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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!
4/10 Some sort of Gun (its probably going to be a really good gun with a 10 post charge)
I go kill a mook by punching it in the face.
I'm figuring out how to buff it porportionally to your charge time. I've got the stats and all down... If you want, I could give you a heads-up on how it'd work.
Regardless, you cherry tap the Spear Mook to death! The 2 damage is enough to kill it!
sunnyau build Enchanter 1/1 Finished( 1 Enchanting Point per turn, can be used to enchant things)
sunnyau build a nether portal for linkage with AA camp to Player Fort 1/1 Finished (later I'll build a nether hub)
sunnyau aimed TNT cannon for the Mook Team and loads and primes the TNTs
sunnyau sets Tech Lab research objective: Sniper Rifle(4* Base Damage, 90% accuracy(+10% close) and 25% penalty if the interval between two shots is less than 3 player posts, 3 shots but can be refilled) by 2 Factory pts
sunnyau redeems blueprint of Sniper Rifle using 2 Factory pts. and store it in the Factory
sunnyau sets Tech Lab research objective: Assault Rifle(1.5* Base Damage(2.5-3.2 times if headshot), 85% accuracy(+75% close), 8 shot but can be refilled) by 2 Factory pts
Question:
Isn't the Food level be 9 ?
Is sidequest avaliable?
What about the mob farm?
You can't load and prime the TNT on the same turn.
You complete the Sniper Rifle blueprint! Since the guns come standard to the game (check the OP for details), I'm going to make them the standard model. You could only prototype the Sniper Rifle, since there aren't enough Factory Points to prototype the Assault Rifle!
Also, I've fixed the food level, but both it and the mob farm are integrated as one. That's why the food storage self-generates.
I'd not recommend the Nether hub. The storage is good as is, and you don't seem to be using many of the advantages it has. Plus, when the Episode changes, all entities get left behind, thus preventing any longer-term projects.
You deal 3 damage to both Assault Rifle Mooks! The weakened Assault Rifle Mook is shocked strongly, comedically reveals an X-Ray, and collapses and sizzles from the electric surges!
Sun Blaster 22/25 (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
You deal 4 damage to the living Spear Mook!
Where'd the other one go? It was taken back by the Acolyte.
Xreating a futility counter 21/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)6/12
Then I help Epic to do his stuff.
After that I decide it is time to start defending the acolyte again.
Awe and terror(the fear the acolyte inspire decrease his likeliness to be hit(50% of the attacks at the acolyte fail unless you damage the awe inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))1/?
You charge your charges, but wether or not the Acolyte gets hit is at my discretion and not RNG's!
Charge the TNT cannon, firing it at the largest concentration of Mooks.
Elemental Amulet:15/15+1 Pricey FINISHED (Summons a 20HP, 3 Base damage elemental of random subtype (Fire/Ice/Earth/Air; 22% each+12% chance for Djinni (mixed fire/air with double HP); they add a debuff of their respective element type 50% of the time every turn. After summoning one, chance reverts to 0% for the next round, then 10% the next round (round skipped if elemental perishes), then 50%)
Dagger of Flame:20/20 FINISHED (+3 Base damage, deals Heat debuff, double damage against opponents with Cold/when backstabbing. Is a dagger so has associated buffs/debuffs.)
Dagger of Ice:20/20 FINISHED (+3 Base damage, deals Cold debuff, double damage against opponents with Heat/when backstabbing. Is a dagger so has associated buffs/debuffs.)
I help ricey and sunnyau.
You've primed the TNT cannon, aiming it for the survivors... They promptly adopt a look of impending doom!
You promptly finish your Daggers! Man, you're accumulating a lot of items... Why not work on some entities? Because all your charges were released in unison, I'm going to have to nerf them, but their core concepts should stay the same (like the synergy with your Daggers)
Sun Blaster 24/25 (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 from Blinky
+1 sunnyau +1 Blinky
If my weapon is finished, I will make my 4 Component, All 25 Posts Super Summon tomorrow.
You crush the Spear Mook, killing it in a quick yet agonizing fashion! It's not like it'd live anyhow.
Xreating a futility counter 22/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)7/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(50% of the attacks at the acolyte fail unless you damage the awe
inspirer who have 20 HP and regain one at each attack targeted at it or
the acolyte))2/?
Then I help Epic to do his stuff.
After that I pile up books onto the tower of futility.
+2% building!
