Destroy the Godmodder

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Crystal will now be challengeable in the Arena! Obviously, someone other than me will have to GM if I get a challenge. I'm not sure about any rewards that may be given out, but no penalties for losing in any case. There will be only one rule: No Alchemies. Creativity will rule.
Discussion/Orders:

From the End of Time: It is finished! The Hand of the Archlich is complete! Huge changes in the effects section.

Aayla distributes a copy of OST to @GoldenReady, @Jondanger23 and @Cyanogynist until the end of the Crypt. And only to be used in the Crypt. No arena shenanigans.

Also, I'll hold on the level 50s until Tyr, Tazz.

@Sirplop, see the souls.


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 - 6/23)

Amp from inFamous 2 || inFamous && inFamous 2 && Energy Cell && Ray Sphere = Fork of Power (Level 15 6/16)
This weapon is an Energy Weapon, not a Lightning Weapon.

Ring || (Infinity Blade 2 Spoilers && Vague Side-Plot) && Angel Feather && Divine Intervention && Heal Spell && Holy Spell && Light Spell = Holy Band (Level 15 - 7/16)
Holy Band from Infinity Blade.

Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 13/21)

Boot ++ Earth = Crunch (so original.)(Level 10 - 1/1) DONE!


Tab under renovations.

Charges!
The Great World 91/550 (+1 from Sirplop)(+1 compensation)
Funnelling almost everything into it.

Searching for a hammer... 10/15 (+1 compensation)

Soul Arcanery!
Souls.exe

Immortal Soul of the Dying Sun (Solar/Entropy) - (Level 5) - 75'000/75'000hp
I did it @Sirplop. For all your patron...ship? of the Soul Arcanery.

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 I like? Motivation. BRING IN SHIA LEBOUF IN A SUPERMAN CAPE BOYS. The Hand of the Archlich glowed as it olbiged, bringing back Shia LeBouf in a Superman Cape (6/6 [AG] Only takes 1 damage from attacks) and putting From the Grave 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)
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: |||||

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: |||| IN USE.
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 (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 Jondanger23

Ritual... (see Hand of the Archlich)
From the End of Time: 5/5 DONE!

Welp. Don't need this anymore.

Your entities will do as you say!
Soul summoned!
You (re)summon Shia LeBoeuf in a Superman Cape!

Hellish Crescendo (Level 15: 12/16)
Heaven's Crescendo 10/16 Level 16
"Rap"ier && Adventure Story Mechanic Chip = NEE x13 7/14
Ultimata Dertoxus II Rifle && Deus Noctum = Ultimata Drain Rifles 5/26

+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 11/15 (+1 from GM)
D-Force 13/69 (+1 from GM)

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

UDR Bid:

Faressain: 6
Cyan: 3

Ah yes, you have finally returned.
censoredtonotcauseaparadox Boy.
Ahahahahahahahahaha, yes, I know you, boy.
Remember the fight against the dastardly one?
And if this may not seem familiar to you, I am an inter-dimensional agent, working on a planet far, far away.
I can jump from this session to another session.
How do I know this session isn't canon to the real universe?
Matt the Pirate.

Have a nice day.
I then pull out a wrench.
So sad that men and women from the early minutes of this fight are mostly gone.
I build a Level 3 Sentry Turret.
Attack the Necrodancer!
The Sentry does so.
TWoS attacks the Necrodancer.
Chris then uses lava to melt the Golden Lute, or just damage it.

Your entities will do as you say!
10,000 damage to a Skeleton Knight, and another dies!

+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.

Ooh, whoops. Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast == Satan's Shredder 2/26
15,000 damage to the Golden Lute!
The Godmodder is suddenly wearing a Blackguard eyepatch!

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.

STARDUST CORRUPTOR CANNON && LUNAR FLARE && MOON LORD TROPHY && ELDRITCH TENTACLE = ELDRITCH MOON CANNON (LEVEL 25: 3/26)
Cranky Kong will do as you say!
You summon more Tentacles to meatshield Cranky Kong!
30,000 damage to the Golden Lute!

>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

Incubation Beast summoned! All your entities will do as you say!
45,000 damage to the Immortal Soul of a Dying Sun! The Lucid Soul of Dreams takes 5,000 damage as collateral damage!

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.

Arch-Sue? Uh oh. Dangerous amounts of glitter detected!
50,000 damage to a Skeleton Knight! It dies instantly! The OP Scale removes the Raptureladder swords, but the rest fall just fine.
Your entities will do as you say!

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.

The Godmodder stashes away his altered lines for future use, seeming to be unaffected! Maybe actually showing the faulty lines would be more effective.
10,000 damage to the Golden Lute!

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

5,000 damage to a Skeleton Knight!
You find a magical electric guitar lying on the ground, and pick it up! Its edges seem to be sharpened - perhaps it would be a good weapon? (The Axe - Level 5.)
A watchtower rises from the ground! It has 50,000 HP and does not attack, but an entity can enter it and be protected from damage!

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).

The Godmodder laughs. "You think I don't know that? I'm not giving this one up until you break it and pry it from my hands. Besides, I can easily protect myself from its more unsavory effects. I'm not the Godmodder for nothing! Heh."

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

5,000 damage to the Necrodancer?

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.

CLOAK || NEBULAE FRAGMENT && SOLAR FRAGMENT && VORTEX FRAGMENT && STARDUST FRAGMENT && LUNAR ESSENCE && CLOAK = COSMIC MANTLE (LEVEL 15: 2/16)
The Dark Godcat did have a red glow about it. Just so you know.

ALERT. UNREAL LEVELS OF GLITTER DETECTED IN DESIGNATE: NEKOCHROMIA. GL (Glitter Level) ESTIMATED AT 1000. CONSUMPTION HAS EXTREME RISKS OF SUEICOSIS AND IMMEDIATE SUEIFICATION. DO YOU WISH TO PROCEED WITH THIS COURSE OF ACTION? Y/N
Well, that was weird. The Update Terminal spat out an automated response. Is the situation of 'someone wants to eat a Sue post-mortem' really so common as to warrant this? ...Blegh. I don't want to know. Actually, I do.
Crystal looks something up on the Update Terminal.
...Sue Soufflé? Ugh, the things people get up to sometimes.

50,000 damage to a Skeleton Knight! It dies instantly!

+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.

The Golden Lute takes 10,000 damage from your masterful kazoo arts!

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.

9,000 damage to the Golden Lute!

>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

I'm just going to assume you forgot to mention using a level 25 alchemy somewhere in that lost attack. Immortal Soul of a Dying Sun KILLED! You gain it as an item.

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)
Abiit (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

Ice Barrier on Cranky Kong!

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.

10,000 damage to the Golden Lute!
Muramau5: Level 10

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.

10,000 damage to a Skeleton Knight!

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.

A Skeleton Knight bodyblocks, taking 30,000 damage! It dies!

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.

30,000 damage to the Golden Lute!




Entity charges increment, Cranky Kong regains 70 Crunk, and the Titanic Crusher regens 5,000 HP!

