Destroy the Godmodder

Status
Not open for further replies.
+3 Tazz
If you take another step forward... 35/50
you are REALLY not gonna like what happens next. 35/50
Ends of the Earth 5/11
Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast 2/??
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 hit the Golden Lute with Sulfurous Synth, causing it to weep at how much better keytars are than synths. I then poke the Godmodder in the eye.
 
Last edited:
n/a

HAT/
Rat/Jor CHARGE: 2/5

73/100 Apparel Assemble! (+1 from GM)
FENRIR: 10/50 (+6 FROM GENERIC, +1 FROM REDSTONETAM, +1 FROM GM)
FENRIR BID:
GENERIC: 33
THE FLAMING TOAST: 11
W32CORAVINT: 6
REDSTONETAM: 6
DARKSIDE: 5
FARESSAIN: 1
TMB50: 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: 18/26)

Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator (Level 10: 6/11)


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: 22/22) (+2 FROM TFT) (YES)

THE WAVE SIGN: I ALREADY SHOWED THE CLOSEST PHYSICAL REPRESENTATION I COULD TO YOU. IT'S BASICALLY AN IMPROVED OFF-CELL MEANT TO OBLITERATE STUFF.

NEW: STARDUST CORRUPTOR CANNON && LUNAR FLARE && MOON LORD TROPHY && ELDRITCH TENTACLE = ELDRITCH MOON CANNON (LEVEL ?: 3/?)

NEW: CLOAK || NEBULAE FRAGMENT && SOLAR FRAGMENT && VORTEX FRAGMENT && STARDUST FRAGMENT && LUNAR ESSENCE && CLOAK = COSMIC MANTLE (LEVEL ?: 1/?)

Glasses ++ Alchemization = Alchesightation (Level 10: 1/1)

Alchesightation: The Alchemiter...In Glasses form. With a twist: A few seconds of looking at something can allow me to alchemize with it, even if I don't already have it! It has all the modules the current Alchemiter has except the Elemental Infuser, because that would be too good. They look REALLY normal otherwise...


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); 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); THE WAVE SIGN (21);

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

ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10 Ax ++ Fire); Nocte Consumens (10 Gauntlet ++ Darkness); Navitas Nox (10 Twin Assault Rifles ++ Energy); Abiit (10 Sicle ++ Void); Traho (10 Chestplate ++ Gravity); Victor Ignis (25); Hemmorhage (10, Spiked Glove ++ Blood); The Fade (15); Duri Iudicis (10, Robe ++ Limbo ); Magic Lord (25); Immortal Soul/Essence/Ether Blob of the Muse (5, Soul, Sound/Music) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation); Ratatoskr (50); Timor Tactu (10, Tiger Claws ++ Fear); Yukari's Umbrella (10, War Umbrella ++ Twilight); Jörmungandr (50); Alchesightation (10; Glasses ++ Alchemization)

SHIP PARTS INVENTORY:
Outer Hull (10); Grav-Protected Inner Hull (25);

SPOIL INVENTORY:
---Crystalized Ki [|||||] (Note: Yellow = Charge) (Ability: Does damage. Drains HP of Allied/controlled Entities to improve damage, proportional to HP drained. Can drain no HP.)
---Akron's Core
[|||||][|||||][||] (Note: White = Charge) (Note: charge is split to designate what abilities are available and if overflow is an issue) (Ability: Use one of Akron's basic attacks for 5 charges, or expend all to use his Ultimate)
Standard Attacks: Firestorm (High Power, 3-target, chance to burn; Fire/Explosive immunity), Blizzard (Moderate power, 3-target chance to freeze; Water/Ice Immunity), Thunderstorm (Moderate power, 3-target chance to stun; Electric/Wind immunity), CONSUME (Really high power, 1-target, chance to Terror (Really nasty DoT + Berserk + Confusion mix), Light/Dark immunity), Tremor (really low power, hits everything not flying, chance to Stagger (sets up Crit damage on target for one attack), Earth/Poison immunity.), Doomblade (Very high attack power, 3 targets), Barrage (Moderate Damage, all entities, 90% accuracy).)
Ultimates: Obliterate (Extremely high damage on one target (the power of 7 consumes). Can't be used on Bosses, only targets one component); Singularity (3-5 (rng) Targets of choice get nailed with CONSUME).

CRANKY KONG [AG]: 342,000/342,000 HP. THE SCALE OF CRUNK: 420/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING: IIIII + 280 CRUNK. THE GUIDANCE: IIIIII + 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK.
UNLIMITED GUDNESS: 69 TURNS. PUTTING THAT IN A BAR IS JUST CRUEL. TURNS: 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 (O), EYE OF NOTHING (O), CIPHER'S CALL (O). Fenrir: IN-PROGRESS

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

ONCE ALL EIGHT SETS ARE COMPLETE, THEN THE FINAL STAGE-COMBINING ALL NINE ALCHEMIES INTO THE ECLIPSE-CAN BEGIN. THAT WILL REQUIRE A LARGE CHARGE, BUT UNTIL THEN I WOULD HOPE ALL EIGHT SETS PRODUCE ALCHEMIES THAT ARE AT LEVEL 25, IF NOT SLIGHTLY LOWER/HIGHER.


GENERAL SCHEMATIC: The Preston's Soul (Commander-class, Rank SSS; top of the line.)

OUTER HULL (Luminite/Thaumium at least; Voidmetal/Divinium/Draconite/Glitchplate preferred. Anomaly-proofing required.) (DONE!)


INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.) (DONE!)

ENERGY SHIELDING X 2 (Doubleshielding is a royal pain to work with but SOOOOOOOO worth it it's not even funny. Independent Recharges are required; inner shield should be meant for pure defensive measure, while outer shield is meant to discourage attackers. Adaptive Shields are preferred as well for inner coating. I think I'll have to split this into three parts: )

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

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

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

ROOMS:

-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)

-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)

-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)

-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)

-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)

-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)

-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)

-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)

-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)

-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)

PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)

BACKUP ENGINES (Again, SSS-rank Commander, no substitutes. Preferrably, Creation Nodes empowering Crayta Engines.)

DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.)

THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)

COLLECTOR (A device that allows save retrieval of almost everything and safe storage.)

COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.)

WEAPONS (note that those numbers are the LEAST I want)


-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.) (Nerfing Minienders && Navitas Nox, most likely.)

-4 FRONT-MOUNTED GUNS (Do I need to explain this? the stronger the better. Preferrably strong multi-damage to prevent easy damage prevention. Triple M with slipshield shots should do the trick.)

-ANTI-MISSILE DEFENSES (Smoke and Flares are only one half-the other half is something to discourage getting behind me or firing missiles. Orbitar defenses seem best for this)

-2 SEMI-AUTO TURRETS (these guns are usually automated but can be manned; these should be BIG hitters but flexible enough to be used with regularity.)

