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Poll: Should I move this game to the Terraria Community Forums?
This is where most of the Destroy the Godmodder community is located, and the question has been coming up a lot. So, what do you think? Please vote, as this is very important!
I start turning the sturdy walls in deadly walls 1/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 13/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 12/25
I start turning the sturdy walls in deadly walls 2/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 14/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 13/25
Dark Pit keeps his aim on the castle. If it wasn't clear yet, he's ready to come in there and smash that "poser" in.
I know you can't keep walled up in there. You aren't coming out of this alive.
Dark Pit fires...well, it's an explosive, but it sure doesn't look like any explosion anyone's seen here yet, and it's definitely not some form of TNT.
I start turning the sturdy walls in deadly walls 1/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 13/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 12/25
Then I make a list of the things in the treasury of the castle.
You try doing an inventory, but the things that you come up with are miscellaneous items! Besides, you're not in the castle, so there's no way that you could keep track of all the things!
I start turning the sturdy walls in deadly walls 2/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 14/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 13/25
Sturdy Walls [PA] HP: 48/80. Structural. No form of attack. When at 40% or lower health, Castle can be attacked. Encompasses Castle.
Fortified Castle [PA]
Walls HP: 100/120. When at 40% or lower health, rooms can be traversed.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.).
Rooms contain loot.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer:
Battlements (Allows attack from a high point): Houses the Acolyte.
Royal Suite:
Library Tower: Houses a small archive of dark magic.
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 86%. In Battlements (Castle).
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 76/80. Heavy Machine Gun (4 base damage).
engie_ninja [N] HP: 20/20. Dragonfly Drone: 3/3. Monitors back area.
Inventory: Bear Trinket (+2 damage boost to attacks), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
Ross8815 [N] HP: 19/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Sword), Iron Armor (Absorbs 60% of damage), 99/100
Spider [H] HP: 0/16 (x1), 7/16 (x1) Burning (1 Damage over Time, 2/2)
The River:
A soothing riverbed nearby the forest. Quite smooth, but its nature as a water source make it much traveled by.
2/5 Sappers (this is the charge for the tunnelling attack)
The Generic Tank arrives! The tank's generic design and lack of defining traits make it confusing to deal with in a way similar to godmodding: it can modify the traits of its armor and weapons to increase its damage and reduce the damage sustained. I demonstrate this by defining it as a Bulldozer Tank equipped with a Drill Cannon, and have it shoot drills into the Sturdy Wall to weaken it, before bulldozing a path through it (the Bulldozer effect lets it make a path through the sturdy wall when it is at 50% or lower HP instead of 40% or lower HP).
Generic Tank: 50/50 HP (has generic attributes, can change attributes to aid defense and attack)
I start turning the sturdy walls in deadly walls 3/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 15/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 14/25
I keep turning the sturdy walls in deadly walls 4/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 16/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 15/25
2/5 Sappers (this is the charge for the tunnelling attack)
The Generic Tank arrives! The tank's generic design and lack of defining traits make it confusing to deal with in a way similar to godmodding: it can modify the traits of its armor and weapons to increase its damage and reduce the damage sustained. I demonstrate this by defining it as a Bulldozer Tank equipped with a Drill Cannon, and have it shoot drills into the Sturdy Wall to weaken it, before bulldozing a path through it (the Bulldozer effect lets it make a path through the sturdy wall when it is at 50% or lower HP instead of 40% or lower HP).
Generic Tank: 50/50 HP (has generic attributes, can change attributes to aid defense and attack)
I start turning the sturdy walls in deadly walls 3/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 15/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 14/25
I keep turning the sturdy walls in deadly walls 4/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 16/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 15/25
Generic Tank [AA] HP: 50/50. Incredibly modifiable to suit certain situations.
Sturdy Walls [PA] HP: 40/80. Structural. No form of attack. When at 40% or lower health, Castle can be attacked. Encompasses Castle.
Spear Mook [PA] HP: 16/16 (x5)
Sniper Rifle Mook [PA] HP: 16/16 (x2). In Battlements.
Fortified Castle [PA]
Walls HP: 96/120. When at 40% or lower health, rooms can be traversed.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.).
Rooms contain loot.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer: Houses the Acolyte.
Battlements (Allows attack from a high point): Houses Sniper Rifle Mooks.
Royal Suite:
Library Tower: Houses a small archive of dark magic.
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 86%. In Foyer (Castle). Kills: 1.
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 76/80. Heavy Machine Gun (4 base damage).
engie_ninja [N] HP: 20/20. Dragonfly Drone: 3/3. Monitors back area.