Tahm Kench and Cranky Kong return from their Abyssal Voyage! Tahm Kench immediately heals Aetherderon for 15,000 HP and lashes out a tongue onto the Golden Lute, trying to pull it away from the Godmodder. The Godmodder pulls back, though, and succeeds in keeping Tahm Kench from Devouring the Golden Lute. Hey, you yourself said Devour couldn't be used on bosses. The Lute still takes 30,000 damage, though. Shia LeBoeuf headbutts the Necrodancer for 10,000 damage! Cranky Kong unleashes The Blessing on the Assault, losing 280 Crunk and creating a cocktail of strong effects that are also boosted by Cranky Kong's Crits. The Assault will do x3 damage this turn as a result! Aetherderon uses Great Call on the Necrodancer, dealing 100,000 damage! Szalinthia uses Break Rank on the PG's, lowering the Necrodancer's attack and the Lute's attack boost for this turn and dealing 15,000 damage to both! The Demonic Legionnaires and the sole Sludge Crawler join forces to deal 75,000 damage to the Necrodancer! The Titanic Crusher and Incubation Beast deal 25,000 damage to the Golden Lute! The Assault activates Assault Team, and (I'm just going to assume he's using the one-target attack, since the four-target attack would waste half the damage) fires a massive beam of pure damage onto the Necrodancer, blowing off 600,000 HP! The Medic uses Antidote on the Necrodancer - he and any entities he summons will now take 50,000 damage per turn, the summoned entities when they are summoned! The Heavy uses Orbital Bombardment, dealing 150,000 damage to the Necrodancer! The MLG Pro Gamers and Tentacles deal 50,000 damage to the Golden Lute! The Shadow Fighters and Black Bombers deal 50,000 damage total to the Necrodancer!

The Worker of Secrets slashes the Necrodancer for 50,000 damage!

The Necrodancer casts a Cone of Cold, knocking 1 HP off Shia LeBoeuf, killing the one Sludge Crawler and 4 Demonic Legionnaires. He then summons two Ooze Golems! The Godmodder takes his Banhammer and misses the MLG Pro Gamers. Undeterred, he goes on to kill the rest of the Demonic Legionnaires, before unleashing Allegro! He takes the Golden Lute and begins to strum it, matching its omnipresent music that everyone's heart is beating to. The music slowly melds with the Lute's playing, before the Godmodder begins to slowly increase the tempo of the music. Everyone's hearts begin to beat faster in time with the new tempo, faster and faster, until the MLG Pro Gamers' hearts just can't take it and they all drop dead from massive heart attacks.



The Crypt (of the Necrodancer): FINAL BOSS!

Lucid Soul of Dreams [???] HP: 15,000/52,000

10% dodge chance for all AG entities.
Tahm Kench [AG] HP: 300,000/300,000.
Aetherderon, God of the Worlds [AG BOSS] HP: 247,000/600,000 Polyp Swarm: IIII Great Call: III Starstrike: IIIII Stare of Immortality: II Dead Yet Dreaming: IIIIIIIIII
Medic [AG] HP: 60,000/50,000. Medkit: IIIIII Biocleanse Bomb: IIIIII Antidote: IIIIIIIIII
Assault [AG] HP: 70,000/75,000. Adrenaline: IIIIIII Deadly Force: IIIIII Assault Team: IIIIIIIIII Adrenaline(effect) II THE BLESSING III
Heavy [AG] HP: 65,000/100,000. Die Another Day: IIIIII Orbital Bombardment: IIIIIIIIII Guard (Blocks 50% damage) II
Szalinthia, Bringer of Light [AG]: HP: 60,000/60,000 Break Rank: IIII Rising Sun: IIII Bring to Light: III
Titanic Crusher [AG]: HP: 90,000/125,000 (Protecting Szalinthia.)
CRANKY KONG [AG]: 342,000/342,000 HP. THE SCALE OF CRUNK: 70/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING: IIIII + 280 CRUNK. THE GUIDANCE: IIIIII + 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK. Crits III
Shadow Fighters [AG]: HP: 15,000/15,000 (x10.) Evasive. Strafing Run: III
Black Bombers [AG]: HP: 30,000/30,000 (x5.) Armored. Bombing Run II: IIIII Missile Barrage II: IIII Strafing Run: III
Shia LeBoeuf in a Superman Cape [AG] HP: 5/6 (Takes only 1 damage from attacks.)
Incubation Beast [AG] HP: 30,000/30,000 At the beginning of the EOTB, summons one Sludge Crawler for every PG entity type on the field.
Watchtower [AG] HP: 50,000/50,000 (Does not attack.)
Tentacles [AG] HP: 25,000/25,000 (x4.) Meatshielding Cranky Kong!

The Worker of Secrets [N] HP: 525,000/525,000 QIP Destabilization: IIIIIII Fatal Strike: IIII Energy Shield: IIIII Rain Fire: IIIII Reset the World: IIIIIIIIIIIIIIIIIIIIIII

The Necrodancer [PG BOSS] HP: 905,000/2,500,000. Double Action.
Golden Lute [PG BOSS] HP: 766,000/1,000,000. Allegro: II Bellicoso: III Rinforzando: IIII Cadenza: IIIII Tacet: IIIIIII [Being wielded by the Godmodder!]
Ooze Golems [PG] HP: 100,000/100,000 (x2) Meatshielding the Necrodancer!

Godmodder [GM]: HP: 44/100. Wielding the Golden Lute.
 
Last edited:
((Didn't post because multiple reasons.))
During my time away, I gained 11 points of assists. Good lord.

Forging...
The Physics Breaker && Denito Surrexit && Delta Mechaniza VIII && Arctoae && Bottle of Hyper-Radioactive Waste = THE Plan-Ruining Sphere of Hate (Lv. 25, 26/26) (+5 from sources) DONE!
It is not A plan-ruining sphere of hate, it is THE Plan-Ruining Sphere of Hate. A direct upgrade to the Physics Breaker, an alchemy horrifying enough on its own. Now give it the raw temporal power of Denito, and the protection ability of Mechaniza, and give it the ability to control cold, ice, etc. for a very special ability... no spoilers, sorry.

(Chainsaw && Pure Light) || (Gungnir && Excalibur && Trident && Clear Diamond) && Illusion's Ectoplasm && Wisp of Distortion = Colorless Shine (Lv. 10, 11/11) (+6 from sources) DONE!
This chainsaw is far-reaching, yet it only appears to be a normal-length chainsaw. Weird.
Despite being strange in its length, it holds incredible power over illusions and light, even breaching into the realm of color. It can give or take color out of a given area, and make it so that the surroundings are too neon/bright to look at, or so greyed out enough to disallow proper sight through sight-based means. Or any means that are even remotely related to sight. Because it has control over all other possible ways of "sight", from smell to taste. It may easily overwhelm every physical sense or downright numb them into oblivion.
The long blade might be a problem, though...
Suldaan absorbs a copy of this.

