LIGHTFORM CHARGE: 1/3
N/A
----
I put on my Mantreads, then play Soldier of Dance on Bass Concres.
I then show Conga Line 1 the superiority of the Kazotsky Kick. Meaning I Kazotsky Kick the conga line in the face.
After an hour of dancing, I just blast them with The Unreal.
~~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)
Nantonium Star (Level 25, Flail ++ Metal)
Jaractet (Level 18)
Minutemann's Fedora (Level 25, Crown ++ Psyche)
The Unreal (Level 10)
The Fallen (Level 17)
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)
~~~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 (Level 10, Headphones ++ Sonic)
Superosque (Level 10, Bow ++ Air)
Fortune's 500 (Level 10, Golden Railgun ++ Skill)
Falso Aere (Level 10, Cloak ++ Eclipse)
Carpe Diem (Level 10, Shia LaBeouf Figurine ++ Motivation)
Spatium Progressio (Level 10, Jebediah Kerman Bobblehead ++ Glitch)
~~~Spoils Of War~~~ 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]: 7/413 Git gud.
Transistor [AG BOSS]: 28/150 THE SORD...
300,00/300,000 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 180,000 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 crits and 25% dodge chance for 3 turns. Cooldown of 7 turns.
Deadly Force: Pick an [AG] entity. Any attack that entity pulls off will be a crit for 4 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 50% of damage for 4 turn. Cooldown of 6 turns.
Orbital Bombardment: Nail an entity with intensely damaging bombs. Cooldown of 10 turns.
~~Alchemies~~ Blackguard Saxophone && Sound Titan Essence && The Big Chill && Awesomium Ingot && Liquid Inspiration && Liquid Dank Memes = Epic Sax (Level 25) (16/26) Doot doot.
Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (14/26) Origin Blaze Rods: not known for low level equipment.
Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (14/26) 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) (17/26) 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~~ None.
Why not I join?
I am a maceman with a heavy as hell mace with quite a lot of some tricks up the sleeve.
My database
Weapon: Ultra Heavy-Duty Mace (because I had a Nerf mace, lel)
Really powerful, but very heavy, meaning it takes some muscle to swing perfectly. Includes many gadgets and abilities to use at will.
Damage: 9000
Swing Speed: 1
Weight: 25k tons
Abilities: Seismic Slam: I throw down the mace on the ground hard enough causing quite a ton of ground vibrations. Mount Mode: Turns the mace into a fast laser shooting speeder of a sort. Can also damage things with the mace's blades.
Unit Deployment: I bring out a capsule from my pocket and toss it down. The minion that comes out depends on the color of capsule used (green would deploy a mech, red would deploy and airborne drone, orange would deploy a tank, and so forth).
Gadgets: Laser Cannon: A cannon with many types of ammunition, ranging from mass destruction, unpredictable mobility, and more. Grenade Launcher: A grenade launcher also with different ammunition that affects the effect of the grenades (ex. healing my minions, imploding (sucking in enemies), and more).
Legend: Yellow = Gadget Dark Yellow = Ability Darker Yellow = Weapon Black = Not powerful Grey = My actions Red = My minions' actions/Me summoning a minion
So, I descend from the sky and land on the ground, causing a massive, short lived earthquake around me. I then arm my mace's laser cannon and switch it's ammunition with propulsion energy. I then begin ramming at the godmodder. And then I ride a bit far away from him anddeploy an air drone.And then I let the rest go ahead.
------
Charges:
Finding items 3/5
Building watch tower 3/5
------
Alchemies - none. :'(
------
Actions: So, do a thurst of punches aganist Conga line
------
Helping:
+3 Redstone
Spiral Nemesis: 128/140
Badass Cyborg Honey Badger: 17/150
I order the horde of killer party hats to attack whatever Conga Line wasn't attacked the last time, and I proceed to provide some more sunglasses for Cranky Kong in order to slightly buff his Crunk. Then, I get close to the other Conga Line and proceed to shoot at it with a flamethrower.
Tahm Kench uses Bargain on Aetherderon and Tongue Lashes the Ogre.
Alchemy!
Earthblessed Gauntlet (15) [+/-] Charged Particles (P) + Sandskim Desert Artifact (P) + Sunstone (P) + Muddy Wrappings (T) + Various Gemstones (T) + Earth Charm (T) + Rock Mould (T) + Staff of Earth (T) + Golem Fist (T) + Lizhard Power Cell (P) = Hand of Terra (Level 22 - 3/23)
NEW: Amp from inFamous 2 || inFamous && inFamous 2&& Energy Cell && Ray Sphere = Fork of Power (Level 15 3/16) This weapon is an Energy Weapon, not a Lightning Weapon.
NEW: Ring || (Infinity Blade 2 Spoilers && Vague Side-Plot) && Angel Feather && Divine Intervention && Heal Spell && Holy Spell && Light Spell = Holy Band (Level 15 - 4/16)
Holy Band from Infinity Blade.
Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 10/21)
Tab under renovations.
Charges!
The Great World 82/550 (+1 from GoldenReady, +1 from Sirplop) Funnelling almost everything into it.
Searching for a hammer... 6/15
Soul Arcanery!
No new soul this time.
Vivid Soul of Clarity: Level 2 - 3'000/38'000hp
Immortal Soul of Swordsmanship: Level 5 - 10'000/75'000hp
Aayla uses Future Sight on King Conga! Aayla foresaw an attack!
(Pokémon)
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.) 3/4 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)
Lis Lucem (Level 10) (Light Dagger) (E)
Dux Noctum (Level 10) (Dark Band (Bracelet)) (E)
Denito Surrexit (Level 10) (E) (Time Pocketwatch)
Burnout (Level 10) (Fire Whip) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Lamb's Respite (Level 10) (Cloth armor made of fur that seems to offer little protection)
Crystals Pouch (Level 10) (it's a pouch full of crystal's)
Man (Level 10) (Stone Chisel) (E)
Winder (Level 10) (Energy Clock Hand) (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)
Mirror Light (Level 25) (Shield)
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: 65+
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap, Master of Hell, Extended Life.
