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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!
(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 2/25
(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)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Sorry.....But I really don't have time to update on one more forum game. I'll join if I have more time future.
Regroup!
I move the turrets and the Sentry to the Player Fort.
I then build a rechargeable shield around the Player Fort. 3/15 +1 Blinky +1 Pricey
I create a factory in the Player Fort. 3/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 3/24+1 Blinky +1 Pricey
IMPORTANT!
I will not be posting on Christmas Eve or Christmas! After that, there will be a break. I'll get back to you guys some period of time from Sunday to Tuesday. In the mean time, enjoy your holiday!
(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.]
Well, here you go! Your PC's been added just fine, but since this isn't a roleplay thread, you won't get your wizardry powers. Also, you might want to read DTG 0rigins to get the basics on the Godmodder franchise!
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
You deal 12 damage to the Pikehalfling, smashing it! You gain 6 HP back.
Also, if you wonder why you took a bit more damage than usual, it's because the Pikehalfling attacked you after the turn.
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?
Alright, the concept for the Ender Chest is fine, but it's probably going to have finite health and any items in it will be lost when it is destroyed.
Nullitor's next action will be made less effective, but it'll only last for this turn!
You summon another Elemental! However, somewhere along the line, it messes up and becomes a Lesser Elemental of Mud, having less health and a lower Speed Value than other Elementals.
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
Well, everyone has plans for the Holidays! I'll be taking a bit of a hiatus myself.
You deal 8 damage to the Technology Master, although your Pendant of Power develops a crack in it! Its base damage multiplier becomes less effective until you halt your offensive. Thankfully, it can recover from this!
(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 2/25
(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)
Sorry.....But I really don't have time to update on one more forum game. I'll join if I have more time future.
Regroup!
I move the turrets and the Sentry to the Player Fort.
I then build a rechargeable shield around the Player Fort. 3/15 +1 Blinky +1 Pricey
I create a factory in the Player Fort. 3/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 3/24+1 Blinky +1 Pricey
Well, you really should make time. 0rigins is a canon game, and that series of where the original Godmodder mechanics started. You should at least know how the Godmodders work if you'd want to get far in these games.
Oh well; my tornado is finished... But there's nothing to point it at; so I'll leave it unsummoned for now.
I throw a really ineffective Poison Potion at EPIC. It's so useless; he only has to take an action in order to remove its effects...
Tornado:15/15 +1 pricey FINISHED
Ender Chest:2/15
I begin summoning an Elemental of Light:1/10
Well, the turn's over, so...
Your Tornado remains out of use! However, its power will dissipate the longer it's withheld, so you should try to get a use out of it!
Protip: Dealing damage to the Acolyte will summon another wave of minions and provoke his aggression again.
====[End-of-Turn Events]====
While all the Anti-Acolyte entities are taking a break, one of the Djinnis whistles while the Elemental Statue grants him healing! While the Class III Sentry heals up the Player Fort, a group of Player Builders patch up more weaknesses in the fort! This together heals 6 HP.
The Acolyte lets his Dark Magic Meter regenerate!
Blinky1001's Amulet remains still.
====[engie_ninja's sidequest]====
Remains in stasis!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back.
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 16/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith. Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 19/20.
Inventory: Pendant of Power (28/100 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)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health) (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 (20% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 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). Defending the Player Fort.
Player Fort [AA] Front Wall HP: 175/200. 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...
arksiane [N] HP: 20/20
Inventory:Bulletproof Jacket (10/10 Hits) (Wearer takes 20% less damage while wearing it)
[ notice: i read most of the original, but because of the magic theme i thought i could make him have his own mana level because he is strong. but eh. im hoping i can still summon creatures that arent tech. based.]
"Alrighty then!" He says. "So, i think that the player fortress needs to go bye-bye."
I start summoning what appears to be a clone of mine and a 9 foot tall clay golem.
Clone: 1/? (thinking around 5, but i dont know.)
