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Poll: Should I move this game to the Terraria Community Forums?
This is where most of the Destroy the Godmodder community is located, and the question has been coming up a lot. So, what do you think? Please vote, as this is very important!
I manage to replicate that Acolyte's voice and give orders to his Shotgun Mooks to the effect of "the Spear Mook is a traitor, get out there and blow him apart with your shotguns!"
The Shotgun Mooks don't seem to hear you, either for 2 reasons: A) They're inside the castle and aren't anywhere near the Spear Mook, or They'd know not to take care of it themselves, for they have some other reason for not to perform a Heel-Face Turn...
I start building one second layer of inner castle walls 1/6
I keep building a plasma shield for the acolyte (protects the acolyte and the POE shield and regenerate 2HP per turn and have 20 hp but does not have the sudden regeneration when not hit for three turns the POE shield had) 18/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 17/25
I keep building one second layer of inner castle walls 2/6
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 19/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 18/25
Attack: I jumped on the spring then i bounce up hitting the Sniper Mook with my similar Market Gardener.
Pendant of Power 5/20 (Boosts Base Damage by 2 (Doesn't work on the Acolyte))
I help FBSN and jondanger
You deal 4 damage to the Sniper Rifle Mook!
========[End of Turn Events]========
The Spear Mooks appear to be strategizing!
The Sniper Rifle Mooks shoot 2 shots each, dealing 4 damage to the Tank and the other counter-snipes PitTheAngel/Dark Pit for another 4 damage!
The Shotgun Mooks hold their ground at the Monolith!
The Acolyte goes up to the Library Tower to begin meditating! While meditating, he will regenerate his Dark Magic Meter at an increased rate! Try doing something to panic him!
The Spear Mook is still bleeding terribly!
Ross8815 shoots his Primitive Rifle at 1 of the zombies for 10 damage! The Metal Atronach shoots a single shot at the Zombie for 2 damage!
Five Zombies crowd around Ross8815, dealing heavy damage to him and his armor! The remaining one goes after engie_ninja and deals 3 damage to him and 1 to the ZEUS Suit!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
TwinBuilder [AA] HP: 12/20.
The_Serpent [AA] HP: 15/20
Crusher48 [AA] HP: 4/20
Inventory: Enderdodge Token [Power: IIIIIIIIIII]
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 16/20.
Pricey12345 [AA] HP: 20/20
PitTheAngel/Dark Pit [AA] HP: 12/20.
TSFHISEPIC [PA] HP: 24/20. In Strategy Room (Castle).
nullitor [PA] HP: 18/20
FeatheredDragon [N] HP: 20/20
jondanger23 [N] HP: 20/20
Dispenser [N] HP: 5/5. Heals nearby players.
Spear-Proof Tank [AA] HP: 24/50. Incredibly modifiable to suit certain situations. Invulnerable to attack from Spear strikes. Mods left: 2/3. Ammoless (Cannot used ranged attacks, 1/1)
Sturdy Walls [PA] HP: 12/80. Structural. No form of attack. When at 40% or lower health, Castle can be attacked. Encompasses Castle. Repairs heal 50% less health.
Spear Mook [PA] HP: 7/16 (x1) Bleeding (1 Damage over Time, recoverable via healing (1/2)), 16/16 (x4)
Shotgun (Single-Barreled) Mook [PA] HP: 16/16 (x4). Near Support Monolith.
Fortified Castle [PA]
Walls HP: 62/120. When at 40% or lower health, rooms can be traversed. Repairs heal 50% less health.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.). Shotgun Mooks nearby.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer: (Unlooted)
Battlements (Allows attack from a high point): Houses Sniper Rifle Mooks. Upon complete destruction of the Castle Walls, any entities here will suffer 8 damage.
Royal Suite: (Unlooted)
Library Tower: Houses a small archive of dark magic. Houses the Acolyte. (Unlooted)
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 78%. In Library Tower (Castle). Kills: 1.
