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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!
Alright, this update was pretty big on your guys part, and I had to do something (i.e. eat), so this came out later than normal, and I probably missed a few things. As a warning, I won't be able to post this Monday!
I continue pressings buttons on my coat. 11/25 +1 from nul
I continue talking to some friends on my phone... 5/30 +1 from nul
I mourn over the death of the cat knight, and Vevos yells in rage, causing all the opposite side entities to take damage, reviving the cat knight in a spiritual form, for a bit anyway.
You deal 2 damage to ALL of the Anti-Acolyte entities!
Aleceo's Ghost Appears! It'll have unlimited health, but it will have low battle stats. As a plus side, entities have a larger chance to attack it!
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))24/?
Portable Spirograph 16/?
Replenishing some of the dark energy of the acolyte 2/5(I feel he will have a lot less energy the time I end that)
So where is the portalizer created last turn and the rechargeable shield that created last turn?
Anyway,I create a Laser Gun and a Sniper Rifle in the factory and I put the Laser Gun to the 4 th slot of the crafting table and the Sniper in the 6 the slot of my crafting table.After that,I research in a blueprint I haven't got in the Tech Lab.I then heal the base and load the TNT Cannon.I then call the Sentry to work on the Camp.
I help Blinky and Pricey to do their job.
I direct the antenna to Pit.A beam occurs and Pit is charged.
I then try to make a Level-up Crystal.(Doing minecraft thing increase your Xp.You gain benefit,if your aiming skill is high,you don't need to use much for aiming and you rate of hit increases,and if your archery skill is good, you get more damage per shot, for example)6/9+1 Pricey +1 Blinky. I also try to make a Pendant of Charge.(Can use to charge a thing by half of it's maximum charge, reusable in 8 turns.)3/18+1 Pricey +1 Blinky.I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))3/12 +1 Pricey +1 Blinky
I dealt with the communication beforehand.
You gain the Laser Sniper Rifle! It's like a normal sniper rifle, but it pierces clean through armor.
TNT Cannon loaded! The Sentry will do as you say. However, all this doesn't leave you any time to work on the base yourself.
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))25/?
Portable Spirograph 17/?
Replenishing some of the dark energy of the acolyte 3/5(I feel he will have a lot less energy the time I end that)
Then I get to the tower of futility and I ask the architect of futility to help me do my plan for making a ritual for filling more dark energy to the acolyte.
I give him some funds from the stolen bank and I see that I start having less funds.
I think "I need to attack another bank but now their security must have increased probably."
Maybe they have... After all, your attacks were pretty large-scale.
Awe Inspirer summoned! The Acolyte is invulnerable and will be more effective until he is eliminated! Also, since you charged it for so long, the invulnerability effect extends to players!
I boost the statue's power with my Elemental Amulet, adding a +4HP bonus to its next heal at the cost of resetting the chance to summon another Elemental.
Elemental Statue:10/10 (Heals two Elemental beings for 4HP each a round. It will automatically target the Elementals on the lowest health. If an Elemental is on 4 HP or lower, it will heal that one exclusively for 6HP)
Djinni:7/10 +1 sunnyau, +1 pricey
Tornado:3/15
I help sunnyau and pricey.
Also, what is the Heat Elemental doing? Having a lava bath?!?
The Elemental Amulet has its chance reset!
You unleash the Elemental Statue! While it has lower health, it will maintain Elementals if not taken care of.
Also, he probably is taking a lava bath! It's one of the perks of being a Heat Elemental, you know.
I continue pressings buttons on my coat. 13/25 +1 from nul
I continue talking to some friends on my phone... 7/30 +1 from nul
I really need to destroy that camp... You know what? I merge me and Vevos together, giving me the power to imbue my sword with the elements, where I shortly after DESTROY the anti-acolyte camp.
So do I, sunnyau's spammed way too much to keep track of, and it's making my sanity tremble. You merge Vevos's body with your own to grant you the power to deal extra damage this turn! You deal 20 damage to the Camp, wreaking havok on its shielding and reducing its HP by a major margin!
Also, I'm pretty sure you've addressed this, but your phoning-a-friend is 5 points over the limit!
I fire the TNT Cannon to the Guardian Angel.After that,I shoot the laser gun into the angel's head.
I help Blinky and Pricey to do their job.
I then try to make a Level-up Crystal.(Doing minecraft thing increase your Xp.You gain benefit,if your aiming skill is high,you don't need to use much for aiming and you rate of hit increases,and if your archery skill is good, you get more damage per shot, for example)9/9+1 Pricey +1 Blinky.FINISHED I also try to make a Pendant of Charge.(Can use to charge a thing by half of it's maximum charge, reusable in 8 turns.)6/18+1 Pricey +1 Blinky.I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))6/12 +1 Pricey +1 Blinky
You don't have a laser gun anymore, but you shoot the TNT Cannon at the Angel anyhow!
