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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!
The Portalizer does its work! It explodes and covered the AA Camp in Blue light. Any players or entities that have hurt the AA Camp takes 20 damage (except for the Acolyte, which takes capped 5 damage.) due to the closing link. The Blue Light then recovers the Camp by half of it max 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. In order to recover the Portalizer, one must do a 4 fragment 25 charge.
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.
whoa there friend you might need to nerf that down
The Meaning of Life, the Universe, and Everything.
Join Date:
9/20/2014
Posts:
195
Location:
Behind you
Minecraft:
Blinky101
Xbox:
NEVER!
PSN:
NO!!!
Member Details
Somehow I don't think the camp will survive... and I really think that 20 damage to basically every entity is very OP. Just do 5 damage to the Acoloyte and be done with it.
Anyway, I smash nulitor's face with a random hammer I found lying down somewhere (and I checked, it's not the healing hammer :P)
Anti-Djinni:10/10 +1 pricey; +1 sunnyau (I think he helped me; I could be wrong) (Basically a Djinni; but one composed of Earth and Water instead of Air and Fire. UNFINISHED
Then I tell that the overpowered part of the camp explosion is the five damage to the acolyte: it was only unimaginative stacked charging so it should not damage him else players would just need to spam charges to defeat the acolyte.
Else dealing 20 damage to all the other opponents is rather useless.(I do not care even the slightest about dying)
The Meaning of Life, the Universe, and Everything.
Join Date:
9/20/2014
Posts:
195
Location:
Behind you
Minecraft:
Blinky101
Xbox:
NEVER!
PSN:
NO!!!
Member Details
OK; then nulitor. Could you eat this bomb please?
If he doesn't eat the bomb; it'll explode in his face anyway.
Anti-Djinni:11/10 (Basically a Djinni; but one composed of Earth and Water
instead of Air and Fire) Here just in case I was wrong (if it is 11/10, boost his damage not his health)
Alright, since it's Monday, this post will lack an update! I should be posting Tuesday and Wednesday, though.
However, after Wednesday, there will be a break in the posting to accommodate for Christmas break! I will get back to you guys by next Tuesday at worst, and Sunday at the very best.
Castle: 12 part construct 2 Moats,4 watchtowers,1 throne,1 market,2 bridges and 2 gates
Moats: 2,000 contributing hp.
Bridges need to be lowered if you want to cross it. Unless you want to take your chances with the crocodiles.
Moats 1/?
Bulletproof jacket 1/?.
2000 HP! WHAT IS THIS!! I really, really hope that you just put in one too many zeros there. BECAUSE SERIOUSLY! Even the HHH only had 200 and the Support Monolith had what... 50 or something?
Please nerf pls pls pls.
/null
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
The Acolyte Damaging Charge Core gets immediately neutralized by the Acolyte deploying a Charge Core Neutralizer!
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.
Ha ha ha! ...No. Where do I even start?
First of all, you insisted that the Portalizer would only allow the AA Camp to persist between Episode. Even if it did work, the AA Camp would definitely not be healed up, especially since you've been maintaining all these things I've had to keep track of, it's already destroyed to pulling it out of a portal wouldn't do any good, and it's distracting you from the objective, which is the Player Fort. You also think that this sort of thing can be plopped down anywhere, which it definitely won't. Plus, you keeping what was stored in the camp sort of things won't work, especially because the AA Camp is DEAD and can't support those. Finally, you think you have the nerve to assume that the Acolyte would automatically take damage from this, especially 5 damage? The Acolyte is a GODMODDER-STYLE ENEMY. You don't have any idea what you are doing.
I'm rendering the action part of this post moot. If you want to gain my respect again, then play the canon game (0rigins, the link's in the OP) to do your homework on what kind of stuff you're up against.
Somehow I don't think the camp will survive... and I really think that 20 damage to basically every entity is very OP. Just do 5 damage to the Acoloyte and be done with it.
