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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!
(Let it not be said that I, too, am immune to stupidity. Intending "Worth One Chip" to add more damage to structures? Okay. Trying to increase your max HP? Did you read the OP?)
(Let it not be said that I, too, am immune to stupidity. Intending "Worth One Chip" to add more damage to structures? Okay. Trying to increase your max HP? Did you read the OP?)
/null
I mean the finished Wither Storm should and will follow the 4*charge=HP formula and the outcome is 760 health.
Also, I wish to know the formula for atk as this(creative) is just a personal feeling on something.
I'm expecting something like constant *chrage time + some more constant =attack
Then I start creating an monolith eye 6/6(item who blocks two attacks spontaneously and then is destroyed) I give it to the acolyte
And I start channeling cataclysm 6/9(boosts the hat factorization by infinity finitely)
After that I focus a potato circle and right after I fall on it at very high speed from the jump I made some time ago inside of the battlefield and I try to land on ♀ and I strike him with the potatoes.
[RP AND ATTACKS]
"Mooks? You really don't have that much pride in your minions, do you?" I take a Lightly Armored Hammer Mook's hammer and smash it into a Sword Mook's face, launching them into another Sword Mook, who falls like dominoes into the Mooks. I then put the hammer into my Inventory, disarming the Lightly Armored Hammer Mook that I stole from. [MEANWHILE, IN THE SEA BASE]
♀, in a state of dilemma due to her status as a powerful Glitch Pokemon, possibly being able to go up against a team of OU tier Pokemon, realises that she is extremely likely to get hit. She gets behind the Light Elemental, using it as a shield. If possible, she decides to focus her noise on the Attack Helicopter. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 11/15 (+1 from Pricey, +1 from sunnyau)
Pure Fox 3/20
4 Health Potions 3/10
+1 to Blinky, +1 to Crusher [BREAKDOWN AND OOC] (Thanks for getting hit, Acolyte.) [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 rush back to the Main Area then I use my Power Pendent and I crush the Rocket Launcher Mook with my Healing Hammer
+1 Blinky +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 23/25 +1 from sunnyau
Summoning the Defence/HP based Entity 23/25 +1 from Blinky
Depowered Last Prism 4/25 (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).
There are 4 posts around, which is a good number, but I'm going to need some more Anti-Acolyte players (e.g. Blinky1001, Pit) to post before we can begin the first trade of blows in this battle. If all goes well, I should post Sunday! Because the battle will be so epic, I'm also posting on Monday this time around because of MLK Jr. Day to finish up the EOTE! Staying tuned is highly recommended.
It'll attack next turn. It missed its chance to attack this turn because the Acolyte always acts at the end of the turn, which makes sure that no one gets the first strike on his minions and things are on an even keel. When regarding normal attacks, this ensures that he always can forsee the results of the entity battle before making his move.
Attack value for items depends on the bonuses and charge time. For example, a 25-charge Heavy Battle Axe with a straight +Base Damage will have +6 base damage. However, a 15-charge Enslaver Staff which lowers the target's Speed Value by 1, restores HP on hit, is Soulbound and allows the user to have a charged fire attack will have +1 Base Damage, lowers target's Speed Value by 1, restores 40% of HP on hit, Flame Burst: II, §.
Not to give you any ideas.
The attack value for entities tends to be based around charge time, with more charge time equaling more base damage, usually 4 or 5 at around 25 charge points. However, this can be traded off for HP or other effects such as a more diverse movepool or having a chance to apply status effects to an attack.
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......
Ok,I'll be helping you on clearing those things... I firstly fights off some creeper and get my TNTs. I then rushed into the crowd of Mooks, lighting the TNT, strafing the Mooks into the TNTs with my Power Sword, and spawn some Instant Damage Potions on the Mooks.
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 11/21 +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 make a Command Block fragment(2nd) 4/25 +1 Pricey +1 Blinky+1 Consumer
I make a Command Block fragment 8/25 +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).
