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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!
[RP AND ATTACKS]
Well, that was embarrassing. I still want the Acolyte to experience the wonders of a Smothered Mate, so I start throwing [PA] random entities into the Acolyte, using my gravity powers to ensure they hit him. If they're [PA], they shouldn't be too bothered that they get to meet the Acolyte. [MEANWHILE, IN THE SEA BASE]
♀ uses Eldritch Cry on the [PA] forces. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 15/15 COMPLETE (+1 from Pricey)
Pure Fox 5/20
4 Health Potions 5/10
+1 to Blinky, +1 to Pricey [BREAKDOWN AND OOC] (The Large Iron Shield is the Small Iron Shield, but massive and with alot more HP. You don't need to raise it into a blocking stance.) [INVENTORY]
Small Iron Shield, Iron-Capped Wooden Wand, Large Iron Shield
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.
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
Hey, you're back!
You switch over to the AA Side!
Are you sure you want to teleport over to the Desert? There's a sidequest going on over there.
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)
I fixed the Eye this morning.
You can't get off a good shot on ♀, so you aim for the Elemental of Light instead! You deal 4 damage to the Elemental Shield, 1 damage to the Elemental of Light, and 2 damage to ♀!
[RP AND ATTACKS]
Well, that was embarrassing. I still want the Acolyte to experience the wonders of a Smothered Mate, so I start throwing [PA] random entities into the Acolyte, using my gravity powers to ensure they hit him. If they're [PA], they shouldn't be too bothered that they get to meet the Acolyte. [MEANWHILE, IN THE SEA BASE]
♀ uses Eldritch Cry on the [PA] forces. [CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 15/15 COMPLETE (+1 from Pricey)
Pure Fox 5/20
4 Health Potions 5/10
+1 to Blinky, +1 to Pricey [BREAKDOWN AND OOC] (The Large Iron Shield is the Small Iron Shield, but massive and with alot more HP. You don't need to raise it into a blocking stance.) [INVENTORY]
Small Iron Shield, Iron-Capped Wooden Wand, Large Iron Shield
The Monolith Eye dispels the attack and sets down all the Pro-Acolyte entities! However, one of its hits is lopped off.
♀ will unleash Eldritch Cry! However, your Large Iron Shield will basically be added on to your Small Iron Shield.
I begin summoning the work crew in Rubble Trouble: 6/25
I begin summoning their equipment: 6/25
You deal 6 damage to the most gravely injured Rocket Launcher Mook! You hear a short cry of pain before it collapses to the ground, feeding a large pool of blood...
On a less gory note, you recover 2 HP from the Cloak of Regeneration!
====[End-of-Turn Events]====
The Lightning Tower deals 2 damage to one of the Lightly Armored Hammer Mooks and 3 damage to another one!
The Strike Missile, unable to strike ♀, makes impact with the Elemental of Light, dealing 6 damage to him and breaking his shield!
The Djinni deals 4 damage to one of the Spirals!
The Elemental of Darkness deals 3 damage to one of the Lightly Armored Hammer Mooks!
The Anti-Djinni deals 4 damage to the Attack Helicopter!
The Attack Helicopter deals 4 damage to the Anti-Djinni!
The Spirals deal 8 damage to Yankean and 12 damage to the Wither Storm!
The Elemental of Light and the Heat Elemental deal 6 damage to the Tower!
♀ unleashes Eldritch Cry! The Tower takes 8 damage and misses, and the pilots lose their wits due to the horribleness of the scream! Both the Bunker and Bunker Door take 8 damage each.
The Class I Sentry stays put and gets ready for a defense.
The Water Elementals unleash a wave of pain directed towards 3 Spirals! Three of them take 2 damage.
The Lightly Armored Hammer Mooks deal 9 damage to Yankean and 3 damage to the Class I Sentry, who retaliates for 2 damage!
The Lightly Armored Shotgun Mooks deal 4 damage to the Class I Sentry from a safe distance!
The Sword Mooks deal 6 damage to the Wither Storm and 6 damage to the Lightning Tower!
The SMG Mooks deal 6 damage to both a Water Elementals!
The Rocket Launcher Mooks snipe at the Lightning Tower, dealing 10 damage!
Yankean snipes down the injured Rocket Launcher Mook with her bow! She +Assists Blinky1001's charges.
The Wither Storm deals 3 damage to 2 spirals, who will suffer Wither!
The Air Strike Drone fires a Strike Missile at the Demolitionist!
The Acolyte conjures up another Spiral!
Blinky1001's Amulet rolls a 7. The Mooks take their DoT damage! The Djinni gets back to its feet.
====[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 (40% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned), 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: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3)
robby214tv [AA] HP: 20/20.
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking. Long since idle.
GoldHero101 [PA] HP: 13/20.
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: 5/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
Water Elementals [AA]: Frank: 18/24 HP. Alfred: 18/24 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: 35/60.
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: 41/70
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: 13/50. 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: 13/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 4/4) (x2), 11/16, 9/16.
Lightly Armored Shotgun Mook [PA] HP: 13/16, 13/16 Bleeding (1 damage over time 0/1), 14/16. (x2)
Spiral [PA] HP: 12/16 (x1), 13/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 4/4) (x2), 16/16. (x3)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 91%. Kills: 10.
Inventory: Portable Spirograph (15/21 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 (1/2 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: 6/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Will Scare (40% damage penalty to attacks) 3 Pro-Acolyte or Hostile entities every turn.
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
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: 22/50. 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).
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.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 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)
(it could in some cases overHat most opponents in hatness potentially having the possibility to maybe making them less healthy but only if it succeeds in making them less healthy)
Which is buffed up by the cataclysm(a 9 post charge).
Of course I use that on the battlefield
suddenly an infinity of hats factorizing appears on the battlefield and go everywhere before being factorized in the opponents making them potentially be harmed.
(of course this infinite is card(P applied card(P(R)) times to R)
(you need to learn some things about Georges cantor for understanding)
There is an infinite number of notable hats and I will describe some of them:
One of them have four gems and is large and quickly spinning and is particularly efficient against people using elements like blinky.