====[End-of-Turn Events]====
The TNT Cannon goes off, aimed right for the Assault Rifle Mook! The Assault Rifle Mook develops an expression of terror as the explosion goes off beneath his feet, reducing him to darkness-themed giblets!
aKnight47 retreats into the Castle due to his low health! The other Players stand there and await more fights!
The Acolyte decides to act, with no more of his underlings on the field to do the brunt work for him! He spends 12% of his Dark Magic Meter to firstly launch a dark bolt of evil energy into the Red Shirt, striking it down! He realizes that that much energy he spend is worth much more than killing a lowly Red Shirt, so he decides to remove a random item from a random Anti-Acolyte inventory! Soulbound items can't be targeted by this in case he decides to do it again.
RNG determines that Blinky1001 will be affected! RNG preys upon Blinky1001's Fighter's Falcata, grasping it in the air and sealing it away with an evil spell! The Acolyte smiles grimly, as if to paint a target on his forehead!
Don't worry, this attack won't be spammed.
====[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) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Crafty Bow (Deals 8 damage to one enemy when used, requires Arrows, 3/10 Arrows)
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, 3 max blueprints available)
Robot Factory (Summons 4 HP 2 damage Robots at the cost of 2 Factory Points for a batch of 3 robots)
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.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4)
None as of yet.
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. 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: 13/20. Deals melee damage.
aKnight47 [AA-P] HP: 8/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage. Fell back into the Fort.
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: 0/8.
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: 0/16 (x2)
Assault Rifle Mook [PA] HP: 0/16 (x2)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 90%. 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: 86/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
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), 57/100
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, ∞), 0/20 (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, ∞), 6/16 (x1), 16/16 (x2)
Iron Supply [N] : 54%/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)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 4/25 +1 Blinky +1 Pricey +1 via eating(Require Help Charges)
Factory Upgrade(1 pt per turn ->2 pts per turn): 4/4 +1 Blinky +1 Pricey +1 via eating FINISHED
AA camp upgrade :5/7+1 Blinky +1 Pricey +1 via eating
Load TNT Cannon (Should we bomb the Fuility Tower to prevent his sidequest or what?Please fire it for me other aa members)
Leaving 1 Sniper Rifle for me,I go to the Player Fort and give all the remaining Sniper Rifle(if I have) to local defending AAs,went back to AA camp after giving it and boost the morale by saying that weapons will be on the way 3 turns later(give some sort of effects)
I point out that the Acolyte cannot have a Dark Magic level of 90% when he spent 12% on his attack. Thus, he must have accidently cast his spell from HP, and should take some damage. If that is not true, I have a Sniper Drone from the Zeroth Server (or whatever the server in DTG0 is called) use a wormhole to make a cross-server sniper shot to snipe him in the back.
Xreating a futility counter 23/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)8/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))3/?
Then I remove nails from the tower and pile them up into a box and put this box at the top of the tower
Sun Blaster 25/25! (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)
However i make my Super Summon:
Lord Michael/Michael Jackson Component A (1/4) 1/25
Lord Michael/Michael Jackson Component B (2/4) 1/25
Xreating a futility counter 24/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)9/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))4/?
Then I organize a ceremony for powering the acolyte dark magic.
Weren't you making a sentry drone or did you change your mind?
Anyways, you, while being on the lookout for bandits, come across a group of 3 that were going to take you by surprise! You manage to warn teenaegisalt_87 about it so that you guys don't get hit with their bows! teenaegisalt_87 preps up for battle!
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 4/25 +1 Blinky +1 Pricey +1 via eating(Require Help Charges)
Factory Upgrade(1 pt per turn ->2 pts per turn): 4/4 +1 Blinky +1 Pricey +1 via eating FINISHED
AA camp upgrade :5/7+1 Blinky +1 Pricey +1 via eating
Load TNT Cannon (Should we bomb the Fuility Tower to prevent his sidequest or what?Please fire it for me other aa members)
Leaving 1 Sniper Rifle for me,I go to the Player Fort and give all the remaining Sniper Rifle(if I have) to local defending AAs,went back to AA camp after giving it and boost the morale by saying that weapons will be on the way 3 turns later(give some sort of effects)
You load the TNT cannon... but there aren't enough points currently in the factory to make Sniper Rifles for
I point out that the Acolyte cannot have a Dark Magic level of 90% when he spent 12% on his attack. Thus, he must have accidently cast his spell from HP, and should take some damage. If that is not true, I have a Sniper Drone from the Zeroth Server (or whatever the server in DTG0 is called) use a wormhole to make a cross-server sniper shot to snipe him in the back.
