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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!
Post ninja'd: (Also, the Pendant Used means that I have charged that thing with the Pendant-It cannot be charged again with the Pendant.)
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
ninja'd
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. 21/24 +1 Blinky +1 Pricey +3 Capicator(Zambies,magic,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 more 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 know that this update came out a bit late, but I had other things to attend to. I would have delayed the EOTE, but I cannot post on Mondays, so I'm giving you guys an update today. Enjoy!
(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.
You place the Technology Master into Statis! He cannot be interacted with and cannot act while he is affected by this. You can send him out of statis whenever you want, though!
[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.)
The Acolyte elects to parry the generic laser beams instead, saving more of his maneuvering power for your shield bash, which gets dodge as you close the distance to perform it!
Attack: I kick the Tower of Futility with my metal boot.
+1 sunnyau +1 Consumer
I am making the Super AA Camp Guardian's Armor 23/25
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 12/25
Summoning the Defence/HP based Entity 12/25
Charge Storage: +1 from Blinky = 1 Charge Point
You deal 8 damage to the Tower! However, the Pendant regains its flaw! It'll still boost your damage, but as you deal more and more damage it'll reduce your damage more. On the plus side to lowered damage, dealing less damage beans it'll break less!
ninja'd
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. 21/24 +1 Blinky +1 Pricey +3 Capicator(Zambies,magic,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 more 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. 6/6 +1 Pricey +1 Blinky
I didn't ninja your post! I just forgot it in my laughter.
You cannot load and shoot in the same turn! Even if you could (due to your clone), the Technology Master is in an entirely different zone, and on top of that in stasis, so he is invulnerable!
You summon a few Zambies! However, with tweaks, these are only worth 3 posts, after all.
You learn some Magic!
Right; Djinni and Anti-Djinni; come with me. I travel to the Sea Base with these two in toe and point them at the Tower of Futility.
"DESTROY IT!"
By travelling to the Sea Base; I effectively dodge the attacks from nulitor. I also drink one of my health potions that I just summoned.
Elemental of Darkness:6/20
I begin summoning some Health Potions:6/6 FINISHED
You already would have dodged it!
The Djinni and Anti-Djinni follow you back to the Sea Base, further augmenting your assault on the Tower! They will do as you say and target it.
You bring 2 Replenishing Health Potions into being!
====[End-of-Turn Events]====
The two Djinnis deal 8 damage to the Tower!
The Elemental of Light cheers at its brethren being brought to the field.
The Air Strike Drone fires a high-damage Strike Missile, aiming towards the Elemental of Light!
The Acolyte summons a purple-dark fireball with 2% of his Dark Magic Meter, immolating the Zambies while barely lifting a finger!
Blinky1001's Amulet rolls a 3, summoning a Heat Elemental to his aid! He also regains his sight!
====[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 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: 2/8 (Takes 2 damage every turn, actions are doubly effective while in play. Shoot this first!), Magic-able (Can use magic abilities, 3/3)
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!
Djinni [AA] HP: 40/40.
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.
Zambie [AA] HP: 0/4. (x3)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 92%. Kills: 9.
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 (27/100 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. Blinded (60% chance for attacks to miss, 0/2)
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)
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.
Technology Master [PA] HP: 11/40. [Progress: IIIII]. Countering (Deals retaliation damage when hurt, 1/2), (Stasis (Cannot attack, charge attacks, or be damaged, can be removed at will by Nullitor, ∞))
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
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)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Hmm...Magic-able? I'm using the Sniper to shoot it,though(not the TNT Cannon).
Recreating the Capacitor in the Fort, shoots GoldHero101 with TNT Cannon and Sniper Rifle, and let the Clone drink a spawned healing potion.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 24/24 +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 make myself a magic staff.6/6+1 Blinky +1 Pricey +3 [email protected](Zambies,magic,Power Sword)
I summon more 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.)
Why did you forgot the movement in the first of my posts in the previous turn?
As well as the attack I did.
sending the technology master in another dimension was a charged attack and so did not counted as an regular action
So basically it seems you forgot those two actions(which was done before blinky moved):
I go to the battlefield Then I try to pull out the usual rocket launcher from nowhere and I use it on Blinky1001
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]
I introduce the Acolyte to a 'friend' of mine, Flowey the Flower. I repeatedly try to introduce the Acolyte to him, even though he knows that he's dealing with a sociopath. Eventually, Flowey decides to murder him, successfully introduced or not, and introduces him to some of his many near-undodgeable attacks, including being surrounded by a sphere of deathly pellets and facing a wall of deathly pellets from all six sides (but not all at once).
