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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!
Then I make pit the angel remark that building new walls is not repairing them.
What's in the Box: 5/20
"You think you can forcibly make me say things that don't even correlate to what the intended purpose of it is? This is to make it so that all your walls are stuck at whatever HP we put it. And if you think that you can just make me say things that are unrelated, you will not be on this platform for any longer. Because I made you remark you stepped off it."
At this point, Dark Pit just slams your face in with a hammer, launching you directly into the Deadly Walls for even more damage.
I get an Oil Barrel and set it near the walls. I shoot it with a Flame Bow, and BOOM!
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out http://minecraftnoobtest.com/test.php
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 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?
I really don't like turtles either. If I had unleashed the Deadly Walls for its full power, the Acolyte would have been unbeatable! I want to get the story moving along too. I wish they'd make an offensive summon, but then again, you guys don't have much in terms of attack force, either...
You deal 4 damage to the Deadly Walls! The walls are Corroding for 2 turns!
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
"You think you can forcibly make me say things that don't even correlate to what the intended purpose of it is? This is to make it so that all your walls are stuck at whatever HP we put it. And if you think that you can just make me say things that are unrelated, you will not be on this platform for any longer. Because I made you remark you stepped off it."
At this point, Dark Pit just slams your face in with a hammer, launching you directly into the Deadly Walls for even more damage.
As what I said to FBSN, I dislike turtling. Thankfully, once the Castle can be infiltrated, you guys can loot the rooms if you don't destroy the Support Monument! Also, if you destroy the Support Monument, entities in other rooms will suffer damage, so cooperate on when to bring down the Castle!
You deal 4 damage to Nullitor and 2 damage to the walls! Nullitor is now Bleeding for a couple of turns!
========[End of Turn Events]========
The Generic Tank deals 4 damage to the Deadly Walls! The Redshirt Army impales itself on the deadly walls, while dealing 3 damage to it!
The Spear Mook doubles over due to blood loss, and the other Spear Mooks help him up! The Sniper Rifle Mook screams pointlessly for a Medic while the other one fires 3 shots at jondanger23 for 6 damage total!
The Sniper Rifle Mook is bleeding badly! TSHISEPIC's Overheal begins to decay (It's about time)!
Because none of the players in sidequests posted, said sidequests are in statis!
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.
Spear-Proof Tank [AA] HP: 16/50. 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: 0/12. Deals damage equal to its current health/2.
Deadly Walls [PA] HP: 41/80. Structural. Deals 2 damage to melee attackers. When at 40% or lower health, Castle can be attacked. Encompasses Castle. Repairs heal 50% less health. Corroding (1 Damage over Time (2/2)), Cursed (Damaged by healing (2/2))
Spear Mook [PA] HP: 6/16 (x1) , 16/16 (x4)
Sniper Rifle Mook [PA] HP: 3/16 (x1) Bleeding (1 Damage over Time, recoverable via healing (1/2)), 8/16 (x1). In Battlements.
Shotgun (Single-Barreled) Mook [PA] HP: 16/16 (x4). Near Support Monolith.
Lesser Inner Walls [PA] HP: 20/20. Structural. Encompasses castle, can be shot over.
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: 86%. 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.
Okay, since apparently the technobabble is going by the server's head, I reclassify the Portable Weath Ray as a gun that absolutely anhillates anything within its line of effect. I then use a wormhole device to warp in stone walls to trap the alcolyte, and then a portal to the Plane of Infinite Ants inside the room. to flood ants into the room and drown the Acolyte in ants of mixed danger (some have very nasty toxin). Oh, and I add a system to stop the Acolyte from teleporting out of the room.
I fix the wall by adding obsidian to the outside. Oh wait, that damages it somehow. I know how! The obsidian just happened to be in the shape of a portal, and ghast fireballs stream out, hitting the wall over and over again, until someone turns the portal off.
Rollback Post to RevisionRollBack
No matter who wins, this can't end well...people like you should be burning in...you know, that place.
"By the way, your Plasma Shield is way overcharged [/i]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."
I did not have seen that thanks you.
I finish the plasma shield and so I now have 12 left charges I start using for creating explosives charges on the support Monolith which triggers when players enter the castle for preventing them from looting.(I would have never participated in the construction of the castle if I knew it was only made for giving bonuses to the opponents) or for cursing all the items in the castle for making them extremely weakening for their carriers(since neither we or the acolyte gets benefit from those items) I prefer the latter if possible.