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:
Soul of Flight: Level 1
Lucid Soul of the Creator: Level 3
Eternal Soul of Instability: Level 4
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: 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 4 and 5 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:
Exhibit (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] (22), Father Time's Wristwatch (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Space: Tier 1: Spyglass of Space (O - 10), (15), Boundless [RELIC] (22) x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Energy: Tier 1: Winder (O - 10), Fork of Power (P - 15), Restless [RELIC] (22), x (20)
Tier 2: x (25), Source (25)
Tier 3: x (35-50) Reality: Tier 1: Tome of Reality (O - 10), x (15), Limitless [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Fault Life: Tier 1: Vice Nercio (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Light: Tier 1: Lis Lucem (O - 10), Holy Band (15), Disc of the Sun [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Creation: Tier 1 E (10), x (15), x [RELIC] (22), Art Initiates Life (P - 20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Dark: Tier 1: Dux Nocte (O - 10), Puppet (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Foundation
Fire: Tier 1: Burnout (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: Shaman (25), x (25)
Tier 3: x (35-50) Water: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: Tidehunter (25), x (25)
Tier 3: x (35-50) Earth: Tier 1: Crunch (10), Aftershock (O - 15), Hand of Terra [RELIC] (P - 22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Air: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x( 25) Tier 3: x (35-50)
Herald Nature: Tier 1: Nature's Call (O - 10), x (15), x [RELIC] (22), x (20) Tier 2: x (25), x (25)
Tier 3: x (35-50) Ice: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Lightning: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Stone: Tier 1: Man (O - 10), Rock (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Spiral Nemesis: 129/140
Badass Cyborg Honey Badger: 18/140
+2 to: Cyanogynist. +1 to: GoldenReady
I shoot at whatever Conga line hasn't been hit the last time with a bunch of plasma guns until they overheat so much they are about to explode, at which point I throw them so they don't explode on my hands (They are a different model that needs a cooldown in order to prevent them from exploding). I also order the Horde of Killer Party Hats to flank the other Conga Line and attack it. Then, I order them to se their secret power: Merge into a single party hat that is a lot stronger (It's just that weird). Then, I proceed to heal Aetherdeon because I can't let it die (Because he is too strong to be allowed to die eaasily).
-- 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. 10 - Edge of the Shifting World; Doesn't function like a normal sword, cuts space-time instead of flesh.
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. 1 Soul of Flight
Lvl. 3 Lucid Soul of the Creator Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
I have a lot of trouble keeping track of Spoils as it is.
Wait. No. Way. 65 Souls. I forgot to add the ones from last EOTB and update. The Hand of the Archlich HAS TRANCENDED. IT IS NOW VERY VERY POWERFUL! IF I HAD KEPT THE ABILITY THAT GAVE IT LEVELS AS IT GAINED SOULS OR PERFORMED RITUALS IT WOULD BE LEVEL 70ish RIGHT NOW. WOW, THAT WOULD HAVE BEEN OP. 4 more turns until I summon some awesome past entity.
Tahm Kench uses Bargain on Aetherderon and Tongue Lashes the Ogre.
Alchemy!
Earthblessed Gauntlet (15) [+/-] Charged Particles (P) + Sandskim Desert Artifact (P) + Sunstone (P) + Muddy Wrappings (T) + Various Gemstones (T) + Earth Charm (T) + Rock Mould (T) + Staff of Earth (T) + Golem Fist (T) + Lizhard Power Cell (P) = Hand of Terra (Level 22 - 2/23)
NEW: Amp from inFamous 2 || inFamous && inFamous 2&& Energy Cell && Ray Sphere = Fork of Power (Level 15 2/16) This weapon is an Energy Weapon, not a Lightning Weapon.
NEW: Ring || (Infinity Blade 2 Spoilers && Vague Side-Plot) && Angel Feather && Divine Intervention && Heal Spell && Holy Spell && Light Spell = Holy Band (Level 15 - 3/16)
Holy Band from Infinity Blade.
Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 9/21)
Clock Hand ++ Energy = Winder (Level 10 - 1/1) DONE! If you know who Ekko is, it's his weapon. So not a traditional clock hand.
Tab under renovations.
Charges!
The Great World 79/550 (+1 from GoldenReady) Funnelling almost everything into it.
Searching for a hammer... 5/15
Soul Arcanery!
No new soul this time.
Vivid Soul of Clarity: Level 2 - 3'000/38'000hp
Immortal Soul of Swordsmanship: Level 5 - 10'000/75'000hp
Aayla goes back in time with End Time and Denito Surrexit, brings Calan from his last action to repeat it on the Conga Line 1. She uses the Tome of Reality to make him believe that the Conga Line is actually the Ogre. After that, she sends him back in time, renoves the memory of doing it and lets him do it again on the now late Ogre.
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.) 3/4 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)
Lis Lucem (Level 10) (Light Dagger) (E)
Dux Noctum (Level 10) (Dark Band (Bracelet)) (E)
Denito Surrexit (Level 10) (E) (Time Pocketwatch)
Burnout (Level 10) (Fire Whip) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Lamb's Respite (Level 10) (Cloth armor made of fur that seems to offer little protection)
Crystals Pouch (Level 10) (it's a pouch full of crystal's)
Man (Level 10) (Stone Chisel) (E)
Winder (Level 10) (Energy Clock Hand) (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)
Mirror Light (Level 25) (Shield)
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: 65+
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap, Master of Hell, Extended Life.
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:
Lucid Soul of the Creator: Level 3
Eternal Soul of Instability: Level 4
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: 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:
Exhibit (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] (22), Father Time's Wristwatch (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Space: Tier 1: Spyglass of Space (O - 10), (15), Boundless [RELIC] (22) x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Energy: Tier 1: Winder (O - 10), Fork of Power (P - 15), Restless [RELIC] (22), x (20)
Tier 2: x (25), Source (25)
Tier 3: x (35-50) Reality: Tier 1: Tome of Reality (O - 10), x (15), Limitless [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Fault Life: Tier 1: Vice Nercio (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Light: Tier 1: Lis Lucem (O - 10), Holy Band (15), Disc of the Sun [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Creation: Tier 1 E (10), x (15), x [RELIC] (22), Art Initiates Life (P - 20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Dark: Tier 1: Dux Nocte (O - 10), Puppet (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Foundation
Fire: Tier 1: Burnout (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Water: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: Tidehunter (25), x (25)
Tier 3: x (35-50) Earth: Tier 1: Crunch (10), Aftershock (O - 15), Hand of Terra [RELIC] (P - 22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Air: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x( 25) Tier 3: x (35-50)
Herald Nature: Tier 1: Nature's Call (O - 10), x (15), x [RELIC] (22), x (20) Tier 2: x (25), x (25)
Tier 3: x (35-50) Ice: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Lightning: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Stone: Tier 1: Man (O - 10), Rock (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
@crystalcat : Uh, dude, I think you missed the Tentacles meatshielding Cranky Kong. they should be down 2 members and one should be down 8,000 HP, instead of Cranky taking 58,000 damage.
HAT/Rat CHARGE: 2/5
70/100 Apparel Assemble! Wow that really perked that right up. JORMUNGANDR: 47/50 (+3 FROM CYANOGYNIST, +1 FROM REDSTONETAM +1 FROM THE FLAMING TOAST) THREE CHARGES LEFT AND THIS ONE IS DONE. WHO WILL GIVE THEM TO ME?
JORMUNGANDR BID:
CYANOGYNIST: 19
GENERIC: 18
THE FLAMING TOAST: 8
DARKSIDE: 5
W32CORAVINT: 4
FARESSAIN: 1
REDSTONETAM: 1
+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: 15/26)
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); THE ARM OF SANITY (10; LEFT EXOSKELETON ARM FOR AN ANIMATRONIC ++ SANITY);
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).
---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: 3/69
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)
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.)
THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)
COLLECTOR (A device that allows save retrieval of almost everything and safe storage.)
COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.)
WEAPONS (note that those numbers are the LEAST I want)
-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.) (Nerfing Minienders && Navitas Nox, most likely.)
-4 FRONT-MOUNTED GUNS (Do I need to explain this? the stronger the better. Preferrably strong multi-damage to prevent easy damage prevention. Triple M with slipshield shots should do the trick.)
