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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 enter the Sea Base. I then kick the Pikehalfling in the face and then stab him with his pike.
//Charges//
Dual Ecliptic Sawn-Off Shotguns (1/?) (Deals 1.5x base damage, increases base damage by 1. Can fire off a maximum of 6 shots. Mini-crits both Light and Dark-based entities, and gives 25% resistance to both Light and Dark-based attacks.)
Attack: I celebrate by overhealing myself by going to the AA Fridge to get an extra Charge Point.
Sun Blaster 18/25 (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)
The Story Post should have been updated by now! Also, cyanogynist, your post'll be in effect next turn.
This post will have the updated battlefield.
By the way, you guys could have charged in limbo. S
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 20/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
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), Haunted Metal Scrap §¶ (Ingredient)
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: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20. Regenerative (2 health gained per turn, 2/2), Damaging (50% damage boost, 2/2)
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!) (Lost), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20. Regenerative (2 health gained per turn, 2/2), Damaging (50% damage boost, 2/2)
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), Replenishing Health Potion (Heals 8 health)
auyeungyat/sunnyau [AA] HP: 20/20. Regenerative (2 health gained per turn, 2/2), Damaging (50% damage boost, 2/2)
Inventory: Invigorating Health Potion (Heals 10 health)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 4 base damage)
Robot Factory (Summons 3 HP 2 damage Robots every other turn)
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 200/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 20/20. Behind Front Wall.
aKnight47 [AA-P] HP: 20/20. 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. 4/4 votes. Used.
Spear Mook [PA] HP: 16/16 (x3)
Hammer Mook [PA] HP: 16/16 (x1)
Assault Rifle Mook [PA] HP: 16/16 (x2)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (0%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended, regenerates at 4%/turn instead of 8%/turn). Nowhere to be seen!
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 (When thrown (or consumed), it makes the victim Lethargic), 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 enter the Sea Base. I then kick the Pikehalfling in the face and then stab him with his pike.
//Charges//
Dual Ecliptic Sawn-Off Shotguns (1/?) (Deals 1.5x base damage, increases base damage by 1. Can fire off a maximum of 6 shots. Mini-crits both Light and Dark-based entities, and gives 25% resistance to both Light and Dark-based attacks.)
Woah, those guns are going to need a pretty big charge... 1.5x base damage AND 6 shots? It'll be pretty inaccurate, but without inaccuracies, if you unload your full clip, even on a neutrally-oriented entity, you'll be doing roughly 42 damage per turn! But that's with inaccuracies, so I'm sure that if one were to make them less accurate, then they'd do less damage. Even so, they'd be pretty awesome against melee-based enemies.
You deal 4 damage to the Pikehalfling, even though it's only a sidequest and not part of the large chunk of the game!
You charge your charges! Although the Factory somewhat confuses me. You already have a robot factory... but to compensate for my confusion, I'm buffing the TNT cannon to make it more appealing! Now, on a direct hit, it'll instantly kill an injured Mook, no matter how injured.
Atronach, gun down both zombies once Ross has done that.
Scorpion, tear the armed skeleton apart.
Medic... just heal people.
I, meanwhile, attach a one-post weak mining rig to the iron ore, then repair the Scorpion.
The entities will do as you say! Even though the addition of Speed Values have made Spiders a bit more damgerous... Thankfully, the Zombies, being zombies, are the last to move on the field!
To correspond:
The Medic will be given a Speed Value of 4.
The Atronach will be given a Speed Value of 1.
Ross8815 has a Speed Value of 3.
The Scorpion, being a mech yet still fluid in its movements, will be given a speed value of 2.
You heal up 2 HP to the Scorpion and attach the drone!
I summon a Red Shirt, the nemesis of a Mook, to engage the Mooks.
Red Shirt: 10/10 HP, 2 damage. If an ally would die, the Red Shirt will automatically jump in and take the hit instead.
You summon the Red Shirt! However, him being a Red Shirt, he'll have to have his health a bit lower.
Also, if you want a gun, you could make a shotgun from the Haunted Metal Scrap you got! I'd recommend it over the axe because of your Ornate Sight (which would make it more useful at range), but the Axe is going to have some upsides too. What the upsides are are anyone's guess, since no one's made an axe yet! Either way you choose, you'll get something up to the level of a Spoil of War, which is something special!