Stone golem 1/? (thinking about 10-15, but again, i dont know.)
hp: 20/20
[Extra notes: im new, if im doing something worng, please let me know.]
(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 3/25
(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)
The sea base caught the attention of players so I decide to hide the technology master in a locked secured room inside of the sea base and I start watching ready to protect him from players
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Forgotten...so sorry...
+1 Pricey +1 Blinky
The Class III Sentry heals the base.
I then build a rechargeable shield around the Player Fort. 6/15 +1 Blinky +1 Pricey
I create a factory in the Player Fort. 6/6 +1 Blinky +1 Pricey FINISHED
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 6/24+1 Blinky +1 Pricey
(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 4/25
(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)
After that I use some kind of magic to further cure the technology
master from his uncomfortable condition: I make the columns of healing I
made some turns ago stop spinning around the technology master.
I'm back from Christmas Vacation! I'm trusting that everyone had a good Christmas/other winter holiday! I should be getting back to updating this game soon enough.
[ notice: i read most of the original, but because of the magic theme i thought i could make him have his own mana level because he is strong. but eh. im hoping i can still summon creatures that arent tech. based.]
"Alrighty then!" He says. "So, i think that the player fortress needs to go bye-bye."
I start summoning what appears to be a clone of mine and a 9 foot tall clay golem.
Clone: 1/? (thinking around 5, but i dont know.)
Stone golem 1/? (thinking about 10-15, but again, i dont know.)
hp: 20/20
[Extra notes: im new, if im doing something worng, please let me know.]
This game, along with the rest of the DTG series, has a science fantasy-type theme about it, hence why some of the basic enemies have guns. I may or may not be focusing more on a fantasy aspect with the Acolyte's Dark Magic Meter and all that. Heck, maybe you could gain some magic powers with an applied charge or whatnot!
You begin to charge your charges. By the way, you can act while your charges are up (which I should really clear up in the OP if I haven't already).
Also, you're being a particularly polite player, which I commend you for! I wonder if you're from any of the other DTG games on other forums.
(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 3/25
(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)
The sea base caught the attention of players so I decide to hide the technology master in a locked secured room inside of the sea base and I start watching ready to protect him from players
The Tech Master has been protected in a bunker! However, he'll be unable to make technologies for now.
I then build a rechargeable shield around the Player Fort. 6/15 +1 Blinky +1 Pricey
I create a factory in the Player Fort. 6/6 +1 Blinky +1 Pricey FINISHED
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 6/24+1 Blinky +1 Pricey
The Class III Sentry will do as you say.
You make a Factory in the Player Fort! To prevent an AA Camp repeat, it's going to store up points for the Player Fort to be healed by and to be utilized by builders.
(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 4/25
(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)
After that I use some kind of magic to further cure the technology
master from his uncomfortable condition: I make the columns of healing I
made some turns ago stop spinning around the technology master.
The finale of the healing towers boosts up his health to 35 before quickly sealing the bunker door!
I travel to the Sea Base and stab the Technology Master.
Ender Chest:4/15
Elemental of Light:4/10
I begin summoning a Pokey Stick:1/5
He's in his bunker!
====[End-of-Turn Events]====
The Class III Sentry heals up the Player Fort for 2 HP!
The Acolyte lets his Dark Magic Meter regenerate!
Blinky1001's Amulet only raises its power level. The Elemental Statue heals up the 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: 19/20.
Inventory: Pendant of Power (28/100 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)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health) (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 (30% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 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: 12/20 HP (5 base damage, can repair Camp, 3 speed value). Anti-Personell Turret: 14/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 177/200. Structural. Factory: 0/10 [IIIIIIIIII] Material.
Available Services:
Possesses a Crafting Table for simple (Up to Generation +1) crafting.
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.
Factory can be +Assisted to provide Material! These can be used to repair the base.
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...
arksiane [N] HP: 20/20
Inventory:Bulletproof Jacket (10/10 Hits) (Wearer takes 20% less damage while wearing it)
Portable Spirograph 25(is an item creating spirals every X turns. The spirals fly and have ranged attacks)I give it to the acolyte(robby was not willing)
Rising light of hope 5/5
(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 5/25
Then I make multiple illusions in the bunker for making Blinky1001 believe there is lava in it hoping he will use frost to freeze it while in fact I did put a magical frost drainer.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
+1 Pricey +1 Blinky
The Class III Sentry heals the base.
I then build a rechargeable shield around the Player Fort. 9/15 +1 Blinky +1 Pricey
I make a farm in the Player Fort.3/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 9/24+1 Blinky +1 Pricey
Four posts is just barely enough to make a good update, but I don't want the round to progress too quickly! I'm going to give everyone one more day to make new posts, especially since not everyone may have gotten the news I'm back from my holiday vacation.
id i run Destroy The Devil. The community is awesome there, and i think i like the one here, too. also, i give the Portable Spirograph 25 back, because im not gonna keep track of that. anyways, here we go.
clone: 4/5
Mud Golem: 4/15
I reload my gun and shoot a posion gass bomb at the sentry level 3 so noone can repair it.
Portable Spirograph 22/?
Rising light of hope 2/5
(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 2/25
(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 go near the technology master and I get some medical supplies in the base for helping him with his face trauma.
Sorry.....But I really don't have time to update on one more forum game. I'll join if I have more time future.
Regroup!
I move the turrets and the Sentry to the Player Fort.
I then build a rechargeable shield around the Player Fort. 3/15 +1 Blinky +1 Pricey
I create a factory in the Player Fort. 3/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 3/24+1 Blinky +1 Pricey
My games.
No help sunnyau? And no swapping either?
Oh well; my tornado is finished... But there's nothing to point it at; so I'll leave it unsummoned for now.
I throw a really ineffective Poison Potion at EPIC. It's so useless; he only has to take an action in order to remove its effects...
Tornado:15/15 +1 pricey FINISHED
Ender Chest:2/15
I begin summoning an Elemental of Light:1/10
My suggestion: Redstone Power Distance
IMPORTANT!
I will not be posting on Christmas Eve or Christmas! After that, there will be a break. I'll get back to you guys some period of time from Sunday to Tuesday. In the mean time, enjoy your holiday!
You begin your plotting...
Well, here you go! Your PC's been added just fine, but since this isn't a roleplay thread, you won't get your wizardry powers. Also, you might want to read DTG 0rigins to get the basics on the Godmodder franchise!
Well, you kind of should. This, even though it's a spinoff, it's still part of the DTG universe (albeit another dimension!).
You complete the Bulletproof Jacket! It has limited hits until it wears out, but it'll absorb some of the damage you take.
You deal 12 damage to the Pikehalfling, smashing it! You gain 6 HP back.
Also, if you wonder why you took a bit more damage than usual, it's because the Pikehalfling attacked you after the turn.
Alright, the concept for the Ender Chest is fine, but it's probably going to have finite health and any items in it will be lost when it is destroyed.
Nullitor's next action will be made less effective, but it'll only last for this turn!
You summon another Elemental! However, somewhere along the line, it messes up and becomes a Lesser Elemental of Mud, having less health and a lower Speed Value than other Elementals.
Well, everyone has plans for the Holidays! I'll be taking a bit of a hiatus myself.
You deal 8 damage to the Technology Master, although your Pendant of Power develops a crack in it! Its base damage multiplier becomes less effective until you halt your offensive. Thankfully, it can recover from this!
Due to your slowness potion, your next attack is less effective and only manages to heal 1 health!
Well, you really should make time. 0rigins is a canon game, and that series of where the original Godmodder mechanics started. You should at least know how the Godmodders work if you'd want to get far in these games.
The Sentry and Turret move to defend the Fort!
Well, the turn's over, so...
Your Tornado remains out of use! However, its power will dissipate the longer it's withheld, so you should try to get a use out of it!
Protip: Dealing damage to the Acolyte will summon another wave of minions and provoke his aggression again.
====[End-of-Turn Events]====
While all the Anti-Acolyte entities are taking a break, one of the Djinnis whistles while the Elemental Statue grants him healing! While the Class III Sentry heals up the Player Fort, a group of Player Builders patch up more weaknesses in the fort! This together heals 6 HP.
The Acolyte lets his Dark Magic Meter regenerate!
Blinky1001's Amulet remains still.
====[engie_ninja's sidequest]====
Remains in stasis!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back.
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 19/20.
Inventory: Pendant of Power (28/100 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.
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
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). Defending the Player Fort.
Player Fort [AA] Front Wall HP: 175/200. 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: 32/40 (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.
Lesser Mud Elemental [AA] HP: 15/15.
Stats
Base Damage: 3
Speed Value: 2
Takes 0x damage from Water and Earth-based attacks, but take 2x damage from Air and Heat-based attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 81%. 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: 0/20
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...
[ notice: i read most of the original, but because of the magic theme i thought i could make him have his own mana level because he is strong. but eh. im hoping i can still summon creatures that arent tech. based.]
"Alrighty then!" He says. "So, i think that the player fortress needs to go bye-bye."
I start summoning what appears to be a clone of mine and a 9 foot tall clay golem.
Clone: 1/? (thinking around 5, but i dont know.)
Stone golem 1/? (thinking about 10-15, but again, i dont know.)
hp: 20/20
[Extra notes: im new, if im doing something worng, please let me know.]
Portable Spirograph 23/?
Rising light of hope 3/5
(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 3/25
(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 help robby214ty
The sea base caught the attention of players so I decide to hide the technology master in a locked secured room inside of the sea base and I start watching ready to protect him from players
Forgotten...so sorry...
+1 Pricey +1 Blinky
The Class III Sentry heals the base.
I then build a rechargeable shield around the Player Fort. 6/15 +1 Blinky +1 Pricey
I create a factory in the Player Fort. 6/6 +1 Blinky +1 Pricey FINISHED
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 6/24+1 Blinky +1 Pricey
My games.
Right; tornado...
The tornado is summoned... right on the Sea Base! It tears the Tower of Futility's top off and damages both the Pikehalfing and the Technology Master.
Ender Chest:3/15
I begin summoning an Elemental of Light:3/10 +1 sunnyau
+1 sunnyau; +1 pricey
My suggestion: Redstone Power Distance
"Okay, while they are summoning ill try something."
I take out a launcher thing and set up bipods to help me aim, and i put in an explosive shell in, and shoot it at the Class 3 turret..
Clone: 3/? +1 nulitor
Stone Golem 3/? + 1 nulitor
Hp: 20/20
Portable Spirograph 24/?
Rising light of hope 4/5
(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 4/25
(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 help robby214ty
After that I use some kind of magic to further cure the technology
master from his uncomfortable condition: I make the columns of healing I
made some turns ago stop spinning around the technology master.
I travel to the Sea Base and stab the Technology Master.
Ender Chest:4/15
Elemental of Light:4/10
I begin summoning a Pokey Stick:1/5
My suggestion: Redstone Power Distance
I'm up again!
I'm back from Christmas Vacation! I'm trusting that everyone had a good Christmas/other winter holiday! I should be getting back to updating this game soon enough.
This game, along with the rest of the DTG series, has a science fantasy-type theme about it, hence why some of the basic enemies have guns. I may or may not be focusing more on a fantasy aspect with the Acolyte's Dark Magic Meter and all that. Heck, maybe you could gain some magic powers with an applied charge or whatnot!
You begin to charge your charges. By the way, you can act while your charges are up (which I should really clear up in the OP if I haven't already).
Also, you're being a particularly polite player, which I commend you for! I wonder if you're from any of the other DTG games on other forums.
The Tech Master has been protected in a bunker! However, he'll be unable to make technologies for now.
The Class III Sentry will do as you say.
You make a Factory in the Player Fort! To prevent an AA Camp repeat, it's going to store up points for the Player Fort to be healed by and to be utilized by builders.
You arrive at the Sea Base!
The Technology Master is holed up in his Bunker! Regardless, you will damage the Bunker and the Futility Tower.
You deal 50 damage to the Futility Tower and deal 10 damage to both the Bunker and its door!
Alright then! You deal 4 damage to the Class III Sentry! The Anti-Personnel Turret takes 2 damage as splash.
The finale of the healing towers boosts up his health to 35 before quickly sealing the bunker door!
He's in his bunker!
====[End-of-Turn Events]====
The Class III Sentry heals up the Player Fort for 2 HP!
The Acolyte lets his Dark Magic Meter regenerate!
Blinky1001's Amulet only raises its power level. The Elemental Statue heals up the 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: 19/20.
Inventory: Pendant of Power (28/100 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.
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Class III Sentry: 12/20 HP (5 base damage, can repair Camp, 3 speed value). Anti-Personell Turret: 14/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 177/200. Structural. Factory: 0/10 [IIIIIIIIII] Material.
Available Services:
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: 38/40 (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.
Lesser Mud Elemental [AA] HP: 15/15.
Stats
Base Damage: 3
Speed Value: 2
Takes 0x damage from Water and Earth-based attacks, but take 2x damage from Air and Heat-based attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 83%. 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: 450/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 16 Futility
auyuengyat: 2 Futility
Pricey12345: 8 Futility
Crusher48: 2 Futility
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 40/50. Door: 10/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds the Technology Master.
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...
...It's so hard to find the motivation to post.
Oh well. Here goes nothing.
I move to tank the hits for my squadron and fire my machine gun at the skeleton.
Scorpion to back off and fire the pistol to kill off the spider.
Ross, Atronach, take out the skeleton.
Medic medic medic doctor medic doctor excuse me I'm in need of medical attention medic medic
GODDAMN IT
STUPID GENDERFLIP VIRUS
I ignite my blade of flame and start cutting through the door of the bunker; lightsaber style.
Ender Chest:4/15
I begin summoning a Demolitionist:1/10
I begin summoning an Elemental of Light:4/10
I help sunnyau and pricey.
My suggestion: Redstone Power Distance
Portable Spirograph 25(is an item creating spirals every X turns. The spirals fly and have ranged attacks)I give it to the acolyte(robby was not willing)
Rising light of hope 5/5
(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 5/25
Then I make multiple illusions in the bunker for making Blinky1001 believe there is lava in it hoping he will use frost to freeze it while in fact I did put a magical frost drainer.
+1 Pricey +1 Blinky
The Class III Sentry heals the base.
I then build a rechargeable shield around the Player Fort. 9/15 +1 Blinky +1 Pricey
I make a farm in the Player Fort.3/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 9/24+1 Blinky +1 Pricey
My games.
Four posts is just barely enough to make a good update, but I don't want the round to progress too quickly! I'm going to give everyone one more day to make new posts, especially since not everyone may have gotten the news I'm back from my holiday vacation.
An alternate timeline emerges.
However, we must first start from the beginning...
Here we go. also, on twino
id i run Destroy The Devil. The community is awesome there, and i think i like the one here, too. also, i give the Portable Spirograph 25 back, because im not gonna keep track of that. anyways, here we go.
clone: 4/5
Mud Golem: 4/15
I reload my gun and shoot a posion gass bomb at the sentry level 3 so noone can repair it.
Attack: I repair the Elemental Statue just in case of losing my Power Pendant
Lord Michael Progress: 2/4 Components Done
Lord Michael/Michael Jackson Component C (3/4) 21/25 +2 from Blinky
Lord Michael/Michael Jackson Component D (4/4) 21/25 +2 from sunnyau
I am making the Super AA Camp Guardian's Armor 15/25
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.
I slash the weakened area of the door with my Dagger of Ice; causing a rapid change in heat; causing the door to be disintegrated.
Ender Chest:5/15
I begin summoning a Demolitionist:2/10
I begin summoning an Elemental of Light:5/10
My suggestion: Redstone Power Distance