At this point, ALL the Elementals attack goldhero for daring to use elemental powers when he is so clearly inferior. My djinni enters the battlefield and attack him as well.
I begin summoning an Anti-Djinni:1/10
Djinni:10/10 +1 sunnyau, +1 pricey FINISHED (A slightly buffed version of a standard elemental; being a being comprised of air and fire combined with associated benefits (ie, immune to both fire and air attacks). It also has a slightly higher health and damage)
Tornado:4/15
I help sunnyau and pricey
Hey, you don't hold a copyright over elemental attacks. The Acolyte just attack your entities' weaknesses with the elements! Regardless, your entities will all attack the Guardian Angel!
Attack: I replace the damaged walls of the AA Camp with better ones
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 8/25 +1 from Blinky
Lord Michael/Michael Jackson Component D (4/4) 8/25 +1 from sunnyau
I am making the Super AA Camp Guardian's Armor 6/25
Charge Storage: N/A = 0 Charge Points
+1 sunnyau +1 Blinky
You heal up 2 HP to the Shields! Your Pendant recovers some of its use.
====[End-of-Turn Events]====
The Earth Elementals and the Water Elementals deal 7 damage together to the Guardian Angel!
The Class III Sentry heals up the AA Camp!
The Heat Elemental also deals 3 damage! He resets the burn time!
The Sword Mooks deal 6 damage to each of the Water Elementals! The Assault Rifle Mooks deal 4 damage each to the Earth Elementals!
Yankean takes an empty swing at Aleceo's Ghost!
The Wither Storm deals 6 damage to the Angel!
The Guardian Angel deals 3 damage to the Wither Storm!
The Acolyte, tired of some active dissenters' antics, places a curse on them! Their charges are slowed to a halt, they cannot receive +Charge, and they cannot summon/charge anything new! This effect persists for 2 turns! This comes at the cost of 7% of his DMM.
Blinky1001's Amulet stays put. The Guardian Angel is burnt!
====[engie_ninja's sidequest]====
Remains in stasis!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back.
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
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: 16/20.
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 (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
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: 16/20.
Inventory: Pendant of Power (6/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
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)
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 (20% chance) (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)
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, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning(1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 20/20.
nullitor [PA] HP: 20/20.
FeatheredDragon [N] HP: 20/20
Anti-Acolyte Camp [AA] HP: 20/50 (Shield Health: 2/25 HP, regenerates 5 HP/turn when not being damaged). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 1/2 Shots loaded. Factory Lvl.2.5: 11/12 [IIIIIIIIIIII] Points ready. Enchantment Area: Level 1/5. Brewery: 3/3 Potions brewing (Replenishing Health Potion, Strength Potion x2). Class III Sentry: 20/20 HP (5 base damage, can repair Camp, 3 speed value). Anti-Personell Turret: 16/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value, only attacks those who attack the AA Camp.) 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 in the EoTB after firing, acts like a Rocket Launcher with 6 base damage, can shoot two shots at once to hit 2 targets)
Factory (Generates Factory Points which can be used, 2 points generated each turn, 25% chance to generate 3 points instead of 2, 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)
Enchantment Area (Enchants weapons)
Brewery (Automagically charges potions)
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1), Requires 3 FP/unit)
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 169/200. 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.
Water Elementals [AA]: Frank: 12/24 HP. Alfred: 12/24 HP.
Stats
Base Damage: 3
Speed Value: 3
Takes 0x damage from Water-based attacks.
Takes 0.5x damage from Nature-based attacks.
Takes 1.5x damage from Cold-based attacks.
Takes 1.5x damage from Heat-based attacks.
Heat Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Elemental Statue [AA] HP: 14/14. Heals up 2 Elementals each turn for 4 HP each. Empowered (50% more healing applied, 1/1)
Wither Storm [AA] HP: 57/60.
Stats
Base Damage: 6
Speed Value: 2
Can split attacks between up to 3 entities. However, this will also split the damage.
Damage will deal Withering (1 damage over time, unhealable until effects are over, 4/4)
Yankean [AA] HP: 62/70
Stats
Base Damage: 7
Speed Value: 2
Will assist an ally's charges upon killing an enemy.
Can attack all sorts of enemies effectively.
Djinni [AA] HP: 40/40.