Anyway, I smash nulitor's face with a random hammer I found lying down somewhere (and I checked, it's not the healing hammer :P)
Anti-Djinni:10/10 +1 pricey; +1 sunnyau (I think he helped me; I could be wrong) (Basically a Djinni; but one composed of Earth and Water instead of Air and Fire. UNFINISHED
Then I tell that the overpowered part of the camp explosion is the five damage to the acolyte: it was only unimaginative stacked charging so it should not damage him else players would just need to spam charges to defeat the acolyte.
Else dealing 20 damage to all the other opponents is rather useless.(I do not care even the slightest about dying)
My thoughts exactly! You gain a sympathy heal for 2 health!
If I were you, I'd disregard mortality as well! You're not carrying any items, so that means that death is but a doorway you only need a single post to get out of.
If he doesn't eat the bomb; it'll explode in his face anyway.
Anti-Djinni:11/10 (Basically a Djinni; but one composed of Earth and Water
instead of Air and Fire) Here just in case I was wrong (if it is 11/10, boost his damage not his health)
Attack: I Amplify sunnyau's power by placing the Acolyte Damaging Charge core in his first post, then i kick the Pikehalfling in the face.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 16/25
Lord Michael/Michael Jackson Component D (4/4) 16/25
I am making the Super AA Camp Guardian's Armor 12/25
Charge Storage: N/A = 0 Charge Points
+1 sunnyau +1 Blinky
You deal 8 damage to the Pikehalfling! You gain 2 Futility in the progress, which I have not maintained as of late! The Pendant of Power also stops glowing for a split second.
Castle: 12 part construct 2 Moats,4 watchtowers,1 throne,1 market,2 bridges and 2 gates
Moats: 2,000 contributing hp.
Bridges need to be lowered if you want to cross it. Unless you want to take your chances with the crocodiles.
Moats 1/?
Bulletproof jacket 1/?.
You might be a bit used to the canon DTG series, especially since the numbers are pretty high when compared to a game where the numbers are relatively low. For reference, the HHH (the game's first boss) had 200 HP.
Also, you'd probably be able to complete the Bulletproof Jacket next turn, based off its stats.
2000 HP! WHAT IS THIS!! I really, really hope that you just put in one too many zeros there. BECAUSE SERIOUSLY! Even the HHH only had 200 and the Support Monolith had what... 50 or something?
Please nerf pls pls pls.
/null
He's probably not used to the lower health numbers. Back in 0rigins, the current boss boasts 616,000 HP! In this game, the numbers are a lot smaller than the originals. To get what I'm talking about, then I'd suggest you check out 0rigins (link in the OP) to see what one of the canon games are like. At least for a bit.
====[End-of-Turn Events]====
The AA Camp despawns, but the Class III Sentry and the AP Turret remain, since they're independent entities!
Every AA entity gangs up on the last surviving Assault Rifle Mook! By the time we can recognize what did him in, he's despawned.
The Class III Sentry deals 3 damage to GoldHero101's Cobblestone Shield!
The Acolyte has to pause to regenerate his Dark Magic Meter!
Blinky1001's Amulet rests its power.
Also, because of sunnyau's example, I'm making an Itinerary, like one segment of DTG2! This will show people what the "proper" objectives for the Episode are.
====[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 ยงยถ (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: 13/20.
Inventory: Pendant of Power (8/100 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 ยง (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster ยง (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 (10% 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.
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Class III Sentry: 16/20 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.)
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, โ)
Spider [H] HP: 13/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, โ), 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...
(Gives the acolyte some dark power for each entity or player dying but it can be removed from the acolyte with barely any creativity or a small charge.)
Hat factorization by infinity 1/25
(it could in some cases overHat most opponents in hatness potentially having the possibility to maybe making them less healthy but only if it succeeds in making them less healthy)
Then I start planning how to destroy the player fort.
I think to the fact there is swarms of elemental and many things possibly blocking me and to the fact most of the other players have tons of items helping them.
For that I will start channeling two area of effect attacks.