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 7/10 (+2 from Pricey)
Large Iron Shield 4/15
+1 to Pricey, +1 to Blinkey
[BREAKDOWN AND OOC] (The Acolyte is definitely going to summon 7 Spirals at once, because attempting to raid a heavily-defended fort with no backup is a flat-out stupid idea.)
Attack: I head back to the Main Area/Battlefield just in case.
+1 sunnyau +1 Consumer
I am making the Super AA Camp Guardian's Armor 25!/25
Just like the AA Camp Guardian's Armor, That is powered up by the AA Association. 50% chance to Block Damage, Cannot be Destroyed but you have to Recharge after the Armor Power is at 0/50, Can be Charged via Healing, and the Armor Power is 50/50 (The Main Durability)
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 16/25 +2 from Blinky
Summoning the Defence/HP based Entity 16/25 +1 from sunnyau +1 from Consumer
New! Depowered Last Prism 1/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms))
Note: Since it's Monday, there wont be a update today.
Hey guys. Sorry to make you wait for more than 2 days, but I cannot post today, since I have a lot of schoolwork to get through! I will try my darnedest to post Wednesday, though. Stay as tuned in as you want.
[RP AND ATTACKS]
After failing to hit the Acolyte over and over again, I decide to take a small break, and devote a turn to summoning some shoddy weapons out of thin air. I can rely on my trusty staff and shield, anyway. I create a summoning circle, and using the power invested in a one post charge, summon a Machine Gun. Since it's a one post charge, it will probably blow me up, but I need it when the Acolyte remembers that he has had no entities for 5 turns and tries to kill the person consistently trying to kill him.
I also see that my charge is complete. Out of the summoning circle (that was not there five seconds ago), appears a blue square, with a red line through it. A few seconds later, an eldritch noise that only [PA] and [H] players and entities can hear, weakening their attack.
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 10/10 COMPLETE (+1 from Blinky, +1 from Pricey)
Large Iron Shield 5/15
+1 to Pricey, +1 to Blinky
[BREAKDOWN AND OOC]
♀ [AA] HP: 8/8. Lowers base damage by 1 point for [PA] and [H] players and entities. Eldritch Cry: III Eldritch Cry: Deals medium damage and lowers attack (How many charges would it take to have a 1HP health boost? What about 3HP? I wouldn't mind support for ♀, as its HP is pitiful, but its effect is very powerful.)
Hey guys! I know that this is long late, but I don't want this thing to die down before it even begins, so here's another full update! Enjoy the show! Things should be getting interesting soon...
Hmm...Magic-able? I'm using the Sniper to shoot it,though(not the TNT Cannon).
Recreating the Capacitor in the Fort, shoots GoldHero101 with TNT Cannon and Sniper Rifle, and let the Clone drink a spawned healing potion.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 24/24 +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 make myself a magic staff.6/6+1 Blinky +1 Pricey +3 [email protected](Zambies,magic,Power Sword)
I summon more 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.)
Well, I couldn't tell, and even then it wouldn't help. Sniper bullets do have to stop short somewhere, right?
You grant yourself the Lightning Sword... wait, is that a possible 10 damage on a single non-consumable item?
Power Sword added!... with two modes.
Magic Staff added!
Your extra Zambies get struck down by the Curse of Repetitiveness!
As for your attack, you try to do 4 things at once, but your multitasting powers are severely limited and cannot do everything efficiently!
I use air currents to reflect the missile at the Tower of Futility!
Elemental of Darkness:9/20 +2 sunnyau
I begin summoning an Elemental Shield for the Elemental of Light (Blocks incoming damage until it is destroyed):1/5
I help sunnyau and pricey.
Your Air Currents deal 2 damage to the Strike Missile! While it doesn't return to sender-side, it will take a bit longer to reach its target and is thus Stunned!