Stats
Base Damage: 4
Speed Value: 4
Sword Mook [PA] HP: 16/16 (x4)
Assault Rifle Mook [PA] HP: 16/16 (x3)
Guardian Angel [PA] HP: 4/50. Protects GoldHero101 from damage. Burning (1 damage over time, 0/1), Withering (1 damage over time, unhealable until effects wear off, 4/4)
Stats
Base Damage: 3
Speed Value: 2
Vevos [PA] HP: 0/16. Deals Magic damage. Fused with GoldHero101.
Stats
Base Damage: 3
Speed Value: 3
Aleceo's Ghost [PA] HP: ∞/∞. Disappears in 2 turns!
Stats
Base Damage: 2
Speed Value: 1
Awe-Inspirer [PA] HP: 20/20. PA Players and the Acolyte are invulnerable and the Acolyte is more effective until he is eliminated!
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 75%. Kills: 3.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
Anonymous Medic [N] HP: 8/20. 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, 9/15 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, ∞)
Spider [H] HP: 13/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 0/16 (x1), 2/16, 13/16 (x1) Burning (1 DoT, 1/1)
Iron Supply [N] : 55%/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: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) 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)
====[The Clearing]====
A clearing in a section of a forest. The plentiful resources allow for construction of something like a castle...
The Meaning of Life, the Universe, and Everything.
Location:
Dreamverse
Join Date:
9/23/2015
Posts:
253
Location:
Dreamverse
Minecraft:
Goldgamesav
Xbox:
Gold429
PSN:
Supera2z
Member Details
I continue pressings buttons on my coat. 13/25
I continue talking to some friends on my phone... 7/25
I begin working on Project: Increased Charges. 1/25
I continue the onslaught on the camp, merging with Vevos and Aleceo's Ghost to continue the attack, finishing with darkness slash, blowing the camp straight to the sky! Hope to never see a TNT cannon again!
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Well.....ok(lol,you do 20 damage a turn?nope.)
I research a Taser(5 FP) and summon 9 robots to make a robot shield(every of the any damage go to the Camp goes to the Robots first) I then heal the base and load TNT Cannon and snipe down the Guardian Angel with my Laser Sniper Gun(now it's a sniper, it deals more damage)
[secure] sunnyau:Heal the base and shoot the Awe-inspirer!I loaded 2 tnt for that mission!30 damage and we insta-kill the inspirer!
Hey guys, since there are only 4 posts, I'm not going to post since I don't want the round to progress too quickly! Since I don't post on Monday either, this should give everyone time to plan out and make wise actions. As compensation, I'm lowering the curse to 2 turns instead of 3, since I know it's probably frustrating.
Also, sunnyau, you don't have to delete your charges. They're just put on hold for the time being!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
I think I can do simpler while under the curse so I hide the charges until the curses are over.(I am not deleting their charges!)
I then go the aim the TNT Cannon at the Awe-Inspirer. The TNT Cannon hisses, and fires a volley of two TNTs, causing the Awe-Inspirer to explode immediately.(30 damage) I then go and collect material for the healing of the base and fits the material to the base. After that, I summon more robots in order to hold the robot-shield.
The portalizer does its work and portalizes the Camp.
(Hey, 20 damage to the Camp?!!! Normal weapons do 4 damage(Ratio:5:1).........There must be some crits....)
I continue pressings buttons on my coat. 13/25
I continue talking to some friends on my phone... 7/25
I begin working on Project: Increased Charges. 1/25
I continue the onslaught on the camp, merging with Vevos and Aleceo's Ghost to continue the attack, finishing with darkness slash, blowing the camp straight to the sky! Hope to never see a TNT cannon again!
Vevos's fusion was a one-turn thing. I'd imagine that his power would be dried up and his ghost would go into the afterlife. Why else would I let you deal 20 damage in a single action?
Regardless, you deal 4 damage to the Camp! Aleceo's Ghost will attack it as well.
I research a Taser(5 FP) and summon 9 robots to make a robot shield(every of the any damage go to the Camp goes to the Robots first) I then heal the base and load TNT Cannon and snipe down the Guardian Angel with my Laser Sniper Gun(now it's a sniper, it deals more damage)
[secure] sunnyau:Heal the base and shoot the Awe-inspirer!I loaded 2 tnt for that mission!30 damage and we insta-kill the inspirer!
You research the Taser, but I'm not very sure what it would do! Robots summoned! You can only load one shot per turn, but you load anyhow!
I think I can do simpler while under the curse so I hide the charges until the curses are over.(I am not deleting their charges!)
I then go the aim the TNT Cannon at the Awe-Inspirer. The TNT Cannon hisses, and fires a volley of two TNTs, causing the Awe-Inspirer to explode immediately.(30 damage) I then go and collect material for the healing of the base and fits the material to the base. After that, I summon more robots in order to hold the robot-shield.