-2 STANDARD ANTI-SHIP WEAPONS (Wave Motion Gun, even BIGGER explosions, SOMETHING to reliably take out Supercapitals at least)

-3 MEN OF SILENCE (Men of Silence are high-power silence fields. I mean, take Lex Ordinis and crank the silencing aspect up to 121, then abandon everything else about it. Not even 11, 11 squared. It's that powerful. It can be turned on and off as needed. And yes, I need three. Anti-Mage all the way. One of them are there to make sure that any accidents with the Magus Focus are contained if/when the standard issue silencing field doesn't contain it)

-3 SPELLCARDS (Named after the Touhou Franchise's Smart Bombs, these release a pulse of repulsive energies before unleashing a royal slathering of bullet hell in all directions. Mostly forward, mind, but still pretty much everywhere. Long time to recharge, hence 3 are required. Basically annihilates smaller craft and repulses all projectiles away, making it a flexible offense-defense panic button.)

-1 MADNESS OF DEATHWING (Just think of it as a RIDICULOUSLY powerful bomb.)

-1 [REDACTED]: Yeah no. I'll be making this bit myself. No spoilers. This is just here to remind myself, for good measure.


ARENA:


Arena Cue:

-Cyanogynist versus Roxxanne.
-AVAILABLE.

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

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

ARENA CHALLENGES: I am ALWAYS looking out for new people to dish out the pain to. As such, I'm demanding Arena Challenges. I'll take 3 at a time on-cue. (Alternatively, I dish them out, which is rare).

There are two kinds of opponents you can pick. The first is versus my standard characters. There's a slight difference between each; Roxxanne will use Akron's Core and the Crystalized Ki, will Fredbear will use the Lord Michael's Hat and the Medusa's Head. This is of standard difficulty. Rules and prizes will be discussed. Any special arena events will override challenges, so take note. This can occur in Free-For-Alls, Duels or Tag-Team matches, though I do NOT count them as separate characters for tag-team, so please if in the case of a Tag-Team, let me have an actual player on my side, m'kay?

The second is against Tazz, who is as of right now, Piono (you remember him only losing basically due to an idiot ball moment, right?) on steroids due to a variety of reasons and abilities. The second is only available as a duel as well (I may consider 2-on-1 format if he proves too strong to be beaten). Due to intense difficulty, no penalties (unless you want to do that or something) are required for losing, as the fight is quite purposefully stacked against your favor. Great rewards await you upon victory, however. He WILL have the equipment of all characters barring their spoils of War.

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

ALCHEMIES:

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

As of right now, I have a SPECIAL proposition. It's simple enough, akin to the Piono-player bids of old. It's simple; any charges you get will be funneled into my Project-Eclipse relevant alchemies. For every +1, you get +1 in a bid tally. Whoever gets the highest bid wins the alchemy...BUT can't get another from the same bid. Naturally, there are only seven, so this means exactly seven winners. In addition, I am preventing people from duplicating it beyond the 1st time. Let's take a step back: Seven is PLENTY.

One more thing: You ARE bound to a charge to use the Alchemy. Meaning, if you're a winner and use it, you need to wait (Level of Alchemy/10, rounded down) posts (not counting the post you recieve the alchemy in) to use it again. You CAN'T assist this charge, either, it works exactly like the Hat Charge above. In case you SOMEHOW wind up with more than 1 of these, this will be SHARED amongst any similarly-leveled Alchemies, which means you CAN'T spam them every turn in case you somehow get five.

@Cyanogynist : I feel your pain. I so totally feel your pain...Through really, I think he was just giving you a small nod there...And Piono was kind of severely weakened beforehand, little thanks to you, so really you're not going to be confused for a Sue. Still, given our opponent...Well, ugh. I'm not a Sue, you're not a Sue, but it could be pretty hard to know if there are any lying around here or there...

CRANKY KONG, HIS MOST CRUNKNESS, SHALL HAVE HIS MLG PRO GAMERS ASSAULT THE GOLDEN LUTE WITH THEIR MULTI-DEGREE HEADSHOT RAMPAGES. KINDA, AS IT DOESN'T HAVE A HEAD. CRANKY KONG HIMSELF LOOKS UPON THE MASSES, NOTICES THE ASSAULT ABOUT TO USE ASSAULT TEAM, AND UNLEASHES THE BLESSING UPON THE ASSAULT, TO GIVE HIS ABILITIES AN INTENSE OVERDRIVE. THE ASSAULT IS OVERCAME BY THE ALL-EMPOWERING MANTLE OF CRUNK.

I SHALL PULL OUT THE CORAL RIFF GUITAR TO GIVE CRANKY KONG ANOTHER ROUND OF MEATSHIELDS, WHO SHALL ALSO WAIL UPON THE GOLDEN LUTE, IF REASONABLE.

I PULL OUT A VARIETY OF BONES, LABELED PROPERTY OF SANS. WHOEVER SANS IS, HE PROBABLY FORGOT THEM AGES AGO, AS THEY'RE GATHERING DUST. IN ANY CASE, I BEGIN TOSSING THEM AT THE GOLDEN LUTE. AS THEY IMPACT THE GOLDEN LUTE, THEY DEAL 1 DAMAGE...PER FRAME OF CONTACT, WHICH PRETTY MUCH AMOUNTS TO MUCH HIGHER, AND BRIEFLY TAP A BIT OF DAMAGE THEREAFTER. THE RESULTING DAMAGE AFTER I HAVE EXHAUSTED THE WHOLE BOX IS UTTERLY UNREALISTIC OF A SIMPLE CACHE OF BONES.

...BONES THAT THEN TURN INTO MASSIVE SKULLS, WHICH THEN SHOOT MASSIVE LASERS AT THE GOLDEN LUTE. OK, YEAH, THOSE AREN'T SIMPLE BONES. IN ANY CASE, THIS CONTINUES FOR A FEW MINUTES, DURING WHICH TIME RANDOM WALLS DECIDE TO MATERIALIZE TO SMASH THE GOLDEN LUTE EVEN MORE, BEFORE IT ALL JUST VANISHES. NOTHING ELSE. FOR NOW...WAIT, NO, NOTHING PERIOD. THANK.

I WONDER WHO THIS SANS WAS. HOPEFULLY I DON'T MEET HIM IN CASE HE HAS MORE BONES LIKE THOSE.
 
Last edited:
>1/2
@The Flaming Toast; Yesssssss..... I am pleased. Also, for the next From the Grave, you should totally bring back the Aberrant Legion. (Page 85, Turn Update.)

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (67/300) +1 from Compensation
Incubation Beast (15/15) +1 from Compensation -- COMPLETE
Runic Shepard (0/10)

-=Summons
The Aetherian Rift shudders, and an Incubation Beast sludges out of it! Out of it's chest erupts a new Sludge Crawler!
Incubation Beast summoned! [HP: 30,000/30,000] Its ability is in the Entity section.
+1 Sludge Crawler!

