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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!
Suddenly, a guy with full god gear appears! He draws the attention of several enemies and begins doing Taunts and Weak Attacks to draw off enemies!
Stats:
Tank: 100/100 HP (he's specifically designed to tank damage)
Damage: 3 (fairly low)
Ability: Taunting: The Tank can either force the entity he is attacking to only attack him (preventing it from hitting anything else) or annoy up to 4 entities instead of attacking, giving each of those entities a 50% chance to ignore their original targets and attack the Tank instead. Does not work on players.
Orders: The Tank taunts the Airship, Tech Master, Conflagritus, and Balzac.
Then I end taking the battle stance: Oblivion(increase my damage to environment for some turns) 12/12.
Charging a buff for helping TSFHISEPIC 11/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)5/13
Then I help TSFHISEPIC.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)6/13
Then I help TSFHISEPIC.
after all that I go near the Technology Master and I ask him to get shelter somewhere underground and I start digging and that is probably made faster thanks to the battle stance.
You guys may have noticed that this update came out late for an update of this size (or lackthereof). I just had to get a little bit of schoolwork done, but that's out of the way! So, on with the update.
Suddenly, a guy with full god gear appears! He draws the attention of several enemies and begins doing Taunts and Weak Attacks to draw off enemies!
Stats:
Tank: 100/100 HP (he's specifically designed to tank damage)
Damage: 3 (fairly low)
Ability: Taunting: The Tank can either force the entity he is attacking to only attack him (preventing it from hitting anything else) or annoy up to 4 entities instead of attacking, giving each of those entities a 50% chance to ignore their original targets and attack the Tank instead. Does not work on players.
Orders: The Tank taunts the Airship, Tech Master, Conflagritus, and Balzac.
I'm going to have to nerf this guy... he is only a 10 point charge. I'll keep his primary roles, though.
eft]Then I end taking the battle stance: Oblivion(increase my damage to environment for some turns) 12/12.
Charging a buff for helping TSFHISEPIC 11/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)5/13
Then I help TSFHISEPIC.
I try to grab the last rune.
You find the final rune! It glows with a deep aura... you obtain all five runes!
I don't know exactly what you mean by "damage to the environment", but I'll interpret it as a damage increase. You become Destructive for 4 turns!
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)6/13
Then I help TSFHISEPIC.
after all that I go near the Technology Master and I ask him to get shelter somewhere underground and I start digging and that is probably made faster thanks to the battle stance.
The Technology Master cannot be targeted for the next turn! You will lose targets as well next turn.
You deal 4 damage to the Airship! You recover 2 HP from your actions.
====[End-of-Turn Events]====
The Tank fires a shot at Conflagratius for 3 damage!
Balzac launches a high-velocity Frivolous Lawsuit at the Damage Tank for 8 damage! The Airship's target hits the Moddable Tank, but the Point Damaging System blocks it! Conflagratius fireballs the Tank for 4 damage and ignites it!
The Technology Master invents a new technology! The Airship develops Metallic Plating!
TSFHISEPIC suffers from his poison!
====[engie_ninja's sidequest]====
Ross8815 fires another shot at the injured zombie to double tap and deal the finishing hit! The Medic heals you up! The Scorpion stabs one of the Spiders for 6 damage! The Metal Atronach opens fire at the stabbed Spider for 4 damage!
One of the Spiders claws at the Medic and negates his regen! The Skeletons fire arrows at the Metal Atronach for 6 damage! The Zombies deal 12 damage to the Scorpion!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
The ground has begun to crumble and is unsuitable for building (Newer walls have 50% less max health).
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 12/20.