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 76/80. Heavy Machine Gun (4 base damage).
engie_ninja [N] HP: 17/20. Dragonfly Drone: 3/3. Monitors back area.
Inventory: Bear Trinket (+2 damage boost to melee-based attacks), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
Ross8815 [N] HP: 11/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Sword), Iron Armor (Absorbs 60% of damage), 87/100
Zombie [H] HP: 17/20 (x3) Burning (1 Damage over Time, 2/2), 8/20 (x1), 20/20 (x2)
The River:
A soothing riverbed nearby the forest. Quite smooth, but its nature as a water source make it much traveled by.
((Dark Pit is represented by the black text, "Pit" is nowhere to be found here. The orange text is Bomb Man. No, you won't get that reference for a few weeks.))
What's in the Box: 3/20
Dark Pit now just looks slightly annoyed. It doesn't look like anything's fazed him at this point.
I guess the only real response now is to find some mooks of my own.
It takes Dark Pit about...6? 7? I don't know, I have no watch with me.
Here. Let's see how this works.
Basic Mooks [AZ]: 1/1 (x12)
ATK: 0.5
Description: Mooks so nondescript they can only be described by adjectives.
I pull out my Portable Weath Ray, and fire it into the sky around the castle. Because Weath Rays remove ALL matter within their line of effect, this creates very large pockets of no air, that air quickly flows into to create a MASSIVE sonic boom (think the sound a whip makes, multiplied by about a million times). The very loud noise this creates should distract the godmodder, and the sonic boom also causes blocks to fall off the castle walls.
Since the attemt to improve the sturdy wall failed I try again.
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 20/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 19/25
"Well, this ain't good. MEHDIIIIIIIIIIIIIIIIIIIIIIIIIIK!"
Due to a convenient finished charge, a Medic arrives in response! They have average health, and very little damage capability, but make up for it with small amounts of passive health regeneration and the power to heal allies.
I have the Medic heal Ross, as well as seeing if that healing power can damage zombies like in actual Minecraft. Either way, I then machine gun the zombies which I think would die or be reduced to near death with machine gun..
((Dark Pit is represented by the black text, "Pit" is nowhere to be found here. The orange text is Bomb Man. No, you won't get that reference for a few weeks.))
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 21/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 20/25
((Dark Pit is represented by the black text, "Pit" is nowhere to be found here. The orange text is Bomb Man. No, you won't get that reference for a few weeks.))
What's in the Box: 3/20
Dark Pit now just looks slightly annoyed. It doesn't look like anything's fazed him at this point.
I guess the only real response now is to find some mooks of my own.
It takes Dark Pit about...6? 7? I don't know, I have no watch with me.
Here. Let's see how this works.
Basic Mooks [AZ]: 1/1 (x12)
ATK: 0.5
Description: Mooks so nondescript they can only be described by adjectives.
The riverside appears to be lonely around this time. Such loneliness makes the water quite clear... However, there appears to be a few Stalkers wading nearby the riverbed. They seem peaceful at close glance, but being Planimals, they're not that intelligent.
I pull out my Portable Weath Ray, and fire it into the sky around the castle. Because Weath Rays remove ALL matter within their line of effect, this creates very large pockets of no air, that air quickly flows into to create a MASSIVE sonic boom (think the sound a whip makes, multiplied by about a million times). The very loud noise this creates should distract the godmodder, and the sonic boom also causes blocks to fall off the castle walls.
The Wreath Ray deals 4 damage to the Deadly Walls, but instead of a sonic boom, a distinctive sound in the wind is made! The Wreath Ray does create tiny portals, doesn't it?
Since the attemt to improve the sturdy wall failed I try again.
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 20/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 19/25
"Well, this ain't good. MEHDIIIIIIIIIIIIIIIIIIIIIIIIIIK!"
Due to a convenient finished charge, a Medic arrives in response! They have average health, and very little damage capability, but make up for it with small amounts of passive health regeneration and the power to heal allies.