But I need first to raise the acolyte dark power or defend him one way or another way because else he is going to start being hit much more.
[null area: Well, my first post never made it through, i dont know why, but it didnt. first time doing this, i love the idea of the series, and i want to help.]
A Portal opens up on the ground 10 feet from The Acolyte. A Man in a dark cloak rises up from it, and opens his eyes, and looks at The Acolyte. "So... You are the one who i sensed from my home dimension? wow... this is an amazing power you have... i always LOVED the idea of a villain winning, but it never happened. In EVERY. DAMN. STORY that I read, the hero "valiantly" defeats the villain, even though the villain could EASILY kill the hero, they think "oh he isn't a threat" and doesn't mind when he enters their castle, or fortress, or whatever. YOU, on the other hand, are different. You can defeat any hero that Dares to defy you! so i applaud you, good man. You have My aid in battle. i am a great sorcerer, and i am skilled in the basic elemental magic and summoning magic, as well as dimensional magic. in chess, i would be a rook."
Cain: The Sorcerer.
HP:20/20
Mana Meter: 80%
He wears a cloak that is Fire proof, Ice proof, and has +2 defense.
Team: PA.
Extra notes: Very supportive of The acolyte, and is able to access other dimensions creatures in summons.
[NULL AREA: Let me know if i did anything wrong, im new to this.]
Attack: I use the Power Pendant, Crush the the Pikehalfling while using the Healing Hammer, and i throw the body of the Pikehalfling into the Cyanide and Acidic pit filled with Losers.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 17/25
Lord Michael/Michael Jackson Component D (4/4) 17/25
I am making the Super AA Camp Guardian's Armor 13/25
Attack: I use my last attack called I slap the Technology Master in the face so real hard then i am going AFK due to the Holiday trip that made me stop playing every Forum Game i played but i'll be back at the 30th of December is that ok?
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 18/25
Lord Michael/Michael Jackson Component D (4/4) 18/25
I am making the Super AA Camp Guardian's Armor 14/25
whoa there friend you might need to nerf that down
Portable Spirograph 19/?
I help GoldHero101
Then I go to the battlefield and attack the player camp by attempting to make it jump around potentially causing some structural damage.
Somehow I don't think the camp will survive... and I really think that 20 damage to basically every entity is very OP. Just do 5 damage to the Acoloyte and be done with it.
Anyway, I smash nulitor's face with a random hammer I found lying down somewhere (and I checked, it's not the healing hammer :P)
Anti-Djinni:10/10 +1 pricey; +1 sunnyau (I think he helped me; I could be wrong) (Basically a Djinni; but one composed of Earth and Water instead of Air and Fire. UNFINISHED
Tornado:11/15 +1 pricey
Elemental: 2/5
My suggestion: Redstone Power Distance
Portable Spirograph 20/?
I help GoldHero101
Then I tell that the overpowered part of the camp explosion is the five damage to the acolyte: it was only unimaginative stacked charging so it should not damage him else players would just need to spam charges to defeat the acolyte.
Else dealing 20 damage to all the other opponents is rather useless.(I do not care even the slightest about dying)
All right, 20% then.
This is my high quality stuff
OK; then nulitor. Could you eat this bomb please?
If he doesn't eat the bomb; it'll explode in his face anyway.
Anti-Djinni:11/10 (Basically a Djinni; but one composed of Earth and Water
instead of Air and Fire) Here just in case I was wrong (if it is 11/10, boost his damage not his health)
Tornado:12/15 +1 pricey
Elemental: 3/5
My suggestion: Redstone Power Distance
alright, only 5 damage(capped) to the acolyte
My games.
Attack: I Amplify sunnyau's power by placing the Acolyte Damaging Charge core in his first post, then i kick the Pikehalfling in the face.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 16/25
Lord Michael/Michael Jackson Component D (4/4) 16/25
I am making the Super AA Camp Guardian's Armor 12/25
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.