-=Actions
Aetherderon Great Calls the Necrodancer!
Szalinthia Breaks the Ranks of the PGs, and then slashes the Skeleton Knights!
The Demonic Legionnaires clash with the Skeleton Knights!
The Titanic Crusher runs forwards, and crushes the Golden Lute!
The Sludge Crawler(s) follow the Titanic Crusher, and nom upon the Golden Lute!
The Incubation Beast punches the Necrodancer!

Ì̀̕͡͠t̛͢͠ ̷̴͞w̧i̵͞l̡̛̀͘͝l҉͜ ̢́͡͞b̸̨ȩ̷̨̧̡ ̶m̸̴͞͏́į̡n̸̸̢̧͝e̡҉̶
I grab the Immortal Soul of a Dying Sun, and sling it through a hole cut with Dust. It enters an infinite loop of dimensional jumps, and when it reaches terminal velocity, I smash it out of it with Eternity's Tremor. I teleport to its landing spot with Everfree, and blast it with everything Unlimatums got before I trap it into the Bag of Holding. I take the Bag, put it under Aetherderon's foot, and after he's stepped on it, I take the Soul out, and collapse it into a singularity with Everfree, before I slam it into the Lucid Soul of Dreams by punching it with Aftershock.

M̴̠͉͚̖͔͡i͏̲̭̼͕̥̰̗n̢̼̮̜̝̣͇͈̣e͓̲̭̠͢.̥̀

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (15/29 -- Lvl. 28)
Dust && Everfree == Core Eva (17/26 - Lvl. 25) Devastation & Regrowth
Eternity's Tremor && Unlimatum == Core Titan (7/26 - Lvl. 25) Fall & Rise
Outer Land Wood && Bag of Possibilites && Darkstone Scryer == Unending Swarm (7/26 - Lvl. 25) +2 from Toast
(Blackguard && Unending Swarm == Core Oran) Defense & Invasion
-- 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.
"I created him for a purpose; He will fight for me alone."
-- 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.
-- Incubation Beast
At the beginning of the round, after combat, create a Sludge Crawler for every PG entity type on the field. (AKA group entities still only count as 1 type)
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
Lvl. 5 Immortal Soul of a Dying Sun -- IT WILL BE MINE.
+1 to Toast, +1 to Jon, and +1 to Darkside
 
Last edited:
LIGHTFORM CHARGE: 3/3 (READY.)
JORMUNGANDR CHARGE: 2/5
>Temporary copy of OST: Appearify.
Thanks.
Then, suddenly Arch-Sue Nekochromia comes into the Crypt.
Did you miss me? I would have unleashed the Collector against you if it wasn't for Gabe's interference.
Now this is the time where you gorillaing die.

>Rainbow beam from Arch-Sue Nekochromia: Narrowly miss.
The projectile curves around you.
The Lord Michael has saved me.
This is a sign.
A sign that I must
beat the ever-l1v1ng gorilla out of you.
I shall strike you down with the
d1v1ne retr1but1on brought by the souls of the gorillaed.
1t's t1me to gorilla some gorillas.
So now you know Mardek's Jormungandr quirk. Same clear grammar, just with i's replaced by 1s, as he is the first of the Se7en.
----
I play Imagine Dragons - Monster (also apparently available on Smoke + Mirrors Deluxe, apparently) on OST, Edge of the World, and Bass Concres:red:.
You're not the only ones that can reference Infinity Blade.
The music cancels out Richard's Golden Lute music (for me) and empowers the Imagine Dragon.
I then drink the 1337-Alarm Hot sauce in my inventory, which recharges both my Super Attack, my majjyks meter, my Combat Operandi, AND my Limit Break.
SUPER ATTACK ACTIVE.
MAGIC ACTIVE: INCINERATE 420, HOLY 420, DEFEND 420.
JOINT COMBAT OPERANDI: ULTIMATA GRINDER.
LIMIT BREAK: RAGNAROK.

First the Necrodancer gets stunned and slashed.
Then he gets shanked by a million spears of pure fire, then a beam of light (similar to the psiionic beam that the Condesce used to incinerate Kanaya) incinerates him, then I heal Galath.
And then the Imagine Dragon glows red and green, and it gains all the hope powers within the vicinity. All of them. I then throw a beam axe that orbits the Imagine Dragon, then throw it at him.
And just when he think's it's over, all the swords that compose Divine Madness, Elemental Excalibur, Equinox, Flare, Oblivion's Derailer, Pendulum, Edge of the World, THIS IS INCREDIBLY ZILLY, the 25 main Piono alchemies, then the swords themselves, all of Matt's swords, all of GladiusAssailant's swords and glaives, then the Infinity Weapons. All of these fall down upon the Necrodancer, the Godmodder, and the Golden Lute.
I then gaze upon the Necrodancer, the Godmodder, and the Golden Lute, now impaled by sword-shaped friendliness pellets.
The Medic fires off Antidote on the Necrodancer.
The Assault activates the Assault Team, and then three soldiers, wielding Fortune's 500 like he is, fire a beam of pure crunk at the PGs. That doesn't help the PGs as the Assault is empowered by the embodiment of crunk itself, Cranky Kong. Well, it does help a little, as the crit from Adrenaline is nulled by the Blessing's minicrit. But the PGs are gorillaed anyway.
The Heavy bombards the PGs with Aerial Bombardment.
~~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.
The alchemy with (Se7en) is part of Project Eclipse.
Jormungandr (Level 50, Se7en)
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)
Pendulum (Level 25, Cloak ++ Eclipse)

