Destroy the Godmodder

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>2/2

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (76/300) +1 from Toast
Runic Shepard (8/10) +1 from Pricey

-=Summons
None.

-=Actions
I cast MAGIC MISSILE at the Lucid Soul of Dreams with Everfree!

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (20/29 -- Lvl. 28)
Dust && Everfree == Core Eva (22/26 - Lvl. 25)
Eternity's Tremor && Unlimatum == Core Titan (12/26 - Lvl. 25)
Outer Land Wood && Bag of Possibilites && Darkstone Scryer == Unending Swarm (12/26 - 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
 
Forging...
None. Those 11 charges cleared this thing out. Will figure out some new alchemies in the future.

Summons...

Legendary Support (96/200) (+2 Toast, +2 US Thanksgiving (Forgot this))

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

(Make sure you read all of their descriptions)

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

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

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

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

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

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

Heavy Nothingnesses (21/30)

Actions...

Gevul Omaar: (5/101) 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.)

Figured I smelt evil around.
I take THE Plan-Ruining Sphere of Hate. It floats around me, icy distortion and everything.
Then, Cranky Kong suddenly froze. Three ways, actually; frozen in ice, time, AND space. Thus, Cranky did not fall over.
I thus walk over to Cranky and deliver a long, pointless monologue.

[CUT FOR YOUR EYES'S SAFETY]

As Cranky was frozen in space, time, and ice, he never heard it right away. But as I unfroze him from space-time after the monologue, he felt the full brunt of the monologue's soundwaves on his still-icy body, shattering the ice around him, and he fell...
...directly into a pit full of twilit monsters (VV). Well done, Cranky, well done.

RP Stuff...

So, Zetta, I hope you enjoy getting your entities absolutely curbstomped (namely, Cranky). I bet you're gonna have a bad time.

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. Base forms are whatever is above the lines.

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
-Orb
-Staff
-Amulet
-Pocket Watch
-------------------
-Katana
-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
-Weather
-Time of Day
-Draconic
-----------------
-Distortion
-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.
 
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+3 Tazz
If you take another step forward... 40/50
you are REALLY not gonna like what happens next. 40/50
Ends of the Earth 11/11
ENDS OF THE EARTH: A holy bow whose upper half is tipped in light, with sunshine swirling around it, and whose lower half is tinged in darkness, with aurorae and the stars swirling around it. An orange glow flickers around the entire bow, its string being forged from leaves. The curves of the bow are themselves shaped like leaves. The weapon has the powers of day, night, and the unstoppable might of nature.
Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast = Satan's Shredder 10/26
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)
Ugh, Zetta. I really don't feel like humoring you, so whatever. I pull out Terra Firma and Ends of the Earth, and shoot Terra Firma at Cranky Kong. It strikes him directly in the face, and then the entire forest floor comes crashing down two floors, hitting Cranky Kong on his stupid senile head.
 
Alchemies
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 14/17) (Basically what this will be is something to act as a secondary character in attacks)
S.D.M.G. && Vortex Beater = ??? (Level ?, 3/??)
Explosive Miner && Cosmic Car Key = ??? (Level ?, 3/??)


Charges
Project T01-Triskaidekaphobia: 42/50 (+2 from GoldenReady)
Project T02-Microspectrophotometry: 20/100
+2 GoldenReady, +1 Generic

Action

I pull out the Unicoders 8.0 and cast a deflection spell. It deflects Generic's blast against Cranky Kong towards a random guy who is dancing like a madman to epic dance music. I then deflect some entity attacks aimed at PGs to AGs by shooting the attacks themselves, even if they're melee attacks, with the Resonator, Toxicide II and Martian Madness AT THE SAME TIME.
 
I am sending out the TPP Streamer 22/200 (This may be extremely powerful if i summoned this)
Making Painis Cupcake 18/85
Establishing Project Storm II 8/300 (On Delay)


Alchemies:
Freddy gorilla's Blade [Level 4]
Undercharged Runepaw's Gauntlet [Level 10]
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.
Attack/Action: I chop Cranky with my Freddy gorilla's Katana If both dead because he is a big disgrace due to switching to [PG] while i use my Undercharged Runepaw's Gauntlet to make a random rune.

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

Support me if you want.
 
And the INSTANT I defect...Jeez. I hope the GM and the Godmodder are both merciful on my poor bum, as otherwise this is gonna get UUUUUUUUUGLY. Thank goodness for Petrification/Freezing.

Hat/Rat/Jor CHARGE: 5/5

74/100 Apparel Assemble! (+1 from GM)
FENRIR: 30/50 (+3 FROM GENERIC, +2 from W32CORAVINT +1 FROM DARKSIDE, +1 FROM REDSTONE)
FENRIR BID:
GENERIC: 42
THE FLAMING TOAST: 13
W32CORAVINT: 10
REDSTONETAM: 8
DARKSIDE: 7
FARESSAIN: 1
TMB50: 1
WINNERS:
CYANOGYNIST (JORMUNGANDR)


+2 to W32Coravint, +1 to TheLordErelye

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: 21/26)

Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator (Level 10: 9/11)


STARDUST CORRUPTOR CANNON && LUNAR FLARE && MOON LORD TROPHY && ELDRITCH TENTACLE = ELDRITCH MOON CANNON (LEVEL 25: 6/26)

CLOAK || NEBULAE FRAGMENT && SOLAR FRAGMENT && VORTEX FRAGMENT && STARDUST FRAGMENT && LUNAR ESSENCE && CLOAK = COSMIC MANTLE (LEVEL 15: 4/16)


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).

CRANKY KONG [PG]: 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: 6/69

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:

-DarkSide versus Roxxanne.
-AVAILABLE.

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

Free-For-All: 1-0-0 (Fredbear), 0-0-0 (Roxxanne) 0-0-0 (Zetta)
Duels: 1-0-0 (Fredbear); 1-0-1 (Roxxanne) 0-0-0 (Zetta)
Tag-Team: 0-0-0 (Fredbear); 0-0-0 (Roxxanne) 0-0-0 (Zetta)
Tazz/Xi: 1-0-0
Piono: 0-0-1 (technically?)

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/three kinds of opponents you can pick. The first is versus my standard characters. Fredbear is kind of wounded right now, so he can't accept challengers and he'll be using a VASTLY different fighting style. As for the other two, There's a slight difference between each; Roxxanne will use Akron's Core and the Crystalized Ki, while Zetta will use the Lord Michael's Hat, the Coral Riff Guitar, 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 are event battles, which are explicitly designed to destroy you. Deliberately unfair. Their equipment is varied on the character, and you'll get their full loadouts prior to a match with 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) ))

YOU ARE GOING TO PAY-

> RUFredy4GoldenRedy? forgot about their massive chest wound.

WHAT THE-Augh!!!

It appears my use of Oblivion Majjyks created a wound that won't heal even on respawn, which is killing him over and over.

Fantastic, absolutely bloody brilliant right there.

> RUFredy4GoldenRedy? Failed at life.

I guess you have a dumb
gorilla Animatronic to attend to?

Or are you going to face a disadvantaged battle?

> RUFredy4GoldenRedy? Was slain by those inexplicable Guardians. Who are they, anyways?

You're not
gorillaing dumb enough to go 2-on-1 even as you are.

...

...You can wait. Fredbear, hang on, I'll be over.

> RUFredy4GoldenRedy?'s Innards forgot about the 'In' part.


THANK.

gorilla YES! He can't heal metal, it's not organic, so it'll take a while...Should keep pressure off of our chests.

Now, cat, err, what's your dea-

-Roxxanne transformed back into the 'lovable' not-elf you usually know her as.-

-...Ah, OK, I get the fuss a little bit more now...Alright, what's your deal? Why did Fredbear 'enslave' you?

> RUFredy4GoldenRedy? Had issues regarding their lack of organs.

Mmmmm, I was in this Guardian's spaceship minding my own business and not causin' any trouble, maybe taking a few snacks 'cause I was hungry, and he found me and got angry and kicked my bum, and then this really rude bear kept insulting me and callin' me a sue, AND I'M NOT A SUE!

> RUFredy4GoldenRedy?'s Flailing about was finally stopped.

So anyways I was basically being forced to kill some stuff that he wanted dead in a crypt because reasons he didn't really explain with alla' these other guys-he's kinda nice over there-and I just wanna go home, also I called Mr. Icy over it! And yeah I know Mr. Icy! Not bluffin'! So anyways-

> RUFredy4GoldenRedy? Had a really bad time.

-I couldn't kill the dumb bear because his guardian friend was as strong as all getout and I couldn't fight him at all so I was stuck with this horrible person doing this thing against my will! And you saved meeeeeeee~

Augh!