One other is like two fused hats simultaneously rising and loosing altitude and combining the powers of origin and the powers of dark magic and try to attack Dark Pit.
Yet another one looking like a cake of extreme simplicity as well as a ! and as a sord and as the cheap gun knows the mighty and legendary innate powers of the universe of dtg 2 of weakening charge spammers for directly dealing damage and use this kind of powers onto auyeungyat/sunnyau in an attempt to damage him.
One weird hat make everyone remember about the limited time of life and about other universes in which they live or in which they have importance by harming the target with age and stealing his time and he attempts to influence Pricey12345 due to the fact he is spread through multiple universes and that in many of them he is kind of omnipotent and omniscient and needed by their inhabitants.
A hat embroidered with pictures made of bones made of pictures have as a shape the one of a cylinder with a torus around it and some kind of rainbow glow with all its bad taste(I can not describe it entirely because of the bad taste) it attacks Crusher48
Of course if someone try to argue to tell those five hats will not be able to damage them remember there is an infinite number of hats and that many other different hats of comparable power will try to attack.
Then I start charging two new things:
Era of oblivion: Allows to use sudden nihilism when doing an action for it to deal damage instead of other effects. 1/whatever the GM wants
withering power armor(the carrier inflict wither at each attack and have a 25 HP buffer which goes away before the carrier's life and when the HP buffer is lost this item is destroyed)1/whathever the GM wants
Action:
If any player dies from this attack I get the items and I destroy them.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Hmm... A RL math student in calculus in my own right...(RL=Real Life)
I use my mathematical power offscreen to summon loads of equations that disproves we can factorizes by infinity. Thus that ends and I boomed nulitor's brain offscreen.
My input:
infinity is a concept, not a real number
we have to have x to the power infinity in order to (theoretically) factorizes infinity
thus you have to do infinity charges to get it done
thus infinity hats DON'T EVER exists and we need not to factorize them
Also,if it exists the server MUST boom regardless of godmodding power and shut down,thus AA insta-wins.
When the hat factorisation know this they became much lesser and much smaller, that we can finish it off by punching it once.I also use my offscreen fx-991ES PLUS to further mop it up into mathematical power that I collects.(OOC:nuiltor,are you a math student that HATES factoring?)
If I can I further shoots the TNT Cannon to the Spirals.
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 16/21 +1 Pricey +1 Consumer
Missle Launcher:Loads for 3 turns. If not commanded, shot to any PA players,dealing totally 20 damage(damage is spread).If commanded, shot to 1 player for {1-7 random}+{1-7 random}(Changed) damage.
I make a Command Block fragment(2nd) 7/25 +1 Pricey +1 Consumer
I make a Command Block fragment 11/25 +1 Pricey +1 Consumer
Plan B:
Power Sword + 4 command block fragments = Enchanted Power Sword infused with Command Block Power
(it could in some cases overHat most opponents in hatness potentially having the possibility to maybe making them less healthy but only if it succeeds in making them less healthy)
Which is buffed up by the cataclysm(a 9 post charge).
Of course I use that on the battlefield
suddenly an infinity of hats factorizing appears on the battlefield and go everywhere before being factorized in the opponents making them potentially be harmed.
(of course this infinite is card(P applied card(P(R)) times to R)
(you need to learn some things about Georges cantor for understanding)
There is an infinite number of notable hats and I will describe some of them:
One of them have four gems and is large and quickly spinning and is particularly efficient against people using elements like blinky.
One other is like two fused hats simultaneously rising and loosing altitude and combining the powers of origin and the powers of dark magic and try to attack Dark Pit.
Yet another one looking like a cake of extreme simplicity as well as a ! and as a sord and as the cheap gun knows the mighty and legendary innate powers of the universe of dtg 2 of weakening charge spammers for directly dealing damage and use this kind of powers onto auyeungyat/sunnyau in an attempt to damage him.
One weird hat make everyone remember about the limited time of life and about other universes in which they live or in which they have importance by harming the target with age and stealing his time and he attempts to influence Pricey12345 due to the fact he is spread through multiple universes and that in many of them he is kind of omnipotent and omniscient and needed by their inhabitants.
A hat embroidered with pictures made of bones made of pictures have as a shape the one of a cylinder with a torus around it and some kind of rainbow glow with all its bad taste(I can not describe it entirely because of the bad taste) it attacks Crusher48
Of course if someone try to argue to tell those five hats will not be able to damage them remember there is an infinite number of hats and that many other different hats of comparable power will try to attack.
Then I start charging two new things:
Era of oblivion: Allows to use sudden nihilism when doing an action for it to deal damage instead of other effects. 1/whatever the GM wants
withering power armor(the carrier inflict wither at each attack and have a 25 HP buffer which goes away before the carrier's life and when the HP buffer is lost this item is destroyed)1/whathever the GM wants
Action:
If any player dies from this attack I get the items and I destroy them.
I must disagree this. GM you can ignore me, but "Era of oblivion" can get super-over-duper-overpowered.
/null
[RP AND ATTACKS]
I begin internally screaming at the facts that Mooks seem like they have a similiar ability of avoiding attacks as Alpha Godmodders, which reminds me that I'm not an Alpha Godmodder, which makes me gain a rage power boost, doubling my attack. [MEANWHILE, IN THE SEA BASE]
♀ takes aim at the Strike Missile and decides that hopping behind the Anti-Djinni is within her best interests after the Elemental of Light dies.
Next turn, she decides to use glitch PP to use Ŗ̯̬̥̬̱̗͇e̡̢̝̘͚̮ͅc̸̤̦̣̝͉̲̀o̸̴͈̠͘v̵̲̬̭̻̖̬͔̼͜e̸҉͈̘͙̠͡r̡̗̖͔̻ to heal herself. [CHARGES, ALCHEMIES AND ASSISTS]
Obliterate 2/6 (+1 from sunnyau)
Pure Fox 6/20
4 Health Potions 6/10
+1 to Blinky, +1 to sunnyau [BREAKDOWN AND OOC] (It really does seem like most enemies can avoid your attacks, but that's because my attacks easily fall apart if you block them in the right way. If you were wondering what that portal did last turn, it has something to do with 0rigins and your Guitar Solo and the fact you've technically been the killer of every entity I've summoned in the entirety of my DTG career (which has been about 7 different types of summons). Such is the sad fate of entities.) [INVENTORY] Iron-Capped Wooden Wand, Large Iron Shield
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 must disagree this. GM you can ignore me, but "Era of oblivion" can get super-over-duper-overpowered.
