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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 ninja loot the Damage Tank's corpse to get the diamond armor he was equipped with. This armor reduces damage from all incoming attacks by 1, causing that point of damage to hit the armor instead. The armor only has 10 HP, however.
Also, I point out that the Iron Golem (possibly the Healing Robot too) is mechanical, and cannot have fear of any kind.
I keep building a building machine 14/?(for the sidequest).
Xreating a futility counter 9/?(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 4/5
Then I help TSFHISEPIC.
I give a magic short range teleportation scroll to the acolyte and I warn him about the fact there is a trap.
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 place the Shield Generator I summoned on the ground, far away from the HHH. I turn it on, and it generates a forcefield around the Acolyte! This forcefield extends in a bubble around him; trapping him inside.
I also complete my other two charges, and drop the virulent cloud of poison gas and the swarm of robotic bloodsucking leeches inside the forcefield before it blocks things coming inside as well. All of this combined deals severe damage to the Acolyte.
Four posts is good, but since effects are going to speed along if I update on very little posts, meaning that people have little time to take advantage of them! I'm going to give you guys one more day to post and get a second turn in.
Dark Pit plays Tom Jones' "What's New Pussycat" on repeat seven times. After this, "It's Not Unusual" played, to the relief of the now agitated entities (one of which actually tried to attack him, but that's for another time.)
...And then...
"BWAAAAA BWA WHAT'S NEW PUSSYCAT"
And the entities began hitting each other out of frustration.
"Hey, if Pit and his friend...Luke, was it? Yeah, I think it was him. If they can annoy people enough to actually get this song banned in the Video Game Diner's jukebox, then it's got to be effective."
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 build a Deflector Plate to guard the Shield Generator with.
I begin summoning the Dagger of Flame (+2 Base Damage, deals Burning to any entities hit. Does 50% extra damage when backstabbing. Has a 2% chance per turn used to summon a Fire Elemental, tripling its damage for the next attack):1/20
I begin summoning the Dagger of Ice (+2 Base Damage, deals Cold to any entities hit. Does 50% extra damage when backstabbing. Has a 2% chance per turn used to summon an Ice Elemental, tripling its damage for the next attack) :1/20
I begin summoning a Replenishing Health Potion:1/7
I keep building a building machine 15/?(for the sidequest).
Xreating a futility counter 10/?(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 5/5
Then I help TSFHISEPIC.
After all that I try to recruit even more workers for the tower.
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 summon a weak Air Elemental, who sucks the HHH up into a tornado.
Dagger of Flame (+2 Base Damage, deals Burning to any entities hit. Does 50% extra damage when backstabbing. Has a 2%
chance per turn used to summon a Fire Elemental, tripling its damage for the next attack):2/20
I begin summoning the Dagger of Ice (+2 Base Damage, deals Cold to any entities hit. Does 50% extra damage when backstabbing. Has a 2%
chance per turn used to summon an Ice Elemental, tripling its damage for the next attack):2/20
I begin summoning a Replenishing Health Potion:2/7
I help pit.
Please IGNORE this post; as it is my third post of the round!
/null
Not gonna delete it so that I can copy paste it to next round.
---------------------------------------------------Placeholder line because editor is still a jerk----------------------------------------------------
Current Charges:
Unknown Entity: 21/25
You finish up the Trapdoor Moat! In the mean time, teenaegisalt_87 has decided to equip himself with a bow to take advantage of all the defenses around the base!
I ninja loot the Damage Tank's corpse to get the diamond armor he was equipped with. This armor reduces damage from all incoming attacks by 1, causing that point of damage to hit the armor instead. The armor only has 10 HP, however.
Also, I point out that the Iron Golem (possibly the Healing Robot too) is mechanical, and cannot have fear of any kind.
You ninja loot the armor, which, while the immense damage reduction should increase your survivability even further with the Enderdodge Token, has only 4 HP in it left, and only has a 50% chance to have its effect! The armor did get cleaved in half, you know.
While the entities are mechanical, the scream must have some energy in it that overloaded their sensors for the time being. Either that, or the robots can feel terror, which is another venue for Fridge Horror entirely.
I keep building a building machine 14/?(for the sidequest).
Xreating a futility counter 9/?(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 4/5
Then I help TSFHISEPIC.
I give a magic short range teleportation scroll to the acolyte and I warn him about the fact there is a trap.
While you help TSFHISEPIC, you do not have magic foresight!
I place the Shield Generator I summoned on the ground, far away from the HHH. I turn it on, and it generates a forcefield around the Acolyte! This forcefield extends in a bubble around him; trapping him inside.