[RP AND ATTACKS]
I introduce the Acolyte to a 'friend' of mine, Flowey the Flower. I repeatedly try to introduce the Acolyte to him, even though he knows that he's dealing with a sociopath. Eventually, Flowey decides to murder him, successfully introduced or not, and introduces him to some of his many near-undodgeable attacks, including being surrounded by a sphere of deathly pellets and facing a wall of deathly pellets from all six sides (but not all at once).
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 7/10 (+2 from Pricey)
Large Iron Shield 4/15
+1 to Pricey, +1 to Blinkey
[BREAKDOWN AND OOC] (The Acolyte is definitely going to summon 7 Spirals at once, because attempting to raid a heavily-defended fort with no backup is a flat-out stupid idea.)
The Acolyte has played a bullet hell game before, and thus easily learns Flowey's bullet patterns and learns how to dodge them! It helps that he has his SPD maxed.
Attack: I head back to the Main Area/Battlefield just in case.
+1 sunnyau +1 Consumer
I am making the Super AA Camp Guardian's Armor 25!/25
Just like the AA Camp Guardian's Armor, That is powered up by the AA Association. 50% chance to Block Damage, Cannot be Destroyed but you have to Recharge after the Armor Power is at 0/50, Can be Charged via Healing, and the Armor Power is 50/50 (The Main Durability)
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 16/25 +2 from Blinky
Summoning the Defence/HP based Entity 16/25 +1 from sunnyau +1 from Consumer
New! Depowered Last Prism 1/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms))
Note: Since it's Monday, there wont be a update today.
Charge Storage: N/A = 0 Charge Points
Alright! You head back to the main field to camp up.
[RP AND ATTACKS]
After failing to hit the Acolyte over and over again, I decide to take a small break, and devote a turn to summoning some shoddy weapons out of thin air. I can rely on my trusty staff and shield, anyway. I create a summoning circle, and using the power invested in a one post charge, summon a Machine Gun. Since it's a one post charge, it will probably blow me up, but I need it when the Acolyte remembers that he has had no entities for 5 turns and tries to kill the person consistently trying to kill him.
I also see that my charge is complete. Out of the summoning circle (that was not there five seconds ago), appears a blue square, with a red line through it. A few seconds later, an eldritch noise that only [PA] and [H] players and entities can hear, weakening their attack.
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 10/10 COMPLETE (+1 from Blinky, +1 from Pricey)
Large Iron Shield 5/15
+1 to Pricey, +1 to Blinky
[BREAKDOWN AND OOC]
♀ [AA] HP: 8/8. Lowers base damage by 1 point for [PA] and [H] players and entities. Eldritch Cry: III Eldritch Cry: Deals medium damage and lowers attack (How many charges would it take to have a 1HP health boost? What about 3HP? I wouldn't mind support for ♀, as its HP is pitiful, but its effect is very powerful.)
Said machine gun, due to its crude nature, jams quickly after shooting it, and it is beginning to dangerously overheat! The Acolyte quickly maneuvers under a hill to avoid any shots that could be coming his way.
Entity health is based on a base 4 • Charge Time, and Attack stat is based on the time taken to charge on it s well, but it can be exchanged for more or less HP, and is generally very loose. Thus, ♀ is getting plenty of buffs! However, its attack-lowering debuff is going to be a bit more generalized. It's still going to retain its aspect as something that needs to be killed quickly.
====[End-of-Turn Events]====
The Strike Missile's targeting systems return to peak efficiency!
The two Djinnis and the Elemental of Light deal 11 damage to the Tower!
The Air Strike Drone stays put and primes another missile.
The Demolitionist reaches 5 bomb packs, thus alloing him to reach maximum damage! He detonates all of his bombs with a satisfying "KA-BOOOOOOOOM!", as 30 whole HP gets taken out of the tower! Said damage to the tower triggers a PA enemy to spawn to neutralize the threat! The Attack Helicopter spawns in!
The Acolyte casts high-level spell with 9% of his Dark Magic Meter, Player Smite! He uses a charged bolt of dark energy to completely overkill sunnyau, slaying him instantly! His Health Potions, Capacitor and Small Iron Shield (Randomly chosen items!) all drop on the floor. These can be picked up and looted by any side not on a sidequest! However, since this spell has a lot of power, the Acolyte will not be casting it again anytime in the forseeable future!
Blinky1001's Amulet rolls a 10. The Acolyte acquires another Spiral from the spirograph!