It is an item who works only with the actions of his owner.(not charged actions nor free actions only actions)
Also this damage can be 0
And I am still limited in number of actions so it just make that if I make an attack I can be sure it deals damage(varying from 0 to the normal attack damage) rather than random debuffs I do not need.
Attack: I repair the False Hidden Tesla (Lightning Tower)
+1 Pit +1 Consumer
The liquid in my Cyanide and Acid Pitfall moves! 25/25
The Cyanide-Acid liquid bubbles really quick and it emerges from the pitfall has flown up into the skies and lands on the floor reveiling the Spiked Cyanide-Acid Golem! however the AA Association knew that Creature is came from the Pit that someone attempt to harm the Acolyte but it is ordered to attack the Mooks and the Acolyte's Army.
Spiked Cyanide-Golem [AA]
HP: ★★★★☆
ATK: ★★★☆☆
Spd Value ★★☆☆☆
Special:
If the Enemy Player or the Entity attacks it, chance of the attacker losing 2 HP and 40% chance of being Corroded for 2 turns
Summoning the Defence/HP based Entity 25/25!
The Pro Shield User [AA]
HP: ★★★★★+
ATK: ★☆☆☆☆
Speed Value: ★★★☆☆
Special:
Can block Ally entities via your commands
Depowered Last Prism 6/25 (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).
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 1/25
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 1/25
Charge Storage: +2 from sunnyau and Blinky +1 from Consumer = 5 Charge Points
It is an item who works only with the actions of his owner.(not charged actions nor free actions only actions)
Also this damage can be 0
And I am still limited in number of actions so it just make that if I make an attack I can be sure it deals damage(varying from 0 to the normal attack damage) rather than random debuffs I do not need.
/null
But it can be 1000 in a very short period of time... lol
/null
Welp, I ended up procrastinating again, and you guys ended up posting a lot! That does not make for a good combination, so the EOTE will have to wait until tomorrow, I'm afraid.
(it could in some cases overHat most opponents in hatness potentially having the possibility to maybe making them less healthy but only if it succeeds in making them less healthy)
Which is buffed up by the cataclysm(a 9 post charge).
Of course I use that on the battlefield
suddenly an infinity of hats factorizing appears on the battlefield and go everywhere before being factorized in the opponents making them potentially be harmed.
(of course this infinite is card(P applied card(P(R)) times to R)
(you need to learn some things about Georges cantor for understanding)
There is an infinite number of notable hats and I will describe some of them:
One of them have four gems and is large and quickly spinning and is particularly efficient against people using elements like blinky.
One other is like two fused hats simultaneously rising and loosing altitude and combining the powers of origin and the powers of dark magic and try to attack Dark Pit.
Yet another one looking like a cake of extreme simplicity as well as a ! and as a sord and as the cheap gun knows the mighty and legendary innate powers of the universe of dtg 2 of weakening charge spammers for directly dealing damage and use this kind of powers onto auyeungyat/sunnyau in an attempt to damage him.
One weird hat make everyone remember about the limited time of life and about other universes in which they live or in which they have importance by harming the target with age and stealing his time and he attempts to influence Pricey12345 due to the fact he is spread through multiple universes and that in many of them he is kind of omnipotent and omniscient and needed by their inhabitants.
A hat embroidered with pictures made of bones made of pictures have as a shape the one of a cylinder with a torus around it and some kind of rainbow glow with all its bad taste(I can not describe it entirely because of the bad taste) it attacks Crusher48
Of course if someone try to argue to tell those five hats will not be able to damage them remember there is an infinite number of hats and that many other different hats of comparable power will try to attack.
Then I start charging two new things:
Era of oblivion: Allows to use sudden nihilism when doing an action for it to deal damage instead of other effects. 1/whatever the GM wants
withering power armor(the carrier inflict wither at each attack and have a 25 HP buffer which goes away before the carrier's life and when the HP buffer is lost this item is destroyed)1/whathever the GM wants
Action:
If any player dies from this attack I get the items and I destroy them.
Woah, that's a long description! You might want to explain it in Layman's terms... I won't waste your charge.
Hmm... A RL math student in calculus in my own right...(RL=Real Life)
I use my mathematical power offscreen to summon loads of equations that disproves we can factorizes by infinity. Thus that ends and I boomed nulitor's brain offscreen.
My input:
infinity is a concept, not a real number
we have to have x to the power infinity in order to (theoretically) factorizes infinity
thus you have to do infinity charges to get it done
thus infinity hats DON'T EVER exists and we need not to factorize them
Also,if it exists the server MUST boom regardless of godmodding power and shut down,thus AA insta-wins.
When the hat factorisation know this they became much lesser and much smaller, that we can finish it off by punching it once.I also use my offscreen fx-991ES PLUS to further mop it up into mathematical power that I collects.(OOC:nuiltor,are you a math student that HATES factoring?)
If I can I further shoots the TNT Cannon to the Spirals.
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 16/21 +1 Pricey +1 Consumer
Missle Launcher:Loads for 3 turns. If not commanded, shot to any PA players,dealing totally 20 damage(damage is spread).If commanded, shot to 1 player for {1-7 random}+{1-7 random}(Changed) damage.
I make a Command Block fragment(2nd) 7/25 +1 Pricey +1 Consumer
I make a Command Block fragment 11/25 +1 Pricey +1 Consumer
Plan B:
Power Sword + 4 command block fragments = Enchanted Power Sword infused with Command Block Power
I'm gonna throw some shurikens at nulitor and his silly hats.
