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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, guys, I can post today, but attendance is dropping and only a few of the people who have played the original DTG are currently playing! This is bad for me, since my intended demographic is players who have played the original DTG and want another experience with the same sort of playstyle (and as the storyline will tell you, not little kids who are too sensitive)!
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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.
Alright! Taser recorded! Capacitor recorded in the Barracks!
Base healed by 2 HP and TNT Cannon charged! Both shots are loaded up for a devastating attack! However, you're too busy doing other things to fire at the Awe-Inspirer.
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
The Acolyte has heard far worse! Regardless, this is not an experience that the Acolyte would like to sit through! As he frantically tries to smash the Jukebox, he wastes his turn up and has his DMM regeneration canceled for the turn!
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.
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.
I stab the Awe-Inspirer IN THE FACE. MULTIPLE TIMES!
Anti-Djinni:1/10 +1 pricey
Tornado:4/15
The Awe-Inspirer has so little health that your stabs are overkill! You utterly decimate the Awe-Inspirer!
====[End-of-Turn Events]====
The TNT Cannon's two rounds explode on the Battle AIs, dealing 15 damage to two of them! The other one takes 12 total damage as splash! The Technology Master is very clearly distraught!
The Djinni deals 4 damage to the healthiest Battle AI!
The Earth Elementals and the Water Elementals work together to deal 10 damage to the least healthy Sword Mook! Due to his low health, he falls to the elemental onslaught!
The Class III Sentry heals up the AA Camp!
The Heat Elemental deals 3 damage to one of the Assault Rifle Mooks!
The Battle AIs all cooperate to deal 18 damage to the Anti-Acolyte Camp, but they only manage to deal 9, as 3 of the Battle Robots absorb the hits!
The Sword Mooks finish off the living Earth Elemental and deal 6 damage to the Wither Storm! The Assault Rifle Mooks deal 5 damage to the Elemental Statue!
Yankean deals 7 to one of the Sword Mooks, cutting through him with his own blade!
The Wither Storm deals 2 damage to all of the Battle AIs! Being AIs, they are immune to the withering.
Aleceo's Ghost whisks away!
The Acolyte's turn has been wasted due to his meditation being interrupted!
Blinky1001's Amulet gives off a puff of air! The AA Camp's Shield generates some of its HP back! The Assault Rifle Mooks take Wither damage! The Elemental Statue heals up the Water Elementals, and thus loses its power bonus.
====[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 (40% 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: 7/50 (Shield Health: 5/25 HP, regenerates 5 HP/turn when not being damaged). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 2/2 Shots loaded. Factory Lvl.2.5: 4/12 [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)
Taser (Dagger, Base Damage: 2, Shocks targets for 2 turns, has a 1/50 chance to Critical Hit for 20 base damage, requires 5 FP/unit)
Stored Blueprints
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any, requires 4 FP/unit)
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: 6/16 (x1), 13/16 (x2) Withering (1 damage over time, DoT damage unhealable while the effect persists, 1/2)
Battle AI [PA] HP: 3/20. (x2), 2/20 (x1)
Stats
Base Damage: 4
Speed Value: 3
Deal +1 damage with every other Battle AI on the field.
Awe-Inspirer [PA] HP: 0/30. 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, ∞/∞, Interrupted)
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
Still Anti-Charge?
+1 Pricey +1 Blinky
Anyway, I create a Cobblestone Wall to shield the Camp, and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Personnel Turret to fire the intruders off.(Why they don't fire in the last turn?)
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.)9/18+1 Pricey +1 Blinky.
I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))9/12 +1 Pricey +1 Blinky
I then summon a quick heal to the Camp.(+10 health) 3/3 +1 Pricey +1 Blinky FINISHED
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Still Anti-Charge?
+1 Pricey +1 Blinky
Anyway, I create a Advanced Cobblestone Wall to shield the Camp(an upgrade to the Cobblestone Wall), and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp.
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.)12/18+1 Pricey +1 Blinky.
I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))12/12 +1 Pricey +1 Blinky FINISHED
I then summon another major heal to the Camp.(+20-30 health) 3/10 +1 Pricey +1 Blinky
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. 16/25
I continue talking to some friends on my phone... 10/25
I continue working on Project: Increased Charges. 4/25
Time to finish this camp. I place loads of TNT around it, and ask if they have any last words. Regardless, the camp explodes into nothing as I pull the trigger.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
Anyway, I create a Cobblestone Wall to shield the Camp, and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Personnel Turret to fire the intruders off.(Why they don't fire in the last turn?)