The portalizer does its work and portalizes the Camp.
(Hey, 20 damage to the Camp?!!! Normal weapons do 4 damage(Ratio:5:1).........There must be some crits....)
Well, now that I know that, thanks for not cluttering the page.
You can only summon a specific number of Robots! The TNT Cannon fires at the Awe-Inspirer!
Attack: I do nothing but Repairing the Camp. Sadly there wont be a update every monday evening...
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 10/25
Lord Michael/Michael Jackson Component D (4/4) 10/25
I am making the Super AA Camp Guardian's Armor 8/25
Charge Storage: N/A = 0 Charge Points
+1 sunnyau +1 Blinky
Okay then. 2 HP healed to the Camp!
Your Pendant of Power regenerates back to pristine condition!
====[End-of-Turn Events]====
The TNT Cannon's singular round explodes on the Awe-Inspirer, dealing 15 damage to it!
The Djinni deals 4 damage to an Assault Rifle Mook!
The Earth Elementals and the Water Elementals deal 4 and 6 damage to two of the Sword Mooks!
The Class III Sentry deals 5 damage to one of the Sword Mooks!
The Heat Elemental also deals 3 damage to one of the Sword Mooks! The Sword Mook suffers Burning!
The Sword Mooks deal 6 damage to Yankean and 6 damage to the Djinni!
Yankean deals 7 damage to the Awe-Inspirer!
The Wither Storm deals 2 damage each to the Assault Rifle Mooks! They will all Wither for 2 turns!
Finally, Aleceo's Ghost deals 2 damage to the Anti-Acolyte Camp!
The Acolyte begins to Meditate! This will allow him to recover his Dark Magic Meter at a faster rate, but this can be disrupted! Disrupting him will take a toll on his Dark Magic Meter.
The Technology Master finally finishes the Technologies he's been working on since his vacation days! He unleashes 3 Battle AIs! They will work as a team and deal more damage when their buddies are in play!
Blinky1001's Amulet remains still.
====[engie_ninja's sidequest]====
Remains in stasis!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back.
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
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: 16/20.
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 (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
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: 16/20.
Inventory: Pendant of Power (0/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
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)
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 (30% chance) (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)
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, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning(1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 20/20.
Anti-Acolyte Camp [AA] HP: 20/50 (Shield Health: 0/25 HP, regenerates 5 HP/turn when not being damaged). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 1/2 Shots loaded. Factory Lvl.2.5: 2/12 [IIIIIIIIIIII] Points ready. Enchantment Area: Level 1/5. Brewery: 3/3 Potions brewing (Replenishing Health Potion, Strength Potion x2). Class III Sentry: 20/20 HP (5 base damage, can repair Camp, 3 speed value). Anti-Personell Turret: 16/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value, only attacks those who attack the AA Camp.) 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 in the EoTB after firing, acts like a Rocket Launcher with 6 base damage, can shoot two shots at once to hit 2 targets)
Factory (Generates Factory Points which can be used, 2 points generated each turn, 25% chance to generate 3 points instead of 2, 3 max blueprints available)
Robot Factory (Summons 3 HP 1 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)
Enchantment Area (Enchants weapons)
Brewery (Automagically charges potions)
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1), Requires 3 FP/unit)
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 169/200. 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.
Assault Rifle Mook [PA] HP: 10/16 (x1), 14/16 (x2) Withering (1 damage over time, DoT damage unhealable while the effect persists, 2/2)
Guardian Angel [PA] HP: 0/50. Protects GoldHero101 from damage.
Stats
Base Damage: 3
Speed Value: 2
Aleceo's Ghost [PA] HP: ∞/∞. Disappears in 1 turn!
Stats
Base Damage: 2
Speed Value: 1
Battle AI [PA] HP: 20/20. (x3)
Stats
Base Damage: 4
Speed Value: 3
Deal +1 damage with every other Battle AI on the field.
Awe-Inspirer [PA] HP: 2/30. PA Players and the Acolyte are invulnerable and the Acolyte is more effective until he is eliminated! Hot (Next Cold-based attack deals 1.5x damage and removes this effect, 1/1)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 75%. Kills: 3. Acolyte Effect: Meditating (Recovers +5 DMM per turn instead of +2, can be disrupted to cancel regeneration for the turn, ∞/∞)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
Anonymous Medic [N] HP: 8/20. 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, 9/15 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, ∞)
Spider [H] HP: 13/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 0/16 (x1), 2/16, 13/16 (x1) Burning (1 DoT, 1/1)
Iron Supply [N] : 55%/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: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) 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)
====[The Clearing]====
A clearing in a section of a forest. The plentiful resources allow for construction of something like a castle...
