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Poll: Should I move this game to the Terraria Community Forums?
This is where most of the Destroy the Godmodder community is located, and the question has been coming up a lot. So, what do you think? Please vote, as this is very important!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Time for some Story Mode fun......
I 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
I make a missle launcher 6/21 +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 {1-7 random}+{1-7 random}(Changed) damage.
I upgrade the simple staff. 6/6 +1 Blinky +1 Pricey.
I make a Command Block fragment 5/25 +1 Pricey +1 Blinky +2 Capacitor Wither Storm(as of Story Mode): 4 command block fragments+3 soul sand +3 wither skeleton head = 760 health according to 4 * Charges = HP
(Also,what's the formula for attack value?)
(I guess it matters when the GM updates. Anyway I did my thing and picked up those things before nuiltor did. Anyway, I guess a good intermission for quilter may be sorta like Story Mode... For Acolyte and nulitor and (other sparingly online PA members))
I HATE YOU ACOLYTE!
Anyway,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
You fool! You can only respawn on the turn you respawn, and you can't do anything else. Not even try to pick up your items or even charge your Charges!
You fool! You can only respawn on the turn you respawn, and you can't do anything else. Not even try to pick up your items or even charge your Charges!
From the OP:
You must respawn before you do anything else.
Good.But I use 1 turn or 1 post?(to respawn)
/null
Attack: I write Blame the Acolyte on the Ruins of the AA Camp (Just to Taunt some Enemies) while i was invisible because he murdered my friend.
+1 Blinky +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 18/25 (I thought it i had my Accident last turn It is 16 then 17 before this turn)
Summoning the Defence/HP based Entity 18/25
Depowered Last Prism 2/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound).
[RP AND ATTACKS]
"♀, use B͍̹̲̦̞͔̦̫͐̄ͫ͆͗a̖̳̠͙͎̫͗͂͑͟͝r̮̘̒̌̓̂̽̄̽ͯͫ͘͜͠r̸̛͇̗̔̓͒ͫ̃͡ͅͅi̴̧̠͇͎̠̻ͭ̿͑͒͠e͌̌̽͒҉̣̝̜̯͔r̝̩̩̥͙͍͉̯͙͛!" I say, attempting to sound like a typical Pokemon trainer even though I'm commanding an eldritch noise thing.
I then return to the Acolyte. I create hundreds of clones of myself and then get my clones to help me circle around the Acolyte. We come closer and closer to the Acolyte, each of us trying to grab his Portable Spirograph and trying to avoid the Acolyte's counters. If the Acolyte tries an AOE attack, we disperse, and if the Acolyte tries to take us out one by one, we counterattack him. When more then 7/8ths of the clones are gone, I dispell them, retreat and hold up my shield as best as I can. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 6/15 (+1 from Pricey)
Pure Fox 1/20
4 Health Potions 1/10
+1 to Pricey, +1 to sunnyau [BREAKDOWN AND OOC]
(♀ guards.
The Acolyte's magic is very weird. It takes 2% of the magic meter to slow down the speed of light, then 9% to autokill sunnyau. My theory is that the Dark Magic Meter's amounts represents how much magic the Acolyte needs to use to counteract the OP Scale, something he needs to do as he isn't a Godmodder.) [INVENTORY] Small Iron Shield, Iron-Capped Wooden Wand
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.
I 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
(I guess it matters when the GM updates. Anyway I did my thing and picked up those things before nuiltor did. Anyway, I guess a good intermission for quilter may be sorta like Story Mode... For Acolyte and nulitor and (other sparingly online PA members))
You only manage to scavenge your Small Iron Shield back!
Your energies that are channeled towards the Acolyte only work for him, as he uses his powers to transfer the unstable energy to other places! Since it's not evil-based, though, it doesn't affect the Dark Magic Meter.
The gm really wanted to penalize death lately so it is probably one turn.
If I am dead I keep re-spawning
Else I do the following
Hat factorization by infinity 19/25
Then I start creating an monolith eye 4/6(item who blocks two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 4/9(boosts the hat factorization by infinity finitely)
Then I jump into the sky and I do not land back.
The ear is earth.
I scream incoherence to ♀ .
Then I make a nova of canny.
all of that is outside of the valley of uncanny.
Thus I decide it is an attack at ♀
Death is supposed to be more of a penalty for more item-based, sedentary players who hide behind their charges. Aggressive players are also kind of hindered, as dying will halt their push! Thus, Death will impact noobs who stick to a single tactic the greatest. Anyone with a balanced method of attacking and conserving health (like Blinky1001) will do fairly well.
Your cannyness confuses ♀ and make its next attack less likely to succeed!
I perform a backflip over the missile and slice it in two with one of my Daggers.
Elemental of Darkness:14/20
I begin summoning the work crew in Rubble Trouble: 2/25
I begin summoning their equipment: 2/25 +1 sunnyau
The missile gets damaged so much that it loses its aerodynamicness and spirals out of control, exploding harmlessly on the ground! You gracefully land back on terra firma safely.
Attack: I write Blame the Acolyte on the Ruins of the AA Camp (Just to Taunt some Enemies) while i was invisible because he murdered my friend.
