within 2 seconds-was an understatement. Bullets that rightfully should be found within the barrels of tanks were flying from Ratatoskr that would rival some of the most Dakka-intensive guns this game knows, and it's coming from the palm of a squirrel's hand with absolutely no recoil whatsoever. And as if that wasn't enough for this idiot Ogre, he then finds that the Dakka ontomonopeia above is now ALSO being flung at him at high speeds. The Dakka sound effects were HUGE, about as tall as Fredbear and each letter as wide, and thrice as heavy despite their levitation-as such, the Ogre is basically accosted by a small van EVERY second on top of a hail of death bullets, all at a velocity to weep tears of joy over. And that's not all-every last one is coated in enough lightning that individually, on top of immense impact, the shots are like miniature lightning bolts AND warp reality to make the next bullet the Ogre gets hit by to be worse and worse. The Ogre's guts are shredded into a fine pulp in seconds, splattering everywhere! I take what I get and feast-I am not a picky person as to what food I get.

I'd mock the thing but the Ogre's too thickheaded to understand me at alll so after that I just punch it in the head. His head goes boom and is no more, not like he had much on there to begin with! Hehehehe-

*apiodvhuoipvshiavpochiadoh*

...Oh come on, can't I just stay like that for a few more minutes?

...Need to figure out what's going on with that as well...
 
((Aaah, I see what you're doing with those alchemy chargeups, mate... it's like what you use for the chargeup battles ya do in the arena; level/5 rounded up is the charge time, right? How about we apply that line of thinking onto alchemies going over the level cap? Michael's Hat and the Rat... thing... are charge time 5 at level 50, which is 25 levels over the level cap (which is exactly how much it takes to charge up a level 25 alchemy in chargeup battles). So by that logic, a level 100 alchemy would require 15 charges. Basically, the charge time is [Levels above limit]/5, rounded up. Sure, they would be stupidly powerful, but the charge times will keep them at bay. But I don't know; perhaps there should be a higher charge time, but that's for speculation.))

Forging...
Ocean Ravager && Aquilonem Mors && Vita Australi && Holding tank filled with the blood of every species ever = Bloodflow (Lv. 25, 25/26) (+1 toast)
Blood, Water, Life, and Death... an interestingly logical combo all in one axe... scythe... thing.
((I'm sorry, I just really want this thing outta the way))


The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 19/26)
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.


(Chainsaw && Pure Light) || (Gungnir && Excalibur && Trident && Clear Diamond) && Illusion's Ectoplasm && Wisp of Distortion = Colorless Shine (Lv. 10, 3/11)
This chainsaw is far-reaching, yet it only appears to be a normal-length chainsaw. Weird.
Despite being strange in its length, it holds incredible power over illusions and light, even breaching into the realm of color. It can give or take color out of a given area, and make it so that the surroundings are too neon/bright to look at, or so greyed out enough to disallow proper sight through sight-based means. Or any means that are even remotely related to sight. Because it has control over all other possible ways of "sight", from smell to taste. It may easily overwhelm every physical sense or downright numb them into oblivion.
The long blade might be a problem, though...

Summons...

Legendary Support (86/200) (+1 compensation) (Do you guys really just not want a powerful group of entities on our side? Sheeeeeesh.)

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.

Heavy Nothingnesses (16/30) (+1 compensation)

Actions...

Gevul Omaar: (2/101) Oho boy... be thankful that this is a low-priority thing. (I ain't accepting any charges for this one. No ifs, ands, or buts.)

I brandish Ved Vozahnil, and quickly disappear into the shadows, not even remotely able to be noticed. I then spring out behind the Ogre, and proceed to slash wildly at it, mostly aiming for the neck, limbs, and eye sockets/other visual devices. (To be filled in post-EOTB)

RP Stuff...

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.

Orb of Merging: It allows me to quickly boost my 3 main blades with the alchemies I create, boosting them even farther up the RP-ladder. Yes, RP-Ladder. It will not change the statistics of the weapons at all, just give them new forms and weapons to use with that weapon. Does not consume the alchemy/(ies) used in merging.

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. Also tends to greatly power up other weapons, main or otherwise. Currently holds:

Weapon Forms:
-Cutlass
-Eyepatch
-Hidden Blades
-Hat
-Scythe
-Ring

Elements:
-Darkness
-Void
-Oblivion
-Potential
-Shadow
-Twilight
-Magic
-Life
-Draconic

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:
-1-handed Broadsword
-Katana
-Orb
-Staff
-Amulet
-Pocket Watch
-Mini-Airship
-Ring

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

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)
Leveled Out (Lv. 10 EIA (Stability; Katana))
Boundless Possibility (Lv. 10 EIA (Freedom; Mini-Airship))
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)
Others:
-Orb of Merging

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

--------

The MR alchemy upgrade can now be found HERE.
 
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((You're...Not entirely right. The more general gist was level/10 (if level is above 10) for chargeup. Considering the correct circumstances can allow for a truly insane amount of damage to be done through spoils in much quicker time, even a chargeup of 10 on a Level 100 alchemy, which presumably does 120,000 damage, isn't all that bad. Comparatively.))
 
((@The Flaming Toast Redstone already took the name Deus Noctum, you chumpstick! Then again, Tazz was allowed to make Cipher's Call PAGES before Generic already did it, so okay.))
LIGHTFORM CHARGE: 3/3
N/A
----
I overheal Cranky Kong. Again.
The Assault uses Adrenaline. Other than that, they just shoot at anything 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)
Edge of the World (Level 25, Headphones ++ Sonic, Katana ++ Rule of Cool)
Divine Godblade (Level 20, Lightform)
The Bigger, Blacker Box (Level 5)
Australium Blaze (Level 5)
Cyberius Crescendo (Level 20, Redstone)
Falso Aere (Level 10, Cloak ++ Eclipse)

~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)

~~~Spoils Of War (FINALLY!)~~~
The Queener [|||||] (Charge: Blue) (Gives an entity 50% damage resistance and double damage for 2 turns, cooldown of 5 turns)
~~~Souls~~~
Lucid Soul of the Pyromaniac (Level 3)
~~Boosts~~
+3 to GoldenReady
~~Charges~~
Hyun [AG BOSS]: 5/413
Git gud.
Transistor [AG BOSS]: 26/150
Entity charge ninja looted.
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) (14/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (12/26)
Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (12/26)
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.

Falso Aere && Pendulum - Immunize && Bottle of Rebellion's Fire/Lightning Majjyks && (MicTank || Reinforced Obsidian Armor = MicArmor) && BoomKami's Mountain Dew can of Skill/Meme Majjyks && Shuriken255's Shurikens && Hyun's Yoyo && Unseen's Cannon && Twilight Majjyks = Pendulum (Level 25) (9/26)
Hyun's Dojo. Create together. Basically an overpowered version of Falso Aere with full resistance to Trickster and Grimdark, the fighting styles of every Hyun's Dojo animator, Rebellion's fire/lightning majjyks, the speed and firepower of the MicMissile, the skill/meme majjyks of BoomKami, Shuriken255's, uh, shurikens, Hyun's awesome yoyo, and finally Unseen's cannon that he used to launch himself into the second obstacle course. Also, twilight majjyks.

~~Joke Alchemies~~
(Ircucvci && Archagel's Blade && Cherub's Rapier && God's Forger && Rapture && Pyrocumulus && Ohgodwhat = Divine Madness) && Hazel Wand && Lord Michael's Hat && Ratatoskr && Mannulus Aquae && Mr. Bones' Wild Ride = ? (Level ?)
Yes, I am high enough to do this.
 
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