-ANTI-MISSILE DEFENSES (Smoke and Flares are only one half-the other half is something to discourage getting behind me or firing missiles. Orbitar defenses seem best for this)
-2 SEMI-AUTO TURRETS (these guns are usually automated but can be manned; these should be BIG hitters but flexible enough to be used with regularity.)
-2 STANDARD ANTI-SHIP WEAPONS (Wave Motion Gun, even BIGGER explosions, SOMETHING to reliably take out Supercapitals at least)
-3 MEN OF SILENCE (Men of Silence are high-power silence fields. I mean, take Lex Ordinis and crank the silencing aspect up to 121, then abandon everything else about it. Not even 11, 11 squared. It's that powerful. It can be turned on and off as needed. And yes, I need three. Anti-Mage all the way. One of them are there to make sure that any accidents with the Magus Focus are contained if/when the standard issue silencing field doesn't contain it)
-3 SPELLCARDS (Named after the Touhou Franchise's Smart Bombs, these release a pulse of repulsive energies before unleashing a royal slathering of bullet hell in all directions. Mostly forward, mind, but still pretty much everywhere. Long time to recharge, hence 3 are required. Basically annihilates smaller craft and repulses all projectiles away, making it a flexible offense-defense panic button.)
-1 MADNESS OF DEATHWING (Just think of it as a RIDICULOUSLY powerful bomb.)
-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 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.
N/A
CRANKY KONG SHALL UNLEASH THE FIRST OF HIS GLORIOUS CHARGES, THE FOLLOWING. A PORTAL TO THE REALM OF CRUNKTOPIA APPEARS, AND HIS FOUR DISCIPLES OF CRUNK APPEAR. I LEAVE IT TO CRYSTAL TO BALANCE OUT HP/DAMAGE HERE, BUT I DID DESCRIBE THE NATURAL 10% DODGE RATE THAT THEY HAVE.
OK, the Anarc____ Cook____ is completely impossible to tell, so I think that'll be exempt from the beat shenanigans...So I'll just hit the 2nd Conga Line now, as the last to be hit was the 1st Conga Line.
Now, how to put that massive overheal to use?
Hrm, I can always just use the Crystalized Ki...Yeah, I will! I sap all of Cranky Kong's Overheal HP with the Crystalized Ki, make a massive Ki Sphere over my head with the resulting lifeforce, then cast my spell of lovely obliteration at the 2nd Conga Line! As even with the mistake in the HP (see the response, Crystal, you silly!), the overheal roughly equates to 133,000 HP, meaning with this bit of explamation I easily cover the distance!
...And a stabbing with Yukari's Umbrella. Stab stab stab.
Mishap with Cranky Kong's HP fixed! Mea culpa.
Cranky Kong will do as you say!
Conga Line 2 OBLITERATED! All of Cranky Kong's Overheal has been drained away as compensation!
+3 Tazz (give it to Cyan anyways)
If you take another step forward... 30/50
you are REALLY not gonna like what happens next. 30/50
Ends of the Earth 1/11
Zodiac's Azimuth 8/11 +1 from Tam
Gatekeeper's Scythe(Lv.10)
Navitas Nox(Lv.10, PA)(scammed some suckers in the Arena, Scythe duplicate)
Rapture(Lv.25, blocked Piono to troll him, Scythe Proteus duplicate)
Valhalla(Lv.20)
Lex Ordinis(Lv.10, PA)(Accepting duplicate trades)
Nulla Stella(Lv.10, PA)(Yeah let's just get everyone a copy of everything why not)
Denito Surrexit(Lv.10, PA)
Exedo(Lv.10, PA)
Terra Firma(Lv.10, PA)
Abiit(Lv.10, PA)
Cipher's Call: (Lv.10)
Proteus (Lv.25)
Englishtop (Lv. 15)
>1/2 @crystalcat: The Titanic Crusher should be at 80000 HP, due to its ability, unless the damage was factored with it in mind. @The Flaming Toast: In your Souls inventory, you've got the Soul of the Creator listed as Eternal and the Soul of Instability as Immortal, when they should be Lucid and Eternal respectively.
-=Charges Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (60/300) +1 from Toast
Incubation Beast (9/15) +1 from Toast
-=Summons
None.
-=Actions
Aetherderon lets his Polyps go, and they attack the Conga Lines! [Polyp Swarm]
The Sludge Crawlers
Szalinthia brings 5 more Legionnaires to light, then leads the Crusher and Legionnaires to fight the Lines! [Bring to Light]
I swish Everfree around, and make the Conga Lines face each other, making them run into each other! OH THE HUGE MANATEE HUMANITY!
I also slam the Immortal Soul of Swordsmanship into a basketball hoop, because it's probably a sphere. It also lands on top of the Soul of Clarity.
...
COME ON AND SLAM!
-=Alchemies $Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (11/29 -- Lvl. 28)
Dust && Everfree == Core Eva (14/26 - Lvl. 25) Got it.
Eternity's Tremor && Unlimatum == Core Titan (3/26 - Lvl. 25) And this.
Outer-touched Wood && Bag of Possibilites && Darkstone Scryer == Unending Swarm (1/26 - Lvl. 25) AND THIS ONE TOO. (Blackguard && Unending Swarm == Core Oran) <-- To happen later.
-- 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. 10 - Edge of the Shifting World; Doesn't function like a normal sword, cuts space-time instead of flesh.
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. 1 Soul of Flight
Lvl. 3 Lucid Soul of the Creator Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
The Crusher will regen health at the beginning of the EOTB!
Your entities will do as you say!
You kill both Souls, and the remaining damage goes to Conga Line 1 - 18,000 damage!
LIGHTFORM CHARGE: 1/3
N/A
----
I put on my Mantreads, then play Soldier of Dance on Bass Concres.
I then show Conga Line 1 the superiority of the Kazotsky Kick. Meaning I Kazotsky Kick the conga line in the face.
After an hour of dancing, I just blast them with The Unreal.
~~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)
Nantonium Star (Level 25, Flail ++ Metal)
Jaractet (Level 18)
Minutemann's Fedora (Level 25, Crown ++ Psyche)
The Unreal (Level 10)
The Fallen (Level 17)
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)
~~~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 (Level 10, Headphones ++ Sonic)
Superosque (Level 10, Bow ++ Air)
Fortune's 500 (Level 10, Golden Railgun ++ Skill)
Falso Aere (Level 10, Cloak ++ Eclipse)
Carpe Diem (Level 10, Shia LaBeouf Figurine ++ Motivation)
Spatium Progressio (Level 10, Jebediah Kerman Bobblehead ++ Glitch)
~~~Spoils Of War~~~ 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]: 7/413 Git gud.
Transistor [AG BOSS]: 28/150 THE SORD...
300,00/300,000 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 180,000 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 crits and 25% dodge chance for 3 turns. Cooldown of 7 turns.
Deadly Force: Pick an [AG] entity. Any attack that entity pulls off will be a crit for 4 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 50% of damage for 4 turn. Cooldown of 6 turns.
Orbital Bombardment: Nail an entity with intensely damaging bombs. Cooldown of 10 turns.