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
I record the Capacitor to the Blueprints. The Tasor works by stuns players for 2 turn and deal 1 damage, or stun 1 turn+5 damage.(like the police Tasers)1/50 probability to deal 20 damage regardless of mode(ventricular fibration(?))
I charge the TNT Cannon by 1 shot, and shot the Awe-Inspirer with my Laser Sniper Gun. I then research on any type of amulet and heals the base.
Well, it seems that posts may or may not be declining. Besides, i have a lot of homework to burn through. Needless to say, I can't post today! I'll come back on Thursday and see if I can post then, but until then, I'm delaying the post.
Also, you may have seen that the Curse has not changed yet! This has been fixed since this morning.
The Meaning of Life, the Universe, and Everything.
Location:
Dreamverse
Join Date:
9/23/2015
Posts:
253
Location:
Dreamverse
Minecraft:
Goldgamesav
Xbox:
Gold429
PSN:
Supera2z
Member Details
I continue pressings buttons on my coat. 15/25
I continue talking to some friends on my phone... 9/25
I continue working on Project: Increased Charges. 3/25
I pull out some metal, and make it into a makeshift spear. Then, I toss it over the wall into the camp, but not before putting some dark energy potion on it to make it explode as soon as it hits.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
One of the Robots jumped up to block the shot, but died.The Class III Sentry goes healing the base at his own.I then go and heal the base and charge the TNT Cannon for 1 shot.
/null
Sorry bout that... I will lower it next post. I have to increase the cap...
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Alright, this update was pretty big on your guys part, and I had to do something (i.e. eat), so this came out later than normal, and I probably missed a few things. As a warning, I won't be able to post this Monday!
You deal 2 damage to ALL of the Anti-Acolyte entities!
Aleceo's Ghost Appears! It'll have unlimited health, but it will have low battle stats. As a plus side, entities have a larger chance to attack it!
Alright! You begin your planning to acomadate the Acolyte's turn for the agressive turns...
I dealt with the communication beforehand.
You gain the Laser Sniper Rifle! It's like a normal sniper rifle, but it pierces clean through armor.
TNT Cannon loaded! The Sentry will do as you say. However, all this doesn't leave you any time to work on the base yourself.
Maybe they have... After all, your attacks were pretty large-scale.
Awe Inspirer summoned! The Acolyte is invulnerable and will be more effective until he is eliminated! Also, since you charged it for so long, the invulnerability effect extends to players!
The Elemental Amulet has its chance reset!
You unleash the Elemental Statue! While it has lower health, it will maintain Elementals if not taken care of.
Also, he probably is taking a lava bath! It's one of the perks of being a Heat Elemental, you know.
So do I, sunnyau's spammed way too much to keep track of, and it's making my sanity tremble. You merge Vevos's body with your own to grant you the power to deal extra damage this turn! You deal 20 damage to the Camp, wreaking havok on its shielding and reducing its HP by a major margin!
Also, I'm pretty sure you've addressed this, but your phoning-a-friend is 5 points over the limit!
You don't have a laser gun anymore, but you shoot the TNT Cannon at the Angel anyhow!
You add in another shot into the TNT cannon, preparing it for a second attack!
Hey, you don't hold a copyright over elemental attacks. The Acolyte just attack your entities' weaknesses with the elements! Regardless, your entities will all attack the Guardian Angel!
Djinni summoned!
You heal up 2 HP to the Shields! Your Pendant recovers some of its use.
====[End-of-Turn Events]====
The Earth Elementals and the Water Elementals deal 7 damage together to the Guardian Angel!
The Class III Sentry heals up the AA Camp!
The Heat Elemental also deals 3 damage! He resets the burn time!
The Sword Mooks deal 6 damage to each of the Water Elementals! The Assault Rifle Mooks deal 4 damage each to the Earth Elementals!
Yankean takes an empty swing at Aleceo's Ghost!
The Wither Storm deals 6 damage to the Angel!
The Guardian Angel deals 3 damage to the Wither Storm!
The Acolyte, tired of some active dissenters' antics, places a curse on them! Their charges are slowed to a halt, they cannot receive +Charge, and they cannot summon/charge anything new! This effect persists for 2 turns! This comes at the cost of 7% of his DMM.
Blinky1001's Amulet stays put. The Guardian Angel is burnt!
====[engie_ninja's sidequest]====
Remains in stasis!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back.
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
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: 16/20.
Inventory: Pendant of Power (6/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
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)
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, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning(1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any)
GoldHero101 [PA] HP: 20/20.