Work crew in Rubble Trouble: 9/25
Their equipment: 9/25
Eh; we could use a healer..
Regeneration Angel:1/10
Throw shurikens? At HATS?! How dare you! Your offense towards Hats renders you Stunned for the next turn! Although, unlike the entity stuns, you can break out of it with a single post if you concentrate hard enough. Plus, you can still charge things while stunned!
[RP AND ATTACKS]
I begin internally screaming at the facts that Mooks seem like they have a similiar ability of avoiding attacks as Alpha Godmodders, which reminds me that I'm not an Alpha Godmodder, which makes me gain a rage power boost, doubling my attack. [MEANWHILE, IN THE SEA BASE]
♀ takes aim at the Strike Missile and decides that hopping behind the Anti-Djinni is within her best interests after the Elemental of Light dies.
Next turn, she decides to use glitch PP to use Ŗ̯̬̥̬̱̗͇e̡̢̝̘͚̮ͅc̸̤̦̣̝͉̲̀o̸̴͈̠͘v̵̲̬̭̻̖̬͔̼͜e̸҉͈̘͙̠͡r̡̗̖͔̻ to heal herself. [CHARGES, ALCHEMIES AND ASSISTS]
Obliterate 2/6 (+1 from sunnyau)
Pure Fox 6/20
4 Health Potions 6/10
+1 to Blinky, +1 to sunnyau [BREAKDOWN AND OOC] (It really does seem like most enemies can avoid your attacks, but that's because my attacks easily fall apart if you block them in the right way. If you were wondering what that portal did last turn, it has something to do with 0rigins and your Guitar Solo and the fact you've technically been the killer of every entity I've summoned in the entirety of my DTG career (which has been about 7 different types of summons). Such is the sad fate of entities.) [INVENTORY] Iron-Capped Wooden Wand, Large Iron Shield
The effectiveness of your actions for the next turn are multiplied by 150%!
Your attacks can work if you do them right and on all the right targets (e.g. one of the healthy SMG Mooks).
Entities come and entities go (I learned this in DTG2). My Guitar Solo might be powerful, but Tazz said there's some way to decrease its intensity when he was nerfing it, and lower intensity equals lower damage. I know that my summon might be causing a stalemate, so try things out! It's not like players are mortal in that game.
Attack: I repair the False Hidden Tesla (Lightning Tower)
+1 Pit +1 Consumer
The liquid in my Cyanide and Acid Pitfall moves! 25/25
The Cyanide-Acid liquid bubbles really quick and it emerges from the pitfall has flown up into the skies and lands on the floor reveiling the Spiked Cyanide-Acid Golem! however the AA Association knew that Creature is came from the Pit that someone attempt to harm the Acolyte but it is ordered to attack the Mooks and the Acolyte's Army.
Spiked Cyanide-Golem [AA]
HP: ★★★★☆
ATK: ★★★☆☆
Spd Value ★★☆☆☆
Special:
If the Enemy Player or the Entity attacks it, chance of the attacker losing 2 HP and 40% chance of being Corroded for 2 turns
Summoning the Defence/HP based Entity 25/25!
The Pro Shield User [AA]
HP: ★★★★★+
ATK: ★☆☆☆☆
Speed Value: ★★★☆☆
Special:
Can block Ally entities via your commands
Depowered Last Prism 6/25 (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).
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 1/25
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 1/25
Charge Storage: +2 from sunnyau and Blinky +1 from Consumer = 5 Charge Points
Cyanide Golem and Shieldbearer added! However, due to them both being released in the same turn, their power will be decreased.
====[End-of-Turn Events]====
The TNT Cannon explodes on the Spirals! 10 damage is dealt to one of them and 4 damage is dealt to 2 others.
The Lightning Tower shocks two Spirals, dealing 3 damage to one of them and 4 damage to another!
The Strike Missile en-route to the Demolitionist makes impact, dealing 8 damage to it! It detonates out of reflex and deals 18 damage to the Tower!
The Djinni deals 2 damage to one of the Armored Shotgun Mooks!
The Elemental of Darkness deals 3 damage to one of the Sword Mooks!
The Djinnis deal 8 damage to the Tower!
The Attack Helicopter's pilots get their wits about them!
The Spirals deal 8 damage to the Lightning Tower, 12 damage to Yankean, and snipe out the Class I Sentry for 4 damage! The Lightning Tower loses its integrity and collapses!
The Elemental of Light and the Heat Elemental deal more 6 damage to the Tower!
♀ focuses on hiding behind the Djinni and staying out of sight.
The Class I Sentry heals up 1 damage to the Player Fort!
The Water Elementals fire aqua shots at 2 SMG Mooks! They both suffer 3 damage.
The Lightly Armored Hammer Mooks deal 12 damage to the Wither Storm!
The Lightly Armored Shotgun Mooks focus fire on one of the Water Elementals, dealing 6 damage to him!
Two Sword Mooks deal 6 damage to the Elemental of Darkness, as the other one Crits for another 6 damage! The other 3 decide to slash at the Djinni, dealing 9 total damage!
One of the SMG Mooks finishes off the Class I Sentry with a few shots, which peck it down past 1 HP! The other 3 decide to focus fire on the other Water Elemental, dealing 6 damage!
The Rocket Launcher Mook uses its shot on the Wither Storm, dealing 5 damage!
Yankean uses a magic spell to summon a saw blade, which deals 7 damage to one of the Spirals!
The Wither Storm deals 6 damage to the remaining Rocket Launcher Mook! He will suffer WIther!
The Acolyte decides to put an end to the Water Elementals! He uses 3% of his Dark Magic Meter to summon ice crystals in their bodies, like a deadlier version of frostbite! They freeze solid from the attack.
Blinky1001's Amulet rolls a 4, thus summoning a Cold Elemental to his aid! The Mooks and Spirals take their DoT damage! The SMG Mooks get restored to full warmth.
====[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: 14/20. Stunned (Cannot act, can be broken out of, 1/1)
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 (0% 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. Empowered (Actions 50% more effective, 1/1)
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3)
robby214tv [AA] HP: 20/20 Clone HP: 10/10 (Can do 2 actions while in play. Shoot this first!)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking. Long since idle.