====[engie_ninja's sidequest]====
The Anonymous Medic continues healing Ross8815 for 4 more health!
Ross8815 mines some more of the iron!
The Metal Scorpion tears through the affected Spider in another vicious 2-part combo!
The Metal Atronach trains its gun on the Hallways.
The Mining Rig does its job to mine some of the iron!
You have completed your objective! However, the hallways seem to be harboring a whole army of mobs, judging by the noise they make!
====[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. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
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. Long since idle.
Inventory: Ramshackle Shield (5/10 HP)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (17/100 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)
auyeungyat/sunnyau [AA] HP: 0/20.
Inventory: Invigorating Health Potion (Heals 10 health) (Lost on Death), Normal Health Potion (Heals 4 health) (Lost on Death), 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) (Lost on Death), Charge Pendant (2/8 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) (Lost on Death), Power Sword (+3 base damage, 1 damage deviation, can be used to halve damage for a 50% chance to Shock targets), Simple Staff (Can be used with magic?)
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!
Dropped Items (auyuengyat): Loot these quickly before anyone else takes them!
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any)
Small Iron Shield (16 HP, only blocks when entering a blocking stance)
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: 7/10 [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: 58/70
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.
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.
♀ [AA] HP: 16/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Will Scare (40% damage penalty to attacks) 3 Pro-Acolyte or Hostile entities every turn.
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 85%. Kills: 10.
Inventory: Portable Spirograph (17/21 Spirals left, DONE, 4/7 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.
Blinky1001 [AA] HP: 10/20.
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 (10% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned), Replenishing Health Potion (x1) (Restores 8 HP when used)
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.
Technology Master [PA] HP: 11/40. [Progress: IIIII]. Countering (Deals retaliation damage when hurt, 1/2), (Stasis (Cannot attack, charge attacks, or be damaged, can be removed at will by Nullitor, ∞))
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
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: 16/20
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.
Spider [H] HP: 0/16 (x1)
Iron Supply [N] : 74%/100% mined. COMPLETED! 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)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
I HATE YOU ACOLYTE!
Anyway,I respawn
and get my items back intact.If I can I shoot down the missles with my Laser Sniper Gun and redirect it to the helicopter. +1 Pricey +1 Blinky +1 Player Fort I make a missle launcher 3/21 +1 Blinky +1 Pricey Missle Launcher:Loads for 3 turns. If not commanded, shot to any PA players,dealing totally 20 damage.If commanded, shot to 1 player for {1-15 random} damage.
I upgrade the simple staff. 3/6 +1 Blinky +1 Pricey.
I channel some more energy into the Acolyte, making him unstable and explode because of too many channeling energies(9% used to overkill me). 3/3 +1 Blinky +1 Pricey
Attack: I kick the Tower of Futility with my metal boot.
+1 sunnyau +1 Consumer
I am making the Super AA Camp Guardian's Armor 23/25
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 12/25
Summoning the Defence/HP based Entity 12/25
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 16/25
Then I start creating an monolith eye 1/6(item who blocs two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 1/9(boosts the hat factorization by infinity)
After all that I channel a wave of thunder toward blinky
Attack: I write the sign on the Tower of Futility saying, Nulitor Sux this taunts some entities.
+1 sunnyau +1 Consumer
I am making the Super AA Camp Guardian's Armor 24/25
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 13/25
Summoning the Defence/HP based Entity 13/25
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.
ninja'd
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. 21/24 +1 Blinky +1 Pricey +3 Capicator(Zambies,magic,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 more 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. 6/6 +1 Pricey +1 Blinky
My games.
I now have no entities so that does nothing.
You can not shoot the Technology Master because I already sent him in another dimension.
/null
Right; Djinni and Anti-Djinni; come with me. I travel to the Sea Base with these two in toe and point them at the Tower of Futility.
"DESTROY IT!"
By travelling to the Sea Base; I effectively dodge the attacks from nulitor. I also drink one of my health potions that I just summoned.
Elemental of Darkness:6/20
I begin summoning some Health Potions:6/6 FINISHED
My suggestion: Redstone Power Distance
You place the Technology Master into Statis! He cannot be interacted with and cannot act while he is affected by this. You can send him out of statis whenever you want, though!
The Acolyte elects to parry the generic laser beams instead, saving more of his maneuvering power for your shield bash, which gets dodge as you close the distance to perform it!
