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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 sigh in disappointment, then use a single unit of iron on the Metal Atronach and Mecha Scorpion each, mining some more from the wall to keep up the stockpile.
I keep building a building machine 8/?(for the sidequest).
Xreating a futility counter 3/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 23/25.
Then I help TSFHISEPIC.
After all that I ask the gm to see the progression of the tower over the total because that interests me.
Then if it was not an action I proceed to bring the Technology Master in the sea platform so that he is now far from the battlefield
Alright, you could bring the Tech Master in from the battlefield, but it'll make him apply his technologies to the Tower and not the battle. Are you sure?
Also, I've made the tower's completion! It'll be manually completed, but you can speed up the process.
I keep building a building machine 9/?(for the sidequest).
Xreating a futility counter 4/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 24/25.
Then I help TSFHISEPIC.
After all that I recruit some average people to defend the Technology Master.
You can't summon people that weak to be summoned in a single post, but for your trouble you heal the Sword Mook by 3 HP!
I sigh in disappointment, then use a single unit of iron on the Metal Atronach and Mecha Scorpion each, mining some more from the wall to keep up the stockpile.
You deal the Atronach and Scorpion by 1 HP each! There's an unlimited amount of iron that you can spend per turn, but you spend some of the quota. +2% iron!
====[End-of-Turn Events]====
The Damage Tank has a 50% chance for all the entities to target it! He destroys the last of the HHH's Deflector Panel!
aKnight47 and the Sword Mook are locked in a battle and deal damage to each other! The HHH is taunted by the Damage Tank and deals 6 damage to him!
The Acolyte regains his full intellectual might, but only at the end of the turn, so he must remain idle!
Nullitor loses his leading ability! The Tower is still completed by 2%.
====[engie_ninja's sidequest]====
Ross8815 retaliates by firing at one of the Skeletons with his Primitive Rifle, dealing 10 damage to it and smashing it up badly, where it can no longer act and its undeath ends! The Atronach double-taps at the injured zombie for 4 damage! The Scorpion slices at the Zombie for 5 damage! The Medic continues hiding behind the Atronach!
The Spiders claw at you for 3 damage to you and 1 to your ZEUS Suit! The Zombies hew at the Metal Scorpion for 12 damage! The Skeleton returns fire to Ross8815 for 1 damage to him and 2 to his armor! The Unarmed mobs deal 3 damage to the Atronach!
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: 17/25. Starfelt (+5 Max Health, 3/5)
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 (16/80 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: 11/25. Starfelt (+5 Max Health, 4/5)
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)
TSFHISEPIC [PA] HP: 12/20
FeatheredDragon [N] HP: 20/20
Damage Tank [AA] HP: 6/50.
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.
aKnight47 [AA-P] HP: 17/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote. Unused.
When Progress full, expends progress bar to develop new Technologies.
Sword Mook [PA] HP: 10/16
Horseless Headless Horsemann [PA-BOSS] HP: 145/200 [Scare Taunt: III]. Deflector Plates (0/4 Plates, 25% chance to block an attack per plate)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 91%. Kills: 1. Power Extension (60%, 4% = 1% of the DMM, can be exchanged both ways) Stupefied (Transfers from DMM and Power Extension 50% less efficient, DMM doesn't regenerate, Use of Dark Magic takes up 100% more of the DMM, 0/3)
Anonymous Medic [N] HP: 12/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat. Crouched behind Atronach.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. 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: 12/20
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), 64/100
Zombie [H] HP: 7/20 (x1), 20/20 (x2)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1), 16/20 (x1) Armed with Bows.
Spider [H] HP: 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] : 52%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). 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)
Alright, you could bring the Tech Master in from the battlefield, but
it'll make him apply his technologies to the Tower and not the battle.
Are you sure?
Well I am sure I want him to not take risks (also he might help with the invention of the futility counter or he might boost the guards I might do some time later)
I keep building a building machine 10/?(for the sidequest).
Xreating a futility counter 5/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 25/25.(He gets some bonus of some kind he can choose which one)
Then I help TSFHISEPIC.
After all that I bring the technology master in the relative safety of the sea base.
I keep building a building machine 11/?(for the sidequest).
Xreating a futility counter 6/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from people with the intent to attack something else than the tower of futility 1/5
Then I help TSFHISEPIC.
Then I work on the tower by placing bricks following the most useless plan ever.