I also complete my other two charges, and drop the virulent cloud of poison gas and the swarm of robotic bloodsucking leeches inside the forcefield before it blocks things coming inside as well. All of this combined deals severe damage to the Acolyte.
The Acolyte simply deactivates the force field before the poison gas and robotic bloodsucking leeches have a chance to do any serious damage! However, to compensate, he expends 7% of his Dark Magic Meter!
If you want, I could use the poison gas and robotic bloodsucking leeches in some other way, so you don't waste your charges.
I mind control the HHH and have him attack the Acolyte. Failing that, I just cause severe mental trauma to the HHH instead.
Your mind control fails, since the Acolyte either has a stronger mind control ability, or the HHH feels greater animosity towards you!
Your presence and the knowledge that the HHH was beaten by you before causes 6 damage to the HHH! However, the HHH will target you this turn for an attempt at revenge!
By the way, if you beat the HHH the second time around, you'll get something good, I can tell you that.
Dark Pit plays Tom Jones' "What's New Pussycat" on repeat seven times. After this, "It's Not Unusual" played, to the relief of the now agitated entities (one of which actually tried to attack him, but that's for another time.)
...And then...
"BWAAAAA BWA WHAT'S NEW PUSSYCAT"
And the entities began hitting each other out of frustration.
"Hey, if Pit and his friend...Luke, was it? Yeah, I think it was him. If they can annoy people enough to actually get this song banned in the Video Game Diner's jukebox, then it's got to be effective."
The sheer insanity and repetition causes 4 damage to the HHH and causes the Acolyte to lose another 3% of his Dark Magic Meter, and also prevents it from regenerating this turn!
I build a Deflector Plate to guard the Shield Generator with.
I begin summoning the Dagger of Flame (+2 Base Damage, deals Burning to any entities hit. Does 50% extra damage when backstabbing. Has a 2% chance per turn used to summon a Fire Elemental, tripling its damage for the next attack):1/20
I begin summoning the Dagger of Ice (+2 Base Damage, deals Cold to any entities hit. Does 50% extra damage when backstabbing. Has a 2% chance per turn used to summon an Ice Elemental, tripling its damage for the next attack) :1/20
I begin summoning a Replenishing Health Potion:1/7
The Shield Generator is already destroyed! However, you recover 2 HP from the Cloak of Regeneration!
I keep building a building machine 15/?(for the sidequest).
Xreating a futility counter 10/?(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 5/5
Then I help TSFHISEPIC.
After all that I try to recruit even more workers for the tower.
The tower will now build at 5% faster instead of 4%!
Pikehalfling summoned!
====[End-of-Turn Events]====
The HHH, full of fury, takes a swing at Crusher48! Crusher48's Enderdodge Token activates, causing him to teleport away and escape unharmed from the swing of the axe! The HHH swells with anger and becomes Enraged for the next two turns, however, it looks like its rampage will expend a lot of its energy once it's done with!
The Acolyte heals all damage to the Dark Magic Meter using the Power Extension, which is beginning to run dry!
Nullitor's tower continues to build!
The light that imbued Pricey12345 has gone out, returning his base health to normal! The Anti-Acolyte entities regain their wits!
====[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.
TwinBuilder [AA] HP: 12/20.
The_Serpent [AA] HP: 15/20
Crusher48 [AA] HP: 8/20
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 17/20. Starfelt (+5 Max Health, 0/5)
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: 13/25. 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
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, 0/1)
Player-Sized Iron Golem [AA] HP: 40/40. Terrified (Cannot act, 0/1)
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. Terrified (Cannot act, 0/1)
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.
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (10%, 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. Bow 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: 20/20 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.
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 keep building a building machine 16/?(for the sidequest).
Xreating a futility counter 11/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Refilling the acolyte dark magic 1/3.
Then I help TSFHISEPIC.
I attempt to concentrate magic energy for the acolyte.
I start by getting a sacrificial knife from nowhere and starting to make myself bleed nearer and nearer to death then I use a ritual making the blood disappear in the plane of shadows creating a portal to this plane and I start transferring the power of the plane of shadows toward the acolyte.
I keep building a building machine 16/?(for the sidequest).
Xreating a futility counter 11/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Refilling the acolyte dark magic 1/3.
Then I help TSFHISEPIC.
I attempt to concentrate magic energy for the acolyte.
I start by getting a sacrificial knife from nowhere and starting to make myself bleed nearer and nearer to death then I use a ritual making the blood disappear in the plane of shadows creating a portal to this plane and I start transferring the power of the plane of shadows toward the acolyte.