Inventory: Bear Trinket (+2 damage boost to attacks), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
Ross8815 [N] HP: 19/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Sword), Iron Armor (Absorbs 60% of damage), 99/100
Spider [H] HP: 0/16 (x1)
The River:
A soothing riverbed nearby the forest. Quite smooth, but its nature as a water source make it much traveled by.
The John Cena theme st- (SLAM!) Hey, no copyright infringement! I also happen to be near the Sturdy wall, so Yeah.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out http://minecraftnoobtest.com/test.php
The Generic Bulldozer tank drives up to the wall and knocks down a hole in it. A swarm of infantrymen rush out through the hole and surround the castle. Unfortunately, they are animated toy infantry, so they are really small. Fortunately, the game forgets to reduce the damage of the mini rocket launchers they use on the castle.
I keep turning the sturdy walls in deadly walls 5/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 17/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 16/25
I start turning the sturdy walls in deadly walls 1/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 13/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 12/25
Then I help engie_ninja and I help TSFHISEPIC.
Then I make a list of the things in the treasury of the castle.
Anonymous Medic: 5/12
Mecha Scorpion: 6/15 (+1 from Nulitor)
"!"
I flamethrower at the spiders with the intent to kill it with fire.
GODDAMN IT
STUPID GENDERFLIP VIRUS
9/10 Generic Tank
1/5 Sappers
I begin a tunnelling operation to plant TNT directly under the castle.
I start turning the sturdy walls in deadly walls 2/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 14/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 13/25
Then I help engie_ninja and I help TSFHISEPIC.
Then I ask why there is loot in the castle we are not using for equipping soldiers or for sacrificing them for reloading the acolyte in dark magic.
You deal 4 damage to the Automatic Catapult!
Dark Pit deals 4 damage to the walls!
The Acolyte was wearing the Darwin's Danger Shield, which he shrugs off the damage with!
You heal the Dispenser by 2!
You try doing an inventory, but the things that you come up with are miscellaneous items! Besides, you're not in the castle, so there's no way that you could keep track of all the things!
You deal 6 damage to both Spiders! Both spiders are burning!
Tunneling operation chartered! Should this be a charge or something else?
As of now, the Acolyte is busy!
========[End of Turn Events]========
The Automatic Catapult deals 4 damage to the Castle Wall! The Dark Magic Drain does its work!
Ross8815 fires his Primitive Rifle at one of the spiders, killing it!
The remaining Spider deals 1 damage to Ross8815 and 1 damage to his armor!
The Metal Atronach fires 2 shots at the spider, one of which hits!
The Acolyte finishes off the Dark Magic Drain before it can sap away too much of his power!
An odd force pushes TwinBuilder closer to the Dispenser! He gains 3 HP due to his proximity to the Dispenser!
The remaining spider is burning!
Inventory: Enderdodge Token [Power: IIIIIIIIIII]
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 23/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 16/20
Pricey12345 [AA] HP: 20/20
PitTheAngel [AA] HP: 20/20.
Dark Magic Drain [AA] HP: 0/5. Drains 2% of the Dark Magic Meter each turn and disables its regeneration. Only attackable by the Acolyte.
Automatic Catapult [AA] HP: 16/20. Always targets Castle. Bypasses Sturdy Walls.
Walls HP: 100/120. When at 40% or lower health, rooms can be traversed.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.).
Rooms contain loot.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer:
Battlements (Allows attack from a high point): Houses the Acolyte.
Royal Suite:
Library Tower: Houses a small archive of dark magic.
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 86%. In Battlements (Castle).
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 76/80. Heavy Machine Gun (4 base damage).
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
An alternate timeline emerges.
However, we must first start from the beginning...
10/10 Generic Tank
2/5 Sappers (this is the charge for the tunnelling attack)
The Generic Tank arrives! The tank's generic design and lack of defining traits make it confusing to deal with in a way similar to godmodding: it can modify the traits of its armor and weapons to increase its damage and reduce the damage sustained. I demonstrate this by defining it as a Bulldozer Tank equipped with a Drill Cannon, and have it shoot drills into the Sturdy Wall to weaken it, before bulldozing a path through it (the Bulldozer effect lets it make a path through the sturdy wall when it is at 50% or lower HP instead of 40% or lower HP).
Generic Tank: 50/50 HP (has generic attributes, can change attributes to aid defense and attack)
I start turning the sturdy walls in deadly walls 3/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 15/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 14/25
Then I help engie_ninja and I help TSFHISEPIC.
Attack: I placed some TNT on the sturdy walls.
Pendant of Power 4/20 (Boosts Base Damage by 2 (Doesn't work on the Acolyte))
In the world that we are beating some stuff now.
Now that Happened! Where we all begins.