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: 192/200. Structural. Factory: 3/10 [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: 0/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
Water Elementals [AA]: Frank: 0/24 HP. Alfred: 0/24 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: 16/60.
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: 29/70
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!
Cyanide Golem [AA] HP: 60/60
Stats
Base Damage: 4
Speed Value: 2
Attacks both made by and made against this entity have a 40% chance to cause Corroding (2 damage over time, 1/1)
Shieldbearer [AA] HP: 75/75
Stats
Base Damage: 0
Speed Value: 3
Can move to save an allied entity who's on low health.
Djinni [AA] HP: 21/40.
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: 18/30.
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.
Cold Elemental [AA] HP: 20/20.
Stats
Base Damage: 3
Speed Value: 3
Uses Cold-based attacks.
Takes 0x damage from Cold-based attacks.
Takes 2x damage from Heat-based attacks.
Lightning Tower [AA] HP: 0/50. 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: 12/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 2/4) (x2), 11/16, 9/16.
Submachine Gun Mook [PA] HP: 12/16 (x1), 9/16 (x1), 10/16. Chilled (30% chance to miss attacks, 0/1) (x2)
Rocket Launcher Mook [PA] HP: 10/16 Withering (1 damage over time, unhealable until effects are over, 4/4)
Spiral [PA] HP: 8/16 (x1), 12/16 (x2), 12/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 3/4) (x2), 3/16
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 90%. Kills: 11.
Inventory: Portable Spirograph (15/21 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 (1/2 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.
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: 6/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Will Scare (40% damage penalty to attacks) 3 Pro-Acolyte or Hostile entities every turn.
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
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 the Demolitionist.
Stats
Base Damage: 8
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 1/5.
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: 32/50. Door: 0/20 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: 22/50. 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).
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.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 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)
nulitor, you didn't give me my own counter hat. I am the newest player, but I hope that just means that you haven't come up with a way to counter my playing style.
/null
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.
nulitor, you didn't give me my own counter hat. I am the newest player,
but I hope that just means that you haven't come up with a way to
counter my playing style.
It essentially means that I am not so much in an hurry to kill you because you did not yet started to hoard items like crazy and that damaging someone with few items much less useful than damaging people with a lot of them because collectors care ridiculously more about their life(As a plus that weaken them more).
Since currently you are much more in attacking the acolyte rather than other people countering you is not killing you it is rather finding a way to make you attack less the acolyte like for example waiting you have a lot of items so that you start caring about not dying and at that time I will attack you and you will loose your time healing up and other stuff of this kind.
Ideally my opponents should have enough items to try to survive but not enough to simply counter all my attacks/null
Rollback Post to RevisionRollBack
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[RP AND ATTACKS]
Well, that was embarrassing. I still want the Acolyte to experience the wonders of a Smothered Mate, so I start throwing [PA] random entities into the Acolyte, using my gravity powers to ensure they hit him. If they're [PA], they shouldn't be too bothered that they get to meet the Acolyte.
[MEANWHILE, IN THE SEA BASE]
♀ uses Eldritch Cry on the [PA] forces.
[CHARGES, ALCHEMIES AND ASSISTS]
Large Iron Shield 15/15 COMPLETE (+1 from Pricey)
Pure Fox 5/20
4 Health Potions 5/10
+1 to Blinky, +1 to Pricey
[BREAKDOWN AND OOC]
(The Large Iron Shield is the Small Iron Shield, but massive and with alot more HP. You don't need to raise it into a blocking stance.)
[INVENTORY]
Small Iron Shield, Iron-Capped Wooden Wand, Large Iron Shield
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)
I stab the Mook on the lowest health IN THE FACE.
I begin summoning the work crew in Rubble Trouble: 6/25
I begin summoning their equipment: 6/25
My suggestion: Redstone Power Distance
Hey, you're back!
You switch over to the AA Side!
Are you sure you want to teleport over to the Desert? There's a sidequest going on over there.
Well, you seem to be singling them out pretty well.
You deal 2 damage to both injured Rocket Launcher Mooks!
I fixed the Eye this morning.
You can't get off a good shot on ♀, so you aim for the Elemental of Light instead! You deal 4 damage to the Elemental Shield, 1 damage to the Elemental of Light, and 2 damage to ♀!
Alright. I'd say that you can teleport next turn, but be careful of the sidequest that's going on...
You should charge the sandbag barricade depending on how much HP you want it to have.
The Monolith Eye dispels the attack and sets down all the Pro-Acolyte entities! However, one of its hits is lopped off.
♀ will unleash Eldritch Cry! However, your Large Iron Shield will basically be added on to your Small Iron Shield.
You deal 6 damage to the most gravely injured Rocket Launcher Mook! You hear a short cry of pain before it collapses to the ground, feeding a large pool of blood...
On a less gory note, you recover 2 HP from the Cloak of Regeneration!
====[End-of-Turn Events]====
The Lightning Tower deals 2 damage to one of the Lightly Armored Hammer Mooks and 3 damage to another one!
The Strike Missile, unable to strike ♀, makes impact with the Elemental of Light, dealing 6 damage to him and breaking his shield!
The Djinni deals 4 damage to one of the Spirals!
The Elemental of Darkness deals 3 damage to one of the Lightly Armored Hammer Mooks!
The Anti-Djinni deals 4 damage to the Attack Helicopter!
The Attack Helicopter deals 4 damage to the Anti-Djinni!
The Spirals deal 8 damage to Yankean and 12 damage to the Wither Storm!
The Elemental of Light and the Heat Elemental deal 6 damage to the Tower!
♀ unleashes Eldritch Cry! The Tower takes 8 damage and misses, and the pilots lose their wits due to the horribleness of the scream! Both the Bunker and Bunker Door take 8 damage each.
The Class I Sentry stays put and gets ready for a defense.
The Water Elementals unleash a wave of pain directed towards 3 Spirals! Three of them take 2 damage.