I keep building a building machine 17/?(for the sidequest).
Xreating a futility counter 12/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Refilling the acolyte dark magic 2/3.
Then I help TSFHISEPIC.
Then I try to find funds by looking at the military missions list(Or I go to a bank and try to rob it for increasing my wanting counter(of course for that I get a rocket launcher as well as an handgun and I shoot rockets at various parts of the city for distracting cops(I shoot at them too(if the army comes I am going to shoot at the military for further raising my wanting rating))))
Healing Hammer 21/25 +1 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 12/25 (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 get behind the iron golem and put a furnace on his head with a bunch of coal in it, allowing the iron golem to be supercharged and attack for more damage (the iron golem also bodyguards me).
Attack: I power up myself by using a Power Pendent and i make a Piano that Blinky dropped explode on the HHH.
Healing Hammer 22/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 13/25 (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 keep building a building machine 16/?(for the sidequest).
Xreating a futility counter 11/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Refilling the acolyte dark magic 1/3.
Then I help TSFHISEPIC.
I attempt to concentrate magic energy for the acolyte.
I start by getting a sacrificial knife from nowhere and starting to make myself bleed nearer and nearer to death then I use a ritual making the blood disappear in the plane of shadows creating a portal to this plane and I start transferring the power of the plane of shadows toward the acolyte.
I keep building a building machine 17/?(for the sidequest).
Xreating a futility counter 12/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Refilling the acolyte dark magic 2/3.
Then I help TSFHISEPIC.
Then I try to find funds by looking at the military missions list(Or I go to a bank and try to rob it for increasing my wanting counter(of course for that I get a rocket launcher as well as an handgun and I shoot rockets at various parts of the city for distracting cops(I shoot at them too(if the army comes I am going to shoot at the military for further raising my wanting rating))))
Your sidequest is so futile it does not gain said funds!
Healing Hammer 21/25 +1 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 12/25 (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
You roll a 4! The HHH will deal normal damage this turn!
I get behind the iron golem and put a furnace on his head with a bunch of coal in it, allowing the iron golem to be supercharged and attack for more damage (the iron golem also bodyguards me).
The Iron Golem will deal 50% more damage this turn and will also guard you!
Attack: I power up myself by using a Power Pendent and i make a Piano that Blinky dropped explode on the HHH.
Healing Hammer 22/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 13/25 (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 Piano will deal an extra 8 damage!
====[End-of-Turn Events]====
aKnight47 and the Iron Golem deal a combined 8 damage to the HHH! The Healing Bot tops up the health of aKnight47!
The HHH deals 6 damage to aKnight47, since he's forced to deal normal damage instead of Enraged damage!
Nullitor's tower continues building!
Blinky1001's light duration catches up with him and goes out, restoring his HP to normal! The HHH takes 3 damage from the bleeding and poison combo!
====[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.
TwinBuilder [AA] HP: 12/20.
The_Serpent [AA] HP: 15/20
Crusher48 [AA] HP: 8/20
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 17/20.
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 (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: 14/20. Starfelt (+5 Max Health, 0/5)
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
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
Player-Sized Iron Golem [AA] HP: 40/40.
Stats
Base Damage: 4
Passives
Has a 40% chance to knock an entity over and make it unable to 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.
Horseless Headless Horsemann [PA-BOSS] HP: 84/200 [Scare Taunt: III]. Enraged (50% damage boost to melee attacks, 1/2), Bleeding (2 damage over time, 2/2), Poisoned (1 damage over time, 4/4)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (24%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended, regenerates at 4%/turn instead of 8%/turn)
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. Bow 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: 20/20 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.
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 ninja loot the Damage Tank's corpse to get the diamond armor he was equipped with. This armor reduces damage from all incoming attacks by 1, causing that point of damage to hit the armor instead. The armor only has 10 HP, however.
Also, I point out that the Iron Golem (possibly the Healing Robot too) is mechanical, and cannot have fear of any kind.
I keep building a building machine 14/?(for the sidequest).
Xreating a futility counter 9/?(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 4/5
Then I help TSFHISEPIC.
I give a magic short range teleportation scroll to the acolyte and I warn him about the fact there is a trap.
I place the Shield Generator I summoned on the ground, far away from the HHH. I turn it on, and it generates a forcefield around the Acolyte! This forcefield extends in a bubble around him; trapping him inside.
