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Poll: Should I move this game to the Terraria Community Forums?
This is where most of the Destroy the Godmodder community is located, and the question has been coming up a lot. So, what do you think? Please vote, as this is very important!
I start building a building machine 2/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 17/25.
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)11/13
Then I help TSFHISEPIC.
After all that I try to use a part of the money I got for paying people for building a base in a sea far away as an operation base for everybody in the futile quest(but not the acolyte because it might be shot by nuclear bombs fast once I will have a war with everything except if the acolyte can counter all the human weaponry without loosing any dark energy)
Did you know that I have HHH's Headtaker from DTG2? And that I killed it before? Because I did. I use my HHH's Headtaker to hack into this HHH and summon spirits of the dead to back me up. To add insult to injury, I also hit him with the Chandelier flail, hoping that as an undead he takes extra damage from burning.
Indeed you do have the HHHH! However, it's not ready yet, probably locked up in a war case somewhere. Although it is proof that you're a seasoned player indeed, having killed the Godmodder the first time around and the HHH!
However, your Chandelier Flail IS prepared! You deal 4 damage to the HHH, which, while taking a use off of it, ignites the HHH!
Attack: I use my Power Ring then i blast the HHH with my Light Beam
Healing Hammer 13/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 7/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
I point out that we have a very low damage on the Acolyte. Seriously, UzerZero is FAR more powerful, and she already lost 1/10th of her HP! Probably because no one cares to make an attack creative enough to attack the Acolyte. So I try to use the HHH's Headtaker to convince the HHH to attack the Acolyte over the fact that the Acolyte misused the Wayback Machine, which significantly weakened him (his original incarnation had like 100000 HP).
Then again, the health system is pretty different in this game. The numbers are smaller now than in the original titles.
Also, Uzi on the canon game has a lot more players after her, so it'd be reasonable for her to lose more health. Also, as far as I know, no one's built a foxhole for her to hide in...
You try to unlock the HHHH from your war case, but it fails, so you can't persuade the HHH!
I raise my sword up and cast a spell. Those well versed in magic would know that it was a dark spell. The ground tears open and a blob of rotten flesh and rock comes out. A sword of steel forms next to it. The creature morphs all the rock on its body into its legs and arms. The flesh forms a body and a head is formed from rock. An unearthly roar comes from the creatures mouth. I point my sword towards the moddable tank. I runs towards the tank and stomps on it. The rock smashes into the tank and dents the metal. The creature swings its sword and tears the metal. I say another spell and the creature turns to lava on the tank before flying off, taking some metal with it and going back into the ground.
Man, your attacks are pretty creative. You deal 4 damage to the Tank and Moltify it for 2 turns!
ABOUT @*$2amp;@!# LEGO CARDS: 12/25 (why am i getting so many +1's)
Yeah, nobody's really tried to attack the Acolyte recently. I know he has a shield, but seriously guys, it can't be that hard.
In fact, I still have that bow I never used from "winning" DTG2. Maybe a bit of fieldtesting is in order.
Dark Pit takes out and aims the new Bow. It's just a simple white bow.
I'm just gonna see what this does. Hope you don't mind.
Dark Pit fires the arrows at the Acolyte. Nothing out of the ordinary seems to have happened, until it connected. Then, something odd definitely happened:
Right next to the Acolyte, a holographic image (because that's the closest relation I could find of it) of TSFH appeared before him. It then proceeded to...wait. It just did the exact same thing as the post above, but aimed at the Acolyte! That's...interesting.
Alright, sorry. You didn't post very much for a while, which I made my mistake from.
The Acolyte blocks the holograph's attack with his shield! However, the shield takes 4 damage and will not regenerate HP this turn!
I start building a building machine 2/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 17/25.
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)11/13
Then I help TSFHISEPIC.
After all that I try to use a part of the money I got for paying people for building a base in a sea far away as an operation base for everybody in the futile quest(but not the acolyte because it might be shot by nuclear bombs fast once I will have a war with everything except if the acolyte can counter all the human weaponry without loosing any dark energy)
You build your sea base...