Alright, since it's Monday, this post will lack an update! I should be posting Tuesday and Wednesday, though.
However, after Wednesday, there will be a break in the posting to accommodate for Christmas break! I will get back to you guys by next Tuesday at worst, and Sunday at the very best.
Also, I'm changing up the OP again.
An alternate timeline emerges.
However, we must first start from the beginning...
Can we post more often during that time?
Like; three posts each to break up the monotony?
/null
My suggestion: Redstone Power Distance
I hope that it will be no because else he will take more breaks because of the excess of work.
/null
I start building a castle
Castle: 12 part construct 2 Moats,4 watchtowers,1 throne,1 market,2 bridges and 2 gates
Moats: 2,000 contributing hp.
Bridges need to be lowered if you want to cross it. Unless you want to take your chances with the crocodiles.
Moats 1/?
Bulletproof jacket 1/?.
This is my high quality stuff
2000 HP! WHAT IS THIS!! I really, really hope that you just put in one too many zeros there. BECAUSE SERIOUSLY! Even the HHH only had 200 and the Support Monolith had what... 50 or something?
Please nerf pls pls pls.
/null
My suggestion: Redstone Power Distance
The Acolyte Damaging Charge Core gets immediately neutralized by the Acolyte deploying a Charge Core Neutralizer!
Ha ha ha! ...No. Where do I even start?
First of all, you insisted that the Portalizer would only allow the AA Camp to persist between Episode. Even if it did work, the AA Camp would definitely not be healed up, especially since you've been maintaining all these things I've had to keep track of, it's already destroyed to pulling it out of a portal wouldn't do any good, and it's distracting you from the objective, which is the Player Fort. You also think that this sort of thing can be plopped down anywhere, which it definitely won't. Plus, you keeping what was stored in the camp sort of things won't work, especially because the AA Camp is DEAD and can't support those. Finally, you think you have the nerve to assume that the Acolyte would automatically take damage from this, especially 5 damage? The Acolyte is a GODMODDER-STYLE ENEMY. You don't have any idea what you are doing.
I'm rendering the action part of this post moot. If you want to gain my respect again, then play the canon game (0rigins, the link's in the OP) to do your homework on what kind of stuff you're up against.
So incredibly true!
The AA Camp is already destroyed! You deal 4 damage to the Class III Sentry instead.
You deal 4 damage to nullitor!
You summon an Anti-Djinni!
My thoughts exactly! You gain a sympathy heal for 2 health!
If I were you, I'd disregard mortality as well! You're not carrying any items, so that means that death is but a doorway you only need a single post to get out of.
Okay, a 20% damage reduction from all things I can work with! That's using your sense sense.
You deal 4 damage to Nullitor!
Above post.
You deal 8 damage to the Pikehalfling! You gain 2 Futility in the progress, which I have not maintained as of late! The Pendant of Power also stops glowing for a split second.
You might be a bit used to the canon DTG series, especially since the numbers are pretty high when compared to a game where the numbers are relatively low. For reference, the HHH (the game's first boss) had 200 HP.
Also, you'd probably be able to complete the Bulletproof Jacket next turn, based off its stats.
He's probably not used to the lower health numbers. Back in 0rigins, the current boss boasts 616,000 HP! In this game, the numbers are a lot smaller than the originals. To get what I'm talking about, then I'd suggest you check out 0rigins (link in the OP) to see what one of the canon games are like. At least for a bit.
====[End-of-Turn Events]====
The AA Camp despawns, but the Class III Sentry and the AP Turret remain, since they're independent entities!
Every AA entity gangs up on the last surviving Assault Rifle Mook! By the time we can recognize what did him in, he's despawned.
The Class III Sentry deals 3 damage to GoldHero101's Cobblestone Shield!
The Acolyte has to pause to regenerate his Dark Magic Meter!
Blinky1001's Amulet rests its power.
Also, because of sunnyau's example, I'm making an Itinerary, like one segment of DTG2! This will show people what the "proper" objectives for the Episode are.
