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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!
(Well, Since I was checking in, my first post was launching a large EARTH Golf Ball towards the Enemy. However, while the golf ball won't block the portal, it could take out the turn's summon that is coming through possibly. The Golf Ball would probably not count as a Combo attack, since P just set it up, not assist in it. Also, have fun getting Shanghai'd to some place.)
Hello forumgoers! My graduation is coming up and I had to go this evening to get fitted out for some formalwear. Regrettably, this means that i did not have an opportunity to update the game and complete the update! This opportunity will come tomorrow, though.
Revan
*facepalm* I send my guys back to guard my things, I then give auyeungyat an eyeroll. We could all work together and have EvP against the turrets and the Army.
I then upgrade my Cultist Module to have spawn better Cultists
You upgrade and make your army defend back
blinky
NSQ:I modify one of the default Modules that we own to begin producing weapons for the rest of the army.
which kind of weapons?
And is it not a waste to turn unit production in weapon production that is probably much less good while you might try creating a new module that would create weapons?(you can create new modules who do stuff as long as it do not create new troops)
Anyway you can explain next turn what weapon it build
ayenquyat
Who told me not enough? I then call an army of 12 Fanatics to spawn a Poison wave onto 4 of the turrets on 2 modules, disabling them in these two turns. Then they split into 2 army of 6 and occupy the 2 Module in it. Then they converted the Turrets to our side. One of the module is converted to Drone while another, Berserk.
/@GMoNSG(GM of NSG), if there is really a Player v Environment mode, I'm glad to give my vote joining their team.(@Revan, not EvP, but PvE). But , please, the difficulty not too low, please?
The modules are too much far from each other to summon that poison wave on four turrets(if they were close from each other then you would subish fire from multiple turret clusters when trying to capture a module).
The turrets are damaged of 6 damage each(keep in mind summoning is long ranged so it is quite normal it is not as much powerful as regular attacks and disabling turrets is hard so it is why it did just made some damage instead)
Then the fanatics already spent a lot of time and energy summoning and thus can not run and capture in the same turn
There is no pve mode but if the factory is not entirely owned by a team for too long(for example team fights lasts too long or the players do not gain modules fast enough) then an ary that is supposed to be nearly impossible to defeat finally reach the factory and make mince meat of the players unless they make super creative attacks longs as novels.(basically for wining you would need to spend your whole time writing super cool attacks) all in the same turn before the army can strike(it is like 20 000 000 soldiers with automatic weapons,artillery,tanks,assault helicopters and so on)
But if you all ally you will not have any possibility to fight this army because you will take all the modules too much fast.
I convert another one of my Fanatic Cores to Berserker cores, and my units attempt to destroy the turrets on an inactive Fanatic core.
You succeed in doing the first thing then you send 3 bersekers destroy one turret and send 5 fanatics destroy the other one and you capture the module yourself since it was undefended thanks to the broken turrets.
5 Fanatic producing modules(each defended by 5 fanatics except for one
of them which is defended by four cultists and one that is defended by 7 fanatics)
1 Skeleton producing module(defended by three fanatics and four skeletons)
One improved cult module(makes fanatics becomes cultists improving their summoning
power and make them have 1 more max HP)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by five elemental
fanatics) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
1 Weapon producing module 8/8 hp
Total army:22 fanatics and 4 cultists and 5 elemental fanatics and four skeletons
Frank 10 HP 5 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
auyeungyat20/20 HP
6 Fanatic producing modules(Each defended by three fanatics except one
which is defended by two fanatic and one cultist and two that are defended by four fanatics and one which is defended by 3 bersekers and five fanatics)
1 drone producing module(defended by three fanatics and one drone)
2 Berseker producing module(one guarded by one berseker and one which is defended by three fanatics and one berseker)
Total army:4 bersekers and 28 fanatics and one cultist and one drone
Factory
11 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Skeletons have low summoning power 2 HP and deals 2
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they
deal random elemental damage and have 50% resistance to all the
elements)
(Drones have average summoning power,fly and have ranged attacks they have 3 hp each and deal 2 damage per attack)
Well, it has. Also, I'm considering doing a rework of the structure of the post to make it less cluttered.
@ConsumerOfAll I've found that your items are more creative, have a larger interval between them, and aren't blatantly overpowered/a detriment to the health of the game. Therefore, my opinion of your items has stayed high!
====[End-of-Turn Events]====
nullitor's Top Hat deals 10 damage to the Super Hidden Tesla, which is the cap for normal damage!
Nyarlthotep's cannon deals 4 damage to one of the Lightly Armored Spear Mooks!
The Super Hidden Tesla fries another one of the Spirals into oblivion!
The Spiral snipes down the final Magician Minion!
The Magician is getting tired of summoning Minions! It does so anyways.
The Mook Leader issues his orders:
"I'm snared! Prevent me from getting captured or killed, that's top priority! On orders, focus fire on the Tesla Tower, and slay any minion makers while you're at it!"
Both Sword Mooks deal 6 damage to the Super Hidden Tesla!
The Lightly Armored Sword Mooks strike at the support structures of the Super Hidden Tesla, dealing 6 damage!
One of the Lightly Armored Spear Mooks smacks at the Super Hidden Tesla and deals 3 damage.
The other Lightly Armored Spear Mooks charge at the Magician to end him in a flurry of spear pokes that deal 9 damage total!
The Hammer Mooks deal 12 damage to the Super Hidden Tesla!
The Pistol Mooks fire a volley of rounds, dealing 4 damage due to the inaccuracy of such!
The Powered Pistol Mooks fire as fast as they can into the Super Hidden Tesla, dealing 15 damage!
The Assault Rifle Mooks deal 3 damage to the Super Hidden Tesla!
The Machine Gun Mook fires medium-power rounds into the Super Hidden Tesla, dealing 4 damage!
The Rocket Mooks both fire rockets at the Super Hidden Tesla, dealing 10 damage total!
The Automatic Flak Cannon deals 6 damage to the active Spiral!
The Magician Minions are not active units yet.
The Medium Battle Tank fires another shot at the Spiral, blasting it out of the sky!
The Expanding Mook Portal loses one Mook in its reinforcement repertoire this turn due to attacks centered on the portal. It still summons 2 Powered Sword Mooks and three Assault Rifle Mooks!
The Acolyte spends 2% of his Dark Magic Meter to get rid of a summon that has lived for too long in his book. He materializes a mortar and pitches a shot at the Automatic Flak Cannon, dealing 14 damage and blowing it to smithereens!
This is a forced loss scenario! Respawns have been disabled and you guys can retreat from the battle any time you like. I wanted to spoil this for you guys because I feel like it'd be plain irritating for you guys to go through all that and just get a story-based loss.
====[engie_ninja's sidequest]====
Currently in stasis.
You guys take note of some sort of structure in the distance. All the while, bmxer2001 and 75fires get fully adjusted to the morning!
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
The Rogues have been killed, except for the Archer, who disengaged from the battle in fear.
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
You are unsure of what is ahead...
Also, your items have been hit with the nerfing stick for the sake of competitive balance and the overall health of the game.
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
I am saving up progress on the Persecles Subplot for when the Episode ends.
====[The Battlefield]====
A forested area where the Acolyte has fled to to prepare for an attack.
Arena Effects: Forced Loss Scenario. Respawns disabled. Retreats enabled.
TwinBuilder [AA] HP: 20/20. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
Crusher48 [AA] HP: 20/20. Long since idle.
Inventory:
Enderdodge Token [Power: IIIIIIIIII] (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.)
Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH)
3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit)
Headless Horsemann Harmer's Howitzer SP (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%))
Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul)
Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
MegaMinEr69 [AA] HP: 20/20.
Inventory:
Arcus Machina (Base Damage: +1, has a 50% chance to hit if an attack misses due to roboteching)
Technan Blade (Base Damage: +2, 10% chance to inflict GL1TCH3D (1 damage over time, 20% chance to miss attacks) for 2 turns))
Health Potion (Heals 4 HP when used) (x5)
Netpatham [AA] HP: 20/20. Long since idle.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory:
Night Crystal Shield (20/20 HP)(Generation +1 Item, deals 4 damage to any attackers)
Copy Core (3/3 Uses)(Harnesses the power of elemental attacks, using it will give your next attack +2 base damage and apply elements to that attack)
Artificial Charge Crystal Level XX(Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory:
Cloak of Regeneration (75% chance to heal 1 HP after action)
Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.)
Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Depowered Last Prism (Can be charged up to deal up to 4 more damage), Antiquated Health Potion (Restores 20 HP)
Blinky1001 [AA] HP: 18/20.
Inventory:
Cape of the Heirophants (Nulled Out: Heat) (Can be used to allow a 50% dodge chance for the turn, user protected fully from an element of his choosing)
Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based)
Hat of the Hierophants ¶ [Charge: IIIII] (Can spend Charge to deal 4 damage/charge, can summon a Lightning Elemental with 4 HP/charge, 1 Base Damage/Charge, and 1/2 Base Healing/Charge), Party Popper (Consumable, Dazes the target for 1 turn)
Skull-Emblazoned Wither Armor (12/25 HP) (Tanks 75% of damage, inflicts Wither (1 damage over time, DoT damage unhealable until effects are over) for 2 turns to attackers, sacrifices HP to heal itself if below 10 HP)
Staff of the Heirophants ¶ [Energy: IIII] (Base Damage: 4, deals Lightning, Heat, Wind, or Earth-based damage, Energy can be expended into an Elemental Orb (2 Energy) to deal up to 4 more damage and or summon an Elemental (4 Energy) with high HP and moderate Base Damage)
Ring of the Frost Lord (Ammo: 8/10) (Base Damage: 2, inflicts Frigid (25% damage vulnerability, -1 Speed Value) for 2 turns)
MerryKirisame [AA] HP: 20/20. Long since idle.
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
ConsumerOfAll [AA] HP: 12/20. Has Retreated!
Inventory:
Large Iron Shield (60 HP)
Health Potion (Heals 4 HP when used) (x4)
Thaumium-Lined Cone Hat (8/8 HP) (Takes 25% of damage targeted against the user, can Poke an enemy for 2 extra damage but costs 1 hat health, user deals 15% more magic damage when worn)
Ad Astra (Generation +1 Item, Base Damage: +3, can sacrifice Base Damage addative to attack up to 3 other targets with 2 Base Damage, can sacrifice 1 Base Damage to attack another entity at the same time)
Cobalt-Capped Drowwood Wand ¶ [8 Ignis Vis, 5 Aqua Vis, 8 Terra Vis, 8 Aer Vis, 10 Ordo Vis, 9 Perditio Vis] (Base Damage: 4, can use Vis in an attack to modify its effects, deals more damage with Vis use)
Tank Artillery Tube §¶ [Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Unrefined Thaumium (Crafting ingredient, can be used to channel magic energy or to craft tools) (x8),
Thaumium Armor (36/40 HP) (Tanks 50% of damage, magic damage done by the user is 25% more effective)
Shining Trapezehedron (Sacrifices: 0/10) (Once it gets 10 kills, reveals great knowledge at a price, deals damage to betrayers of Nyarlthotep, should not be brought into the dark)
Stunsword (Deals no damage, gives Unconscious (Misses attacks) for up to 3 but usually 1 turn, only 50% chance to work on PCs)
Nyarly's Eldritch Maxim Gun §¶ [Fire-Readiness: IIII] (Takes 2 turns to charge up, dealing 30 damage to the enemy side with a maximum of 6 damage per target, fires homing eldritch bullets, takes 4 turns to cool down)
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 16/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20.
Inventory: Split Staff of Nonexistent Title (Designed to divide up damage among groups more efficiently.)
TSFHISEPIC [PA] HP: 17/20. Has the opportunity to choose a buff of his liking. Long since idle.
GoldHero101 [PA] HP: 14/20. Long since idle.
battlefury13 [PA] HP: 6/20. Long since idle.
The_Topazian [PA] HP: 20/20.
ashkantsr/TheSilverRocket [PA] HP: 14/20.
nullitor [PA] HP: 9/20.
Inventory:
Pipe Bazooka (Rocket Launcher, Base Damage: 2)
Accumulator Annihilator SP [Overuse: IIIIIIIIIIIIIII] (Deals increased damage to PCs the more item stacks they have, +1 Base Damage per stack, recovers 1 Overuse per turn, spends 2 Overuse to use, spends 4 Overuse to use in conjunction with an item)
Michael Jackson's Top Hat §¶ [Cooldown: III] (Deals 30 damage spread out amongst the enemy side, specific enemies can be targeted, cap of 10 damage/target)
Elemental Amulet SP (0% Chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, can be +Assisted to boost the chance of spawning by 20% & resets when Elemental summoned)
Completely Awesome Chaingun
(Machine Gun, Base Damage: +2, Starts with 100% base accuracy and loses 10% accuracy per shot, shots can be divided between targets)
Acolyte's Herald Symbol (When the user takes damage, regenerates the Acolyte's Dark Magic Meter if in the Battlefield, overloads when the user dies)
Mook Leader [PA] HP: 13/16. In the back line, less likely to get attacked successfully. Snared (Cannot dodge attacks or attack, 2/2)
Expanding Mook Portal [PA] HP: ???/???. Summons 6 Mooks every turn, prone to increasing.
The Acolyte [AC] HP: 93/100. Dark Magic Meter: 90%. Kills: 15.
Inventory: Portable Spirograph (0/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Items of Interest: Roc's Nest (Holds sweet items, signs of being recently used, Marked Down), Campfire (Just beyond the Roc's Nest.), Building (off in distance, explorable)
engie_ninja [AA] HP: 20/20.
Inventory:
Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage)
ZEUS Suit (Absorbs 25% of damage. HP: 16/20. Outfitted with weaponry)
WEPON (Submachine gun with glitchy and dangerous properties)
Fire Augment [Cooldown: III] (Allows for mild pyrokinesis abilities)
Stone Sword (Base Damage: +2) (x2)
Lightning Augment [Cooldown: III] (Allows for mild astrakinesis abilities)
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
bmxer2001 [AA-P] HP: 20/20. Iron Armor (91/100 HP, takes 60% of damage for recipient), Groggy (50% damage penalty, 50% more prone to status effects, -1 Speed Value, 0/2), Rested (Immune to damage chance-impairing effects, 5/7)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
75fires [AA-P] HP: 20/20. Iron Armor (96/100 HP, takes 60% of damage for recipient), Groggy (50% damage penalty, 50% more prone to status effects, -1 Speed Value, 0/2), Rested (Immune to damage chance-impairing effects, 5/7)
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
Campfire [N] HP: ?/?. Can be rested at to provide respite. Already in the morning.
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by robby, arksiane, and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Bridge.
Forward To: The Gateway.
Back To: The Corner.
Items of Interest:
Tall Torches (Flaming decoration.)
Item Pouch (Unknown Contents, blocked off by the Rogues.)
Bridge Edge (Enemies can be knocked off here for a fancy finisher! Only one finisher per player, so make it count.)
Lightning Coil (Has a 50% chance to Shock (60% chance to miss attacks) targets for 2 turns)
Rusty Key (Leads to a presumably as rusty lock)
Small Red Crystal (Crafting Ingredient)
Thinkinsense (Consumable, gives Focused (Notices things easier, higher Force affinity, -25% gun inaccuracy) for 2 turns)
Cooked Porkchops (Consumable, gives Regeneration (3 HP restored per turn) for 2 turns) (x2)
Cobblestone (Crafting Ingredient) (x58)
Circle-Engraved Chip (Access key of some sort?)
Revan's Mask SP [Rage: IIII] (Tanks 10% of damage for its user, bestows its user with Rage (Deals 50% more damage, 1/1) once every 4 turns, will hold on to rage if not in combat)
Healing Ring (Heals the target for 4 HP when used)
Colt M1911 Pistol (Base Damage: 4)
Battle Techniques (Sidequest-Specific!):
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
ArcaneDreamer/Fanta [N] HP: 9/20. Regeneration (1 HP restored per turn, 1/2)
Inventory:
Rusty Sword (Base Damage: +1, applies Bleeding for 2 turns when used)
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20, 20/20.
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Rogue Squad [H]:
Psycho_Roamer/Rogue Leader [H] HP: -0/20.
Rogue Archer [H] HP: 13/20. Holding Bow. Escaped!
Stats
Base Damage: 4
Speed Value: 4
Leather Armor blocks 25% of physical damage.