War horn ++ Clarity = Aequaliter Nubila (Lv. 10)
This horn can immediately identify the correct target, even one that has been invisible, has multiple clones or illusions, or one that is probably going to appear right behind the wielder. Though that doesn't mean that it's not for use otherwise; it can distort clarity as well, preventing someone from attacking correctly or providing the user with illusions themselves. It can even create illusions of other items around the battlefield.
Ved Vozahnil absorbs a copy of this.

Summons...

Legendary Support (91/200)

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

(Make sure you read all of their descriptions)

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

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

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

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

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

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

Heavy Nothingnesses (20/30) (+2 US Thanksgiving)

Actions...

Gevul Omaar: (4/101) Oho boy... be thankful that this is a low-priority thing. (I ain't accepting any charges for this one. No ifs, ands, or buts.)

*Sniff Sniff*... Smells like evil.
After coming back from a nap, I rev up my brand-new chainsaw, and cut through the Necrodancer with it...'s long, invisible blade.

RP Stuff...

What? You thought I was gone? Nope.

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


These weapons allow me to select what I want them to be whenever I want.

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

Ved Vozahnil (Black Nothingness) (Lv. 25): The weapon of ultimate support. Contains an artifact so powerful that it was sealed away for eons. Provides the user with enough dark/void power to distort his/her reality with their visions, transforming them into powerful dark, voided forms of their desirable identities. The relic residing inside can be ejected to allow transformation even when the actual weapon is disabled. Only a select few can wield this blade and relic without going crazy, but those who are able may become indescribably powerful. Also tends to greatly power up other weapons, main or otherwise. Currently holds:

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

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

Special:
-Dark Star: Allows transformations to be done at any time. Powerful ones.
-Transformations available for Obliterator Form:
-Wolf
-Dragon
-Hawk
-Shark (& variants)
-Darkone
-Snake
-Owl

Leinro Fiit (Universe's Bite) (Lv. 25): combines the aspects of its components, with an extra twist; it can balance anyone and anything's stats to the user's liking (RP only), and allows other ridiculous things to occur, making it the #1 defensive option. Will have:

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

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

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

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

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

Elements:
-Ice (x2)
-Fire
-Darkness
-Water
-Nature/Plant
-Death
-Distortion
-Weather
-Time of Day
-Draconic
-Illusion

Special:
-Armageddon: Meteors will pelt the area around the wielder near continuously, of various sizes, of various elements listed in the weapon's element directory. Some will be the size of basketballs or smaller, but some can be as large as the moon. They pelt the area and hurt enemies.

Yeah, I'm basically just fusing alchemies together to form powerful blades, each with a unique purpose, while simultaneously keeping my old alchemies.

Yay, finally got a spoil!

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

Ved Vozahnil (Black Nothingness) (Support) (Lv. 25)
Leinro Fiit (Universe's Bite) (Defense) (Lv. 25)
Suldaan (Doomsday) (Offense) (Lv. 25)
Bloodflow (Lv. 25)
THE Plan-Ruining Sphere of Hate (Lv 25)
The Fourth Dimension (Lv. 20)

Delta Mechaniza VIII (Lv. 18)
Physics Breaker (Lv. 16)
The Artiquator (Lv. 14)
Foresight (Lv. 10)
Ocean Ravager (Lv. 10)
Spaceleaf Greatsword (Lv. 10)
Balance (Lv. 10)
Colorless Shine (Lv. 10)

Aequaliter Nubila (Lv. 10 EIA (Clarity; War Horn))
Leveled Out (Lv. 10 EIA (Stability; Katana))
Boundless Possibility (Lv. 10 EIA (Freedom; Mini-Airship))
Unrestricted Access (Lv. 10 EIA (Potential; Eyepatch))
Shadowstalker (Lv. 10 EIA (Shadow; Cutlass))
The Feared (Lv. 10 EIA (Twilight; Hidden Blades))

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

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

--------

The MR alchemy upgrade can now be found HERE.
 
Discussion/Orders:

I have a thing for hammers. Also, I am open to suggestions (form/name) for any of the alchemies marked with 'x' in Exhibit.

Tahm Kench is slowly healing Aetherderon. So slowly.


Tahm Kench uses Bargain on Aetherderon and Tongue Lashes the Lute

Shia LeBouf motivates the Necrodancer. To take damage.


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 - 10/23)

Amp from inFamous 2 || inFamous && inFamous 2 && Energy Cell && Ray Sphere = Fork of Power (Level 15 10/16)
This weapon is an Energy Weapon, not a Lightning Weapon.

Ring || (Infinity Blade 2 Spoilers && Vague Side-Plot) && Angel Feather && Divine Intervention && Heal Spell && Holy Spell && Light Spell = Holy Band (Level 15 - 11/16)
Holy Band from Infinity Blade.

Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 18/21)- you can do this one if you like crys.

Gauntlet || Creation = Retusta Prodidis (Level 10 - 1/1) DONE!

Tab under renovations.

Charges!
The Great World 100/550 (+2 from Darkside and Pricey)
Pretty good so far.

Searching for glasses... 14/15

Soul Arcanery!
FUSION TEAMWORK SOUL POWER. GO. Level 2? That was disappointing. Fortunately the soul itself isn't.

Vivid Soul of Illusions: (Level 2) - 38'000/38'000

Lucid Soul of Dreams: (Level 3) - 12'000/52'000hp

Current Soul Level Count: 5 (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? Inspiring my team mates. BRING IN THE CONGA DRUMS BOYS. BY THE POWER INVESTED IN ME BY KING CONGA (BY KILLING HIM), I CAST 'CRIT' ON BOTH AETHERDERON AND ASSAULT SQUAD!

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.) 0/3

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. Can also matipulate crystals to a high degree)
Man (Level 10) (Stone Chisel) (E)
CRUNCH TIME (Level 10) (Earth Boot) (E)
Retusta Prodidis (Level 10) (Creation Gauntlet) (E)
Winder (Level 10) (Energy 'Clock Hand') (E)
Aftershock (Level 15) (Force/Earth Knucklebusters)
The Fallen (Level 17) (Plasma Gun)
Psuedo-Spacesword (Level 19) (Space torch/sword)
Divine Godblade (Level 20) (Divine Sword)
Anima (Level 20) (Spirit Shirt)
Pow-Pow and Fishbones (Level 20) (Expanding minigun and expanding rocket launcher)
Mirror Light (Level 25) (Shield)
Resonance (Level 25) (Air/Sound Samurai Sword)
End Time (Level 25) (Oblivion/Void/Time armguard. It has an eye on the palm)
OST (Level 25) (Music keyboard)
Hand of the Archlich (Level 25) (Ice/Death/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
Immortal Soul of the Dying Sun: 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/Spear)
Fault: (Life + Light + Dark + Creation) (Shield/Halberd)
Foundation: (Fire + Water + Earth + Air) (Chestplate)
Herald: (Nature + Lightning + Ice + Stone) (Helmet, Greaves, Gauntlets, Boots)
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), Time-Reality Manip-Disruptor (20)
Tier 2: Prodigy (30), x (30)
Tier 3: x (50)

Space:
Tier 1: Spyglass of Space (O - 10), The Escape (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), (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), Beacon (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Creation:
Tier 1 Retusa Prodidis (O - 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), Closing In [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), Volatile (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: x (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: Voltage (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Stone:
Tier 1: Man (O - 10), Juggernaut (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 DarkSide
 
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/null
The UBER Wrench, to be exact. Sorry for not being specific. I'm not really a person who specifies.
EDIT: Did Chris magically die or something?
 