+1 Blinky +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 18/25 (I thought it i had my Accident last turn It is 16 then 17 before this turn)
Summoning the Defence/HP based Entity 18/25
Depowered Last Prism 2/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound).
Charge Storage: +1 from Blinky = 1 Charge Point
No one is near the Ruins at this point! They all abandoned it due to it being under heavy fire.
[RP AND ATTACKS]
"♀, use B͍̹̲̦̞͔̦̫͐̄ͫ͆͗a̖̳̠͙͎̫͗͂͑͟͝r̮̘̒̌̓̂̽̄̽ͯͫ͘͜͠r̸̛͇̗̔̓͒ͫ̃͡ͅͅi̴̧̠͇͎̠̻ͭ̿͑͒͠e͌̌̽͒҉̣̝̜̯͔r̝̩̩̥͙͍͉̯͙͛!" I say, attempting to sound like a typical Pokemon trainer even though I'm commanding an eldritch noise thing.
I then return to the Acolyte. I create hundreds of clones of myself and then get my clones to help me circle around the Acolyte. We come closer and closer to the Acolyte, each of us trying to grab his Portable Spirograph and trying to avoid the Acolyte's counters. If the Acolyte tries an AOE attack, we disperse, and if the Acolyte tries to take us out one by one, we counterattack him. When more then 7/8ths of the clones are gone, I dispell them, retreat and hold up my shield as best as I can. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 6/15 (+1 from Pricey)
Pure Fox 1/20
4 Health Potions 1/10
+1 to Pricey, +1 to sunnyau [BREAKDOWN AND OOC]
(♀ guards.
The Acolyte's magic is very weird. It takes 2% of the magic meter to slow down the speed of light, then 9% to autokill sunnyau. My theory is that the Dark Magic Meter's amounts represents how much magic the Acolyte needs to use to counteract the OP Scale, something he needs to do as he isn't a Godmodder.) [INVENTORY] Small Iron Shield, Iron-Capped Wooden Wand
That's an interesting theory! Even though the Acolyte did presumably take a level in Godmodding from the intro. How many levels he took is a mystery, though, but since he uses the Dark Magic Meter as a basis for his attacks, I presume it's less than anything the normal Godmodder (or UserZero, by that extension) has in store.
♀ will try to use Barrier! I presume it'll do the same thing it does in the Pokemon series.
You and your clones bear down on the Acolyte, but he manages to hold them off long enough for them to get reduced to a small enough number! However, it is such a diversion that the Acolyte will not regenerate his Dark Magic Meter this turn!
I'm not shooting your theory down, but I judged the magic cost for Player Smite based on how troublesome the player's being. It would take a lot of Dark Magic to take down a healthy charge-and-item-spamming camper, but it would take significantly less Dark Magic to kill a player who is being targeted for some reason despite long since being idle.
====[End-of-Turn Events]====
The two Djinnis deal 8 damage to the Attack Helicopter!
The Attack Helicopter uses its weaponry to pin down the Elemental of Light and deal 6 damage to it!
The Elemental of Light and the Heat Elemental deal 6 damage to the Tower!
♀'s action succeeds! It casts Barrier, which will protect it from physical attacks somewhat for the next few turns!
The Air Strike Drone fires a Strike Missile at the Demolitionist!
The Acolyte sits and waits for ConsumerOfAll's next attack while waiting for his Dark Magic Meter to get a little higher!
Blinky1001's Amulet rolls a 4.
====[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!
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 (7/100 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: 20/20.
Inventory: 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)), 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), 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.
robby214tv [PA] HP: 20/20. Switchable: III.
FeatheredDragon [N] HP: 20/20
Itinerary Objectives:
Anti-Acolyte:
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: 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.
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. Barrier (Takes 40% less damage from physical attacks, 2/2)
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: 11/20.
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 (20% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned), 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)
Elemental Resistance down? You know, I can live with that.
Dark Pit pulls out a robotic core of some sort from his pocket.
Copy Core: It radiates the power to copy those around it. If the holder is attacked with an element, change this item to a "___ Core", ___ being replaced by the element. (color code is 897FA8, color by typing
"[color=#(NUMBERS)] Text you want [/color]"
, works with all color if you have the hexadecimal numbers for it)
___ Core: It radiates the energy of ___. Use for +2 Base Damage and Elemental Affinity of that element for an attack (Using this makes attacks that element). 3 Uses.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/20/2014
Posts:
195
Location:
Behind you
Minecraft:
Blinky101
Xbox:
NEVER!
PSN:
NO!!!
Member Details
I made a shield for the Elemental of Light...
Anyway, I cause a rapid change in the structure of the molecules of the explosives inside the Air Strike Drone; causing them to turn into sodium. This appears to be pointless, then... it starts raining.
Elemental of Darkness:16/20 +1 pricey
I begin summoning the work crew in Rubble Trouble: 3/25
Death is supposed to be more of a penalty for more item-based,
sedentary players who hide behind their charges. Aggressive players are
also kind of hindered, as dying will halt their push! Thus, Death will
impact noobs who stick to a single tactic the greatest. Anyone with a
balanced method of attacking and conserving health (like Blinky1001)
will do fairly well.