You deal 8 damage to the Tower! However, the Pendant regains its flaw! It'll still boost your damage, but as you deal more and more damage it'll reduce your damage more. On the plus side to lowered damage, dealing less damage beans it'll break less!
You are not in Blinky1001's current zone!
The Technology Master is currently in stasis and doesn't respond!
I didn't ninja your post! I just forgot it in my laughter.
You cannot load and shoot in the same turn! Even if you could (due to your clone), the Technology Master is in an entirely different zone, and on top of that in stasis, so he is invulnerable!
You summon a few Zambies! However, with tweaks, these are only worth 3 posts, after all.
You learn some Magic!
You already would have dodged it!
The Djinni and Anti-Djinni follow you back to the Sea Base, further augmenting your assault on the Tower! They will do as you say and target it.
You bring 2 Replenishing Health Potions into being!
====[End-of-Turn Events]====
The two Djinnis deal 8 damage to the Tower!
The Elemental of Light cheers at its brethren being brought to the field.
The Air Strike Drone fires a high-damage Strike Missile, aiming towards the Elemental of Light!
The Acolyte summons a purple-dark fireball with 2% of his Dark Magic Meter, immolating the Zambies while barely lifting a finger!
Blinky1001's Amulet rolls a 3, summoning a Heat Elemental to his aid! He also regains his sight!
====[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 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.
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.
Zambie [AA] HP: 0/4. (x3)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 92%. Kills: 9.
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 (27/100 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: 434/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 18 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.
Djinni [AA] HP: 40/40. 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.
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.
Demolitionist [AA] HP: 20/20. Explosives placed: 3/5.
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.
Strike Missile [PA] HP: 6/6. Targeting Light Elemental.
Stats
Base Damage: 8
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 4/5.
Stats
Speed Value: 3
Summons a Strike Missile (6 HP, 8 base damage, 5 Speed Value, self-terminates when attacking) instead of attacking.
Will self-terminate 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...
Hmm...Magic-able? I'm using the Sniper to shoot it,though(not the TNT Cannon).
Recreating the Capacitor in the Fort, shoots GoldHero101 with TNT Cannon and Sniper Rifle, and let the Clone drink a spawned healing potion.
+1 Pricey +1 Blinky +1 Player Fort
I make a Power Sword. 24/24 +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 make myself a magic staff.6/6+1 Blinky +1 Pricey +3 [email protected](Zambies,magic,Power Sword)
I summon more 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.)
My games.
I use air currents to reflect the missile at the Tower of Futility!
Elemental of Darkness:9/20 +2 sunnyau
I begin summoning an Elemental Shield for the Elemental of Light (Blocks incoming damage until it is destroyed):1/5
I help sunnyau and pricey.
My suggestion: Redstone Power Distance
WEPON: 3/10
You see that last spider? Screw that last spider, it is so dead that even the veins of iron are bleeding from the smack I just gave it.
And if it isn't dead, the Scorpion can fix that.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Why did you forgot the movement in the first of my posts in the previous turn?
As well as the attack I did.
sending the technology master in another dimension was a charged attack and so did not counted as an regular action
So basically it seems you forgot those two actions(which was done before blinky moved):
[RP AND ATTACKS]
I introduce the Acolyte to a 'friend' of mine, Flowey the Flower. I repeatedly try to introduce the Acolyte to him, even though he knows that he's dealing with a sociopath. Eventually, Flowey decides to murder him, successfully introduced or not, and introduces him to some of his many near-undodgeable attacks, including being surrounded by a sphere of deathly pellets and facing a wall of deathly pellets from all six sides (but not all at once).
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 7/10 (+2 from Pricey)
Large Iron Shield 4/15
+1 to Pricey, +1 to Blinkey
[BREAKDOWN AND OOC]
(The Acolyte is definitely going to summon 7 Spirals at once, because attempting to raid a heavily-defended fort with no backup is a flat-out stupid idea.)
[INVENTORY]
Small Iron Shield, Iron-Capped Wooden Wand
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)
Attack: I head back to the Main Area/Battlefield just in case.