====[End-of-Turn Events]====
The Moddable Tank deals 3 damage to one of the Zombies! It's not doing that high damage... I'd suggest an offensive buff. However, the Damage Tank taunts all of the PA entities and deals 2 damage to the HHH!
The HHH cleaves deep into the metallic armor of the Tank for 12 damage!! The Zombies horde the Damage Tank, dealing 6 damage to it!
The HHH takes 3 damage from the devastating Poison/Fire combo! The poison clears itself out of its system. Nullitor's destructive aura dampens.
====[engie_ninja's sidequest]====
Remains in statis!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
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: 10/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 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: 12/20
nullitor [PA] HP: 20/20. Destructive (50% increased base damage, 0/4)
FeatheredDragon [N] HP: 20/20
Moddable Armored Point-Defending Dispenser Tank [AA] HP: 4/60. Mods Left: 0/3. Moltified (50% more damage taken, Cold based attacks deal twice the damage but remove this condition, 1/2)
Stats
Base Damage: 3
Houses 0/4 Players [].
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. Players must pop out to attack.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations, mods can be replaced.
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: 20/50
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), Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 20/20 (x3)
Skeleton [H] HP: 10/20 (x1), 16/20 (x1), 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) Armed with Bows.
Spider [H] HP: 0/16 (x1) 10/16 (x1), 16/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 16/16 (x3)
Iron Supply [N] : 48%/100% mined. Upon mining 70%, sufficient supplies will be harvested and . 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.
Cactus Wall [N] HP: 5/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage. Under construction, will be completed in 1 turn.
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)
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: Hmm... Those Cactus will keep the bandits busy for a while, but we could craft the trapdoors to use along with the cactus to further stall their efforts of intrusion, In case They successfully penetrate the cactus wall. May I use the crafting table to make the trapdoors? I still need a few minutes to get my sentry drone ready for the possible attack.
---------------------------------------------------Placeholder line because editor is a jerk----------------------------------------------------
I immediately use a network of portals to accelerate the War Case to relatavistic speeds and smash it into the Acolyte, hoping his counter breaks the case wide open. If it does, I grab the axe out of midair and hack into his head with it.
"I'm a man of many risks. But this will be easy. Your tank will have a frigid death." I point my hand towards it and send a ball of ice at it. The ice impacts and expands. The tank gets covered in ice and I cast another spell. A rock flies up and hits the frozen tank, breaking it into little pieces.
I fillet the skin off the HHH's whatever he has on his head, or I just use my bad singing skills to attack the Acolyte.
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 start building a building machine 3/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 18/25.
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)12/13
Then I help TSFHISEPIC.
Then I start going into a random country with wars and I start capturing soldiers and sending them into a prison in my oversea base and I recruit them with a fitting dose of "Persuasion" then I send them into various missions and if one try to escape I kill him(because I put localization grafts into them).
Some time later there is only soldiers which does not wants to betray me.
I try to kidnap builders with those new found soldiers and to recruit them to start building the tower of the plans of the most futile and useless architect: there is no plans.
I tell the Boss he is not really the Boss because he is not Bossing his minions around, and in fact he himself is being Bossed around by the Acolyte. Thus, he has to go over and take out the Acolyte to become the Boss.
FourSquared: Hmm... Those Cactus will keep the bandits busy for a while, but we could craft the trapdoors to use along with the cactus to further stall their efforts of intrusion, In case They successfully penetrate the cactus wall. May I use the crafting table to make the trapdoors? I still need a few minutes to get my sentry drone ready for the possible attack.
---------------------------------------------------Placeholder line because editor is a jerk----------------------------------------------------
Current Charges:
Sentry Drone: 20/25
<teenaegisalt_87> Sure, I've set up a crafting table nearby which you can use.
You begin work on the Trapdoor Moat while teenaegisalt_87 finishes the cactus wall.
I immediately use a network of portals to accelerate the War Case to relatavistic speeds and smash it into the Acolyte, hoping his counter breaks the case wide open. If it does, I grab the axe out of midair and hack into his head with it.