Attack: I vote AKnight47's special then I draw a card (If Failed I use the Power Pendent then I punch the HHH)
Healing Hammer 18/25 +2 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 10/25 (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)
Seeing as pretty much everyone in my party as of now is on low health to the point where anyone could die in a single turn (probably), I put forth a vote for us to retreat for now while doing a hasty repair job on the atronach.
Healing Hammer 19/25 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 11/25 (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)
Well I am sure I want him to not take risks (also he might help with the invention of the futility counter or he might boost the guards I might do some time later)
I keep building a building machine 10/?(for the sidequest).
Xreating a futility counter 5/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 25/25.(He gets some bonus of some kind he can choose which one)
Then I help TSFHISEPIC.
After all that I bring the technology master in the relative safety of the sea base.
You bring the Technology Master over to the Sea Base. Also, was that pun intended?
"Sea bass" is a type of fish.
EPIC gains a buff of his choosing! However, it must be me-approved.
The incessant power of BONUS DUCKS deals 4 damage to the HHH and 2 BONUS damage! Also as a BONUS, The HHH is prevented from using his special attack this turn!
I keep building a building machine 11/?(for the sidequest).
Xreating a futility counter 6/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from people with the intent to attack something else than the tower of futility 1/5
Then I help TSFHISEPIC.
Then I work on the tower by placing bricks following the most useless plan ever.
Attack: I vote AKnight47's special then I draw a card (If Failed I use the Power Pendent then I punch the HHH)
Healing Hammer 18/25 +2 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 10/25 (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 Pit +1 Blinky
2/2 on aK's special! The deck has long since disappeared by now, but you deal 12 damage to the HHH due to the simplicity of your attack!
Seeing as pretty much everyone in my party as of now is on low health to the point where anyone could die in a single turn (probably), I put forth a vote for us to retreat for now while doing a hasty repair job on the atronach.
Recovery: 1/10
Your team can still go strong even with little health! You heal the Atronach by 2 HP!
The Medic comes out of hiding behind the Atronach in case it goes down, so he won't get crushed and so he can heal the team. Also, thankfully, the hallways seem pretty empty from what you can hear, especially after the huge amounts of mobs summoned.
Healing Hammer 19/25 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 11/25 (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 Pit +1 Blinky
The Pumpkin Bomb has a less-than-adverse effect on the HHH, healing it by 4 HP!
====[End-of-Turn Events]====
The Damage Tank taunts the HHH and deals 2 damage to it!
aKnight47 would have unleashed his special attack, but he doesn't want to waste the buff on so little active people! Although the 2/4 votes have been cast, so you guys don't need to keep emptily voting. He and the Sword Mook continue to duke it out!
The Healing Bot, to compensate for its lateness, heals up the Damage Tank by 4 HP!
The HHH charges at the Damage Tank, barreling into him and striking him down! Not only does this deal damage, he prevents him from acting next turn!
The Acolyte uses what he can of the Extension to restore his Dark Magic Meter!
nullitor's tower continues to build!
====[engie_ninja's sidequest]====
Ross8815 shoots one of the Zombies with his Primitive Rifle, halving its health by dealing 10 damage! The Scorpion deals 5 damage to the most injured Zombie! The Metal Atronach fires a full burst of 9 rounds at the Zombies, mowing down the most injured one for 2 damage and dealing 8 damage to the other two! The Medic hastily repairs the Atronach!
The surviving Zombies deal 4 damage to both mechs! The Bow-armed Skeletons fire their arrows at Ross8815 and the Medic, dealing 3 damage to him! The Spiders swarm Ross8815! This deals a total of 4 damage to Ross8815 and 5 to his armor!
Since the battle's going south, setting up something to mine the iron could be in order!
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: 17/25. Starfelt (+5 Max Health, 2/5)
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 (16/80 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: 15/25. Starfelt (+5 Max Health, 3/5)
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)
TSFHISEPIC [PA] HP: 12/20
FeatheredDragon [N] HP: 20/20
Damage Tank [AA] HP: 7/50. Knocked Down (Cannot act, 1/1)
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.
Healing Robot [AA] HP: 30/30 HP. Restores 4 HP to an ally every turn. Random unless ordered to heal someone particular. Cannot attack.
aKnight47 [AA-P] HP: 14/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 2/4 votes. Unused.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (42%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended)
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.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. 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: 8/20
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), 59/100
Zombie [H] HP: 0/20 (x1) 2/20 (x1), 12/20 (x1)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1), 16/20 (x1) Armed with Bows.