Well blinky is loosing most of his time for healing and is relying a lot on the fact he have allies spamming entities to a crazy point and about his items.
In fact he is not doing well since he dealt very few damage to the acolyte.
Hat factorization by infinity 20/25
Then I start creating an monolith eye 5/6(item who blocks two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 5/9(boosts the hat factorization by infinity finitely)
Then I try to make an attack dealing damage to the ♀ since my intent with my previous attack was to deal damage.(why did it do something else and why do that things is not even written in the entity log)
For that I use the unholy evil powers of light to try to create bolts.
Those arrows might be arrows.
I use the projectiles to make a tornado of manga references and to create someone wearing 4 bows and each of those bows have four strings and on each string there is 2*2 arrows.
each of those arrows splits in four arrows and each of those arrows summons three arrows and each of those arrows is targeted at ♀
I get out of my stasis chamber (I took a break because Origins was on hiatus), and try to figure out what is going on. I then shoot the acolyte randomly.
[RP AND ATTACKS]
"I'm glad you appreciate my attempts to murder your avatar, Acolyte. Since you're obviously expecting it, I might as well tell you to go play a Mother game. I've heard they're really good, but I don't really use emulators."
The Acolyte likely raises his guard for PSI attacks as I then pull out a Shield Killer / Snatcher, and blast it at the Acolyte, piercing any magical or non-magical barriers he might have. I throw several Bombs, Super Bombs, Sprinting Bombs and Thunder Bombs before riding a Pencil Rocket into the Acolyte's face, jumping off at the second into explodes.
I use PSI Shield α to avoid taking damage before using my wand to supercharge me with psychic energy from the enviroment and minds of mobs before using PK Beam, PK Flash, Offense Down, Defense Down and PK Ground α on the Acolyte, hopefully dazing him for long enough to get hit by my PK Fire and PK Freeze combo...
Which, as the Acolyte realises, is another confusion attack to distract him from the barrage of PK Thunder α, with a PK Starstorm assisting it, with PK Love as a finisher.
"♀, attack nulitor!" I shout, before breathing in and breathing out and cutting off the PSI supercharge. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 8/15 (+1 from Blinky)
Pure Fox 2/20
4 Health Potions 2/10
+1 to Blinky, +1 to Crusher [BREAKDOWN AND OOC] (I didn't even notice that. What rank is he?) [INVENTORY] Small Iron Shield, Iron-Capped Wooden Wand
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.
Attack: I use my Power Pendent and i throw the large Rock at the Strike Missille at the speed of sound.
+1 Crusher +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 21/25 +1 from sunnyau +1 from Consumer
Summoning the Defence/HP based Entity 21/25 +2 from Blinky
Depowered Last Prism 3/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound).
Elemental Resistance down? You know, I can live with that.
Dark Pit pulls out a robotic core of some sort from his pocket.
Copy Core: It radiates the power to copy those around it. If the holder is attacked with an element, change this item to a "___ Core", ___ being replaced by the element. (color code is 897FA8, color by typing
"[color=#(NUMBERS)] Text you want [/color]"
, works with all color if you have the hexadecimal numbers for it)
___ Core: It radiates the energy of ___. Use for +2 Base Damage and Elemental Affinity of that element for an attack (Using this makes attacks that element). 3 Uses.
Seems fair, especially due to the fact that . Copy Core deployed!
Anyway, I cause a rapid change in the structure of the molecules of the explosives inside the Air Strike Drone; causing them to turn into sodium. This appears to be pointless, then... it starts raining.
Elemental of Darkness:16/20 +1 pricey
I begin summoning the work crew in Rubble Trouble: 3/25
I begin summoning their equipment: 3/25
I help consumer and pricey.
Sorry about that, it would help if you italicized your finished charges or something else to help me notice them better.
The protective shell on the Strike Missile protects it from exposure (otherwise it would explode when you so much as brush it!) However, its base damage will be cut in half, due to sodium not being a conventional explosive.
Elemental Shield added! You gain 1 HP from your good old Cloak.
Okay, since we seem to be done with the mining, I nab a bit more iron and inform my teammates that it's time to exit the zone.
Ross8815 and the Medic run towards your initial path, and the Metal Atronach and Scorpion fix their guns on the position of the hallways while backpedaling! And it's a good thing, too...
Well blinky is loosing most of his time for healing and is relying a lot on the fact he have allies spamming entities to a crazy point and about his items.
In fact he is not doing well since he dealt very few damage to the acolyte.
Hat factorization by infinity 20/25
Then I start creating an monolith eye 5/6(item who blocks two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 5/9(boosts the hat factorization by infinity finitely)
Then I try to make an attack dealing damage to the ♀ since my intent with my previous attack was to deal damage.(why did it do something else and why do that things is not even written in the entity log)
For that I use the unholy evil powers of light to try to create bolts.
Those arrows might be arrows.
I use the projectiles to make a tornado of manga references and to create someone wearing 4 bows and each of those bows have four strings and on each string there is 2*2 arrows.
each of those arrows splits in four arrows and each of those arrows summons three arrows and each of those arrows is targeted at ♀
Blinky1001 takes on a bit more of a support role (a powerful support role at that!) compared to going for the Acolyte's face. By taking care of the Acolyte's minions, he's clearing out that could prove a hinderance to the players.