The Acolyte blocks the attack with the Plasma Shield, which takes 4 damage! While the war case starts to open, the Acolyte binds it closed with a magic spell! While this costs the Acolyte 2% of his Dark Magic Meter, if you manage to deal the finishing blow to the HHH, you'll get something equally interesting...
"I'm a man of many risks. But this will be easy. Your tank will have a frigid death." I point my hand towards it and send a ball of ice at it. The ice impacts and expands. The tank gets covered in ice and I cast another spell. A rock flies up and hits the frozen tank, breaking it into little pieces.
"Time for a weapon."
Volcanic Cutter 1/10.
The ice renders the Tank's last bits of armor brittle, and you crack open the Tank brilliantly with the 8-damage finishing blow! Fortunately (or unfortunately), no one was inside to take damage from the deadly shrapnel.
I fillet the skin off the HHH's whatever he has on his head, or I just use my bad singing skills to attack the Acolyte.
I'll randomly determine which attack you'll execute...
While you sing your worst, the Acolyte has heard far worse, and is unable to cause permanent damage! However, the Plasma Shield recoils in terror and takes 4 damage!
I start building a building machine 3/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 18/25.
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)12/13
Then I help TSFHISEPIC.
Then I start going into a random country with wars and I start capturing soldiers and sending them into a prison in my oversea base and I recruit them with a fitting dose of "Persuasion" then I send them into various missions and if one try to escape I kill him(because I put localization grafts into them).
Some time later there is only soldiers which does not wants to betray me.
I try to kidnap builders with those new found soldiers and to recruit them to start building the tower of the plans of the most futile and useless architect: there is no plans.
I tell the Boss he is not really the Boss because he is not Bossing his minions around, and in fact he himself is being Bossed around by the Acolyte. Thus, he has to go over and take out the Acolyte to become the Boss.
The Boss seems to recognize you... he reasons that since he's more powerful than most of the other minions of the Acolyte, he believes that he is the boss by virtue of being more boss than the other minions!
====[End-of-Turn Events]====
The Damage Sponge deals 2 damage to the most injured Zombie and taunts it!
Both Zombies deal 6 damage to the Damage Tank! The HHH seems to recognize Crusher48 and takes a swing at him, but the Enderdodge Token activates and Crusher48 teleports out of the way of the attack!
The intense fire damage on the HHH manages to cool off! The HHH has his Scare Taunt prepped!
The Technology Master has finished his Technology and deploys Deflector Plates on the HHH! They have a 25% chance to block an attack per plate!
====[engie_ninja's sidequest]====
Remains in statis!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
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: 10/20.
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: 13/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 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: 12/20
nullitor [PA] HP: 20/20. Destructive (50% increased base damage, 0/4)
FeatheredDragon [N] HP: 20/20
Moddable Armored Point-Defending Dispenser Tank [AA] HP: 0/60.
Stats
Base Damage: 3
Houses 0/4 Players [].
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. Players must pop out to attack.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations, mods can be replaced.
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: 14/50
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), Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 20/20 (x3)
Skeleton [H] HP: 10/20 (x1), 16/20 (x1), 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) Armed with Bows.
Spider [H] HP: 0/16 (x1) 10/16 (x1), 16/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 16/16 (x3)
Iron Supply [N] : 48%/100% mined. Upon mining 70%, sufficient supplies will be harvested and . 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.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 5/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn. Under construction, will be completed in 1 turn.
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)
How did the deflector plates get on? If they were bolted on that must have hurt a lot.
Anyways, I call in a drone to carry the War Case to an antimagic field (its a long way away, so yeah I need a drone), and then go up to the Damage Tank and give it a potion of regeneration, which it drinks.
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 run, gathering speed. I run around and around the zombies, gathering a cloud of dust. A wind blows and the dust blows on all of the zombies. This dust does nothing, and then I click my fingers. The dust changes, instantly, into flesh eating termites. They immediately start eating the zombie's flesh.