[RP AND ATTACKS]
"Acolyte, you play chess, right? So, do you know what a Smothered Mate is?" I say, before using gravity magic to launch every single Mook straight into the Acolyte, and increasing the Acolyte's effect on gravity to the point that he becomes similar to a mini-planet, attracting mobs and blocks. Eventually, the gravity becomes too much, and the gravitational field begins to collapse, causing the Mooks, mobs and blocks to be expelled like matter in a supernova, smashing them into the ground and destroying them.
"Brace yourself!" I say in public chat, readying my shield to deal with any falling debris.
[MEANWHILE, IN THE SEA BASE]
♀ keeps behind the Light Elemental, channelling some of her eldritch noise into a portal straight above her, for purposes related to something that is not in this timeline. She continues aiming to weaken the Attack Helicopter, as well as bringing it down.
[CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 13/15 (+1 from Blinky)
Pure Fox 4/20
4 Health Potions 4/10
+1 to Blinky, +1 to sunnyau
[BREAKDOWN AND OOC] (Depending on how many effects this attack has, you might want to brace yourself.)
Attack: I steamroll one of the Rocket Launcher Mooks due to High Base attack.
+1 Pit +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 24/25
Summoning the Defence/HP based Entity 24/25
Depowered Last Prism 5/25 (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).
And I start channeling cataclysm 7/9(boosts the hat factorization by infinity finitely)
Rocket launcher 1/1(the one in the main post)
I attempt to use the Rocket launcher I did just made to attack everyone: I call perspective and get very far and so all my opponents are very near for the angular distance.
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).
The Acolyte's Portable Spirograph is stable enough to handle the influx of energy! He transfers said energy to his Offscreen Villain Dark Matter.
You manage to add more HP to your iron shield and upgrade your Simple Staff to a Sensible Staff!
Then I start creating an monolith eye 6/6(item who blocks two attacks spontaneously and then is destroyed) I give it to the acolyte
And I start channeling cataclysm 6/9(boosts the hat factorization by infinity finitely)
After that I focus a potato circle and right after I fall on it at very high speed from the jump I made some time ago inside of the battlefield and I try to land on ♀ and I strike him with the potatoes.
Monolith Eye implemented!
You deal 2 damage to ♀, who is protected due to her barrier!
[RP AND ATTACKS]
"Mooks? You really don't have that much pride in your minions, do you?" I take a Lightly Armored Hammer Mook's hammer and smash it into a Sword Mook's face, launching them into another Sword Mook, who falls like dominoes into the Mooks. I then put the hammer into my Inventory, disarming the Lightly Armored Hammer Mook that I stole from. [MEANWHILE, IN THE SEA BASE]
♀, in a state of dilemma due to her status as a powerful Glitch Pokemon, possibly being able to go up against a team of OU tier Pokemon, realises that she is extremely likely to get hit. She gets behind the Light Elemental, using it as a shield. If possible, she decides to focus her noise on the Attack Helicopter. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 11/15 (+1 from Pricey, +1 from sunnyau)
Pure Fox 3/20
4 Health Potions 3/10
+1 to Blinky, +1 to Crusher [BREAKDOWN AND OOC] (Thanks for getting hit, Acolyte.) [INVENTORY]
Small Iron Shield, Iron-Capped Wooden Wand
Well, they're exactly what they say on the can...
You don't have enough strength to disarm the Lightly Armored Hammer Mook or to create a domino effect, but you do manage to deal 4 damage to the Sword Mook and Daze him for the turn! However, being in the center of the field where the fighting will be thick, you leave yourself at the mercy of one of the Hammer Mooks!
Attack: I rush back to the Main Area then I use my Power Pendent and I crush the Rocket Launcher Mook with my Healing Hammer
+1 Blinky +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 23/25 +1 from sunnyau
Summoning the Defence/HP based Entity 23/25 +1 from Blinky
Depowered Last Prism 4/25 (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: N/A = 0 Charge Points
You deal a devastating 12 damage to one of the Rocket Launcher Mooks!
Also, your Sun Blaster is just sitting in your inventory... there's a perfectly good crafting table in the fort, so you could use it to make a Generation +1 item! The only problem would be wether it would be a hammer or a gun... just saying.
Did you really think this would increase MaxHP: 10/25
L.I.M.: 6/25
Well, this looks interesting. I definitely have a way to attack the Acolyte ready, but i'll need all of these guys out of the way.