~Aaaaaah I'm shovin' mah face in yer' face!

> RUFredy4GoldenRedy?'s Sanity is officially questionable.

Please stop! Uh, hey, look, there's a ton of things that want the two of us dead! Would you mind-

Ah yeah I can do that, totes!

...Her presence, it's like gorillaing shouting through a loudspeaker. I can see why Fredbear disliked her...

...Who the gorilla is Mr. Icy, also?...Eh, probably someone I'll enjoy the company of soon enough.


> RUFredy4GoldenRedy?'s Body was not ready.

OK wow this situation is going belly-up fast. Hrm, how to turn this around...Ah, I know! Incapacitate the newcomers! Enjoy a ton of nothing, you three!! Heeheeheehee! Hey, I've gotta unleash my inner troll.

I use Akron's Core, channeling an icy wind within it's depths, and letting a circular rune patter appear behind my back! I'm using Blizzard, in case it wasn't obvious, with a mean mean twist because we've gotta get those guys out of the picture! No new entities! Get your crummy crud and take a hike!

The icy winds swirl around-but that's not all! I take out the Magic Lord to add some meaty damage to this nasty cocktail I'mma cook up! The majjykal and electrical power surging through it will give me a TON of destructive potential against these guys! Oh, right: Those guys are the Freshly-summoned Transistor and the Freshly summmoned Lady Sparwick and Lord Bernaan! No! No no no no no! YOU aren't getting a chance of a comeback! Enjoy your icy imprisonment!

The ice washes over the trio of the Transistor, Sparwick and Bernaan, causing them all to suddenly have their limbs lock into place! They're frozen like Ice sculptures, unable to attack anything at all and having taken a bit of damage in the process, especially from the majjykal and electrical enhancement.

I'm sorry Mardek, but I've gotta make up to this orchid guy, Richard's never been mean to me, really, and I'm sick and tired of being called a lousy Sue by that lousy Bear!
 
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.

15,000 damage to an Ooze Golem!

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

Your entities will do as you say!
Soul summoned!
You use the Conga Drums, boosting Aetherderon and the Assault to crit this turn.

+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.

30,000 damage to the Golden Lute!

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)

S.D.M.G. && Vortex Beater = So Long, and Thanks for All the Bullets (Level 10, 2/11)
Explosive Miner && Cosmic Car Key = Alien Mining Device (Level 10, 2/11)
30,000 damage to the Medic!

>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

Your entities will do as you say!
15,000 damage to an Ooze Golem, and it may miss its attack this turn!

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!

...And THAT is how we do 'suitably dramatic betrayal'.
The Godmodder turns to you. 'I think we have a deal. Welcome to the Pro-Godmodder side.' He appears to be considering your words about new summons.
You swap Cranky Kong and the Tentacles over to your side, combine a bunch of alchemies to absolutely obliterate Aetherderon for 60,000 damage, and use the Medusa's Head on Tahm Kench, petrifying him for 2 turns and dealing 50,000 damage as well!
Cranky Kong will, assisted by the Godmodder, steal the Blessing away from the Assault and tack it onto the Necrodancer, and then attack the Medic, while the Tentacles will whack the Medic!

-- 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

Welcome, Erelye! (More players, more!)
30,000 damage to the Golden Lute!
Trident && (Vial of Abyssal Ink && Demonic Blood Shard) = Haemal Analogue (Level 10: 1/11)
NEW: Alchemical Seal || Quicksilver && Black Liquid Misery = Aeolian Branding (Level 5: 1/6)

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

You summon a Legionary, miss the Golden Lute, and pick up a sword laying on the ground. It crackles with the essence of entropy and chaos, surrounded by a gray aura. Disassembly gained! (Level 5.)
You know, you could just alchemize items instead of charging to find them.
The Alchemiter is a device that you can use to combine multiple items (&&) or make an item that looks like an item but acts like another (II). You can make up to level 25 alchemies. The higher the level, the more time it takes to make.
Examples:
Shotgun && Nuclear Bomb = Atomic Boomstick. (Level 6: 1/7)
Minigun II Slide = Minigun Slide. (Level 3: 1/4)

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

You summon Lord Bernaan and Lady Sparwick! They'll be tweaked a bit... They will do as you say.
Cranky Kong dodges all the attacks except the Scythe, which kills all his Tentacles, thanks to the power of his buffed CRUNKNESS. Cobalt then redirects the dodged attacks onto the Assault, killing him!

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

You can't stop these songs!
The Legionary will do as you say!

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.

You deal 9,000 damage to an Ooze Golem!

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.

He's not believing you - he knows the lute's history, and he is also one of the strongest godmodders in existence. The black hole in the present manages to suck up the supernova and then the Godmodder, but you hear sounds of battle from inside before the black hole spits him back out, looking none the worse for wear!

((@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.

You summon the - wait. You stole charge from other charges and from alchemies to pay for that? Nooooope. Get that charge up legitimately - as far as I'm concerned, you can't transfer points between charges once they've been allocated. People leaving the game like Piono did is a notable exception here, I know, but they're just burning all their charges for one effect.
Transistor not summoned!
Your other entities will do as you say!
You use The Queener on Aetherderon, followed by dealing 20,000 damage to the Vivid Soul of Illusions!

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.

30,000 damage to an Ooze Golem!
Your entity will do as you say!

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).

The Godmodder's servers never lag! He has infinite computers to run them!

>2/2

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (76/300) +1 from Toast
Runic Shepard (8/10) +1 from Pricey

-=Summons
None.

-=Actions
I cast MAGIC MISSILE at the Lucid Soul of Dreams with Everfree!

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (20/29 -- Lvl. 28)
Dust && Everfree == Core Eva (22/26 - Lvl. 25)
Eternity's Tremor && Unlimatum == Core Titan (12/26 - Lvl. 25)
Outer Land Wood && Bag of Possibilites && Darkstone Scryer == Unending Swarm (12/26 - 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

Lucid Soul of Dreams killed! You gain it as an item.

Forging...
None. Those 11 charges cleared this thing out. Will figure out some new alchemies in the future.

Summons...

Legendary Support (96/200) (+2 Toast, +2 US Thanksgiving (Forgot this))

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

(Make sure you read all of their descriptions)

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

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

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

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

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

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

Heavy Nothingnesses (21/30)

Actions...

Gevul Omaar: (5/101) 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.)

Figured I smelt evil around.
I take THE Plan-Ruining Sphere of Hate. It floats around me, icy distortion and everything.
Then, Cranky Kong suddenly froze. Three ways, actually; frozen in ice, time, AND space. Thus, Cranky did not fall over.
I thus walk over to Cranky and deliver a long, pointless monologue.

[CUT FOR YOUR EYES'S SAFETY]

As Cranky was frozen in space, time, and ice, he never heard it right away. But as I unfroze him from space-time after the monologue, he felt the full brunt of the monologue's soundwaves on his still-icy body, shattering the ice around him, and he fell...
...directly into a pit full of twilit monsters (VV). Well done, Cranky, well done.

RP Stuff...

So, Zetta, I hope you enjoy getting your entities absolutely curbstomped (namely, Cranky). I bet you're gonna have a bad time.

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. Base forms are whatever is above the lines.

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
-Orb
-Staff
-Amulet
-Pocket Watch
-------------------
-Katana
-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
-Weather
-Time of Day
-Draconic
-----------------
-Distortion
-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.

Your entities will do as you say!
30,000 damage to Cranky Kong!

+3 Tazz
If you take another step forward... 40/50
you are REALLY not gonna like what happens next. 40/50
Ends of the Earth 11/11
ENDS OF THE EARTH: A holy bow whose upper half is tipped in light, with sunshine swirling around it, and whose lower half is tinged in darkness, with aurorae and the stars swirling around it. An orange glow flickers around the entire bow, its string being forged from leaves. The curves of the bow are themselves shaped like leaves. The weapon has the powers of day, night, and the unstoppable might of nature.
Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast = Satan's Shredder 10/26
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)
Ugh, Zetta. I really don't feel like humoring you, so whatever. I pull out Terra Firma and Ends of the Earth, and shoot Terra Firma at Cranky Kong. It strikes him directly in the face, and then the entire forest floor comes crashing down two floors, hitting Cranky Kong on his stupid senile head.

Cobalt redirects this onto Aetherderon, dealing 20,000 damage!

Alchemies
Vocaloid Yuzuki Yukari Figurine && Standard Battle Android = Battle Vocaloid Yuzuki Yukari (Level 16, 14/17) (Basically what this will be is something to act as a secondary character in attacks)
S.D.M.G. && Vortex Beater = ??? (Level ?, 3/??)
Explosive Miner && Cosmic Car Key = ??? (Level ?, 3/??)