+1 sunnyau +1 Consumer
I am making the Super AA Camp Guardian's Armor 25!/25
Just like the AA Camp Guardian's Armor, That is powered up by the AA Association. 50% chance to Block Damage, Cannot be Destroyed but you have to Recharge after the Armor Power is at 0/50, Can be Charged via Healing, and the Armor Power is 50/50 (The Main Durability)
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 16/25 +2 from Blinky
Summoning the Defence/HP based Entity 16/25 +1 from sunnyau +1 from Consumer
New! Depowered Last Prism 1/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms))
Note: Since it's Monday, there wont be a update today.
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.
I drink one of my Health Potions that I just summoned.
Elemental of Darkness:10/20
I begin summoning an Elemental Shield for the Elemental of Light (Blocks incoming damage until it is destroyed):4/5 +1 consumer; +1 pricey
I help consumer and pricey
My suggestion: Redstone Power Distance
Hat factorization by infinity 17/25
Then I start creating an monolith eye 2/6(item who blocks two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 2/9(boosts the hat factorization by infinity finitely)
Then I break a rainbow in two and dual wield it to attack blinky.(If I am in the wrong place I move to the place of blinky first)
Attack: I heal Yankean
+1 Blinky +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving?
Summoning the Defence/HP based Entity 17/25
Depowered Last Prism 2/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)).
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.
Hey guys. Sorry to make you wait for more than 2 days, but I cannot post today, since I have a lot of schoolwork to get through! I will try my darnedest to post Wednesday, though. Stay as tuned in as you want.
An alternate timeline emerges.
However, we must first start from the beginning...
[RP AND ATTACKS]
After failing to hit the Acolyte over and over again, I decide to take a small break, and devote a turn to summoning some shoddy weapons out of thin air. I can rely on my trusty staff and shield, anyway. I create a summoning circle, and using the power invested in a one post charge, summon a Machine Gun. Since it's a one post charge, it will probably blow me up, but I need it when the Acolyte remembers that he has had no entities for 5 turns and tries to kill the person consistently trying to kill him.
I also see that my charge is complete. Out of the summoning circle (that was not there five seconds ago), appears a blue square, with a red line through it. A few seconds later, an eldritch noise that only [PA] and [H] players and entities can hear, weakening their attack.
[CHARGES, ALCHEMIES AND ASSISTS]
♀ 10/10 COMPLETE (+1 from Blinky, +1 from Pricey)
Large Iron Shield 5/15
+1 to Pricey, +1 to Blinky
[BREAKDOWN AND OOC]
♀ [AA] HP: 8/8. Lowers base damage by 1 point for [PA] and [H] players and entities. Eldritch Cry: III
Eldritch Cry: Deals medium damage and lowers attack
(How many charges would it take to have a 1HP health boost? What about 3HP?
I wouldn't mind support for ♀, as its HP is pitiful, but its effect is very powerful.)
[INVENTORY]
Small Iron Shield, Iron-Capped Wooden Wand, Machine Gun?
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)
Well, I couldn't tell, and even then it wouldn't help. Sniper bullets do have to stop short somewhere, right?
You grant yourself the Lightning Sword... wait, is that a possible 10 damage on a single non-consumable item?
Power Sword added!... with two modes.
Magic Staff added!
Your extra Zambies get struck down by the Curse of Repetitiveness!
As for your attack, you try to do 4 things at once, but your multitasting powers are severely limited and cannot do everything efficiently!
Your Air Currents deal 2 damage to the Strike Missile! While it doesn't return to sender-side, it will take a bit longer to reach its target and is thus Stunned!
You deal 8 damage to the Spider, with the extra force from your blow Stunning it!! You also mine 2% of the Iron!
Indeed I did! Sorry about that, I tend to focus on charges.
Since Blinky1001 is here instead, you deal 4 damage to him with your missile barrage, placing him on even more critical health!
Oh yeah, you can spawn in guns/other weapons yourself with a charge! It's just that being player-generated, they will be very generic.
The Acolyte has played a bullet hell game before, and thus easily learns Flowey's bullet patterns and learns how to dodge them! It helps that he has his SPD maxed.
Alright! You head back to the main field to camp up.
You restore 8 health to yourself, bringing yourself out of immediate danger!
You also recover 2 HP from the Cloak of Regeneration!
You deal 4 more damage to Blinky, thus bringing the playing field back to square one!
+2 HP to Yankean! Your Pendant of Power begins to clean itself up.