====[The Burning Dimension]====
A hellishly hot and eldritch plane which also serves as Cthugha's lair, although the owner has gone to recover.
Azure [???] HP: ??/??
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Rocky Path.
Back To: Cliff Outcrop.
Forward To: ???
Items of Interest: Zero (0) unidentified.
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
@Gm, how should I do in order to become a better player in your mind? You have been accusing me of item spamming every once in a while.
Action:Wow. The Update Terminal is banging at me.I need to do quick.
I then spam my keys and let all of the AA Team knows what I will be doing via some generic methods due to needing some of their cooperation, and takes the Pyroantistaff.
I walk to a good place for my casting, but in the middle I found a piece of orange, with some rust colours, stone.
"Well, I might somehow try at this."
It seems to be the ancient Infernomite.
I then goes to my desired place, threw half of the piece of Infernomite into the air, and cast the Fire Lock spell at the Mook Leader. A gigantic fireball then rushes and boomed out of the air, and goes down in a piece of forest. Amazingly, the woods doesn't burn. It seems that the Mook Leader is locked in a sphere of fire.
"BE QUICK! Teleport him into the Player Fort!"
Entity Commanding Action: The TNT Cannon is asking a AA player on the Battlefield(Non-Retreat) to shoot the TNT Cannon to nuiltor or to the Mooks when they are in camp! It also tries to port any AA minds who posted this turn to activate it! N and PA player still cannot shoot the TNT Cannon...
The Empowered Stone Sword(Can be turned into anything, attacks deal +1 Base Damage but is amplified by the creativeness of the attack, up to 5 times the original damage.) 5/7
I summon the Altar Commons([AA] BOSS/Elite)(6/7)22/25
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: 10/10] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +4 (Sword only), Has a (1/Entity Max HP / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (2 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 10) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 10) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor (25/25 HP) (Has a 50% chance to block attacks, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
The Meaning of Life, the Universe, and Everything.
Join Date:
9/20/2014
Posts:
195
Location:
Behind you
Minecraft:
Blinky101
Xbox:
NEVER!
PSN:
NO!!!
Member Details
I fled, but that doesn't seem to be reflected on my character profile thingy.
Anyway, I use my Hat to summon lightning which, instead of striking the Mook Leader, attracts him in his fireball towards the Player Fort. Why? BECAUSE PHYSICS!
The Empowered Stone Sword(Can be turned into anything, attacks deal +1 Base Damage but is amplified by the creativeness of the attack, up to 5 times the original damage.) 6/7
I summon the Altar Commons([AA] BOSS/Elite)(6/7)23/25
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:[/b]
High-Powered Shielder's Laser Gunblade SP [Cooldown: 10/10[/b]][/b] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
[b]R: [/b]Okay, Mook Leader has been extracted out of my hands...
[b]R:[/b] So I guess that's a perfect time to escape! Let's go!
After the Mook Leader was taken out of P's and R's snares, both quickly did a wide heel turn and began running out of the battlefield, trying to leg it as far as they could away from the battle before someone told them where the Player Fortress is. After all, this is a battle they couldn't win. Activating the "Go" Charge, it increased their speed slightly.
[b][Stats][/b]
[Charges:][/b]
[Assist:[/b]ConsumerOfAll][/b]
It's Time To Go~: [b]20[/b]/20 [b]Activated Early[/b]
Purest Flames From Sunma: 6/10
The Good Ole Switcheroo: 6/15
+1[/b] from Sunny
[Entity:][/b]
Duplicate P: 18/18 HP? [/b]
[Inventory:][/b]
Split Staff of Nonexistent Title: (Designed to divide up damage among groups more efficiently.)[/b]
I put the Super Hidden Tesla back right into the huge box while I take my stuff and I transform into a Nopelspirit (that is often known as the Escape Spirit) while flying back to the Player Fort.
"I hope that you see me back soon suckers..."
The Super Hidden Tesla is marked as Retreated due to me putting back in the S.Hidden Telsa in the box.
+1 to Blinky/Solar_San/tc2142/Consumer/Revanchist (Bold is I give one Assist.)
Anti-Mook Charge 22/25
Somewhat Tanky non-Boss Entity Component A (Progress 0/?) 19/25
GLWTC! (Often known as Good Luck With That Charge!) (Progress 0/26) (It is the thing that I want to do It will take a total of 650 Charge Points to finish this so I will try to finish before Act 4ish. (Also can be extremely strong as well))
[RP AND ATTACKS]
I sit around in the Player Fort, and while at it, drink a Health Potion. I have no better ideas.
[ENTITY ORDERS]
What a sad world, where I have no entities. Let's change that.
[CHARGES, ALCHEMIES AND ASSISTS]
(+1 from Solar_San, Pricey and Revan) Aspects of Darkness 20/20 ==================== HELD, JUST FOR ONE TURN. Intervention 7/20 ====================
And A Completely Different Type of Witch 6/25 ========================= +1 to Blinky (next up, sunnyau, Revan, Solar_San, Pricey, Arcane_Dreamer)
(AD, I assisted you. Please accept it.)
Rollback Post to RevisionRollBack
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
This is going to be a 1/3rd update, since I'm going to my school's awards ceremony. Also, I would like to update to the Anti-Acolyte players that they cannot act once they retreat! Although retreated players will have a chance to act since I didn't tell them earlier.
@Gm, how should I do in order to become a better player in your mind? You have been accusing me of item spamming every once in a while.
Action:Wow. The Update Terminal is banging at me.I need to do quick.
I then spam my keys and let all of the AA Team knows what I will be doing via some generic methods due to needing some of their cooperation, and takes the Pyroantistaff.
I walk to a good place for my casting, but in the middle I found a piece of orange, with some rust colours, stone.
"Well, I might somehow try at this."
It seems to be the ancient Infernomite.
I then goes to my desired place, threw half of the piece of Infernomite into the air, and cast the Fire Lock spell at the Mook Leader. A gigantic fireball then rushes and boomed out of the air, and goes down in a piece of forest. Amazingly, the woods doesn't burn. It seems that the Mook Leader is locked in a sphere of fire.
"BE QUICK! Teleport him into the Player Fort!"
Entity Commanding Action: The TNT Cannon is asking a AA player on the Battlefield(Non-Retreat) to shoot the TNT Cannon to nuiltor or to the Mooks when they are in camp! It also tries to port any AA minds who posted this turn to activate it! N and PA player still cannot shoot the TNT Cannon...
The Empowered Stone Sword(Can be turned into anything, attacks deal +1 Base Damage but is amplified by the creativeness of the attack, up to 5 times the original damage.) 5/7
I snip this part.
You are not currently in the Battlefield and cannot interact with the Mook Leader!
You could modify your items to not be blatantly overpowered and have me nerf them.
I fled, but that doesn't seem to be reflected on my character profile thingy.
Anyway, I use my Hat to summon lightning which, instead of striking the Mook Leader, attracts him in his fireball towards the Player Fort. Why? BECAUSE PHYSICS!
Making the Wither Armour Soulbound:14/15
Underground Base (Part 2/2):4/25
I begin summoning the Lord of the Elements:1/25
You take advantage of my error to post another turn before fleeing!
One of the Hammer Mooks takes the shot instead. You deal 16 damage to him, burning him to a crisp!
Nyarlathotep tosses a small square device upon the Mook Leader teleporting him to the Player Fort.
Nyarlathotep then tips his bowler hat to R before teleporting to the Player Fort as well.
Revan uses the Healing Ring once more, those bandits did quite a number upon her.
She fiddles with the Colt and puts the safety on before examining the Item Bag and any Lootable Loot.
Charges Query: Where am I? 13/25
For the Republic 7/25
Assists
Consumer
Nyarly's eldritch aim is perfect, and he whisks the Mook Leader away to the Player Fort!
You heal 4 HP to yourself and examine the Item Bag, resulting in the finding of an Antiquated Health Potion! This will heal 20 HP to its target, enough to fully heal a player entity, so save it for when the Healing Ring's health over time doesn't cut it.
OOC: Whoops! Forgot to post during the last turn. Oh well! :/
End of OOC:------------------------------------------------------ Fanta took up Revan's advice to look away, having a slight bad feeling about what the other was planning.
... Judging from those really violent-sounding thuds, looking away was a good idea. After a moment, the teen hesitantly looked back towards the area. ...That's a lot of red, incidentally. Suddenly realizing that Revan had asked her a question, Fanta quickly turned towards her.