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 8/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (76/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
jondanger23 [AA] HP: 1/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 14/20. In Moddable Tank.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-3 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action), Splash Normal Healing Potions (3/3, restores 4 HP to up to 3 targets)
TSFHISEPIC [PA] HP: 10/20 Poisoned (1 damage over time, 1/2)
nullitor [PA] HP: 20/20. Cannot be targeted (1/1) Destructive (50% increased base damage, 4/4)
FeatheredDragon [N] HP: 20/20
Moddable Armored Point-Defending Dispenser Tank [AA] HP: 20/60. Mods Left: 0/3. Burning (1 damage over time, 1/1)
Stats
Base Damage: 3
Houses 1/4 Players [Blinky1001, Crusher48].
Attacks targeting inside players have a 80% chance to have targeted damage impact this entity, but attacks targeting this entity have an 20% chance to penetrate to strike a player.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations.
Dispenser on top heals 2 HP to occupants and nearby allies.
Reduces damage taken from attacks by 1.
Has a 25% chance to block an attack and 25% chance to counterattack.
Damage Tank [AA] HP: 42/50
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 20/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 73/100
Zombie [H] HP: 0/20 (x1), 13/20 (x1), Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 20/20 (x3)
Skeleton [H] HP: 6/20 (x1), 16/20 (x2), 20/20 (x2) Armed with Bows. Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 16/20 (x2)
Spider [H] HP: 6/16 (x1) 16/16 (x3) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 16/16 (x4)
Iron Supply [N] : 44%/100% mined. Upon mining 70%, sufficient supplies will be harvested. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way. Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Wary. Spear equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (If it enters the body, it makes the victim weaker), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
Alright, can you nerf the damage tank's damage to 2 and give it more HP then? Also note that it got overcharged a bit and ended up as an 11 post charge.
Anyways, I cast the Curse Of Tanks, causing player attacks to have a 50% chance to hit the damage tank and nothing else.
Orders: Damage tank attacks the airship with his knockback 2 stick, preventing it from reaching its original target and forcing it to attack him.
I get chunk of gold. I melt all of them into small balls. I launch them quickly at jondanger. The first one hopefully pierces through the shield. The second one go over the shield and the rest go around the shield, impacting with jondanger.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)7/13
Then I help TSFHISEPIC.
After all that I use a car with a GPS to go to the prison containing the most futile and useless prisoner.
I pause, activate the KSM, and punch one of the full health spiders into the ceiling, rocket up after it with a Shoryuken, and embed it into that part of the wall.
Alright, can you nerf the damage tank's damage to 2 and give it more HP then? Also note that it got overcharged a bit and ended up as an 11 post charge.
Anyways, I cast the Curse Of Tanks, causing player attacks to have a 50% chance to hit the damage tank and nothing else.
Orders: Damage tank attacks the airship with his knockback 2 stick, preventing it from reaching its original target and forcing it to attack him.
Only the Acolyte can cast curses, but you will direct the next attack to hit the Damage Tank!
Also, overcharging a charge would ordinarily make it less powerful, but since Blinky1001 helped you beyond this point, I'm going to let it slide.
I get chunk of gold. I melt all of them into small balls. I launch them quickly at jondanger. The first one hopefully pierces through the shield. The second one go over the shield and the rest go around the shield, impacting with jondanger.
You deal 4 damage to the Damage Tank, who blocks the attack for jondanger23! Even though he is idle...
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)7/13
Then I help TSFHISEPIC.
After all that I use a car with a GPS to go to the prison containing the most futile and useless prisoner.
You use the car and find a man who was put in for some misdemeanor, which ruined his life, so he had to resort to crime, and thus he's stuck in this hellhole. His life is worth less than dirt by this point.
I pause, activate the KSM, and punch one of the full health spiders into the ceiling, rocket up after it with a Shoryuken, and embed it into that part of the wall.
You order the Medic to stay behind the Atronach, however, doing so won't give it quite the range to heal anything! Although it can repair things at a slower rate...
You deal a devastating 12 damage to said Spider, flattening it against the wall before it weakly reanimates!
====[End-of-Turn Events]====
The damage tank deals 2 damage to the Armor Plating! The Tank supplements this by piercing through the armor, dealing 3 damage to both!
