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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!
Actually, @nuiltor, what will the reward be?(if any party wins)
There is no rewards inside of DTG:A it was written at the beginning of the nullsidequest(which explains its name):
(will not have any effect on the real game)
So everybody can safely disregard the nullsidequest.
It is only for spending some time on this thread after you made your two posts in DTG:A and not for getting stuff.
I summon get my cultists and fanatics to summon some redshirts with light armor and various weapons.
I ask Blinky to join me so together we can rule the galaxy.
I, then create a player effigy made of the pig parts. I name this abomination Frank. Frank will serve as a meat-shield.
(*Ba dum tiss*) ",courier,monospace">/Nyarl
Your cultists and fanatics works on summoning redshirts and summon 2 redshirts(this turn)
You create Frank
Your nodes produce more stuff because that is an odd turn
3 Fanatic producing modules(each defended by three fanatics except for one
of them which is defended by one fanatic and two cultist)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
Total army:7 fanatics and 3 cultists
Frank 9 HP 4 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6hp 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6hp 4 damage
2 Fanatic producing modules(each defended by three fanatic)
1 Elemental Fanatic producing module(defended by three elemental
fanatic) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:6 fanatics and 3 elemental fanatics
Factory
15 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
I agree to join Revan and begin to attack one of the turrets of an inactive module; bringing the elemental fanatics with me.
Charges:
Bone Amulet:12/20
Making the Wither Armour Soulbound: 4/15
Underground Base (Part 1/2):19/25
+1 tc
/halfnull
You bring the elemental fanatics and attack one turret dealing 4 damage with your fists and the elemental fanatics helps you dealing 3 thunder damage and 6 fire damage to the turret.
I then get my fanatics and cultists summon a man in a air balloon who drops bombs.
I charge forward with my summons and extra cultists who aren't guarding and attack the other turret.
I attack by moonwalking into the turret and then finishing it with a stylish backhanded smack.
HeeHE!
/null(a bona)
That man is created
You attack the turret with the help of frank and of one cultist and of your redshirts as well as the help of the recently created man they deal 13 damage to the second turret and you finish it off with your classy attack(which by the way deals at least 7 damage).
Then the last turret strike back killing one cultist
5 Fanatic producing modules(each defended by three fanatics except for one
of them which is defended by one fanatic and two cultist)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by three elemental
fanatic) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:13 fanatics and 2 cultists and 3 elemental fanatics
Frank 9 HP 4 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
ConsumerOfAll's team
2 Fanatic producing modules(Each defended by three fanatics)
1 Berseker producing module(Defended by three bersekers)
Total army:3 bersekers and 6 fanatics
Factory
14 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
1 inactive node with one defending turret(this turret have 7 hp left)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they deal random elemental damage and have 50% resistance to all the elements)
I channel the power of killsteal, and send one berserker, and one fanatic, to murder the inactive node with one defending turret, before I send another cultist to steal that inactive node. The rest defend from possible threats.
/sidequestnull
Rollback Post to RevisionRollBack
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
Hey forumgoers! This will likely be split into 2 updates due to my general time constraints. Feel free to continue your sidegame while I'm away! I'll be laying down a 1/2 updates and making changes you guys wanted, but I won't be doing the EOTE until tomorrow.
@GM, where is the Magician summoning on the battlefield completed on last post, and
the Super TNT?
@nuiltor, I'm going to disregard your "special"(quotated) sidequest. DISREGARD.
Action: I continue down the Path.
Pending Finished Charges:
Super TNT!
The TNT is primed, and when the Expanding Mook Portal done it work, it flies all around the Battlefield, tying up all the Mooks on the Battlefield and explodes.
Magician.
BA:4 HP:20 Can choose to summon 2 minions instead of attacking.
Entity Commanding Action: The AFC shoots the Mook Leader.
+Assists: Blinky/Consumer(Highlighted counts)
Electro-Armor SP 2/25 +1 Consumer
Unobtainium Pyrostaff SP-> Unobtainium Pyroantistaff SP 2/13 +1 Consumer Add the antiverse of the Staff's current ability, but is generally weaker.
You're right. I'll add those to the entity list, although due to them being added this turn, they can't be interacted with.
The AFC will do as you say, although due to the Leader being in the back line he'll be difficult to target.
You continue down the path to the Snowy Outcrop, where right away you notice 3 items, but you choose not to ignore them in favor of the three menacing creatures ahead. A good look indicates that these are Scavenger Imps! They either hunt in packs or scavenge off fallen prey. They look like they haven't had their fill just yet.
Right; I fire a bolt out of my Ring at the Mook Leader; hopefully giving him brain freeze and reducing his effectiveness
Bone Amulet:10/20 +1 sunnyau FINISHED Wither Skull:12/12 +1 sunnyau (Attached to the Wither Armour, reduces my Base Damage by 1 in exchange for healing it 1-3 HP every time I attack. Has 10 HP of its own and if the Wither Armour gets to 0 HP, will drain 1-2 HP per round of my health in order to repair it. At this point, it will NOT absorb any damage taken by me and will instead have to be directly targeted. Any extra damage dealt to the Wither Armour is carried over onto the Skull, upon destruction of the Skull, the armour is destroyed permanently, sucking in the souls of enemies around it, dealing 10 damage spread out and Overhealing me for the same amount of health)
Making the Wither Armour Soulbound:2/15 +1 sunnyau
I help consumer
Stasis:Underground Base (Part 1/2):18/25
Hey twist; you missed my summons! You know; the skeletons!