Anti-Acolyte Camp [AA] HP: 20/50 (Shield Health: 2/25 HP, regenerates 5 HP/turn when not being damaged). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 1/2 Shots loaded. Factory Lvl.2.5: 11/12 [IIIIIIIIIIII] Points ready. Enchantment Area: Level 1/5. Brewery: 3/3 Potions brewing (Replenishing Health Potion, Strength Potion x2). Class III Sentry: 20/20 HP (5 base damage, can repair Camp, 3 speed value). Anti-Personell Turret: 16/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value, only attacks those who attack the AA Camp.)
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)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1), Requires 3 FP/unit)
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 169/200. 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.
Base Damage: 4
Speed Value: 3
Takes 0% damage from Earth-based attacks.
Takes 50% damage from Cold-based attacks.
Takes 150% damage from Heat-based attacks.
Takes 150% damage from Nature-based attacks.
Water Elementals [AA]: Frank: 12/24 HP. Alfred: 12/24 HP.
Stats
Base Damage: 3
Speed Value: 3
Takes 0x damage from Water-based attacks.
Takes 0.5x damage from Nature-based attacks.
Takes 1.5x damage from Cold-based attacks.
Takes 1.5x damage from Heat-based attacks.
Heat Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Elemental Statue [AA] HP: 14/14. Heals up 2 Elementals each turn for 4 HP each. Empowered (50% more healing applied, 1/1)
Wither Storm [AA] HP: 57/60.
Stats
Base Damage: 6
Speed Value: 2
Can split attacks between up to 3 entities. However, this will also split the damage.
Damage will deal Withering (1 damage over time, unhealable until effects are over, 4/4)
Yankean [AA] HP: 62/70
Stats
Base Damage: 7
Speed Value: 2
Will assist an ally's charges upon killing an enemy.
Can attack all sorts of enemies effectively.
Djinni [AA] HP: 40/40.
Stats
Base Damage: 4
Speed Value: 4
Sword Mook [PA] HP: 16/16 (x4)
Assault Rifle Mook [PA] HP: 16/16 (x3)
Guardian Angel [PA] HP: 4/50. Protects GoldHero101 from damage. Burning (1 damage over time, 0/1), Withering (1 damage over time, unhealable until effects wear off, 4/4)
Stats
Base Damage: 3
Speed Value: 2
Vevos [PA] HP: 0/16. Deals Magic damage. Fused with GoldHero101.
Stats
Base Damage: 3
Speed Value: 3
Aleceo's Ghost [PA] HP: ∞/∞. Disappears in 2 turns!
Stats
Base Damage: 2
Speed Value: 1
Awe-Inspirer [PA] HP: 20/20. PA Players and the Acolyte are invulnerable and the Acolyte is more effective until he is eliminated!
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 75%. Kills: 3.
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.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 500/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 10 Futility
auyuengyat: 2 Futility
Pricey12345: 6 Futility
Crusher48: 2 Futility
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: 6/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 8/20. 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, 9/15 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, ∞)
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
I continue pressings buttons on my coat. 13/25
I continue talking to some friends on my phone... 7/25
I begin working on Project: Increased Charges. 1/25
I continue the onslaught on the camp, merging with Vevos and Aleceo's Ghost to continue the attack, finishing with darkness slash, blowing the camp straight to the sky! Hope to never see a TNT cannon again!
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I finish off the Guardian Angel with a single stab of my dagger.
I'm leaving these here to keep track of them
Anti-Djinni:1/10 +1 pricey
Tornado:4/15
Note: I'm not actually charging them.
Shouldn't the Anti-Personal Sentry be attacking Goldhero?
My suggestion: Redstone Power Distance
Well.....ok(lol,you do 20 damage a turn?nope.)
I research a Taser(5 FP) and summon 9 robots to make a robot shield(every of the any damage go to the Camp goes to the Robots first) I then heal the base and load TNT Cannon and snipe down the Guardian Angel with my Laser Sniper Gun(now it's a sniper, it deals more damage)
[secure] sunnyau:Heal the base and shoot the Awe-inspirer!I loaded 2 tnt for that mission!30 damage and we insta-kill the inspirer!
My games.
Attack: I repair the AA Camp.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 9/25
Lord Michael/Michael Jackson Component D (4/4) 9/25
I am making the Super AA Camp Guardian's Armor 7/25
Charge Storage: N/A = 0 Charge Points
+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.
Hey guys, since there are only 4 posts, I'm not going to post since I don't want the round to progress too quickly! Since I don't post on Monday either, this should give everyone time to plan out and make wise actions. As compensation, I'm lowering the curse to 2 turns instead of 3, since I know it's probably frustrating.
Also, sunnyau, you don't have to delete your charges. They're just put on hold for the time being!
It should, but the Awe-Inspirer made players invulnerable!
Also, thanks for following along with the curse.