Spider [H] HP: 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] : 52%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). 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)
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 swing my falcata at the Sword Mook. It appears to do nothing, then the Sword Mook gags and falls into the four pieces I cut him into. I order the Healing Robot to heal aKnight47.
Virulent cloud of poison gas:8/10 I increase the charge on this; +1 from Pricey
Swarm of robotic bloodsucking leeches:7/9 I increase the charge on this; +1 from Pricey
I keep building a building machine 12/?(for the sidequest).
Xreating a futility counter 7/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from
people with the intent to attack something else than the tower of
futility 2/5
Then I help TSFHISEPIC.
After all that I use a Nailgun and planks for further building the TOF then I pile up books on the tower because the plan is very weird.
I keep building a building machine 13/?(for the sidequest).
Xreating a futility counter 8/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from
people with the intent to attack something else than the tower of
futility 3/5
Then I help TSFHISEPIC.
Then I try to make TSFHISEPIC remember I made a 25 charges buff for him(he can choose which one).
I swing my falcata at the Sword Mook. It appears to do nothing, then the Sword Mook gags and falls into the four pieces I cut him into. I order the Healing Robot to heal aKnight47.
Virulent cloud of poison gas:8/10 I increase the charge on this; +1 from Pricey
Swarm of robotic bloodsucking leeches:7/9 I increase the charge on this; +1 from Pricey
Shield Generator:13/15
I help Pricey and Pit.
The Healing Robot will do as you command.
You quickly run up to the Sword Mook and use the Fighters Falcuta on him before he can counterattack! While you take a significant 4 damage, the Sword Mook is cleanly cut into four large chunks! As he collapses to the ground, aKnight47 gives you a disapproving look.
I keep building a building machine 12/?(for the sidequest).
Xreating a futility counter 7/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from
people with the intent to attack something else than the tower of
futility 2/5
Then I help TSFHISEPIC.
After all that I use a Nailgun and planks for further building the TOF then I pile up books on the tower because the plan is very weird.
I keep building a building machine 13/?(for the sidequest).
Xreating a futility counter 8/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from
people with the intent to attack something else than the tower of
futility 3/5
Then I help TSFHISEPIC.
Then I try to make TSFHISEPIC remember I made a 25 charges buff for him(he can choose which one).
An iron golem is created to attack the Acolyte's allies.
Iron Golem: 40/40 HP
Damage: 4
Special: High knockback, has a 40% chance to knock an enemy down and cause it to lose its next action.
You create the Iron Golem! By the way, if you want to vote on aK's special attack, then you're free to do so.
====[End-of-Turn Events]====
The Damage Tank clambers up in its armor! The Healing Bot heals aKnight47, who in turn deals 4 damage to the HHH!
The HHH unleashes its special attack: Scare Taunt! The HHH lets out a deep "BOO!", terrifying all of the Anti-Acolyte entities, especially due to their proximity to the boss! They will be unable to act next turn! The HHH takes advantage of the Damage Tank's lack of HP and goes for the easy kill! He steps forward and performs a mighty 8-damage chop, slicing the Damage Tank clean in half from crotch to sternum (and beyond!)! The HHH then holds up his axe and cackles triumphantly!
The Acolyte views the carnage and manages to stifle an evil chuckle.
nullitor's tower continues to build! The Technology Master invents a new technology! The tower builds an extra 2%, and will now build at 4% per turn!
====[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: 17/25. Starfelt (+5 Max Health, 1/5)
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 (16/80 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: 11/25. Starfelt (+5 Max Health, 2/5)
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)
TSFHISEPIC [PA] HP: 12/20. Has the opportunity to choose a buff of his liking.
FeatheredDragon [N] HP: 20/20
Damage Tank [AA] HP: 0/50.
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.
Healing Robot [AA] HP: 30/30 HP. Restores 4 HP to an ally every turn. Random unless ordered to heal someone particular. Cannot attack. Terrified (Cannot act, 1/1)
Player-Sized Iron Golem [AA] HP: 40/40. Terrified (Cannot act, 1/1)
Stats
Base Damage: 4
Passives
Has a 40% chance to knock an entity over and make it unable to attack.
aKnight47 [AA-P] HP: 18/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 2/4 votes. Unused.
Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (42%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended)
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.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. 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: 8/20
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), 59/100
Zombie [H] HP: 0/20 (x1) 2/20 (x1), 12/20 (x1)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1), 16/20 (x1) Armed with Bows.