~~Alchemies~~ Blackguard Saxophone && Sound Titan Essence && The Big Chill && Awesomium Ingot && Liquid Inspiration && Liquid Dank Memes = Epic Sax (Level 25) (16/26) Doot doot.
Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (14/26) Origin Blaze Rods: not known for low level equipment.
Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (14/26) 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) (17/26) 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~~ None.
Why not I join?
I am a maceman with a heavy as hell mace with quite a lot of some tricks up the sleeve.
My database
Weapon: Ultra Heavy-Duty Mace (because I had a Nerf mace, lel)
Really powerful, but very heavy, meaning it takes some muscle to swing perfectly. Includes many gadgets and abilities to use at will.
Damage: 9000
Swing Speed: 1
Weight: 25k tons
Abilities: Seismic Slam: I throw down the mace on the ground hard enough causing quite a ton of ground vibrations. Mount Mode: Turns the mace into a fast laser shooting speeder of a sort. Can also damage things with the mace's blades.
Unit Deployment: I bring out a capsule from my pocket and toss it down. The minion that comes out depends on the color of capsule used (green would deploy a mech, red would deploy and airborne drone, orange would deploy a tank, and so forth).
Gadgets: Laser Cannon: A cannon with many types of ammunition, ranging from mass destruction, unpredictable mobility, and more. Grenade Launcher: A grenade launcher also with different ammunition that affects the effect of the grenades (ex. healing my minions, imploding (sucking in enemies), and more).
Legend: Yellow = Gadget Dark Yellow = Ability Darker Yellow = Weapon Black = Not powerful Grey = My actions Red = My minions' actions/Me summoning a minion
So, I descend from the sky and land on the ground, causing a massive, short lived earthquake around me. I then arm my mace's laser cannon and switch it's ammunition with propulsion energy. I then begin ramming at the godmodder. And then I ride a bit far away from him anddeploy an air drone.And then I let the rest go ahead.
Welcome to the game! I recommend you read over the initial post, as well as some of the recent pages.
The Godmodder is further down in the crypt! He cannot be attacked!
Small Air Drone summoned! It will do things at the end of the turn when you command it to! (Note: The Godmodder is not here right now, but if he were, that drone would be brainwashed to his side! I recommend you charge future summons.)
------
Charges:
Finding items 3/5
Building watch tower 3/5
------
Alchemies - none. :'(
------
Actions: So, do a thurst of punches aganist Conga line
------
Helping:
+3 Redstone
Spiral Nemesis: 128/140
Badass Cyborg Honey Badger: 17/150
I order the horde of killer party hats to attack whatever Conga Line wasn't attacked the last time, and I proceed to provide some more sunglasses for Cranky Kong in order to slightly buff his Crunk. Then, I get close to the other Conga Line and proceed to shoot at it with a flamethrower.
Tahm Kench uses Bargain on Aetherderon and Tongue Lashes the Ogre.
Alchemy!
Earthblessed Gauntlet (15) [+/-] Charged Particles (P) + Sandskim Desert Artifact (P) + Sunstone (P) + Muddy Wrappings (T) + Various Gemstones (T) + Earth Charm (T) + Rock Mould (T) + Staff of Earth (T) + Golem Fist (T) + Lizhard Power Cell (P) = Hand of Terra (Level 22 - 3/23)
NEW: Amp from inFamous 2 || inFamous && inFamous 2&& Energy Cell && Ray Sphere = Fork of Power (Level 15 3/16) This weapon is an Energy Weapon, not a Lightning Weapon.
NEW: Ring || (Infinity Blade 2 Spoilers && Vague Side-Plot) && Angel Feather && Divine Intervention && Heal Spell && Holy Spell && Light Spell = Holy Band (Level 15 - 4/16)
Holy Band from Infinity Blade.
Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 10/21)
Tab under renovations.
Charges!
The Great World 82/550 (+1 from GoldenReady, +1 from Sirplop) Funnelling almost everything into it.
Searching for a hammer... 6/15
Soul Arcanery!
No new soul this time.
Vivid Soul of Clarity: Level 2 - 3'000/38'000hp
Immortal Soul of Swordsmanship: Level 5 - 10'000/75'000hp
Aayla uses Future Sight on King Conga! Aayla foresaw an attack!
(Pokémon)
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.) 3/4 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)
Lis Lucem (Level 10) (Light Dagger) (E)
Dux Noctum (Level 10) (Dark Band (Bracelet)) (E)
Denito Surrexit (Level 10) (E) (Time Pocketwatch)
Burnout (Level 10) (Fire Whip) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Lamb's Respite (Level 10) (Cloth armor made of fur that seems to offer little protection)
Crystals Pouch (Level 10) (it's a pouch full of crystal's)
Man (Level 10) (Stone Chisel) (E)
Winder (Level 10) (Energy Clock Hand) (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)
Mirror Light (Level 25) (Shield)
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: 65+
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap, Master of Hell, Extended Life.
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:
Soul of Flight: Level 1
Lucid Soul of the Creator: Level 3
Eternal Soul of Instability: Level 4
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: 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 4 and 5 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:
Exhibit (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] (22), Father Time's Wristwatch (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Space: Tier 1: Spyglass of Space (O - 10), (15), Boundless [RELIC] (22) x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Energy: Tier 1: Winder (O - 10), Fork of Power (P - 15), Restless [RELIC] (22), x (20)
Tier 2: x (25), Source (25)
Tier 3: x (35-50) Reality: Tier 1: Tome of Reality (O - 10), x (15), Limitless [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Fault Life: Tier 1: Vice Nercio (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Light: Tier 1: Lis Lucem (O - 10), Holy Band (15), Disc of the Sun [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Creation: Tier 1 E (10), x (15), x [RELIC] (22), Art Initiates Life (P - 20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Dark: Tier 1: Dux Nocte (O - 10), Puppet (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Foundation
Fire: Tier 1: Burnout (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: Shaman (25), x (25)
Tier 3: x (35-50) Water: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: Tidehunter (25), x (25)
Tier 3: x (35-50) Earth: Tier 1: Crunch (10), Aftershock (O - 15), Hand of Terra [RELIC] (P - 22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Air: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x( 25) Tier 3: x (35-50)
Herald Nature: Tier 1: Nature's Call (O - 10), x (15), x [RELIC] (22), x (20) Tier 2: x (25), x (25)
Tier 3: x (35-50) Ice: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Lightning: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Stone: Tier 1: Man (O - 10), Rock (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Spiral Nemesis: 129/140
Badass Cyborg Honey Badger: 18/140
+2 to: Cyanogynist. +1 to: GoldenReady
I shoot at whatever Conga line hasn't been hit the last time with a bunch of plasma guns until they overheat so much they are about to explode, at which point I throw them so they don't explode on my hands (They are a different model that needs a cooldown in order to prevent them from exploding). I also order the Horde of Killer Party Hats to flank the other Conga Line and attack it. Then, I order them to se their secret power: Merge into a single party hat that is a lot stronger (It's just that weird). Then, I proceed to heal Aetherdeon because I can't let it die (Because he is too strong to be allowed to die eaasily).
Well, that'll be easier for me to keep track of. The Party Hats merge into a single entity!