When Worlds Collide in Destroy The Godmodder, There is the massive Colosseum that holds all that onslaught.
I eat the sturdy walls.
SSFIMDNDT: 9/25
It's High Noon
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 16/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 15/25
Then I help engie_ninja and I help TSFHISEPIC.
After that I go to the iron mines and research random stufff by hitting the ground with giant digging machines.Anonymous Medic: 7/12 (+1 from Nulitor)
Mecha Scorpion: 8/15 (+1 from Nulitor)
I activate the Kinetic Strike, then promptly punch that spider in the face with 200% MANLINESS.
GODDAMN IT
STUPID GENDERFLIP VIRUS
What's in the Box: 2/20
+1 to Engie and Net
"This wall requires more force. I am happy to put more force on it."
Dark Pit combines Explode, Quick, and Plasma, creating Continuous Blaster.
"Check this."
Dark Pit fires onto the Wall, this time with a rapid-firing laser with an explosive star placed on top.
I help nulitor with the walls.
I send a barrage of homing dark magic at Crusher.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
You activate the Generic Tank!
Okay.
You deal 4 damage to the wall!
Are you sure you're Neutral or AA? I'm starting to question this...
4 damage to the Sturdy Walls, regardless!
You try to travel to the Iron Mines, but you don't know the directions to it!
The Spider gets punched! 8 damage to the spider, finishing it off!
<Ross8815> Booyah! Alright, this area's done, so now we can move up.
========[End of Turn Events]========
The Automatic Catapult does its thing and deals 4 damage to the Castle Walls! The Generic Tank deals 4 damage to the Walls!
The Acolyte summons himself some offenses! He summons 5 Spear Mooks and 2 Sniper Rifle Mooks! The Acolyte also retreats to the Foyer!
The Spear Mooks advance to the Battlefield while the Sniper Rifle Mooks are perched on the Battlements!
Just saying, the Mooks have been buffed in terms of health!
Twin gains 3 HP due to his proximity to the Dispenser!
Inventory: Enderdodge Token [Power: IIIIIIIIIII]
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 23/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 16/20
Pricey12345 [AA] HP: 20/20
PitTheAngel [AA] HP: 20/20.
Dark Magic Drain [AA] HP: 0/5. Drains 2% of the Dark Magic Meter each turn and disables its regeneration. Only attackable by the Acolyte.
Automatic Catapult [AA] HP: 12/20. Always targets Castle. Bypasses Sturdy Walls.
Walls HP: 96/120. When at 40% or lower health, rooms can be traversed.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.).
Rooms contain loot.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer: Houses the Acolyte.
Battlements (Allows attack from a high point): Houses Sniper Rifle Mooks.
Royal Suite:
Library Tower: Houses a small archive of dark magic.
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 86%. In Foyer (Castle). Kills: 1.
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 76/80. Heavy Machine Gun (4 base damage).
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
An alternate timeline emerges.
However, we must first start from the beginning...
((the amount of posts that get accidentally ignored is a bit off if you think about it in ratio. this turn 1/4th of the posts were messed up))
8/20
I attack the Sturdy walls by punching them. Once.
No matter who wins, this can't end well...people like you should be burning in...you know, that place.
As usual, the only way to end a war for good is to discover its beginning...and end that beginning.
So, Uzi. Sorry to let you know, but this is as far as you go.
"lol ur stooped im God."
"Actually, as the omnipotent creator of this universe, I think I fit the bill more than some bearded guy who can't escape from some rope."
Oh, yeah, I smash the Automatic Catapult with a sledgehammer.
10/25
It's High Noon
Piercer 3/5
MLG Dood 300/1337
The John Cena theme st- (SLAM!) Hey, no copyright infringement! I also happen to be near the Sturdy wall, so Yeah.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!


To take the test, check out
http://minecraftnoobtest.com/test.php
War, war never changes.
The Beginning.
http://technoterra.myminicity.com
The Generic Bulldozer tank drives up to the wall and knocks down a hole in it. A swarm of infantrymen rush out through the hole and surround the castle. Unfortunately, they are animated toy infantry, so they are really small. Fortunately, the game forgets to reduce the damage of the mini rocket launchers they use on the castle.
I keep turning the sturdy walls in deadly walls 5/8(some more HP and the ability to attack a little)
I keep building a plasma shield for the acolyte (protects the
acolyte and the POE shield and regenerate 2HP per turn and have 20 hp
but does not have the sudden regeneration when not hit for three turns
the POE shield had) 17/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 16/25
Then I help engie_ninja and I help TSFHISEPIC.
After that I use a satellite connected cellphone to ask the directions of the mine to engie-ninja if he wants to reply back.