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+3 Tazz
If you take another step forward... 39/50
you are REALLY not gonna like what happens next. 39/50
Ends of the Earth 9/11
Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast = Satan's Shredder 6/26
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)[IIII]
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 pull out Proteus, and tap the Golden Lute with a cherry.
 
Alchemies
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 13/17) (Basically what this will be is something to act as a secondary character in attacks)
(Recreate: Orb of Sanity) && Essence of 500 Dwarf Stars (from Don't Starve) = Light of Sanity (Level 12, 13/13)
S.D.M.G. && Vortex Beater = ??? (Level ?, 2/??)
Explosive Miner && Cosmic Car Key = ??? (Level ?, 2/??)


Charges
Project T01-Triskaidekaphobia: 39/50 (+8 from GoldenReady)
Project T02-Microspectrophotometry: 19/100
+2 GoldenReady, +1 Generic

Action

A burst of light illuminates the room. When the light fades, a giant tray containing a futuristic Horrible Meal appears and I force-feed it to the Medic. It consists of:
Epsilon-Grade Mystery Meat in Really Sucky Gravy (157-trillion-year-old horsemeat covered in the excrement and blood found in SCP-173's containment cell)
Alpha Particles and Polonium in Deuterium Soup (a bowl of deuterium with polonium chunks and alpha-decaying matter floating inside)
Totally-Irradiated Tacos with Oneshot Filling (three tacos containing instant kill tomatoes and explosive meat, with powers amplified by 20 years of gamma radiation)
M-Level Explosives (15x recursive frag grenades)
Epsilon-Grade Potatoes (a poisonous potato with cyanide pellets embedded inside)
New Radioactive Grog (Monkey Island grog made entirely of radioactive particles)
Only One Thing To Say (ice cream made of SCP-009)
WHY DOES THIS EXIST (vodka laced with SCP-409)
 
>1/2
Aetherderon is coming up on his 100th page birthday (Page 168)

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (74/300) +2 from Toast
Runic Shepard (6/10) +1 from Pricey

-=Summons
None.

-=Actions
Aetherderon uses Stare of Immortality on the Necrodancer, and then charges him!
Szalinthia, devoid of her usual entourage, attacks the Ooze Golems with Dust!
The Titanic Crusher does what he does best to the Ooze Golems!
The Incubation Beast punches the Ooze Golems!
I swing Dust around, and attempt to decapitate the Ooze Golems, even though they can just grow them back! BUT WAIT! They've been touched by Dust, the sword incarnate of the devastating force that pounds mighty mountains down! They can't regenerate their heads this round! 50% chance to miss their attacks this turn!
The Sludge Crawlers (that will be there) leap about the Godmodder, and attempt to distract him and his Golden Lute!

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (19/29 -- Lvl. 28)
Dust && Everfree == Core Eva (21/26 - Lvl. 25)
Eternity's Tremor && Unlimatum == Core Titan (11/26 - Lvl. 25)
Outer Land Wood && Bag of Possibilites && Darkstone Scryer == Unending Swarm (11/26 - Lvl. 25)
(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 EOTB, 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 the Dying Sun
+1 to Toast, +1 to Jon, and +1 to Cyan
 
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Everyone: OK, I'm gonna be honest. AZ side is curbstomping, hard. HARD hard. I actually feel the need to join the PZ side JUST to get some challenge in my life and see how much damage I can cause For any concerned about Project Eclipse or Arena fights, worry not, those will go on.

HAT/
Rat/Jor CHARGE: 4/5

74/100 Apparel Assemble! (+1 from GM)
FENRIR: 23/50 (+6 FROM GENERIC, +2 FROM TOAST, +2 from W32CORAVINT +1 FROM DARKSIDE, +1 FROM REDSTONE)
FENRIR BID:
GENERIC: 39
THE FLAMING TOAST: 13
W32CORAVINT: 8
REDSTONETAM: 7
DARKSIDE: 6
FARESSAIN: 1
TMB50: 1
WINNERS:
CYANOGYNIST (JORMUNGANDR)


+2 TO W32CORAVINT, +1 TO THE((LordErelye, if/when he arrives. Or just another +1 to W32Coravint, I guess...Shhhhhhhh...))

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: 20/26)

Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator (Level 10: 8/11)


STARDUST CORRUPTOR CANNON && LUNAR FLARE && MOON LORD TROPHY && ELDRITCH TENTACLE = ELDRITCH MOON CANNON (LEVEL 25: 5/26)

CLOAK || NEBULAE FRAGMENT && SOLAR FRAGMENT && VORTEX FRAGMENT && STARDUST FRAGMENT && LUNAR ESSENCE && CLOAK = COSMIC MANTLE (LEVEL 15: 3/16)

Ring ++ Oblivion = Brine (Level 10: 1/1)

Brine: A crystal ring, made of amethyst with a sapphire jewel. Wearing this on one hand replaces the other with a prosthetic arm of Oblivion Energies, and allows them to not only morph the Prosthetic arm to whatever form they wish, but also command the incredible power of Oblivion! Quite the item, it quite frankly has all the works: Looks, Powers, Flexibility, Utility, Might, AND straight power....Oh. Weren't expecting me? Shhh...


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); Brine (Ring ++ Oblivion) ((Might as well take this...))

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).

((That's a bit of Topper Shenanigans away from a real good time.))

CRANKY KONG [AG][PG]: ((mine now punk)) 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: 4/69

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.

((Better take these...Continue the Project.))

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.

((Seems interesting...))

ARENA:


Arena Cue:

-DarkSide 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); 1-0-1 (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. > with White text = system message (aka the Death Message below) ))

...Hrmmmm...Honestly? I think I should probably figure this out later. But I could just grab the corpse. Mardek won't want to see it and I'll just say it's for disposal. He won't think I'll eat the corpse...And to be totally honest, he might be right.

...Ugh, now who's the guy in the hat?...Hasn't seen me...He's going for the bear!! Oh my goodness, yesyesyesyesyesy-

Wait he's not Mr. Icy...Uh, associate? ...Nah. He looks like the Guardian, if anything...Ooh, ooh, I know, his evil twin brother!...Wait that makes no sense. Keldeo doesn't have brothers...Ugh...Doppelganger. Calling it, Doppelganger.

-MEANWHILE, AND A FEW MINUTES BACK, OUTSIDE THE CRYPT-

...Resources, resources, resources...I'd HATE to be tapping into this so quickly, but everything else has been coming up sour. Project Nexus, bust. Engietech, I can't touch. Dark Carnival...Yeah, no. The ISM? Hasn't been responsive...And stealing from any of them seems stupid. IUPC forces have been growing again...Bill's unreliable beyond short-term destruction...And I'm dry on local resources, though the old cot was an excellent find...