Consumer wants ♀ to be at the Sea Base, so your attack hits! You deal 2 damage to ♀ due to its barrier.
I get out of my stasis chamber (I took a break because Origins was on hiatus), and try to figure out what is going on. I then shoot the acolyte randomly.
Hey, welcome back! Currently, the player fort has a large supply of entities camping around it and making sure that
Your shot at the Acolyte is rather unexpected, as the Acolyte expected something elaborate, in conjunction with your sudden reappearance! However, the genericness of "I shoot the Acolyte" makes it so that the Acolyte can duck out of the way of the bullet!
[RP AND ATTACKS]
"I'm glad you appreciate my attempts to murder your avatar, Acolyte. Since you're obviously expecting it, I might as well tell you to go play a Mother game. I've heard they're really good, but I don't really use emulators."
The Acolyte likely raises his guard for PSI attacks as I then pull out a Shield Killer / Snatcher, and blast it at the Acolyte, piercing any magical or non-magical barriers he might have. I throw several Bombs, Super Bombs, Sprinting Bombs and Thunder Bombs before riding a Pencil Rocket into the Acolyte's face, jumping off at the second into explodes.
I use PSI Shield α to avoid taking damage before using my wand to supercharge me with psychic energy from the enviroment and minds of mobs before using PK Beam, PK Flash, Offense Down, Defense Down and PK Ground α on the Acolyte, hopefully dazing him for long enough to get hit by my PK Fire and PK Freeze combo...
Which, as the Acolyte realises, is another confusion attack to distract him from the barrage of PK Thunder α, with a PK Starstorm assisting it, with PK Love as a finisher.
"♀, attack nulitor!" I shout, before breathing in and breathing out and cutting off the PSI supercharge. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 8/15 (+1 from Blinky)
Pure Fox 2/20
4 Health Potions 2/10
+1 to Blinky, +1 to Crusher [BREAKDOWN AND OOC] (I didn't even notice that. What rank is he?) [INVENTORY] Small Iron Shield, Iron-Capped Wooden Wand
The Acolyte's rather interested in the Mother-esque genre, especially since Undertale has made its big debut!
Well, you go along with the fact that ♀ should be in the Sea Base. ♀ will follow through on your task!
The Acolyte tries to dodge your array of spam attacks, but the combination of their sheer number and their unblockable nature overwhelms the Acolyte since he can't bother to use up his Dark Magic Meter! You succeed in your goal to damage him and deal 1 damage to the Acolyte.
Attack: I use my Power Pendent and i throw the large Rock at the Strike Missille at the speed of sound.
+1 Crusher +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 21/25 +1 from sunnyau +1 from Consumer
Summoning the Defence/HP based Entity 21/25 +2 from Blinky
Depowered Last Prism 3/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound).
Charge Storage: +1 from Blinky = 1 Charge Point
I'm afraid you're not at the Sea Base anymore... However, so that this turn isn't a waste, you immediately travel to the spot! In addition, the Pendant of Power clears itself of all its blemishes!
====[End-of-Turn Events]====
The Strike Missile makes impact with the Demolitionist! However, being filled with Sodium, it deals a mediocre 4 damage while crashing into its target. In response, the Demolitionist detonates its explosives and deals 6 damage to the Tower!
The two Djinnis work together to deal 8 damage to the Tower!
The Attack Helicopter identifies ♀ as a threat and deals 4 damage to it!
The Elemental of Light and the Heat Elemental also deal 6 damage to the Tower!
♀ tries to attack nullitor, but it hits the Attack Helicopter instead, dealing 6 damage to it! The soldiers in the Helicopter manage to suppress their fear.
The Air Strike Drone stays in the air and readies another missile for launching.
A portal opens behind the Acolyte, summoning a large amount of Mooks to flood the field with! The next successful attack after this one will trigger the BOSS BATTLE! However, the Acolyte will remain largely invulnerable from being behind his Mooks!
Blinky1001's Amulet rolls an 8. In addition, the Acolyte gains a spiral!
====[engie_ninja's sidequest]====
You, not being too greedy in your iron-nabbing, pick up the iron and head off with Ross8815 and the Medic, who meander towards the exit opposite the hallways, when all of a sudden a large army of mobs emerges from the Hallways!
There's more than 10 mobs from each category all by themselves! This threat might actually be insurmountable!
The Metal Atronach and the Scorpion bravely hold their ground and get a first strike since they were facing the hallways! The Scorpion deals 4 damage to one of the Zombies with its mounted pistol-caliber gun, and the Atronach sprays into the crowd to injure a few of the Skeletons with its heavy machine gun!
You have completed your objective! It's the time to get the heck out of dodge!
====[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.
MegaMinEr69 [AA] HP: 20/20 Long since idle.
Netpatham [AA] HP: 20/20. Long since idle.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle. 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), Copy Core (3/3 Uses) (Harnesses the power of elemental attacks, using it will give your next attack +2 base damage and apply elements to that attack)
jondanger23 [AA] HP: 20/20. Long since idle.