Dark Pit slam dunks one of the Slightly Armored Shotgun Mooks right into a spike. All I can say is...owch.
You deal 2 damage to one of the Lightly Armored Shotgun Mooks due to their armor! However, that particular Mook will suffer Bleeding for 1 turn due to the nature of your attack!
Time for some Story Mode fun......
Ok,I'll be helping you on clearing those things... I firstly fights off some creeper and get my TNTs. I then rushed into the crowd of Mooks, lighting the TNT, strafing the Mooks into the TNTs with my Power Sword, and spawn some Instant Damage Potions on the Mooks.
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 11/21 +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 make a Command Block fragment(2nd) 4/25 +1 Pricey +1 Blinky+1 Consumer
I make a Command Block fragment 8/25 +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?)
Due to your attack not being very specific, it fails! The numbers seem too much for one attack!
You know what I gave you for attack value!
Also, not only is the Wither Storm on the board as of now, but an Anti-Acolyte boss has been summoned! You'll have to waste your charge or I'll REALLY have to cut it down to size.
[RP AND ATTACKS]
"Acolyte, you play chess, right? So, do you know what a Smothered Mate is?" I say, before using gravity magic to launch every single Mook straight into the Acolyte, and increasing the Acolyte's effect on gravity to the point that he becomes similar to a mini-planet, attracting mobs and blocks. Eventually, the gravity becomes too much, and the gravitational field begins to collapse, causing the Mooks, mobs and blocks to be expelled like matter in a supernova, smashing them into the ground and destroying them.
"Brace yourself!" I say in public chat, readying my shield to deal with any falling debris.
[MEANWHILE, IN THE SEA BASE]
♀ keeps behind the Light Elemental, channelling some of her eldritch noise into a portal straight above her, for purposes related to something that is not in this timeline. She continues aiming to weaken the Attack Helicopter, as well as bringing it down.
[CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 13/15 (+1 from Blinky)
Pure Fox 4/20
4 Health Potions 4/10
+1 to Blinky, +1 to sunnyau
[BREAKDOWN AND OOC] (Depending on how many effects this attack has, you might want to brace yourself.)
Attack: I steamroll one of the Rocket Launcher Mooks due to High Base attack.
+1 Pit +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 24/25
Summoning the Defence/HP based Entity 24/25
Depowered Last Prism 5/25 (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 sunnyau = 1 Charge Point
You deal 8 damage to one of the healthy Rocket Launcher Mooks!
And I start channeling cataclysm 7/9(boosts the hat factorization by infinity finitely)
Rocket launcher 1/1(the one in the main post)
I attempt to use the Rocket launcher I did just made to attack everyone: I call perspective and get very far and so all my opponents are very near for the angular distance.
Your rocket launch doesn't travel very far and gravity pulls it down! Besides, the splash damage isn't that strong.
You do manage to make the Improvised Bazooka, though.
====[End-of-Turn Events]====
And here comes the really epic battle!
The Lightning Tower deals 2 damage to one of the Sword Mooks, 3 damage to two of the Sword Mooks, and 4 damage to 3 of the Sword Mooks! It resets to base charge.
The Djinni deals 4 damage to one of the SMG Mooks!
The Djinni deals 4 damage to the Tower while the Anti-Djinni deals 4 damage to the Helicopter!
The Attack Helicopter uses its Rocket Pod on the Djinni, dealing 10 damage to it! The Anti-Djinni and the Elemental of Light take 2 damage each as splash. This attack also stuns the Djinni!
The Elemental of Light and the Heat Elemental also deal 6 damage to the Tower!
♀ deals 4 damage to the Helicopter, taking priority on hiding behind the Elemental of Light!
The Class I Sentry heals up the Player Fort! The Player Fort also spends up 5 Material to heal itself for 10 HP!
The Water Elementals soak down two of the Lightly Armored Shotgun Mooks! These deal 3 and 2 damage!
The Lightly Armored Hammer Mooks deal a combined 12 damage to the Lightning Tower!
The Lightly Armored Shotgun Mooks get up close and personal launch a volley of shots at the Wither Storm for 10 damage!
The Sword Mooks deal 9 damage to Yankean, excepting the one who was dazed!