...I really didn't want to do this. But the Godmodder...He's traditionally been powerful. Very. Might be able to weasel some deals and come out ahead for the project's progress...He's the most receptive shot I've got.

My gorillaing life. Ah well, maybe if he's receptive I might even get my own soul! That would be excellent...

...But first, Fredbear. I just need him injured enough, and the GM's protection will keep Xi at bay...Hopefully.

-MEANWHILE, BACK IN THE CRYPT AND BACK IN THE FUTURE A FEW MINUTES-

...TAZZ. I DIDN'T KNOW YOU WERE COMING PERSONALLY ON THIS MATTER.

...I wasn't.

THEN WHO'S THIS gorillaBAG, SULKING AROUND IN THE SHADOWS.

...Fredbear, I have a bad feeling about this.

I DO TOO, WATER HOR-

> RUFredy4GoldenRedy? was impaled by Zetta's Unreal Brine.

WHAT?!...Zetta, whoever you are, you are PAYING for that one!...Oh come on you eye, stop being vague for a minute!!! Augh, I'm coming over!!!

Eh, that's pretty gorillaing unlikely as it stands, gorilla...Ugh, need to get on the gorillaing gas with the deal...Just have to get all of this so Fredbear can't just bounce back...Yes, all the gear! This is glorious.

Ohmygosh.

...What. Ugh, Talking cats.

You killed the bear! You killed the bear!!! Salvaaaaatiooooooon!!!!! Aaaaaaaaaah!!! Uh, he was basically enslaving me with his OP buddy as backup, and stuff! How can I repay you for that?! Because seriously I need to repay you asap.

...Uh...Hrm...Eh, just follow my lead? I guess you can tag along?...Don't interfere with anything, you got it?!

Aye! :3

Wunderbar...You! Richard!

Let's be clear, I wouldn't be coming to you if this wasn't a method of last resort on my part! But, I see YOU are in some pretty
gorillaing dire need of some allies, and as it happens, so am I. A beneficial deal, perhaps? Let's keep it simple: I'll give you a list later on of things I need delivered elsewhere, anonymously and without trace-or any plants-and in exchange I'll do everything within my power to UTTERLY gorilla these gorillaholes up! Given you're a reality-warping badass, I don't think delivering a hundred-fold of what I ask to be unreasonable!

Like the sound of that deal?!

...Eh, I considered my morals flexible if the need passes, and honestly, what has he done to really earn my ire, exactly? Plus, Mr. Icy said it himself, we're Mercenaries and Adventurers! Whatever gets the most L00T is the most right at the end of the day...Granted, Mr. Icy prolly' isn't the best source for morality advice, given his...Position. I guess it can't hurt for now to follow along, I'd owe him a debt either way.

...I don't get how a Talking Cat's going to really make the difference here...Or why Fredbear was 'enslaving' her. Fredbear doesn't come across as THAT kind of mothergorillaer. She had to do something to earn his ire...DEFINITELY more than meets the eye...Augh! Her mental defenses are a notch better than I usually deal with...Eh, she's thanking me for freeing her. She won't need the encouragement.

Richard, I don't mean to tell you how to do your job, but perhaps this is the ideal opportunity for a new wave of Terrors? Those glorious gorillas will turn this fight around in a cinch. Or just some other standard entities, en-masse!

Being that I just stepped in and, as explained above (in the RP section), Fredbear is now out of commission...I 'defect to' (as in I officially join) the Pro-Godmodder side. I give Cranky Kong the necessary 'encouragement' with a tip of my hat and a flash of lovely Orchid to have him and whatever other creatures that Animatronic controlled follow me into the Pro-Godmodder fold-so, the Tentacles. See, already an improvement on the field! Cranky Kong will whack the Medic for now, as his Crunk is so gorillaing low. It's such a shame that Cranky Kong just used the Blessing on the Assault...But he made it, can he cancel it early, refund some Crunk? Hopefully my new partner here will be...Helpful in this regard. If it's possible to transfer it, by any means, well, the only legitimate target I can think of it would be for the Necrodancer! Oh, yes, as for the Tentacles, they'll ALSO whack the Medic.

...SOME mercy must be given, I only just joined!


In any case, the suddenness of this development will hopefully have caught the Anti-Godmodders off-guard. Excellent, methinks. Time to
gorillaing show these people how it's done. I take Brine and morph it into a sword-like form. While usually a ranged weapon, it cam morph into melee range weapons as well, and indeed, in this case, it's quite adept at it. Nothing like the elemental embodiment of obliteration to cut through enemies like cheese, eh?! With this knowledge on everyone's mind, I quickly make haste to Aetherderon-the lumbering monstrosity has been alive FAR TOO gorillaING LONG-and with swift strikes, cut open as many limb-like appendages that I can possibly manage, including and ESPECIALLY the head! If such exists, anyways. Entities.

With that done, I quickly get acquainted to the Bear's arsenal...Holy gorilla, there was a lot of gorilla he left behind...An Off-Cell? An Upgraded Off-Cell at that? Wave Sign...Huehuehuehue, this is
gorillaing GLORIOUS!!! I take the Wave Sign, generate an appropriate compartment within Brine to accept it, plug it in, and supercharge Brine! Ah, the power within, quite gorillaing marvelous! Ah, but I can do better!

Creating more appropriate slots within brine, I insert the Fourth Dimension, Denito Surrexit, Nulla Stella, Arcum Aereum, Celestial Destruction, Base, Nocte Consumens, and of course...Ah. I'll just put this on my head, the
Hat. In any case, with all of those powerful Alchemies intergrated into the system of Brine-for now-its power increases to an incredible extent! And of course, who better to levy it against than Aetherderon, while he's weak from the previous slashes?!

I morph Brine into the most
gorillaing powerful form I can imagine-part flamethrower, part rocket launcher, part shotgun, part assault rifle, part sniper rifle, and all horrendously overpowered and unrealistic sounding from just a written description! The power of Distortion, Space, Time, Lightning, the Stars and Darkness adds itself to Oblivion, and the intensity of Base's firepower only fuels the madness within! And of course, without much further ado, I fire-a mad stream of nigh-inconceivable projectiles, tinted the slightest orchid, rush towards Aetheredon, penetrating almost every crevice upon his system, only to thereafter explode upon impact, and then release MORE explosives, in a mad dance of fast bullet speed that leave little to be desired, tearing into Aetheredon more and more and more and more with every shot! Soon, he's not even a corpse-he's the scent of smoke that fills the area, faint, yet crispy.

Oh, but not so fast! Talm Kench, YOU look like a nasty piece of work yourself, in need of equivalent action. Ah, yes, here it is-the Medusa's Head! A Spoil of War with a petrification effect! No actions for you! Let's leave you an immobile stone statue for now, yes?! I use the Medusa's Head upon Talm Kench, petrifying the
gorilla into a nice, large statue incapable of any action whatsoever, including self-defense, and therefore taking away SO much power on the AZ end it must hurt.