Inventory: Ramshackle Shield (5/10 HP)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: 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)), 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), 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.
robby214tv [PA] HP: 20/20. Switchable: III.
FeatheredDragon [N] HP: 20/20
Itinerary Objectives:
Anti-Acolyte:
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: 7/10 [IIIIIIIIII] Material. Farm: 10/10 [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.
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.
Lightly Armored Hammer Mook [PA] HP: 16/16. (x4)
Lightly Armored Shotgun Mook [PA] HP: 16/16. (x3)
Sword Mook [PA] HP: 16/16. (x6)
Submachine Gun Mook [PA] HP: 16/16. (x4)
Rocket Launcher Mook [PA] HP: 16/16. (x3)
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 87%. Kills: 10.
Inventory: Portable Spirograph (16/21 Spirals left, DONE, 5/7 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 (0/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
Blinky1001 [AA] HP: 11/20.
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 (20% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned), 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.
♀ [AA] HP: 10/16. Eldritch Cry: III. Barrier (Takes 40% less damage from physical attacks, 2/2)
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.
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.
Strike Missile [PA] HP: 0/6 (x1)
Stats
Base Damage: 4
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 3/5.
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: 36/50. 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).
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
Zombie [H] HP: 16/20 (x1) 20/20 (x11)
Skeleton [H] HP: 14/20 (x3) 20/20 (x12) Armed with bows.
Spider [H] HP: 16/16 (x14)
Iron Supply [N] : 76%/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)
Well blinky is loosing most of his time for healing and is relying a lot on the fact he have allies spamming entities to a crazy point and about his items.
In fact he is not doing well since he dealt very few damage to the acolyte.
He's losing that time for healing because of you. In both updates the previous page, you tried to attack him. If someone's attacked, they need to heal. And you are forcing it to happen.
And nobody's done a whole lot of damage to the acolyte. I haven't done any damage to the acolyte. I can change that very quickly if you want, however.
You're not even trying to be subtle about "SCREW BLINKY, SMITE HIM", are you?
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Sorry for 1 day hiatus
Time for some Story Mode fun......
Shouldn't the Lightning Tower be attacking?
Hmm...I gracefully sneak behind the Mooks and as Acolyte is summoning the Mooks,I charge more power(light/evil)into the Spirals and it overflowed. I then fall behind and watch for the "BOOM".
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 7/21 +1 Blinky +1 Pricey +1 Consumer
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 {1-7 random}+{1-7 random}(Changed) damage.
I upgrade the simple staff. 6/6 +1 Blinky +1 Pricey +1 Consumer.
I make a Command Block fragment 4/25 +1 Pricey +1 Blinky+1 Consumer
Wither Storm(as of Story Mode):
4 command block fragments+3 soul sand +3 wither skeleton head = 760 health according to 4 * Charges = HP
OOC:
I guess nuiltor will be the one who will block all of us. I tries to boom out the Spirals but if it fails, what should we do? PM in coordination (not letting nuiltor knows).
Hey nulitor! I'm fed up with you having more health than me, so STAB STAB STAB your eyeballs with a Generic Sword of Random Appearance!
Elemental of Darkness:13/20 +1 pricey, +1 sunnyau
Elemental Shield for the Elemental of Light (Blocks incoming damage until it is destroyed):5/5 FINISHED
I begin summoning the work crew in Rubble Trouble:1/25
My suggestion: Redstone Power Distance
Time for some Story Mode fun......
I 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
I make a missle launcher 6/21 +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 {1-7 random}+{1-7 random}(Changed) damage.I upgrade the simple staff. 6/6 +1 Blinky +1 Pricey.I make a Command Block fragment 5/25 +1 Pricey +1 Blinky +2 CapacitorWither Storm(as of Story Mode):4 command block fragments+3 soul sand +3 wither skeleton head = 760 health according to 4 * Charges = HP(Also,what's the formula for attack value?)(I guess it matters when the GM updates. Anyway I did my thing and picked up those things before nuiltor did. Anyway, I guess a good intermission for quilter may be sorta like Story Mode... For Acolyte and nulitor and (other sparingly online PA members))
My games.
If I am dead I re-spawn
Else I do the following
Hat factorization by infinity 18/25
Then I start creating an monolith eye 3/6(item who blocks two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 3/9(boosts the hat factorization by infinity finitely)
I go where the capacitor is and try to get it and destroy such overpowered item if I can.
You fool! You can only respawn on the turn you respawn, and you can't do anything else. Not even try to pick up your items or even charge your Charges!
From the OP:
You must respawn before you do anything else.
An alternate timeline emerges.
However, we must first start from the beginning...
Good.But I use 1 turn or 1 post?(to respawn)
/null
My games.
The gm really wanted to penalize death lately so it is probably one turn.
If I am dead I keep re-spawning
Else I do the following
Hat factorization by infinity 19/25
Then I start creating an monolith eye 4/6(item who blocks two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 4/9(boosts the hat factorization by infinity finitely)
Then I jump into the sky and I do not land back.
The ear is earth.
I scream incoherence to ♀ .
Then I make a nova of canny.
all of that is outside of the valley of uncanny.