Conga Line 1 takes 5,000 damage!
Aetherderon is healed by 5,000 HP!
-- 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. 10 - Edge of the Shifting World; Doesn't function like a normal sword, cuts space-time instead of flesh.
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. 1 Soul of Flight
Lvl. 3 Lucid Soul of the Creator Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
Charges increment and the Titanic Crusher heals 5,000 HP. Cranky Kong's new sunglasses flash with light as the ethers of randomness swirl around him... He regains double Crunk this turn! +140 Crunk! ... Of course, this only brings him back up to 420. Oh well.
Tahm Kench heals Aetherderon for 15,000 HP and uses Tongue Lash on the only remaining enemy, King Conga! He takes 10,000 damage and now has a 60% chance to miss his attack this turn! Cranky Kong uses The Following, losing 210 Crunk and summoning four MLG Pro Gamers! Aetherderon uses Polyp Swarm, hitting King Conga for a total of 135,000 damage! Szalinthia uses Bring to Light, summoning another 5 Demonic Legionnaires! She then leads her army in an attack on King Conga, dealing 75,000 damage total! The Sludge Crawlers deal another 15,000 damage to King Conga! The Assault Team deal a total of 60,000 damage to King Conga, helped along by the Assault's crits! The Tentacles attack King Conga for 10,000 damage! The MLG Pro Gamers deal 30,000 damage total to King Conga! Chris deals 10,000 damage to King Conga! The Massive Killer Party Hat deals 5,000 damage to King Conga! The Shadow Fighters and Black Bombers deal 35,000 damage to King Conga!
King Conga whiffs an attack thanks to Tahm Kench's Tongue Lash! Tahm Kench feels an evil presence glaring at it from deeper in the Crypt... For that matter, the music seems louder here. And all of your hearts seem to be beating to the music much more strongly. The end of the Crypt isn't too far away - prepare yourselves!
The Crypt (of the Necrodancer): Zone Four BOSS!
10% dodge chance for all AG entities.
Tahm Kench [AG] HP: 300,000/300,000.
Aetherderon, God of the Worlds [AG BOSS] HP: 232,000/600,000 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 Adrenaline(effect) III
Heavy [AG] HP: 65,000/100,000. Die Another Day: IIIIII Orbital Bombardment: IIIIIIIIII Guard (Blocks 50% damage) III
Sludge Crawlers [AG] HP: 5,000/5,000. (x15.)
Massive Killer Party Hat [AG] HP: 20,000/20,000 Kamikazes 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: 80,000/125,000 (Protecting Szalinthia.)
Demonic Legionnaires [AG]: HP: 25,000/25,000 (x9.)
CRANKY KONG [AG]: 342,000/342,000 HP. THE SCALE OF CRUNK: 210/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING:IIIII + 280 CRUNK. THE GUIDANCE: IIIIII+ 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK. Crits IIII
Tentacles [AG]: HP: 25,000/25,000 (x1.) 20,000/25,000 (x1.)(Meatshielding Cranky Kong.)
MLG Pro Gamers [AG] HP: 30,000/30,000 (x4.) Have a 10% dodge rate.
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
Small Air Drone [AG] HP: 10,000/10,000
King Conga [PG BOSS] HP: 360,000/750,000 [Vulnerable!]
The way updates work is that I post a skeletal updop, or skeledop, respond to things through edits, and then do the EOTB, or End-of-Turn-Battle. So you should be able to see the results of your action right about... now.
Tahm Kench uses Abyssal Voyage on Cranky Kong (apparently Aetherderon and Tahm Kench have been immune to damage for 4 turns, but Abyssal only lasts for one) and Bargain on Aetherderon.
Alchemy!
Earthblessed Gauntlet (15) [+/-] Charged Particles (P) + Sandskim Desert Artifact (P) + Sunstone (P) + Muddy Wrappings (T) + Various Gemstones (T) + Earth Charm (T) + Rock Mould (T) + Staff of Earth (T) + Golem Fist (T) + Lizhard Power Cell (P) = Hand of Terra (Level 22 - 4/23)
Amp from inFamous 2 || inFamous && inFamous 2&& Energy Cell && Ray Sphere = Fork of Power (Level 15 4/16) This weapon is an Energy Weapon, not a Lightning Weapon.
Ring || (Infinity Blade 2 Spoilers && Vague Side-Plot) && Angel Feather && Divine Intervention && Heal Spell && Holy Spell && Light Spell = Holy Band (Level 15 - 5/16)
Holy Band from Infinity Blade.
Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 11/21)
Calan Lich Slaps™ King Conga with Hand of the Archlich (ability).
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)
Lis Lucem (Level 10) (Light Dagger) (E)
Dux Noctum (Level 10) (Dark Band (Bracelet)) (E)
Denito Surrexit (Level 10) (E) (Time Pocketwatch)
Burnout (Level 10) (Fire Whip) (E)
Vice Nercio (Level 10) (Life Ring) (E)
Lamb's Respite (Level 10) (Cloth armor made of fur that seems to offer little protection)
Crystals Pouch (Level 10) (it's a pouch full of crystal's)
Man (Level 10) (Stone Chisel) (E)
Winder (Level 10) (Energy Clock Hand) (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)
Mirror Light (Level 25) (Shield)
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: 65+
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap, Master of Hell, Extended Life.
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:
Soul of Flight: Level 1
Lucid Soul of the Creator: Level 3
Eternal Soul of Instability: Level 4
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: Level 5
Immortal Soul of Swordsmanship: 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 4 and 5 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:
Exhibit (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), Sleepless [RELIC] (22), Father Time's Wristwatch (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Space: Tier 1: Spyglass of Space (O - 10), x (15), Boundless [RELIC] (22) x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Energy: Tier 1: Winder (O - 10), Fork of Power (P - 15), Restless [RELIC] (22), x (20)
Tier 2: x (25), Source (25)
Tier 3: x (35-50) Reality: Tier 1: Tome of Reality (O - 10), x (15), Limitless [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Fault Life: Tier 1: Vice Nercio (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Light: Tier 1: Lis Lucem (O - 10), Holy Band (15), Disc of the Sun [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Creation: Tier 1 E (10), x (15), x [RELIC] (22), Art Initiates Life (P - 20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Dark: Tier 1: Dux Nocte (O - 10), Puppet (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Foundation
Fire: Tier 1: Burnout (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: Shaman (25), x (25)
Tier 3: x (35-50) Water: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: Tidehunter (25), x (25)
Tier 3: x (35-50) Earth: Tier 1: Crunch (10), Aftershock (O - 15), Hand of Terra [RELIC] (P - 22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Air: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x( 25) Tier 3: x (35-50)
Herald Nature: Tier 1: Nature's Call (O - 10), x (15), x [RELIC] (22), x (20) Tier 2: x (25), x (25)
Tier 3: x (35-50) Ice: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Lightning: Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50) Stone: Tier 1: Man (O - 10), Rock (15), x [RELIC] (22), x (20)
Tier 2: x (25), x (25)
Tier 3: x (35-50)
Alchemies
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 13/17) (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, 12/13) Laser Machinegun && Influx Waver = Martian Madness (Level 10, 11/11) NO DESC GIVEN Rocket Launcher && Drill Containment Unit = Explosive Miner (Level 5, 6/6) I'll do this one myself: Explosive Miner: A drill containment unit that summons a drill mount modified to mine with rockets. The drill mount is shockproof and makes its rider immune to splash damage from the rockets.