So, to recap: Cranky Kong and the Tentacles defect to PZ and jointly attack the Medic; I obliterate Aetherderon; AND I use Medusa's Head on Talm Kench, damaging AND petrifying him for 2 turns, rendering his nigh-immortality a non-issue.

Ladies, Gentlmen, and Anti-Godmodder
gorillabags...YOU'VE JUST GOT ANWAR'D!!!

...That is the lamest 'hashtag rekt' phrase ever, and yet it's so dumb it's amazameing!
 
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-- atypicalTactician [AT] began pestering transcendentCadaver [TC] at 00:24 --

TC: So, you actually believe this place is more potent?
AT: Naturally. Why else would I deprive you of your precious time, Ciryatur?
TC: I've heard you're ruthless enough with your sarcasm.
TC: I'm not very surprised.

AT: Hah.
AT: Expect an intercept within the hour. At that point, you'll lose connection entirely. I assume you will require quite the cacemphaton to reinstate it once more.

TC: Oh?
AT: Yes.
AT: I'm certain you'll be ruthless enough. I shall make my leave.

TC: I will see if I can contact your superior after entry, in private.
AT: Very well.
AT: I will presumably see you within twenty-four solar hours. Have a good evening.

TC: Likewise.

-- atypicalTactician [AT] ceased pestering transcendentCadaver [TC] at 00:32 --

The fabric of time and space shudders ever so slightly around a small corner in the Crypt. With a silent stare, I step out of thin air, wiping some sort of ashen powder off of my clothing. The stuff reeks quite pungently of decay. Revolting. I examine the current conflict for several moments.

CIRYATUR: Look at this. Another battle. These things are the breeding grounds for all sorts of hellish machinations. Ha.

Without as much as another word, I calmly take on the alignment of a NEUTRAL player, and generically reveal a long series of absolutely worthless verbal drivel.

In fact, this verbal horror seems to have some sort of corporeality. In fact, it certainly does. Physical words forged from naught but liquid ink levitate through the air clearly and boldly, recording my sesquipedalian speech verbatim.

The inky text shimmers in the air, dripping with its own flesh and blood, metaphorically speaking. By which I mean the words are currently leaking their existence out into the reality around them. At this point, I merely cease talking, observing the words pressing themselves fully into existence. Wordlessly, I reveal a metronome within my inventory, its infernal monotony already upon us all. The beats tick back and forth, back and forth, notes of inky music floating up to meet with the speech incarnate.

Upon the coalescence of the notes and words into a more significant conglomerate, I merely wait, holding the metronome in one hand, and muttering various words in a variety of different languages under my breath. The metronome ticks ever faster, in a sense, despite remaining exactly as it always was. Constant. Unbroken.

Now, let's see what a few sound wave manipulations can do. Hah.

I wave a hand, a single gesticulation denoting the cessation of monotony, and the induction of a cacophony. Shrieking, unbearable tones strike through the air at a remarkable pace, puncture wounds in the organ of simplicity. The waves of sound vibrate madly, as if set into a craze, the high pitch of the thing causing immediate aural distress in all around me. I snap my fingers abruptly, the sound discordant and unassuming.

The horror seems to only increase, the sound of words being emitted from some tongue clearly not suited to any sort of speech entering the fray as well. The words of the speech run amok, twisting under my influence without any resistance in any manner whatsoever. Shifting musical notes and words, all wrought of the ink that was once their provenance, tear apart the eardrums of the uninitiated in instants.

With a thought, the symbols, whether textual or alphabetical, rapidly begin vacillating between shades of scarlet and amethyst, searing their meaning into the retinas of onlookers, the acute stench of burnt hair wafting through the room. The shrieking cacophony, at this point in time, grows to an unfathomably unbearable extent, at this point.

In fact, the pulsations of color and harsh shifts in vocal stress appear to have an effect on even the strongest things. The Golden Lute seems to drip with some fluid or other at a period of time concurrent to the apotheosis of the torrent of screeches, the liquid shining and gold. Could it be?

It is.

The Golden Lute, having been vastly outmatched by this clearly superior music, has begun to melt in shame. I accelerate the speed of the metronome telekinetically, and observe as more and more notes of ink are belched into the air by the device, twisting and warping themselves with their mere presence on mine. In moments, the Golden Lute has melted into a puddle of gold, and whatever else it is composed of. Instants later, it reforms, shining, and somewhat worse for wear than it was initially. I pick up the metronome, and slide it into a pocket, every note and word splashing down to the ground in the form of liquid ink.



NEW: Trident && (Vial of Abyssal Ink && Demonic Blood Shard) = Haemal Analogue (Level ???: 1/???)
NEW: Alchemical Seal || Quicksilver && Black Liquid Misery = Aeolian Branding (Level ???: 1/???)


+3 to... Generic. Why not?

NEW: Sodden Hollow 1/50
NEW: Periculum 1/50
 
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Daibo, lvl 1
The Axe, lvl 5



Blah, blah, blah, special items will be here.
------
Charges:
Summon Legionary 7/7(+2 Thanksgiving)
Summon Genkhis Chan 2/25(+1 redstone)
Find more items5/5(+2 thanksgiving but +1 is wasted)
Find even more items 0/15
------
Alchemies - none. :'(
------
Specials:

Towers:
Watchtower: (alive)
Does not attack.
Defends any AG unit
HP: 50000

------
Actions:
I am destroying golden lute with power of The Axe, using the charges


------
Helping:
+3redstone
 
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Discussion/Orders:

I have a thing for hammers. Also, I am open to suggestions (form/name) for any of the alchemies marked with 'x' in Exhibit.

Tahm Kench, nu. Well. Looks like the charge trading is off, GR.

Right now we need to protect Tahm Kench, the [PG]s will likely


Tahm Kench uses Bargain on Aetherderon and Tongue Lashes the Lute. Or not. Now that GoldenReady has had his say.

Lady Sparwick uses Omen on Cranky Cong. Lord Bernaan uses Death Sentence on the Necrodancer.

Shia LeBouf motivates Tahm Kench to be healed.


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 - 11/23)

Amp from inFamous 2 || inFamous && inFamous 2 && Energy Cell && Ray Sphere = Fork of Power (Level 15 11/16)
This weapon is an Energy Weapon, not a Lightning Weapon.

Ring || (Infinity Blade 2 Spoilers && Vague Side-Plot) && Angel Feather && Divine Intervention && Heal Spell && Holy Spell && Light Spell = Holy Band (Level 15 - 12/16)
Holy Band from Infinity Blade.

Pen || Creative Mode Inventory && A DVD of Back to the Drawing Board 2 && Drawn to Life = Art Initiates Life (Level 20 - 19/21)- you can do this one if you like crys.

Gauntlet || Creation = Retusta Prodidis (Level 10 - 1/1) DONE!

Tab under renovations.