I never wanted the castle to be only a treasure chest for opponents since it costed us charges.
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 23/25
I start preparing the dissolution of the shield into enchantments for then putting them into a sword 1/25
Mecha Scorpion: 15/15 (bunch of +1's that I'm too lazy to go check on)
A huge mechanized Scorpion rumbles onto the battlefield. Judging by the size of it's claws, and the way the stinger is designed, it's probably intended to drag enemy units away from each other, split up formations, save allies from taking damage, that sort of thing. Too bad it's only ranged attack is a really low-quality pistol.
I go Kinetic Strike Module into punching-a-zombie-in-the-face move.
Okay, since apparently the technobabble is going by the server's head, I reclassify the Portable Weath Ray as a gun that absolutely anhillates anything within its line of effect. I then use a wormhole device to warp in stone walls to trap the alcolyte, and then a portal to the Plane of Infinite Ants inside the room. to flood ants into the room and drown the Acolyte in ants of mixed danger (some have very nasty toxin). Oh, and I add a system to stop the Acolyte from teleporting out of the room.
Believe me, I'm trying to observe as much of it as I can. Your portals created a displacement of air, just not as big as you expected.
The Acolyte manages to hold off the ants and the wall by generating cans of corrosive Raid!
I fix the wall by adding obsidian to the outside. Oh wait, that damages it somehow. I know how! The obsidian just happened to be in the shape of a portal, and ghast fireballs stream out, hitting the wall over and over again, until someone turns the portal off.
"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."
I did not have seen that thanks you.
I finish the plasma shield and so I now have 12 left charges I start using for creating explosives charges on the support Monolith which triggers when players enter the castle for preventing them from looting.(I would have never participated in the construction of the castle if I knew it was only made for giving bonuses to the opponents) or for cursing all the items in the castle for making them extremely weakening for their carriers(since neither we or the acolyte gets benefit from those items) I prefer the latter if possible.
I never wanted the castle to be only a treasure chest for opponents since it costed us charges.
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 23/25
I start preparing the dissolution of the shield into enchantments for then putting them into a sword 1/25
Your castle's not necessarily a loot hoard for your opponents. It provided a valuable breather and an anchor for the Acolyte to hold onto when under attack so he could summon his Mooks. It's just that, being a stronghold (and a turtle), it'd be pretty unfair to have your opponents finally tear it down without a reward. Don't worry, the items they'll get won't be too game-breaking. Also, when the castle goes down, all the entities inside will get damaged, so if the AA's don't coordinate, then they'll harm their teammates who are looting things.
You add your explosive charges around the Support Monolith! Upon reaching 40% of its health, the charges will detonate and deal 6 damage to anyone attacking the Monolith at the time!
Mecha Scorpion: 15/15 (bunch of +1's that I'm too lazy to go check on)
A huge mechanized Scorpion rumbles onto the battlefield. Judging by the size of it's claws, and the way the stinger is designed, it's probably intended to drag enemy units away from each other, split up formations, save allies from taking damage, that sort of thing. Too bad it's only ranged attack is a really low-quality pistol.
I go Kinetic Strike Module into punching-a-zombie-in-the-face move.
You summon the Mecha Scorpion within the mines!
You also deal 6 damage to one of the healthier zombies!
I jump over the deadly walls. Since they apparently don't go up forever, I just jump over. I have strong legs.
"SERVES YOU RIGHT FOR TURTLING!"
You try to jump up, but a few sniper shots discourage you. Thankfully, the walls will become traversible this turn!
========[End of Turn Events]========
The Tank deals 4 damage to a healthy Spear Mook!
The Mooks shout to each other about strategizing and complain more about the lack of Medics!
The Sniper Rifle Mook's wounds stop bleeding as badly! TSHISEPIC's Overheal decays! jondanger23 gets a heal due to his (extreme) proximity to the Dispenser! Nullitor still is bleeding! The Wall is corroding and is still haunted by the curse! The Wall is now traversible!
Ross8815 deals 3 damage to 2 of the burning zombies with his sword! The Metal Atronach deals 8 damage to one of the Zombies! The Medic heals up Ross8815!