Spider [H] HP: 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] : 52%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). 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)
I sigh in disappointment, then use a single unit of iron on the Metal Atronach and Mecha Scorpion each, mining some more from the wall to keep up the stockpile.
GODDAMN IT
STUPID GENDERFLIP VIRUS
The new player will arrive now! Man, the updates are so routine I tend to leave some microprojects off and finish others (hence "As promised,").
You deal 8 damage to the final Zombie, finishing it off! You take 1 damage, however.
Alright, you could bring the Tech Master in from the battlefield, but it'll make him apply his technologies to the Tower and not the battle. Are you sure?
Also, I've made the tower's completion! It'll be manually completed, but you can speed up the process.
You deal 4 damage to the HHH, bypassing the Deflector Plates!
You heal 2 damage due to the Cloak.
You epically airstrike the battlefield, which'll deal plenty of damage, but the indescriminate targeting is going to make some random targets!
You deal 5 damage to the Sword Mook! You knock off one of the HHH's Deflector Plates, and bypass the last one, dealing 5 damage to it!
You can't summon people that weak to be summoned in a single post, but for your trouble you heal the Sword Mook by 3 HP!
You deal the Atronach and Scorpion by 1 HP each! There's an unlimited amount of iron that you can spend per turn, but you spend some of the quota. +2% iron!
====[End-of-Turn Events]====
The Damage Tank has a 50% chance for all the entities to target it! He destroys the last of the HHH's Deflector Panel!
aKnight47 and the Sword Mook are locked in a battle and deal damage to each other! The HHH is taunted by the Damage Tank and deals 6 damage to him!
The Acolyte regains his full intellectual might, but only at the end of the turn, so he must remain idle!
Nullitor loses his leading ability! The Tower is still completed by 2%.
====[engie_ninja's sidequest]====
Ross8815 retaliates by firing at one of the Skeletons with his Primitive Rifle, dealing 10 damage to it and smashing it up badly, where it can no longer act and its undeath ends! The Atronach double-taps at the injured zombie for 4 damage! The Scorpion slices at the Zombie for 5 damage! The Medic continues hiding behind the Atronach!
The Spiders claw at you for 3 damage to you and 1 to your ZEUS Suit! The Zombies hew at the Metal Scorpion for 12 damage! The Skeleton returns fire to Ross8815 for 1 damage to him and 2 to his armor! The Unarmed mobs deal 3 damage to the Atronach!
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: 17/25. Starfelt (+5 Max Health, 3/5)
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 (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Damage Tank [AA] HP: 6/50.
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.
aKnight47 [AA-P] HP: 17/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote. Unused.
Zombie [PA] HP: 0/20 (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.
Sword Mook [PA] HP: 10/16
Horseless Headless Horsemann [PA-BOSS] HP: 145/200 [Scare Taunt: III]. Deflector Plates (0/4 Plates, 25% chance to block an attack per plate)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 91%. Kills: 1. Power Extension (60%, 4% = 1% of the DMM, can be exchanged both ways) Stupefied (Transfers from DMM and Power Extension 50% less efficient, DMM doesn't regenerate, Use of Dark Magic takes up 100% more of the DMM, 0/3)
Inventory: Plasma Shield (HP: 14/20, Can block attacks. Regenerates 2 HP/turn.)
The Ocean Base:
A zone within waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
nullitor [PA?] HP: 20/20. Leading (Can order PA entities, 50% chance to successfully order PA-BOSS entities, 0/2)
Tower of Futility [N] Completion: 10/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
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: 17/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 10/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 12/20. 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, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1), 16/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
I vote for aKnight47's special.
I throw one of my health potions at me and the Damage Tank.
Virulent cloud of poison gas:5/9
Swarm of robotic bloodsucking leeches:4/8
Shield Generator:11/15
I help pit.
My suggestion: Redstone Power Distance
Well I am sure I want him to not take risks (also he might help with the invention of the futility counter or he might boost the guards I might do some time later)
I keep building a building machine 10/?(for the sidequest).
Xreating a futility counter 5/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 25/25.(He gets some bonus of some kind he can choose which one)
Then I help TSFHISEPIC.
After all that I bring the technology master in the relative safety of the sea base.
Only two posts? We could do better than this! I'd really love to post every day, but we need to be more active in order to do this.
An alternate timeline emerges.
However, we must first start from the beginning...