The Lightly Armored Hammer Mooks deal 9 damage to Yankean and 3 damage to the Class I Sentry, who retaliates for 2 damage!
The Lightly Armored Shotgun Mooks deal 4 damage to the Class I Sentry from a safe distance!
The Sword Mooks deal 6 damage to the Wither Storm and 6 damage to the Lightning Tower!
The SMG Mooks deal 6 damage to both a Water Elementals!
The Rocket Launcher Mooks snipe at the Lightning Tower, dealing 10 damage!
Yankean snipes down the injured Rocket Launcher Mook with her bow! She +Assists Blinky1001's charges.
The Wither Storm deals 3 damage to 2 spirals, who will suffer Wither!
The Air Strike Drone fires a Strike Missile at the Demolitionist!
The Acolyte conjures up another Spiral!
Blinky1001's Amulet rolls a 7. The Mooks take their DoT damage! The Djinni gets back to its feet.
====[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: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3)
robby214tv [AA] HP: 20/20.
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: 5/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
Water Elementals [AA]: Frank: 18/24 HP. Alfred: 18/24 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: 35/60.
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: 41/70
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: 13/50. 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: 13/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 4/4) (x2), 11/16, 9/16.
Lightly Armored Shotgun Mook [PA] HP: 13/16, 13/16 Bleeding (1 damage over time 0/1), 14/16. (x2)
Sword Mook [PA] HP: 10/16, 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: 0/16 (x2), 16/16. (x1)
Spiral [PA] HP: 12/16 (x1), 13/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 4/4) (x2), 16/16. (x3)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 91%. Kills: 10.
Inventory: Portable Spirograph (15/21 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 (1/2 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: 351/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 20 Futility
auyuengyat: 2 Futility
Pricey12345: 12 Futility
Crusher48: 2 Futility
ConsumerOfAll: 2 Futility
Elemental of Light [AA] HP: 9/30. Elemental Shield (0/10 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, 0/1). Anti-Djinni: 32/40 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: 3/5.
Stats
Base Damage: 6
Speed Value: 3
Places an explosive on the Tower of Futility every turn.
These will detonate in response to damage or automatically when they reach 5.
Explosives deal 3 damage to any nearby entities and/or attackers.
Cannot target attackers directly.
♀ [AA] HP: 6/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
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: 22/50. 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, 0/15 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...
OH. i thought that was going on in the savvanah. i change my mind. Im hoping i can maybe explore and find a new biome?
My clone teleports somewhere off into unexplored territory.
I start making another clone (1/5) while im making the sandbag barricade.
(null(Wait... im curious if i can do this but judging from others posts i can do an action while i summon something.)
I throw an endothermic grenade into the mass of Mooks.
Barricade: 3/10
2nd clone: 1/5
Hmmmm. That TNT cannon seems to be a bit underused. Lets... rectify that.
I load the TNT cannon; aiming it at the Spirals.
Work crew in Rubble Trouble: 8/25 +1 Yankean
Their equipment: 8/25 +1 Yankean
I help robby and pricey.
My suggestion: Redstone Power Distance
Hat factorization by infinity 24/25
And I end channeling cataclysm 9/9(boosts the hat factorization by infinity finitely)
I go to the battlefield and I use the bazooka onto the Lightning Tower.
For that I deposit 50 rockets at the foundation of the building then I shoot the bazooka on the foundations.
I throw a smoke grenade into the croud of mooks so they cant see anymore!
Barricade:5/10 +1 Blinky
2nd clone: 3/5 +1 blinky
hp: 20/20
1st clone hp: 10/10
Yes, you can do actions while you're charging things.
An alternate timeline emerges.
However, we must first start from the beginning...
Hat factorization by infinity 25/25
(it could in some cases overHat most opponents in hatness potentially
having the possibility to maybe making them less healthy but only if it
succeeds in making them less healthy)
Which is buffed up by the cataclysm(a 9 post charge).
Of course I use that on the battlefield
suddenly an infinity of hats factorizing appears on the battlefield and go everywhere before being factorized in the opponents making them potentially be harmed.
(of course this infinite is card(P applied card(P(R)) times to R)
(you need to learn some things about Georges cantor for understanding)
There is an infinite number of notable hats and I will describe some of them:
One of them have four gems and is large and quickly spinning and is particularly efficient against people using elements like blinky.
One other is like two fused hats simultaneously rising and loosing altitude and combining the powers of origin and the powers of dark magic and try to attack Dark Pit.
Yet another one looking like a cake of extreme simplicity as well as a ! and as a sord and as the cheap gun knows the mighty and legendary innate powers of the universe of dtg 2 of weakening charge spammers for directly dealing damage and use this kind of powers onto auyeungyat/sunnyau in an attempt to damage him.
One weird hat make everyone remember about the limited time of life and about other universes in which they live or in which they have importance by harming the target with age and stealing his time and he attempts to influence Pricey12345 due to the fact he is spread through multiple universes and that in many of them he is kind of omnipotent and omniscient and needed by their inhabitants.
A hat embroidered with pictures made of bones made of pictures have as a shape the one of a cylinder with a torus around it and some kind of rainbow glow with all its bad taste(I can not describe it entirely because of the bad taste) it attacks Crusher48
Of course if someone try to argue to tell those five hats will not be able to damage them remember there is an infinite number of hats and that many other different hats of comparable power will try to attack.
Then I start charging two new things:
Era of oblivion: Allows to use sudden nihilism when doing an action for it to deal damage instead of other effects. 1/whatever the GM wants
withering power armor(the carrier inflict wither at each attack and have a 25 HP buffer which goes away before the carrier's life and when the HP buffer is lost this item is destroyed)1/whathever the GM wants
Action:
If any player dies from this attack I get the items and I destroy them.
Hmm... A RL math student in calculus in my own right...(RL=Real Life)
I use my mathematical power offscreen to summon loads of equations that disproves we can factorizes by infinity. Thus that ends and I boomed nulitor's brain offscreen.