OST (Level 25, TEMPORARY)
~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)
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)
Portal to the Deep Dank (Level 10, Portal Gun ++ Memes)
Imagine Dragon (Level 10, Axe ++ Draconic)

~~~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 Redstonetam
~~Charges~~
Hyun [AG BOSS]: 11/413
Git gud.
Transistor [AG BOSS]: 32/150
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.
Kill(): 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]: 57,500/50,000 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) (19/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (17/26)

Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (17/26)

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) (26/26) (+1 Redstone) (Done!)

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.

Axe ++ Draconic = Imagine Dragon (Level 10) (1/1)
The Imagine Dragons-themed axe you get from buying Imagine Dragons - Monster from Infinity Blade 3. Previously known as the Dragoor Mount.

~~Joke Alchemies~~
None.
 
Last edited:
Spiral Nemesis: 132/140
Badass Cyborg Honey Badger: 21/150
I force the Godmodder to listen to the whole thread after passing all of it through a faulty translator, resulting in thingsa like all his lines turning into onomatopeia akin to that of a toy train or gun, and causing all my lines to imply I'm obsessed with some sort of pony with nukes (Considering that, the last time it was used it did the same, but with a pony with missiles, to pretty much everyone but a single person...who got the same emoticon distortion,, it's a decent "improvement"). After that, I summon even more party hats until they (And their corpses) overcrowd the room (This is an attack, not an actual summon) and then I order them to explode.
After that, I proceed to shoot the ****ing **** out of the Golden Lute AND I call down an orbital strike on it.
 
Yup, im using them
Daibo, lvl 1




Blah, blah, blah, special items will be here.
------
Charges:
Find more items - using
Build watch tower - using
Find more items - 3/5(+1 crystal, +1 redstone)
Summon legionary 3/7(+1 crystal, +1 redstone
------
Alchemies - none. :'(
------
Specials:

Towers:
Watch tower - undiscovered

------
Actions:
I am kicking butt of any enemy, and use charges.


------
Helping:
+3 Redstonetam
 
Spiral Nemesis: 133/140 (This. Is. Gonna. Hurt)
Badass Cyborg Honey Badger: 22/150 (When it actually spawns, it will only get even more insane).
I do a bit of research and tell the Godmodder about what the Golden Lute actually is, and that it is very dangerous AND very powerful artifact that could easily bypasss his powers (Namely, I'm trying to trick him into getting rid of it, and just looking it up made it easier than making up some sort of lie).
 
Daibo
------
Charges:
Find more items - hopefully used
Build watch tower - hopefully used
Find more items - 4/5
Summon legionary 4/7
------
Alchemies - none. :'(
------
Specials:
Specials are minions/ dual-held weapons, what have their abilities
Towers:
Watch tower - undiscovered
Ability: ???
HP:???
Dmg: ???
Dmg absorbtion: ???
------
Actions:
I wololo the harp and use it aganist necrodancer


------
Helping:
+3 Redstonetam
 
Last edited:
n/a

HAT/
Rat/Jor CHARGE: 3/5

74/100 Apparel Assemble! (+1 from GM)
FENRIR: 11/50
FENRIR BID:
GENERIC: 33
THE FLAMING TOAST: 11
W32CORAVINT: 6
REDSTONETAM: 6
DARKSIDE: 5
FARESSAIN: 1
TMB50: 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: 19/26)

Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator (Level 10: 7/11)7


THE WAVE SIGN: I ALREADY SHOWED THE CLOSEST PHYSICAL REPRESENTATION I COULD TO YOU. IT'S BASICALLY AN IMPROVED OFF-CELL MEANT TO OBLITERATE STUFF.


NEW: STARDUST CORRUPTOR CANNON && LUNAR FLARE && MOON LORD TROPHY && ELDRITCH TENTACLE = ELDRITCH MOON CANNON (LEVEL ?: 4/?)

NEW: CLOAK || NEBULAE FRAGMENT && SOLAR FRAGMENT && VORTEX FRAGMENT && STARDUST FRAGMENT && LUNAR ESSENCE && CLOAK = COSMIC MANTLE (LEVEL ?: 2/?)

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); 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); THE WAVE SIGN (21);

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

ALCHEMY INVENTORY:
Damaged Infernal Torment (20); Levis Ignis (10 Ax ++ Fire); Nocte Consumens (10 Gauntlet ++ Darkness); Navitas Nox (10 Twin Assault Rifles ++ Energy); Abiit (10 Sicle ++ Void); Traho (10 Chestplate ++ Gravity); Victor Ignis (25); Hemmorhage (10, Spiked Glove ++ Blood); The Fade (15); Duri Iudicis (10, Robe ++ Limbo ); Magic Lord (25); Immortal Soul/Essence/Ether Blob of the Muse (5, Soul, Sound/Music) Bass Concres:red: (10, Headphones ++ Sonic); The Fallen (17); Superoesque (10, Bow ++ Wind); Spatium Progresso (10, Bobblehead ++ Glitch); Artifex ex Machina (10, Paxel ++ Creation); Ratatoskr (50); Timor Tactu (10, Tiger Claws ++ Fear); Yukari's Umbrella (10, War Umbrella ++ Twilight); Jörmungandr (50); Alchesightation (10; Glasses ++ Alchemization)

SHIP PARTS INVENTORY:
Outer Hull (10); Grav-Protected Inner Hull (25);

SPOIL INVENTORY:
---Crystalized Ki [|||||] (Note: Yellow = Charge) (Ability: Does damage. Drains HP of Allied/controlled Entities to improve damage, proportional to HP drained. Can drain no HP.)
---Akron's Core
[|||||][|||||][||] (Note: White = Charge) (Note: charge is split to designate what abilities are available and if overflow is an issue) (Ability: Use one of Akron's basic attacks for 5 charges, or expend all to use his Ultimate)
Standard Attacks: Firestorm (High Power, 3-target, chance to burn; Fire/Explosive immunity), Blizzard (Moderate power, 3-target chance to freeze; Water/Ice Immunity), Thunderstorm (Moderate power, 3-target chance to stun; Electric/Wind immunity), CONSUME (Really high power, 1-target, chance to Terror (Really nasty DoT + Berserk + Confusion mix), Light/Dark immunity), Tremor (really low power, hits everything not flying, chance to Stagger (sets up Crit damage on target for one attack), Earth/Poison immunity.), Doomblade (Very high attack power, 3 targets), Barrage (Moderate Damage, all entities, 90% accuracy).)
Ultimates: Obliterate (Extremely high damage on one target (the power of 7 consumes). Can't be used on Bosses, only targets one component); Singularity (3-5 (rng) Targets of choice get nailed with CONSUME).

CRANKY KONG [AG]: 342,000/342,000 HP. THE SCALE OF CRUNK: 420/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING: IIIII + 280 CRUNK. THE GUIDANCE: IIIIII + 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK.
UNLIMITED GUDNESS: 69 TURNS. PUTTING THAT IN A BAR IS JUST CRUEL. TURNS: 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 (O), EYE OF NOTHING (O), CIPHER'S CALL (O). Fenrir: IN-PROGRESS