Charges!
The Monsters of Blackwater Crevice 101/101 (+ Don't know or care, I'm cashing this in now) DONE!
Thanks to GoldenReady I will have to roll these out one by one instead, starting with this cute couple.
What do you think? Isn't it marvellous, love?
Yes, yes. So many faces, so many souls... Look at that one? Isn't he so cute?
...It's like they made this just for us.
(Kiss)
May I have this dance? I love to eat... Er. Meet new people.
(Shared laughter)
Shall we?

Lady Sparwick and Lord Bernaan take to the field. This couple is fairly complex, but nowhere near Transistor level.

Lady Sparwick - 275'000/325'000 [AG BOSS]
Passives:
Damage that Lord Bernaan deals is increased by 50% Lady Sparwick takes 20% of this bonus damage (does not transfer to Lord Bernaan).

Spite - Damage that Lord Bernaan takes is reduced by 20%. Lady Sparwick takes 45% of this reduced damage.

We Are One - If Lady Sparwick and Lord Bernaan are both alive and are not targetted in the same turn, ignore all damage that turn.


Active: Tentacle Flash - Restore a medium amount of health to an entity, give it a 25% chance to dodge and self-heal for half that amount

Omen - Prevent a target from attacking and deal medium damage to it. Cooldown: 2

Death's Ball - Make Lord Bernaan immune to damage for 2 turns. Cooldown: 5

Love - If Lord Bernaan has died, restore health completely. Cooldown: 8

Death's Dance - Gain Death's Dance if Lord Bernaan has died.
Passive: Death's Dance - 20% of damage taken is instead split and dealt at the start next two turns.

Spoil of War - Heart... (See below)

___________________________________________________________________________

Lord Bernaan - 325'000/325'000 [AG BOSS]
Passives: Grudge - Damage that Lady Sparwick takes is reduced by 50%. Lord Bernaan takes 20% of this reduced damage.

Damage that Lady Sparwick deals and heals is increased by 20%. Lord Bernaan takes 45% of this bonus damage (does not transfer to Lady Sparwick).

We Are One - If Lady Sparwick and Lord Bernaan are both alive and are not targetted in the same turn, ignore all damage that turn.

Active:
Tentacle Smash - Deal medium damage to an entity, give it a 25% chance to miss and heal Lady Sparwick for half of the damage dealt.

Death Sentence - Deal insane damage to an entity after 3 turns. Multiple instances of this ability can occur on the same target. Cooldown: 2

Death's Ball - Lady Sparwick is immune to damage for two turns. Cooldown: 5

Love - If Lady Sparwick has died, restore health completely. Cooldown: 8

Death's Dance - Gain Death's Dance if Lady Sparwick has died.
Passive: Death's Dance - 20% of damage taken is instead split and dealt at the start next two turns.


Spoil of War - ...Locket - If this is used in the same turn as Heart..., restore an absolutely insane amount of health to an entity. Heart... and ...Locket cannot both owned by the same player. Cooldown: 3
The entire point of this spoil is that it represents Lord Bernaan and Lady Sparwick, it would make no sense for someone to double use the locket all the time with no teamwork involved.


Searching for glasses... 15/15 DONE!

Quartz Glasses. They aren't very good for reading.

Annoying dog 0/1

Kurazhan 0/75

Soul Arcanery!
FUSION TEAMWORK SOUL POWER. GO. Level 2? That was disappointing. Fortunately the soul itself isn't.

Vivid Soul of Illusions: (Level 2) - 38'000/38'000

Lucid Soul of Dreams: (Level 3) - 12'000/52'000hp

Current Soul Level Count: 5 (max. 8)

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

Actions!
Where the hell is Calan? Did he leave? And why the gorilla is half of my stuff missing? I am going to kill him... WAIT NOPE HE TOOK THE ALCHEMY THAT STOPS YOU FROM DYING TOO. Nevermind, I'm wearing that. I'm still going to mess him up.

Zetta! Do you know what
eeeeellse I like? Impaling annoying abomonations on icicles of death. Seems like it's on like Cranky Kong now. And I'll take back OST tyvm. Last warning, gorilla.
Seems like I can finally punch this gorilla in the gut.
(Shades darken)

Aayla relinquishes the Ice Barrier placed on Cranky Kong and returns it to it's rightful owner. That's right. Tahm Kench.
(Cracks knuckles)

Let's get cracking. Seems, despite all of the misuse of it, this track is finally appropriate. You know the one. You would have to, now that OST is playing it for me. And if you really don't want to see my special attack, now would be the time to die.
(Megalovania begins to play)

Aayla picks up Hand of the Archlich, it finally seems to glow with approval of Aayla.

What is the best offence for an imbecile like you...? Got it. Freezing your mate here. Or better. Using SandAttack.

Aayla used SandAttack on Cranky Kong with CRUNCH TIME. Cranky Kong's accuracy was lowered drastically.
She then impaled this guy with any spear she could find. Then sliced his head off with Scythe of Eardrum Death. Then punched him in the face with Aftershock.

Aayla removes the Lich's Pact enchantment off the nonexistent DK and places it on Lady Sparwick instead.

She then shows what Cranky Kong was really made of. Bones. They could be seen split and jagged, sitcking out of his flesh thanks to the Hand of the Archlich. She then pulled them out completely, twisting them, to perform similar manoueveres to that which Fredbear had pulled with Sans bones. The only differences were that these bones were Cranky's, and that the person pulling the strings was none other than Aayla.

Aayla impaled Cranky Kong with his own bones, the Tome of Reality making sure it stays that way.

Inventory.
Now sorted by Type, Level. Italics mean that it cannot currently be used for whatever reason. Bolds mean that the alchemy is part of The Exhibit Project.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.) 3/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 0/4
Conga Drums - (Spoil of War - Give two entites critical hits for one turn.) 0/3

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. Just think of it as a hide.) (Life/Death)
Crystals Pouch (Level 10) (it's a pouch full of crystal's. Can also matipulate crystals to a high degree)
Man (Level 10) (Stone Chisel) (E)
CRUNCH TIME (Level 10) (Earth Boot/s) (E)
Retusta Prodidis (Level 10) (Creation Gauntlet) (E)
Winder (Level 10) (Energy 'Clock Hand') (E)
Quartz Glasses (Uncharged Relic - Level 15)
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: |||||

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
Soul of Clarity: Level 1
Lucid Soul of the Creator: Level 3
Eternal Soul of the Storm: Level 4
Eternal Soul of Instability: Level 4
Immortal Soul of the Muse: Level 5
Immortal Soul of Swordsmanship: Level 5
Immortal Soul of the Dying Sun: 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/Spear)
Fault: (Life + Light + Dark + Creation) (Shield/Halberd)
Foundation: (Fire + Water + Earth + Air) (Chestplate)
Herald: (Nature + Lightning + Ice + Stone) (Helmet, Greaves, Gauntlets, Boots)
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), Time-Reality Manip-Disruptor (20)
Tier 2: Prodigy (30), x (30)
Tier 3: x (50)