I chant a spell and wait. It starts raining and a plant sprouts. The plant grows thorns and a mouth somehow. The plant then starts thrashing around and sprouts out of the ground. It flicks its thorny whip and hits the damage tank. The damage tank feels a strange feeling and realizes the thorns were seedpods that grew plants on and in flesh. The plants sprout on the tank a instantly start attacking. Roots block arteries and the blood is stopped from pumping the big plant then eats the tank with all the sprouts and gets slowly digested. The plant then burrows back into the ground.
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
The Deck of Many Things has been completed. At once, a deck of cards appear in front of all players, the HHH, the Damage Tank and the Acolyte.
"Choose"
All of the above entites must now pick a minimum of one card from the deck. If they do not, then they will be forced to draw The Void card, and their soul will get trapped in another dimension. There is no maximum amount of cards that may be drawn. Cards are returned to the Deck as you draw them, so it is possible to get duplicates (exceptions are the Jester and the Fool, which are discarded as you draw them).
As for me, I draw 4 cards!!
Deck of Many Things: 25/25 FINISHED
Fixing robot:8/10
Shield Generator:6/15
Note for Twin: A handy random generator for the deck is here:
Attack: I use my Pendent of Power again then i blast the HHH with my Light Beam again
Healing Hammer 14/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 8/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
I start building a building machine 2/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 17/25.
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)11/13
Then I help TSFHISEPIC.
After all that I try to use a part of the money I got for paying people for building a base in a sea far away as an operation base for everybody in the futile quest(but not the acolyte because it might be shot by nuclear bombs fast once I will have a war with everything except if the acolyte can counter all the human weaponry without loosing any dark energy)
Indeed you do have the HHHH! However, it's not ready yet, probably locked up in a war case somewhere. Although it is proof that you're a seasoned player indeed, having killed the Godmodder the first time around and the HHH!
However, your Chandelier Flail IS prepared! You deal 4 damage to the HHH, which, while taking a use off of it, ignites the HHH!
You deal 4 damage to the HHH! The Burning damage dealt to the HHH doubles due to the molten anvil!
You deal 8 damage to the HHH!
Then again, the health system is pretty different in this game. The numbers are smaller now than in the original titles.
Also, Uzi on the canon game has a lot more players after her, so it'd be reasonable for her to lose more health. Also, as far as I know, no one's built a foxhole for her to hide in...
You try to unlock the HHHH from your war case, but it fails, so you can't persuade the HHH!
Man, your attacks are pretty creative. You deal 4 damage to the Tank and Moltify it for 2 turns!
Alright, sorry. You didn't post very much for a while, which I made my mistake from.
The Acolyte blocks the holograph's attack with his shield! However, the shield takes 4 damage and will not regenerate HP this turn!
While there are some important targets on the field to spend your health on, EPIC is pretty low on the list.
Nevertheless, you take 3 damage, but deal 8 damage to TSFHISEPIC!
The Cloak of Regeneration doesn't seem to cooperate and regenerate you health. Man, that has only a 1/16 chance to happen!
You build your sea base...
====[End-of-Turn Events]====
The Moddable Tank deals 3 damage to one of the Zombies! It's not doing that high damage... I'd suggest an offensive buff. However, the Damage Tank taunts all of the PA entities and deals 2 damage to the HHH!
The HHH cleaves deep into the metallic armor of the Tank for 12 damage!! The Zombies horde the Damage Tank, dealing 6 damage to it!
The HHH takes 3 damage from the devastating Poison/Fire combo! The poison clears itself out of its system. Nullitor's destructive aura dampens.
====[engie_ninja's sidequest]====
Remains in statis!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, 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: 4/60. Mods Left: 0/3. Moltified (50% more damage taken, Cold based attacks deal twice the damage but remove this condition, 1/2)
Stats
Base Damage: 3
Houses 0/4 Players [].
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. Players must pop out to attack.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations, mods can be replaced.
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: 20/50
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.
Zombie [PA] HP: 11/20 (x1), 14/20 (x1)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Technology Master [PA] HP: 40/40. [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Horseless Headless Horsemann [PA-BOSS] HP: 156/200 [Scare Taunt: III]. Poisoned (1 damage over time, 0/2), Burning (2 damage over time, 1/2)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 86%. Kills: 1.