S.D.M.G. && Vortex Beater = ??? (Level ?, 1/??)
Explosive Miner && Cosmic Car Key = ??? (Level ?, 1/??)
Action
I withdraw the Explosive Miner and summon a drill mount. I then blow the ground up from under the MLG Pro Gamers. In the same instant, I do the same to the Shadow Fighters. They are thrown into each other by the shockwave, at which point I fire a rocket directly at the combined groups, sending every single one of them directly at King Conga. I then psyche him and blow them up again, straight up into the air. The area grows to accommodate this UNREAL AIR. At the peak of their ascent, I teleport the entire drill mount and its contents straight up and diffuse them with a strategically placed rocket, sending all fourteen of them in fourteen different directions. I then spin around them rapidly, firing them into each other again and finally causing an explosion that drops them straight down into King Conga.
I am God, I am King, 101!!!!!/101 (+2 from Fare(dammit, he gave me 3, not 1!)) Done. 525,000/525,000 HP (N) (Name: The Worker of Secrets) (Buff if needed, or nerf)
Abilities:
QIP Destablization: IIIIII Instantly kills a targeted enemy.
Fatal Strike: IIII Does huge damage to the targeted enemy.
Energy Shield: IIIII Damage taken is halved for 4 Turns.
Reset the World: IIIIIIIIIIIIIIIIIIII Only usable when the Godmodder is under 25 HP. Kills ALL entities, with the exception of the godmodder. Also needs a 10-post charge. He will disappear for 5 turns.
Rain Fire: IIIII Does huge damage to a group of entities.
Spoil Of War: Infinity Blade: IIII Same as Fatal Strike. Ah, so I'm finally here. (NOT Alliciar's dialogue from ages ago)
I bow. I have called for you for help, Galath.
Galath looks around. Ah, so you need help beating things up? Yes.
We shake hands.
Tom Anqinas 8/15
D-Force 1/69 (yup.)
Chris beats the crap out of King Conga.
TWoS (The Worker of Secrets) slashes at King Conga.
I pull out the Death Stick and beat the crap out of a random PG entity.
-=Actions
Aetherderon will Starstrike whatever horrors lurk deeper in the crypt! (AKA whatever is coming after King Conga)
Szalinthia leads the entire AG side (of those who wish to) on an assault, using Rising Sun to boost everyone.
I put the Lucid Soul of Dreams into the Bag of Holding, and then sit on the bag! IT SOUNDS LIKE A WHOOPEE CUSHION!
-- 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. 10 - Edge of the Shifting World; Doesn't function like a normal sword, cuts space-time instead of flesh.
Lvl. 05 - Dungeon Rock; Totally epic heavy metal guitar that really does 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. 1 Soul of Flight
Lvl. 1 Soul of Clarity
Lvl. 3 Lucid Soul of the Creator Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
Lvl. 5 Immortal Soul of Swordsmanship
+3 Tazz
If you take another step forward... 32/50
you are REALLY not gonna like what happens next. 32/50
Ends of the Earth 3/11
Zodiac's Azimuth 11/11 +1 from Tam Keytar ++ Brimstone
ZODIAC'S AZIMUTH: A very large bow that is jet-black, and yet has remnants of Notch's holy power surrounding it. Twelve constellations are projected across its surface like holograms, each flickering with respective color. The weapon has the power of the twelve zodiac constellations, and can harness their powers individually in its arrows.
Nerf Bat (Lv. 1)
Gatekeeper's Scythe(Lv.10)
Cosmic Progeny(Lv.10)
Navitas Nox(Lv.10, PA)(scammed some suckers in the Arena, Scythe duplicate)
Nerfing Minienders(Lv. 20)
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)
Thorny Bow (Lv. 15)
Zodiac's Azimuth (Lv. 10)
Ion Cannon(Spoil, 4 round charge)
Lv. 1 = light dam for 3 enemies
Lv. 2 = med dam for 1 enemy
Lv. 3 = heavy dam for 2 enemies
Lv. 4 = massive dam for 4 enemies
I fire the Nerfing Minienders at King Conga, nerfing him; then fill him with arrows from Zodiac's Azimuth.
Bidding Winner: Because Generic DID outbid Cyan in the end, he technically wins, BUT he basically requested he didn't want it, sooooooo...
@Cyanogynist : CYAN, CLAIM THY PRIZE. JOIN THE SE7EN, AS ITS FIRST MEMBER.
HAT/Rat/Jor CHARGE: 5/5
71/100 Apparel Assemble! JORMUNGANDR: 50/50 (+2 FROM GENERIC) DUE TO HIS REQUEST, THE WINNER OF THE BID IS CYANOGYNIST. HE WILL BE REMOVED FORM THE BID TABLE BECAUSE OF THIS. FENRIR: 1/50 FENRIR BID:
GENERIC: 27
THE FLAMING TOAST: 9
W32CORAVINT: 6
DARKSIDE: 5
REDSTONETAM: 3
FARESSAIN: 1 WINNERS:
CYANOGYNIST (JORMUNGANDR)
+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: 16/26)
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: 18/22) (+5 FROM GENERIC, +2 FROM THE FLAMING TOAST, +2 FROM REDSTONETAM, +2 FROM W32CORAVINT)
GOLDEN PYRAMID && INDIGO FLAMES = CIPHER'S CALL (LEVEL 10: 11/11) (+2 FROM GENERIC) BANG. DONE.
CIPHER'S CALL: A 2D PYRAMID WITH AN INNOCUOUS DOUBLE OF A TATTOO, WHICH, IN MY CASE, IS MORE ACCURATELY UNNATURALLY PALE FLESH WITH MARKINGS ON IT BEING STAPLED TO THE AREA OF APPLICATION. YES. IN ANY CASE, THIS BAD BOY ROLLS UP OMNISCIENCE, MINDSCAPE CONTROL, VARIOUS PASSIVE PSIONIC ABILITIES, AND MORE ALL INTO A SINGULAR PACKAGE.
GALACTIC GLOVE: IT'S A GLOVE WITH THE POWER OF GALAXIES IN IT. IT'S FUNCTIONS GIVE IT CONTROL OVER THE STARS, INCLUDING AN IMPRESSIVE NEBULAE OBLITERATOR SPELL AS A PRIMARY WEAPON. QUITE POWERFUL. RECOMMENED FOR THOSE WHO HAVE ANY WISH OF HOLDING A PLANET IN TEHIR HANDS OR ANOTHER SORT OF CELESTIAL BODY WITHOUT DESTROYING COUNTLESS INNOCENT LIVES.
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); THE ARM OF SANITY (10; LEFT EXOSKELETON ARM FOR AN ANIMATRONIC ++ SANITY); CIPHER'S CALL (10); GALACTIC GLOVE (10, GLOVE ++ ASTRAL);
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).