I have the Medic heal Ross, as well as seeing if that healing power can damage zombies like in actual Minecraft. Either way, I then machine gun the zombies which I think would die or be reduced to near death with machine gun..
The Gray Medic arrives! He'll heal Ross once he can become active.
You didn't select a number of shots, so I'm going to randomize it!
You shoot 4 shots, dealing 3 damage to one Zombie and 1 damage to another!
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 21/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 20/25
By the way, your Plasma Shield is way overcharged for its stats. You could have summoned it a while ago! Should I release it now and leave you with X amount of charge points if you're going to continue charging something? As of now, it'll set you back 10 charge points.
========[End of Turn Events]========
The Redshirt Army deals 4 damage to 3 Spear Mooks!
The Spear Mooks kill off half of the Redshirt Army and the Sniper Rifle Mooks try thinking up a plan!
The Spearproof Tank regains its ammo supply! It deals 4 damage to the Deadly Walls!
The Spear Mook's wounds slow down their bleeding.
Ross8815 takes out his sword and deals 3 damage to 2 of the Zombies! The Metal Atronach shoots 5 shots, which deals heavy damage to the healthiest Zombies! The Zombies deal 8 damage to the Metal Atronach, 3 damage to engie_ninja, and the burning ones are in panic!
The Zombies continue to burn!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
TwinBuilder [AA] HP: 12/20.
The_Serpent [AA] HP: 15/20
Crusher48 [AA] HP: 4/20
Inventory: Enderdodge Token [Power: IIIIIIIIIII]
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 16/20.
Pricey12345 [AA] HP: 20/20
PitTheAngel/Dark Pit [AA] HP: 12/20
jondanger23 [AA] HP: 20/20
TSFHISEPIC [PA] HP: 24/20. In Strategy Room (Castle).
nullitor [PA] HP: 18/20
FeatheredDragon [N] HP: 20/20
Dispenser [N] HP: 5/5. Heals nearby players.
Spear-Proof Tank [AA] HP: 20/50. Incredibly modifiable to suit certain situations. Invulnerable to attack from Spear strikes. Mods left: 2/3. Ammoless (Cannot used ranged attacks, 0/1)
Redshirt Army [AA] HP: 6/12. Deals damage equal to its current health/2.
Sturdy Walls [PA] HP: 52/80. Structural. Deals 2 damage to melee attackers. When at 40% or lower health, Castle can be attacked. Encompasses Castle. Repairs heal 50% less health.
Spear Mook [PA] HP: 6/16 (x1) Bleeding (1 Damage over Time, recoverable via healing (0/2)), 16/16 (x4)
Sniper Rifle Mook [PA] HP: 8/16 (x1) Bleeding (1 Damage over Time, recoverable via healing (2/2)), 8/16 (x1). In Battlements.
Shotgun (Single-Barreled) Mook [PA] HP: 16/16 (x4). Near Support Monolith.
Fortified Castle [PA]
Walls HP: 62/120. When at 40% or lower health, rooms can be traversed. Repairs heal 50% less health.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.). Shotgun Mooks nearby.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer: (Unlooted)
Battlements (Allows attack from a high point): Houses Sniper Rifle Mooks. Upon complete destruction of the Castle Walls, any entities here will suffer 8 damage.
Royal Suite: (Unlooted)
Library Tower: Houses a small archive of dark magic. Houses the Acolyte. (Unlooted)
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 82%. In Library Tower (Castle). Kills: 1.
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 66/80. Heavy Machine Gun (4 base damage).
Anonymous Medic [N] HP: 20/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 14/20. Dragonfly Drone: 3/3. Monitors back area.