He regenerated part of the Dark Magic Meter! It regenerates at 2% a turn.
The Acolyte knew about the events about the cross-server shot and the events leading up to it, and uses this knowledge to dodge the bullet! He even knows how UserZero's going to end up... not that he'd tell you, of course. That'd be a spoiler.
Xreating a futility counter 23/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)8/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))3/?
Then I remove nails from the tower and pile them up into a box and put this box at the top of the tower
The Tower loses and gains some of its building progress at the same time!
Sun Blaster 25/25! (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)
However i make my Super Summon:
Lord Michael/Michael Jackson Component A (1/4) 1/25
Lord Michael/Michael Jackson Component B (2/4) 1/25
Xreating a futility counter 24/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)9/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))4/?
Then I organize a ceremony for powering the acolyte dark magic.
The Acolyte will gain +4% of his Dark Magic Meter instead of 2%!
Lord Michael/Michael Jackson Component A (1/4) 2/25
Lord Michael/Michael Jackson Component B (2/4) 2/25
+1 sunnyau +1 Blinky
ALL THE MOOKS ARE DEAD!
====[End-of-Turn Events]====
While you guys are busy attacking dead Mooks, the other players are getting bored!
The Acolyte begins to whistle, as if he couldn't make himself a bigger target!
Nullitor's tower reaches 98% completion, allowing him to put on the finishing touch himself!
====[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), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
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) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 3/10 Arrows, 18/18 Durability)
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)
Factory (Generates Factory Points which can be used, 1 point generated each turn, 3 max blueprints available)
Robot Factory (Summons 4 HP 2 damage Robots at the cost of 2 Factory Points for a batch of 3 robots)
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.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
None as of yet.
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. 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: 13/20. Deals melee damage.
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 94%. Kills: 2.
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: 98%/100%. When complete, the sidequest may start!
Completion Bar: [=================================================]
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
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), 57/100
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, ∞), 0/20 (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, ∞), 6/16 (x1), 16/16 (x2)
Iron Supply [N] : 54%/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.
Bandit [H] HP: 20/20 (x3). Wielding Bows and Stone Swords.
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 realize that I apparently turned invisible (since the GM didn't quote my last post). I attempt to lay a bunch of blocks, which also end up invisible. I then exploit this to trap the Acolyte in invisible blocks before I wind up with the Chandelier Flail and slash across him for high damage and burning.
Xreating a futility counter 25/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Now everyone gains a futility counter which increase when attacking normal entities and bosses and the tower(raise faster when striking the tower).
The futility counter of a player decrease if he attacks the Acolyte.
Overwhelmingly large telescope(Reduce unrest by watching soldiers)10/12
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))5/?
I try to keep doing the ceremony but some minutes later everybody in this ceremony is too much tired and so it stops.
Fixed. It was copy-pasted from my notepad lol
/null
Alright, thanks. I'll fix your stuff in the post as well.
By the way, I never got around to finishing the circumstances in your post! This has been fixed.
@Crusher48 I must have ninja'd that post! It should get included in the next.
Anyhow, since Thanksgiving's up, I'm not going to post today to let you guys relax on the holiday. I should post Friday, though, but I'd post then rather than on Thanksgiving.
I'm figuring out how to buff it porportionally to your charge time. I've got the stats and all down... If you want, I could give you a heads-up on how it'd work.
Regardless, you cherry tap the Spear Mook to death! The 2 damage is enough to kill it!
You can't load and prime the TNT on the same turn.
You complete the Sniper Rifle blueprint! Since the guns come standard to the game (check the OP for details), I'm going to make them the standard model. You could only prototype the Sniper Rifle, since there aren't enough Factory Points to prototype the Assault Rifle!
Also, I've fixed the food level, but both it and the mob farm are integrated as one. That's why the food storage self-generates.
I'd not recommend the Nether hub. The storage is good as is, and you don't seem to be using many of the advantages it has. Plus, when the Episode changes, all entities get left behind, thus preventing any longer-term projects.
By the way, I've fixed your Crafty Bow!
You deal 3 damage to both Assault Rifle Mooks! The weakened Assault Rifle Mook is shocked strongly, comedically reveals an X-Ray, and collapses and sizzles from the electric surges!
You deal 4 damage to the living Spear Mook!
Where'd the other one go? It was taken back by the Acolyte.
You charge your charges, but wether or not the Acolyte gets hit is at my discretion and not RNG's!
You've primed the TNT cannon, aiming it for the survivors... They promptly adopt a look of impending doom!