Inventory: Plasma Shield (HP: 16/20, Can block attacks. Regenerates 2 HP/turn. Regen Disabled (0/1))
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: 25/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 33/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 10/20. 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: Hmm... Those Cactus will keep the bandits busy for a while, but we could craft the trapdoors to use along with the cactus to further stall their efforts of intrusion, In case They successfully penetrate the cactus wall. May I use the crafting table to make the trapdoors? I still need a few minutes to get my sentry drone ready for the possible attack.
---------------------------------------------------Placeholder line because editor is a jerk----------------------------------------------------
Current Charges:
Sentry Drone: 20/25
I'll be making my great escape now!
6/10 {REDACTED}
I immediately use a network of portals to accelerate the War Case to relatavistic speeds and smash it into the Acolyte, hoping his counter breaks the case wide open. If it does, I grab the axe out of midair and hack into his head with it.
"I'm a man of many risks. But this will be easy. Your tank will have a frigid death." I point my hand towards it and send a ball of ice at it. The ice impacts and expands. The tank gets covered in ice and I cast another spell. A rock flies up and hits the frozen tank, breaking it into little pieces.
"Time for a weapon."
Volcanic Cutter 1/10.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
I fillet the skin off the HHH's whatever he has on his head, or I just use my bad singing skills to attack the Acolyte.
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
I start building a building machine 3/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 18/25.
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)12/13
Then I help TSFHISEPIC.
Then I start going into a random country with wars and I start capturing soldiers and sending them into a prison in my oversea base and I recruit them with a fitting dose of "Persuasion" then I send them into various missions and if one try to escape I kill him(because I put localization grafts into them).
Some time later there is only soldiers which does not wants to betray me.
I try to kidnap builders with those new found soldiers and to recruit them to start building the tower of the plans of the most futile and useless architect: there is no plans.
I throw one of my health potions at me, pit and crusher (one health potion for all three of us)
Deck of Many Things: 23/25
Fixing robot that will repair the tank 2HP/turn:7/10
I have a feeling this will be useless in a minute, so am I allowed to adapt it to a general fixing robot without losing the charge?
Shield Generator:4/15
My suggestion: Redstone Power Distance
8/10 {REDACTED}
I tell the Boss he is not really the Boss because he is not Bossing his minions around, and in fact he himself is being Bossed around by the Acolyte. Thus, he has to go over and take out the Acolyte to become the Boss.
<teenaegisalt_87> Sure, I've set up a crafting table nearby which you can use.
You begin work on the Trapdoor Moat while teenaegisalt_87 finishes the cactus wall.
The Acolyte blocks the attack with the Plasma Shield, which takes 4 damage! While the war case starts to open, the Acolyte binds it closed with a magic spell! While this costs the Acolyte 2% of his Dark Magic Meter, if you manage to deal the finishing blow to the HHH, you'll get something equally interesting...
The ice renders the Tank's last bits of armor brittle, and you crack open the Tank brilliantly with the 8-damage finishing blow! Fortunately (or unfortunately), no one was inside to take damage from the deadly shrapnel.
I'll randomly determine which attack you'll execute...
While you sing your worst, the Acolyte has heard far worse, and is unable to cause permanent damage! However, the Plasma Shield recoils in terror and takes 4 damage!
You begin to build your Tower of Futility!
The health is split between you both, and you muster 2 HP to all of them with a single splash potion!
Sure, you can adapt the charge to something more general-purpose.
You regain 1 HP from your Cloak!
The Boss seems to recognize you... he reasons that since he's more powerful than most of the other minions of the Acolyte, he believes that he is the boss by virtue of being more boss than the other minions!
====[End-of-Turn Events]====
The Damage Sponge deals 2 damage to the most injured Zombie and taunts it!
Both Zombies deal 6 damage to the Damage Tank! The HHH seems to recognize Crusher48 and takes a swing at him, but the Enderdodge Token activates and Crusher48 teleports out of the way of the attack!
The intense fire damage on the HHH manages to cool off! The HHH has his Scare Taunt prepped!