Thus I decide it is an attack at ♀
I perform a backflip over the missile and slice it in two with one of my Daggers.
Elemental of Darkness:14/20
I begin summoning the work crew in Rubble Trouble: 2/25
I begin summoning their equipment: 2/25 +1 sunnyau
My suggestion: Redstone Power Distance
Attack: I write Blame the Acolyte on the Ruins of the AA Camp (Just to Taunt some Enemies) while i was invisible because he murdered my friend.
+1 Blinky +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 18/25 (I thought it i had my Accident last turn It is 16 then 17 before this turn)
Summoning the Defence/HP based Entity 18/25
Depowered Last Prism 2/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound).
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.
[RP AND ATTACKS]
"♀, use B͍̹̲̦̞͔̦̫͐̄ͫ͆͗a̖̳̠͙͎̫͗͂͑͟͝r̮̘̒̌̓̂̽̄̽ͯͫ͘͜͠r̸̛͇̗̔̓͒ͫ̃͡ͅͅi̴̧̠͇͎̠̻ͭ̿͑͒͠e͌̌̽͒҉̣̝̜̯͔r̝̩̩̥͙͍͉̯͙͛!" I say, attempting to sound like a typical Pokemon trainer even though I'm commanding an eldritch noise thing.
I then return to the Acolyte. I create hundreds of clones of myself and then get my clones to help me circle around the Acolyte. We come closer and closer to the Acolyte, each of us trying to grab his Portable Spirograph and trying to avoid the Acolyte's counters. If the Acolyte tries an AOE attack, we disperse, and if the Acolyte tries to take us out one by one, we counterattack him. When more then 7/8ths of the clones are gone, I dispell them, retreat and hold up my shield as best as I can.
[CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 6/15 (+1 from Pricey)
Pure Fox 1/20
4 Health Potions 1/10
+1 to Pricey, +1 to sunnyau
[BREAKDOWN AND OOC]
(♀ guards.
The Acolyte's magic is very weird. It takes 2% of the magic meter to slow down the speed of light, then 9% to autokill sunnyau. My theory is that the Dark Magic Meter's amounts represents how much magic the Acolyte needs to use to counteract the OP Scale, something he needs to do as he isn't a Godmodder.)
[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)
You respawn successfully!
Your Generic Sword of Random Appearance deals a generic 5 damage to Nullitor! That's a nice number.
You only manage to scavenge your Small Iron Shield back!
Your energies that are channeled towards the Acolyte only work for him, as he uses his powers to transfer the unstable energy to other places! Since it's not evil-based, though, it doesn't affect the Dark Magic Meter.
You are not dead!
That has my support. You use a long-ranged attack to grab the Capacitor, bring it to yourself and crush it under your foot! The Capacitor is no more.
auyuengyat's lootable items are gone!
You only need 1 post to respawn. You're back in the game already!
Also, you went back and edited your posts for me! That changes my opinion of you.
Death is supposed to be more of a penalty for more item-based, sedentary players who hide behind their charges. Aggressive players are also kind of hindered, as dying will halt their push! Thus, Death will impact noobs who stick to a single tactic the greatest. Anyone with a balanced method of attacking and conserving health (like Blinky1001) will do fairly well.
Your cannyness confuses ♀ and make its next attack less likely to succeed!
The missile gets damaged so much that it loses its aerodynamicness and spirals out of control, exploding harmlessly on the ground! You gracefully land back on terra firma safely.
You recover 1 HP from the Cloak of Regeneration!
No one is near the Ruins at this point! They all abandoned it due to it being under heavy fire.
Your Pendant of Power recharges some more!
That's an interesting theory! Even though the Acolyte did presumably take a level in Godmodding from the intro. How many levels he took is a mystery, though, but since he uses the Dark Magic Meter as a basis for his attacks, I presume it's less than anything the normal Godmodder (or UserZero, by that extension) has in store.
♀ will try to use Barrier! I presume it'll do the same thing it does in the Pokemon series.
You and your clones bear down on the Acolyte, but he manages to hold them off long enough for them to get reduced to a small enough number! However, it is such a diversion that the Acolyte will not regenerate his Dark Magic Meter this turn!
I'm not shooting your theory down, but I judged the magic cost for Player Smite based on how troublesome the player's being. It would take a lot of Dark Magic to take down a healthy charge-and-item-spamming camper, but it would take significantly less Dark Magic to kill a player who is being targeted for some reason despite long since being idle.
====[End-of-Turn Events]====
The two Djinnis deal 8 damage to the Attack Helicopter!
The Attack Helicopter uses its weaponry to pin down the Elemental of Light and deal 6 damage to it!
The Elemental of Light and the Heat Elemental deal 6 damage to the Tower!
♀'s action succeeds! It casts Barrier, which will protect it from physical attacks somewhat for the next few turns!
The Air Strike Drone fires a Strike Missile at the Demolitionist!
The Acolyte sits and waits for ConsumerOfAll's next attack while waiting for his Dark Magic Meter to get a little higher!
Blinky1001's Amulet rolls a 4.
====[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!
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 (7/100 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: 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)), 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), 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!
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.