Inventory: Bear Trinket (+2 damage boost to melee-based attacks), ZEUS Suit: Absorbs 25% of damage. HP: 18/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
Ross8815 [N] HP: 11/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Sword), Iron Armor (Absorbs 60% of damage), 87/100
Zombie [H] HP: 16/20 (x3) Burning (1 Damage over Time, 1/2), 8/20 (x1), 9/20 (x2), 15/20 (x1)
The River:
A soothing riverbed nearby the forest. Quite smooth, but its nature as a water source make it much traveled by.
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 22/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 21/25
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 23/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 22/25
Attack: I jumped on the spring then i bounce up hitting the Sniper Mook with my similar Market Gardener.
Pendant of Power 5/20 (Boosts Base Damage by 2 (Doesn't work on the Acolyte))
I help FBSN and jondanger
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.
The Shotgun Mooks don't seem to hear you, either for 2 reasons: A) They're inside the castle and aren't anywhere near the Spear Mook, or
They'd know not to take care of it themselves, for they have some other reason for not to perform a Heel-Face Turn...
You deal 2 damage to the Tank. The Tank cannot attack for this turn!
Alright, sure, a Dark Pit Staff is fine (I've played KI:U myself).
Even though the Sniper Rifle Mooks didn't fire the initial shots, Dark Pit counter-snipers one of them for 6 damage!
Should I switch you over to the AA side so that you don't have to?
Regardless, 4 damage to the uninjured Sniper Rifle Mook!
Likely not, but I'm not sure. I haven't decided yet, honestly.
You deal 3 damage to 3 zombies! They're Burning for 2 turns!
Which walls? As of now, both are open to attack!
Nevertheless, I'm assuming the Castle Walls! 4 damage!
Done.
Again, which wall?
The Sturdy Walls are targeted this time! 4 damage!
Alright, sure.
You deal 4 damage to the Sniper Rifle Mook!
========[End of Turn Events]========
The Spear Mooks appear to be strategizing!
The Sniper Rifle Mooks shoot 2 shots each, dealing 4 damage to the Tank and the other counter-snipes PitTheAngel/Dark Pit for another 4 damage!
The Shotgun Mooks hold their ground at the Monolith!
The Acolyte goes up to the Library Tower to begin meditating! While meditating, he will regenerate his Dark Magic Meter at an increased rate! Try doing something to panic him!
The Spear Mook is still bleeding terribly!
Ross8815 shoots his Primitive Rifle at 1 of the zombies for 10 damage! The Metal Atronach shoots a single shot at the Zombie for 2 damage!
Five Zombies crowd around Ross8815, dealing heavy damage to him and his armor! The remaining one goes after engie_ninja and deals 3 damage to him and 1 to the ZEUS Suit!
Inventory: Enderdodge Token [Power: IIIIIIIIIII]
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 23/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 16/20.
Pricey12345 [AA] HP: 20/20
PitTheAngel/Dark Pit [AA] HP: 12/20.
Walls HP: 62/120. When at 40% or lower health, rooms can be traversed. Repairs heal 50% less health.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.). Shotgun Mooks nearby.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer: (Unlooted)
Battlements (Allows attack from a high point): Houses Sniper Rifle Mooks. Upon complete destruction of the Castle Walls, any entities here will suffer 8 damage.
Royal Suite: (Unlooted)
Library Tower: Houses a small archive of dark magic. Houses the Acolyte. (Unlooted)
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 78%. In Library Tower (Castle). Kills: 1.
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 76/80. Heavy Machine Gun (4 base damage).
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
An alternate timeline emerges.
However, we must first start from the beginning...
Eh, y'know what, sure. I whack a Sniper Rifle Mook with the Tribalman's Shiv.
12/25
It's High Noon
((Dark Pit is represented by the black text, "Pit" is nowhere to be found here. The orange text is Bomb Man. No, you won't get that reference for a few weeks.))
What's in the Box: 3/20
Dark Pit now just looks slightly annoyed. It doesn't look like anything's fazed him at this point.
I guess the only real response now is to find some mooks of my own.
It takes Dark Pit about...6? 7? I don't know, I have no watch with me.