An alternate timeline emerges.
However, we must first start from the beginning...
I think I can do simpler while under the curse so I hide the charges until the curses are over.(I am not deleting their charges!)
I then go the aim the TNT Cannon at the Awe-Inspirer. The TNT Cannon hisses, and fires a volley of two TNTs, causing the Awe-Inspirer to explode immediately.(30 damage) I then go and collect material for the healing of the base and fits the material to the base. After that, I summon more robots in order to hold the robot-shield.
The portalizer does its work and portalizes the Camp.
(Hey, 20 damage to the Camp?!!! Normal weapons do 4 damage(Ratio:5:1).........There must be some crits....)
My games.
I attack the Acolyte with my daggers. If the Awe-Inspirer is still alive, I hit him instead.
Anti-Djinni:1/10 +1 pricey
Tornado:4/15
My suggestion: Redstone Power Distance
I continue talking to some friends on my phone... 8/25
I continue working on Project: Increased Charges. 2/25I quickly build a cobblestone wall around me and the angel.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
The angel is dead (I think)
I throw rocks at the Acolyte.
Anti-Djinni:1/10 +1 pricey
Tornado:4/15My suggestion: Redstone Power Distance
Attack: I do nothing but Repairing the Camp. Sadly there wont be a update every monday evening...
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 10/25
Lord Michael/Michael Jackson Component D (4/4) 10/25
I am making the Super AA Camp Guardian's Armor 8/25
Charge Storage: N/A = 0 Charge Points
+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.
Well, it's Tuesday, and I have no reason not to give at least a bit of an update, so this dry spell is ending!
Also, the Awe-Inspirer has had his HP buffed to 30!
Vevos's fusion was a one-turn thing. I'd imagine that his power would be dried up and his ghost would go into the afterlife. Why else would I let you deal 20 damage in a single action?
Regardless, you deal 4 damage to the Camp! Aleceo's Ghost will attack it as well.
The Guardian Angel goes down in a flash of fire!
I dealt with the other stuff in my Sunday non-post!
You research the Taser, but I'm not very sure what it would do! Robots summoned! You can only load one shot per turn, but you load anyhow!
Camp repaired for 2 HP!
Well, now that I know that, thanks for not cluttering the page.
You can only summon a specific number of Robots! The TNT Cannon fires at the Awe-Inspirer!
You deal 6 damage to the Awe-Inspirer! The Awe-Inspirer becomes Hot for the next turn!
The Guardian Angel is dead, but you summon a Cobblestone Wall that will tank 6 damage for you!
The Acolyte is invulnerable thanks to the Awe-Inspirer!
Okay then. 2 HP healed to the Camp!
Your Pendant of Power regenerates back to pristine condition!
====[End-of-Turn Events]====
The TNT Cannon's singular round explodes on the Awe-Inspirer, dealing 15 damage to it!
The Djinni deals 4 damage to an Assault Rifle Mook!
The Earth Elementals and the Water Elementals deal 4 and 6 damage to two of the Sword Mooks!
The Class III Sentry deals 5 damage to one of the Sword Mooks!
The Heat Elemental also deals 3 damage to one of the Sword Mooks! The Sword Mook suffers Burning!
The Sword Mooks deal 6 damage to Yankean and 6 damage to the Djinni!
Yankean deals 7 damage to the Awe-Inspirer!
The Wither Storm deals 2 damage each to the Assault Rifle Mooks! They will all Wither for 2 turns!
Finally, Aleceo's Ghost deals 2 damage to the Anti-Acolyte Camp!
The Acolyte begins to Meditate! This will allow him to recover his Dark Magic Meter at a faster rate, but this can be disrupted! Disrupting him will take a toll on his Dark Magic Meter.
The Technology Master finally finishes the Technologies he's been working on since his vacation days! He unleashes 3 Battle AIs! They will work as a team and deal more damage when their buddies are in play!
Blinky1001's Amulet remains still.
====[engie_ninja's sidequest]====
Remains in stasis!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back.
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
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: 16/20.
Inventory: Pendant of Power (0/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
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)
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, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning(1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any)
GoldHero101 [PA] HP: 20/20.
Anti-Acolyte Camp [AA] HP: 20/50 (Shield Health: 0/25 HP, regenerates 5 HP/turn when not being damaged). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 1/2 Shots loaded. Factory Lvl.2.5: 2/12 [IIIIIIIIIIII] Points ready. Enchantment Area: Level 1/5. Brewery: 3/3 Potions brewing (Replenishing Health Potion, Strength Potion x2). Class III Sentry: 20/20 HP (5 base damage, can repair Camp, 3 speed value). Anti-Personell Turret: 16/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value, only attacks those who attack the AA Camp.)