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. Barrier (Takes 40% less damage from physical attacks, 2/2)
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.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 387/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 20 Futility
auyuengyat: 2 Futility
Pricey12345: 8 Futility
Crusher48: 2 Futility
Elemental of Light [AA] HP: 16/30.
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: 0/6 (x1), 6/6 Targeting Demolitionist. (x1)
Stats
Base Damage: 8
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 3/5.
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: 42/50. 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...
Worth One Chip: 9/25
L.I.M.: 5/25
Elemental Resistance down? You know, I can live with that.
Dark Pit pulls out a robotic core of some sort from his pocket.
Copy Core: It radiates the power to copy those around it. If the holder is attacked with an element, change this item to a "___ Core", ___ being replaced by the element. (color code is 897FA8, color by typing
, works with all color if you have the hexadecimal numbers for it)
___ Core: It radiates the energy of ___. Use for +2 Base Damage and Elemental Affinity of that element for an attack (Using this makes attacks that element). 3 Uses.
I made a shield for the Elemental of Light...
Anyway, I cause a rapid change in the structure of the molecules of the explosives inside the Air Strike Drone; causing them to turn into sodium. This appears to be pointless, then... it starts raining.
Elemental of Darkness:16/20 +1 pricey
I begin summoning the work crew in Rubble Trouble: 3/25
I begin summoning their equipment: 3/25
I help consumer and pricey.
My suggestion: Redstone Power Distance
WEPON: 4/10
Okay, since we seem to be done with the mining, I nab a bit more iron and inform my teammates that it's time to exit the zone.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Well blinky is loosing most of his time for healing and is relying a lot on the fact he have allies spamming entities to a crazy point and about his items.
In fact he is not doing well since he dealt very few damage to the acolyte.
Hat factorization by infinity 20/25
Then I start creating an monolith eye 5/6(item who blocks two attacks spontaneously and then is destroyed)
And I start channeling cataclysm 5/9(boosts the hat factorization by infinity finitely)
Then I try to make an attack dealing damage to the ♀ since my intent with my previous attack was to deal damage.(why did it do something else and why do that things is not even written in the entity log)
For that I use the unholy evil powers of light to try to create bolts.
Those arrows might be arrows.
I use the projectiles to make a tornado of manga references and to create someone wearing 4 bows and each of those bows have four strings and on each string there is 2*2 arrows.
each of those arrows splits in four arrows and each of those arrows summons three arrows and each of those arrows is targeted at ♀
I get out of my stasis chamber (I took a break because Origins was on hiatus), and try to figure out what is going on. I then shoot the acolyte randomly.
[RP AND ATTACKS]
"I'm glad you appreciate my attempts to murder your avatar, Acolyte. Since you're obviously expecting it, I might as well tell you to go play a Mother game. I've heard they're really good, but I don't really use emulators."
The Acolyte likely raises his guard for PSI attacks as I then pull out a Shield Killer / Snatcher, and blast it at the Acolyte, piercing any magical or non-magical barriers he might have. I throw several Bombs, Super Bombs, Sprinting Bombs and Thunder Bombs before riding a Pencil Rocket into the Acolyte's face, jumping off at the second into explodes.
I use PSI Shield α to avoid taking damage before using my wand to supercharge me with psychic energy from the enviroment and minds of mobs before using PK Beam, PK Flash, Offense Down, Defense Down and PK Ground α on the Acolyte, hopefully dazing him for long enough to get hit by my PK Fire and PK Freeze combo...
Which, as the Acolyte realises, is another confusion attack to distract him from the barrage of PK Thunder α, with a PK Starstorm assisting it, with PK Love as a finisher.
"♀, attack nulitor!" I shout, before breathing in and breathing out and cutting off the PSI supercharge.
[CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 8/15 (+1 from Blinky)
Pure Fox 2/20
4 Health Potions 2/10
+1 to Blinky, +1 to Crusher
[BREAKDOWN AND OOC]
(I didn't even notice that. What rank is he?)
[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 use my Power Pendent and i throw the large Rock at the Strike Missille at the speed of sound.
+1 Crusher +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 21/25 +1 from sunnyau +1 from Consumer
Summoning the Defence/HP based Entity 21/25 +2 from Blinky
Depowered Last Prism 3/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound).
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.
Seems fair, especially due to the fact that . Copy Core deployed!
Sorry about that, it would help if you italicized your finished charges or something else to help me notice them better.
The protective shell on the Strike Missile protects it from exposure (otherwise it would explode when you so much as brush it!) However, its base damage will be cut in half, due to sodium not being a conventional explosive.
Elemental Shield added! You gain 1 HP from your good old Cloak.
Ross8815 and the Medic run towards your initial path, and the Metal Atronach and Scorpion fix their guns on the position of the hallways while backpedaling! And it's a good thing, too...
Blinky1001 takes on a bit more of a support role (a powerful support role at that!) compared to going for the Acolyte's face. By taking care of the Acolyte's minions, he's clearing out that could prove a hinderance to the players.
Consumer wants ♀ to be at the Sea Base, so your attack hits! You deal 2 damage to ♀ due to its barrier.