The Zombies gang up on the Atronach and deal 24 damage altogether to it!
The Zombies cool off!
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.
Dispenser [N] HP: 5/5. Heals nearby players. Picked up by jondanger23.
Spear-Proof Tank [AA] HP: 16/50. Incredibly modifiable to suit certain situations. Invulnerable to attack from Spear strikes. Mods left: 2/3. Ammoless (Cannot used ranged attacks, 0/1)
Deadly Walls [PA] HP: 36/80. Structural. Deals 2 damage to melee attackers. When at 40% or lower health, Castle can be attacked. Encompasses Castle. Repairs heal 50% less health. Corroding (1 Damage over Time (1/2)), Cursed (Damaged by healing (1/2))
Spear Mook [PA] HP: 6/16 (x1) , 12/16 (x1), 16/16
Sniper Rifle Mook [PA] HP: 2/16 (x1) Bleeding (1 Damage over Time, recoverable via healing (0/2)), 8/16 (x1). In Battlements.
Shotgun (Single-Barreled) Mook [PA] HP: 16/16 (x4). Near Support Monolith.
Lesser Inner Walls [PA] HP: 20/20. Structural. Encompasses castle, can be shot over.
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. Explosive Charges attacked (activates at 40% health, deals 6 damage to attacking entities).
Strategy Room: Houses TSFHISEPIC's PC and the Acolyte.
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: 88%. In Strategy Room (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: 42/80. 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: 13/20
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: 12/20 (x2) Burning (1 Damage over Time, 0/2), 9/20 Burning (1 Damage over Time, 0/2) (x1), 8/20 (x1), 9/20 (x2), 7/20 (x1)
The River:
A soothing riverbed nearby the forest. Quite smooth, but its nature as a water source make it much traveled by.
I upgrade the Generic Tank with a repair nanobot emmiter, allowing it to emit repair nanobots to heal/repair up to 3 HP to up to 3 targets (including itself). I then order it to use the repair nanobots on itself, me, and the cursed walls. I then start an operation to wear down the castle area's foundation to make it nearly impossible to build new walls on the castle grounds.
The Meaning of Life, the Universe, and Everything.
Location:
The FitnessGram™ Pacer Test
Join Date:
12/8/2013
Posts:
56
Location:
[ Content Deleted ]
Minecraft:
5l1n65h07
Xbox:
OFFLINE
PSN:
OFFLINE
Member Details
FourSquared: Its just stalkers. They don't really provoke people unless they're like threatened or something. I Haven't really seen one of these since I don't play minecraft...
Adamant: NOW YOU DO!
> FOURSQUARED: CROSS RIVE-
Suddenly, FourSquared Head Was almost impaled by a silver spike out of nowhere, missing by only 3 inches.
FourSquared: Who dares to target me?
Maze Assassin: That will be me.
FourSquared: And You are?
Maze Assassin: The XAL Corporation M.A.Z.E. Model 573 Codenamed Assassin. Also known as the last thing you'll ever see.
Adamant: Heh. Sounds Stupid.
Maze Assassin: You're the stupid one, trying to hunt down an entity that is beyond anyone's control. You should leave the extermination to me.
Adamant: Whatever Deadly Top, I will get my bounty on 5l1n65h07.
Maze Assassin: Then You will be eradicated along with him.
FourSquared: *sigh*
FourSquared takes out a 7-ball and throws it on the ground, creating smoke! When it clears, FourSquared and Adamant are gone.
Maze Assassin: Hah. You think trying to escape me will do you any good? I WILL find you, and I WILL Kill you.
The Maze Assassin leaves, presumably searching for them. FourSquared And Adamant then uncamouflage themselves.
FourSquared: Too bad these "M.A.Z.E." Robots aren't programed to spot anything invisible. Now, Lets resume our trek.
I mean, we need to get inside the walls at some point. I pass through the Deadly walls. I will not be kept out again. I set bombs all around the Lesser Inner wall, and set them off. This is to damage the wall, and propel me skyward, so I can use a grappling hook to pull one of the Sniper Mooks out of the battlements and to the ground.
Rollback Post to RevisionRollBack
No matter who wins, this can't end well...people like you should be burning in...you know, that place.