I throw three dozen inflatable ducks at the HHH.
Virulent cloud of poison gas:6/9
Swarm of robotic bloodsucking leeches:5/8
Shield Generator:12/15
I help pit.
My suggestion: Redstone Power Distance
I keep building a building machine 11/?(for the sidequest).
Xreating a futility counter 6/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from people with the intent to attack something else than the tower of futility 1/5
Then I help TSFHISEPIC.
Then I work on the tower by placing bricks following the most useless plan ever.
Oh, sorry to complain again, but ninja, you've omitted this:
/null
My suggestion: Redstone Power Distance
Attack: I vote AKnight47's special then I draw a card (If Failed I use the Power Pendent then I punch the HHH)
Healing Hammer 18/25 +2 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 10/25 (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 Pit +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.
Seeing as pretty much everyone in my party as of now is on low health to the point where anyone could die in a single turn (probably), I put forth a vote for us to retreat for now while doing a hasty repair job on the atronach.
Recovery: 1/10
GODDAMN IT
STUPID GENDERFLIP VIRUS
Attack: I chuck a Pumpkin Bomb at the HHH
Healing Hammer 19/25 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 11/25 (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 Pit +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.
You heal 3 HP to both of you! 1/1 votes for aK's special.
You bring the Technology Master over to the Sea Base. Also, was that pun intended?
"Sea bass" is a type of fish.
EPIC gains a buff of his choosing! However, it must be me-approved.
The incessant power of BONUS DUCKS deals 4 damage to the HHH and 2 BONUS damage! Also as a BONUS, The HHH is prevented from using his special attack this turn!
The Cloak heals you by 2 HP.
You complete 2% of the tower!
I'm sorry. I really should kick it into high gear sometime in the near future.
Also, it's not complaining, it's finding a problem, like finding a bug in a video game. Thank you for that, actually.
2/2 on aK's special! The deck has long since disappeared by now, but you deal 12 damage to the HHH due to the simplicity of your attack!
Your team can still go strong even with little health! You heal the Atronach by 2 HP!
The Medic comes out of hiding behind the Atronach in case it goes down, so he won't get crushed and so he can heal the team. Also, thankfully, the hallways seem pretty empty from what you can hear, especially after the huge amounts of mobs summoned.
The Pumpkin Bomb has a less-than-adverse effect on the HHH, healing it by 4 HP!
====[End-of-Turn Events]====
The Damage Tank taunts the HHH and deals 2 damage to it!
aKnight47 would have unleashed his special attack, but he doesn't want to waste the buff on so little active people! Although the 2/4 votes have been cast, so you guys don't need to keep emptily voting. He and the Sword Mook continue to duke it out!
The Healing Bot, to compensate for its lateness, heals up the Damage Tank by 4 HP!
The HHH charges at the Damage Tank, barreling into him and striking him down! Not only does this deal damage, he prevents him from acting next turn!
The Acolyte uses what he can of the Extension to restore his Dark Magic Meter!
nullitor's tower continues to build!
====[engie_ninja's sidequest]====
Ross8815 shoots one of the Zombies with his Primitive Rifle, halving its health by dealing 10 damage! The Scorpion deals 5 damage to the most injured Zombie! The Metal Atronach fires a full burst of 9 rounds at the Zombies, mowing down the most injured one for 2 damage and dealing 8 damage to the other two! The Medic hastily repairs the Atronach!
The surviving Zombies deal 4 damage to both mechs! The Bow-armed Skeletons fire their arrows at Ross8815 and the Medic, dealing 3 damage to him! The Spiders swarm Ross8815! This deals a total of 4 damage to Ross8815 and 5 to his armor!
Since the battle's going south, setting up something to mine the iron could be in order!
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: 17/25. Starfelt (+5 Max Health, 2/5)
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 (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Damage Tank [AA] HP: 7/50. Knocked Down (Cannot act, 1/1)
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.
Healing Robot [AA] HP: 30/30 HP. Restores 4 HP to an ally every turn. Random unless ordered to heal someone particular. Cannot attack.
aKnight47 [AA-P] HP: 14/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 2/4 votes. Unused.
Zombie [PA] HP: 0/20 (x1)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Sword Mook [PA] HP: 6/16
Horseless Headless Horsemann [PA-BOSS] HP: 129/200 [Scare Taunt: III].
Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (42%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended)
Inventory: Plasma Shield (HP: 16/20, Can block attacks. Regenerates 2 HP/turn.)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 14/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Technology Master [PA] HP: 40/40. [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
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: 14/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 8/60. 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.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1), 16/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
I shoot many fireballs at the damage tank.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
I swing my falcata at the Sword Mook. It appears to do nothing, then the Sword Mook gags and falls into the four pieces I cut him into. I order the Healing Robot to heal aKnight47.
Virulent cloud of poison gas:8/10 I increase the charge on this; +1 from Pricey
Swarm of robotic bloodsucking leeches:7/9 I increase the charge on this; +1 from Pricey
Shield Generator:13/15
I help Pricey and Pit.
My suggestion: Redstone Power Distance
Xreating a futility counter 7/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from
people with the intent to attack something else than the tower of
futility 2/5
Then I help TSFHISEPIC.
After all that I use a Nailgun and planks for further building the TOF then I pile up books on the tower because the plan is very weird.
I call on the mystical arts to heal the Damage Tank.
Virulent cloud of poison gas:9/10
Swarm of robotic bloodsucking leeches:8/9
Shield Generator:14/15
My suggestion: Redstone Power Distance
I keep building a building machine 13/?(for the sidequest).
Xreating a futility counter 8/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Building an automated pikehalfling for guarding the sea base from
people with the intent to attack something else than the tower of
futility 3/5
Then I help TSFHISEPIC.
Then I try to make TSFHISEPIC remember I made a 25 charges buff for him(he can choose which one).
10/10 Iron Golem
An iron golem is created to attack the Acolyte's allies.
Iron Golem: 40/40 HP
Damage: 4
Special: High knockback, has a 40% chance to knock an enemy down and cause it to lose its next action.
Hey guys, happy Veteran's Day!
You deal 4 damage to the Damage Tank!
The Healing Robot will do as you command.
You quickly run up to the Sword Mook and use the Fighters Falcuta on him before he can counterattack! While you take a significant 4 damage, the Sword Mook is cleanly cut into four large chunks! As he collapses to the ground, aKnight47 gives you a disapproving look.
You build up another 2% of the tower!
You heal the Damage Tank by 2 HP!
The Cloak of Regeneration seems to be uncooperative, as it doesn't heal you this turn!
Alright! I've put an icon next to him.
You create the Iron Golem! By the way, if you want to vote on aK's special attack, then you're free to do so.
====[End-of-Turn Events]====
The Damage Tank clambers up in its armor! The Healing Bot heals aKnight47, who in turn deals 4 damage to the HHH!
The HHH unleashes its special attack: Scare Taunt! The HHH lets out a deep "BOO!", terrifying all of the Anti-Acolyte entities, especially due to their proximity to the boss! They will be unable to act next turn! The HHH takes advantage of the Damage Tank's lack of HP and goes for the easy kill! He steps forward and performs a mighty 8-damage chop, slicing the Damage Tank clean in half from crotch to sternum (and beyond!)! The HHH then holds up his axe and cackles triumphantly!
The Acolyte views the carnage and manages to stifle an evil chuckle.
nullitor's tower continues to build! The Technology Master invents a new technology! The tower builds an extra 2%, and will now build at 4% per turn!
====[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: 17/25. Starfelt (+5 Max Health, 1/5)
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 (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
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.
Healing Robot [AA] HP: 30/30 HP. Restores 4 HP to an ally every turn. Random unless ordered to heal someone particular. Cannot attack. Terrified (Cannot act, 1/1)
Player-Sized Iron Golem [AA] HP: 40/40. Terrified (Cannot act, 1/1)
Stats
Base Damage: 4
Passives
Has a 40% chance to knock an entity over and make it unable to attack.
aKnight47 [AA-P] HP: 18/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 2/4 votes. Unused.
Zombie [PA] HP: 0/20 (x1)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Sword Mook [PA] HP: 0/16
Horseless Headless Horsemann [PA-BOSS] HP: 125/200 [Scare Taunt: III].
Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (42%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended)
Inventory: Plasma Shield (HP: 16/20, Can block attacks. Regenerates 2 HP/turn.)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 20/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Technology Master [PA] HP: 40/40. [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
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: 14/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 8/60. 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.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1), 16/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
> FOURSQUARED: FINISH TRAPDOOR MOAT CONSTRUCTION.
---------------------------------------------------Placeholder line because editor is still a jerk----------------------------------------------------
Current Charges:
Unknown Entity: 21/25
I'll be making my great escape now!