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.)9/18+1 Pricey +1 Blinky.
I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))9/12 +1 Pricey +1 Blinky
I then summon a quick heal to the Camp.(+10 health) 3/3 +1 Pricey +1 Blinky FINISHED
Not still anti-charge!
Cobblestone Wall constructed! The Sentry will heal up the base! The AP Turret didn't fire because I forgot it!
Your base only heals up 8 health from the quick heal!
Anyway, I create a Advanced Cobblestone Wall to shield the Camp(an upgrade to the Cobblestone Wall), and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp.
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.)12/18+1 Pricey +1 Blinky.
I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))12/12 +1 Pricey +1 Blinky FINISHED
I then summon another major heal to the Camp.(+20-30 health) 3/10 +1 Pricey +1 Blinky
Of course not still anti-charge!
Wall upgraded! Base healed! Darn, your base is getting too darn persistent.
I continue pressings buttons on my coat. 16/25
I continue talking to some friends on my phone... 10/25
I continue working on Project: Increased Charges. 4/25
Time to finish this camp. I place loads of TNT around it, and ask if they have any last words. Regardless, the camp explodes into nothing as I pull the trigger.
You deal 6 damage to the Camp! The quick nature of its heals means it will take extra damage to healed HP!
I grab/steal a flak jacket blueprint from the pa camp.
blueprint: flak jacket
-20 dmg from anything
1/?
Umm... -20 damage? From anything? That's enough to make you pretty much impervious to anything that would ordinarily kill a player from full health! You might have to rework this.
====[End-of-Turn Events]====
The TNT Cannon smokes from its recent double-barreled attack.
The Djinni deals 4 damage to the injured Sword Mook, blasting it with a fiery gale! The Mook dies from his burns.
The Water Elementals work together to deal 6 damage to the healthiest Sword Mook, in order to wear down his health!
The Class III Sentry heals up the AA Camp!
The Heat Elemental deals 3 damage to one of the Assault Rifle Mooks!
The Sword Mooks ! The Assault Rifle Mooks manage to take down the hastily-constructed Cobblestone Wall with gunfire!
The living Battle AIs target the AA Camp once more, plowing through the Shield and dealing 5 damage to the camp itself!
Yankean deals 7 to another one of the Sword Mooks!
The Anti-Personnel Turret deals 2 damage to the least healthy Battle AI, destroying it!
The Wither Storm finishes off the final Battle AI!
The Acolyte uses 7% of his Dark Magic Meter to destroy all of the Robots, deal 10 damage to the Elemental Statue, deal 7 damage to the Anti-Acolyte camp!
Blinky1001's Amulet remains static! The Assault Rifle Mooks take the last of their withering damage! The Elemental Statue heals up the Water Elementals.
====[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 (50% 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: 9/50 (Shield Health: 0/25 HP, regenerates 5 HP/turn when not being damaged) (Cobblestone Wall: 0/6 HP). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 0/2 Shots loaded. Factory Lvl.2.5: 6/12 [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)
Taser (Dagger, Base Damage: 2, Shocks targets for 2 turns, has a 1/50 chance to Critical Hit for 20 base damage, requires 5 FP/unit)
Stored Blueprints
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any, requires 4 FP/unit)
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: 5/16 (x1), 9/16 (x1), 12/16 Withering (1 damage over time, DoT damage unhealable while the effect persists, 0/2)
Battle AI [PA] HP: 0/20 (x1), 3/20. (x1), 2/20 (x1)
Stats
Base Damage: 4
Speed Value: 3
Deal +1 damage with every other Battle AI on the field.
Awe-Inspirer [PA] HP: 0/30. 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, ∞/∞, Interrupted)
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
+1 Pricey +1 Blinky
Anyway, I again create the Cobblestone Wall to shield the Camp(an replica to the Cobblestone Wall), and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp.
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)15/18+1 Pricey +1 Blinky.
I then summon another major heal to the Camp.(+20-30 health)6/10 +1 Pricey +1 Blinky
I then load 3 shots in the TNT Cannon(upgraded to Lv 3 #988) 3/6 +1 Pricey +1 Blinky
Then I decide I will use necromancy to animate him back.