Here. Let's see how this works.
Basic Mooks [AZ]: 1/1 (x12)
ATK: 0.5
Description: Mooks so nondescript they can only be described by adjectives.
Thing is, NinjaTwist, under Fortified Castle, you have it written as Walls. I fire a laser at the (castle) Walls.
13/20
No matter who wins, this can't end well...people like you should be burning in...you know, that place.
As usual, the only way to end a war for good is to discover its beginning...and end that beginning.
So, Uzi. Sorry to let you know, but this is as far as you go.
"lol ur stooped im God."
"Actually, as the omnipotent creator of this universe, I think I fit the bill more than some bearded guy who can't escape from some rope."
> FOURSQUARED: EXAMINE RIVERSIDE
Current Charges:
Unknown Entity: 5/30
I'll be making my great escape now!
The walls were upgraded by the way.
I launch a barrage of fire at the tank.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
I pull out my Portable Weath Ray, and fire it into the sky around the castle. Because Weath Rays remove ALL matter within their line of effect, this creates very large pockets of no air, that air quickly flows into to create a MASSIVE sonic boom (think the sound a whip makes, multiplied by about a million times). The very loud noise this creates should distract the godmodder, and the sonic boom also causes blocks to fall off the castle walls.
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 20/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 19/25
Then I help engie_ninja and I help TSFHISEPIC.
Anonymous Medic: 12/12 (+2 from Nulitor)
Mecha Scorpion: 13/15 (+1 from Nulitor)
"Well, this ain't good. MEHDIIIIIIIIIIIIIIIIIIIIIIIIIIK!"
Due to a convenient finished charge, a Medic arrives in response! They have average health, and very little damage capability, but make up for it with small amounts of passive health regeneration and the power to heal allies.
I have the Medic heal Ross, as well as seeing if that healing power can damage zombies like in actual Minecraft. Either way, I then machine gun the zombies which I think would die or be reduced to near death with machine gun..
GODDAMN IT
STUPID GENDERFLIP VIRUS
Fixed.
An alternate timeline emerges.
However, we must first start from the beginning...
14/20
I prepare to counter. Anyone that tries to attack me will find themselves on the receiving end of a stab in the back.
No matter who wins, this can't end well...people like you should be burning in...you know, that place.
As usual, the only way to end a war for good is to discover its beginning...and end that beginning.
So, Uzi. Sorry to let you know, but this is as far as you go.
"lol ur stooped im God."
"Actually, as the omnipotent creator of this universe, I think I fit the bill more than some bearded guy who can't escape from some rope."
I keep building the second inner layer 3/6
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 21/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 20/25
Then I help engie_ninja and I help TSFHISEPIC.
You've been changed to an AA Player!
2 damage to the Sniper Rifle Mook! The same Mook is Bleeding for 2 turns!
Redshirt Army added!
Alright, sure. Thanks.
4 damage to the Deadly Walls! I know, the PG players are becoming somewhat munchkins...
The riverside appears to be lonely around this time. Such loneliness makes the water quite clear... However, there appears to be a few Stalkers wading nearby the riverbed. They seem peaceful at close glance, but being Planimals, they're not that intelligent.
Fixed. Deadly Walls added!
Walls healed back up to 60 HP! Walls now have Spikes and deal 2 damage to any melee attackers!
You deal 4 damage to the Generic Tank!
The Wreath Ray deals 4 damage to the Deadly Walls, but instead of a sonic boom, a distinctive sound in the wind is made! The Wreath Ray does create tiny portals, doesn't it?
I've fixed it.
The Gray Medic arrives! He'll heal Ross once he can become active.
You didn't select a number of shots, so I'm going to randomize it!
You shoot 4 shots, dealing 3 damage to one Zombie and 1 damage to another!
You prepare to counter! Unfortunately, no attack comes your way.
Sure, done.