Charges
Project T01-Triskaidekaphobia: 42/50 (+2 from GoldenReady)
Project T02-Microspectrophotometry: 20/100
+2 GoldenReady, +1 Generic

Action

I pull out the Unicoders 8.0 and cast a deflection spell. It deflects Generic's blast against Cranky Kong towards a random guy who is dancing like a madman to epic dance music. I then deflect some entity attacks aimed at PGs to AGs by shooting the attacks themselves, even if they're melee attacks, with the Resonator, Toxicide II and Martian Madness AT THE SAME TIME.

You deflect several attacks against the PGs to the AGs - this will be tallied at the EOTB! The Godmodder also hijacks your deflection spell, overpowering it to add an extra 15% to the global PG dodge chance, effective retroactively!

I am sending out the TPP Streamer 22/200 (This may be extremely powerful if i summoned this)
Making Painis Cupcake 18/85
Establishing Project Storm II 8/300 (On Delay)


Alchemies:
Freddy gorilla's Blade [Level 4]
Undercharged Runepaw's Gauntlet [Level 10]
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.
Attack/Action: I chop Cranky with my Freddy gorilla's Katana If both dead because he is a big disgrace due to switching to [PG] while i use my Undercharged Runepaw's Gauntlet to make a random rune.

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

Support me if you want.

You whiff your attack against Cranky Kong due to evasiveness and create an Ice Rune!

And the INSTANT I defect...Jeez. I hope the GM and the Godmodder are both merciful on my poor bum, as otherwise this is gonna get UUUUUUUUUGLY. Thank goodness for Petrification/Freezing.

Hat/Rat/Jor CHARGE: 5/5

74/100 Apparel Assemble! (+1 from GM)
FENRIR: 30/50 (+3 FROM GENERIC, +2 from W32CORAVINT +1 FROM DARKSIDE, +1 FROM REDSTONE)
FENRIR BID:
GENERIC: 42
THE FLAMING TOAST: 13
W32CORAVINT: 10
REDSTONETAM: 8
DARKSIDE: 7
FARESSAIN: 1
TMB50: 1
WINNERS:
CYANOGYNIST (JORMUNGANDR)


+2 to W32Coravint, +1 to TheLordErelye

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: 21/26)

Shield Amplifier && Doubleshield Separator && Shield Slots = Doubleshield Generator (Level 10: 9/11)


STARDUST CORRUPTOR CANNON && LUNAR FLARE && MOON LORD TROPHY && ELDRITCH TENTACLE = ELDRITCH MOON CANNON (LEVEL 25: 6/26)

CLOAK || NEBULAE FRAGMENT && SOLAR FRAGMENT && VORTEX FRAGMENT && STARDUST FRAGMENT && LUNAR ESSENCE && CLOAK = COSMIC MANTLE (LEVEL 15: 4/16)


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).

CRANKY KONG [PG]: 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: 6/69

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:

-DarkSide versus Roxxanne.
-AVAILABLE.

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

Free-For-All: 1-0-0 (Fredbear), 0-0-0 (Roxxanne) 0-0-0 (Zetta)
Duels: 1-0-0 (Fredbear); 1-0-1 (Roxxanne) 0-0-0 (Zetta)
Tag-Team: 0-0-0 (Fredbear); 0-0-0 (Roxxanne) 0-0-0 (Zetta)
Tazz/Xi: 1-0-0
Piono: 0-0-1 (technically?)

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/three kinds of opponents you can pick. The first is versus my standard characters. Fredbear is kind of wounded right now, so he can't accept challengers and he'll be using a VASTLY different fighting style. As for the other two, There's a slight difference between each; Roxxanne will use Akron's Core and the Crystalized Ki, while Zetta will use the Lord Michael's Hat, the Coral Riff Guitar, 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 are event battles, which are explicitly designed to destroy you. Deliberately unfair. Their equipment is varied on the character, and you'll get their full loadouts prior to a match with 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) ))

YOU ARE GOING TO PAY-

> RUFredy4GoldenRedy? forgot about their massive chest wound.

WHAT THE-Augh!!!

It appears my use of Oblivion Majjyks created a wound that won't heal even on respawn, which is killing him over and over.

Fantastic, absolutely bloody brilliant right there.

> RUFredy4GoldenRedy? Failed at life.

I guess you have a dumb
gorilla Animatronic to attend to?

Or are you going to face a disadvantaged battle?

> RUFredy4GoldenRedy? Was slain by those inexplicable Guardians. Who are they, anyways?

You're not
gorillaing dumb enough to go 2-on-1 even as you are.

...

...You can wait. Fredbear, hang on, I'll be over.

> RUFredy4GoldenRedy?'s Innards forgot about the 'In' part.


THANK.

gorilla YES! He can't heal metal, it's not organic, so it'll take a while...Should keep pressure off of our chests.

Now, cat, err, what's your dea-

-Roxxanne transformed back into the 'lovable' not-elf you usually know her as.-

-...Ah, OK, I get the fuss a little bit more now...Alright, what's your deal? Why did Fredbear 'enslave' you?

> RUFredy4GoldenRedy? Had issues regarding their lack of organs.

Mmmmm, I was in this Guardian's spaceship minding my own business and not causin' any trouble, maybe taking a few snacks 'cause I was hungry, and he found me and got angry and kicked my bum, and then this really rude bear kept insulting me and callin' me a sue, AND I'M NOT A SUE!

> RUFredy4GoldenRedy?'s Flailing about was finally stopped.

So anyways I was basically being forced to kill some stuff that he wanted dead in a crypt because reasons he didn't really explain with alla' these other guys-he's kinda nice over there-and I just wanna go home, also I called Mr. Icy over it! And yeah I know Mr. Icy! Not bluffin'! So anyways-

> RUFredy4GoldenRedy? Had a really bad time.

-I couldn't kill the dumb bear because his guardian friend was as strong as all getout and I couldn't fight him at all so I was stuck with this horrible person doing this thing against my will! And you saved meeeeeeee~

Augh!

~Aaaaaah I'm shovin' mah face in yer' face!

> RUFredy4GoldenRedy?'s Sanity is officially questionable.

Please stop! Uh, hey, look, there's a ton of things that want the two of us dead! Would you mind-

Ah yeah I can do that, totes!

...Her presence, it's like gorillaing shouting through a loudspeaker. I can see why Fredbear disliked her...

...Who the gorilla is Mr. Icy, also?...Eh, probably someone I'll enjoy the company of soon enough.


> RUFredy4GoldenRedy?'s Body was not ready.

OK wow this situation is going belly-up fast. Hrm, how to turn this around...Ah, I know! Incapacitate the newcomers! Enjoy a ton of nothing, you three!! Heeheeheehee! Hey, I've gotta unleash my inner troll.

I use Akron's Core, channeling an icy wind within it's depths, and letting a circular rune patter appear behind my back! I'm using Blizzard, in case it wasn't obvious, with a mean mean twist because we've gotta get those guys out of the picture! No new entities! Get your crummy crud and take a hike!

The icy winds swirl around-but that's not all! I take out the Magic Lord to add some meaty damage to this nasty cocktail I'mma cook up! The majjykal and electrical power surging through it will give me a TON of destructive potential against these guys! Oh, right: Those guys are the Freshly-summoned Transistor and the Freshly summmoned Lady Sparwick and Lord Bernaan! No! No no no no no! YOU aren't getting a chance of a comeback! Enjoy your icy imprisonment!

The ice washes over the trio of the Transistor, Sparwick and Bernaan, causing them all to suddenly have their limbs lock into place! They're frozen like Ice sculptures, unable to attack anything at all and having taken a bit of damage in the process, especially from the majjykal and electrical enhancement.

I'm sorry Mardek, but I've gotta make up to this orchid guy, Richard's never been mean to me, really, and I'm sick and tired of being called a lousy Sue by that lousy Bear!

You use Blizzard, boosted by the Magic Lord and those wonderfully funny death messages, to deal 75,000 damage to Sparwick, Bernaan, and Aetherderon, freezing Aetherderon! (The damage to Aetherderon is reduced to 40,000.) (Transistor's not there, so you're hitting the biggest threat.)




Entity charges increment, Cranky Kong regains 70 Crunk, and the Titanic Crusher regens 5,000 HP! The Incubation Beast summons 6 Sludge Crawlers!