====[End-of-Turn Events]====
If you guys didn't read the latest story post yet (It's the final post on Page 38) you should. It doesn't contain anything super-critical, but it'll let you know the Acolyte's chumhandle and it'll get you guys accustomed to reading them.
The Archer deals 4 damage to one of the Assault Rifle Mooks and crouches behind his cover! aKnight47 deals 4 damage to one of the Spear Mooks!
The Spear Mooks deal 6 damage to aKnight47, working together! The Hammer Mook deals 3 damage to the Frontal Wall! One of the Assault Rifle Mooks shoots at the Player Archer, firing a 3 round burst, but this only deals damage to the Wall!
The Acolyte summons a Rocket Launcher Mook! Thankfully, another Archer and a player Swordsman come to aid you in the fight!
Lastly, the Red Shirt deals 2 damage to the Hammer Mook!
Nullitor's tower builds, and the Tech Master unleashes a new technology! The tower builds by 12% instead of the normal 6%!
====[engie_ninja's sidequest]====
The Spiders deal 6 damage to the Metal Atronach!
The Medic repairs the Atronach for 2 health!
Ross8815 fires on the healthiest Zombie for 10 damage! Thankfully, he didn't miss!
The Metal Scorpion deals 6 damage to the armed Skeleton, who tries to retaliate for 3 damage to the Scorpion!
The Metal Atronach fires a full burst at the Zombies, using their low health to its advantage and shredding them easily with the high volume of fire! The Zombies are cut down before they can act!
The Mining Rig mines some of the iron!
The hallways appear to be very empty! Nothing's going to come out of it for a while!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 20/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
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), Haunted Metal Scrap §¶ (Ingredient)
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: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!) (Lost), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 6 base damage)
Robot Factory (Summons 3 HP 2 damage Robots every other turn)
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 194/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 20/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 20/20. Deals melee damage.
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. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 12/16 (x1), 16/16 (x2)
Hammer Mook [PA] HP: 10/16 (x1)
Assault Rifle Mook [PA] HP: 16/16 (x2)
Rocket Launcher Mook [PA] HP: 16/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (0%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended, regenerates at 4%/turn instead of 8%/turn). Nowhere to be seen!
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
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Zombie [H] HP: 0/20 (x2)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 10/20 (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] : 53%/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 (When thrown (or consumed), it makes the victim Lethargic), 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 charge the TNT cannon, aiming it at the Rocket Launcher Mook
Elemental Amulet:9/15
Dagger of Flame:14/20
Dagger of Ice:14/20
Thanks!
Clarify:
Tech Lab somehow acts like Technology Master,but the technology is preset(that means,if I charged a certain amt. of charges, I obtain the blueprint and can be inserted to the Factory for production.)
I keep building a building machine 24/?(for the sidequest).
Xreating a futility counter 19/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)4/12
Then I help TSFHISEPIC.
Then I give to the Technology Master seven days of holidays.
The Technology Master is pleased with your lenience! Because he enjoys making technologies on his own time, he won't release a new technology the next time, but the time after that, he'll release 2 technologies!
Clarify:
Tech Lab somehow acts like Technology Master,but the technology is preset(that means,if I charged a certain amt. of charges, I obtain the blueprint and can be inserted to the Factory for production.)
AA Camp:Mob Farm:2/3
AA camp:Brewery 2/3
Alright, but you're going to have to use it to develop technology manually.
The grenade hits the Spear Mooks! You deal 2 damage to all 3 of them!
====[End-of-Turn Events]====
The TNT Cannon fires at the Rocket Launcher Mook, which takes 15 points of damage! One of the Assault Rifle Mooks and a Spear Mook take 6 damage as splash each! The Rocket Launcher Mook will die next hit!
aKnight47 deals 4 damage to the Hammer Mook! The Archers deal 4 damage to two Spear Mooks! The Player Knight deals 4 damage to the one that hasn't been hit!
The Spear Mooks deal 4 damage to aKnight47 and deal 3 damage to the other Knight! The Hammer Mook deals 3 damage to the Wall!
The Assault Rifle Mooks deal 2 damage each to the Player Archers! The Rocket Launcher Mook takes aim at the wall and deals 5 damage to it, with the Archers taking 2 each for splash!
Finally, the Red Shirt deals 2 damage to one of the Assault Rifle Mooks!