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

ONCE ALL EIGHT SETS ARE COMPLETE, THEN THE FINAL STAGE-COMBINING ALL NINE ALCHEMIES INTO THE ECLIPSE-CAN BEGIN. THAT WILL REQUIRE A LARGE CHARGE, BUT UNTIL THEN I WOULD HOPE ALL EIGHT SETS PRODUCE ALCHEMIES THAT ARE AT LEVEL 25, IF NOT SLIGHTLY LOWER/HIGHER.


GENERAL SCHEMATIC: The Preston's Soul (Commander-class, Rank SSS; top of the line.)

OUTER HULL (Luminite/Thaumium at least; Voidmetal/Divinium/Draconite/Glitchplate preferred. Anomaly-proofing required.) (DONE!)


INNER HULL (Voidmetal at least; Divinium/Draconite/Mythosite/Blackguard preferred, Anomaly-proofing required.) (DONE!)

ENERGY SHIELDING X 2 (Doubleshielding is a royal pain to work with but SOOOOOOOO worth it it's not even funny. Independent Recharges are required; inner shield should be meant for pure defensive measure, while outer shield is meant to discourage attackers. Adaptive Shields are preferred as well for inner coating. I think I'll have to split this into three parts: )

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

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

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

ROOMS:

-LIVING QUARTERS (Obvious. Let's not get too fancy with the beds here, but Void Wifi is a must. 36 passengers preferred, but at least 6 minimum. Hammerspacing may be required. There should also be dining and relaxation and such here.)

-STORAGE (Hammerspaced interior preferred, needs to have 2592 Inventory spaces at the very least, or 48 Minecraftian Double-chests. Should additionally have a Freezer with an additional 8 Minecraftian Double-Chests for cold-storage. Hidey holes will be put ELSEWARE.)

-ARMORY/FITNESS (Hammerspaced interior also preferred, needs to have 1296 Inventory spaces at the very least, or 24 Minecraftian Double-Chests. Should also have dojo/gymnasium to keep physical fitness in check.)

-ARTIFACT AREA (because I'm gonna be takin' ALLLL 'DA L00T; needs to have fossil extratctors/cleaners, dusters, and containers all rated for use class-10 Artifacts at least (Think along the lines of Level 50,), Class 25 (think Level 125) preferred.)

-MEDICAL BAY (HEALZ PLZ. I'd prefer magical healing to stuff like Mediguns, but a fully array is required, with magical focus.)

-CRAFTING STATION (Ichorium Multitype Assembly table required, as well as a Forge of Worlds; I already have the tools needed to make them both work, so no worries there! A Wizard's Vitalius and a S-Ranked Cantara Brewery will also be mandatory. A Sacred Heart and Cruel Soul is preferred. Anything better than those is also preferred.)

-GARDEN (strictly for mobile food purposes, as well as possibly resources. 14x14 plot minimum, an upgrade to 21x14 or even 21x21 would be preferred. Slight hammerspacing may be required. Separated plots also preferred. Must be able to grow Minecraftian Oak as well as at least three different crops, at least Two Fruits and one Vegetable.)

-TELEPORTER ROOM (think star-trek's little thing, with more precision. Needs to be able to send in/out at least 8 from/to completely separate locations. Basic telelocking required; moderate telelocking preferred.)

-MAGUS FOCUS (OK, light explanation: A Magus Focus is basically a room where magic can be channeled into and magnified to an appropriate size for ship combat from ONE mage/spellcaster/whatever, meaning a Spell of Repair will suddenly restore a whole fleet, or a simple quick-cast magic missile turns massive enough to obliterate most fighters-in other words, Magus Focuses, in the right hands, make the ship capable of any roll, which is REALLY useful. I require a Kalastite focus of rank 9 (of 15) at least; anything stronger would be appreciated.)

-ANCIENT SOULRING (I think I'll just need to buy/steal this from the right peeps. I believe Auctioneers were involved? Beh. In any case, this is more of a special feature related with the REALLY ancient, old, and super-powerful cool stuff...Or something. I heard it was really valuable.)

PRIMARY ENGINES (At least two, SSS-class Commander, no substitutes. Preferrably, Creation Nodes empowering Movers.)

BACKUP ENGINES (Again, SSS-rank Commander, no substitutes. Preferrably, Creation Nodes empowering Crayta Engines.)

DOUBLE-BACKUP ENGINES (Third time now: SSS-rank Commander, no substitutes. Here, we're going for Askanta Engines with a Creation Node giving Aska Fuel for the whole thing, in case Creation Node or such are wiped out.)

THRUSTERS (Uh, wow, can't believe I almost forgot to put this in here. In any case, these should be given the standard treatment of Voidproofing, Chrono-Slip, the Pearlgate, and so on. Eight total, flex-pivot, Weponized Exhaust preferred. If you're going that route, go for the Brute's Blend (Death, Chaos, Oblivion, and Electric Blender) or an Enchilda's Wrath. (Space, Light, Creation and Chaos)

COLLECTOR (A device that allows save retrieval of almost everything and safe storage.)

COCKPIT (This was obvious. Double-proofed; the first one should be Full-link, but I want a backup multi-view cockpit with all the tools in case it all goes poor. Reflex switching required; any psionic attackers ought not to make the ship a sitting duck. Auto-Pilot is also a must.)

WEAPONS (note that those numbers are the LEAST I want)


-18 AUTO-TURRETS (Aka pivoting point defense; these turrets shoot down bogeys that get too close, though can be told to target specific enemies and ignore others entirely.) (Nerfing Minienders && Navitas Nox, most likely.)

-4 FRONT-MOUNTED GUNS (Do I need to explain this? the stronger the better. Preferrably strong multi-damage to prevent easy damage prevention. Triple M with slipshield shots should do the trick.)

-ANTI-MISSILE DEFENSES (Smoke and Flares are only one half-the other half is something to discourage getting behind me or firing missiles. Orbitar defenses seem best for this)

-2 SEMI-AUTO TURRETS (these guns are usually automated but can be manned; these should be BIG hitters but flexible enough to be used with regularity.)

-2 STANDARD ANTI-SHIP WEAPONS (Wave Motion Gun, even BIGGER explosions, SOMETHING to reliably take out Supercapitals at least)

-3 MEN OF SILENCE (Men of Silence are high-power silence fields. I mean, take Lex Ordinis and crank the silencing aspect up to 121, then abandon everything else about it. Not even 11, 11 squared. It's that powerful. It can be turned on and off as needed. And yes, I need three. Anti-Mage all the way. One of them are there to make sure that any accidents with the Magus Focus are contained if/when the standard issue silencing field doesn't contain it)