Conflagratius tries to attack the Tank, but the Tank counters it and it attacks the Airship's Armor Plating for 4 damage! The Armor Plating will melt off next turn due to the burning! The Airship deals 4 damage to the Damage Tank!
Balzac's Simulacrum is sitting on its fat corporate throne!
EPIC's poison clears out.
All the while, the Acolyte has had time to pull out a beach chair and starts whistling calmly!
<Acolyte435> Man, the story's grinded to a halt!
====[engie_ninja's sidequest]====
The Atronach shields the Medic from incoming damage while firing a three-round burst at the Zombies for 6 damage to a single one! The Scorpion slashes at one of the Skeletons, with the 6 damage reducing it to rubble!
Ross8815 skewers the injured spider with his sword and sticks it back out!
The healthy Spiders deal 6 damage to the Atronach! The Skeletons deal 10 damage to the Scorpion! The Zombies hack away at Ross8815, dealing 4 damage to him and 4 to his armor!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
The ground has begun to crumble and is unsuitable for building (Newer walls have 50% less max health).
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 12/20.
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 8/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (76/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
jondanger23 [AA] HP: 1/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 14/20. In Moddable Tank.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-3 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action), Splash Normal Healing Potions (3/3, restores 4 HP to up to 3 targets)
TSFHISEPIC [PA] HP: 9/20 Poisoned (1 damage over time, 0/2)
nullitor [PA] HP: 20/20. Cannot be targeted (1/1) Destructive (50% increased base damage, 3/4)
FeatheredDragon [N] HP: 20/20
Moddable Armored Point-Defending Dispenser Tank [AA] HP: 20/60. Mods Left: 0/3. Burning (1 damage over time, 1/1)
Stats
Base Damage: 3
Houses 1/4 Players [Blinky1001, Crusher48].
Attacks targeting inside players have a 80% chance to have targeted damage impact this entity, but attacks targeting this entity have an 20% chance to penetrate to strike a player.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations.
Dispenser on top heals 2 HP to occupants and nearby allies.
Reduces damage taken from attacks by 1.
Has a 25% chance to block an attack and 25% chance to counterattack.
Damage Tank [AA] HP: 40/50
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 16/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 69/100
Zombie [H] HP: 0/20 (x1), 7/20 (x1), Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 20/20 (x3)
Skeleton [H] HP: 0/20 (x1), 16/20 (x2), 20/20 (x2) Armed with Bows. Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 16/20 (x2)
Spider [H] HP: 2/16 (x1) 16/16 (x3) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 0/16 (x1), 16/16 (x3)
Iron Supply [N] : 44%/100% mined. Upon mining 70%, sufficient supplies will be harvested. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way. Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Wary. Spear equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (If it enters the body, it makes the victim weaker), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
Charging a buff for helping TSFHISEPIC 14/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)8/13
Then I help TSFHISEPIC.
I ask the prisoner his name and I say him good day.
After that If he have something to tell I hear him else I explain him that we need an architect for building a tower of futility and that I can pay him for doing the worst architecture possible and that I will try to free him.
I pull out an thermobaric rocket launcher and I start throwing rockets at guards around potentially making the building start crumbling and hurting the guards.
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
My storm is finished... The sky darkens, clouds form and it begins raining. Then, the rain stops. Silence. ... ... Then, 7 lightening bolts rain down from the sky, hitting all of the PA entities (not including the Technology Master). This shocks and burns them, making them unable to act as well as taking a hefty amount of damage. Oh, and a missile is fired at the Simulacrum of Balzac, hitting him in the eye.
11/10 Another Tank
Suddenly, a guy with full god gear appears! He draws the attention of several enemies and begins doing Taunts and Weak Attacks to draw off enemies!
Stats:
Tank: 100/100 HP (he's specifically designed to tank damage)
Damage: 3 (fairly low)
Ability: Taunting: The Tank can either force the entity he is attacking to only attack him (preventing it from hitting anything else) or annoy up to 4 entities instead of attacking, giving each of those entities a 50% chance to ignore their original targets and attack the Tank instead. Does not work on players.