The Acolyte summons up an Axe Mook! This addition identifies the Axe in the armory, thus informing Crusher48 on his choice on what to craft the Haunted Metal Scrap into (assuming he's making a choice)!
====[engie_ninja's sidequest]====
Remains in statis!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 20/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
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), Haunted Metal Scrap §¶ (Ingredient)
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: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
FeatheredDragon [N] HP: 20/20
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 1/5 [IIIII] Points ready. Stats
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 6 base damage)
Factory (Generates Factory Points which can be used, 1 point generated each turn)
Robot Factory (Summons 3 HP 2 damage Robots at the cost of 2 Factory Points Each)
Tech Lab (Can be used to prototype new things at the cost of Factory Points. The amount of FP depends on the power)
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 186/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 17/20. Deals melee damage.
aKnight47 [AA-P] HP: 10/20. 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. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 6/16 (x1), 10/16 (x2)
Axe Mook [PA] HP: 16/16
Hammer Mook [PA] HP: 6/16 (x1)
Assault Rifle Mook [PA] HP: 8/16 (x1), 16/16 (x1)
Rocket Launcher Mook [PA] HP: 1/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 60/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
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
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Zombie [H] HP: 0/20 (x2)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 10/20 (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] : 53%/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 (When thrown (or consumed), it makes the victim Lethargic), 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)
Are we allowed to charge things?
If so:
AA camp:Factory 1/2
AA camp:Tech Lab 1/2
My games.
I enter the Sea Base. I then kick the Pikehalfling in the face and then stab him with his pike.
//Charges//
Dual Ecliptic Sawn-Off Shotguns (1/?) (Deals 1.5x base damage, increases base damage by 1. Can fire off a maximum of 6 shots. Mini-crits both Light and Dark-based entities, and gives 25% resistance to both Light and Dark-based attacks.)
Were you copying me, because the beginning of this post is identical to mine?!?
If charging is possible:
Elemental Amulet:7/15
Dagger of Flame:11/20
Dagger of Ice:11/20
My suggestion: Redstone Power Distance
Attack: I celebrate by overhealing myself by going to the AA Fridge to get an extra Charge Point.
Sun Blaster 18/25 (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 sunnyau +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.
The Story Post should have been updated by now! Also, cyanogynist, your post'll be in effect next turn.
This post will have the updated battlefield.
By the way, you guys could have charged in limbo. S
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), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20. Regenerative (2 health gained per turn, 2/2), Damaging (50% damage boost, 2/2)
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!) (Lost), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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)
auyeungyat/sunnyau [AA] HP: 20/20. Regenerative (2 health gained per turn, 2/2), Damaging (50% damage boost, 2/2)
Inventory: Invigorating Health Potion (Heals 10 health)
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Unprimed, no target.
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 200/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 20/20. Behind Front Wall.
aKnight47 [AA-P] HP: 20/20. 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. 4/4 votes. Used.
Spear Mook [PA] HP: 16/16 (x3)
Hammer Mook [PA] HP: 16/16 (x1)
Assault Rifle Mook [PA] HP: 16/16 (x2)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (0%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended, regenerates at 4%/turn instead of 8%/turn). Nowhere to be seen!
Inventory: Plasma Shield (HP: 20/20, Can block attacks. Regenerates 2 HP/turn.) (Lost)
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: 48/100%. 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...
Charges:
AA camp:Factory 1/2
AA camp:Tech Lab 1/2
Three/Four questions:
1.Is Acolyte a human being?
If so,is he wearing headphones and listening?
2.Does Acolyte have a fort?!?!?!?
3.Are we protecting the player fort or attack it?
My games.
While you didn't act, I can answer your questions.
1) Yes, he is a human being.
2) It doesn't seem so.
3) Anything Anti-Acolyte is your friend, anything Pro-Acolyte you should destroy.
By the way, you can still act, even if you're charging things.
An alternate timeline emerges.
However, we must first start from the beginning...
I keep building a building machine 23/?(for the sidequest).
Xreating a futility counter 18/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)3/12
Then I help TSFHISEPIC.(since the charges last turn were not counted)
Then I ask the Technology Master if he wants holidays.
I hurry to the fort, smacking the Hammer Mook on the head as I pass. I then climb to the top of the wall.
Other AA players: Shall we just eliminate EPIC, as he seems to be quite vulnerable due to the power of AFKness?