---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: 3/69
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: DONE SET THREE, THAT OF THE SHADOWPLAYER: NOCTE CONSUMENS (O), OFF CELL (AO/M), EYE OF NOTHING (O), CIPHER'S CALL (O). Fenrir: IN-PROGRESS 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)
-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)
-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)
-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)
-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)
-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)
-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)
-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)
-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)
-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)
-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)
PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)
DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.)
THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)
COLLECTOR (A device that allows save retrieval of almost everything and safe storage.)
COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.)
WEAPONS (note that those numbers are the LEAST I want)
-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.) (Nerfing Minienders && Navitas Nox, most likely.)
-4 FRONT-MOUNTED GUNS (Do I need to explain this? the stronger the better. Preferrably strong multi-damage to prevent easy damage prevention. Triple M with slipshield shots should do the trick.)
-ANTI-MISSILE DEFENSES (Smoke and Flares are only one half-the other half is something to discourage getting behind me or firing missiles. Orbitar defenses seem best for this)
-2 SEMI-AUTO TURRETS (these guns are usually automated but can be manned; these should be BIG hitters but flexible enough to be used with regularity.)
-2 STANDARD ANTI-SHIP WEAPONS (Wave Motion Gun, even BIGGER explosions, SOMETHING to reliably take out Supercapitals at least)
-3 MEN OF SILENCE (Men of Silence are high-power silence fields. I mean, take Lex Ordinis and crank the silencing aspect up to 121, then abandon everything else about it. Not even 11, 11 squared. It's that powerful. It can be turned on and off as needed. And yes, I need three. Anti-Mage all the way. One of them are there to make sure that any accidents with the Magus Focus are contained if/when the standard issue silencing field doesn't contain it)
-3 SPELLCARDS (Named after the Touhou Franchise's Smart Bombs, these release a pulse of repulsive energies before unleashing a royal slathering of bullet hell in all directions. Mostly forward, mind, but still pretty much everywhere. Long time to recharge, hence 3 are required. Basically annihilates smaller craft and repulses all projectiles away, making it a flexible offense-defense panic button.)
-1 MADNESS OF DEATHWING (Just think of it as a RIDICULOUSLY powerful bomb.)
-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 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.
Two of Eight now, and a third incoming...Fredbear, who do you think these sets refer to? The eight?
I DON'T KNOW. I COULD BARELY CARE, BUT I HAVE MY SUSPICIONS ABOUT NUMBER TWO FOR A VARIETY OF REASONS THAT, IF ACTUALLY THOUGHT ABOUT FOR HALF OF A SECOND, SUDDENLY MAKE MASSIVE gorillaLOADS OF SENSE. HER TAKING TO HEMMORHAGE NIGH-IMMEDIATELY, HER TEXT COLOR, HER SUPPOSED NICKNAME OF PHOENIX, AND HER BEING FROM A RIDICULOUS FAR FUTURE.
Uh, Fredbear, that's actually...REALLY concerning. Because, you know...If she's THAT relevant, that would mean...Ugh. Stupid prophecy crud. But at least it-
NO NO NO NO NO.
TAZZ, WE HAVE ALREADY AGREED THAT WE WILL NOT TOLERATE FURTHER 'THIS UPDATE TERMINAL IS A LAGGY PIECE OF gorilla' ARGUMENTS IN THE RP SECTION, HOWEVER TRUE. IT JUST CLOGS EVERYTHING UP AND LASTS FOR LIKE A WEEK.
IN ANY CASE, BEHOLD. THE SECOND SET COMPLETE.
NEW, THE JORMUNGANDR CHARGE: HEMMORHAGE && VITA AUSTRALI && UNITE'S SCARF && THE UNDYING LIGHT && JORMUNGANDR 50 POST CHARGE = JORMUNGANDR (LEVEL 50)
JORMUNGANDR: A DARK-RED ARTIFACT OF A SUSPICIOUSLY SIMILAR COLOR. IT IS DECALLED WITH WHITE EDGES AND IS PATTERNED AFTER A SNAKE, JUDGING BY THE SCALES...IN ANY CASE, TREMENDOUS POWER, MORE USEFUL THAN RATATOSKR IN CLOSE-RANGE ENGAGEMENTS DUE TO A WICKED-LOOKING SET OF KNUCKLE SPIKES AND THE ENDS OF THE GAUNTLETS BEING CLAWED. THE POWER OF LIFE, BLOOD AND HOPE COURSES THROUGH HERE, AS WELL AS PARADOX FOR SOME REASON, AND ASIDE FROM ACTIVE MANIPULATION OF SAID ELEMENTS WHERE APPLICABLE, THESE POWERS BLESS ANY WHO WEAR IT NOT ONLY AN INCREDIBLE DETERMINATION TO LIVE IN THE FACE OF DEATH, BUT ALSO A REGENERATION FACTOR TO MATCH SUCH. QUITE LITERALLY, WEARING THIS, YOU MUST BE ONE-SHOT TO DIE, AND EVEN THAT SEEMS UNLIKELY, AS YOU'LL PROBABLY REGENERATE FROM YOUR COMPONENT ATOMS. THIS IS THE KIND OF WEAPON YOU'D EXPECT TO SEE ON SOME MASSIVE HULK OF A DUDE WHO JUST STANDS THERE AND FILLS YOU WITH DAKKA WHILE TANKING LIKE FIVE THOUSAND HEADSHOTS, AND YET, IT SEEMS QUITE LIGHTWEIGHT. TOO LIGHTWEIGHT, ACTUALLY. AS FOR ITS TRANSFORMATION, ITS EFFECTS ON CYANOGYNIST FOR IT'S VERY FIRST USAGE SHALL BE MONITORED. AND YES, FOR THE RECORD, WHEN YOU GET IT THE CHARGE IS 5, SO YOU MAY USE IT ONCE IMMEDIATELY. SO THANK gorilla FOR THAT. OF COURSE, AS FOR WHATEVER REASON MY HAT CHARGE RECHARGED AS WELL...I'M NOT SURE WHAT THAT'S ABOUT. BUT WHATEVER, THIS ONE IS YOURS FOR THE TAKING. USE IT TO TRANSFORM, USE ITS SPECIAL ABILITIES, AND SHOOT THINGS.
CYAN, PLEASE PUT THIS ON AND INVOKE THE TRANSFORMATION SO THAT WE MAY DESCRIBE IT TO YOU. YES, THAT IS COMPLETELY DUMB BUT IT'S THE WAY IT WORKS, BECAUSE TEXT-BASED FORMAT.
-MEANWHILE-
Yesss, they didn't see me queue up the duplication...And I took it right under their noses! Ahaha!
...Wait...This one makes me feel strong...BUt I don't feel DIFFERENT. Uh, is there a transformation thingamabober associated with this, like the Ratatoskr thing?
Transformame?
...No?
Odd, I feel strong...But nothing changed! Ugh. Eh, it looks cool, fits my aesethetic, and if these stats are being truthful they buff up my relevant stats almost perfectly, meaning this WOULD be my best weapon...That's good enough for now. I think I'll just have to hide this for now...Fredbear'll probalby figure this out, but really, what do they have to argue against? This doesn't break anything, and in case THEY go rogue they have me...And I just want to get away from these guys post-Crypt.