Orders: The Tank taunts the Airship, Tech Master, Conflagritus, and Balzac.
Charging a buff for helping TSFHISEPIC 11/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)5/13
Then I help TSFHISEPIC.
I try to grab the last rune.
Right, I order the tank to shoot the airship, and sit on top so I can start shooting it as well.
Deck of Many Things:15/25
Lightning Storm: 22/25
I begin summoning a missile at the Simulacrum of Balzac: 2/5
I help crusher and pit.
Can I have some help please, my storm is nearly finished?!?
My suggestion: Redstone Power Distance
Charging a buff for helping TSFHISEPIC 12/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)6/13
Then I help TSFHISEPIC.
after all that I go near the Technology Master and I ask him to get shelter somewhere underground and I start digging and that is probably made faster thanks to the battle stance.
Safe For Miners: 2/5
I move to engage the newly arrived skeletons, pelting them with five rounds rapid from the machine gun.
GODDAMN IT
STUPID GENDERFLIP VIRUS
I continue shooting the airship.
Deck of Many Things:16/25
Lightning Storm: 23/25
Missile at the Simulacrum of Balzac: 3/5
I help crusher and pit.
My suggestion: Redstone Power Distance
I'm going to have to nerf this guy... he is only a 10 point charge. I'll keep his primary roles, though.
Tank added!
You find the final rune! It glows with a deep aura... you obtain all five runes!
I don't know exactly what you mean by "damage to the environment", but I'll interpret it as a damage increase. You become Destructive for 4 turns!
You use the tank to deal 3 damage to the Airship!
The Technology Master cannot be targeted for the next turn! You will lose targets as well next turn.
You fire 5 shots at the Skeletons! 4 damage each to both of them!
Your Bear Token begins to glow brightly!
You deal 4 damage to the Airship! You recover 2 HP from your actions.
====[End-of-Turn Events]====
The Tank fires a shot at Conflagratius for 3 damage!
Balzac launches a high-velocity Frivolous Lawsuit at the Damage Tank for 8 damage! The Airship's target hits the Moddable Tank, but the Point Damaging System blocks it! Conflagratius fireballs the Tank for 4 damage and ignites it!
The Technology Master invents a new technology! The Airship develops Metallic Plating!
TSFHISEPIC suffers from his poison!
====[engie_ninja's sidequest]====
Ross8815 fires another shot at the injured zombie to double tap and deal the finishing hit! The Medic heals you up! The Scorpion stabs one of the Spiders for 6 damage! The Metal Atronach opens fire at the stabbed Spider for 4 damage!
One of the Spiders claws at the Medic and negates his regen! The Skeletons fire arrows at the Metal Atronach for 6 damage! The Zombies deal 12 damage to the Scorpion!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (3/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy)
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: 18/20. Robotic Armor HP: 17/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 12/20.
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 8/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (76/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Moddable Armored Point-Defending Dispenser Tank [AA] HP: 20/60. Mods Left: 0/3. Burning (1 damage over time, 1/1)
Stats
Base Damage: 3
Houses 1/4 Players [Blinky1001, Crusher48].
Attacks targeting inside players have a 80% chance to have targeted damage impact this entity, but attacks targeting this entity have an 20% chance to penetrate to strike a player.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations.
Dispenser on top heals 2 HP to occupants and nearby allies.
Reduces damage taken from attacks by 1.
Has a 25% chance to block an attack and 25% chance to counterattack.
Damage Tank [AA] HP: 42/50
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Base Damage: 4
Airborne: Cannot be targeted with melee attacks until reaching 40% health.
Zombie [PA] HP: 17/20 (x1), 10/20 (x1), 8/20 (x2), 20/20 (x1)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Technology Master [PA] HP: 40/40. Cannot be targeted (1/1) [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Conflagriatus [PA] HP: 53/60
Stats
Base Damage: 4
Special Actions:
Fireball: Deals base damage to one target.