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 24/25
I start preparing the dissolution of the shield into enchantments for then putting them into a sword 2/25
Then I start project delta(Entity able to deal damage and who dislikes being killed and so will retreat when on low health(he can never come back after that))1/17
After that I strike the support monolith since this way opponents will have less time for getting loot.
For that purpose I use a porpoise as a portable portal that I place under the support monolith then I say that there was an auto-destruct button on the support monolith and I say it with so much insistence that there is now one I press the button and the portable porpoise portal serves his purpose.
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 join as opposed to the Acolyte. I use the following commands in two command blocks set to repeat (so they will trigger over and over and over again):
What's in the Box: 5/20
"You think you can forcibly make me say things that don't even correlate to what the intended purpose of it is? This is to make it so that all your walls are stuck at whatever HP we put it. And if you think that you can just make me say things that are unrelated, you will not be on this platform for any longer. Because I made you remark you stepped off it."
At this point, Dark Pit just slams your face in with a hammer, launching you directly into the Deadly Walls for even more damage.
Piercer 4/5
MLG Dood 400/1337
I get an Oil Barrel and set it near the walls. I shoot it with a Flame Bow, and BOOM!
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!


To take the test, check out
http://minecraftnoobtest.com/test.php
War, war never changes.
The Beginning.
http://technoterra.myminicity.com
16/20
I launch Nullitor into the walls.
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."
As I said before, you've WAY overcharged the Plasma Shield. You should read the last post I did for details...
You dig a hole in the ground and stay there for the rest of the turn!
You deal 4 damage to the Tank!
Inner walls done! They'll have significantly less health than other walls.
I really don't like turtles either. If I had unleashed the Deadly Walls for its full power, the Acolyte would have been unbeatable! I want to get the story moving along too. I wish they'd make an offensive summon, but then again, you guys don't have much in terms of attack force, either...
You deal 4 damage to the Deadly Walls! The walls are Corroding for 2 turns!
The Walls have been Cursed for 2 turns!
2nd layer has already been summoned.
You did build the new walls on top of the old ones...
You deal 4 damage to the injured Sniper Rifle Mook!
As what I said to FBSN, I dislike turtling. Thankfully, once the Castle can be infiltrated, you guys can loot the rooms if you don't destroy the Support Monument! Also, if you destroy the Support Monument, entities in other rooms will suffer damage, so cooperate on when to bring down the Castle!
The explosion deals 4 damage to the walls!
You deal 4 damage to Nullitor and 2 damage to the walls! Nullitor is now Bleeding for a couple of turns!
========[End of Turn Events]========
The Generic Tank deals 4 damage to the Deadly Walls! The Redshirt Army impales itself on the deadly walls, while dealing 3 damage to it!
The Spear Mook doubles over due to blood loss, and the other Spear Mooks help him up! The Sniper Rifle Mook screams pointlessly for a Medic while the other one fires 3 shots at jondanger23 for 6 damage total!
The Sniper Rifle Mook is bleeding badly! TSHISEPIC's Overheal begins to decay (It's about time)!
Because none of the players in sidequests posted, said sidequests are in statis!
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
Lesser Inner Walls [PA] HP: 20/20. Structural. Encompasses castle, can be shot over.
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: 86%. 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 begin building a mook airship 1/20.
I call the acolyte to the strategy room. "Perhaps it's time we went on the offensive, no?
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
I grab the dispenser, and run off hugging it.
14/25
It's High Noon
Okay, since apparently the technobabble is going by the server's head, I reclassify the Portable Weath Ray as a gun that absolutely anhillates anything within its line of effect. I then use a wormhole device to warp in stone walls to trap the alcolyte, and then a portal to the Plane of Infinite Ants inside the room. to flood ants into the room and drown the Acolyte in ants of mixed danger (some have very nasty toxin). Oh, and I add a system to stop the Acolyte from teleporting out of the room.
17/20
I fix the wall by adding obsidian to the outside. Oh wait, that damages it somehow. I know how! The obsidian just happened to be in the shape of a portal, and ghast fireballs stream out, hitting the wall over and over again, until someone turns the portal off.
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."
"By the way, your Plasma Shield is way overcharged [/i]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."
I did not have seen that thanks you.