Hey, welcome back! Currently, the player fort has a large supply of entities camping around it and making sure that
Your shot at the Acolyte is rather unexpected, as the Acolyte expected something elaborate, in conjunction with your sudden reappearance! However, the genericness of "I shoot the Acolyte" makes it so that the Acolyte can duck out of the way of the bullet!
The Acolyte's rather interested in the Mother-esque genre, especially since Undertale has made its big debut!
Well, you go along with the fact that ♀ should be in the Sea Base. ♀ will follow through on your task!
The Acolyte tries to dodge your array of spam attacks, but the combination of their sheer number and their unblockable nature overwhelms the Acolyte since he can't bother to use up his Dark Magic Meter! You succeed in your goal to damage him and deal 1 damage to the Acolyte.
I'm afraid you're not at the Sea Base anymore... However, so that this turn isn't a waste, you immediately travel to the spot! In addition, the Pendant of Power clears itself of all its blemishes!
====[End-of-Turn Events]====
The Strike Missile makes impact with the Demolitionist! However, being filled with Sodium, it deals a mediocre 4 damage while crashing into its target. In response, the Demolitionist detonates its explosives and deals 6 damage to the Tower!
The two Djinnis work together to deal 8 damage to the Tower!
The Attack Helicopter identifies ♀ as a threat and deals 4 damage to it!
The Elemental of Light and the Heat Elemental also deal 6 damage to the Tower!
♀ tries to attack nullitor, but it hits the Attack Helicopter instead, dealing 6 damage to it! The soldiers in the Helicopter manage to suppress their fear.
The Air Strike Drone stays in the air and readies another missile for launching.
A portal opens behind the Acolyte, summoning a large amount of Mooks to flood the field with! The next successful attack after this one will trigger the BOSS BATTLE! However, the Acolyte will remain largely invulnerable from being behind his Mooks!
Blinky1001's Amulet rolls an 8. In addition, the Acolyte gains a spiral!
====[engie_ninja's sidequest]====
You, not being too greedy in your iron-nabbing, pick up the iron and head off with Ross8815 and the Medic, who meander towards the exit opposite the hallways, when all of a sudden a large army of mobs emerges from the Hallways!
There's more than 10 mobs from each category all by themselves! This threat might actually be insurmountable!
The Metal Atronach and the Scorpion bravely hold their ground and get a first strike since they were facing the hallways! The Scorpion deals 4 damage to one of the Zombies with its mounted pistol-caliber gun, and the Atronach sprays into the crowd to injure a few of the Skeletons with its heavy machine gun!
You have completed your objective! It's the time to get the heck out of dodge!
====[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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Inventory: 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)), 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), 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!
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: 10/10 [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.
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.
Lightly Armored Hammer Mook [PA] HP: 16/16. (x4)
Lightly Armored Shotgun Mook [PA] HP: 16/16. (x3)
Sword Mook [PA] HP: 16/16. (x6)
Submachine Gun Mook [PA] HP: 16/16. (x4)
Rocket Launcher Mook [PA] HP: 16/16. (x3)
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 87%. Kills: 10.
Inventory: Portable Spirograph (16/21 Spirals left, DONE, 5/7 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 (0/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 367/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 20 Futility
auyuengyat: 2 Futility
Pricey12345: 8 Futility
Crusher48: 2 Futility
Elemental of Light [AA] HP: 16/30. Elemental Shield (10/10 HP, tanks 80% of incoming damage)
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: 16/20. 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.
♀ [AA] HP: 10/16. Eldritch Cry: III. Barrier (Takes 40% less damage from physical attacks, 2/2)
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.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Strike Missile [PA] HP: 0/6 (x1)
Stats
Base Damage: 4
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 3/5.
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: 36/50. 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)
Zombie [H] HP: 16/20 (x1) 20/20 (x11)
Skeleton [H] HP: 14/20 (x3) 20/20 (x12) Armed with bows.
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...
He's losing that time for healing because of you. In both updates the previous page, you tried to attack him. If someone's attacked, they need to heal. And you are forcing it to happen.
And nobody's done a whole lot of damage to the acolyte. I haven't done any damage to the acolyte. I can change that very quickly if you want, however.
You're not even trying to be subtle about "SCREW BLINKY, SMITE HIM", are you?
/null
Sorry for 1 day hiatus
Time for some Story Mode fun......
Shouldn't the Lightning Tower be attacking?
Hmm...I gracefully sneak behind the Mooks and as Acolyte is summoning the Mooks,I charge more power(light/evil)into the Spirals and it overflowed. I then fall behind and watch for the "BOOM".
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 7/21 +1 Blinky +1 Pricey +1 Consumer
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 {1-7 random}+{1-7 random}(Changed) damage.
I upgrade the simple staff. 6/6 +1 Blinky +1 Pricey +1 Consumer.
I make a Command Block fragment 4/25 +1 Pricey +1 Blinky+1 Consumer
Wither Storm(as of Story Mode):
4 command block fragments+3 soul sand +3 wither skeleton head = 760 health according to 4 * Charges = HP
OOC:
I guess nuiltor will be the one who will block all of us. I tries to boom out the Spirals but if it fails, what should we do? PM in coordination (not letting nuiltor knows).
(Also,what's the formula for attack value?)
My games.