I think to make a fork of unholy power hitting his body then I remember it does nothing and I decide to read again a book about necromancy then I remember I had a ritual to do and I get back to the sea base by a secret way carrying his body and the money and I use his body and the money to do an undescribable ritual to refill the power of the acolyte.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
+1 Pricey +1 Blinky
Anyway, I upgrade the Cobblestone Wall to Advanced Cobblestone Wall to shield the Camp, and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp. I then store 2 charges generated from the Capicator.
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)18/18+1 Pricey +1 Blinky. FINISHED(will +1 capacitor USED)
I then summon another major heal to the Camp.(+20-30 health)10/10 +1 Pricey +1 Blinky FINISHED (will +1 capacitor)
I then load 3 shots in the TNT Cannon(upgraded to Lv 3 #988) 6/6 +1 Pricey +1 Blinky FINISHED(will +1 capacitor)
Anyway, I again create the Cobblestone Wall to shield the Camp(an replica to the Cobblestone Wall), and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp.
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)15/18+1 Pricey +1 Blinky.
I then summon another major heal to the Camp.(+20-30 health)6/10 +1 Pricey +1 Blinky
I then load 3 shots in the TNT Cannon(upgraded to Lv 3 #988) 3/6 +1 Pricey +1 Blinky
In your haste, the wall crumbles over and is rendered useless! The Sentry will do its work, and the Camp is healed by 1 health! Due to your constant healing, it is becoming less effective!
Then I decide I will use necromancy to animate him back.
I think to make a fork of unholy power hitting his body then I remember it does nothing and I decide to read again a book about necromancy then I remember I had a ritual to do and I get back to the sea base by a secret way carrying his body and the money and I use his body and the money to do an undescribable ritual to refill the power of the acolyte.
You've finished your attack on the banks! Your charges were +Assisted previously.
The Acolyte receives an infusion of Dark Magic! The Acolyte gains +12% to his Dark Magic Meter. Said figure offers you a thumbs-up!
Anyway, I upgrade the Cobblestone Wall to Advanced Cobblestone Wall to shield the Camp, and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp. I then store 2 charges generated from the Capicator.
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)18/18+1 Pricey +1 Blinky. FINISHED(will +1 capacitor USED)
I then summon another major heal to the Camp.(+20-30 health)10/10 +1 Pricey +1 Blinky FINISHED (will +1 capacitor)
I then load 3 shots in the TNT Cannon(upgraded to Lv 3 #988) 6/6 +1 Pricey +1 Blinky FINISHED(will +1 capacitor)
Your cobblestone wall crumbled over! Your heal only heals 5 HP to the camp due to repeated healing.
Your Pendant of Charge completes. Your TNT Cannon loads itself with 3 shots!
====[End-of-Turn Events]====
The TNT Cannon stays put.
The Djinni deals 4 damage to the healthy Sword Mook!
The Water Elementals deal 3 and 3 damage to 2 Assault Rifle Mooks!
The Class III Sentry heals up the AA Camp!
The Heat Elemental deals 3 damage to the wounded Assault Rifle Mook, who dies from his burns!
The Sword Mook and the Assault Rifle Mooks work together to deal 5 damage to the Djinni!
Yankean slays the Sword Mook spectacularly and assists in Crusher48's charge.
The Wither Storm barrages the wounded Assault Rifle Mook, also killing it!
The Acolyte spends up 9% of his Dark Magic Meter to deal 7 damage to the Djinni, but he saves the majority of his energy for finally destroying the remnants of the Anti-Acolyte camp, finally finishing it off!
Blinky1001's Amulet summons a mega-powerful Djinni!
====[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) (Expended), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (50% 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), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points)
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: 0/50 (Shield Health: 0/25 HP, regenerates 5 HP/turn when not being damaged) (Cobblestone Wall: 0/6 HP). Structural. Food Level: [IIIIIIIIII]. TNT Cannon Lvl.3: 3/3 Shots loaded. Factory Lvl.2.5: 6/12 [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)
Taser (Dagger, Base Damage: 2, Shocks targets for 2 turns, has a 1/50 chance to Critical Hit for 20 base damage, requires 5 FP/unit)
Stored Blueprints
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any, requires 4 FP/unit)
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.
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...