The SMG Mooks rain down bullets on their opposition, dealing 2, 3, 1, and 4 damage to the Djinni, a total of 10 damage!
The Rocket Launcher Mooks deal a collective 15 damage to the Lightning Tower!
Yankean slices at one of the SMG Mooks with her sword, dealing 7 damage to it!
The Wither Storm deals 2 damage each to 2 of the Lightly Armored Hammer Mooks! These will Wither for more than a few turns!
The Air Strike Drone unleashes another Strike Missile, this time aiming at ♀!
The Acolyte uses this turn to summon ALL of the Spirals he has spent up, further bolstering his push's might with a faster unit!
Blinky1001's Amulet rolls a 6. ♀'s Barrier fades away. The Sword Mook gets his concentration back.
====[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, 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)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (20/100 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: 12/20.
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 (30% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned), Replenishing Health Potion (x1) (Restores 8 HP when used)
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 (4/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points), Small Iron Shield (20 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), Sensible Staff (Base damage: +1)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Small Iron Shield (4 HP, only blocks when entering a blocking stance), Iron-Capped Wooden Wand (Base Damage: 3)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking. Long since idle.
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: 191/200. Structural. Factory: 8/10 [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.
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: 30/40.
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.
Elemental of Darkness [AA] HP: 30/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Water, Earth and Darkness based attacks.
Takes 1.25x damage from Air, Heat and Light based attacks.
Lightning Tower [AA] HP: 23/50. 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: 14/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 4/4) (x2), 16/16. (x2)
Lightly Armored Shotgun Mook [PA] HP: 13/16, 14/16 Bleeding (1 damage over time 1/1), 14/16. (x2)
Sword Mook [PA] HP: 10/16 Dazed (60% chance to miss its attack, 0/1), 13/16. (x2), 12/16 (x3)
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 89%. Kills: 10.
Inventory: Portable Spirograph (16/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up), Monolith Eye (2/2 hits) (Blocks attacks, wether successful or not)
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.
nullitor [PA] HP: 6/20.
Inventory: Improvised Bazooka (Rocket Launcher, Base Damage: 2)
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: 8/16. Eldritch Cry: III. Barrier (Takes 40% less damage from physical attacks, 0/2)
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: 6/6 Targeting ♀.
Stats
Base Damage: 8
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 2/5.
Stats
Speed Value: 1
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: 26/50. 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)
Sorry for being away for so long. Cain and his clone are now against you.. .Time to do something...
Cain starts making a small barricade in front of the player fort
Cain's clone Uses a teleport spell to teleport to The desert. Teleport spell takes 2 turns. 1/2. on next turn he will teleport to the desert by the savvanah.
Sandbag-Barricade: 1/? (Guessing around 5?) It can Block Almost any weak attack against the fort and weaken stronger attacks.
Be creative and it works better.
That's it. That's the whole formula.
(Let it not be said that I, too, am immune to stupidity. Intending "Worth One Chip" to add more damage to structures? Okay. Trying to increase your max HP? Did you read the OP?)
/null
I mean the finished Wither Storm should and will follow the 4*charge=HP formula and the outcome is 760 health.
Also, I wish to know the formula for atk as this(creative) is just a personal feeling on something.
I'm expecting something like constant *chrage time + some more constant =attack
My games.
Hat factorization by infinity 21/25
Then I start creating an monolith eye 6/6(item who blocks two attacks spontaneously and then is destroyed) I give it to the acolyte
And I start channeling cataclysm 6/9(boosts the hat factorization by infinity finitely)
After that I focus a potato circle and right after I fall on it at very high speed from the jump I made some time ago inside of the battlefield and I try to land on ♀ and I strike him with the potatoes.
/Null(yet another typing error)/null
[RP AND ATTACKS]
"Mooks? You really don't have that much pride in your minions, do you?" I take a Lightly Armored Hammer Mook's hammer and smash it into a Sword Mook's face, launching them into another Sword Mook, who falls like dominoes into the Mooks. I then put the hammer into my Inventory, disarming the Lightly Armored Hammer Mook that I stole from.