Tahm Kench is Petrified and cannot act! Aetherderon is Frozen and also cannot act! Szalinthia and her varied entourage charge an Ooze Golem for 50,000 damage total! This kills the Ooze Golem! The Sludge Crawlers can't distract the Godmodder - he's too focused! The Legionary deals 5,000 damage to the remaining Ooze Golem! The Medic uses Biocleanse Bomb on - wait, it missed! The Heavy misses his attack as well, followed by Cobalt redirecting it onto the Legionary, killing it! Shia LeBoeuf deals 10,000 damage to the Ooze Golem! Lord Bernaan and Lady Sparwick do nothing, since their special attacks are not charged up yet! The Black Bombers use Bombing Run, missing the Ooze Golem and dealing 25,000 damage to Cranky Kong, while the Shadow Fighters fire High-Explosive bullets into Cranky Kong for 25,000 damage!

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

Cranky Kong steals the Blessing from the deceased Assault and slaps it onto the Necrodancer, followed by dealing a critted 40,000 damage to the Medic and killing it! The Ooze Golem deals 25,000 damage to the Titanic Crusher! The Necrodancer throws a bomb down the Incubation Beast's maw, killing it and every Sludge Crawler it spawned, as well as splashing acidic ichor onto the Heavy and Shia LeBoeuf to deal 15,000 damage and knock off one health, respectively! He then uses the boost from the Blessing to summon 12 Skeletons that immediately meatshield him! The Godmodder builds a massive interlocking array of traps around the Titanic Crusher and five Shadow Fighters, then activates it, killing every last one! He then activates Bellicoso, beginning to play a warlike tune on the Golden Lute! All at once, the Crypt around you shudders as Cranky Kong gets RIIIIIPPPPPED, bumping his HP, attack power, and abilities up, before the shuddering reveals itself to actually be 8 more Skeletons digging themselves out of the floor that join the rest of the Skeletons in shielding the Necrodancer! Half of them split off and begin shielding the Godmodder and, more specifically, the Golden Lute instead!
Cranky Kong's passive dodge chance boost has been upgraded to 25% permanently and his HP has been bumped up to 450,000 total from Bellicoso. Get Ripped is also now a full crit.
The Godmodder scrutinises the Elemental Infuser and appears to not like what he sees. He starts a new charge that looks like it'll land next turn - I'd recommend not getting too attached to that Infuser.



The Crypt (of the Necrodancer): FINAL BOSS!

Vivid Soul of Illusions [???] HP: 18,000/38,000

Tahm Kench [AG] HP: 250,000/300,000. Thick Skin health: 50,000. Ice Barrier active, 20% damage reduction. Petrified I
Aetherderon, God of the Worlds [AG BOSS] HP: 127,000/600,000 Polyp Swarm: IIII Great Call: III Starstrike: IIIII Stare of Immortality: II Dead Yet Dreaming: IIIIIIIIII Frozen I Queened I
Heavy [AG] HP: 50,000/100,000. Die Another Day: IIIIII Orbital Bombardment: IIIIIIIIII Guard (Blocks 50% damage) I
Szalinthia, Bringer of Light [AG]: HP: 60,000/60,000 Break Rank: IIII Rising Sun: IIII Bring to Light: III
Shadow Fighters [AG]: HP: 15,000/15,000 (x5.) 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: 4/6 (Takes only 1 damage from attacks.)
Watchtower [AG] HP: 50,000/50,000 (Does not attack - can shield entities.)
Lord Bernaan [AG BOSS] HP: 175,000/250,000 Death Sentence: II Death's Ball: IIIII Love: IIIIIIII
Lady Sparwick [AG BOSS] HP: 175,000/250,000 Omen: II Death's Ball: IIIII Love: IIIIIIII Lich's Pact active.

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

25% dodge chance for all PG entities!
The Necrodancer [PG BOSS] HP: 905,000/2,500,000. Double Action. The Blessing III
Golden Lute [PG BOSS] HP: 706,000/1,000,000. Allegro: II Bellicoso: III Rinforzando: IIII Cadenza: IIIII Tacet: IIIIIII [Being wielded by the Godmodder!]
Ooze Golems [PG] HP: 35,000/100,000 (x1) Meatshielding the Necrodancer!
Skeletons [PG] HP: 25,000/25,000 (x10.) Meatshielding the Necrodancer! 25,000/25,000 (x10.) Meatshielding the Golden Lute!
CRANKY KONG [PG]: 370,000/450,000 HP. THE SCALE OF CRUNK: 140/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING: IIIII + 280 CRUNK. THE GUIDANCE: IIIIII + 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK. Crits II

Godmodder [GM]: HP: 44/100. Wielding the Golden Lute. Operation Defuse II
 
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+3 Tazz
If you take another step forward... 41/50
you are REALLY not gonna like what happens next. 41/50
Ends of the Earth && Zodiac's Azimuth && Thorny Bow 1/??
Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast = Satan's Shredder 12/26
Gauntlet ++ Infinity
INFINITY GAUNTLET: A gauntlet with control over the very concept of infinity itself, and all that entails.
Broken Uranium's Umbrage 1/6
Pipe Organ AND Right Timetable = Metatron's Melody 1/21
Alright, so. There are certain powerful weapons from the past that I'm interested in obtaining. I think I'll start slow.
The Broken Record(Timetables && Shattered Disc) AND Metatron's Melody(Cube Bits && Music Box) OR Compass(Cheap and easy to get) AND Broken Uranium's Umbrage(well then.) = Broken Anachronism (Level 61: 1/62 40: 1/41)
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. 20)
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 reread FBSN's final speech, and cringe really hard. This cringing causes Cranky Kong to recoil in disgust, whereupon I riddle him with arrows.
I also toss Ciryatur a copy of Cipher's Call.
 
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LIGHTFORM CHARGE: 3/3 (READY!)
JORMUNGANDR CHARGE: 5/5 (READY!)
>OST: Play Deadmau5 and Gerard Way - Professional Griefers.
It looks like the reaction with the Muramau5 has created an ethereal version of Deadmau5's giant robot.

>Mardek/Jormungandr: Engage.
1n the words of one of my fallen all1es, 1t's time to gorilla some gorillas.

>Mardek: Attempt to heal Fredbear using Vi Forti.
Since it's a metal Piono alchemy, it would work.

>Mardek: Challenge Piono.
1've k1lled you once, 1'll do 1t aga1n.

----
I remember the most important part of a really cool arm cannon: DAKKA.
I then fire a metric gorillaton of hopesploding lifesteal lasers at Cranky Kong at the point where the area outside the Crypt is just a bunch of hope lasers colliding with each other. Damage returns to Aetherhedron as healing.
The best part? Since Jormungandr has paradox majjyks, there is no spread involved.
The ethereal robot punches the Vivid Soul of Illusions into the center of the earth, then explodes near Cranky Kong.
The Heavy rams into the Necrodancer.
~~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)