"Oh, me? I-I'm fine! Well, granted, I'm a bit injured, but eh. I'll heal! Eventually!"
The teen grinned for a moment before realizing she never introduced herself.
"O-Oh yeah! I forgot to tell you my name! Er, I'm Fanta. It's really nice to meet you, miss.... uh... what's your name..?" Charges:Health Potion 3/5
The Empowered Stone Sword(Can be turned into anything, attacks deal +1 Base Damage but is amplified by the creativeness of the attack, up to 5 times the original damage.) 6/7
I snip this part.
You continue along your current path... There don't seem to be any caves right now.
R: Okay, Mook Leader has been extracted out of my hands...
R: So I guess that's a perfect time to escape! Let's go!
After the Mook Leader was taken out of P's and R's snares, both quickly did a wide heel turn and began running out of the battlefield, trying to leg it as far as they could away from the battle before someone told them where the Player Fortress is. After all, this is a battle they couldn't win. Activating the "Go" Charge, it increased their speed slightly.
[Stats]
[Charges:]
[Assist:ConsumerOfAll]
It's Time To Go~: 20/20 Activated Early
Purest Flames From Sunma: 6/10
The Good Ole Switcheroo: 6/15
+1 from Sunny
[Entity:]
Duplicate P: 18/18 HP?
[Inventory:]
Split Staff of Nonexistent Title: (Designed to divide up damage among groups more efficiently.)
You and Duplicate P both flee from the Battlefield!
I put the Super Hidden Tesla back right into the huge box while I take my stuff and I transform into a Nopelspirit (that is often known as the Escape Spirit) while flying back to the Player Fort.
"I hope that you see me back soon suckers..."
The Super Hidden Tesla is marked as Retreated due to me putting back in the S.Hidden Telsa in the box.
+1 to Blinky/Solar_San/tc2142/Consumer/Revanchist (Bold is I give one Assist.)
Anti-Mook Charge 22/25
Somewhat Tanky non-Boss Entity Component A (Progress 0/?) 19/25
GLWTC! (Often known as Good Luck With That Charge!) (Progress 0/26) (It is the thing that I want to do It will take a total of 650 Charge Points to finish this so I will try to finish before Act 4ish. (Also can be extremely strong as well))
GLWTC! Component A 17/25
Super Charge Storage: N/A = 0 Charge Points
You cannot pack up the SUper Hidden Tesla since it was summoned a while ago, although you retreat yourself!
[RP AND ATTACKS]
I sit around in the Player Fort, and while at it, drink a Health Potion. I have no better ideas.
[ENTITY ORDERS]
What a sad world, where I have no entities. Let's change that.
[CHARGES, ALCHEMIES AND ASSISTS]
(+1 from Solar_San, Pricey and Revan) Aspects of Darkness 20/20 ==================== HELD, JUST FOR ONE TURN. Intervention 7/20 ====================
And A Completely Different Type of Witch 6/25 ========================= +1 to Blinky (next up, sunnyau, Revan, Solar_San, Pricey, Arcane_Dreamer)
Railgun
4/20(soulbound permanent that deals 3 damage but can pierce bodyguards(when the
target is defended by bodyguards each bodyguard that try to block take
the damage and if there is less than 4 bodyguards trying to block the
target takes damage(basically bodyguards will automatically not block
unless they are ordered to)))(Ps: it takes a number of turns to reload equal to the number of hit bodyguards)
Wave of shadows(do nothing else than covering the target in shadows and thus
making it be "in the dark" giving no particular malus nor damage)3/3
I help old sith revan.
Action:I use the completely awesome chaingun by placing it directly on the super hidden tesla and shooting all the shots.
The Mook Leader has been captured! Thus, the Mooks are less organized, although they are still numerous and in force! They overhwlemed
The Automatic Flak Cannon has been overwhelmed!
The Magician Minions have been overwhelmed!
The Medium Battle Tank has been overwhelmed!
The Expanding Mook Portal ramps up its production by a long shot!
The Acolyte decides to sniper a powerful enemy! He uses his Dark Magic Meter to overload the Super Hidden Tesla's energy core, thus dealing mcuh structural damage! After it is weakened, the Acolyte unleashes a dark meteor from the sky to demolish the structure!
The Anti-Acolyte players have all retreated!
Episode complete!
The gameplay section of this Episode has been fulfilled due to all the Anti-Acolyte players and their recently-summoned entities fleeing the field!
All I have to complete a story post to further the game. All posts will be nullified during this time, but posts will be open during the next Battlefield post. Updates to sidequests will have to pause during this time as well. I will be providing updates to mark when the story post should be coming up.
====[engie_ninja's sidequest]====
You and the two players encounter a Malevolent Statue awaiting for you on the road to the Structure! You'll have to destroy it to progress. It seems knowledgeable of many different attacks despite being made of stone.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
Do you guys head onwards or continue to chat and heal up?
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
You encounter a plateau. On the plateau, You discover a Snow Bison! It seems territorial, so if you find a way around it or a way to settle its protective state then you can progress. Or you know, you could just fight it.
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
I am saving up progress on the Persecles Subplot for when the Episode ends.
====[The Battlefield]====
A forested area where the Acolyte has fled to to prepare for an attack.
Arena Effects: Forced Loss Scenario. Respawns disabled. Retreats enabled.
TwinBuilder [AA] HP: 20/20. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
Crusher48 [AA] HP: 20/20. Long since idle.
Inventory:
Enderdodge Token [Power: IIIIIIIIII] (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.)
Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH)
3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit)
Headless Horsemann Harmer's Howitzer SP (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%))
Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul)
Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
MegaMinEr69 [AA] HP: 20/20. Idle.
Inventory:
Arcus Machina (Base Damage: +1, has a 50% chance to hit if an attack misses due to roboteching)
Technan Blade (Base Damage: +2, 10% chance to inflict GL1TCH3D (1 damage over time, 20% chance to miss attacks) for 2 turns))
Health Potion (Heals 4 HP when used) (x5)
Netpatham [AA] HP: 20/20. Long since idle.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Inventory:
Night Crystal Shield (20/20 HP)(Generation +1 Item, deals 4 damage to any attackers)
Copy Core (3/3 Uses)(Harnesses the power of elemental attacks, using it will give your next attack +2 base damage and apply elements to that attack)
Artificial Charge Crystal Level XX(Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20. Has retreated!
Inventory:
Cloak of Regeneration (75% chance to heal 1 HP after action)
Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.)
Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Depowered Last Prism (Can be charged up to deal up to 4 more damage), Antiquated Health Potion (Restores 20 HP)
Blinky1001 [AA] HP: 18/20. Has retreated!
Inventory:
Cape of the Heirophants (Nulled Out: Heat) (Can be used to allow a 50% dodge chance for the turn, user protected fully from an element of his choosing)
Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based)
Hat of the Hierophants ¶ [Charge: IIIII] (Can spend Charge to deal 4 damage/charge, can summon a Lightning Elemental with 4 HP/charge, 1 Base Damage/Charge, and 1/2 Base Healing/Charge), Party Popper (Consumable, Dazes the target for 1 turn)
Skull-Emblazoned Wither Armor (12/25 HP) (Tanks 75% of damage, inflicts Wither (1 damage over time, DoT damage unhealable until effects are over) for 2 turns to attackers, sacrifices HP to heal itself if below 10 HP)
Staff of the Heirophants ¶ [Energy: IIII] (Base Damage: 4, deals Lightning, Heat, Wind, or Earth-based damage, Energy can be expended into an Elemental Orb (2 Energy) to deal up to 4 more damage and or summon an Elemental (4 Energy) with high HP and moderate Base Damage)
Ring of the Frost Lord (Ammo: 8/10) (Base Damage: 2, inflicts Frigid (25% damage vulnerability, -1 Speed Value) for 2 turns)
MerryKirisame [AA] HP: 20/20. Long since idle.
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
ConsumerOfAll [AA] HP: 14/20. Has Retreated!