Elemental Amulet:8/15
Dagger of Flame:13/20 +1 Pricey
Dagger of Ice:13/20 +1 Pricey
My suggestion: Redstone Power Distance
Charges:
AA camp:Factory 2/2
AA camp:Tech Lab 2/2
AA Camp:Mob Farm:1/3 +1 Pricey
AA camp:Brewery 0/1(?)/3 +1(?)/0 Pricey
My games.
Ross, shoot that 12 health Zombie.
Atronach, gun down both zombies once Ross has done that.
Scorpion, tear the armed skeleton apart.
Medic... just heal people.
I, meanwhile, attach a one-post weak mining rig to the iron ore, then repair the Scorpion.
GODDAMN IT
STUPID GENDERFLIP VIRUS
2/10 Energy Siphon
2/10 Some sort of Gun
I summon a Red Shirt, the nemesis of a Mook, to engage the Mooks.
Red Shirt: 10/10 HP, 2 damage. If an ally would die, the Red Shirt will automatically jump in and take the hit instead.
Okay, I think I finished the update!
I forgot to clear you guys of all your effects since the Episode was changed! This has been fixed.
Woah, those guns are going to need a pretty big charge... 1.5x base damage AND 6 shots? It'll be pretty inaccurate, but without inaccuracies, if you unload your full clip, even on a neutrally-oriented entity, you'll be doing roughly 42 damage per turn! But that's with inaccuracies, so I'm sure that if one were to make them less accurate, then they'd do less damage. Even so, they'd be pretty awesome against melee-based enemies.
You deal 4 damage to the Pikehalfling, even though it's only a sidequest and not part of the large chunk of the game!
You charge your charges.
The Technology Master wouldn't mind Holidays, actually!
Now that you mention the Technology Master, I've realized I haven't updated him recently! He'll unleash a new Technology this turn to compensate!
You deal 2 damage to the Hammer Mook and climb up into the battlements!
You charge your charges! Although the Factory somewhat confuses me. You already have a robot factory... but to compensate for my confusion, I'm buffing the TNT cannon to make it more appealing! Now, on a direct hit, it'll instantly kill an injured Mook, no matter how injured.
The entities will do as you say! Even though the addition of Speed Values have made Spiders a bit more damgerous... Thankfully, the Zombies, being zombies, are the last to move on the field!
To correspond:
The Medic will be given a Speed Value of 4.
The Atronach will be given a Speed Value of 1.
Ross8815 has a Speed Value of 3.
The Scorpion, being a mech yet still fluid in its movements, will be given a speed value of 2.
You heal up 2 HP to the Scorpion and attach the drone!
You summon the Red Shirt! However, him being a Red Shirt, he'll have to have his health a bit lower.
Also, if you want a gun, you could make a shotgun from the Haunted Metal Scrap you got! I'd recommend it over the axe because of your Ornate Sight (which would make it more useful at range), but the Axe is going to have some upsides too. What the upsides are are anyone's guess, since no one's made an axe yet! Either way you choose, you'll get something up to the level of a Spoil of War, which is something special!
====[End-of-Turn Events]====
If you guys didn't read the latest story post yet (It's the final post on Page 38) you should. It doesn't contain anything super-critical, but it'll let you know the Acolyte's chumhandle and it'll get you guys accustomed to reading them.
The Archer deals 4 damage to one of the Assault Rifle Mooks and crouches behind his cover! aKnight47 deals 4 damage to one of the Spear Mooks!
The Spear Mooks deal 6 damage to aKnight47, working together! The Hammer Mook deals 3 damage to the Frontal Wall! One of the Assault Rifle Mooks shoots at the Player Archer, firing a 3 round burst, but this only deals damage to the Wall!
The Acolyte summons a Rocket Launcher Mook! Thankfully, another Archer and a player Swordsman come to aid you in the fight!
Lastly, the Red Shirt deals 2 damage to the Hammer Mook!
Nullitor's tower builds, and the Tech Master unleashes a new technology! The tower builds by 12% instead of the normal 6%!
====[engie_ninja's sidequest]====
The Spiders deal 6 damage to the Metal Atronach!
The Medic repairs the Atronach for 2 health!
Ross8815 fires on the healthiest Zombie for 10 damage! Thankfully, he didn't miss!
The Metal Scorpion deals 6 damage to the armed Skeleton, who tries to retaliate for 3 damage to the Scorpion!