I finish the plasma shield and so I now have 12 left charges I start using for creating explosives charges on the support Monolith which triggers when players enter the castle for preventing them from looting.(I would have never participated in the construction of the castle if I knew it was only made for giving bonuses to the opponents) or for cursing all the items in the castle for making them extremely weakening for their carriers(since neither we or the acolyte gets benefit from those items) I prefer the latter if possible.
I never wanted the castle to be only a treasure chest for opponents since it costed us charges.
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 23/25
I start preparing the dissolution of the shield into enchantments for then putting them into a sword 1/25
Then I help engie_ninja and I help TSFHISEPIC.
Mecha Scorpion: 15/15 (bunch of +1's that I'm too lazy to go check on)
A huge mechanized Scorpion rumbles onto the battlefield. Judging by the size of it's claws, and the way the stinger is designed, it's probably intended to drag enemy units away from each other, split up formations, save allies from taking damage, that sort of thing. Too bad it's only ranged attack is a really low-quality pistol.
I go Kinetic Strike Module into punching-a-zombie-in-the-face move.
GODDAMN IT
STUPID GENDERFLIP VIRUS
18/20 Charge Crystal
1/20 Bowser's Airship
I jump over the deadly walls. Since they apparently don't go up forever, I just jump over. I have strong legs.
"SERVES YOU RIGHT FOR TURTLING!"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."
<Acolyte435> I've stopped meditating for this. Perhaps we should go on the offensive. I've had a trick up my sleeve, so maybe we can strike as a team.
You start carrying around the Dispenser! This will give you a source of healing, and a frontal shield, but will also need to put it down to attack!
Believe me, I'm trying to observe as much of it as I can. Your portals created a displacement of air, just not as big as you expected.
The Acolyte manages to hold off the ants and the wall by generating cans of corrosive Raid!
By the way, you might want to mod that tank...
You deal 4 damage to the Wall!
Your castle's not necessarily a loot hoard for your opponents. It provided a valuable breather and an anchor for the Acolyte to hold onto when under attack so he could summon his Mooks. It's just that, being a stronghold (and a turtle), it'd be pretty unfair to have your opponents finally tear it down without a reward. Don't worry, the items they'll get won't be too game-breaking. Also, when the castle goes down, all the entities inside will get damaged, so if the AA's don't coordinate, then they'll harm their teammates who are looting things.
You add your explosive charges around the Support Monolith! Upon reaching 40% of its health, the charges will detonate and deal 6 damage to anyone attacking the Monolith at the time!
You summon the Mecha Scorpion within the mines!
You also deal 6 damage to one of the healthier zombies!
You try to jump up, but a few sniper shots discourage you. Thankfully, the walls will become traversible this turn!
========[End of Turn Events]========
The Tank deals 4 damage to a healthy Spear Mook!
The Mooks shout to each other about strategizing and complain more about the lack of Medics!
The Sniper Rifle Mook's wounds stop bleeding as badly! TSHISEPIC's Overheal decays! jondanger23 gets a heal due to his (extreme) proximity to the Dispenser! Nullitor still is bleeding! The Wall is corroding and is still haunted by the curse! The Wall is now traversible!
Ross8815 deals 3 damage to 2 of the burning zombies with his sword! The Metal Atronach deals 8 damage to one of the Zombies! The Medic heals up Ross8815!
The Zombies gang up on the Atronach and deal 24 damage altogether to it!
The Zombies cool off!
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. Explosive Charges attacked (activates at 40% health, deals 6 damage to attacking entities).
Strategy Room: Houses TSFHISEPIC's PC and the Acolyte.
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: 88%. In Strategy Room (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: 42/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 60/60. 6 melee damage. Mounted Pistol (2 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...
"What shall I do, Acolyte?"
For the mean time I take a sword from a wall and throw it down at the tank.
Mook airship 3/20.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
I upgrade the Generic Tank with a repair nanobot emmiter, allowing it to emit repair nanobots to heal/repair up to 3 HP to up to 3 targets (including itself). I then order it to use the repair nanobots on itself, me, and the cursed walls. I then start an operation to wear down the castle area's foundation to make it nearly impossible to build new walls on the castle grounds.
1/5 Foundation Failure
I continue running around with the dispenser.
15/25
It's High Noon
What's in the Box: 6/20
Dark Pit takes out a Fireworks Cannon.
"I'm not having this Inner Wall buisness."
Dark Pit fires the explosive over the Lesser Inner Walls straight to the walls themselves.