-3 SPELLCARDS (Named after the Touhou Franchise's Smart Bombs, these release a pulse of repulsive energies before unleashing a royal slathering of bullet hell in all directions. Mostly forward, mind, but still pretty much everywhere. Long time to recharge, hence 3 are required. Basically annihilates smaller craft and repulses all projectiles away, making it a flexible offense-defense panic button.)

-1 MADNESS OF DEATHWING (Just think of it as a RIDICULOUSLY powerful bomb.)

-1 [REDACTED]: Yeah no. I'll be making this bit myself. No spoilers. This is just here to remind myself, for good measure.


ARENA:


Arena Cue:

-Cyanogynist versus Roxxanne.
-AVAILABLE.

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

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

ARENA CHALLENGES: I am ALWAYS looking out for new people to dish out the pain to. As such, I'm demanding Arena Challenges. I'll take 3 at a time on-cue. (Alternatively, I dish them out, which is rare).

There are two kinds of opponents you can pick. The first is versus my standard characters. There's a slight difference between each; Roxxanne will use Akron's Core and the Crystalized Ki, will Fredbear will use the Lord Michael's Hat and the Medusa's Head. This is of standard difficulty. Rules and prizes will be discussed. Any special arena events will override challenges, so take note. This can occur in Free-For-Alls, Duels or Tag-Team matches, though I do NOT count them as separate characters for tag-team, so please if in the case of a Tag-Team, let me have an actual player on my side, m'kay?

The second is against Tazz, who is as of right now, Piono (you remember him only losing basically due to an idiot ball moment, right?) on steroids due to a variety of reasons and abilities. The second is only available as a duel as well (I may consider 2-on-1 format if he proves too strong to be beaten). Due to intense difficulty, no penalties (unless you want to do that or something) are required for losing, as the fight is quite purposefully stacked against your favor. Great rewards await you upon victory, however. He WILL have the equipment of all characters barring their spoils of War.

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

ALCHEMIES:

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

As of right now, I have a SPECIAL proposition. It's simple enough, akin to the Piono-player bids of old. It's simple; any charges you get will be funneled into my Project-Eclipse relevant alchemies. For every +1, you get +1 in a bid tally. Whoever gets the highest bid wins the alchemy...BUT can't get another from the same bid. Naturally, there are only seven, so this means exactly seven winners. In addition, I am preventing people from duplicating it beyond the 1st time. Let's take a step back: Seven is PLENTY.

One more thing: You ARE bound to a charge to use the Alchemy. Meaning, if you're a winner and use it, you need to wait (Level of Alchemy/10, rounded down) posts (not counting the post you recieve the alchemy in) to use it again. You CAN'T assist this charge, either, it works exactly like the Hat Charge above. In case you SOMEHOW wind up with more than 1 of these, this will be SHARED amongst any similarly-leveled Alchemies, which means you CAN'T spam them every turn in case you somehow get five.

((Note: Whole sentence in Italics = thought.))

Ah, the Arch-Sue came...Hrm, now the eternal question, do I eat her after she's dead?

Well, for the pro side, I don't think I'll get the Arrogance passive, that's a mental passive...I can't get mental passives through eating, meaning there's basically no statistical downside. I also get Sueren song, a handful of Ace Traits, several attacks, AND I can pass it off as a Magical Girl transformation or somesuch. Magical Girls are always flashy. Ehehehe...Yeah I'll have to take one of those classes though. That'll be a bit complicated but I'm sure I can make it work. but, if anyone figured it out for real...Ugh, I'd never live that one down. They would get to call me Sue for the rest of my life and I can't deny it...Especially that Bear. Either way, I could probably L00T her Suetech, no-one's gonna argue about that much...Hrm, I'll L00T the corpse for her stuff and decide later, and if anything's important to Mardek, well, I can't really L00T that, so no problems!

...OK, now how do I keep inconspicuous...The Destroyer looked like a normal Black Cat, right? Yeah, I'll just transform into a Black Cat for a while. It's nice and dark so no-one'll be able to see me easily. As for people who know, well, the Sue won't know, not sure if Mardek knows but he won't mind me just watching or intervening to help, silently cheering him on, and the Bear will know so he'll mentally justify it as making sure the Sue doesn't get far-which is technically true, but I think Mardek will pull this one off even if his arena performance isn't favoring him...Plus, if things DO go south, I can just go ultimate obliteration cat mode and shred her with Supernovae spam and claim the corpse legitimately. Excellent, set plan.

-One Transformation into Dark Godcat later-

I'm a Nya. Meow meow, nya mrow...Nya. Mmmmmhh, this is sooooooooooo cuuuuuuuuute! I love kitties, and now I'm a kitty! :3

Now, just to watch the fight...If Mardek calls up I'll just join, but only then, methinks. I need to keep eyes open.

-MEANWHILE-

OH WHAT'S THE SUE DOING NOW?

Given her personality and, err, tastes, I bet she's just trying to eat the Arch-Sue post-mortem, and not look too conspicuous. A small black cat in a dark crypt like this isn't going to get noticed, and I doubt the Arch-Sue knows about that.

WONDERFUL, NOW I CAN ACTUALLY CALL HER SUE AND MAKE IT MATTER OF FACT.

Fredbear, her becoming an Arch-Sue would be...Problematic. I could still reasonably take her, but that would still be problematic. Just keep an eye on her.

FINE. BUT I'M BETTING EITHER MARDEK STOPS HER OR THE IDEA OF BEING CALLED A SUE FOREVERMORE STOPS HER.

Power is always tempting, and I'm busy trying to make this dumb thing work properly! Seriously, keep an eye out.

AN AMMENDUM TO CRANKY KONG'S ACTION: SHOULD THE MINICRIT DAMAGE BONUS FROM THE BLESSING BE UANBLE TO AFFECT THE ASSAULT DUE TO HIS ADRENALINE CRITS, HE SHALL SHIFT THE TARGET OF THE BLESSING TO THE HEAVY INSTEAD.

A COPY OF OST?

...I ATTEMPT TO COPY THE COPY OF OST, THEREBY GETTING AN ACTUAL COPY AND LOANING THE ORIGINAL COPY BACK TO AYLA. YES, THAT IS A PURE-ON ATTEMPT TO LOOPHOLE THE TEMPORARY NATURE OF THIS LOAN, AND NO, I DON'T CARE. IF IT WORKS IT WORKS AND IF IT DOESN'T IT DOESN'T.