[MEANWHILE, IN THE SEA BASE]
♀, in a state of dilemma due to her status as a powerful Glitch Pokemon, possibly being able to go up against a team of OU tier Pokemon, realises that she is extremely likely to get hit. She gets behind the Light Elemental, using it as a shield. If possible, she decides to focus her noise on the Attack Helicopter.
[CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 11/15 (+1 from Pricey, +1 from sunnyau)
Pure Fox 3/20
4 Health Potions 3/10
+1 to Blinky, +1 to Crusher
[BREAKDOWN AND OOC]
(Thanks for getting hit, Acolyte.)
[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 rush back to the Main Area then I use my Power Pendent and I crush the Rocket Launcher Mook with my Healing Hammer
+1 Blinky +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 23/25 +1 from sunnyau
Summoning the Defence/HP based Entity 23/25 +1 from Blinky
Depowered Last Prism 4/25 (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: 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.
There are 4 posts around, which is a good number, but I'm going to need some more Anti-Acolyte players (e.g. Blinky1001, Pit) to post before we can begin the first trade of blows in this battle. If all goes well, I should post Sunday! Because the battle will be so epic, I'm also posting on Monday this time around because of MLK Jr. Day to finish up the EOTE! Staying tuned is highly recommended.
It'll attack next turn. It missed its chance to attack this turn because the Acolyte always acts at the end of the turn, which makes sure that no one gets the first strike on his minions and things are on an even keel. When regarding normal attacks, this ensures that he always can forsee the results of the entity battle before making his move.
Not to give you any ideas.
The attack value for entities tends to be based around charge time, with more charge time equaling more base damage, usually 4 or 5 at around 25 charge points. However, this can be traded off for HP or other effects such as a more diverse movepool or having a chance to apply status effects to an attack.
An alternate timeline emerges.
However, we must first start from the beginning...
Did you really think this would increase MaxHP: 10/25
L.I.M.: 6/25
Well, this looks interesting. I definitely have a way to attack the Acolyte ready, but i'll need all of these guys out of the way.
Dark Pit slam dunks one of the Slightly Armored Shotgun Mooks right into a spike. All I can say is...owch.
Time for some Story Mode fun......
Ok,I'll be helping you on clearing those things... I firstly fights off some creeper and get my TNTs. I then rushed into the crowd of Mooks, lighting the TNT, strafing the Mooks into the TNTs with my Power Sword, and spawn some Instant Damage Potions on the Mooks.
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 11/21 +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 make a Command Block fragment(2nd) 4/25 +1 Pricey +1 Blinky+1 Consumer
I make a Command Block fragment 8/25 +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.
Great. Just great. I double time back to the Player Fort, accidentally shooting the Helicopter as I leave.
Elemental of Darkness:20/20 +1 pricey; +2 sunnyau FINISHED (Summoned at the Player Fort; basically the inverse of the Elemental of Light)
I begin summoning the work crew in Rubble Trouble: 4/25
I begin summoning their equipment: 4/25
I help pit and consumer
My suggestion: Redstone Power Distance
[RP AND ATTACKS]
"Acolyte, you play chess, right? So, do you know what a Smothered Mate is?" I say, before using gravity magic to launch every single Mook straight into the Acolyte, and increasing the Acolyte's effect on gravity to the point that he becomes similar to a mini-planet, attracting mobs and blocks. Eventually, the gravity becomes too much, and the gravitational field begins to collapse, causing the Mooks, mobs and blocks to be expelled like matter in a supernova, smashing them into the ground and destroying them.
"Brace yourself!" I say in public chat, readying my shield to deal with any falling debris.
[MEANWHILE, IN THE SEA BASE]
♀ keeps behind the Light Elemental, channelling some of her eldritch noise into a portal straight above her, for purposes related to something that is not in this timeline. She continues aiming to weaken the Attack Helicopter, as well as bringing it down.
[CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 13/15 (+1 from Blinky)
Pure Fox 4/20
4 Health Potions 4/10
+1 to Blinky, +1 to sunnyau
[BREAKDOWN AND OOC]
(Depending on how many effects this attack has, you might want to brace yourself.)
[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 steamroll one of the Rocket Launcher Mooks due to High Base attack.