Muramau5 (Level 10, Katana ++ Sonic)
~~~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~~
The Lord Michael Jackson [AG BOSS]: 16/420
Git gud.
Transistor [AG BOSS]: 39/100
SORD...
~~Entities~~
Heavy [AG]: 50,000/100,000 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) (24/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (22/26)

Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (22/26)

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.

Katana && Deadmau5 Head = Muramau5 (Level 10) (5/11)
Information is in the discussion thread.

or alternatively

Katana ++ Sonic = Muramau5 (Level 10) (1/1)
Yep, this is now a Piono Alchemy.

~~Joke Alchemies~~
None.
 
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Discussion/Orders:

Message of the day: I love technicalities. *winks* You'll see it sometime. Btw Sparwick and Bernaan are giant tentacle abomonation-type things. Most certainly evil. Then again, so is most of Aayla's alchemies.

@crystalcat I messed up one of the bosses: Lord Bernaan's Tentacle Smash only heals himself. I suppose nerfing them there i- Wait. This charge has the exact same amount as Galath,
they are [Boss]s, yet have less health... That doesn't strike you as odd? Surely, even if they have an effective kit, the [Boss] tag should amount to something more than that.

Tahm Kench is a beautiful statue. Of a toad. Type. Thing. Catfish.

Lord Bernaan uses Death Sentence on Cranky Kong. Lady Sparwick uses Omen on Cranky Kong.

Shia LeBeouf in a Superman Cape disappears now that From the Grave has worn off!

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 - 12/23)

Amp from inFamous 2 || inFamous && inFamous 2 && Energy Cell && Ray Sphere = Fork of Power (Level 15 12/16)
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 - 13/16)
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 - 20/21)- you can do this one if you like crys.

Comb ++ Ice = Artic Wrath (Level 10) 1/1 DONE!

Tab under renovations.

Charges!
Lady Sparwick - 250'000hp? [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 - 250'000hp? [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 self-heal 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.

Annoying dog 0/1 Jk.
Charge Pool 1/x

Kurazhan 1/75
But buffed.

Soul Arcanery!
HERE COMES A NEW SOUL.

Vivid Soul of Illusions: (Level 2) - 12'000/38'000hp

Eternal Soul of the Lich: (Level 4) - 66'000/66'000hp
Who knew that Liches would have souls?

Current Soul Level Count: 6 (max. 8)

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

Actions!
OH WAIT ITS EMPTY.
Seems like things are getting serious up in here.

Aayla places Lamb's Respite around Aetherderon in an attempt to relieve the affliction placed upon him. If that doesn't work, she forcibly tears the ice off Aetherderon using Arctic Wrath and Hand of the Archlich and fires them at Cranky Kong.

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)
Arctic Wrath (Level 10) (Ice Comb) (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)
Carpe Diem (Level 10) (Motivation Shia LeBeouf Figurine)
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), Alexstrasza's Heartstring (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: 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: Arctic Wrath (O - 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.
Tier 6: Dream (325)
Oh, man. This will take ages to combine. I'm not even using it to attack!?!?

Support!
+1 DarkSide +1 Sirplop +1 Pricey
 
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I take one look at the entirety of the absolutely ridiculous alchemy system, by which I mean the Infuser, and deign to satirically point out its flaws in some waste of an attack.

Pasta Noodle ++ Water = The Wet Noodle (Level 10: 1/1)

I hold the stringy and dripping fragment of sustenance between two fingers, examining it curiously.

THE WET NOODLE: A soggy piece of pasta. Somehow, it also happens to have nigh-supreme command over the element of water. What a serendipitous revelation.

Well, then. I can finally accomplish my life goal of murdering somebody with a piece of pasta. Anyhow, I glance over to an Ooze Golem, eyeing it suspiciously. The Golem seems to be looking at the object hungrily. What is this? Do you desire my pasta?

My vision grows hazy, obscured by visions of eventualities. This Golem desires my only strand of splendiferous damp pasta? This cannot be. This. This shall not be. Mutterings and whispers circulate about in my brain, unobscured by the chaos likely occurring around me. Varied phrases, yes, but with one singular meaning. The Golem wishes to make short work of my life, and grasp The Wet Noodle in its own hands as my own grow steadily colder. Visions flash before my eyes. The knife entering my back, slipping between my ribs, with a wet thunk as it ceases moving. A wet squelch as it exits my body once more. The thump as my body strikes the ground in a puddle of red, rigid and unmoving. The machiavellian mastermind ripping the pasta out of my fingers.

CIRYATUR: ENOUGH! YOU.

I point a finger directly at the head, or head-analogue, of the Ooze Golem in question.

CIRYATUR: DASTARD! CHARLATAN! DISSEMBLE ME NO MORE! BEGONE FROM THIS PLACE, WITH YOUR HIDEOUS INTENT!

I suddenly leap upon the Ooze Golem, wielding naught but the string of pasta. Shouting incoherently, I stab the thing into the Golem's body repeatedly, and without hesitation. Drawing the thing out, I proceed to use its essential indestructibility as a strangulation technique. Immediately getting to work, I wrap the string around the neck-analogue of the Golem, tying the ends together as swiftly and wildly as one might expect of me, and more. In seconds, I am pulling both ends with unexpected ferocity, sending my boot into the abdomen of the Ooze Golem painfully.

CIRYATUR: BEGONE FROM THIS EXISTENCE, YE IMMORAL CONNIVER!

Shockwaves of pure water essence emanate throughout the room. I pull harder and harder on the pasta, and watch as bursts of pure Aqua essentia flow through the thing violently, searing the neck-analogue of the creature irreparably. With maddened zeal, I release the Wet Noodle, kicking the Golem to the ground instants later. I claw at its eye-analogues with sharp fingernails, watching as whatever constitutes as a lifeblood seeps out around me. Turning to momentary fatigue, I proceed to strike the Ooze Golem in the head with a closed fist.

Grabbing the Wet Noodle once more, I plunge my hand, holding the artifact, deep into the Golem. Aqua vis pulses through us both, and chars the ground beneath us. I rip my hand out of the creature, and once more wrap the pasta around the neck of the Golem. Wrapping the string of dripping food around the Ooze Golem once more, I enact the Ultimate Technique, Strangulation Immaculate. Enraged by passion, I squeeze all that might once have been life out of the Golem's body. As I do so, I hear a solitary voice, echoing around my mind.

"YOU ARE MEETING ALL OF MY STANDARDS!!!"

I am suddenly and inexplicably filled with DETERMINATION. I pull absurdly hard on the pasta, and watch as the breathing of the Ooze Golem subsides, both metaphorically and physically. Standing, I slide The Wet Noodle into my inventory. That is what happens to pasta-thieving murderers.

Afterward, I accept Tempo's generous gift, and casually burn the thing into my left forearm. Excellent.



Trident && (Vial of Abyssal Ink && Demonic Blood Shard) = Haemal Analogue (Level 10: 2/11)
Alchemical Seal || Quicksilver && Black Liquid Misery = Aeolian Branding (Level 5: 2/6)
NEW: D20 && Alchemic Lexicon && Primordial Pearl = Philosopher's Kismet (Level ???: 1/???)
NEW: Eldritch Blood Orb && Bedrock Shard && Concentrated Blood Essence = Ichor Spherule (Level ???: 1/???)


+1 to Tazz, Generic, and Cobalt.

Sodden Hollow 3/50 (+1 from Tazz)
Periculum 3/50 (+1 from Tazz)
 
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@The Flaming Toast : Not to come off as insulting, but perhaps it is simply because that up until now Spoil attacks had always hit and you had just assumed they always did? Or that it was the style Jondanger23/CrypticCataclysm had adopted, and one Crystalcat sees no reason to continue? Because I believe that either one of those is the cause here more-so than them actually having always-accurate properties.

Also, I think you don't get the concept of entity charges? Until those bars are completely covered in Red (AG color) or whatever other appropriate coloration there is for such, they're unusable. The cooldown times are more accurately their chargeup times.The charges increment before entity actions, meaning I can order Cranky Kong to use the Following again as he'll have (just) enough Crunk and Charge to do so when his turn comes. So have fun with that.

@Cyanogynist : So apparently Nekochromia just decided to drop dead as a doornail for no reason at all? Or stopped being a thing? Or was it that ludicrous combo of superattacks that offed her as an afterthought? Did I miss something?...Let us all just assume Roxxanne stole the corpse and shoved it in her non-Alchemy inventory for safekeeping in the future, if the corpse actually exists. If it doesn't, Roxxanne will leap in suddenly to MAKE it a corpse, right now.

Hat/Rat/Jor Charge: 5/5

75/100 Apparel Assemble!
FENRIR: 34/50 (+3 From Generic)
FENRIR BID:
GENERIC: 42
THE FLAMING TOAST: 13
W32CORAVINT: 10
REDSTONETAM: 8