You promptly finish your Daggers! Man, you're accumulating a lot of items... Why not work on some entities? Because all your charges were released in unison, I'm going to have to nerf them, but their core concepts should stay the same (like the synergy with your Daggers)
You crush the Spear Mook, killing it in a quick yet agonizing fashion! It's not like it'd live anyhow.
+2% building!
====[End-of-Turn Events]====
The TNT Cannon goes off, aimed right for the Assault Rifle Mook! The Assault Rifle Mook develops an expression of terror as the explosion goes off beneath his feet, reducing him to darkness-themed giblets!
aKnight47 retreats into the Castle due to his low health! The other Players stand there and await more fights!
The Acolyte decides to act, with no more of his underlings on the field to do the brunt work for him! He spends 12% of his Dark Magic Meter to firstly launch a dark bolt of evil energy into the Red Shirt, striking it down! He realizes that that much energy he spend is worth much more than killing a lowly Red Shirt, so he decides to remove a random item from a random Anti-Acolyte inventory! Soulbound items can't be targeted by this in case he decides to do it again.
RNG determines that Blinky1001 will be affected! RNG preys upon Blinky1001's Fighter's Falcata, grasping it in the air and sealing it away with an evil spell! The Acolyte smiles grimly, as if to paint a target on his forehead!
Don't worry, this attack won't be spammed.
====[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), Normal Health Potion (Heals 4 health), Crafty Bow (Deals 8 damage to one enemy when used, requires Arrows, 3/10 Arrows)
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.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4)
None as of yet.
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. 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: 13/20. Deals melee damage.
aKnight47 [AA-P] HP: 8/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage. Fell back into the Fort.
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: 0/8.
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: 0/16 (x2)
Assault Rifle Mook [PA] HP: 0/16 (x2)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 90%. 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: 86/100%. 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: 10/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 6/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
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, ∞), 0/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
> FOURSQUARED: LOOK FOR WHERE THE BANDITS ARE NOW
================================================================================================
Current Charges:
Sentry Drone: 22/25
I'll be making my great escape now!
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 4/25 +1 Blinky +1 Pricey +1 via eating(Require Help Charges)
Factory Upgrade(1 pt per turn ->2 pts per turn): 4/4 +1 Blinky +1 Pricey +1 via eating FINISHED
AA camp upgrade :5/7+1 Blinky +1 Pricey +1 via eating
Sunnyau Enchants Crafty Bow (Must-Have:Infinity/Unbreaking II)
Sunnyau Redeems Sniper Rifle*2+ by 1 Factory pts
Load TNT Cannon (Should we bomb the Fuility Tower to prevent his sidequest or what?Please fire it for me other aa members)
Leaving 1 Sniper Rifle for me,I go to the Player Fort and give all the remaining Sniper Rifle(if I have) to local defending AAs,went back to AA camp after giving it and boost the morale by saying that weapons will be on the way 3 turns later(give some sort of effects)
My games.
5/10 Energy Siphon
5/10 Some sort of Gun
I point out that the Acolyte cannot have a Dark Magic level of 90% when he spent 12% on his attack. Thus, he must have accidently cast his spell from HP, and should take some damage. If that is not true, I have a Sniper Drone from the Zeroth Server (or whatever the server in DTG0 is called) use a wormhole to make a cross-server sniper shot to snipe him in the back.
I don't much care about the Falcata anymore; the reason I made those daggers was to avoid using it.
I climb down from the top of the wall to the bottom and slash the nearest Mook with my Dagger of Cold.
I summon an Air Elemental, Bob:1/5
I summon an Air Elemental, Jeff:1/5
I summon an Air Elemental, Suzy:1/5
My suggestion: Redstone Power Distance
Xreating a futility counter 23/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)8/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))3/?
Then I remove nails from the tower and pile them up into a box and put this box at the top of the tower
Attack: I hit a random mook
Sun Blaster 25/25! (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)
However i make my Super Summon:
Lord Michael/Michael Jackson Component A (1/4) 1/25
Lord Michael/Michael Jackson Component B (2/4) 1/25
+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.
Xreating a futility counter 24/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)9/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))4/?
Then I organize a ceremony for powering the acolyte dark magic.
I slash the same Mook with my Dagger of Fire.
Air Elemental, Bob:2/5
Air Elemental, Jeff:2/5
Air Elemental, Suzy:2/5
My suggestion: Redstone Power Distance
Attack: I hit a random mook again
Lord Michael/Michael Jackson Component A (1/4) 2/25
Lord Michael/Michael Jackson Component B (2/4) 2/25
+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.