+1 Pit +1 Consumer
Wait... the liquid in my Cyanide and Acid Pitfall is moving? 24/25
Summoning the Defence/HP based Entity 24/25
Depowered Last Prism 5/25 (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 sunnyau = 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.
And I start channeling cataclysm 7/9(boosts the hat factorization by infinity finitely)
Rocket launcher 1/1(the one in the main post)
I attempt to use the Rocket launcher I did just made to attack everyone: I call perspective and get very far and so all my opponents are very near for the angular distance.
Well, I should be more careful about what I ask for, because I got it!
The Acolyte's Portable Spirograph is stable enough to handle the influx of energy! He transfers said energy to his Offscreen Villain Dark Matter.
You manage to add more HP to your iron shield and upgrade your Simple Staff to a Sensible Staff!
Monolith Eye implemented!
You deal 2 damage to ♀, who is protected due to her barrier!
Well, they're exactly what they say on the can...
You don't have enough strength to disarm the Lightly Armored Hammer Mook or to create a domino effect, but you do manage to deal 4 damage to the Sword Mook and Daze him for the turn! However, being in the center of the field where the fighting will be thick, you leave yourself at the mercy of one of the Hammer Mooks!
♀ will follow your description.
You deal a devastating 12 damage to one of the Rocket Launcher Mooks!
Also, your Sun Blaster is just sitting in your inventory... there's a perfectly good crafting table in the fort, so you could use it to make a Generation +1 item! The only problem would be wether it would be a hammer or a gun... just saying.
You deal 2 damage to one of the Lightly Armored Shotgun Mooks due to their armor! However, that particular Mook will suffer Bleeding for 1 turn due to the nature of your attack!
Due to your attack not being very specific, it fails! The numbers seem too much for one attack!
You know what I gave you for attack value!
Also, not only is the Wither Storm on the board as of now, but an Anti-Acolyte boss has been summoned! You'll have to waste your charge or I'll REALLY have to cut it down to size.
You deal 2 damage to the Attack Helicopter and rush back to the battlefield!
The Elemental of Darkness follows you to the battlefield!
The gravity field isn't dense enough to collapse into itself and deal any good damage!
You deal 8 damage to one of the healthy Rocket Launcher Mooks!
Your rocket launch doesn't travel very far and gravity pulls it down! Besides, the splash damage isn't that strong.
You do manage to make the Improvised Bazooka, though.
====[End-of-Turn Events]====
And here comes the really epic battle!
The Lightning Tower deals 2 damage to one of the Sword Mooks, 3 damage to two of the Sword Mooks, and 4 damage to 3 of the Sword Mooks! It resets to base charge.
The Djinni deals 4 damage to one of the SMG Mooks!
The Djinni deals 4 damage to the Tower while the Anti-Djinni deals 4 damage to the Helicopter!
The Attack Helicopter uses its Rocket Pod on the Djinni, dealing 10 damage to it! The Anti-Djinni and the Elemental of Light take 2 damage each as splash. This attack also stuns the Djinni!
The Elemental of Light and the Heat Elemental also deal 6 damage to the Tower!
♀ deals 4 damage to the Helicopter, taking priority on hiding behind the Elemental of Light!
The Class I Sentry heals up the Player Fort! The Player Fort also spends up 5 Material to heal itself for 10 HP!
The Water Elementals soak down two of the Lightly Armored Shotgun Mooks! These deal 3 and 2 damage!
The Lightly Armored Hammer Mooks deal a combined 12 damage to the Lightning Tower!
The Lightly Armored Shotgun Mooks get up close and personal launch a volley of shots at the Wither Storm for 10 damage!
The Sword Mooks deal 9 damage to Yankean, excepting the one who was dazed!
The SMG Mooks rain down bullets on their opposition, dealing 2, 3, 1, and 4 damage to the Djinni, a total of 10 damage!
The Rocket Launcher Mooks deal a collective 15 damage to the Lightning Tower!
Yankean slices at one of the SMG Mooks with her sword, dealing 7 damage to it!
The Wither Storm deals 2 damage each to 2 of the Lightly Armored Hammer Mooks! These will Wither for more than a few turns!
The Air Strike Drone unleashes another Strike Missile, this time aiming at ♀!