Said machine gun, due to its crude nature, jams quickly after shooting it, and it is beginning to dangerously overheat! The Acolyte quickly maneuvers under a hill to avoid any shots that could be coming his way.
Entity health is based on a base 4 • Charge Time, and Attack stat is based on the time taken to charge on it s well, but it can be exchanged for more or less HP, and is generally very loose. Thus, ♀ is getting plenty of buffs! However, its attack-lowering debuff is going to be a bit more generalized. It's still going to retain its aspect as something that needs to be killed quickly.
====[End-of-Turn Events]====
The Strike Missile's targeting systems return to peak efficiency!
The two Djinnis and the Elemental of Light deal 11 damage to the Tower!
The Air Strike Drone stays put and primes another missile.
The Demolitionist reaches 5 bomb packs, thus alloing him to reach maximum damage! He detonates all of his bombs with a satisfying "KA-BOOOOOOOOM!", as 30 whole HP gets taken out of the tower! Said damage to the tower triggers a PA enemy to spawn to neutralize the threat! The Attack Helicopter spawns in!
The Acolyte casts high-level spell with 9% of his Dark Magic Meter, Player Smite! He uses a charged bolt of dark energy to completely overkill sunnyau, slaying him instantly! His Health Potions, Capacitor and Small Iron Shield (Randomly chosen items!) all drop on the floor. These can be picked up and looted by any side not on a sidequest! However, since this spell has a lot of power, the Acolyte will not be casting it again anytime in the forseeable future!
Blinky1001's Amulet rolls a 10. The Acolyte acquires another Spiral from the spirograph!
====[engie_ninja's sidequest]====
The Anonymous Medic continues healing Ross8815 for 4 more health!
Ross8815 mines some more of the iron!
The Metal Scorpion tears through the affected Spider in another vicious 2-part combo!
The Metal Atronach trains its gun on the Hallways.
The Mining Rig does its job to mine some of the iron!
You have completed your objective! However, the hallways seem to be harboring a whole army of mobs, judging by the noise they make!
====[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)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (17/100 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: Invigorating Health Potion (Heals 10 health) (Lost on Death), Normal Health Potion (Heals 4 health) (Lost on Death), 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) (Lost on Death), Charge Pendant (2/8 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) (Lost on Death), Power Sword (+3 base damage, 1 damage deviation, can be used to halve damage for a 50% chance to Shock targets), Simple Staff (Can be used with magic?)
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!
Dropped Items (auyuengyat): Loot these quickly before anyone else takes them!
Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any)
Small Iron Shield (16 HP, only blocks when entering a blocking stance)
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: 7/10 [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: 58/70
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.
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.
♀ [AA] HP: 16/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 85%. Kills: 10.
Inventory: Portable Spirograph (17/21 Spirals left, DONE, 4/7 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.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 393/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 18 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.
Djinni [AA] HP: 40/40. 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.
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.
Demolitionist [AA] HP: 20/20. Explosives placed: 0/5.
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.
Strike Missile [PA] HP: 4/6. Targeting Light Elemental. Stunned (Misses attack, 0/1)
Stats
Base Damage: 8
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 4/5.
Stats
Speed Value: 3
Summons a Strike Missile (6 HP, 8 base damage, 5 Speed Value, self-terminates when attacking) instead of attacking.
Will self-terminate 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.
Attack Helicopter [PA] HP: 50/50. Rocket Pod: III.
Stats
Base Damage: 6
Speed Value: 4
Rocket Pod deals 10 damage to the target, deals 4 splash damage to nearby allies, and will Stun the target for 1 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.
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...
I HATE YOU ACOLYTE!
Anyway,I respawn
and get my items back intact.If I can I shoot down the missles with my Laser Sniper Gun and redirect it to the helicopter.+1 Pricey +1 Blinky +1 Player FortI make a missle launcher 3/21 +1 Blinky +1 PriceyMissle Launcher:Loads for 3 turns. If not commanded, shot to any PA players,dealing totally 20 damage.If commanded, shot to 1 player for {1-15 random} damage.I upgrade the simple staff. 3/6 +1 Blinky +1 Pricey.I channel some more energy into the Acolyte, making him unstable and explode because of too many channeling energies(9% used to overkill me). 3/3 +1 Blinky +1 Pricey(I guess what it matters is when the GM updates.)
My games.