Inventory:
Large Iron Shield (60 HP)
Health Potion (Heals 4 HP when used) (x4)
Thaumium-Lined Cone Hat (8/8 HP) (Takes 25% of damage targeted against the user, can Poke an enemy for 2 extra damage but costs 1 hat health, user deals 15% more magic damage when worn)
Ad Astra (Generation +1 Item, Base Damage: +3, can sacrifice Base Damage addative to attack up to 3 other targets with 2 Base Damage, can sacrifice 1 Base Damage to attack another entity at the same time)
Cobalt-Capped Drowwood Wand ¶ [8 Ignis Vis, 5 Aqua Vis, 8 Terra Vis, 8 Aer Vis, 10 Ordo Vis, 9 Perditio Vis] (Base Damage: 4, can use Vis in an attack to modify its effects, deals more damage with Vis use)
Tank Artillery Tube §¶ [Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Unrefined Thaumium (Crafting ingredient, can be used to channel magic energy or to craft tools) (x8),
Thaumium Armor (36/40 HP) (Tanks 50% of damage, magic damage done by the user is 25% more effective)
Shining Trapezehedron (Sacrifices: 0/10) (Once it gets 10 kills, reveals great knowledge at a price, deals damage to betrayers of Nyarlthotep, should not be brought into the dark)
Stunsword (Deals no damage, gives Unconscious (Misses attacks) for up to 3 but usually 1 turn, only 50% chance to work on PCs)
Nyarly's Eldritch Maxim Gun §¶ [Fire-Readiness: IIII] (Takes 2 turns to charge up, dealing 30 damage to the enemy side with a maximum of 6 damage per target, fires homing eldritch bullets, takes 4 turns to cool down)
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 16/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20. Has retreated!
Inventory: Split Staff of Nonexistent Title (Designed to divide up damage among groups more efficiently.)
TSFHISEPIC [PA] HP: 17/20. Has the opportunity to choose a buff of his liking. Long since idle.
GoldHero101 [PA] HP: 14/20. Long since idle.
battlefury13 [PA] HP: 6/20. Long since idle.
The_Topazian [PA] HP: 20/20.
ashkantsr/TheSilverRocket [PA] HP: 14/20.
nullitor [PA] HP: 9/20.
Inventory:
Pipe Bazooka (Rocket Launcher, Base Damage: 2)
Accumulator Annihilator SP [Overuse: IIIIIIIIIIIIIII] (Deals increased damage to PCs the more item stacks they have, +1 Base Damage per stack, recovers 1 Overuse per turn, spends 2 Overuse to use, spends 4 Overuse to use in conjunction with an item)
Michael Jackson's Top Hat §¶ [Cooldown: III] (Deals 30 damage spread out amongst the enemy side, specific enemies can be targeted, cap of 10 damage/target)
Elemental Amulet SP (0% Chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, can be +Assisted to boost the chance of spawning by 20% & resets when Elemental summoned)
Completely Awesome Chaingun
(Machine Gun, Base Damage: +2, Starts with 100% base accuracy and loses 10% accuracy per shot, shots can be divided between targets)
Acolyte's Herald Symbol (When the user takes damage, regenerates the Acolyte's Dark Magic Meter if in the Battlefield, overloads when the user dies)
Expanding Mook Portal [PA] HP: ???/???. Summons a large amount of Mooks every turn, prone to increasing.
The Acolyte [AC] HP: 93/100. Dark Magic Meter: 82%. Kills: 16.
Inventory: Portable Spirograph (0/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Location: The Structure.
Currently In: The Road.
Forward To: The Aperture.
Items of Interest: None.
engie_ninja [AA] HP: 20/20.
Inventory:
Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage)
ZEUS Suit (Absorbs 25% of damage. HP: 16/20. Outfitted with weaponry)
WEPON (Submachine gun with glitchy and dangerous properties)
Fire Augment [Cooldown: III] (Allows for mild pyrokinesis abilities)
Stone Sword (Base Damage: +2) (x2)
Lightning Augment [Cooldown: III] (Allows for mild astrakinesis abilities)
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
bmxer2001 [AA-P] HP: 20/20. Iron Armor (91/100 HP, takes 60% of damage for recipient), Groggy (50% damage penalty, 50% more prone to status effects, -1 Speed Value, 0/2), Rested (Immune to damage chance-impairing effects, 5/7)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
75fires [AA-P] HP: 20/20. Iron Armor (96/100 HP, takes 60% of damage for recipient), Groggy (50% damage penalty, 50% more prone to status effects, -1 Speed Value, 0/2), Rested (Immune to damage chance-impairing effects, 5/7)
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
I-Class Destroyer [N] HP: 16/16.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 20/20.
Stats
Base Damage: 4
Speed Value: 2
Malevolent Statue [N] HP: 50/50.
Stats
Base Damage: 5
Speed Value: 1
Can use a variety of martial moves which can cause different physically-based status effects
Mitigates 50% of damage from elemental attacks.
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by robby, arksiane, and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Bridge.
Forward To: The Gateway.
Back To: The Corner.
Items of Interest:
Tall Torches (Flaming decoration.)
Item Pouch (Unknown Contents, blocked off by the Rogues.)
Bridge Edge (Enemies can be knocked off here for a fancy finisher! Only one finisher per player, so make it count.)
OldSithRevan/The Revanchist [N] HP: 17/20.
Inventory:
Lightning Coil (Has a 50% chance to Shock (60% chance to miss attacks) targets for 2 turns)
Rusty Key (Leads to a presumably as rusty lock)
Small Red Crystal (Crafting Ingredient)
Thinkinsense (Consumable, gives Focused (Notices things easier, higher Force affinity, -25% gun inaccuracy) for 2 turns)
Cooked Porkchops (Consumable, gives Regeneration (3 HP restored per turn) for 2 turns) (x2)
Cobblestone (Crafting Ingredient) (x58)
Circle-Engraved Chip (Access key of some sort?)
Revan's Mask SP [Rage: IIII] (Tanks 10% of damage for its user, bestows its user with Rage (Deals 50% more damage, 1/1) once every 4 turns, will hold on to rage if not in combat)
Healing Ring (Heals the target for 4 HP when used)
Colt M1911 Pistol (Base Damage: 4)
Antiquated Health Potion (Heals 20 HP when used)
Battle Techniques (Sidequest-Specific!):
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
ArcaneDreamer/Fanta [N] HP: 12/20. Regeneration (1 HP restored per turn, 0/2)
Inventory:
Rusty Sword (Base Damage: +1, applies Bleeding for 2 turns when used)
Light Crystal (Can light up dark areas)
Invigorating Health Potion (Heals 10 HP when used)
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20, 20/20.
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
====[The Burning Dimension]====
A hellishly hot and eldritch plane which also serves as Cthugha's lair, although the owner has gone to recover.
Azure [???] HP: ??/??
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Snowy Plateau.
Back To: Rocky Path.
Forward To: ???
Items of Interest: One (1) Unidentified.
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Snow Bison [H] HP: 40/40. Fiercely territorial...
Stats
Base Damage: 6
Speed Value: 4
Has a 33% chance to cause Dazed and a 33% chance inside that to cause Stunned.
(Well, Since I was checking in, my first post was launching a large EARTH Golf Ball towards the Enemy. However, while the golf ball won't block the portal, it could take out the turn's summon that is coming through possibly. The Golf Ball would probably not count as a Combo attack, since P just set it up, not assist in it. Also, have fun getting Shanghai'd to some place.)
/null
Hello forumgoers! My graduation is coming up and I had to go this evening to get fitted out for some formalwear. Regrettably, this means that i did not have an opportunity to update the game and complete the update! This opportunity will come tomorrow, though.
Stay tuned for the next half of the update.
An alternate timeline emerges.
However, we must first start from the beginning...
You upgrade and make your army defend back
which kind of weapons?
And is it not a waste to turn unit production in weapon production that is probably much less good while you might try creating a new module that would create weapons?(you can create new modules who do stuff as long as it do not create new troops)
Anyway you can explain next turn what weapon it build
The modules are too much far from each other to summon that poison wave on four turrets(if they were close from each other then you would subish fire from multiple turret clusters when trying to capture a module).
The turrets are damaged of 6 damage each(keep in mind summoning is long ranged so it is quite normal it is not as much powerful as regular attacks and disabling turrets is hard so it is why it did just made some damage instead)
Then the fanatics already spent a lot of time and energy summoning and thus can not run and capture in the same turn
There is no pve mode but if the factory is not entirely owned by a team for too long(for example team fights lasts too long or the players do not gain modules fast enough) then an ary that is supposed to be nearly impossible to defeat finally reach the factory and make mince meat of the players unless they make super creative attacks longs as novels.(basically for wining you would need to spend your whole time writing super cool attacks) all in the same turn before the army can strike(it is like 20 000 000 soldiers with automatic weapons,artillery,tanks,assault helicopters and so on)
But if you all ally you will not have any possibility to fight this army because you will take all the modules too much fast.