Attack: Whelp the Camp is Destroyed however I set off the Acolyte Damaging Charge Core now it will explode in 3 turns. Also i swim to the Sea Base Hey Active players, Lets go destroy that Futility Tower! However we need to kill the Pikehalfling first.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 15/25 +1 from Blinky
Lord Michael/Michael Jackson Component D (4/4) 15/25 +1 from sunnyau
I am making the Super AA Camp Guardian's Armor 11/25
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
The Portalizer does its work! It explodes and covered the AA Camp in Blue light. The Acolyte takes 1-5 damage due to the closing link. The Blue Light then recovers the Camp by half of it max hp (at most full hp)and explodes in fragments. sunnyau get a Blueprint of AA Camp and cannot use it in this chapter, while it is Soulbound and Permanent. The Camp gets Protection and Non-Heal.In order to recover the Portalizer, one must do a 4 fragment 25 charge.(The portalizer is a 50-charge one)
The TNT Cannon, due to the camp's explosion and healing, shoots itself! It shoots at the last aimed one.(GoldHero&Nuiltor.)
The potion dumps out! I get a Healing Potion and 2 Strength Potion.
I then arm the Class III Sentry with a Diamond Sword and it damages GoldHero.
I then charge a portable TNT Cannon. 3/6 +1 Blinky +1 Pricey
I then makes a Plasma Diamond Sword. 3/6 +1 Blinky +1 Pricey
I stab the Awe-Inspirer IN THE FACE. MULTIPLE TIMES!
Anti-Djinni:1/10 +1 pricey
Tornado:4/15
My suggestion: Redstone Power Distance
Alright, guys, I can post today, but attendance is dropping and only a few of the people who have played the original DTG are currently playing! This is bad for me, since my intended demographic is players who have played the original DTG and want another experience with the same sort of playstyle (and as the storyline will tell you, not little kids who are too sensitive)!
Alright! Taser recorded! Capacitor recorded in the Barracks!
Base healed by 2 HP and TNT Cannon charged! Both shots are loaded up for a devastating attack! However, you're too busy doing other things to fire at the Awe-Inspirer.
The Acolyte has heard far worse! Regardless, this is not an experience that the Acolyte would like to sit through! As he frantically tries to smash the Jukebox, he wastes his turn up and has his DMM regeneration canceled for the turn!
2 damage healed to the base! The Sentry will do as you command! TNT launched at the Battle AIs!
3 Food expended! You heal thy self, restoring 3 HP! As icing on the cake, your charges gain a point on them.
Your spear deals 4 damage to the AA Camp!
You've already done both your actions!
The Awe-Inspirer has so little health that your stabs are overkill! You utterly decimate the Awe-Inspirer!
====[End-of-Turn Events]====
The TNT Cannon's two rounds explode on the Battle AIs, dealing 15 damage to two of them! The other one takes 12 total damage as splash! The Technology Master is very clearly distraught!
The Djinni deals 4 damage to the healthiest Battle AI!
The Earth Elementals and the Water Elementals work together to deal 10 damage to the least healthy Sword Mook! Due to his low health, he falls to the elemental onslaught!
The Class III Sentry heals up the AA Camp!
The Heat Elemental deals 3 damage to one of the Assault Rifle Mooks!
The Battle AIs all cooperate to deal 18 damage to the Anti-Acolyte Camp, but they only manage to deal 9, as 3 of the Battle Robots absorb the hits!
The Sword Mooks finish off the living Earth Elemental and deal 6 damage to the Wither Storm! The Assault Rifle Mooks deal 5 damage to the Elemental Statue!
Yankean deals 7 to one of the Sword Mooks, cutting through him with his own blade!
The Wither Storm deals 2 damage to all of the Battle AIs! Being AIs, they are immune to the withering.
Aleceo's Ghost whisks away!
The Acolyte's turn has been wasted due to his meditation being interrupted!
Blinky1001's Amulet gives off a puff of air! The AA Camp's Shield generates some of its HP back! The Assault Rifle Mooks take Wither damage! The Elemental Statue heals up the Water Elementals, and thus loses its power bonus.
====[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: 7/50 (Shield Health: 5/25 HP, regenerates 5 HP/turn when not being damaged). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 2/2 Shots loaded. Factory Lvl.2.5: 4/12 [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)
Taser (Dagger, Base Damage: 2, Shocks targets for 2 turns, has a 1/50 chance to Critical Hit for 20 base damage, requires 5 FP/unit)
Stored Blueprints
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any, requires 4 FP/unit)
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: 18/24 HP. Alfred: 18/24 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: 9/14. Heals up 2 Elementals each turn for 4 HP each. Empowered (50% more healing applied, 0/1)
Wither Storm [AA] HP: 51/60.