FourSquared: Its just stalkers. They don't really provoke people unless they're like threatened or something. I Haven't really seen one of these since I don't play minecraft...
Adamant: NOW YOU DO!
> FOURSQUARED: CROSS RIVE-
Suddenly, FourSquared Head Was almost impaled by a silver spike out of nowhere, missing by only 3 inches.
FourSquared: Who dares to target me?
Maze Assassin: That will be me.
FourSquared: And You are?
Maze Assassin: The XAL Corporation M.A.Z.E. Model 573 Codenamed Assassin. Also known as the last thing you'll ever see.
Adamant: Heh. Sounds Stupid.
Maze Assassin: You're the stupid one, trying to hunt down an entity that is beyond anyone's control. You should leave the extermination to me.
Adamant: Whatever Deadly Top, I will get my bounty on 5l1n65h07.
Maze Assassin: Then You will be eradicated along with him.
FourSquared: *sigh*
FourSquared takes out a 7-ball and throws it on the ground, creating smoke! When it clears, FourSquared and Adamant are gone.
Maze Assassin: Hah. You think trying to escape me will do you any good? I WILL find you, and I WILL Kill you.
The Maze Assassin leaves, presumably searching for them. FourSquared And Adamant then uncamouflage themselves.
FourSquared: Too bad these "M.A.Z.E." Robots aren't programed to spot anything invisible. Now, Lets resume our trek.
> FOURSQUARED: CROSS RIVER
Current Charges:
Unknown Entity: 6/30
I'll be making my great escape now!
19/20 Charge Crystal
2/20 Bowser's Airship
I mean, we need to get inside the walls at some point. I pass through the Deadly walls. I will not be kept out again. I set bombs all around the Lesser Inner wall, and set them off. This is to damage the wall, and propel me skyward, so I can use a grappling hook to pull one of the Sniper Mooks out of the battlements and to the ground.
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."
Then I start using up the extremely curious variant rules I made for the alchemitter to create a very enchanted shield 24/25
I start preparing the dissolution of the shield into enchantments for then putting them into a sword 2/25
Then I start project delta(Entity able to deal damage and who dislikes being killed and so will retreat when on low health(he can never come back after that))1/17
Then I help engie_ninja and I help TSFHISEPIC.
After that I strike the support monolith since this way opponents will have less time for getting loot.
For that purpose I use a porpoise as a portable portal that I place under the support monolith then I say that there was an auto-destruct button on the support monolith and I say it with so much insistence that there is now one I press the button and the portable porpoise portal serves his purpose.
I join as opposed to the Acolyte. I use the following commands in two command blocks set to repeat (so they will trigger over and over and over again):
/execute @e[name=Acolyte] ~ ~ ~ /summon AreaEffectCloud ~ ~ ~ {Particle:hugeexplosion,ReapplicationDelay:0,Radius:50f,RadiusPerTick:50f,Duration:1000,Effects:[{Id:2,Amplifier:10,Duration:20000},{Id:4,Amplifier:10,Duration:20000},{Id:7,Amplifier:10,Duration:20000},{Id:9,Amplifier:10,Duration:20000},{Id:15,Amplifier:10,Duration:20000},{Id:17,Amplifier:10,Duration:20000},{Id:18,Amplifier:10,Duration:20000},{Id:20,Amplifier:10,Duration:20000}]}
/execute @e[name=Mook] ~ ~ ~ /summon AreaEffectCloud ~ ~ ~ {Particle:hugeexplosion,ReapplicationDelay:0,Radius:50f,RadiusPerTick:50f,Duration:1000,Effects:[{Id:2,Amplifier:10,Duration:20000},{Id:4,Amplifier:10,Duration:20000},{Id:7,Amplifier:10,Duration:20000},{Id:9,Amplifier:10,Duration:20000},{Id:15,Amplifier:10,Duration:20000},{Id:17,Amplifier:10,Duration:20000},{Id:18,Amplifier:10,Duration:20000},{Id:20,Amplifier:10,Duration:20000}]}
If I configured it right, this should not be pretty. In any way. Just try it for yourself in 1.9 -the "/execute @e[name=Acolyte]" part.
If I'm not allowed to target the Acolyte directly, then I will use only the second one.
My suggestion: Redstone Power Distance