Space:
Tier 1: Spyglass of Space (O - 10), The Escape (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), Shatigon's Light (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), Beacon (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Creation:
Tier 1 Retusa Prodidis (O - 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), Closing In [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), Volatile (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: x (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: Voltage (10), x (15), x [RELIC] (22), x (20)
Tier 2: x (30), x (30)
Tier 3: x (50)

Stone:
Tier 1: Man (O - 10), Juggernaut (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 DarkSide +1 Sirplop +1 Pricey
 
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The Axe, lvl 5



Blah, blah, blah, special items will be here.
------
Charges:
Summon Legionary - using(7/7)
Summon Genkhis Chan 3/25
Find more items - using(5/5)
Find even more items 1/15
------
Alchemies - Light && Daibo = Lightness Daibo 1/1(thanks for 396 charges, bro)
------
Specials:
PesterChum: (FA) farAssasinum
Towers:
Watchtower:
Does not attack.
Defends any AG unit
HP: 50000

------
Actions:
I am trying to stop next song by the axe.
If legionary is summoned - attack Necrodancer

------
Helping:
+3 redstone
 
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I am sending out the TPP Streamer 21/200 +1 from Toasty (This may be extremely powerful if i summoned this)
Making Painis Cupcake 17/85
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 (7/8)

Bundle of Runes && Gauntlet && Draconic Essence = Undercharged Runepaw's Gauntlet (Level 10) 1/1


What is this: The gauntlet is created by a dragon which came from my own imagination which is Runepaw. It can be used for summoning Runes to help yourself or the Allies, sadly this gauntlet is undercharged only creating weaker runes... But i can upgrade it to make it much more powerful.

How it Works: When uses it will summon a random rune which will help you towards your adventure but will store up to 5 Runes. (The Fully Charged one can store up to 25 runes)

Runes List:

Fire: Deals medium damage (Very High when fully charged and upgraded) to the enemy when used, low chance of burning.

Heal: Heals the ally (Much much more if fully charged and upgraded) when used.

Damage: Deals high damage (Heavy when fully charged and upgraded) to the enemy when used.

Ice: Deals low damage (High when fully charged and upgraded) to the enemy when used, low chance of freezing.

There will be more Runes when if i upgrade this gauntlet. (That Equipment is Pretty Complicated for the Level 10 Alchemy.)

Attack/Action: I hit a Oozy Golem with my Freddy gorilla's Katana If both dead, I :red:-slap the Necrodancer after i done the dance movement

+1 to Sirplop, +1 to Redstone, +1 to TFT/Toasty

Support me if you want.
 
Spiral Nemesis: 134/140
Badass Cyborg Honey Badger: 23/150
I tell the Godmodder that the last 3 guys who got cursed by the lute were also godmodders, and one of them was even stronger than he is. Then, I pretend to switch to his sides by giving him a present...which actually has a supernova and a black hole (Somehow) in it.
 
((@crystalcat Does the Muramau5 have a level?
@GoldenReady Also, last time I checked, AZ/PZ were PG/AG, respectively. I think you were at the updop temmienop for too long.))

LIGHTFORM CHARGE: 2/3
JORMUNGANDR CHARGE: 4/5
>Mardek: Appearify a Soul Chamber.
You do that.

>Mardek: Chamber Piono's left-over soul.
You do that, to keep it away from Sues/flowers/relatives of beings of destruction.

>Combot: Examine chambered soul.
It seems that Piono's soul enhances the powers of the elemental alchemies you have and gives you the powers of the alchemies you DON'T have. For example, using Ircucvci with Piono's chambered soul, you can timestep OTHER people (Is Sans pranking you across time and space again? I hate it when he does that!).

>Mardek: Give the Imagine Dragon to Redstone, Carpe Diem to TFT, and Hand of the Vengeful Monkey to Erelye.
Done!

>Mardek: Retain embodiment of MLG status from Roxxanne fight.
Sure.

>OST: Play Justice vs. Toby Fox - Waters of Megalovania.
Done.

>OST: Scratch that, play Toby Fox - Hopes and Dreams.
Done.
----
I use The Queener on Cranky Kong Aetherhedron, God of the Worlds.
I then flex myself out of the Crypt and go to Tumblria.
I then explain the concept of "mercy killing" to the residents that have played Undertale.
The resulting paradox is so great that Cranky Kong The Lord Michael Jackson has to blow up a planet to fix it.
He does so, and I teleport the Vivid Soul of Illusions to said planet.
After it explodes, I teleport it back and dunk it on Cranky Kong.
"Get dunked on!"
The Medic uses Biocleanse Bomb on Cranky Kong, and then guns him down.

The Heavy rams the Golden Lute.
The Assault stabs Cranky Kong.
Equinox starts glowing and vibrating rapidly.
It slashes a portal to Cloudbank.
And out comes the Transistor.
The Transistor uses Spark() on Cranky Kong, the Necrodancer, and the Golden Lute.

~~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)
Best of Times, Worst of Times (Level 10, Sword/Gun ++ Eclipse)

~~~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]: 13/413 (-2 to Transistor)
Git gud.
Transistor [AG BOSS]: 100/100 (+1 DarkSide, +1 Redstone, +60 from alchemies, +2 from Hyun) (gorilla this gorilla, E X P E N D E D)
SORD...
Ancient Amulet [RELIC]: 1/15
Here we go again.
~~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.
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 20% 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 35% 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.
~~Alchemies~~
Blackguard Saxophone && Sound Titan Essence && The Big Chill && Awesomium Ingot && Liquid Inspiration && Liquid Dank Memes = Epic Sax (Level 25) (3/26) (-20 to Transistor)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (1/26) (-20 to Transistor)

Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (1/26) (-20 to Transistor)

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 ?) (4/?)
Information is in the discussion thread.

(Sword && Gun) ++ Eclipse = Best of Times, Worst of Times (Level 10, 1/1)
The technological cousin of Ircucvci. Can shift into either a gun or a sword. Can heal in
Good Times mode (minor) and Best of Times mode (major). Can damage in Bad Times mode (minor) and Worst of Times mode (major).
~~Joke Alchemies~~
None.
 
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Hellish Crescendo (Level 15: 14/16)
Heaven's Crescendo 12/16 Level 16
"Rap"ier && Adventure Story Mechanic Chip = NEE x13 9/14
Ultimata Dertoxus II Rifle && Deus Noctum = Ultimata Drain Rifles 16/26 (+3 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 14/15 (+1 from Pricey)
D-Force 27/69 (+6 from Fare)



UDR Bid:

Faressain: 18
Cyan: 12
Pricey: 1

TWoS beats up the Ooze Golems.
I use Ultimata Dertoxus to shoot the Ooze golems with Anti-Ooze bullets.
 
Spiral Nemesis: 135/140
Badass Cyborg Honey Badger: 24/150
I proceed to use a special vacuum cleaner to suck all the Crunk in the battlefield. Then, I use it to open a portal through which I call down so many party hats and drones that it causes the game to lag, specially when I tell them to spam all their ammo at once and explode. I use the resulting lagspike to hit the Godmodder before he can react (From his PoV, he barely even sees it charging up, and then he is already hit).
 
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