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 (x6). 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), 0/16 (x1), 4/16 (x1), 16/16 (x1)
Assault Rifle Mook [PA] HP: 6/16 (x1), 13/16 (x2) Withering (1 damage over time, DoT damage unhealable while the effect persists, 1/2)
Battle AI [PA] HP: 3/20. (x2), 2/20 (x1)
Stats
Base Damage: 4
Speed Value: 3
Deal +1 damage with every other Battle AI on the field.
Awe-Inspirer [PA] HP: 0/30. 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, ∞/∞, Interrupted)
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...
Still Anti-Charge?
+1 Pricey +1 Blinky
Anyway, I create a Cobblestone Wall to shield the Camp, and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Personnel Turret to fire the intruders off.(Why they don't fire in the last turn?)
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.)9/18+1 Pricey +1 Blinky.
I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))9/12 +1 Pricey +1 Blinky
I then summon a quick heal to the Camp.(+10 health) 3/3 +1 Pricey +1 Blinky FINISHED
My games.
Worth One Chip: 6/25
Linearly Increasing Medic: 2/25
What? You want me to do something about the low player count?
What could I even do? It's not like we could just go around forums and ask for players. That's sleazy.
*cough* But anyway, i'll take care of one of the Battle A.I.s.
You hear the muffled sounds of a robot screaming. If that horrible, piercing tone is robot screaming to you.
Still Anti-Charge?
+1 Pricey +1 Blinky
Anyway, I create a Advanced Cobblestone Wall to shield the Camp(an upgrade to the Cobblestone Wall), and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp.
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.)12/18+1 Pricey +1 Blinky.
I then upgrade the TNT Cannon.(6 base damage->10 base damage(+4),Full reload time:2 -> 1(-1))12/12 +1 Pricey +1 Blinky FINISHED
I then summon another major heal to the Camp.(+20-30 health) 3/10 +1 Pricey +1 Blinky
My games.
I fix the Elemental Statue.
Help for me:+2 sunnyau; +1 pricey
My suggestion: Redstone Power Distance
I continue pressings buttons on my coat. 16/25
I continue talking to some friends on my phone... 10/25
I continue working on Project: Increased Charges. 4/25
Time to finish this camp. I place loads of TNT around it, and ask if they have any last words. Regardless, the camp explodes into nothing as I pull the trigger.
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 grab/steal a flak jacket blueprint from the pa camp.
blueprint: flak jacket
-20 dmg from anything
1/?
This is my high quality stuff
Not still anti-charge!
Cobblestone Wall constructed! The Sentry will heal up the base! The AP Turret didn't fire because I forgot it!
Your base only heals up 8 health from the quick heal!
I'll see if I can handle the player count. Of course we won't ask around for players! That would be sleazy.
You finish off one of the Battle AIs!
Of course not still anti-charge!
Wall upgraded! Base healed! Darn, your base is getting too darn persistent.
2 HP healed to the Statue!
You deal 6 damage to the Camp! The quick nature of its heals means it will take extra damage to healed HP!
Umm... -20 damage? From anything? That's enough to make you pretty much impervious to anything that would ordinarily kill a player from full health! You might have to rework this.
====[End-of-Turn Events]====
The TNT Cannon smokes from its recent double-barreled attack.
The Djinni deals 4 damage to the injured Sword Mook, blasting it with a fiery gale! The Mook dies from his burns.
The Water Elementals work together to deal 6 damage to the healthiest Sword Mook, in order to wear down his health!
The Class III Sentry heals up the AA Camp!
The Heat Elemental deals 3 damage to one of the Assault Rifle Mooks!
The Sword Mooks ! The Assault Rifle Mooks manage to take down the hastily-constructed Cobblestone Wall with gunfire!
The living Battle AIs target the AA Camp once more, plowing through the Shield and dealing 5 damage to the camp itself!
Yankean deals 7 to another one of the Sword Mooks!
The Anti-Personnel Turret deals 2 damage to the least healthy Battle AI, destroying it!
The Wither Storm finishes off the final Battle AI!
The Acolyte uses 7% of his Dark Magic Meter to destroy all of the Robots, deal 10 damage to the Elemental Statue, deal 7 damage to the Anti-Acolyte camp!
Blinky1001's Amulet remains static! The Assault Rifle Mooks take the last of their withering damage! The Elemental Statue heals up the Water Elementals.