DARKSIDE: 7
FARESSAIN: 1
TMB50: 1
WINNERS:
CYANOGYNIST (JORMUNGANDR)


+2 to W32Coravint, +1 to TheLordErelye

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: 22/26)

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


STARDUST CORRUPTOR CANNON && LUNAR FLARE && MOON LORD TROPHY && ELDRITCH TENTACLE = ELDRITCH MOON CANNON (LEVEL 25: 7/26)

CLOAK || NEBULAE FRAGMENT && SOLAR FRAGMENT && VORTEX FRAGMENT && STARDUST FRAGMENT && LUNAR ESSENCE && CLOAK = COSMIC MANTLE (LEVEL 15: 5/16)


Hrm, might as well make the last one count...

Halberd ++
Meta = Reevaluator (Level 10: 1/1)

Reevaluator: A spear with a gold-blue coloration, the reflection of the OP Scale itself within its very essence. This is an interesting weapon-it's sharp and sturdy, certainly, but what's FAR more interesting is it's incredible ability to alter the effectiveness of any ability and strategy. This isn't all give-take, it changes multiple other local padigrams to do so-making a resistance to fire stronger means making more attacks 'count' as fire around...Or can mean that. You can make things weak as air or nigh-invulnerable, make punches like Captain Baldy or make Captain Baldy punch like a girl, fly like a bird or crash like a lead balloon...And the best part? There's no indication this has occured at all in most cases. It means you can make your own faction, compared to everyone else, completely weak, and make opposition as useless as hell, and no-one will actually notice your involvement. It covers every paradigm of every task you could conceivably hope for. Hard to argue with it.

This infuser is marvelous, but I can see that it is the very traits of its speedy use and powerful returns that is gathering the Godmodder's ire.


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)

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 [PG]: 450,000/450,000 HP. THE SCALE OF CRUNK: 210/420 CP. THE FOLLOWING: III + 210 CRUNK. THE BLESSING: IIIII + 280 CRUNK. THE GUIDANCE: IIIIII + 350 CRUNK. THE RECKONING: IIIIIIIIIIIIIII + 420 CRUNK.
UNLIMITED GUDNESS: 69 TURNS. PUTTING THAT IN A BAR IS JUST CRUEL. TURNS: 7/69

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 25% 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 CRIT 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:

-DarkSide versus Roxxanne.
-AVAILABLE.

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

Free-For-All: 1-0-0 (Fredbear), 0-0-0 (Roxxanne) 0-0-0 (Zetta)
Duels: 1-0-0 (Fredbear); 1-0-1 (Roxxanne) 0-0-0 (Zetta)
Tag-Team: 0-0-0 (Fredbear); 0-0-0 (Roxxanne) 0-0-0 (Zetta)
Tazz/Xi: 1-0-0
Piono: 0-0-1 (technically?)

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/three kinds of opponents you can pick. The first is versus my standard characters. Fredbear is kind of wounded right now, so he can't accept challengers and he'll be using a VASTLY different fighting style. As for the other two, There's a slight difference between each; Roxxanne will use Akron's Core and the Crystalized Ki, while Zetta will use the Lord Michael's Hat, the Coral Riff Guitar, 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 are event battles, which are explicitly designed to destroy you. Deliberately unfair. Their equipment is varied on the character, and you'll get their full loadouts prior to a match with 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) ))

Fredbear, don't worry, I'll be there shortly!

> RUFredy4GoldenRedy? was extremely careless.

AUGH! A death loop!!! I can't get in to stop it, as he dies that fast! Jeez, this Zetta guy got him really good. Hrm, now how to stabilize this...Ugh, that's actually a really good question. An Oblivion-based wound...It's lucky he exists at all.

> RUFredy4GoldenRedy? found himself lacking body parts.

-It is at this time that Mardek attempts to heal GF, but finds himself unable to as Freddy is dying ridiculously fast.-

Well, thanks for trying...Actually, hang on a second.

> RUFredy4GoldenRedy? was not ready.

Maybe...If I can just slow down time enough, I can stabilize him with this replacement part for his spine? That was the worst damage done, I can tell from his other corpses lying around everywhere...Everything else should be easy from there. Or at least easier.

> RUFredy4GoldenRedy?'s life had abruptly ceased.

...Alright, he'll always respawn there, so, steady...Steady...I just have to-

> RUFredy4GoldenRedy? met an incredibly undignified end.

Ugh! OK, round number two of precisely timed spine replacement...Here, we, GO!

> RUFredy4GoldenRedy? gotttttttt dunked on by The Nonexistent Tazz's Animatronic Spine.

...NEEEEEEEEAAAAAAAAAAAAAAAHHHHH!!!

-MEANWHILE-

Mrmph! This sue's takin' forever to kill!

By which I mean nothing's happening whatsoever.

What's your hold in that fight? Mardek and the Sue have no-

Mardek's actually been nice to me while everyone else has been either ignorant or a big jerk! Plus I'mma thinkin' of eating the corpse later. Maybe. I'm taking it either way, because I can and it doesn't deserve a burial.

Cannibalism issues aside...Why not kill her yourself? Mardek doesn't seem-scratch that, DEFINITELY isn't the type to care who's killing the Sue here, just that she's dead. Nekochromia means something unfortunate for her-the sooner she's out of his life, the better, and it's only a bonus if he can carry out revenge. Revenge is unhealthy, so you should be helpful and kill her yourself.

...I feel like a big dummy now. Hey, can I borrow the Life-Scyteh thingy?

...Vita Australi? Eh, I guess so.

Hooray! Thank you!

Cranky Kong will smash Aetherderon in with his cane and regenerate some Crunk, unless Aetherderon was already killed. If so, he targets Talm Kench so his Thick Skin can't kick in and heal him. Roxxanne, do hold off from any particularly powerful artifacts: I've got an idea for next turn...

OK, Uh...Who are you?

Zetta!

Ah, OK Zetta!

Ah, yes, before we go-I intervene in Ayla's asinine attempts to remove Atherderon's frost by interfering with Ayla herself! The gorilla ought to learn a bit about her gorillaing limits, eh? A flash of Orchid, and Ayla decides that now would be a good time to test out the fire-manipulating abilities of her weapon by pressing it right against her face! Well, more accurately, 'I mentally manipulated her into doing that.' She then explodes violently to disorient her senses. Ayla, eat gorilla!

Roxxanne, now would be the time, if appropriate?


I activate Hemmorhage and Vita Australi in tandem! The combined powerful Blood and Life majjyks are exactly what i need in this situation for a variety of reasons. I also activate the Fade's invisibility technology because I'mma need my energy for this.

I stealth mode all the way behind Neckochromia, the lousy sue standin' around hurtin' mah buddy! Being an Arch-Sue, she's a veritable WELL of life force, being that Sues are basically unkillable for no reason at all, you know? It's that kind of effect. As such, I immediately sap her lifeforce dry by stabbing her in the back with Vita Australi! How the heck you can stab someone in the back with a freaking scythe and go unnotice evades even me, but given the Fade's stealth tech, it's not unreasonable! I take this time to punch her with Hemmorhage a bit as well, because she's a big jerk, and though sues are super-mockable, NOTHING excuses being a big jerk! (It's usually why Sues are so mocked, actually)

In any case, I use the opportunity given by Vita Australi being directly in her chest to sap all of her life force. And I mean it, ALL OF IT. I use Hemmorhage to force her limbs still while I wither her corpse away into a dead nothing, leaving an un-alived body right in front of me, mostly Glitter and frills on some furry that's part cat, part dragon, part angel or something dumb and sue-sounding like that with some equally sue-ish species name, like, "Neko-Dracogelicai, Hyper-Evolved Magical Mega Buster Sailor version", with a super-sue ranking of 'Ultra High Queen of the Neko-Dracogelicai" and such..Jeez I'm convincing myself out of this aren't I?...I certainly ain't gonna throw it around like the absurd gaudiness of it all was something to be proud of, that's for sure! Also,
I bet you the only reason she's dead now is because she can't think of the idea of being an ugly zombie, thereby making her dead because her life force can't maintain her good looks! No seriously, that's a theory behind Sues. (Important note: If Nekochromia is already a deadmun and can't offer up significant life force, well, I hereby instead channel the nearby extra lifeforce of everyone's auras-which is basically 'used' Lifeforce. Either way, I take her corpse. I'm having it so no-one, uh, revives it in the middle of the night or somethin'.)

With that done, I use my massive blob of Life power and channel it into Hemmorhage, hyper-empowering it! With that done, I proceed to aim it directly into Aetherderon. Well, directly behind his mostly-frozen self, anyways! I aim for an appendage that isn't frozen, to make sure that I don't break the ice! That being said, the appenage I target's mostly going to get obliterated! How so, you may ask? Well, having your flesh suddenly rend itself into bloody paste doesn't sound like an injury you can just walk off from!