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)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1), Requires 3 FP/unit)
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 169/200. 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.
Base Damage: 4
Speed Value: 3
Takes 0% damage from Earth-based attacks.
Takes 50% damage from Cold-based attacks.
Takes 150% damage from Heat-based attacks.
Takes 150% damage from Nature-based attacks.
Water Elementals [AA]: Frank: 12/24 HP. Alfred: 12/24 HP.
Stats
Base Damage: 3
Speed Value: 3
Takes 0x damage from Water-based attacks.
Takes 0.5x damage from Nature-based attacks.
Takes 1.5x damage from Cold-based attacks.
Takes 1.5x damage from Heat-based attacks.
Heat Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Elemental Statue [AA] HP: 14/14. Heals up 2 Elementals each turn for 4 HP each. Empowered (50% more healing applied, 1/1)
Wither Storm [AA] HP: 57/60.
Stats
Base Damage: 6
Speed Value: 2
Can split attacks between up to 3 entities. However, this will also split the damage.
Damage will deal Withering (1 damage over time, unhealable until effects are over, 4/4)
AA Robots [AA] HP: 3/3 (x9). On the defensive.
Yankean [AA] HP: 56/70
Stats
Base Damage: 7
Speed Value: 2
Will assist an ally's charges upon killing an enemy.
Can attack all sorts of enemies effectively.
Djinni [AA] HP: 34/40.
Stats
Base Damage: 4
Speed Value: 4
Sword Mook [PA] HP: 12/16 (x1), 10/16 (x1), 11/16 (x1), 16/16 (x1)
Assault Rifle Mook [PA] HP: 10/16 (x1), 14/16 (x2) Withering (1 damage over time, DoT damage unhealable while the effect persists, 2/2)
Guardian Angel [PA] HP: 0/50. Protects GoldHero101 from damage.
Stats
Base Damage: 3
Speed Value: 2
Aleceo's Ghost [PA] HP: ∞/∞. Disappears in 1 turn!
Stats
Base Damage: 2
Speed Value: 1
Battle AI [PA] HP: 20/20. (x3)
Stats
Base Damage: 4
Speed Value: 3
Deal +1 damage with every other Battle AI on the field.
Awe-Inspirer [PA] HP: 2/30. PA Players and the Acolyte are invulnerable and the Acolyte is more effective until he is eliminated! Hot (Next Cold-based attack deals 1.5x damage and removes this effect, 1/1)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 75%. Kills: 3. Acolyte Effect: Meditating (Recovers +5 DMM per turn instead of +2, can be disrupted to cancel regeneration for the turn, ∞/∞)
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.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 500/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 10 Futility
auyuengyat: 2 Futility
Pricey12345: 6 Futility
Crusher48: 2 Futility
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: 6/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 8/20. 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, 9/15 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, ∞)
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
I record the Capacitor to the Blueprints. The Tasor works by stuns players for 2 turn and deal 1 damage, or stun 1 turn+5 damage.(like the police Tasers)1/50 probability to deal 20 damage regardless of mode(ventricular fibration(?))
I charge the TNT Cannon by 1 shot, and shot the Awe-Inspirer with my Laser Sniper Gun. I then research on any type of amulet and heals the base.
My games.
I play a Justin Bieber song on a jukebox to the Acolyte; disrupting his concentration as he attempts to smash it.
Anti-Djinni:1/10 +1 pricey
Tornado:4/15
My suggestion: Redstone Power Distance
I heal the base, shoot the 2 TNTs to the AI bots, and instruct the Sentry to heal the base.
My games.
Attack: I go to the AA Camp's Fridge to heal + get an extra Charge Point.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 11/25
Lord Michael/Michael Jackson Component D (4/4) 11/25
I am making the Super AA Camp Guardian's Armor 9/25
Charge Storage: N/A = 0 Charge Points
+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.
Well, it seems that posts may or may not be declining. Besides, i have a lot of homework to burn through. Needless to say, I can't post today! I'll come back on Thursday and see if I can post then, but until then, I'm delaying the post.
Also, you may have seen that the Curse has not changed yet! This has been fixed since this morning.
An alternate timeline emerges.
However, we must first start from the beginning...
I continue pressings buttons on my coat. 15/25
I continue talking to some friends on my phone... 9/25
I continue working on Project: Increased Charges. 3/25
I pull out some metal, and make it into a makeshift spear. Then, I toss it over the wall into the camp, but not before putting some dark energy potion on it to make it explode as soon as it hits.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
One of the Robots jumped up to block the shot, but died.The Class III Sentry goes healing the base at his own.I then go and heal the base and charge the TNT Cannon for 1 shot.
My games.