====[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: 9/50 (Shield Health: 0/25 HP, regenerates 5 HP/turn when not being damaged) (Cobblestone Wall: 0/6 HP). Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 0/2 Shots loaded. Factory Lvl.2.5: 6/12 [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)
Taser (Dagger, Base Damage: 2, Shocks targets for 2 turns, has a 1/50 chance to Critical Hit for 20 base damage, requires 5 FP/unit)
Stored Blueprints
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any, requires 4 FP/unit)
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: 22/24 HP. Alfred: 22/24 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: 1/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 51/60.
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 (x6). 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: 5/16 (x1), 0/16 (x2), 10/16 (x1)
Assault Rifle Mook [PA] HP: 5/16 (x1), 9/16 (x1), 12/16 Withering (1 damage over time, DoT damage unhealable while the effect persists, 0/2)
Battle AI [PA] HP: 0/20 (x1), 3/20. (x1), 2/20 (x1)
Stats
Base Damage: 4
Speed Value: 3
Deal +1 damage with every other Battle AI on the field.
Awe-Inspirer [PA] HP: 0/30. 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, ∞/∞, Interrupted)
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 stab the Sword Mook on the lowest health; and burn him into a pile of ashes.
If the one on four health dies; I'll still attack the Sword Mook on the lowest health.
Anti-Djinni:4/10 +1 pricey, +1 sunnyau
Tornado:7/15 +1 pricey, +1 sunnyau
I help pricey and sunnyau
My suggestion: Redstone Power Distance
Bank attack 1/2
Portable Spirograph 18/?
Replenishing some of the dark energy of the acolyte 4/5(I feel he will have a lot less energy the time I end that)
I help GoldHero101
Then I see my funds and the fact I have none left because of how much I spend on the ritual
I use my overwhelming scope to watch a soildier(not a soldier he is a dier from the soil) to make him help me.
Then I make him divert the cops in a city by attacking a bank and I attack another bank with an helicopter.
Then I have an emotional weakness and I try to get back to the helicopter the soildier and I phone him a meeting point.
+1 Pricey +1 Blinky
Anyway, I again create the Cobblestone Wall to shield the Camp(an replica to the Cobblestone Wall), and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp.
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)15/18+1 Pricey +1 Blinky.
I then summon another major heal to the Camp.(+20-30 health)6/10 +1 Pricey +1 Blinky
I then load 3 shots in the TNT Cannon(upgraded to Lv 3 #988) 3/6 +1 Pricey +1 Blinky
My games.
Bank attack 2/2
Portable Spirograph 19/?
Replenishing some of the dark energy of the acolyte 5/5
I help GoldHero101
Sadly the soildier dies and I mourn his death.
Then I decide I will use necromancy to animate him back.
I think to make a fork of unholy power hitting his body then I remember it does nothing and I decide to read again a book about necromancy then I remember I had a ritual to do and I get back to the sea base by a secret way carrying his body and the money and I use his body and the money to do an undescribable ritual to refill the power of the acolyte.
Attack: I maintain the AA Camp with some reinforcements
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 13/25 +1 from Blinky
Lord Michael/Michael Jackson Component D (4/4) 13/25 +1 from sunnyau
I am making the Super AA Camp Guardian's Armor 10/25
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.
I feed the Elemental Statue my Replenishing Health Potion.
Anti-Djinni:6/10 +1 sunnyau
Tornado:9/15 +1 pricey
I summon another Elemental; as they all seem to be dying and my Amulet is useless:1/5
I help sunnyau and pricey.
My suggestion: Redstone Power Distance
The End-of-Turn Events are finished, thankfully quickly. I would highly suggest updating your turns accordingly, since the Battle AIs are dead!
An alternate timeline emerges.
However, we must first start from the beginning...
+1 Pricey +1 Blinky
Anyway, I upgrade the Cobblestone Wall to Advanced Cobblestone Wall to shield the Camp, and instructs the Sentry to heal the base. Afterwards, I work on the Anti-Acolyte Camp. I then store 2 charges generated from the Capicator.
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)18/18+1 Pricey +1 Blinky. FINISHED(
will +1 capacitorUSED)I then summon another major heal to the Camp.(+20-30 health)10/10 +1 Pricey +1 Blinky FINISHED (will +1 capacitor)
I then load 3 shots in the TNT Cannon(upgraded to Lv 3 #988) 6/6 +1 Pricey +1 Blinky FINISHED(will +1 capacitor)
My games.