The Acolyte uses this turn to summon ALL of the Spirals he has spent up, further bolstering his push's might with a faster unit!
Blinky1001's Amulet rolls a 6. ♀'s Barrier fades away. The Sword Mook gets his concentration back.
====[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, 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.
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (20/100 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 (4/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points), Small Iron Shield (20 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), Sensible Staff (Base damage: +1)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Small Iron Shield (4 HP, only blocks when entering a blocking stance), Iron-Capped Wooden Wand (Base Damage: 3)
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: 191/200. Structural. Factory: 8/10 [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.
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: 30/40.
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.
Elemental of Darkness [AA] HP: 30/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Water, Earth and Darkness based attacks.
Takes 1.25x damage from Air, Heat and Light based attacks.
Lightning Tower [AA] HP: 23/50. 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: 14/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 4/4) (x2), 16/16. (x2)
Lightly Armored Shotgun Mook [PA] HP: 13/16, 14/16 Bleeding (1 damage over time 1/1), 14/16. (x2)
Sword Mook [PA] HP: 10/16 Dazed (60% chance to miss its attack, 0/1), 13/16. (x2), 12/16 (x3)
Submachine Gun Mook [PA] HP: 12/16 (x1), 9/16 (x1), 16/16. (x2)
Rocket Launcher Mook [PA] HP: 4/16 (x1), 8/16 (x1), 16/16. (x1)
Spiral [PA] HP: 16/16. (x5)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 89%. Kills: 10.
Inventory: Portable Spirograph (16/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up), Monolith Eye (2/2 hits) (Blocks attacks, wether successful or not)
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: 357/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 20 Futility
auyuengyat: 2 Futility
Pricey12345: 12 Futility
Crusher48: 2 Futility
ConsumerOfAll: 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: 30/40 Stunned (Misses turns, 1/1). Anti-Djinni: 38/40 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: 2/5.
Stats
Base Damage: 6
Speed Value: 3
Places an explosive on the Tower of Futility every turn.
These will detonate in response to damage or automatically when they reach 5.
Explosives deal 3 damage to any nearby entities and/or attackers.
Cannot target attackers directly.
♀ [AA] HP: 8/16. Eldritch Cry: III. Barrier (Takes 40% less damage from physical attacks, 0/2)
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.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Strike Missile [PA] HP: 6/6 Targeting ♀.
Stats
Base Damage: 8
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 2/5.
Stats
Speed Value: 1
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: 26/50. 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...
"Yankean slices at one of the SMG Mooks with his sword"
#triggered
/null
Sorry for being away for so long. Cain and his clone are now against you.. .Time to do something...
Cain starts making a small barricade in front of the player fort
Cain's clone Uses a teleport spell to teleport to The desert. Teleport spell takes 2 turns. 1/2. on next turn he will teleport to the desert by the savvanah.
Sandbag-Barricade: 1/? (Guessing around 5?) It can Block Almost any weak attack against the fort and weaken stronger attacks.
clone Hp: 10/10
My hp: 20/20
There are so many enemies....
I smash the Rocket Launcher Mook on the lowest health in the face with a kick; knocking him backwards into the other Rocket Mooks.
I begin summoning the work crew in Rubble Trouble: 5/25
I begin summoning their equipment: 5/25
I help pricey and sunnyau.
My suggestion: Redstone Power Distance
I made an eye of the monolith and gave it to the acolyte last turn
Hat factorization by infinity 23/25
And I start channeling cataclysm 8/9(boosts the hat factorization by infinity finitely)
Then I use the bazooka onto ♀ who is near from the elemental of light(since he is body-guarded by it)
My clone works on the teleport spell 2/? (guessing like 3 or so.)
I work on the sandbag barricade. 2/? (guessing around 7)
"Hehehehehe.... Once you are gone, there is NOTHING to stand in my way!"
Clone hp: 10/10
My hp: 20/20
Oh wow.
Welp. The name sounded masculine to me, like something out of Fire Emblem, but then again, I'm pretty anime-blind.
Anyhow, that error's been corrected.
Oh, sorry. That has been fixed! The Acolyte can utilize it next turn.
An alternate timeline emerges.
However, we must first start from the beginning...