I also complete my other two charges, and drop the virulent cloud of poison gas and the swarm of robotic bloodsucking leeches inside the forcefield before it blocks things coming inside as well. All of this combined deals severe damage to the Acolyte.
My suggestion: Redstone Power Distance
Four posts is good, but since effects are going to speed along if I update on very little posts, meaning that people have little time to take advantage of them! I'm going to give you guys one more day to post and get a second turn in.
An alternate timeline emerges.
However, we must first start from the beginning...
I mind control the HHH and have him attack the Acolyte. Failing that, I just cause severe mental trauma to the HHH instead.
Cards: 17/25
I have a brilliant plan.
Dark Pit plays Tom Jones' "What's New Pussycat" on repeat seven times. After this, "It's Not Unusual" played, to the relief of the now agitated entities (one of which actually tried to attack him, but that's for another time.)
...And then...
"BWAAAAA BWA WHAT'S NEW PUSSYCAT"
And the entities began hitting each other out of frustration.
"Hey, if Pit and his friend...Luke, was it? Yeah, I think it was him. If they can annoy people enough to actually get this song banned in the Video Game Diner's jukebox, then it's got to be effective."
I build a Deflector Plate to guard the Shield Generator with.
I begin summoning the Dagger of Flame (+2 Base Damage, deals Burning to any entities hit. Does 50% extra damage when backstabbing. Has a 2% chance per turn used to summon a Fire Elemental, tripling its damage for the next attack):1/20
I begin summoning the Dagger of Ice (+2 Base Damage, deals Cold to any entities hit. Does 50% extra damage when backstabbing. Has a 2% chance per turn used to summon an Ice Elemental, tripling its damage for the next attack) :1/20
I begin summoning a Replenishing Health Potion:1/7
My suggestion: Redstone Power Distance
I keep building a building machine 15/?(for the sidequest).
Xreating a futility counter 10/?(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 5/5
Then I help TSFHISEPIC.
After all that I try to recruit even more workers for the tower.
I summon a weak Air Elemental, who sucks the HHH up into a tornado.
Dagger of Flame (+2 Base Damage, deals Burning to any entities hit. Does 50% extra damage when backstabbing. Has a 2%
chance per turn used to summon a Fire Elemental, tripling its damage for the next attack):2/20
I begin summoning the Dagger of Ice (+2 Base Damage, deals Cold to any entities hit. Does 50% extra damage when backstabbing. Has a 2%
chance per turn used to summon an Ice Elemental, tripling its damage for the next attack):2/20
I begin summoning a Replenishing Health Potion:2/7
I help pit.
Please IGNORE this post; as it is my third post of the round!
/null
Not gonna delete it so that I can copy paste it to next round.
My suggestion: Redstone Power Distance
You finish up the Trapdoor Moat! In the mean time, teenaegisalt_87 has decided to equip himself with a bow to take advantage of all the defenses around the base!
Also, weren't you working on a sentry drone?
You ninja loot the armor, which, while the immense damage reduction should increase your survivability even further with the Enderdodge Token, has only 4 HP in it left, and only has a 50% chance to have its effect! The armor did get cleaved in half, you know.
While the entities are mechanical, the scream must have some energy in it that overloaded their sensors for the time being. Either that, or the robots can feel terror, which is another venue for Fridge Horror entirely.
While you help TSFHISEPIC, you do not have magic foresight!
The Acolyte simply deactivates the force field before the poison gas and robotic bloodsucking leeches have a chance to do any serious damage! However, to compensate, he expends 7% of his Dark Magic Meter!
If you want, I could use the poison gas and robotic bloodsucking leeches in some other way, so you don't waste your charges.
Your mind control fails, since the Acolyte either has a stronger mind control ability, or the HHH feels greater animosity towards you!
Your presence and the knowledge that the HHH was beaten by you before causes 6 damage to the HHH! However, the HHH will target you this turn for an attempt at revenge!
By the way, if you beat the HHH the second time around, you'll get something good, I can tell you that.
The sheer insanity and repetition causes 4 damage to the HHH and causes the Acolyte to lose another 3% of his Dark Magic Meter, and also prevents it from regenerating this turn!
The Shield Generator is already destroyed! However, you recover 2 HP from the Cloak of Regeneration!
The tower will now build at 5% faster instead of 4%!
Pikehalfling summoned!
====[End-of-Turn Events]====
The HHH, full of fury, takes a swing at Crusher48! Crusher48's Enderdodge Token activates, causing him to teleport away and escape unharmed from the swing of the axe! The HHH swells with anger and becomes Enraged for the next two turns, however, it looks like its rampage will expend a lot of its energy once it's done with!