Final boss coming up...Wait, am I already at L00T limits?...Augh, Nuuuuuuu!...Well, at least I have the zombie corpses.
...They'll be better for making Thralls out of later. But not right now, suddenly having a posse might get the Guardian worked up...
...Mr Icy, where are you? I wanna go home after all'a this...
THE NOT-ELF IS CURRENTLY NOT HERE, THANK gorilla FOR THE TEMPORARY REPRIEVE.
NOW I SHALL ACTUALLY PERFORM THE SACRED RITUALS, UPON WHICH I MEAN, I FIRST ASK THE MAGNIFICENT LORD OF ALL GUDNESS, CRANKY KONG, TO OBLITERATE WHATEVER FOE STANDS IN OUR WAY OF THE FINAL BOSS, OR ALTERNATIVELY OBLITERATE WHATEVER WEAK TRASH MOBS THERE MAY BE BETWEEN US AND THE FINAL BOSS, IF ANY EXIST. NEXT ROUND, HIS CRUNK LEVELS WILL BE HIGH ENOUGH TO USE THE BLESSING AT THE SAME TIME THE ASSAULT'S MOST POWERFUL CHARGE SHALL BE FINISHED, GIVING HIM AN INCREDIBLY POWERFUL BUFF JUST AS HE UNLEASHES HIS MOST POWERFUL MOVE-SURELY THIS MUST BE AN INTENSE ULTRA-COMBO. THE TENTACLES AND MLG PRO GAMERS SHALL FOLLOW THE WISE AND JUST CRANKY KONG IN THIS TASK.
THEN, I TAKE THE LORD MICHAEL'S HAT AND LEAP INTO THE FRAY WITH THE PRESUMABLY STILL-ALIVE KING CONGA, WHO'S GENERAL FAILINGS MAKE HIM A WEAK WEAKLING WITH EXTRA WEAKNESS, AND ONE I SHALL PERSONALLY ATTEND TO MURDERING RIGHT NOW. I TAKE THE HAT AND THROW IT AT HIM LIKE A BOOMERANG...EXCEPT, UPON THE RETURN, THE HAT FREEZES BETWEEN ME AND KING CONGA. IT THEN SPUTTERS, AND THEN BEGINS COLLECTING NATURALLY-OCCURING CRUNKNESS FROM THE SURROUNDINGS. NOW, BECAUSE THE MLG PRO GAMERS AND CRANKY KONG BOTH NATURALLY EXUDE CRUNK FROM THEIR VERY BEINGS, THE COLLECTION PROCESS QUICKLY AMASSES NIGH-UNFORESEEN LEVELS OF CRUNK IN THE SPAN OF A FEW SECONDS. THE HAT MAKES AN ODD NOISE, AND IT UNDERGOES A STARTLING TRANSFORMATION, THE PURE CRUNKNESS TAKING UPON THIS HAT AND FORMING IT INTO A FAR MORE PRO MLG FORM, SPECIFICALLY A SNIPER RIFLE.
AND FAR MORE SPECIFICALLY.
THE AWP.
AND NOT JUST ANY AWP. NOT EVEN THE AWPPER HAND THAT TF2 USES. NO.
THIS IS.
THIS. IS.
THE AWP. THE ALPHA-AWP, THE VERY FIRST, FROM WHICH ALL OTHERS DESCEND FROM AND TO WHO ALL PALE IN COMPARISON.
THE AWP SLOWLY HOVERS TO MY LOCATION, STOPPING WITHIN ARMS REACH, AND UNHESITATING, I REACH OUT AND GRAB ITS FABELED CRUNKNESS, GETTING READY TO SNIPE LIKE ONLY A FEW HATH SNIPED BEFORE.
MY SENSES ARE OVERLOADED BY THE PURE GUDNESS OF THIS SACRED WEAPON, BROUGHT FORTH FROM THE ALREADY-SACRED LORD MICHAEL'S HAT. I REALIZE THAT THIS MUST BE THE SNIPER RIFLE HE USED IN HIS FABELED CAMPAIGN AGAINST THE MARTAINS, EARNING ENOUGH MULTI-DEGREE NOSCOPER'S HEADSHOTS WITHOUT A SPOTTER THAT THE WHITE DEATH HIMSELF CAME OUT OF HIS GRAVE TO CALL HIM THE BETTER MAN-AND THE WHITE DEATH GOT 700 KILLS, 5/7THS THEREOF WITH A SCOPELESS AND SPOTTER-LESS RIFLE. THE LORD MICHAEL, ONE OF THE PATRON MUSES OF CRUNK, USED THIS TO EARN 4200000000 HEADSHOT KILLS, ALL OF WHICH WERE SCOPELESS, SPOTTERLESS AND WHILE BEING A WHILRING DERVISH OF DEATH, DANCING INTO ENEMY LINES, KNOWING WHERE THE BULLETS WOULD BE FIRED THROUGH SIMPLE KNOWLEDGE OF THE FORCES OF CRUNK, AND THUS ABLE TO DODGE WITH WHAT WAS CONSIDERED UNCANNY LEVELS OF GRACE. SUCH WAS HIS PRONESS. AND THAT PRONESS IS NOW MINE TO WIELD, HOWEVER TEMPORARY.
I PROCEED TO NEAR-REPLICATE THE VERY FEAT I MENTIONED. WELL, NEAR-REPLICATE BEING THE KEYWORD. THERE IS ONLY ONE HEAD-THE HEAD OF KING CONGA. OTHERWISE, MY MAD DANCE OF HEADSHOTS AND CRUNK AROUND HIM NEAR-REPLICATES THE GRAND AND MIGHTY FIVE-MINUTE SIEGE OF THE MOON, COMPLETE WITH MOONWALKING AND THE CLOSEST I COULD GET TO MULTIPLE HEADSHOTS, TIME-MERGING KING CONGA SUCH THAT I MAY SHOOT HIS HEAD MULTIPLE TIMES AT ONCE. SUCH IS THE LEVEL OF MY SKILL THAT TIME ITSELF ALLOWS ITSELF TO BE BENT IN THIS WAY-FOR WITH THOSE WITH ENOUGH CRUNK, ALL IS POSSIBLE.
AT THE END OF THE RECREATION, THE AWP REFORMS BACK INTO ITS MORE MUNDANE FORM AS THE LORD MICHAEL'S HAT, AND I RE-EQUIP IT FOR MY PURPOSES. MEANWHILE, THE FOOLISH KING CONGA, WHO DARED TO OPPOSE THE RIGHTEOUS CAUSE OF DESTROYING THE GODMODDER BY SERVING AS A ROADBLOCK TO THE INNER SANCTUMS OF THIS PLACE, NATURALLY DIES OF NOT HAVING A HEAD IN ANY SENSE OF THE WORD WHATSOEVER. NATURALLY, HE TAKES MASSIVE DAMAGE FROM THE LOSS OF HIS HEAD.
Well, it's "a tattoo of a triangle that is burned into the wearer's flesh or flesh-analogue", meaning that it probably wouldn't have any flesh involved if you could help it. But hey, it's your call.
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