Flame Burst: Deals 0.5x base damage to 3 targets. Cannot stack for the same target.
Great Incineration: Suicide attack. Deals 2x base damage to one target. Only usable when at 20% or lower HP. Self-terminates after attack.
Attacks have a 50% chance to cause one-turn Burning.
Melee attacks against this have a 30% chance to cause one-turn Burning.
Simulacrum of Balzac [PA] HP: 80/80.
Stats
Base Damage: 8
Only attacks every other turn due to being lazy and fat off frivolous corporate lawsuits all day.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 96%. Kills: 1.
Inventory: Plasma Shield (HP: 19/20, Can block attacks. Regenerates 2 HP/turn.)
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 61/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 43/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 8/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
An alternate timeline emerges.
However, we must first start from the beginning...
Alright, can you nerf the damage tank's damage to 2 and give it more HP then? Also note that it got overcharged a bit and ended up as an 11 post charge.
Anyways, I cast the Curse Of Tanks, causing player attacks to have a 50% chance to hit the damage tank and nothing else.
Orders: Damage tank attacks the airship with his knockback 2 stick, preventing it from reaching its original target and forcing it to attack him.
I get chunk of gold. I melt all of them into small balls. I launch them quickly at jondanger. The first one hopefully pierces through the shield. The second one go over the shield and the rest go around the shield, impacting with jondanger.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
Charging a buff for helping TSFHISEPIC 13/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)7/13
Then I help TSFHISEPIC.
After all that I use a car with a GPS to go to the prison containing the most futile and useless prisoner.
SHOOT THE ZOMBIES with my bow! They are getting very very annoying!
Deck of Many Things:16/25
Lightning Storm: 24/25
Missile at the Simulacrum of Balzac: 4/5
I help crusher and pit.
My suggestion: Redstone Power Distance
I heal the Damage Tank.
Safe For Miners: 3/5
"Medic, get behind the atronach."
I pause, activate the KSM, and punch one of the full health spiders into the ceiling, rocket up after it with a Shoryuken, and embed it into that part of the wall.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Only the Acolyte can cast curses, but you will direct the next attack to hit the Damage Tank!
Also, overcharging a charge would ordinarily make it less powerful, but since Blinky1001 helped you beyond this point, I'm going to let it slide.
The Damage Tank will follow your orders!
You deal 4 damage to the Damage Tank, who blocks the attack for jondanger23! Even though he is idle...
You use the car and find a man who was put in for some misdemeanor, which ruined his life, so he had to resort to crime, and thus he's stuck in this hellhole. His life is worth less than dirt by this point.
Indeed they are... You deal 4 damage to one of the zombies!
You restore 2 HP to the Damage Tank!
You order the Medic to stay behind the Atronach, however, doing so won't give it quite the range to heal anything! Although it can repair things at a slower rate...
You deal a devastating 12 damage to said Spider, flattening it against the wall before it weakly reanimates!
====[End-of-Turn Events]====
The damage tank deals 2 damage to the Armor Plating! The Tank supplements this by piercing through the armor, dealing 3 damage to both!
Conflagratius tries to attack the Tank, but the Tank counters it and it attacks the Airship's Armor Plating for 4 damage! The Armor Plating will melt off next turn due to the burning! The Airship deals 4 damage to the Damage Tank!
Balzac's Simulacrum is sitting on its fat corporate throne!
EPIC's poison clears out.
All the while, the Acolyte has had time to pull out a beach chair and starts whistling calmly!
<Acolyte435> Man, the story's grinded to a halt!
====[engie_ninja's sidequest]====
The Atronach shields the Medic from incoming damage while firing a three-round burst at the Zombies for 6 damage to a single one! The Scorpion slashes at one of the Skeletons, with the 6 damage reducing it to rubble!
Ross8815 skewers the injured spider with his sword and sticks it back out!