IN ANY CASE, I PLAY OST, CREATING A NEW SOUNDTRACK JUST FOR THE OCCASION. IT IS ENTITLED '"A MUSICAL REPRESENTATION OF HOW BAD THE NECRODANCER SUCKS gorilla." IT IS A 26-SONG SOUNDTRACK ABOUT EXACTLY WHAT IT SAYS ON THE TIN, CONTAINING THE FINEST, MOST POTENT EAR-OBLITERATION KNOWN TO MAN, WITH MY VOICE SINGING ABOUT HOW MUCH gorilla THE NECRODANCER SUCKS. SUCH POP HITS LIKE 'NECRODANCER? MORE LIKE DOGgorillaER,' 'I gorillaED IN YO' CRYPT,' AND 'I CAUGHT YOU HAVING gorilla WITH YOUR LUTE,' ARE ALL INCLUDED IN HIGH-DEFINITION SOUND CLARITY UNMATCHED.

NATURALLY, THE NECRODANCER CANNOT HANDLE THE MUSICAL AWFULNESS THAT SIMULTANEOUSLY MOCKS HIM, AND IN A FIT OF MADNESS, TEARS OUT HIS EARS. AND HIS EYES. AND HIS TONGUE. AND THEN I BASH HIM OVER THE HEAD WITH OST AS WELL, JUST TO MAKE SURE THE MUSIC NEVER ESCAPES HIS MIND. EAR WORMS ABOUT HIS SUCKINESS PENETRATE HIS THOUGHTS IMMEDIATELY UPON IMPACT, DRIVING HIM EVEN MORE INSANE AND LEADING HIM TO gorilla HIS OWN gorilla.

AS IT TURNS OUT, THAT'S ILLEGAL IN ALL LANDS OF TERRARIA, CAUSING CENX AND REDIGIT TO COME DOWN FROM THE HEAVENLY PALACE OF TERRARIA DEVELOPMENT TO SMITE THE EVER-LIVING gorilla OUT OF THE NECRODANCER, PLAUGING HIM WITH THE PLAGUE OF DUNGEON GUARDIANS. INSTANTLY, FIVE BILLION DUNGEON GUARDIANS ASSAIL THE NECRODANCER, DOING THEIR INSANE INSTANT-KILL DAMAGE PER HIT. SADLY FOR THE REST OF US, IT'S NOWHERE NEAR INSTANT KILL, BUT IT IS EXTREMELY HIGH AND CAUSES THE NECRODANCER TO LOSE HIS MIND. THE DUO THEN SHRED HIM TO PIECES WITH THE POWER OF SUMMONING FIVE THOUSAND GRACE MOON LORDS, WHICH OBLITERATE HIM WITH FIFTEEN THOUSAND TRUE EYES OF CTHULHU AND FIVE-THOUSAND GRAND LASERS OF LUNAR POTENCY. FINALLY, THEY LEVY UPON HIM A CURSE OF ETERNAL FROST MOON, MEANING A NEVERENDING WAVE OF EVERSCREAMS, SANTANKS, AND ICE QUEENS COME IN AND RAZE THE EVER-LIVING CARP OUT OF THEIR BASE. OH, AND EVERY LAST ONE DESTROYS THE TERRAIN, SO THERE IS NO REPRIEVE IN ANY SENSE OF THE WORD. JUST DEATH, AND THE RUINATION OF THE CRYPT, HIS HOME.

THEIR WORK DONE, THEY DEPART FOR THE HEAVENLY PALACE OF TERRARIA DEVELOPMENT, WHILE I SALUTE THEM AND SOUND THEM OFF WITH SOME MAGICAL BLASTS FROM THE GALACTIC GLOVE, DIRECTLY INTO THE NECRODANCER'S FACE.
 
/null

All the copies of OST will disappear (except that of Jondanger23) at the end of the crypt. Said copies can only be duplicated from the original, the duplicates cannot be further duplicated
 
+3 Tazz
If you take another step forward... 36/50
you are REALLY not gonna like what happens next. 36/50
Ends of the Earth 6/11
Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast 3/??
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
Sulfurous Synth (Lv. 10)
I take out a magical kazoo, and kazoo out every song from the Crypt of the Necrodancer OST. This masterful act of kazooing causes the golden lute to weep in shame.
 
I am sending out the TPP Streamer 15/200 +1 from GM (This may be extremely powerful if i summoned this)
Making Painis Cupcake 13/85
Establishing Project Storm II 8/300 (On Delay)

Alchemies

Dragon :red: (censored) + Katana + Lube + Cranky's Blessing = Freddy :red:boy's/gorilla's Katana (5/5) (Sorry for being naughty guys...)

What is it: It came from the FnaFb Universe (Not from Fnaf Universe) formerly wield by Freddy :red:boy and it can be used for slicing some bad guys up

Deal with it Glasses + MLG Sauce + Laser Beams = Super Deal with it Glasses (3/8)

Attack/Action: I scream out I AM BAAAAAAAAAAAAAAAAAAAA- (It goes on and on and on) in the top of lungs then i slice the Golden Lute with my Freddy gorilla's Katana Git Gud

+1 to Sirplop, +1 to Redstone, +1 to Toasty

Support me if you want.
 
No update today - Happy Thanksgiving to those here in the US! +2 to everything as celebration of Thanksgiving!
Also, I'm contemplating making Crystal challengeable in the Arena, much like Tazz's Tazz bossfight. Any thoughts?
 
>2/2

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (71/300) +2 from the Thanksgiving! +1 from Pricey
Runic Shepard (3/10) +2 from the Thanksgiving! Yay!

-=Summons
None.

-=Actions
I'm too tired to write a devastating attack against the Immortal Soul of the Dying Sun, so just assume it's amazing.
(I blame Thanksgiving.)

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (18/29 -- Lvl. 28) +2 from the Thanksgiving!
Dust && Everfree == Core Eva (20/26 - Lvl. 25) +2 from the Thanksgiving!
Eternity's Tremor && Unlimatum == Core Titan (10/26 - Lvl. 25) +2 from the Thanksgiving!
Outer Land Wood && Bag of Possibilites && Darkstone Scryer == Unending Swarm (10/26 - Lvl. 25) +2 from the Thanksgiving!
(Blackguard && Unending Swarm == Core Oran)
-- 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.
"I created him for a purpose; He will fight for me alone."
-- 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.
-- Incubation Beast
At the beginning of the round, after combat, create a Sludge Crawler for every PG entity type on the field. (AKA group entities still only count as 1 type)
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
Lvl. 5 Immortal Soul of a Dying Sun -- IT WILL BE MINE.
+1 to Toast, +1 to Jon, and +1 to Darkside
 
Discussion/Orders:

I'll hold on the level 50s until Tyr, Tazz. Also welcome back, @Pricey12345

Happy Thanksgiving you guys


Tahm Kench uses Bargain on Aetherderon and Devours the Lute.

Shia LeBouf headbutts the Necrodancer.


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 - 9/23)(+2 crys)

Amp from inFamous 2 || inFamous && inFamous 2 && Energy Cell && Ray Sphere = Fork of Power (Level 15 9/16) (+2 crys)
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 - 10/16) (+2 crys)
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 - 17/21) (+2 crys)- you can do this one if you like crys.

Tab under renovations.

Charges!
The Great World 97/550 (+5 from Sirplop, GoldenReady, crys and Pricey)
Pretty good so far.

Searching for glasses... 13/15 (+2 from crys)

Soul Arcanery!
Souls.exe

Immortal Soul of the Dying Sun (Solar/Entropy) - (Level 5) - 75'000/75'000hp
Deadicated to Sirplop. My rock.

Lucid Soul of Dreams: (Level 3) - 20'000/52'000hp

Current Soul Level Count: 8 (max. 8)

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

Actions!
Too many spoilers.
You know what else I like? Not dying. BRING IN THE ICE BARRIER ON CRANKY CRUNKY KONG BOYS. Hand of the Archlich seemed to sigh in distaste as it obliged, putting Ice Barrier on cooldown.

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
Conga Drums - (Spoil of War - Give two entites critical hits for one turn.) 3/3

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)
Storm's Thrall (Level 10) (Lightning Sword) (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)
CRUNCH TIME (Level 10) (Earth Boot) (E) (Renamed from Crunch)
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/Infernal Staff)
Current Abilities: Soul Collection, Blizzard, Ice Barrier, Lich Slap, Master of Hell, Extended Life, From the End of Time.