The Metal Atronach fires a full burst at the Zombies, using their low health to its advantage and shredding them easily with the high volume of fire! The Zombies are cut down before they can act!
The Mining Rig mines some of the iron!
The hallways appear to be very empty! Nothing's going to come out of it for a while!
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), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!) (Lost), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health)
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Unprimed, no target.
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 194/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 20/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 20/20. Deals melee damage.
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. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 12/16 (x1), 16/16 (x2)
Hammer Mook [PA] HP: 10/16 (x1)
Assault Rifle Mook [PA] HP: 16/16 (x2)
Rocket Launcher Mook [PA] HP: 16/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1. Power Extension (0%, 4% = 1% of the DMM, can be exchanged both ways, destroyed once expended, regenerates at 4%/turn instead of 8%/turn). Nowhere to be seen!
Inventory: Plasma Shield (HP: 20/20, Can block attacks. Regenerates 2 HP/turn.) (Lost)
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: 60/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 16/20
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: 10/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 7/60. 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)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 10/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
I charge the TNT cannon, aiming it at the Rocket Launcher Mook
Elemental Amulet:9/15
Dagger of Flame:14/20
Dagger of Ice:14/20
My suggestion: Redstone Power Distance
I keep building a building machine 24/?(for the sidequest).
Xreating a futility counter 19/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)4/12
Then I help TSFHISEPIC.
Then I give to the Technology Master seven days of holidays.
Thanks!
Clarify:
Tech Lab somehow acts like Technology Master,but the technology is preset(that means,if I charged a certain amt. of charges, I obtain the blueprint and can be inserted to the Factory for production.)
AA Camp:Mob Farm:2/3
AA camp:Brewery 2/3
My games.
--------------Second Post
AA Camp:Mob Farm:3/3 Finished
AA camp:Brewery 3/3 Finished
My games.
I throw a grenade at the melee Mooks.
Elemental Amulet:10/15
Dagger of Flame:15/20
Dagger of Ice:15/20
My suggestion: Redstone Power Distance
You aim the TNT cannon at the Rocket Launcher Mook and prime the cannon! The artillery piece will hit at the beginning of the turn!
The Technology Master is pleased with your lenience! Because he enjoys making technologies on his own time, he won't release a new technology the next time, but the time after that, he'll release 2 technologies!
Alright, but you're going to have to use it to develop technology manually.
This is a double post, I'm afraid, but you can copy/paste it next turn.
Also, you could do something other than charge your stuff. You can do both, like hurt the Mooks.
The grenade hits the Spear Mooks! You deal 2 damage to all 3 of them!
====[End-of-Turn Events]====
The TNT Cannon fires at the Rocket Launcher Mook, which takes 15 points of damage! One of the Assault Rifle Mooks and a Spear Mook take 6 damage as splash each! The Rocket Launcher Mook will die next hit!
aKnight47 deals 4 damage to the Hammer Mook! The Archers deal 4 damage to two Spear Mooks! The Player Knight deals 4 damage to the one that hasn't been hit!
The Spear Mooks deal 4 damage to aKnight47 and deal 3 damage to the other Knight! The Hammer Mook deals 3 damage to the Wall!
The Assault Rifle Mooks deal 2 damage each to the Player Archers! The Rocket Launcher Mook takes aim at the wall and deals 5 damage to it, with the Archers taking 2 each for splash!
Finally, the Red Shirt deals 2 damage to one of the Assault Rifle Mooks!
The Acolyte summons up an Axe Mook! This addition identifies the Axe in the armory, thus informing Crusher48 on his choice on what to craft the Haunted Metal Scrap into (assuming he's making a choice)!
====[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), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health)
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 1/5 [IIIII] Points ready.
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 186/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 17/20. Deals melee damage.
aKnight47 [AA-P] HP: 10/20. 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. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 6/16 (x1), 10/16 (x2)
Axe Mook [PA] HP: 16/16
Hammer Mook [PA] HP: 6/16 (x1)
Assault Rifle Mook [PA] HP: 8/16 (x1), 16/16 (x1)
Rocket Launcher Mook [PA] HP: 1/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 60/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 16/20
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: 10/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 7/60. 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)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 10/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
AA Camp:Mob Farm:3/3 Finished
AA camp:Brewery 3/3 Finished
sunnyau crafts a bow and go out hunting skeletons for arrows.
sunnyau prepare cheap Hp charge to Normal Hp
My games.