The most wounded Sword Mook is currently at 5 health, so you slay him thoroughly!
You gain some funds. Your charges are mysteriously +Assisted!
In your haste, the wall crumbles over and is rendered useless! The Sentry will do its work, and the Camp is healed by 1 health! Due to your constant healing, it is becoming less effective!
You've finished your attack on the banks! Your charges were +Assisted previously.
The Acolyte receives an infusion of Dark Magic! The Acolyte gains +12% to his Dark Magic Meter. Said figure offers you a thumbs-up!
AA Camp healed by 1 HP! By the way, since your pendant is recharged fully, you can go out there and smack things.
The Elemental Statue has the liquid splashed on it! it recovers health from the potion you expended.
Also, the Amulet's message changes every time! If it summons, it'll summon.
Your cobblestone wall crumbled over! Your heal only heals 5 HP to the camp due to repeated healing.
Your Pendant of Charge completes. Your TNT Cannon loads itself with 3 shots!
====[End-of-Turn Events]====
The TNT Cannon stays put.
The Djinni deals 4 damage to the healthy Sword Mook!
The Water Elementals deal 3 and 3 damage to 2 Assault Rifle Mooks!
The Class III Sentry heals up the AA Camp!
The Heat Elemental deals 3 damage to the wounded Assault Rifle Mook, who dies from his burns!
The Sword Mook and the Assault Rifle Mooks work together to deal 5 damage to the Djinni!
Yankean slays the Sword Mook spectacularly and assists in Crusher48's charge.
The Wither Storm barrages the wounded Assault Rifle Mook, also killing it!
The Acolyte spends up 9% of his Dark Magic Meter to deal 7 damage to the Djinni, but he saves the majority of his energy for finally destroying the remnants of the Anti-Acolyte camp, finally finishing it off!
Blinky1001's Amulet summons a mega-powerful Djinni!
====[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), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points)
GoldHero101 [PA] HP: 20/20.
Anti-Acolyte Camp [AA] HP: 0/50 (Shield Health: 0/25 HP, regenerates 5 HP/turn when not being damaged) (Cobblestone Wall: 0/6 HP). Structural. Food Level: [IIIIIIIIII]. TNT Cannon Lvl.3: 3/3 Shots loaded. Factory Lvl.2.5: 6/12 [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)
Taser (Dagger, Base Damage: 2, Shocks targets for 2 turns, has a 1/50 chance to Critical Hit for 20 base damage, requires 5 FP/unit)
Stored Blueprints
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any, requires 4 FP/unit)
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: 24/24 HP. Alfred: 24/24 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: 9/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 51/60.
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: 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: 26/40 (x1), 40/40 (x2)
Stats
Base Damage: 4
Speed Value: 4
Sword Mook [PA] HP: 0/16 (x1)
Assault Rifle Mook [PA] HP: 0/16 (x2), 12/16 (x1)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 77%. 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...
Attack: Whelp the Camp is Destroyed however I set off the Acolyte Damaging Charge Core now it will explode in 3 turns. Also i swim to the Sea Base Hey Active players, Lets go destroy that Futility Tower! However we need to kill the Pikehalfling first.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 15/25 +1 from Blinky
Lord Michael/Michael Jackson Component D (4/4) 15/25 +1 from sunnyau
I am making the Super AA Camp Guardian's Armor 11/25
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.
The Portalizer does its work! It explodes and covered the AA Camp in Blue light. The Acolyte takes 1-5 damage due to the closing link. The Blue Light then recovers the Camp by half of it max hp (at most full hp)and explodes in fragments. sunnyau get a Blueprint of AA Camp and cannot use it in this chapter, while it is Soulbound and Permanent. The Camp gets Protection and Non-Heal.In order to recover the Portalizer, one must do a 4 fragment 25 charge.(The portalizer is a 50-charge one)
The TNT Cannon, due to the camp's explosion and healing, shoots itself! It shoots at the last aimed one.(GoldHero&Nuiltor.)
The potion dumps out! I get a Healing Potion and 2 Strength Potion.
I then arm the Class III Sentry with a Diamond Sword and it damages GoldHero.
I then charge a portable TNT Cannon. 3/6 +1 Blinky +1 Pricey
I then makes a Plasma Diamond Sword. 3/6 +1 Blinky +1 Pricey
Slot 3: For uncharge actions.
My games.