Yep! Aetherderon's whole, uh, choice appendage is suddenly removed from his body as it becomes a gloriously massive pile of nasty gore and bits and things! I can't really stop to eat it, however! I absorb it into Hemmorhage all the same, supercharging IT, and readying up it's more super-powerful offensive actions that I can name...By which I mean, I fire off a massive salvo of blood-empowered superexplosives directly onto Aetherderon, destroying the ice completely (assuming it even can) and rending Aetherderon's body into a rather faint scent in the air! And it kinda smells like bubblegum actually. Why does Aetherderon smell like bubblegum?

You've been alive too long, Mr. Aetherderon! I hope you understand that it's time for you to go!
If Aetherderon is killed by that, I transmit the Spoil of War to TheLordErelye, as he's just joined and he should get an awesome trinket to play with 'n' stuffs.
 
Daibo, lvl 1
The Axe, lvl 5
Disassembly,lvl 5


Blah, blah, blah, special items will be here.
------
Charges:
Summon Genkhis Chan
Find even more items
------
Alchemies - The Axe && Daibo (lvl ?) = 1/?
------
Specials:

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

------
Actions:
I am trying to convert goldenready by means of this!: Wollolo
Note that this is reference from Age of Empires, all of i summon


------
Helping:
+3 redstone.
 
>1/2
The Godmodder did 100,000+ damage in one shot... WITHOUT USING THE LUTE! WHAT IS THIS MALARKY!

-=Charges
Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (76/300)
Runic Shepard (10/10) +1 from Pricey -- COMPLETED
Oracle of Dust (0/30)

-=Summons
Out of the corpse of the Incubation Beast, its last call to arms, a Runic Shepard sprouts! This creature only heals, but heals for a lot!
Runic Shepard summoned! [HP: 15000/15000][Only heals, but for a great amount]

-=Actions
Aetherderon will muster all his might as a GOD, and smash through his frozen shell! And, if he succeeds (with assistance from me, see below), he will protect Tahm Kench with all he's got (attacking everything that attacks him and Tahm Kench.) If he's still alive after that, he will use Dead Yet Dreaming.
Szalinthia uses Bring to Light, and her and her legionnaires defend Aetherderon and Tahm Kench! (attacking everything again)
The Runic Shepard heals Tahm Kench!

If GoldenReady can do excessive amounts of damage in one attack with alchemies, then I can do more.

I take the Immortal Soul of Swordsmanship, and crush it in my hand. I run off towards Aetherderon, and trace lattices in the ice entombing him, hopefully freeing him. I turn towards Cranky, and while wielding Dust in one hand, and Everfree in the other, with the power of the knowledge of every dead swordsmaster to have lived on this earth, and all like it, I swing Dust through Cranky's Cane, turning it to... dust. I backflip over his sluggish counterattack, and easily parry every slow punch and dull kick. I spatially latch onto his T̡́̀h҉͝ȩ͢y̧̡ w̶͜i̢͘͝͏͏ĺ̡̛̕ĺ̵͢ l͘͞į̛v̴̧͟e̶̷͞͞͞!̕ hands with Everfree, and tear them from their sockets, all his Mountain Dew blood spewing everywhere (He does have Mountain Dew blood, right?). As he wallows in his pain, I walk up to him, and very easily decapitate him with Dust. As I turn away, his body falls to its knees, and blows away into the wind. I do not care if he is buffed beyond godhood, or protected by ten thousand giants. He.
W̗̙̰̯̩͖i̙̩͚̭ ll. F̧̡̺͔̰̪͉͚̫̪̞͕̙͇̜͓ͅa̸̞͉̯̠̙̲̣̩̩͖̣͖̤̜͖̖͘͝͡ͅļ̗̮̥̙̟̯͍̮̻̞̺̜͚̯̪̕͝͞ͅl̷̵̝̺̤̩̮͚̜̣̞̬̠̫̞̀͝.


As I see GoldenReady prepare his final salvo agianst Aetherderon's literally godly backside,I̧͢͢t́͢'̷̷̨̕͞s̵̴͝ m͠í̡̢̨́ǹ͢͡҉ȩ̨ ̶̵̡҉t̶̴̶o̸͝͡ c̷̸̀́o͞͝n̷̛t̷̡̛͞͏r̴̛҉́ơ͜l̶͟!̵͝͝ I leap into the path of his attack, and cut the entire attack into a rift that is directed at the Tentacles! (They'll most likely die instantly, anyways.) As I stare at Golden Ready, I steadily point Everfree at him. Welp. I'll use my Spoil, the GIANT BAT WING, on Aetherderon, making him invulnerable this turn!

"Golden Ready, you are ǹ̡͕̝͉̲́ͅo̶̷̢̩̜͕͍̺̮̞͖t͔͙h̙̲̜̺̝̖̳̱į̙̟ṉ͔͓̫̼͎g̣̝̜̩ anymore. You were once a valuable ally, but to fall so low as to attack your own brethren, the ones who you fought and died side by side with, it sickens me to an extent you may never grasp. Pick up a few facts before you try to kill a god again; Gods never die, they just go back to sleep. And anyone in their right mind would give their all to stop that."

(This chunk is optional, really. Main goal is protecting Aetherderon.)
I casually walk towards the Skeletons, and point Everfree at them without slowing my pace, and crush their skulls like grapefruit N͏́̀͞ǫ̴̵̶̢t̸̢̛h̶͞i̵n̸̵͘͞g̷̶̵̸̨ c͏̢̛̛͢a̸̧͝ǹ͘͘͘ s̵̛t̨̧͢͠ơ̸͘͘͜p̵̸͝ m̴͘͘e͘!̵̨̧̀̀. I proceed to approach the Necrodancer, and as he is (most likely) preparing his attack on me, I walk straight up to him, unflinching, and stab him with Dust straight through where his heart should be. As he collapses into himself, I whisper gently into his ear (or ear equivalent!)

"This is for every friend we have lost, and everything they gave. And all the wishes they never knew came true. G̛͖̩͔͍o̲̙͓̻̭o̡̭̖̩̳͈̻̲d̬̼b͍̗͖̯y̰̗̺̙͙e͝.̭"

-=Alchemies
$Eternal Soul of the Storm$ && Voidmetal Chassis && Blackguard && Voidmetal Broadsword == Artificial Guardian (22/29 -- Lvl. 28) +1 from Toast
Dust && Everfree == Core Eva (23/26 - Lvl. 25)
Eternity's Tremor && Unlimatum == Core Titan (13/26 - Lvl. 25)
Outer Land Wood && Bag of Possibilites && Darkstone Scryer == Unending Swarm (13/26 - 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 -- DEAD
Titanic Crusher restores 5000 health at the start of every round unless at full health.
-- Incubation Beast -- DEAD
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 -- EXPENDED.
Lvl. 5 Immortal Soul of the Dying Sun
+1 to Toast, +1 to Jon, and +1 to Cyan
 
Last edited:
Discussion/Orders:

@GoldenReady Aayla has two A's. I supposed that (Single-target) Spoils would always hit because I have never seen anything to the contrary, which is a perfectly viable reason to believe that; ignoring the fact that it is perfectly logical.

@Sirplop Don't worry. I got Roxxanne covered.


Tahm Kench is a beautiful statue. Of a toad. Type. Thing. Catfish.

Lord Bernaan uses Death Sentence on Cranky Kong. Lady Sparwick uses Omen on Cranky Kong.

Shia LeBeouf in a Superman Cape disappears now that From the Grave has worn off!



Alchemy! (1 new 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 - 13/23)

Amp from inFamous 2 || inFamous && inFamous 2 && Energy Cell && Ray Sphere = Fork of Power (Level 15 13/16)
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 - 14/16)
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 - 21/21)- you can do this one if you like crys.


(Dragonbone Bow || (9 mana 8/8 [Legendary] - Battlecry: Set a hero's remaining Health to 15)) && Dragon Heartstring && Dragon Scales && Aspect of Life = Alexstrasza's Heartstring (Level ?? - 1/??)
Part of exhibit, so preferably Level 15 or 20.

Comb ++ Ice = Artic Wrath (Level 10) 1/1 DONE!

Tab under renovations.


Charges!
Lady Sparwick - 250'000hp? [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 - 250'000hp? [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 self-heal 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.

Charge Pool 2/x

Kurazhan 7/75 (+5 from various, missed last post)
But buffed.


Soul Arcanery!
HERE COMES A NEW SOUL.

Vivid Soul of Illusions: (Level 2) - 12'000/38'000hp

Eternal Soul of the Lich: (Level 4) - 66'000/66'000hp
Who knew that Liches would have souls?

Current Soul Level Count: 6 (max. 8)

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


Actions!
-Not using colours because mobile device.
C: *is standing*
A: When did you get here?
C: Always was here.
A: I'm not an idiot.
C: I'm not a leaver.
A: What did you take half my alchemies for!
C: No reason. Just felt like having some fun on... another continent.
A: Pass 'em back and I'll ask questions another time.
C: Fine.
A: I'm keeping my eye on you. Watch your back.
>EXCHANGE INSUES
Before you argue Roxxanne is invisible, invisibility falls under Light/Dark. So even if Lis Lucem or Dux Noctum can't reveal Roxxanne, they allow Aayla to see her.
Aayla's eyes flash. She thinks it's a good idea to hit herself with a staff. Mirror Light flashes. Then she thinks Zetta is stupid enough not to notice that Mirror Light negates magic.

A: It's made from Spellbreaker and Albiit. idiot! Maybe that should give you a hint. I'm certain that preventing someone's action and making one of your own isn't exactly the most constructive use of your limited damage output.

This was, however, completely out of context so no-one really understood what she was talking about unless they could somehow see that she was holding Mirror Light and pointing to it in an obvious fashion.

A: Eh, you're not worth an action.

Stealing life from that Sue was all and well but attacking Aayla's bae Aetherderon was not on. Aayla stopped time with her recently reaccquired End Time and brought out Art Initiates Life. She took a conveniently placed seat and looked at Roxxanne trying to rend Aetherderon's something.

A: No, no, no. This isn't right. Let me fix this.

Aayla began drawing the scene in front of her in the Tome of Reality with Art Initiates Life. Everything in it was exactly the same as in real life, even with colour. The difference? Roxxanne had Zetta in her hands (somehow) rather than Haemorrage and Vita Australi, Calan had a muffin in his hands and the Necrodancer was slightly less blue. Aayla packed up her things and returned exactly to where she was earlier, pointing at Mirror Light.