The Acolyte heals all damage to the Dark Magic Meter using the Power Extension, which is beginning to run dry!
Nullitor's tower continues to build!
The light that imbued Pricey12345 has gone out, returning his base health to normal! The Anti-Acolyte entities regain their wits!
====[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), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit)
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: 17/20. Starfelt (+5 Max Health, 0/5)
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)
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, 0/1)
Player-Sized Iron Golem [AA] HP: 40/40. Terrified (Cannot act, 0/1)
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. Terrified (Cannot act, 0/1)
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.
Horseless Headless Horsemann [PA-BOSS] HP: 115/200 [Scare Taunt: III]. Enraged (50% damage boost to melee attacks, 2/2)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (10%, 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: 25/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 20/20
Stats
Base Damage: 3
Only attacks when provoked or if the target attacks the Tower.
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 keep building a building machine 16/?(for the sidequest).
Xreating a futility counter 11/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Refilling the acolyte dark magic 1/3.
Then I help TSFHISEPIC.
I attempt to concentrate magic energy for the acolyte.
I start by getting a sacrificial knife from nowhere and starting to make myself bleed nearer and nearer to death then I use a ritual making the blood disappear in the plane of shadows creating a portal to this plane and I start transferring the power of the plane of shadows toward the acolyte.
(I made a pikehalfling last turn)
Fixed.
An alternate timeline emerges.
However, we must first start from the beginning...
It is the opposite it only attacks people on the sea base who does not attacks the tower(and who starts attacking acolyte properties)/null
OK, I will send the gas and the leeches at the HHH instead.
I shoot a bow at the HHH.
Dagger of Flame:2/20
Dagger of Ice:2/20
Replenishing Health Potion:2/7
My suggestion: Redstone Power Distance
I keep building a building machine 17/?(for the sidequest).
Xreating a futility counter 12/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Refilling the acolyte dark magic 2/3.
Then I help TSFHISEPIC.
Then I try to find funds by looking at the military missions list(Or I go to a bank and try to rob it for increasing my wanting counter(of course for that I get a rocket launcher as well as an handgun and I shoot rockets at various parts of the city for distracting cops(I shoot at them too(if the army comes I am going to shoot at the military for further raising my wanting rating))))
Attack: I throw a Dice of Destiny at the HHH.
Healing Hammer 21/25 +1 from Blinky (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 12/25 (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.
I drop a piano on the HHH.
Dagger of Flame:3/20
Dagger of Ice:3/20
Replenishing Health Potion:3/7
My suggestion: Redstone Power Distance
I get behind the iron golem and put a furnace on his head with a bunch of coal in it, allowing the iron golem to be supercharged and attack for more damage (the iron golem also bodyguards me).
Attack: I power up myself by using a Power Pendent and i make a Piano that Blinky dropped explode on the HHH.
Healing Hammer 22/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 13/25 (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 restore 10% to the Power Extension!
Also, I change up the Pikehalfling...
You deal 4 damage to the HHH! The HHH begins to Bleed and take Poison damage for 2 and 4 turns, respectively!
Your sidequest is so futile it does not gain said funds!
You roll a 4! The HHH will deal normal damage this turn!
You deal 4 damage to the HHH!
You gain 1 HP from the Cloak!
The Iron Golem will deal 50% more damage this turn and will also guard you!
The Piano will deal an extra 8 damage!
====[End-of-Turn Events]====
aKnight47 and the Iron Golem deal a combined 8 damage to the HHH! The Healing Bot tops up the health of aKnight47!
The HHH deals 6 damage to aKnight47, since he's forced to deal normal damage instead of Enraged damage!
Nullitor's tower continues building!
Blinky1001's light duration catches up with him and goes out, restoring his HP to normal! The HHH takes 3 damage from the bleeding and poison combo!
====[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), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit)
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: 17/20.
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 (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)
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
Player-Sized Iron Golem [AA] HP: 40/40.
Stats
Base Damage: 4
Passives
Has a 40% chance to knock an entity over and make it unable to 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.
Horseless Headless Horsemann [PA-BOSS] HP: 84/200 [Scare Taunt: III]. Enraged (50% damage boost to melee attacks, 1/2), Bleeding (2 damage over time, 2/2), Poisoned (1 damage over time, 4/4)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (24%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended, regenerates at 4%/turn instead of 8%/turn)
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: 30/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 20/20
Stats
Base Damage: 3
Only attacks Anti-Acolyte entities.
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...