Cooldowns increase by one after each update.

Blizzard: Create a blizzard for 2 turns, damaging ALL non-water/ice/flying/godmodder entities, and reducing hit chance to 40% (60% reduction) Cooldown: |||||

Ice Barrier: 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: ||||| IN USE!

Lich Slap: Do very high damage to an entity. Cooldown: ||||

Master of Hell: Hand of the Archlich now has the ability to manipulate infernal fire and summon skeletons.

Extended Life: 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.

From the Grave: Resummon an past entity for two turns. It has 30% of it's size (for hordes) or health (for all other entities). Reduced to 10% for bosses. Set to 6 for entities that take 1 damage per hit. Will always be the same allignment of the user. Cooldown: ||||
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 (30), x (30)
Tier 3: x (50)

Space:
Tier 1: Spyglass of Space (O - 10), x (15), Boundless [RELIC] (22) x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Energy:
Tier 1: Winder (O - 10), Fork of Power (P - 15), Restless [RELIC] (22), x (20)
Tier 2: x (30), Source (30)
Tier 3: x (50)

Reality:
Tier 1: Tome of Reality (O - 10), x (15), Limitless [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)


Fault
Life:

Tier 1: Vice Nercio (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Light:
Tier 1: Lis Lucem (O - 10), Holy Band (15), Disc of the Sun [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Creation:
Tier 1 E (10), x (15), x [RELIC] (22), Art Initiates Life (P - 20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Dark:
Tier 1: Dux Nocte (O - 10), Puppet (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)


Foundation
Fire:

Tier 1: Burnout (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: Shaman (30), x (30)
Tier 3: x (50)

Water:
Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: Tidehunter (30), x (30)
Tier 3: x (50)

Earth:
Tier 1: CRUNCH TIME (O - 10), Aftershock (O - 15), Hand of Terra [RELIC] (P - 22), x (20)
Tier 2: Quake's Lieutenant (30), x (30)
Tier 3: x (50)

Air:
Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (30), x(30
)
Tier 3: x (50)

Herald
Nature:
Tier 1: Nature's Call (O - 10), x (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Ice:
Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Lightning:
Tier 1: E (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Stone:
Tier 1: Man (O - 10), Rock (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)


Combination Stage
Tier 4: (Conduit (75), Fault (75)), (Foundation (75), Herald (75))
Tier 5: Exhibit (150), Metaphysical (150)
Yes. That is 2 level 150 alchemies. Keep in mind this takes more than 550 posts to complete.

Support!
+1 GoldenReady +1 Sirplop +1 Pricey
 
LIGHTFORM CHARGE: 1/3
JORMUNGANDR CHARGE: 3/5
N/A
----
I then initiate an infinite Pumpkin Moon after the infinite Frost Moon, causing the remaining PGs to be trampled by an infinite amount of Pumpkings and Mourning Woods.
~~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.
The alchemy with (Se7en) is part of Project Eclipse.
Jormungandr (Level 50, Se7en)
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)
Pendulum (Level 25, Cloak ++ Eclipse)

OST (Level 25, TEMPORARY)
~~~Piono Alchemies~~~
Navitas Nox (Level 10, Twin Assault Rifles ++ Energy)
Ircucvci (Level 10, Katana ++ Rule of Cool)
Vi Forti (Level 10, Flail ++ Metal)
Mens Potentiam (Level 10, Crown ++ Psyche)
Bass Concres:red: (Level 10, Headphones ++ Sonic)
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)
Portal to the Deep Dank (Level 10, Portal Gun ++ Memes)
Imagine Dragon (Level 10, Axe ++ Draconic)

~~~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 Redstonetam
~~Charges~~
Hyun [AG BOSS]: 14/413 (+2 Crystal)
Git gud.
Transistor [AG BOSS]: 35/150 (+2 Crystal)
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.
Kill(): 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]: 57,500/50,000 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) (22/26) (+2 Crystal)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (20/26) (+2 Crystal)

Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (20/26) (+2 Crystal)

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.

Katana && Deadmau5 Head = Muramau5 (Level ?) (3/?) (+2 Crystal)
Information is in the discussion thread.


Axe ++ Draconic = Imagine Dragon (Level 10) (1/1)
The Imagine Dragons-themed axe you get from buying Imagine Dragons - Monster from Infinity Blade 3. Previously known as the Dragoor Mount.

~~Joke Alchemies~~
None.
 
I am sending out the TPP Streamer 19/200 +1 from Toasty +2 from Crystal (This may be extremely powerful if i summoned this)
Making Painis Cupcake 16/85 +2 from Crystal
Establishing Project Storm II 8/300 (On Delay)

Alchemies:
Freddy gorilla's Blade [Level 4]

Deal with it Glasses + MLG Sauce + Laser Beams = Super Deal with it Glasses (6/8) +2 from Crystal.

Attack/Action: I hit a Skele Knighty with my Freddy gorilla's Katana then i drink my Crunk (Get Crunked!)

+1 to Sirplop, +1 to Redstone, +1 to Toasty

Support me if you want.
 
/null

@Pricey12345 Every turn you can make a level ten elemental alchemy for free, thanks to piono cashing in ~396 charges. But only once per round. So, for example, Watch ++ Water = Watch of Water (Level 10 - 1/1) DONE!
 
I use OST to play this, and then perform an utterly ridiculous combo attack on the Necrodancer. First, I launch him into the air with a pile of fireworks, then smack him twice with a pool noodle covered with razor blades. After that, I toss an envelope filled with plutonium, and then I force the Necrodancer into an extremely awkward situation, where if they don't make said situation non-awkward within 3 seconds, they explode. I then throw him into the middle of a traffic jam, where every car is equipped with two miniguns and a sniper rifle, and the slightist touch will set all of the guns off. Then, to finish the combo, I kick him in the face three hundred times, strap him to a plutonium bomb, and throw the bomb at the Skeletal Knights.

Git rekt, skrub.
 
Hellish Crescendo (Level 15: 13/16)
Heaven's Crescendo 11/16 Level 16
"Rap"ier && Adventure Story Mechanic Chip = NEE x13 8/14
Ultimata Dertoxus II Rifle && Deus Noctum = Ultimata Drain Rifles 12/26 (+6 from Cyan)

+1 to Cyan, +1 to Tazz, +1 to Faressain

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.

Tom Anqinas 12/15
D-Force 20/69 (+6 from Fare)



Hello, ladies and gentlemen, I'm going to do an auction for the Ultimata Drain Rifles!

UDR Bid:

Faressain: 12
Cyan: 9

I beat the crap out of the Golden Lute with the Death Stick.
 
Status
Not open for further replies.
Back
Top Bottom