====[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 ยงยถ (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: 13/20.
Inventory: Pendant of Power (8/100 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 ยง (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster ยง (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.
Defend the Player Fort from the attack!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Class III Sentry: 16/20 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.)
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 (x1). Anti-Djinni: 40/40 HP.
Stats
Base Damage: 4
Speed Value: 4
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Assault Rifle Mook [PA] HP: 0/16 (x1)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 79%. Kills: 4.
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: 14 Futility
auyuengyat: 2 Futility
Pricey12345: 8 Futility
Crusher48: 2 Futility
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 12/20
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, โ)
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...
Portable Spirograph 21/?
Rising light of hope 1/5
(Gives the acolyte some dark power for each entity or player dying but it can be removed from the acolyte with barely any creativity or a small charge.)
Hat factorization by infinity 1/25
(it could in some cases overHat most opponents in hatness potentially having the possibility to maybe making them less healthy but only if it succeeds in making them less healthy)
I help GoldHero101
Then I start planning how to destroy the player fort.
I think to the fact there is swarms of elemental and many things possibly blocking me and to the fact most of the other players have tons of items helping them.
For that I will start channeling two area of effect attacks.
But I need first to raise the acolyte dark power or defend him one way or another way because else he is going to start being hit much more.
[null area: Well, my first post never made it through, i dont know why, but it didnt. first time doing this, i love the idea of the series, and i want to help.]
A Portal opens up on the ground 10 feet from The Acolyte. A Man in a dark cloak rises up from it, and opens his eyes, and looks at The Acolyte. "So... You are the one who i sensed from my home dimension? wow... this is an amazing power you have... i always LOVED the idea of a villain winning, but it never happened. In EVERY. DAMN. STORY that I read, the hero "valiantly" defeats the villain, even though the villain could EASILY kill the hero, they think "oh he isn't a threat" and doesn't mind when he enters their castle, or fortress, or whatever. YOU, on the other hand, are different. You can defeat any hero that Dares to defy you! so i applaud you, good man. You have My aid in battle. i am a great sorcerer, and i am skilled in the basic elemental magic and summoning magic, as well as dimensional magic. in chess, i would be a rook."
Cain: The Sorcerer.
HP:20/20
Mana Meter: 80%
He wears a cloak that is Fire proof, Ice proof, and has +2 defense.
Team: PA.
Extra notes: Very supportive of The acolyte, and is able to access other dimensions creatures in summons.
[NULL AREA: Let me know if i did anything wrong, im new to this.]
I know nothing about DTG so yeah. Then the castles TOTAL health 300.
bulletproof jacket complete
castle moat 2/?
and apparently it cannot post.
This is my high quality stuff
Attack: I use the Power Pendant, Crush the the Pikehalfling while using the Healing Hammer, and i throw the body of the Pikehalfling into the Cyanide and Acidic pit filled with Losers.
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 17/25
Lord Michael/Michael Jackson Component D (4/4) 17/25
I am making the Super AA Camp Guardian's Armor 13/25
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 throw a random Slowness Potion at nulitor; making his actions less effective for the rest of the round.
Tornado:13/15
Elemental: 5/5 +1 pricey (Elemental of Mud) FINISHED
I begin summoning an Ender Chest:1/15 (It can store items from any player; other players cannot interact with the items; they are NOT lost on death)
I help pricey and sunnyau.
Hey sunnyuau; can I swap my Amulet for that Laser Sniper Rifle. You don't seem to be using it so... Can I borrow it?
My suggestion: Redstone Power Distance
Attack: I use my last attack called I slap the Technology Master in the face so real hard then i am going AFK due to the Holiday trip that made me stop playing every Forum Game i played but i'll be back at the 30th of December is that ok?
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 18/25
Lord Michael/Michael Jackson Component D (4/4) 18/25
I am making the Super AA Camp Guardian's Armor 14/25
Charge Storage: +1 from Blinky = 1 Charge Point
+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.