You succeed in doing the first thing then you send 3 bersekers destroy one turret and send 5 fanatics destroy the other one and you capture the module yourself since it was undefended thanks to the broken turrets.
OldSithRevan and blinky team
OldSithRevan 20/20 HP
Blinky 20/20 HP
5 Fanatic producing modules(each defended by 5 fanatics except for one
of them which is defended by four cultists and one that is defended by 7 fanatics)
1 Skeleton producing module(defended by three fanatics and four skeletons)
One improved cult module(makes fanatics becomes cultists improving their summoning
power and make them have 1 more max HP)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by five elemental
fanatics) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
1 Weapon producing module 8/8 hp
Total army:22 fanatics and 4 cultists and 5 elemental fanatics and four skeletons
Frank 10 HP 5 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
ConsumerOfAll and auyeungyat team
Consumer of all 20/20 HP
auyeungyat20/20 HP
6 Fanatic producing modules(Each defended by three fanatics except one
which is defended by two fanatic and one cultist and two that are defended by four fanatics and one which is defended by 3 bersekers and five fanatics)
1 drone producing module(defended by three fanatics and one drone)
2 Berseker producing module(one guarded by one berseker and one which is defended by three fanatics and one berseker)
Total army:4 bersekers and 28 fanatics and one cultist and one drone
Factory
11 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Skeletons have low summoning power 2 HP and deals 2
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they
deal random elemental damage and have 50% resistance to all the
elements)
(Drones have average summoning power,fly and have ranged attacks they have 3 hp each and deal 2 damage per attack)
/null
NSQ:The module produces rocket launchers. Lots of rocket launchers.
I fire a fireball at the turrets at 14 HP; followed by a wave of ice to cause immense damage.
/nullsidequest
My suggestion: Redstone Power Distance
The other half of the update has cometh.
Well, it has. Also, I'm considering doing a rework of the structure of the post to make it less cluttered.
@ConsumerOfAll I've found that your items are more creative, have a larger interval between them, and aren't blatantly overpowered/a detriment to the health of the game. Therefore, my opinion of your items has stayed high!
====[End-of-Turn Events]====
nullitor's Top Hat deals 10 damage to the Super Hidden Tesla, which is the cap for normal damage!
Nyarlthotep's cannon deals 4 damage to one of the Lightly Armored Spear Mooks!
The Super Hidden Tesla fries another one of the Spirals into oblivion!
The Spiral snipes down the final Magician Minion!
The Magician is getting tired of summoning Minions! It does so anyways.
The Mook Leader issues his orders:
"I'm snared! Prevent me from getting captured or killed, that's top priority! On orders, focus fire on the Tesla Tower, and slay any minion makers while you're at it!"
Both Sword Mooks deal 6 damage to the Super Hidden Tesla!
The Lightly Armored Sword Mooks strike at the support structures of the Super Hidden Tesla, dealing 6 damage!
One of the Lightly Armored Spear Mooks smacks at the Super Hidden Tesla and deals 3 damage.
The other Lightly Armored Spear Mooks charge at the Magician to end him in a flurry of spear pokes that deal 9 damage total!
The Hammer Mooks deal 12 damage to the Super Hidden Tesla!
The Pistol Mooks fire a volley of rounds, dealing 4 damage due to the inaccuracy of such!
The Powered Pistol Mooks fire as fast as they can into the Super Hidden Tesla, dealing 15 damage!
The Assault Rifle Mooks deal 3 damage to the Super Hidden Tesla!
The Machine Gun Mook fires medium-power rounds into the Super Hidden Tesla, dealing 4 damage!
The Rocket Mooks both fire rockets at the Super Hidden Tesla, dealing 10 damage total!
The Automatic Flak Cannon deals 6 damage to the active Spiral!
The Magician Minions are not active units yet.
The Medium Battle Tank fires another shot at the Spiral, blasting it out of the sky!
The Expanding Mook Portal loses one Mook in its reinforcement repertoire this turn due to attacks centered on the portal. It still summons 2 Powered Sword Mooks and three Assault Rifle Mooks!
The Acolyte spends 2% of his Dark Magic Meter to get rid of a summon that has lived for too long in his book. He materializes a mortar and pitches a shot at the Automatic Flak Cannon, dealing 14 damage and blowing it to smithereens!
This is a forced loss scenario! Respawns have been disabled and you guys can retreat from the battle any time you like. I wanted to spoil this for you guys because I feel like it'd be plain irritating for you guys to go through all that and just get a story-based loss.
====[engie_ninja's sidequest]====
Currently in stasis.
You guys take note of some sort of structure in the distance. All the while, bmxer2001 and 75fires get fully adjusted to the morning!
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
The Rogues have been killed, except for the Archer, who disengaged from the battle in fear.
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
You are unsure of what is ahead...
Also, your items have been hit with the nerfing stick for the sake of competitive balance and the overall health of the game.
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
I am saving up progress on the Persecles Subplot for when the Episode ends.
Arena Effects: Forced Loss Scenario. Respawns disabled. Retreats enabled.
Inventory:
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory:
Blinky1001 [AA] HP: 18/20.
Inventory:
MerryKirisame [AA] HP: 20/20. Long since idle.
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
ConsumerOfAll [AA] HP: 12/20. Has Retreated!
Inventory:
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 16/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20.
Inventory: Split Staff of Nonexistent Title (Designed to divide up damage among groups more efficiently.)
GoldHero101 [PA] HP: 14/20. Long since idle.
Itinerary Objectives:
Pro-Acolyte:
Take down the Anti-Acolyte entities to pave way for a Mook assault!
Try to speed up the retreat of the Anti-Acolytes!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items are dropped at this time.
Duplicate P [AA] HP: 16/16.
Stats
Base Damage: 4
Speed Value: 3
Specializes in dealing combo attacks with Solar_San.
Medium Battle Tank [AA] HP: 40/40
Stats
Base Damage: 5
Speed Value: 2
Attacks twice:
1st attack is with a Base Damage shot that deals extra damage to structures, vehicles, or mechs.
2nd attack deals 2 damage to 3 Mooks.
TNT Cannon [AA] HP: 30/30. Shots: 2/3. Can be used like a Rocket Launcher with 5 Base Damage.
Super Hidden Tesla [AA-BOSS] HP: 60/180. Electro-Buster: IIIII.
Stats
Base Damage: 4
Speed Value: 5
Attacks 4 times a turn.
Electro-Buster deals 40 damage to select enemy targets. This damage is split between targets.
Automatic Flak Cannon [AA] HP: 0/40.
Stats
Base Damage: 1
Speed Value: 1
Attacks 3 times every turn.
Deals 2x damage to airborne entities.
Adds 1-3 Units' worth of Clash of Clans skeletons to the battlefield every turn.
Bone Blitz summons 3 Clash of Clans Skeletons for every 4 entities on the field.
Magician [AA] HP: 0/16.
Stats
Base Damage: 3
Speed Value: 3
Can choose to summon 2 low-grade Minions instead of attacking.
Magician Minions [AA] HP: 0/4 (x4), 4/4 (x2).
Stats
Base Damage: 2
Speed Value: 2
Spirals [PA] HP: 0/16 (x2)
Sword Mook [PA] HP: 12/16, 9/16.
Powered Sword Mook [PA] HP: 16/16. (x2)
Lightly Armored Sword Mook [PA] HP: 6/16 Depression (25% damage penalty, 25% damage vulnerability, 0/2), 12/16.
Lightly Armored Spear Mook [PA] HP: 12/16 (x2), 16/16 (x2).
Hammer Mook [PA] HP: 12/16. (x4)
Pistol Mook [PA] HP: 16/16. (x3)
Powered Pistol Mook [PA] HP: 16/16. (x2)
Assault Rifle Mook [PA] HP: 14/16 (x2), 16/16 (x3)
Machine Gun Mook [PA] HP: 16/16.
Rocket Launcher Mook [PA] HP: 13/16, 14/16.
Mook Leader [PA] HP: 13/16. In the back line, less likely to get attacked successfully. Snared (Cannot dodge attacks or attack, 2/2)
Expanding Mook Portal [PA] HP: ???/???. Summons 6 Mooks every turn, prone to increasing.
Inventory: Portable Spirograph (0/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
jondanger23 [AA] HP: 20/20.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 158/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 38 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
jondanger23: 2 Futility
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Items of Interest: Roc's Nest (Holds sweet items, signs of being recently used, Marked Down), Campfire (Just beyond the Roc's Nest.), Building (off in distance, explorable)
Inventory:
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
Campfire [N] HP: ?/?. Can be rested at to provide respite. Already in the morning.
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by robby, arksiane, and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Bridge.
Forward To: The Gateway.
Back To: The Corner.
Items of Interest:
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
Inventory:
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20, 20/20.
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Rogue Squad [H]:
Psycho_Roamer/Rogue Leader [H] HP: -0/20.
Rogue Archer [H] HP: 13/20. Holding Bow.Escaped!Stats
Base Damage: 4
Speed Value: 4
Leather Armor blocks 25% of physical damage.
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Rocky Path.
Back To: Cliff Outcrop.
Forward To: ???
Items of Interest: Zero (0) unidentified.
Inventory:
An alternate timeline emerges.
However, we must first start from the beginning...
@Gm, how should I do in order to become a better player in your mind? You have been accusing me of item spamming every once in a while.
Action:Wow. The Update Terminal is banging at me.I need to do quick.
I then spam my keys and let all of the AA Team knows what I will be doing via some generic methods due to needing some of their cooperation, and takes the Pyroantistaff.
I walk to a good place for my casting, but in the middle I found a piece of orange, with some rust colours, stone.
"Well, I might somehow try at this."
It seems to be the ancient Infernomite.
I then goes to my desired place, threw half of the piece of Infernomite into the air, and cast the Fire Lock spell at the Mook Leader. A gigantic fireball then rushes and boomed out of the air, and goes down in a piece of forest. Amazingly, the woods doesn't burn. It seems that the Mook Leader is locked in a sphere of fire.
"BE QUICK! Teleport him into the Player Fort!"
Entity Commanding Action: The TNT Cannon is asking a AA player on the Battlefield(Non-Retreat) to shoot the TNT Cannon to nuiltor or to the Mooks when they are in camp! It also tries to port any AA minds who posted this turn to activate it! N and PA player still cannot shoot the TNT Cannon...
+Assists: Blinky/Consumer/tc2142/Solar_Sans(Highlighted counts)
Electro-Armor SP 19/25
The Empowered Stone Sword(Can be turned into anything, attacks deal +1 Base Damage but is amplified by the creativeness of the attack, up to 5 times the original damage.) 5/7
I summon the Altar Commons([AA] BOSS/Elite)(6/7)22/25
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
My games.
I fled, but that doesn't seem to be reflected on my character profile thingy.
Anyway, I use my Hat to summon lightning which, instead of striking the Mook Leader, attracts him in his fireball towards the Player Fort. Why? BECAUSE PHYSICS!
Making the Wither Armour Soulbound:14/15
Underground Base (Part 2/2):4/25
I begin summoning the Lord of the Elements:1/25
My suggestion: Redstone Power Distance
Capture 11/11(expended early)
Nyarlathotep tosses a small square device upon the Mook Leader teleporting him to the Player Fort.
Nyarlathotep then tips his bowler hat to R before teleporting to the Player Fort as well.
Revan uses the Healing Ring once more, those bandits did quite a number upon her.
She fiddles with the Colt and puts the safety on before examining the Item Bag and any Lootable Loot.
Charges
Query: Where am I? 13/25
For the Republic 7/25
Assists
Consumer
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
OOC: Whoops! Forgot to post during the last turn. Oh well! :/
End of OOC:
I prep the defences of the Player Fort, ready for the incoming wave of Mooks.
Making the Wither Armour Soulbound:15/15 COMPLETED
Underground Base (Part 2/2):5/25
I begin summoning the Lord of the Elements:2/25
I help fanta if possible.
My suggestion: Redstone Power Distance
Entity Commanding Action: See 1st post.
+Assists: Blinky/Consumer/tc2142/[b]Solar_Sans[/b](Highlighted counts)
Electro-Armor SP 20/25
The Empowered Stone Sword(Can be turned into anything, attacks deal +1 Base Damage but is amplified by the creativeness of the attack, up to 5 times the original damage.) 6/7
I summon the Altar Commons([AA] BOSS/Elite)(6/7)23/25
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:[/b]
My games.
[b]R: [/b]Okay, Mook Leader has been extracted out of my hands...
[b]R:[/b] So I guess that's a perfect time to escape! Let's go!
After the Mook Leader was taken out of P's and R's snares, both quickly did a wide heel turn and began running out of the battlefield, trying to leg it as far as they could away from the battle before someone told them where the Player Fortress is. After all, this is a battle they couldn't win. Activating the "Go" Charge, it increased their speed slightly.
[b][Stats][/b]
[Charges:][/b]
[Assist:[/b]ConsumerOfAll][/b]
It's Time To Go~: [b]20[/b]/20 [b]Activated Early[/b]
Purest Flames From Sunma: 6/10
The Good Ole Switcheroo: 6/15
+1[/b] from Sunny
[Entity:][/b]
Duplicate P: 18/18 HP? [/b]
[Inventory:][/b]
Split Staff of Nonexistent Title: (Designed to divide up damage among groups more efficiently.)[/b]
Revan extends her hand, "Revan." She then remembers that she has quite a bit of gore on that hand and puts it down.
She then grabs a corpse and tears up the clothing into strips before tossing them at Fanta.
"I suggest you put these on your wounds unless if you'd rather end up like them."
She jerks her thumb to the Psychos.
She also gratefully notes her crystal healing her.
Nyarly arrives at the Player Fort with the Captured Mook Leader.
Now the fun starts, good ol' fashioned family friendly fun.
Cthugha's flames change rather subtly, it appears it is trying to kindle itself.
Charges
Query: Where am I? 13/25
For the Republic 7/25
Eldritch Weaponry 1/25
Assists
nulitor
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
I put the Super Hidden Tesla back right into the huge box while I take my stuff and I transform into a Nopelspirit (that is often known as the Escape Spirit) while flying back to the Player Fort.
"I hope that you see me back soon suckers..."
The Super Hidden Tesla is marked as Retreated due to me putting back in the S.Hidden Telsa in the box.
+1 to Blinky/Solar_San/tc2142/Consumer/Revanchist (Bold is I give one Assist.)
Anti-Mook Charge 22/25
Somewhat Tanky non-Boss Entity Component A (Progress 0/?) 19/25
GLWTC! (Often known as Good Luck With That Charge!) (Progress 0/26) (It is the thing that I want to do It will take a total of 650 Charge Points to finish this so I will try to finish before Act 4ish. (Also can be extremely strong as well))
GLWTC! Component A 17/25
Super Charge Storage: N/A = 0 Charge Points
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.
[RP AND ATTACKS]
I sit around in the Player Fort, and while at it, drink a Health Potion. I have no better ideas.
[ENTITY ORDERS]
What a sad world, where I have no entities. Let's change that.
[CHARGES, ALCHEMIES AND ASSISTS]
(+1 from Solar_San, Pricey and Revan)
Aspects of Darkness 20/20 ==================== HELD, JUST FOR ONE TURN.
Intervention 7/20 ====================
And A Completely Different Type of Witch 6/25 =========================
+1 to Blinky (next up, sunnyau, Revan, Solar_San, Pricey, Arcane_Dreamer)
(AD, I assisted you. Please accept it.)
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)
Charge Complete: Health Potion 5/5 (Assisted by Blinky)
"Well, then... As I was saying, hi miss Revan!"
As Fanta finished her greeting, she felt a sudden weight in her messenger bag. Apparently, the Health Potion she was trying to summon finally arrived.
As she noted this, the teen was suddenly bombarded by a bunch of make-shift bandages from Revan.
"Oh! Uh, thanks! Er, just to make sure, are referring to the bandits being dead, or are you threatening to kill me..?"
Ro-Class Destroyer: 4/4 (I think)
Cue the I-class Destroyer suddenly having a companion.
Now, let's go explore that building off in the distance, for glory and loot!