6/10 Energy Siphon
6/10 Some sort of Gun
I upgrade the half diamond armor to 3/4ths diamond armor, giving it a greater chance to defend against attacks and more HP.
Weren't you making a sentry drone or did you change your mind?
Anyways, you, while being on the lookout for bandits, come across a group of 3 that were going to take you by surprise! You manage to warn teenaegisalt_87 about it so that you guys don't get hit with their bows! teenaegisalt_87 preps up for battle!
You load the TNT cannon... but there aren't enough points currently in the factory to make Sniper Rifles for
He regenerated part of the Dark Magic Meter! It regenerates at 2% a turn.
The Acolyte knew about the events about the cross-server shot and the events leading up to it, and uses this knowledge to dodge the bullet! He even knows how UserZero's going to end up... not that he'd tell you, of course. That'd be a spoiler.
Well, you made the right call... Plus, with the Falcata out of the way, your HP can be made something more to manage and less of a resource.
All the Mooks are dead!
The Tower loses and gains some of its building progress at the same time!
All the Mooks are dead!
Regardless, you make the Sun Blaster!
The Acolyte will gain +4% of his Dark Magic Meter instead of 2%!
All the Mooks are dead!
ALL THE MOOKS ARE DEAD!
====[End-of-Turn Events]====
While you guys are busy attacking dead Mooks, the other players are getting bored!
The Acolyte begins to whistle, as if he couldn't make himself a bigger target!
Nullitor's tower reaches 98% completion, allowing him to put on the finishing touch himself!
====[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), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
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), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 3/10 Arrows, 18/18 Durability)
Anti-Acolyte Camp [AA] HP: 30/30. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Loaded! Factory: 2/5 [IIIII] Points ready.
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
None as of yet.
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. 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: 13/20. Deals melee damage.
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 94%. Kills: 2.
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: 98%/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: 10/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 6/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
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, ∞), 0/20 (x1) Armed with Bows.
Bandit [H] HP: 20/20 (x3). Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
7/10 Energy Siphon
7/10 Some sort of Gun
I realize that I apparently turned invisible (since the GM didn't quote my last post). I attempt to lay a bunch of blocks, which also end up invisible. I then exploit this to trap the Acolyte in invisible blocks before I wind up with the Chandelier Flail and slash across him for high damage and burning.
I'll be making my great escape now!
+1 Blinky +1 Pricey
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 7/25 +1 Pricey +1 via eating(Require Help Charges)
AA camp upgrade :7/7 +1 Pricey +1 via eating Finished
Laser Gun Prototype:3/10 +1 Pricey +1 via eating
Sunnyau trys to find items near the camp
Sunnyau Enchants Crafty Bow (Must-Have:Infinity/Unbreaking II)
Sunnyau Redeems Sniper Rifle*1 by 2 Factory pts
Bomb Futility Tower's Base, trying to topple it
Isn't the Factory Upgraded to Level 2?(2 pt per turn, maximum 10 pts storage)
Where is the enchanter and the brewery?
My games.
Xreating a futility counter 25/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Now everyone gains a futility counter which increase when attacking normal entities and bosses and the tower(raise faster when striking the tower).
The futility counter of a player decrease if he attacks the Acolyte.
Overwhelmingly large telescope(Reduce unrest by watching soldiers)10/12
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))5/?
I try to keep doing the ceremony but some minutes later everybody in this ceremony is too much tired and so it stops.
I drop five explosive chickens on the Acolyte.
Air Elemental, Bob:3/5
Air Elemental, Jeff:3/5
Air Elemental, Suzy:3/5
My suggestion: Redstone Power Distance
Alright, thanks. I'll fix your stuff in the post as well.
By the way, I never got around to finishing the circumstances in your post! This has been fixed.
@Crusher48 I must have ninja'd that post! It should get included in the next.
Anyhow, since Thanksgiving's up, I'm not going to post today to let you guys relax on the holiday. I should post Friday, though, but I'd post then rather than on Thanksgiving.
Enjoy your Thanksgiving!
An alternate timeline emerges.
However, we must first start from the beginning...
/stupiddoublepost! Apparently the thing where you take a post and you add onto it doesn't work anymore.
An alternate timeline emerges.
However, we must first start from the beginning...
Attack: I power up the AA Players's attack on the Acolyte to make it more likely to hit him.
Lord Michael/Michael Jackson Component A (1/4) 3/25
Lord Michael/Michael Jackson Component B (2/4) 3/25
+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.