The Technology Master has finished his Technology and deploys Deflector Plates on the HHH! They have a 25% chance to block an attack per plate!
====[engie_ninja's sidequest]====
Remains in statis!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, 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: 10/20.
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: 0/60.
Stats
Base Damage: 3
Houses 0/4 Players [].
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. Players must pop out to attack.
Interacting with this entity will enable it to attack twice.
Can be modified to suit certain situations, mods can be replaced.
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: 14/50
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.
Zombie [PA] HP: 9/20 (x1), 14/20 (x1)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Technology Master [PA] HP: 40/40. [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Horseless Headless Horsemann [PA-BOSS] HP: 154/200 [Scare Taunt: III]. Burning (2 damage over time, 0/2), Deflector Plates (4/4 Plates, 25% chance to block an attack per plate)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 86%. Kills: 1.
Inventory: Plasma Shield (HP: 10/20, 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: 25/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 33/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 10/20. 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...
9/10 {REDACTED}
How did the deflector plates get on? If they were bolted on that must have hurt a lot.
Anyways, I call in a drone to carry the War Case to an antimagic field (its a long way away, so yeah I need a drone), and then go up to the Damage Tank and give it a potion of regeneration, which it drinks.
I start building a building machine 4/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 19/25.
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)13/13
Then I help TSFHISEPIC.
After all that I summon the avatar of Moradin and I make it fuse with the Plasma shield(I repair it)
I run, gathering speed. I run around and around the zombies, gathering a cloud of dust. A wind blows and the dust blows on all of the zombies. This dust does nothing, and then I click my fingers. The dust changes, instantly, into flesh eating termites. They immediately start eating the zombie's flesh.
Deck of Many Things: 24/25
Fixing robot:8/10
Shield Generator:5/15
My suggestion: Redstone Power Distance
Hey, guys, the post count's pretty low this time around, so I'm going to give everyone another day to post.
An alternate timeline emerges.
However, we must first start from the beginning...
I chant a spell and wait. It starts raining and a plant sprouts. The plant grows thorns and a mouth somehow. The plant then starts thrashing around and sprouts out of the ground. It flicks its thorny whip and hits the damage tank. The damage tank feels a strange feeling and realizes the thorns were seedpods that grew plants on and in flesh. The plants sprout on the tank a instantly start attacking. Roots block arteries and the blood is stopped from pumping the big plant then eats the tank with all the sprouts and gets slowly digested. The plant then burrows back into the ground.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
The Deck of Many Things has been completed. At once, a deck of cards appear in front of all players, the HHH, the Damage Tank and the Acolyte.
"Choose"
All of the above entites must now pick a minimum of one card from the deck. If they do not, then they will be forced to draw The Void card, and their soul will get trapped in another dimension. There is no maximum amount of cards that may be drawn. Cards are returned to the Deck as you draw them, so it is possible to get duplicates (exceptions are the Jester and the Fool, which are discarded as you draw them).
As for me, I draw 4 cards!!
Deck of Many Things: 25/25 FINISHED
Fixing robot:8/10
Shield Generator:6/15
Note for Twin: A handy random generator for the deck is here:
https://www.wizards.com/dnd/dmt/dmt.htm
My suggestion: Redstone Power Distance
Attack: I use my Pendent of Power again then i blast the HHH with my Light Beam again
Healing Hammer 14/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 8/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
+1 Crusher +1 Blinky
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.
Charging a buff for helping TSFHISEPIC 20/25.
Then I help TSFHISEPIC.
I use mathematics and says 0 is more than 1 because if you choose the right order relation it is the case.
Also 4 is less than 1(with the right order relation).
Tell what relation order you use when you speak of minimum.
If I can not choose the order relation I take one card.
Errrr... the order relation is 1,2,3,4 etc etc...
/null
My suggestion: Redstone Power Distance
"Errrr... the order relation is 1,2,3,4 etc etc..."
You never said that in your previous post so I could have taken the order relation >= instead of the one you are using <=
for >= 3 is smaller than 1(it is how it works with order relations).
but now you have chosen an order relation so I can no longer draw 0 cards and so I draw one.
/null