By the way, your Plasma Shield is way overcharged for its stats. You could have summoned it a while ago! Should I release it now and leave you with X amount of charge points if you're going to continue charging something? As of now, it'll set you back 10 charge points.
========[End of Turn Events]========
The Redshirt Army deals 4 damage to 3 Spear Mooks!
The Spear Mooks kill off half of the Redshirt Army and the Sniper Rifle Mooks try thinking up a plan!
The Spearproof Tank regains its ammo supply! It deals 4 damage to the Deadly Walls!
The Spear Mook's wounds slow down their bleeding.
Ross8815 takes out his sword and deals 3 damage to 2 of the Zombies! The Metal Atronach shoots 5 shots, which deals heavy damage to the healthiest Zombies! The Zombies deal 8 damage to the Metal Atronach, 3 damage to engie_ninja, and the burning ones are in panic!
The Zombies continue to burn!
Inventory: Enderdodge Token [Power: IIIIIIIIIII]
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 23/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 16/20.
Pricey12345 [AA] HP: 20/20
PitTheAngel/Dark Pit [AA] HP: 12/20
Walls HP: 62/120. When at 40% or lower health, rooms can be traversed. Repairs heal 50% less health.
Support Monolith: 40/40 (Walls must be brought down first, acts as keystone for castle. If destroyed, the castle will be downed and no more loot will be obtainable. All entities inside will also be damaged.). Shotgun Mooks nearby.
Strategy Room: Houses TSFHISEPIC's PC.
Foyer: (Unlooted)
Battlements (Allows attack from a high point): Houses Sniper Rifle Mooks. Upon complete destruction of the Castle Walls, any entities here will suffer 8 damage.
Royal Suite: (Unlooted)
Library Tower: Houses a small archive of dark magic. Houses the Acolyte. (Unlooted)
Structural. No form of attack.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 82%. In Library Tower (Castle). Kills: 1.
The Iron Mine:
A once-easy source of necessary minerals, but since been claimed by monsters of many types.
Metal Atronach [N] HP: 66/80. Heavy Machine Gun (4 base damage).
Anonymous Medic [N] HP: 20/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles base damage when used, fails if not used on melee attack)
An alternate timeline emerges.
However, we must first start from the beginning...
I keep building the second inner layer 4/6
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 22/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 21/25
Then I help engie_ninja and I help TSFHISEPIC.
Then I start digging straight in the ground the fastest possible for finding stuff and I stay underground for the rest of the turn.
I finish the second layer of walls. 6/6.
I then put a bomb of dark magic in the turret of the tank and blow it up.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
I could have sworn that I said that I entered the first layer of walls so that repairing them couldn't keep me out.
15/20
I pour acid on the walls so that they have damage over time attached. Stop doing this over and over again, please?
No matter who wins, this can't end well...people like you should be burning in...you know, that place.
As usual, the only way to end a war for good is to discover its beginning...and end that beginning.
So, Uzi. Sorry to let you know, but this is as far as you go.
"lol ur stooped im God."
"Actually, as the omnipotent creator of this universe, I think I fit the bill more than some bearded guy who can't escape from some rope."
What's in the Box: 4/20 (These are special items, much help appreciated)
Now you two are being aggravating. Now we've got to blast through another hundred HP of walls.
Dark Pit very quickly pulls out "AntiRecv". Whatever that means.
Much better. Now the walls will take even more damage if you try to heal them. It's simple.
I keep building the second inner layer 6/6
I keep building a plasma shield for the acolyte (protects the acolyte
and the POE shield and regenerate 2HP per turn and have 20 hp but does
not have the sudden regeneration when not hit for three turns the POE
shield had) 23/?
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 22/25
Then I help engie_ninja and I help TSFHISEPIC.
I keep digging underground for searching more stuff(like potentially finding the mine)(does not protects me at all from being thrown around)
Then I make pit the angel remark that building new walls is not repairing them.
I countersnipe the sniper rifle mook.
13/25
It's High Noon