The healthy Spiders deal 6 damage to the Atronach! The Skeletons deal 10 damage to the Scorpion! The Zombies hack away at Ross8815, dealing 4 damage to him and 4 to his armor!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (3/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy)
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: 18/20. Robotic Armor HP: 17/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 12/20.
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 8/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (76/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Moddable Armored Point-Defending Dispenser Tank [AA] HP: 20/60. Mods Left: 0/3. Burning (1 damage over time, 1/1)
Stats
Base Damage: 3
Houses 1/4 Players [Blinky1001, Crusher48].
Attacks targeting inside players have a 80% chance to have targeted damage impact this entity, but attacks targeting this entity have an 20% chance to penetrate to strike a player.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations.
Dispenser on top heals 2 HP to occupants and nearby allies.
Reduces damage taken from attacks by 1.
Has a 25% chance to block an attack and 25% chance to counterattack.
Damage Tank [AA] HP: 40/50
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Base Damage: 4
Airborne: Cannot be targeted with melee attacks until reaching 40% health.
Zombie [PA] HP: 17/20 (x1), 6/20 (x1), 8/20 (x2), 20/20 (x1)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Technology Master [PA] HP: 40/40. Cannot be targeted (1/1) [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Conflagriatus [PA] HP: 53/60
Stats
Base Damage: 4
Special Actions:
Fireball: Deals base damage to one target.
Flame Burst: Deals 0.5x base damage to 3 targets. Cannot stack for the same target.
Great Incineration: Suicide attack. Deals 2x base damage to one target. Only usable when at 20% or lower HP. Self-terminates after attack.
Attacks have a 50% chance to cause one-turn Burning.
Melee attacks against this have a 30% chance to cause one-turn Burning.
Simulacrum of Balzac [PA] HP: 80/80.
Stats
Base Damage: 8
Only attacks every other turn due to being lazy and fat off frivolous corporate lawsuits all day.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 98%. Kills: 1.
Inventory: Plasma Shield (HP: 20/20, Can block attacks. Regenerates 2 HP/turn.)
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 55/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 33/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat. Crouched behind Atronach.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
An alternate timeline emerges.
However, we must first start from the beginning...
FourSquared: We should set up a trap for the bandits. We'll be sitting ducks once the bandits are near this hut. Say, do you any trapdoors?
Current Charges:
Unknown Entity: 19/25
I'll be making my great escape now!
Charging a buff for helping TSFHISEPIC 14/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)8/13
Then I help TSFHISEPIC.
I ask the prisoner his name and I say him good day.
After that If he have something to tell I hear him else I explain him that we need an architect for building a tower of futility and that I can pay him for doing the worst architecture possible and that I will try to free him.
I pull out an thermobaric rocket launcher and I start throwing rockets at guards around potentially making the building start crumbling and hurting the guards.
My storm is finished... The sky darkens, clouds form and it begins raining. Then, the rain stops. Silence. ... ... Then, 7 lightening bolts rain down from the sky, hitting all of the PA entities (not including the Technology Master). This shocks and burns them, making them unable to act as well as taking a hefty amount of damage. Oh, and a missile is fired at the Simulacrum of Balzac, hitting him in the eye.
Deck of Many Things:17/25
Lightning Storm: 25/25 FINISHED
Missile at the Simulacrum of Balzac: 5/5 FINISHED
I help crusher and pit.
My suggestion: Redstone Power Distance
There are only 3 posts... I'm going to wait for tomorrow where there'll be more posts and to let people get a second turn.
An alternate timeline emerges.
However, we must first start from the beginning...
Charging a buff for helping TSFHISEPIC 15/25.
Acolyte power booster(Give a power bar to the acolyte. The power bar
is used up before the dark magic it also might also have some effects on
people attacking the acolyte)9/13
Then I help TSFHISEPIC.
I try to use an illusion for making guards beleive shooting at with an AK-47.
Meanwhile I grab the prisoner and I try to teleport away if the prison is not teleport proof.
I take a giant sword. With all my might I stab it into the ground while saying an incantation. A big spike of rock stabs the moddable tank.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind