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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!
Upgrade Crafting system:Generation +1 -> Generation +3 (Is my Laser Battle Rifle Generation +1?)
(If some thing dies, we get a charge bonus and a small HP gain for all AAs)-> Soul Amp
Load TNT Cannon and heal the Fort.The Class I Sentry also heals it.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 6/24 +1 Blinky +1 Pricey
Power Sword:Normal Attack: 6-10 Electricity damage,2 melee damage
Automatic:Attack with a 3 Electricity damage, 50% stun ranged attack each turn.
Lightning: Powered Attack, Charge:II , damage 3 of any item(entities, Structural, player) with 7-12 Electricity damage,5 ranged damage 50% to stun for 2 turn.
I build the Lightning Tower. 20/21 +1 Blinky +1 Pricey +2 [email protected]material(this turn&past turn)(Pendant used)
Lightning Tower: 300/300HP Charged Status:III
When charged
If somebody attacked them in the charging rounds:The lightning strikes them to at most 5 player/entities/structure,(i.e. if a player, an entity, and a structure attack the Tower, the Tower attacks the player first, then the Entity, and then the Structure, before choosing 2 more random things to attack with) and deal 2-5 electricity damage and if it damages a player, he/she have a 50% probablity gets Mind Controlled(has 2 charges that round, and +1 to me) for 1 turn
If nothing attack it:The lightning strikes to 5 player/entities/structure randomly and deal 2-5 electricity damage and if it damages a player, he/she have a 25% probablity gets Mind Controlled(has 2 charges that round, and +1 to me) for 1 turn
I store some material in the Player Fort 3/3 +1 Blinky +1 Pricey
Probably, but it might have been before I formalized item generations.
Because of the lack of very advanced material in the fort, you can't upgrade the crafting in it!
Also, the extra charge point I don't think is a good idea, especially since people might be suiciding into dangerous situations to get extra charge.
Hey, the Charge Pendant can only grant up to 8 charge points!
TNT Cannon loaded, although your loading of the shot into the cannon leads you unable to heal up the base! The Class I Sentry will do as you say, though.
Sending the technology master into another dimension until I want to
retrieve it 7/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Dissuasive strike 3/5
Then I focus vital power inside of an helmet and I throw it onto the technology master(he can use the helm destroying it and regaining HP but it costs him an action)
I summon a Unteleportable, Unbreakable, and Unstoppable Acolyte Proof Box around the Acolyte in the speed of half light (Half the speed that the light goes). I start off by summoning the army of Former Anti-Acolytes inside the box attempting to beat him up with a bit of creativity then the white javelins covers the inside the box making him hard to dodge, the Box rains the Acolyte Damaging Bombs on him, When the ADB explodes, it splits into more and more bombs explodes some more then i shrink the Box that contained the Acolyte making his dodges worse, the Box summons the army of Atomic Nuclear Antimatter Acolyte-Harming Chicken in the box that cannot be burned or damaged, charges to him and creates the box filling explosion and the large door appeared in front of him then it opens, reveals the blackhole that he wont be avoided sucking all the air, the Dark Magic and him in the black hole and the door that contains the blackhole disappears, but leaves the same location that is inside the UUUAPB.
I am making the Super AA Camp Guardian's Armor 19/25
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 7/25 +2 from Blinky
Summoning the Defence/HP based Entity 7/25 +2 from sunnyau
Charge Storage: N/A = 0 Charge Points
The Acolyte slows down conditions so that the speed of light is quite slow, which makes the box even slower by comparison! He then has more time to dodge out of the way of the box before the onslaught of damage begins! However, dodging the attack comes with a cost... slowing down the relative speed of light has cost 2% of his Dark Magic Meter.
Sending the technology master into another dimension until I want to
retrieve it 8/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Dissuasive strike 4/5
Then I try too make a smoke bomb of banality and I use it to try to make blinky suffocate.
The smoke reveals it's completely banal and unoriginal nature but not less efficient for obscuring sight and being hard to breath.
Then I use illusions to hide the rest of the attack to the other posters making everything confusing.
The fact I hide the attack does not really works because the whole point is to make blinky have an harder time to see but the illusions does not represents reality either.
The fog cloud was in fact invisible because all the fog clouds are invisible and so if you use magic powers to see better you see the invisible fog(and thus have an harder time seeing the reality) but it you do not you do not see reality because of the illusions which are ridiculously similar to a match of modern zombie vs contaminated vs vodoo zombies football onto a giant ring making much harder to see the technology master hidden behind one of the many teams of zombies/contaminated.
The fog cloud is confused and it might discover he was inside of blinky lungs all along because I might have used directly the fog bomb into the lungs of blinky.
Then I use a nihilistic revelation and blinky was my fog and my illusion all along.
The revelation deals 2 damage to Blinky1001 and the fog Blinds him for the following turn!
Attack: I ruin Nulitor's attacks by warping his Illusion then i suck in the Fog Cloud by using the Fog Vacuum sucking up the entire fog then making half of Nulitor's Attack to Fail and i fire the Fog Vacuum (by setting the vacuum to blow) at the Technology Master inside his mouth damaging him suffocating him.
I am making the Super AA Camp Guardian's Armor 20/25
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 8/25
Summoning the Defence/HP based Entity 8/25
Charge Storage: N/A = 0 Charge Points
The attack has already been executed, however you deal 6 damage to the Technology Master! Your Pendant of Power gets a notable flaw in it! Now it will only boost your base damage to +3 until it cools down fully!
[RP AND ATTACKS]
"Okay, so you blocked that without using up your meter. That's annoying. What about this?"
I reveal a Crucible behind me, with 999 essentia of every Aspect. That's tens of thousand of essentia waiting to leak out. Even if the Acolyte isn't a thaumaturge or knows next to nothing about thaumaturgy, that's a very bad thing waiting to happen as the leaking essentia will taint the enviroment, poisoning and corrupting the land and it's entities. If the Acolyte tries to destroy the crucible without using magic to seal the essentia, it will release a massive amount of flux into the enviroment, pouring down heavy flux rain, poisoning everyone within 2,000 blocks for a while, which is probably not something the Acolyte wants to happen, although he has no entities on the field.
The Crucible also has two layers of Thaumic Warding, helping protect it from damage.
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 2/10
Large Iron Shield 1/15
+1 to The Factory and Blinky100
[BREAKDOWN AND OOC]
Crucible [N] HP: 1/1, Thaumic Wards: 5/5 (x2), Will give every entity and player on the Battlefield Taint Poison for three turns if less than 15% of the Dark Magic Meter is expended to destroy it, Will Taint Poison a random entity each turn.
(This is probably completely ridiculous for a 1 post charge and will probably be heavily nerfed or vaporised by the OP Scale. I'm still going to try to get it through as a method to make it easier to damage the Acolyte and drain his Dark Magic Meter. Taint Poison is hopefully similar to Poison, but deals less damage and turns entities it kills into relatively weak, [H], Thaumic Slimes. The effect of giving out Taint Poison is what lasts for three turns, not the Taint Poison as that lasts for one turn. The Acolyte has no entities this turn, although he will probably summon a couple of spirals. Now's our chance to deal some damage. I've actually read all of 0rigins so far.)
The Acolyte doesn't know what Tainted means, but the Acolyte doesn't like the sound of it! He quickly places it in a pocket dimension before it has a chance to deal out any damage. However, the use of the Pocket Dimension to contain a threat like that uses up 2% of his Dark Magic Meter!
So that explains it!
====[End-of-Turn Events]====
The Elemental of Light deals 3 damage to the Tower!
The Technology Master uses his Vitality Helmet to restore 6 HP to himself, buying him time! He also regains his sight.
In addition, the Technology Master develops a new Technology! He develops the Air Strike Drone, which will shoot missiles at targets! These rockets will do substantial damage, but can be shot down.
The Acolyte uses up 3% of the Dark Magic Meter to unleash a dark tendril, using it to score Nature-based damage on the Earth Elemental, slaying it quickly! His DMM percentage that he spent is given back due to the
Blinky1001's Amulet rolls a 7.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
You continue to take point!
The 3 Spiders deal 3 damage to you!
The Anonymous Medic continues healing you!
Ross8815, relying on you continuing to take point, mines some of the iron!
The Metal Scorpion slices the punched Spider in half to form a deadly combo with your attack!
The Metal Atronach fires 4 shots at the Skeleton, although one misses! This deals 6 base damage!
The Mining Rig, compensating for its probable delay, mines some of the iron!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
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)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Inventory: Night Crystal Shield (20/20 HP) (Generation +1 Item, deals 4 damage to any attackers)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
auyeungyat/sunnyau [AA] HP: 20/20. Clone HP: 6/8 (Takes 2 damage every turn, actions are doubly effective while in play. Shoot this first!)
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 (0/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points), Small Iron Shield (16 HP, only blocks when entering a blocking stance)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Small Iron Shield (4 HP, only blocks when entering a blocking stance)
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]: Anti-Personnel Turret: 10/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 179/200. Structural. Factory: 5/10 [IIIIIIIIII] Material. Farm: 8/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not loaded. Ender Chest HP: 30/30.
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. Giving material to the Factory will provide a Small Iron Shield which will gain 4 HP for every +Assist point.
Farm can be used to restore HP to an allied entity (Heals 2 HP for every foodstuff expended, heals 50% less on AA-BOSSES). Any Anti-Acolyte entity or character can access this. Restores 1 Foodstuff a turn.
TNT Cannon functions as a Rocket Launcher with 4 base damage and attacks with a Speed Value of 6 (meaning it will surpass all other entities' attacks to attack first).
Ender Chest can be used to store items so that they are not lost on death, however, these items will be dropped when the Ender Chest is destroyed and then become claimable by ANYONE! A maximum of 2 items can be stored in the chest per player.
Class I Sentry [AA] HP: 12/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
Earth Elemental [AA] HP: 0/20.
Stats
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: 0/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 53/60.
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.
Michael Jackson [AA-BOSS] HP: 160/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII. (Stasis (Cannot attack, charge attacks, or be damaged, will be removed when the AA Side looks disadvantaged, ∞))
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 40 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
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: 0/15.
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: 90%. Kills: 7. Acolyte Effect: Rising Light (Entities dying restores 3% to the Dark Magic Meter, 1/4)
Inventory: Portable Spirograph (19 Spirals left DONE, 2/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
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.
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (29/100 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)
Blinky1001 [AA] HP: 8/20. Sick (Cannot be healed, 2/2), Blinded (60% chance for attacks to miss, 1/2)
Inventory: Cloak of Regeneration (75% chance to heal 1 HP after action), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (40% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 17/20. 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: 4/20 (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)
Iron Supply [N] : 62%/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) 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)
Sending the technology master into another dimension until I want to
retrieve it 9/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Dissuasive strike 5/5 (One strike with bowling will hit the next player who will attack the technology master(works only once) but it is a buff that can be removed and that disappear after 2 turns)
Then I try to find a Q2 health injecting station and I find none.
I rather decide to give first heal to the bleeding technology master by taking an electric spork and using it on its wounds to maybe cauterize them.
It does not works either and I try after that to use a boat to make him get farther from the battlefield and of the sea base.
Sending the technology master into another dimension until I want to
retrieve it 10/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Then I ready myself to shield the technology master from attacks.
Because of complications with the amount of homework I have and general messes-up to my schedule, I will be unable to post today. However, I will almost certainly make a full post on Friday, due to the nature of that day. Stay tuned!
Shoot TNT [email protected] and heal the Fort.The Class I Sentry also heals it.I also shoots the Tech Master.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 9/24 +1 Blinky +1 Pricey
Power Sword:Normal Attack: 6-10 Electricity damage,2 melee damage
Automatic:Attack with a 3 Electricity damage, 50% stun ranged attack each turn.
Lightning: Powered Attack, Charge:II , damage 3 of any item(entities, Structural, player) with 7-12 Electricity damage,5 ranged damage 50% to stun for 2 turn.
I build the Lightning Tower. 21/21 +1 Blinky +1 Pricey +2 [email protected](this turn&past turn)(Pendant used)
Lightning Tower: 300/300HP Charged Status:III
When charged
If somebody attacked them in the charging rounds:The lightning strikes them to at most 5 player/entities/structure,(i.e. if a player, an entity, and a structure attack the Tower, the Tower attacks the player first, then the Entity, and then the Structure, before choosing 2 more random things to attack with) and deal 2-5 electricity damage and if it damages a player, he/she have a 50% probablity gets Mind Controlled(has 2 charges that round, and +1 to me) for 1 turn
If nothing attack it:The lightning strikes to 5 player/entities/structure randomly and deal 2-5 electricity damage and if it damages a player, he/she have a 25% probablity gets Mind Controlled(has 2 charges that round, and +1 to me) for 1 turn
I store some material in the Player Fort 3/3 +1 Blinky +1 Pricey
Load TNT Cannon and shoot the Technology Master. I then try to recreate a Capacitor in the Factory.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 15/24 +1 Blinky +1 Pricey +3 Capicator(material, Lightning Tower,Zambies)
Power Sword:Normal Attack: 6-10 Electricity damage,2 melee damage
Automatic:Attack with a 3 Electricity damage, 50% stun ranged attack each turn.
Lightning: Powered Attack, Charge:II , damage 3 of any item(entities, Structural, player) with 7-12 Electricity damage,5 ranged damage 50% to stun for 2 turn.
I summon Zambies*3 3/3 +1 Pricey +1 Blinky
Zambies:HP:5 Attack:1 but if there is more then 1 Zambies on the play:Each additional Zambies:+1 HP for any existing ones, +1 ATK for every 2 existing.(i.e. 1st Zambie: 5HP,1ATK;2nd Zambie: 6HP,1ATK;3rd Zambies:7HP;2ATK etc.)
[RP AND ATTACKS]
"Taint is a very bad thing. It can best be described as the corruption of the world, caused by chaotic magic leaking into the environment. I have something to be doing now." After I inform the Acolyte about taint, I take some wood and iron from the Player Fort to make an Arcane Worktable and a Iron-Capped Wooden Wand. In a private cave, I take out the amulet I was using to provide Thaumic Warding to the Crucible from earlier and modify the runes on the Arcane Worktable using the wand, so it allows me to disturb the magical flow of the item I put into the Worktable. Unfortunately, it doesn't fit, so I chisel out a hole next to the wand slot and place the amulet in that hole.
I draw using chalk runes in the crafting slots that spell out the rough equivalent of 'taint the essentia inside of this amulet's warding then combine with the magic in the environment'. This starts tainting the Acolyte's pocket dimension, corrupting his dark magic and tainting some of his flesh.
While the Acolyte's pocket dimension is being tainted, I walk up to the Acolyte while smirking and say "It's probably a bad idea to release Taint into the environment. Wouldn't want your server being tainted, would you?"
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 3/10
Large Iron Shield 2/15
+2 sunnyau
[BREAKDOWN AND OOC] (I'm currently reading DTG2, Act 2, around the part where the Grandmatriarch Army got defeated. We really need to attack the Acolyte instead of preparing even more defences because we have about 12 entities ready to protect the Player Fort, as well as Michael Jackson as a last line of defence. He's had no entities for two turns and is completely open.)
Rollback Post to RevisionRollBack
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
Hey guys, I had a good update going for you, but it got deleted. Because of this, I'm not doing the EOTE today! Remember that any posts before the EOTE is complete will be rendered null.
Shoot TNT [email protected] and heal the Fort.The Class I Sentry also heals it.I also shoots the Tech Master.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 9/24 +1 Blinky +1 Pricey
Power Sword:Normal Attack: 6-10 Electricity damage,2 melee damage
Automatic:Attack with a 3 Electricity damage, 50% stun ranged attack each turn.
Lightning: Powered Attack, Charge:II , damage 3 of any item(entities, Structural, player) with 7-12 Electricity damage,5 ranged damage 50% to stun for 2 turn.
I build the Lightning Tower. 21/21 +1 Blinky +1 Pricey +2 [email protected](this turn&past turn)(Pendant used)
Lightning Tower: 300/300HP Charged Status:III
When charged
If somebody attacked them in the charging rounds:The lightning strikes them to at most 5 player/entities/structure,(i.e. if a player, an entity, and a structure attack the Tower, the Tower attacks the player first, then the Entity, and then the Structure, before choosing 2 more random things to attack with) and deal 2-5 electricity damage and if it damages a player, he/she have a 50% probablity gets Mind Controlled(has 2 charges that round, and +1 to me) for 1 turn
If nothing attack it:The lightning strikes to 5 player/entities/structure randomly and deal 2-5 electricity damage and if it damages a player, he/she have a 25% probablity gets Mind Controlled(has 2 charges that round, and +1 to me) for 1 turn
I store some material in the Player Fort 3/3 +1 Blinky +1 Pricey
You are not in the same zone as the Tech Master and thus cannot shoot him! You do fire the TNT Cannon without difficulty at GoldHero101, though! The Class I Sentry will do as you say.
Lightning Tower... wait, is that 300 HP on one 21-post entity?
You're funny. Lightning Tower added!... with revisions.
Because I'm laughing so hard, I forgot your second post!
The Elementals win due to your habit of being a coward and running away at the first sign of trouble! I'm sorry, but this will be a gag until the end of the turn.
Sending the technology master into another dimension until I want to
retrieve it 9/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Dissuasive strike 5/5 (One strike with bowling will hit the next player who will attack the technology master(works only once) but it is a buff that can be removed and that disappear after 2 turns)
Then I try to find a Q2 health injecting station and I find none.
I rather decide to give first heal to the bleeding technology master by taking an electric spork and using it on its wounds to maybe cauterize them.
It does not works either and I try after that to use a boat to make him get farther from the battlefield and of the sea base.
Sending the technology master into another dimension until I want to
retrieve it 10/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Then I ready myself to shield the technology master from attacks.
[RP AND ATTACKS]
"Taint is a very bad thing. It can best be described as the corruption of the world, caused by chaotic magic leaking into the environment. I have something to be doing now." After I inform the Acolyte about taint, I take some wood and iron from the Player Fort to make an Arcane Worktable and a Iron-Capped Wooden Wand. In a private cave, I take out the amulet I was using to provide Thaumic Warding to the Crucible from earlier and modify the runes on the Arcane Worktable using the wand, so it allows me to disturb the magical flow of the item I put into the Worktable. Unfortunately, it doesn't fit, so I chisel out a hole next to the wand slot and place the amulet in that hole.
I draw using chalk runes in the crafting slots that spell out the rough equivalent of 'taint the essentia inside of this amulet's warding then combine with the magic in the environment'. This starts tainting the Acolyte's pocket dimension, corrupting his dark magic and tainting some of his flesh.
While the Acolyte's pocket dimension is being tainted, I walk up to the Acolyte while smirking and say "It's probably a bad idea to release Taint into the environment. Wouldn't want your server being tainted, would you?"
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 3/10
Large Iron Shield 2/15
+2 sunnyau
[BREAKDOWN AND OOC] (I'm currently reading DTG2, Act 2, around the part where the Grandmatriarch Army got defeated. We really need to attack the Acolyte instead of preparing even more defences because we have about 12 entities ready to protect the Player Fort, as well as Michael Jackson as a last line of defence. He's had no entities for two turns and is completely open.)
You just plain craft the Iron-Capped Wooden Wand and get the Arcane Worktable from hammerspace, since the Fort doesn't have anything in it that provides thaumaturgy/magic.
The Acolyte begins to know what you are doing and disrupts your runework before you can do any damage!
I can see you're very interested in DTG. I can also see that you are one of the smarter and more strategic players!
====[End-of-Turn Events]====
The TNT Charge detonates, dealing 7 damage to GoldHero101, despite him not being much of a threat! His shield tanks the other 3 damage.
The Elemental of Light deals 3 damage to Nullitor!
The Technology Master uses his Technology Blade to deal 4 damage to the Light Elemental!
The Class I Sentry heals up the Player Fort!
The Air Strike Drone holds its ammo.
The Acolyte uses up 3% of the Dark Magic Meter to quickly extinguish the Heat Elemental! His DMM percentage that he spent is given back due to the Rising Light. The Acolyte also stores up another Spiral!
Blinky1001's Amulet rolls a 7. Blinky1001 recovers from his sickness! The Acolyte's Rising Light shines itself out.
====[engie_ninja's sidequest]====
You take point for a long period of time!
The Armless Spiders deal 2 damage to you!
The Anonymous Medic heals Ross8815 for 4 health!
Ross8815, mines some more of the iron!
The Metal Scorpion and Atronach concentrate fire on the punched Spider, shredding it in a hail of bullets!
The Mining Rig does its job to mine some of the iron!
You are very close to victory, however, the Hallways seem to get louder!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
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)
Blinky1001 [AA] HP: 8/20. Sick (Cannot be healed, 0/2), Blinded (60% chance for attacks to miss, 1/2)
Inventory: Cloak of Regeneration (75% chance to heal 1 HP after action), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (40% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Inventory: Night Crystal Shield (20/20 HP) (Generation +1 Item, deals 4 damage to any attackers)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
auyeungyat/sunnyau [AA] HP: 20/20. Clone HP: 6/8 (Takes 2 damage every turn, actions are doubly effective while in play. Shoot this first!)
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 (0/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points), Small Iron Shield (16 HP, only blocks when entering a blocking stance)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Small Iron Shield (4 HP, only blocks when entering a blocking stance), Iron-Capped Wooden Wand (Provides magic ability)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 13/20.
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Anti-Personnel Turret: 10/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 180/200. Structural. Factory: 5/10 [IIIIIIIIII] Material. Farm: 9/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not loaded. Ender Chest HP: 30/30.
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. Giving material to the Factory will provide a Small Iron Shield which will gain 4 HP for every +Assist point.
Farm can be used to restore HP to an allied entity (Heals 2 HP for every foodstuff expended, heals 50% less on AA-BOSSES). Any Anti-Acolyte entity or character can access this. Restores 1 Foodstuff a turn.
TNT Cannon functions as a Rocket Launcher with 4 base damage and attacks with a Speed Value of 6 (meaning it will surpass all other entities' attacks to attack first).
Ender Chest can be used to store items so that they are not lost on death, however, these items will be dropped when the Ender Chest is destroyed and then become claimable by ANYONE! A maximum of 2 items can be stored in the chest per player.
Class I Sentry [AA] HP: 12/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
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: 0/20
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: 0/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 53/60.
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.
Michael Jackson [AA-BOSS] HP: 160/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII. (Stasis (Cannot attack, charge attacks, or be damaged, will be removed when the AA Side looks disadvantaged, ∞))
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 40 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
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.
Lightning Tower [AA] HP: 50/50. Charge: III.
Stats
Base Damage: 3
Speed Value: 5
Can attack 2 targets at once.
Charge: Can attack +2 targets per extra charge level. This dissipates on its own.
Does not attack on its own unless in retaliation or if at full Charge.
This has a random 1 damage deviation with its attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 92%. Kills: 8. Acolyte Effect: Rising Light (Entities dying restores 3% to the Dark Magic Meter, 0/4)
Inventory: Portable Spirograph (18/21 Spirals left, DONE, 3/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
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.
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (19/100 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)
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 16/20. 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: 12/20
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: 0/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Spider [H] HP: 0/16 (x1), 13/16 Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞)
Iron Supply [N] : 67%/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) 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)
[RP AND ATTACKS]
"Taint is a very bad thing. It can best be described as the corruption of the world, caused by chaotic magic leaking into the environment. I have something to be doing now." After I inform the Acolyte about taint, I take some wood and iron from the Player Fort to make an Arcane Worktable and a Iron-Capped Wooden Wand. In a private cave, I take out the amulet I was using to provide Thaumic Warding to the Crucible from earlier and modify the runes on the Arcane Worktable using the wand, so it allows me to disturb the magical flow of the item I put into the Worktable. Unfortunately, it doesn't fit, so I chisel out a hole next to the wand slot and place the amulet in that hole.
I draw using chalk runes in the crafting slots that spell out the rough equivalent of 'taint the essentia inside of this amulet's warding then combine with the magic in the environment'. This starts tainting the Acolyte's pocket dimension, corrupting his dark magic and tainting some of his flesh.
While the Acolyte's pocket dimension is being tainted, I walk up to the Acolyte while smirking and say "It's probably a bad idea to release Taint into the environment. Wouldn't want your server being tainted, would you?"
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 3/10
Large Iron Shield 2/15
+2 sunnyau
[BREAKDOWN AND OOC] (I'm currently reading DTG2, Act 2, around the part where the Grandmatriarch Army got defeated. We really need to attack the Acolyte instead of preparing even more defences because we have about 12 entities ready to protect the Player Fort, as well as Michael Jackson as a last line of defence. He's had no entities for two turns and is completely open.)
Everybody knows that we have to attack the Acolyte,but..... It is VERY hard even to reduce 1 hp.I agree that we should attack,but not now(I guess 3 or 4 turns later may be a good one),since it may break the flow of the other players and not doing it more efficiently(let everybody prepare for battle before the battle occurs without the PA players knowing, thus attacking simultaneously in same round, not letting anybody on PA react due to unpreparedness)
Look by telling you will attack massively in 3-4 turns it allows me to make all my stuff happen right at the good time to defend the acolyte and stuff of this kind.(basically I will unleash two 6 post stuff fast for defending the acolyte or unleash two 6 charges attacks uless you delay and in this case I will make more defenses or if you do it sooner I will be messed up so you have interest to attack the acolyte as soon as possible)/null
[RP AND ATTACKS] After having my two indirect magical attacks being stopped by the Acolyte, maybe I should use a different approach. I use ambient magical energy, and fire an array of generic laser beams at the Acolyte. After he inevitably blocks or dodges the generic laser beams, I jump up to him and use my Small Iron Shield to smash his skull in. If he doesn't dodge or block the generic laser beams, I still smash his skull in. [CHARGES, ALCHEMIES AND ASSISTS] ♀ 4/10 Large Iron Shield 3/15 +1 to Blinky1001, +1 to sunnyau [BREAKDOWN AND OOC] (We should coordinate a plan for killing the Acolyte in private chat or on the DTG Forge. We wouldn't want all of our attacks to be countered by nulitor or another PA user when they become active again. Thankfully, nulitor doesn't have that many entity charges and he's in the Sea Base. No offense meant, nulitor, but you are a major threat.)
The EOTE is finished! Any posts made before this will be rendered null. However, anyone who posted will still have 2 posts left, so you can copy/paste with the new information gathered from the EOTE!
I ran away because I was on 8 health; nulitor doesn't care about dying; and I only had the Elemental of Light there helping me.
As well as this; I couldn't heal and with my many many items; dying would hurt a LOT.
/null
I'm not being serious! It's a gag (a gag that'll die out soon at that!). You could have hid behind the Light Elemental to act as a shield (look at that HP!) to keep up the fight, though.
[BREAKDOWN AND OOC] (We should coordinate a plan for killing the Acolyte in private chat or on the DTG Forge. We wouldn't want all of our attacks to be countered by nulitor or another PA user when they become active again. Thankfully, nulitor doesn't have that many entity charges and he's in the Sea Base. No offense meant, nulitor, but you are a major threat.)
He's got the Tech Master ready, but most of you guys tend to attack his base one at a time while camping around the Player Fort (which is currently in a stalemate, which no one likes!). You guys have a huge score of entities over by that side of the battlefield! You're a very smart and strategic player, though.
Why would nullitor take offense to that? That should be a compliment, considering how he's on the other team.
(The truth is that AA players are simply too much busy accumulating things instead of being recklessness like me but that is a valid play of playing(I am quite glad that the death penalty have increased on people having a lot of stuff))
Hat factorization by infinity 15/25
Sending the technology master into another dimension until I want to retrieve it 11/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
I go to the battlefield Then I try to pull out the usual rocket launcher from nowhere and I use it on Blinky1001(If that does not works this way how do you create firearms(I would like to know the rule or the cost of a rocket launcher)?)
I use it the following way: I focus the legacy of TSFHISEPIC and I use the power of the memories I have of him when he was active in the past in order to make use of abilities from a distant universe: I create with one shot a storm of missile which are infused with the past and at each of the missile is attached a T1 miniaturized antimatter-matter archisteampunk explosive with onerous gears.
The colossal swarming army of missile is filled with illusion and shadow conjuration of missiles as well as quantum half alive missiles and missiles with self resetting traps of missile fabrication there is imaginary missiles as well and missisle who love you(yes you and only you)
Of course the truth is that it is a simple attack with the missile launcher.
[RP AND ATTACKS]
After having my two indirect magical attacks being stopped by the Acolyte, maybe I should use a different approach. I use ambient magical energy, and fire an array of generic laser beams at the Acolyte. After he inevitably blocks or dodges the generic laser beams, I jump up to him and use my Small Iron Shield to smash his skull in. If he doesn't dodge or block the generic laser beams, I still smash his skull in. [CHARGES, ALCHEMIES AND ASSISTS]
♀ 4/10
Large Iron Shield 3/15
+1 to Blinky1001, +1 to sunnyau [BREAKDOWN AND OOC] (I'm going to end up with a lot of posts nullified by this rule.
nulitor might be offended due to the fact that I'm directly countering him.
I just figured out that the Acolyte is probably going to release 7 Spirals on us at once. We have enough entities that it might be safe to ignore them and focus on the Acolyte but it's still a good idea to make sure they can't whittle down the Player Fort.)
Since many of you guys have yet to post, and since I already updated the EOTE earlier today, I will not release a full post today. However, I will make a post on Sunday! Stay tuned.
Probably, but it might have been before I formalized item generations.
Because of the lack of very advanced material in the fort, you can't upgrade the crafting in it!
Also, the extra charge point I don't think is a good idea, especially since people might be suiciding into dangerous situations to get extra charge.
Hey, the Charge Pendant can only grant up to 8 charge points!
TNT Cannon loaded, although your loading of the shot into the cannon leads you unable to heal up the base! The Class I Sentry will do as you say, though.
You deal 4 damage to the Tech Master!
Indeed I did. That's been fixed! Demomanionist added.
Vitality Helmet thrown to the Tech Master!
The Acolyte slows down conditions so that the speed of light is quite slow, which makes the box even slower by comparison! He then has more time to dodge out of the way of the box before the onslaught of damage begins! However, dodging the attack comes with a cost... slowing down the relative speed of light has cost 2% of his Dark Magic Meter.
The revelation deals 2 damage to Blinky1001 and the fog Blinds him for the following turn!
The attack has already been executed, however you deal 6 damage to the Technology Master! Your Pendant of Power gets a notable flaw in it! Now it will only boost your base damage to +3 until it cools down fully!
The Acolyte doesn't know what Tainted means, but the Acolyte doesn't like the sound of it! He quickly places it in a pocket dimension before it has a chance to deal out any damage. However, the use of the Pocket Dimension to contain a threat like that uses up 2% of his Dark Magic Meter!
So that explains it!
====[End-of-Turn Events]====
The Elemental of Light deals 3 damage to the Tower!
The Technology Master uses his Vitality Helmet to restore 6 HP to himself, buying him time! He also regains his sight.
In addition, the Technology Master develops a new Technology! He develops the Air Strike Drone, which will shoot missiles at targets! These rockets will do substantial damage, but can be shot down.
The Acolyte uses up 3% of the Dark Magic Meter to unleash a dark tendril, using it to score Nature-based damage on the Earth Elemental, slaying it quickly! His DMM percentage that he spent is given back due to the
Blinky1001's Amulet rolls a 7.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
You continue to take point!
The 3 Spiders deal 3 damage to you!
The Anonymous Medic continues healing you!
Ross8815, relying on you continuing to take point, mines some of the iron!
The Metal Scorpion slices the punched Spider in half to form a deadly combo with your attack!
The Metal Atronach fires 4 shots at the Skeleton, although one misses! This deals 6 base damage!
The Mining Rig, compensating for its probable delay, mines some of the iron!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
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)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Inventory: Night Crystal Shield (20/20 HP) (Generation +1 Item, deals 4 damage to any attackers)
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 (0/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points), Small Iron Shield (16 HP, only blocks when entering a blocking stance)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Small Iron Shield (4 HP, only blocks when entering a blocking stance)
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]: Anti-Personnel Turret: 10/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 179/200. Structural. Factory: 5/10 [IIIIIIIIII] Material. Farm: 8/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not loaded. Ender Chest HP: 30/30.
Available Services:
Class I Sentry [AA] HP: 12/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
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: 0/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 53/60.
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.
Michael Jackson [AA-BOSS] HP: 160/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII. (Stasis (Cannot attack, charge attacks, or be damaged, will be removed when the AA Side looks disadvantaged, ∞))
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 40 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Djinni [AA] HP: 40/40 (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: 0/15.
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: 90%. Kills: 7. Acolyte Effect: Rising Light (Entities dying restores 3% to the Dark Magic Meter, 1/4)
Inventory: Portable Spirograph (19 Spirals left DONE, 2/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
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.
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (29/100 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)
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
Elemental of Light [AA] HP: 26/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Demolitionist [AA] HP: 20/20. Explosives placed: 1/5.
Stats
Base Damage: 6
Speed Value: 3
Places an explosive on the Tower of Futility every turn.
These will detonate in response to damage or automatically when they reach 5.
Explosives deal 3 damage to any nearby entities and/or attackers.
Cannot target attackers directly.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Air Strike Drone [PA] Missiles: 4/4.
Stats
Speed Value: 3
Summons a Strike Missile (6 HP, 6 base damage, 5 Speed Value, self-terminates when attacking) instead of attacking.
Will turn into an Air Strike Drone (Ammoless) upon running out of missiles.
Bunker [PA] HP: 40/50. Door: 4/20 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 nothing as of this turn.
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: 5/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 17/20. 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: 4/20 (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) Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
Did I ninja you? Because I feel like I ninja'd you.
GODDAMN IT
STUPID GENDERFLIP VIRUS
I decide to make a tactical retreat to the Player Fort; where I lie in bed and recover from my sickness.
Elemental of Darkness:4/20
I begin summoning some Health Potions:4/6 (the charge on this has been reduced)
Hey guys; could I have some help please?
I help sunnyau and pricey.
My suggestion: Redstone Power Distance
Attack: Healing Yankean
I am making the Super AA Camp Guardian's Armor 21/25
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 10/25 +1 from sunnyau
Summoning the Defence/HP based Entity 10/25 +1 from Blinky
Charge Storage: N/A = 0 Charge Points
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.
Help me please pricey!
I play a game of Monopoly with the Elementals.
Elemental of Darkness:5/20
I begin summoning some Health Potions:5/6
I help pricey and sunnyau.
My suggestion: Redstone Power Distance
Hat factorization by infinity 13/25
Sending the technology master into another dimension until I want to
retrieve it 9/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Dissuasive strike 5/5 (One strike with bowling will hit the next player who will attack the technology master(works only once) but it is a buff that can be removed and that disappear after 2 turns)
Then I try to find a Q2 health injecting station and I find none.
I rather decide to give first heal to the bleeding technology master by taking an electric spork and using it on its wounds to maybe cauterize them.
It does not works either and I try after that to use a boat to make him get farther from the battlefield and of the sea base.
Attack: I Heal Yankean again.
I am making the Super AA Camp Guardian's Armor 22/25
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 11/25
Summoning the Defence/HP based Entity 11/25
Charge Storage: +1 from Blinky = 1 Charge Point
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.
Hat factorization by infinity 14/25
Sending the technology master into another dimension until I want to
retrieve it 10/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Then I ready myself to shield the technology master from attacks.
Because of complications with the amount of homework I have and general messes-up to my schedule, I will be unable to post today. However, I will almost certainly make a full post on Friday, due to the nature of that day. Stay tuned!
Indeed you did! I'll count your post in the Friday update.
An alternate timeline emerges.
However, we must first start from the beginning...
Load TNT Cannon and shoot the Technology Master. I then try to recreate a Capacitor in the Factory.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 15/24 +1 Blinky +1 Pricey +3 Capicator(material, Lightning Tower,Zambies)
Power Sword:Normal Attack: 6-10 Electricity damage,2 melee damage
Automatic:Attack with a 3 Electricity damage, 50% stun ranged attack each turn.
Lightning: Powered Attack, Charge:II , damage 3 of any item(entities, Structural, player) with 7-12 Electricity damage,5 ranged damage 50% to stun for 2 turn.
I summon Zambies*3 3/3 +1 Pricey +1 Blinky
Zambies:HP:5 Attack:1 but if there is more then 1 Zambies on the play:Each additional Zambies:+1 HP for any existing ones, +1 ATK for every 2 existing.(i.e. 1st Zambie: 5HP,1ATK;2nd Zambie: 6HP,1ATK;3rd Zambies:7HP;2ATK etc.)
I learn some magic. 3/6 +1 Pricey +1 Blinky
My games.
[RP AND ATTACKS]
"Taint is a very bad thing. It can best be described as the corruption of the world, caused by chaotic magic leaking into the environment. I have something to be doing now." After I inform the Acolyte about taint, I take some wood and iron from the Player Fort to make an Arcane Worktable and a Iron-Capped Wooden Wand. In a private cave, I take out the amulet I was using to provide Thaumic Warding to the Crucible from earlier and modify the runes on the Arcane Worktable using the wand, so it allows me to disturb the magical flow of the item I put into the Worktable. Unfortunately, it doesn't fit, so I chisel out a hole next to the wand slot and place the amulet in that hole.
I draw using chalk runes in the crafting slots that spell out the rough equivalent of 'taint the essentia inside of this amulet's warding then combine with the magic in the environment'. This starts tainting the Acolyte's pocket dimension, corrupting his dark magic and tainting some of his flesh.
While the Acolyte's pocket dimension is being tainted, I walk up to the Acolyte while smirking and say "It's probably a bad idea to release Taint into the environment. Wouldn't want your server being tainted, would you?"
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 3/10
Large Iron Shield 2/15
+2 sunnyau
[BREAKDOWN AND OOC]
(I'm currently reading DTG2, Act 2, around the part where the Grandmatriarch Army got defeated.
We really need to attack the Acolyte instead of preparing even more defences because we have about 12 entities ready to protect the Player Fort, as well as Michael Jackson as a last line of defence. He's had no entities for two turns and is completely open.)
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)
Hey guys, I had a good update going for you, but it got deleted. Because of this, I'm not doing the EOTE today! Remember that any posts before the EOTE is complete will be rendered null.
You are not in the same zone as the Tech Master and thus cannot shoot him! You do fire the TNT Cannon without difficulty at GoldHero101, though! The Class I Sentry will do as you say.
Lightning Tower... wait, is that 300 HP on one 21-post entity?

You're funny. Lightning Tower added!... with revisions.
Because I'm laughing so hard, I forgot your second post!
In your rage, you deal 8 damage to one of the Spiders with your punch!
You make a cowardly move and retreat back to the Battlefield!
You'll be cured of your sickness this turn! Just be patient.
You're not in the same zone as Yankean!
The Elementals win due to your habit of being a coward and running away at the first sign of trouble! I'm sorry, but this will be a gag until the end of the turn.
The Technology Master becomes Countering!
Your still can't heal Yankean! However, your Pendant of Power begins cooling down.
You bravely take point for the Technology Master!
You just plain craft the Iron-Capped Wooden Wand and get the Arcane Worktable from hammerspace, since the Fort doesn't have anything in it that provides thaumaturgy/magic.
The Acolyte begins to know what you are doing and disrupts your runework before you can do any damage!
I can see you're very interested in DTG. I can also see that you are one of the smarter and more strategic players!
====[End-of-Turn Events]====
The TNT Charge detonates, dealing 7 damage to GoldHero101, despite him not being much of a threat! His shield tanks the other 3 damage.
The Elemental of Light deals 3 damage to Nullitor!
The Technology Master uses his Technology Blade to deal 4 damage to the Light Elemental!
The Class I Sentry heals up the Player Fort!
The Air Strike Drone holds its ammo.
The Acolyte uses up 3% of the Dark Magic Meter to quickly extinguish the Heat Elemental! His DMM percentage that he spent is given back due to the Rising Light. The Acolyte also stores up another Spiral!
Blinky1001's Amulet rolls a 7. Blinky1001 recovers from his sickness! The Acolyte's Rising Light shines itself out.
====[engie_ninja's sidequest]====
You take point for a long period of time!
The Armless Spiders deal 2 damage to you!
The Anonymous Medic heals Ross8815 for 4 health!
Ross8815, mines some more of the iron!
The Metal Scorpion and Atronach concentrate fire on the punched Spider, shredding it in a hail of bullets!
The Mining Rig does its job to mine some of the iron!
You are very close to victory, however, the Hallways seem to get louder!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
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)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Inventory: Night Crystal Shield (20/20 HP) (Generation +1 Item, deals 4 damage to any attackers)
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 (0/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points), Small Iron Shield (16 HP, only blocks when entering a blocking stance)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Small Iron Shield (4 HP, only blocks when entering a blocking stance), Iron-Capped Wooden Wand (Provides magic ability)
GoldHero101 [PA] HP: 13/20.
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]: Anti-Personnel Turret: 10/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 180/200. Structural. Factory: 5/10 [IIIIIIIIII] Material. Farm: 9/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not loaded. Ender Chest HP: 30/30.
Available Services:
Class I Sentry [AA] HP: 12/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
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: 0/20
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: 0/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 53/60.
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.
Michael Jackson [AA-BOSS] HP: 160/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII. (Stasis (Cannot attack, charge attacks, or be damaged, will be removed when the AA Side looks disadvantaged, ∞))
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 40 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Djinni [AA] HP: 40/40 (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.
Lightning Tower [AA] HP: 50/50. Charge: III.
Stats
Base Damage: 3
Speed Value: 5
Can attack 2 targets at once.
Charge: Can attack +2 targets per extra charge level. This dissipates on its own.
Does not attack on its own unless in retaliation or if at full Charge.
This has a random 1 damage deviation with its attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 92%. Kills: 8. Acolyte Effect: Rising Light (Entities dying restores 3% to the Dark Magic Meter, 0/4)
Inventory: Portable Spirograph (18/21 Spirals left, DONE, 3/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
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.
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (19/100 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)
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
Elemental of Light [AA] HP: 22/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Demolitionist [AA] HP: 20/20. Explosives placed: 2/5.
Stats
Base Damage: 6
Speed Value: 3
Places an explosive on the Tower of Futility every turn.
These will detonate in response to damage or automatically when they reach 5.
Explosives deal 3 damage to any nearby entities and/or attackers.
Cannot target attackers directly.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Air Strike Drone [PA] Missiles: 4/4.
Stats
Speed Value: 3
Summons a Strike Missile (6 HP, 6 base damage, 5 Speed Value, self-terminates when attacking) instead of attacking.
Will turn into an Air Strike Drone (Ammoless) upon running out of missiles.
Bunker [PA] HP: 40/50. Door: 4/20 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 nothing as of this turn.
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: 5/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 10/20. 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, 15/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 16/20. 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: 0/20 (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) Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
Everybody knows that we have to attack the Acolyte,but..... It is VERY hard even to reduce 1 hp.I agree that we should attack,but not now(I guess 3 or 4 turns later may be a good one),since it may break the flow of the other players and not doing it more efficiently(let everybody prepare for battle before the battle occurs without the PA players knowing, thus attacking simultaneously in same round, not letting anybody on PA react due to unpreparedness)
/null
My games.
I ran away because I was on 8 health; nulitor doesn't care about dying; and I only had the Elemental of Light there helping me.
As well as this; I couldn't heal and with my many many items; dying would hurt a LOT.
/null
My suggestion: Redstone Power Distance
Look by telling you will attack massively in 3-4 turns it allows me to make all my stuff happen right at the good time to defend the acolyte and stuff of this kind.(basically I will unleash two 6 post stuff fast for defending the acolyte or unleash two 6 charges attacks uless you delay and in this case I will make more defenses or if you do it sooner I will be messed up so you have interest to attack the acolyte as soon as possible)/null
[RP AND ATTACKS]After having my two indirect magical attacks being stopped by the Acolyte, maybe I should use a different approach. I use ambient magical energy, and fire an array of generic laser beams at the Acolyte. After he inevitably blocks or dodges the generic laser beams, I jump up to him and use my Small Iron Shield to smash his skull in. If he doesn't dodge or block the generic laser beams, I still smash his skull in.[CHARGES, ALCHEMIES AND ASSISTS]♀ 4/10Large Iron Shield 3/15+1 to Blinky1001, +1 to sunnyau[BREAKDOWN AND OOC](We should coordinate a plan for killing the Acolyte in private chat or on the DTG Forge. We wouldn't want all of our attacks to be countered by nulitor or another PA user when they become active again. Thankfully, nulitor doesn't have that many entity charges and he's in the Sea Base.No offense meant, nulitor, but you are a major threat.)My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)
I'm not being serious! It's a gag (a gag that'll die out soon at that!). You could have hid behind the Light Elemental to act as a shield (look at that HP!) to keep up the fight, though.
He's got the Tech Master ready, but most of you guys tend to attack his base one at a time while camping around the Player Fort (which is currently in a stalemate, which no one likes!). You guys have a huge score of entities over by that side of the battlefield! You're a very smart and strategic player, though.
Why would nullitor take offense to that? That should be a compliment, considering how he's on the other team.
An alternate timeline emerges.
However, we must first start from the beginning...
(The truth is that AA players are simply too much busy accumulating things instead of being recklessness like me but that is a valid play of playing(I am quite glad that the death penalty have increased on people having a lot of stuff))
Hat factorization by infinity 15/25
Sending the technology master into another dimension until I want to
retrieve it 11/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
I go to the battlefield Then I try to pull out the usual rocket launcher from nowhere and I use it on Blinky1001(If that does not works this way how do you create firearms(I would like to know the rule or the cost of a rocket launcher)?)
I use it the following way: I focus the legacy of TSFHISEPIC and I use the power of the memories I have of him when he was active in the past in order to make use of abilities from a distant universe: I create with one shot a storm of missile which are infused with the past and at each of the missile is attached a T1 miniaturized antimatter-matter archisteampunk explosive with onerous gears.
The colossal swarming army of missile is filled with illusion and shadow conjuration of missiles as well as quantum half alive missiles and missiles with self resetting traps of missile fabrication there is imaginary missiles as well and missisle who love you(yes you and only you)
Of course the truth is that it is a simple attack with the missile launcher.
[RP AND ATTACKS]
After having my two indirect magical attacks being stopped by the Acolyte, maybe I should use a different approach. I use ambient magical energy, and fire an array of generic laser beams at the Acolyte. After he inevitably blocks or dodges the generic laser beams, I jump up to him and use my Small Iron Shield to smash his skull in. If he doesn't dodge or block the generic laser beams, I still smash his skull in.
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 4/10
Large Iron Shield 3/15
+1 to Blinky1001, +1 to sunnyau
[BREAKDOWN AND OOC]
(I'm going to end up with a lot of posts nullified by this rule.
nulitor might be offended due to the fact that I'm directly countering him.
I just figured out that the Acolyte is probably going to release 7 Spirals on us at once. We have enough entities that it might be safe to ignore them and focus on the Acolyte but it's still a good idea to make sure they can't whittle down the Player Fort.)
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)
Since many of you guys have yet to post, and since I already updated the EOTE earlier today, I will not release a full post today. However, I will make a post on Sunday! Stay tuned.
An alternate timeline emerges.
However, we must first start from the beginning...