My input:
infinity is a concept, not a real number
we have to have x to the power infinity in order to (theoretically) factorizes infinity
thus you have to do infinity charges to get it done
thus infinity hats DON'T EVER exists and we need not to factorize them
Also,if it exists the server MUST boom regardless of godmodding power and shut down,thus AA insta-wins.
When the hat factorisation know this they became much lesser and much smaller, that we can finish it off by punching it once.I also use my offscreen fx-991ES PLUS to further mop it up into mathematical power that I collects.(OOC:nuiltor,are you a math student that HATES factoring?)
If I can I further shoots the TNT Cannon to the Spirals.
+1 Pricey +1 Blinky +1 Player Fort
I make a missile launcher 16/21 +1 Pricey +1 Consumer
Missle Launcher:Loads for 3 turns. If not commanded, shot to any PA players,dealing totally 20 damage(damage is spread).If commanded, shot to 1 player for {1-7 random}+{1-7 random}(Changed) damage.
I make a Command Block fragment(2nd) 7/25 +1 Pricey +1 Consumer
I make a Command Block fragment 11/25 +1 Pricey +1 Consumer
Plan B:
Power Sword + 4 command block fragments = Enchanted Power Sword infused with Command Block Power
OOC:
Hmm...It spawns.
My games.
I must disagree this. GM you can ignore me, but "Era of oblivion" can get super-over-duper-overpowered.
/null
My games.
I'm gonna throw some shurikens at nulitor and his silly hats.
Work crew in Rubble Trouble: 9/25
Their equipment: 9/25
Eh; we could use a healer..
Regeneration Angel:1/10
My suggestion: Redstone Power Distance
[RP AND ATTACKS]
I begin internally screaming at the facts that Mooks seem like they have a similiar ability of avoiding attacks as Alpha Godmodders, which reminds me that I'm not an Alpha Godmodder, which makes me gain a rage power boost, doubling my attack.
[MEANWHILE, IN THE SEA BASE]
♀ takes aim at the Strike Missile and decides that hopping behind the Anti-Djinni is within her best interests after the Elemental of Light dies.
Next turn, she decides to use glitch PP to use Ŗ̯̬̥̬̱̗͇e̡̢̝̘͚̮ͅc̸̤̦̣̝͉̲̀o̸̴͈̠͘v̵̲̬̭̻̖̬͔̼͜e̸҉͈̘͙̠͡r̡̗̖͔̻ to heal herself.
[CHARGES, ALCHEMIES AND ASSISTS]
Obliterate 2/6 (+1 from sunnyau)
Pure Fox 6/20
4 Health Potions 6/10
+1 to Blinky, +1 to sunnyau
[BREAKDOWN AND OOC]
(It really does seem like most enemies can avoid your attacks, but that's because my attacks easily fall apart if you block them in the right way.
If you were wondering what that portal did last turn, it has something to do with 0rigins and your Guitar Solo and the fact you've technically been the killer of every entity I've summoned in the entirety of my DTG career (which has been about 7 different types of summons). Such is the sad fate of entities.)
[INVENTORY]
Iron-Capped Wooden Wand, Large Iron Shield
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)
It is an item who works only with the actions of his owner.(not charged actions nor free actions only actions)
Also this damage can be 0
And I am still limited in number of actions so it just make that if I make an attack I can be sure it deals damage(varying from 0 to the normal attack damage) rather than random debuffs I do not need.
/null
Attack: I repair the False Hidden Tesla (Lightning Tower)
+1 Pit +1 Consumer
The liquid in my Cyanide and Acid Pitfall moves! 25/25
The Cyanide-Acid liquid bubbles really quick and it emerges from the pitfall has flown up into the skies and lands on the floor reveiling the Spiked Cyanide-Acid Golem! however the AA Association knew that Creature is came from the Pit that someone attempt to harm the Acolyte but it is ordered to attack the Mooks and the Acolyte's Army.
Spiked Cyanide-Golem [AA]
HP: ★★★★☆
ATK: ★★★☆☆
Spd Value ★★☆☆☆
Special:
If the Enemy Player or the Entity attacks it, chance of the attacker losing 2 HP and 40% chance of being Corroded for 2 turns
Summoning the Defence/HP based Entity 25/25!
The Pro Shield User [AA]
HP: ★★★★★+
ATK: ★☆☆☆☆
Speed Value: ★★★☆☆
Special:
Can block Ally entities via your commands
Depowered Last Prism 6/25 (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).
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 1/25
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 1/25
Charge Storage: +2 from sunnyau and Blinky +1 from Consumer = 5 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.
But it can be 1000 in a very short period of time... lol
/null
My games.
Welp, I ended up procrastinating again, and you guys ended up posting a lot! That does not make for a good combination, so the EOTE will have to wait until tomorrow, I'm afraid.
Perhaps you can...
Your grenade deals 3 damage to 2 of the SMG Mooks!
Endothermic mean "takes in energy", so the targeted Mooks become Chilled for the turn!
You load up the TNT Cannon!
You arrive at the Battlefield and deal 5 damage to the Lightning Tower! The Sea Base is now entities-only!
I can see you're going for a support role, but you might want to aim your attacks towards a certain type of Mooks.
Woah, that's a long description! You might want to explain it in Layman's terms... I won't waste your charge.
Well, your knowledge seems a bit overspecialized.
You fire the TNT Cannon into the Spirals' ranks!
Throw shurikens? At HATS?! How dare you! Your offense towards Hats renders you Stunned for the next turn! Although, unlike the entity stuns, you can break out of it with a single post if you concentrate hard enough. Plus, you can still charge things while stunned!
The effectiveness of your actions for the next turn are multiplied by 150%!
Your attacks can work if you do them right and on all the right targets (e.g. one of the healthy SMG Mooks).
Entities come and entities go (I learned this in DTG2). My Guitar Solo might be powerful, but Tazz said there's some way to decrease its intensity when he was nerfing it, and lower intensity equals lower damage. I know that my summon might be causing a stalemate, so try things out! It's not like players are mortal in that game.
Cyanide Golem and Shieldbearer added! However, due to them both being released in the same turn, their power will be decreased.