Due to the effects of the Tome of Reality, Lis Lucem and the Spyglass of Space (as well as the equipment nulling potential of End Time), Roxxanne was completely unawares of the unusual event and proceeded as if Zetta was Haemorrage. Thanks to these alchemies and Calan's manipulation of Resonance, she had no clue she was evene holding Zetta. Of course, he wasn't Haemorrage, so there wouldn't be any problems in terms of damage as Aayla continued to manipulate light and reality to give Roxxanne the impression she was doing tonsofdamage to the slightly more roguishly handsome Aetherderon. She even added a faint scent of bubblegum.

A: Nice touch, me.

She finally dispelled the illusion (even though that was only a small part of the enchantments placed on the world around Roxxanne) placed on the world around Roxxanne, but by then, it was too late. Any chance of attempting to repeat her action via timey whimey stuff would be unfortunately denied, thanks to Aayla's very own Physics Inducer; it had more than deminstrated it's capabilities in preventing the manipulation of time in the arena. It may have even threatened Tazz, had he not been an Alpha Godmodder.

A: Hi, Roxxanne!
A: What's it like on the [PG] side?
A: Are you having fun with Zetta?
>A: Point to Zetta.
A: I just want you to know that you should be careful with him, he's a bit
>C: Cue not at all suspicious gust of wind and dust via Resonance.
A: I hope he's feeding you well.
A: Be seeing you.
>A: Leave and fistbump Calan.
>A: Half-forgive Calan.


Inventory.
Now sorted by Type, Level. Italics are Calan's alchemies. They can still be used by Aayla, this is just for RP purposes. 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.) 1/4
Conga Drums - (Spoil of War - Give two entites critical hits for one turn.) 1/3

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)
Arctic Wrath (Level 10) (Ice Comb) (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)
Carpe Diem (Level 10) (Motivation Shia LeBeouf Figurine)
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)
Art Initiates Life (Level 20) (Creation Pen)
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 Grave
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
Vivid Soul of Illusions: Level 2
Lucid Soul of the Creator: Level 3
Lucid Soul of Dreams: 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.

Tier 6:
Dream
??
Profit

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), Alexstrasza's Heartstring (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 (O - 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: 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: Arctic Wrath (O - 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.
Tier 6: Dream (325)
Oh, man. This will take ages to combine. I'm not even using it to attack!?!?

Support!
+1 DarkSide +1 Sirplop +1 Pricey
 
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Daibo, lvl 1
The Axe, lvl 5
Disassembly,lvl 5


Blah, blah, blah, special items will be here.
------
Charges:
Summon Genkhis Chan (6/25, +1 redstone)
Find even more items (4/15)
------
Alchemies -
The Axe && Daibo (lvl ?) = 1/?
Terraria && Age of Empires = Age of Terraria (lvl 10, 1/1)
------
Specials:

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

------
Actions:
Now we are talking! I am protecting Tahm with Watchtower!


------
Helping:
+3 redstone
 
+3 Tazz
If you take another step forward... 42/50
you are REALLY not gonna like what happens next. 42/50
Ends of the Earth && Zodiac's Azimuth && Thorny Bow 2/??
Sulfurous Synth && (Key Piece 1 && Key Piece 2) && Mega Blast = Satan's Shredder 14/26
Broken Uranium's Umbrage 2/6
Pipe Organ AND Right Timetable Metatron's Melody 2/21
Alright, so. There are certain powerful weapons from the past that I'm interested in obtaining. I think I'll start slow.
The Broken Record(Timetables && Shattered Disc) AND Metatron's Melody(Cube Bits && Music Box) OR Compass(Cheap and easy to get) AND Broken Uranium's Umbrage(well then.) = Broken Anachronism (Level 40)
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)
Dormius (Lv. 10)
Vastatores (Lv. 10)
Belief Served Cold (Lv. 10)
Proteus (Lv.25)
Englishtop (Lv. 20)
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)
Infinity Gauntlet (Lv. 10)
I casually fiddle around with my incredibly clunky Englishtop, slowly reaching for Denito Surrexit, then give up and throw the Englishtop away and just give myself psionic powers. I then stuff the Spiral Sun Sucker in my mouth and timestep past Roxanne, attempting to set Nekochromia's corpse on fire. I then shove a gag in Sirplop's mouth and tie his arms behind his back so that I can spare myself from his ignorance, since really when you're managing multiple characters there are plenty of ways that trying to attack a percieved traitor could go wrong. Way too many, in fact.
If I fail, and I probably will, I just pull out the Infinity Gauntlet. You know, back in Act 4 I said I mastered all 11,000 elements. That was a lie. I mastered a single element, and proceeded to skip to the end, bypassing the need to master any others. That element? INFINITY.
I then flick my hand nonchalantly to the side, and the Necrodancer is thrown to the side and impaled with bones.
The thing about having an element for the concept of infinity is that it's insanely broken. The counter to that concept is the fact that any true understanding of infinity will drive one insane. However, this is no deterrent to those who had no sanity to begin with. Of course, even starting the path to mastering the infinite is a daunting challenge. After all, you can't really have "bigger" or "lesser" infinities... can you?
I snap my fingers, and waves of bullets rush at the Necrodancer. Just before they hit him, time seems to slow down, and the bullets are suddenly replaced with explosions before impact, charring his flesh and bones.
Well. The answer lies in Twin's statements and retcontinuity. Both the Red Dragon and the Disc of Mojang were stated to be "infinite". The Dragon came with caveats. The Disc more so. When you get something that grants wishes with a limit, you tend to try to work around that limit. Twin had to backtrack, say that the Disc could do almost anything. And here lies the answer. There is no such thing as a true infinity. Anyone who does not set out with this in mind will fail. There are only 11,000 elements. The Red Dragon is merely universe-sized. The Disc can only grant each wish once. "Infinity" is the cosmos, vast, grand, and unreachable, but eventually finite.
I clap with one hand, and the walls crush the Necrodancer between themselves, sound waves pop his eardrums, his mouth fills with brimstone and his eyes are filled with lava, and his mind is assaulted with horrific nightmares.
But this is an inherently unsatisfactory answer, as one tends to want a true infinity, an omnipotent being capable of doing anything. As such, defined limits need to be shattered. Infinity cannot coexist with any limits in its true form, and as such one would need to completely detach themselves from all constraints in their existence. This, however, is tantamount to nonexistence. So I settled for slightly less than the infinite, and gained nigh-unbeatable power.
I make a dismissive waving motion, and the Necrodancer's battered body folds in on itself, imploding.
...I have no idea whether anything I just said made sense.
 
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/null
I just remembered I have the Giant Bat Wing.
YUS. WE WILL SURVIVE THIS ONE, TOAST!
/thepowerofeditingposts
 
LIGHTFORM CHARGE: 1/3
JORMUNGANDR CHARGE: 1/5
>Mardek: Challenge Piono and Nekochromia to a 1-on-2.
Have you gone mad? You'll getttttttt dunked on!
I've defeated him once, I'll do it again.
But with Arch-Sue Nekochromia on his side, you will definitely have a bad time.
I have collected Piono's player SOUL. I can handle it.
----
I set the Eternal Soul of the Lich on divine fire with the Divine Godblade.
~~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)

Muramau5 (Level 10, Katana ++ Sonic)
~~~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)
~~H E L I O S~~
It's time to create an overpowered set of weapons and armor based of the fandoms of Tumblr. There will be more sets in the future. 1 w1ll f1n1sh what he started.
(P) - infuser/Piono alchemy
(M) or (?/M) - in progress
(O) - obtained
(A) - artifact
(AO) - artifact obtained in base form, needs to be upgraded
SET ONE, that of the Twin Sessions: Helios Edge (M), Best of Times, Worst of Times (O), Pendulum (O), Eye of the Storm (A)
~~Boosts~~
+3 to Redstonetam
~~Charges~~
The Lord Michael Jackson [AG BOSS]: 17/420
Git gud.
Transistor [AG BOSS]: 40/100 (+1 Sirplop) (I'm going to need a lot more charges. We need Transistor out here faster.)
SORD...
~~Entities~~
Heavy [AG]: 50,000/100,000 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) (25/26)
Doot doot.

Electric Greatsword && Origin Blaze Rod = Recreate: Flare (Level 25) (23/26)

Origin Blaze Rods: not known for low level equipment.

Voodoo Doll && Crowbar && Derailed Plot Transcript && Caledscratch = Recreate: Oblivion's Derailer (Level 25) (23/26)

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.

Equinox && THIS IS INCREDIBLY ZILLY = Helios Edge (Level 25) (1/26)
Narrative and Conflict.

~~Joke Alchemies~~
None.
 
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