GODDAMN IT
STUPID GENDERFLIP VIRUS
This is going to be a 1/3rd update, since I'm going to my school's awards ceremony. Also, I would like to update to the Anti-Acolyte players that they cannot act once they retreat! Although retreated players will have a chance to act since I didn't tell them earlier.
You are not currently in the Battlefield and cannot interact with the Mook Leader!
You could modify your items to not be blatantly overpowered and have me nerf them.
Your entities will do as you say.
You take advantage of my error to post another turn before fleeing!
One of the Hammer Mooks takes the shot instead. You deal 16 damage to him, burning him to a crisp!
Nyarly's eldritch aim is perfect, and he whisks the Mook Leader away to the Player Fort!
You heal 4 HP to yourself and examine the Item Bag, resulting in the finding of an Antiquated Health Potion! This will heal 20 HP to its target, enough to fully heal a player entity, so save it for when the Healing Ring's health over time doesn't cut it.
Well, that's a bit of roleplay.
You retreat to the Player Fort! And hopefully actually, this time.
Your +Assists on Fanta will fail since you guys aren't in the same
You continue along your current path... There don't seem to be any caves right now.
You and Duplicate P both flee from the Battlefield!
You heal up 2 HP to Arcane Dreamer.
Nyarly will have retreated!
You cannot pack up the SUper Hidden Tesla since it was summoned a while ago, although you retreat yourself!
You will heal up 2 HP!
You gain a high-tier Health Potion that will heal you for 10 HP! I'm not sure about it's adjective though.
Both Destroyers will be completed now that I've paid attention to it!
You walk over to the far-off structure, but you encounter something... I'll have to reveal it in the EOTE.
====[The Conclusion]====
Well, that's it until tomorrow.
An alternate timeline emerges.
However, we must first start from the beginning...
Railgun
4/20(soulbound permanent that deals 3 damage but can pierce bodyguards(when the
target is defended by bodyguards each bodyguard that try to block take
the damage and if there is less than 4 bodyguards trying to block the
target takes damage(basically bodyguards will automatically not block
unless they are ordered to)))(Ps: it takes a number of turns to reload equal to the number of hit bodyguards)
Wave of shadows(do nothing else than covering the target in shadows and thus
making it be "in the dark" giving no particular malus nor damage)3/3
I help old sith revan.
Action:I use the completely awesome chaingun by placing it directly on the super hidden tesla and shooting all the shots.
/null
The second part of the update is here!
====[End-of-Turn Events]====
The Super Hidden Tesla fries one of the incoming
The Mook Leader has been captured! Thus, the Mooks are less organized, although they are still numerous and in force! They overhwlemed
The Automatic Flak Cannon has been overwhelmed!
The Magician Minions have been overwhelmed!
The Medium Battle Tank has been overwhelmed!
The Expanding Mook Portal ramps up its production by a long shot!
The Acolyte decides to sniper a powerful enemy! He uses his Dark Magic Meter to overload the Super Hidden Tesla's energy core, thus dealing mcuh structural damage! After it is weakened, the Acolyte unleashes a dark meteor from the sky to demolish the structure!
The Anti-Acolyte players have all retreated!
Episode complete!
The gameplay section of this Episode has been fulfilled due to all the Anti-Acolyte players and their recently-summoned entities fleeing the field!
All I have to complete a story post to further the game. All posts will be nullified during this time, but posts will be open during the next Battlefield post. Updates to sidequests will have to pause during this time as well. I will be providing updates to mark when the story post should be coming up.
====[engie_ninja's sidequest]====
You and the two players encounter a Malevolent Statue awaiting for you on the road to the Structure! You'll have to destroy it to progress. It seems knowledgeable of many different attacks despite being made of stone.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
Do you guys head onwards or continue to chat and heal up?
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
You encounter a plateau. On the plateau, You discover a Snow Bison! It seems territorial, so if you find a way around it or a way to settle its protective state then you can progress. Or you know, you could just fight it.
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
I am saving up progress on the Persecles Subplot for when the Episode ends.
Arena Effects: Forced Loss Scenario. Respawns disabled. Retreats enabled.
Inventory:
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Pricey12345 [AA] HP: 20/20. Has retreated!
Inventory:
Blinky1001 [AA] HP: 18/20. Has retreated!
Inventory:
MerryKirisame [AA] HP: 20/20. Long since idle.
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
ConsumerOfAll [AA] HP: 14/20. Has Retreated!
Inventory:
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 16/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20. Has retreated!
Inventory: Split Staff of Nonexistent Title (Designed to divide up damage among groups more efficiently.)
GoldHero101 [PA] HP: 14/20. Long since idle.
Nyarlthotep [AA-N?] Presence: 20/20. Has retreated! Light Shield (50% damage reduction, 0/2)
Itinerary Objectives:
None yet.
Pro-Acolyte:
None yet.
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items are dropped at this time.
Duplicate P [AA] HP: 16/16. Has retreated!
Stats
Base Damage: 4
Speed Value: 3
Specializes in dealing combo attacks with Solar_San.
Medium Battle Tank [AA] HP: 0/40.
Stats
Base Damage: 5
Speed Value: 2
Attacks twice:
1st attack is with a Base Damage shot that deals extra damage to structures, vehicles, or mechs.
2nd attack deals 2 damage to 3 Mooks.
TNT Cannon [AA] HP: 30/30. Shots: 2/3. Can be used like a Rocket Launcher with 5 Base Damage.
Super Hidden Tesla [AA-BOSS] HP: 0/180. Electro-Buster: IIIII.
Stats
Base Damage: 4
Speed Value: 5
Attacks 4 times a turn.
Electro-Buster deals 40 damage to select enemy targets. This damage is split between targets.
Automatic Flak Cannon [AA] HP: 0/40.
Stats
Base Damage: 1
Speed Value: 1
Attacks 3 times every turn.
Deals 2x damage to airborne entities.
Adds 1-3 Units' worth of Clash of Clans skeletons to the battlefield every turn.
Bone Blitz summons 3 Clash of Clans Skeletons for every 4 entities on the field.
Magician Minions [AA] HP: 0/4 (x2).
Stats
Base Damage: 2
Speed Value: 2
Spirals [PA] HP: 0/16 (x2)
Sword Mook [PA] HP: 12/16, 9/16.
Powered Sword Mook [PA] HP: 16/16. (x2)
Lightly Armored Sword Mook [PA] HP: 6/16 Depression (25% damage penalty, 25% damage vulnerability, 0/2), 12/16.
Lightly Armored Spear Mook [PA] HP: 0/16, 12/16 (x2), 16/16.
Hammer Mook [PA] HP: 0/16, 12/16. (x3)
Pistol Mook [PA] HP: 16/16. (x3)
Powered Pistol Mook [PA] HP: 16/16. (x2)
Assault Rifle Mook [PA] HP: 14/16 (x2), 16/16 (x3)
Machine Gun Mook [PA] HP: 16/16.
Rocket Launcher Mook [PA] HP: 13/16, 14/16.
Mook Leader [PA] HP: 13/16. Captured.
Expanding Mook Portal [PA] HP: ???/???. Summons a large amount of Mooks every turn, prone to increasing.
Inventory: Portable Spirograph (0/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
jondanger23 [AA] HP: 20/20.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 158/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 38 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
jondanger23: 2 Futility
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Location: The Structure.
Currently In: The Road.
Forward To: The Aperture.
Items of Interest: None.
Inventory:
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
I-Class Destroyer [N] HP: 16/16.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 20/20.
Stats
Base Damage: 4
Speed Value: 2
Malevolent Statue [N] HP: 50/50.
Stats
Base Damage: 5
Speed Value: 1
Can use a variety of martial moves which can cause different physically-based status effects
Mitigates 50% of damage from elemental attacks.
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by robby, arksiane, and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Bridge.
Forward To: The Gateway.
Back To: The Corner.
Items of Interest:
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
Inventory:
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20, 20/20.
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Snowy Plateau.
Back To: Rocky Path.
Forward To: ???
Items of Interest: One (1) Unidentified.
Inventory:
Snow Bison [H] HP: 40/40. Fiercely territorial...
Stats
Base Damage: 6
Speed Value: 4
Has a 33% chance to cause Dazed and a 33% chance inside that to cause Stunned.
An alternate timeline emerges.
However, we must first start from the beginning...