====[End-of-Turn Events]====
The TNT Cannon explodes on the Spirals! 10 damage is dealt to one of them and 4 damage is dealt to 2 others.
The Lightning Tower shocks two Spirals, dealing 3 damage to one of them and 4 damage to another!
The Strike Missile en-route to the Demolitionist makes impact, dealing 8 damage to it! It detonates out of reflex and deals 18 damage to the Tower!
The Djinni deals 2 damage to one of the Armored Shotgun Mooks!
The Elemental of Darkness deals 3 damage to one of the Sword Mooks!
The Djinnis deal 8 damage to the Tower!
The Attack Helicopter's pilots get their wits about them!
The Spirals deal 8 damage to the Lightning Tower, 12 damage to Yankean, and snipe out the Class I Sentry for 4 damage! The Lightning Tower loses its integrity and collapses!
The Elemental of Light and the Heat Elemental deal more 6 damage to the Tower!
♀ focuses on hiding behind the Djinni and staying out of sight.
The Class I Sentry heals up 1 damage to the Player Fort!
The Water Elementals fire aqua shots at 2 SMG Mooks! They both suffer 3 damage.
The Lightly Armored Hammer Mooks deal 12 damage to the Wither Storm!
The Lightly Armored Shotgun Mooks focus fire on one of the Water Elementals, dealing 6 damage to him!
Two Sword Mooks deal 6 damage to the Elemental of Darkness, as the other one Crits for another 6 damage! The other 3 decide to slash at the Djinni, dealing 9 total damage!
One of the SMG Mooks finishes off the Class I Sentry with a few shots, which peck it down past 1 HP! The other 3 decide to focus fire on the other Water Elemental, dealing 6 damage!
The Rocket Launcher Mook uses its shot on the Wither Storm, dealing 5 damage!
Yankean uses a magic spell to summon a saw blade, which deals 7 damage to one of the Spirals!
The Wither Storm deals 6 damage to the remaining Rocket Launcher Mook! He will suffer WIther!
The Acolyte decides to put an end to the Water Elementals! He uses 3% of his Dark Magic Meter to summon ice crystals in their bodies, like a deadlier version of frostbite! They freeze solid from the attack.
Blinky1001's Amulet rolls a 4, thus summoning a Cold Elemental to his aid! The Mooks and Spirals take their DoT damage! The SMG Mooks get restored to full warmth.
====[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. Empowered (Actions 50% more effective, 1/1)
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3)
robby214tv [AA] HP: 20/20 Clone HP: 10/10 (Can do 2 actions while in play. Shoot this first!)
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: 192/200. Structural. Factory: 3/10 [IIIIIIIIII] Material. Farm: 10/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not loaded. Ender Chest HP: 30/30.
Available Services:
Class I Sentry [AA] HP: 0/12.
Stats
Base Damage: 3
Speed Value: 3
Can heal the Player fort for 1 health.
Water Elementals [AA]: Frank: 0/24 HP. Alfred: 0/24 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: 16/60.
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: 29/70
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!
Cyanide Golem [AA] HP: 60/60
Stats
Base Damage: 4
Speed Value: 2
Attacks both made by and made against this entity have a 40% chance to cause Corroding (2 damage over time, 1/1)
Shieldbearer [AA] HP: 75/75
Stats
Base Damage: 0
Speed Value: 3
Can move to save an allied entity who's on low health.
Djinni [AA] HP: 21/40.
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: 18/30.
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.
Cold Elemental [AA] HP: 20/20.
Stats
Base Damage: 3
Speed Value: 3
Uses Cold-based attacks.
Takes 0x damage from Cold-based attacks.
Takes 2x damage from Heat-based attacks.
Lightning Tower [AA] HP: 0/50. 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: 12/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 2/4) (x2), 11/16, 9/16.
Lightly Armored Shotgun Mook [PA] HP: 13/16, 13/16, 12/16, 14/16.
Sword Mook [PA] HP: 7/16, 13/16. (x2), 12/16 (x3)
Submachine Gun Mook [PA] HP: 12/16 (x1), 9/16 (x1), 10/16. Chilled (30% chance to miss attacks, 0/1) (x2)
Rocket Launcher Mook [PA] HP: 10/16 Withering (1 damage over time, unhealable until effects are over, 4/4)
Spiral [PA] HP: 8/16 (x1), 12/16 (x2), 12/16 Withering (1 damage over time, DoT damage unhealable until effects are over, 3/4) (x2), 3/16
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 90%. Kills: 11.
Inventory: Portable Spirograph (15/21 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 (1/2 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: 319/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 20 Futility
auyuengyat: 2 Futility
Pricey12345: 12 Futility
Crusher48: 2 Futility
ConsumerOfAll: 2 Futility
Elemental of Light [AA] HP: 9/30.
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: 30/40. Anti-Djinni: 32/40 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: 8/20. 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: 6/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Strike Missile [PA] HP: 6/6 Targeting the Demolitionist.
Stats
Base Damage: 8
Speed Value: 5
Self-terminates upon a successful attack.
Air Strike Drone [PA] Missiles: 1/5.
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: 32/50. Door: 0/20 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: 22/50. 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, 0/15 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...
The hat factorisation by infinity is a 25 charge attack boosted by a 9 charge boost working only for this attack(called cataclysm)
supposed to potentially do area of effect damage to active players and opponent entities on the battlefield.
in my previous post I described the attack and some of the infinite particular hats.
nulitor, you didn't give me my own counter hat. I am the newest player, but I hope that just means that you haven't come up with a way to counter my playing style.
/null
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)
It essentially means that I am not so much in an hurry to kill you because you did not yet started to hoard items like crazy and that damaging someone with few items much less useful than damaging people with a lot of them because collectors care ridiculously more about their life(As a plus that weaken them more).
Since currently you are much more in attacking the acolyte rather than other people countering you is not killing you it is rather finding a way to make you attack less the acolyte like for example waiting you have a lot of items so that you start caring about not dying and at that time I will attack you and you will loose your time healing up and other stuff of this kind.
Ideally my opponents should have enough items to try to survive but not enough to simply counter all my attacks/null