I've realized that. Skeletons added!
You try aiming for the Mook Leader, although due to his position in the back line, you don't hit him!
Action: If I see something interesting, I see that.
Entity Commanding Action: See 1st post
+Assists: Blinky/Consumer(Highlighted counts)
Electro-Armor SP 4/25 +1 Consumer
Unobtainium Pyrostaff SP-> Unobtainium Pyroantistaff SP 4/13 +1 Consumer Add the antiverse of the Staff's current ability, but is generally weaker.Also empowers the current Heat ability.
You can distinguish one of the Items of Interest! It comes out to be a Blown-Out Longtorch! If you relight it then it can provide decent lighting in case you need to rest up, or just function as a club. Although for now you've got to focus on those Scavenger Imps!
3 Fanatic producing modules(each defended by one fanatic)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
2 Fanatic producing modules(each defended by one fanatic)
1 Elemental Fanatic producing module(defended by one elemental fanatic) (produce elemental fanatics which have more resistance to elements(halve all elemental damage) and deal random elemental damage instead of regular damage)
Factory
15 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near the modules or attacking the turrets)
Charges:Reinforced acolyte herald symbol part 3 19/25
Summoning a master of magic 6/12(This summon have continu8ous magic power gain and
can cast a wide variety of spells for doing nearly everything from
buffing to creating a house or summoning something or just inflicting
debuffs(keeping a definitive spell active costs energy(so if the master
of magic summons a ghost reaver it will need to spend magic every turn
for keeping it active)))
(This summon can do nothing else than casting spells and researching spells(both costs magic energy))
Making soul-bound and permanent the elemental amulet 22/25
I help battlefury.
Then I throw a rocket at the most wounded bandit.
obviously I do not throw a rocket at someone without shooting a second one at my target and rudisplorking a last one at my victim.
You deal 4 damage to the Brute, critically wounding him! You also deal 2 damage to one of the Swordsmen with the splash damage.
Revan reaches out to the Phantom's fading form, it gives a small thumbs up before evaporating.
Looks like the Bandits have made Revan dangerously pissed.
Revan uses the force to pull the Wounded Swordsman over straight into Revan's knee. The Bandit is doubled over before being promptly uppercutted by Revan sending him sprawling onto his back. Revan grabs his sword, you can almost see how pleasing this will be to her. She finishes him off with a clean cut.
Nyarly unbuttons his coat revealing the mechanical parts underneath, he pulls out something resembling an intestine.
On closer inspection it appears to be a hose, aiming it like a firefighter he sprays the water with an almost absurd amount of pressure. The steam sizzles off Cthugha as the flame diminishes even farther, growing dangerously dim.
A psionic whimper can be heard from Cthugha.
Charges
Phantasmal Ally 16/20
The Shining Trapezohedron 23/25
A Gift for the Acolyte 17/25
Assists
nulitor
Speaking of you being dangerously pissed, I forgot to factor in your Rage factor! Your mask charges its rage just now.
You can't grab the Swordsman's sword just yet, but you deal 5 damage to the Swordsman regardless!
Why is Psycho_Roamer constantly aiming at Fanta? Does he have grudge against teenage females?
I think you forgot to add the fruit snack package + light crystal that Fanta has in her bag.
That is all~!
End of OOC.------------------------------------------------- 'That bandit with the gun really needs to chill.'
Fanta thought this with annoyance, examining her (surprisingly non-fatal) wounds on her chest. Well, that weird voice from earlier said that there's some sort of hit point system going on, so... Before proceeding to do any attacks, she gives an assist to Revan - namely, by shouting motivational quotes which somehow boost charges. Nobody knows how this works. At any rate, the teen turned her head towards the gun-wielder with an annoyed expression and at him.
"DUDE! Why are you constantly aiming at me?!"
Not waiting for an answer, Fanta charged towards Psycho_Roamer, swinging her sword in a (non-fatal) sweep across his arm in an attempt to disarm him. In the event he drops the gun, she quickly grabs it and promptly tosses it off of the bridge.
You're right about that! I've fixed it. Your fruit snacks and crystal have popped into your inventory!
Well, knowing that the Rogue Leader's most likely a teenage boy...
You enter close melee range with Psycho_Roamer, and he instinctively raises his left arm to block it! You deal 2 damage to Psycho_Roamer due to the non-lethality of your swing, however, your sword's Bleeding damage will be increased.
Charges:Reinforced acolyte herald symbol part 3 21/25(+1 from revan)
Summoning a master of magic 8/12(+1 from revan)(This summon have continu8ous magic power gain and
can cast a wide variety of spells for doing nearly everything from
buffing to creating a house or summoning something or just inflicting
debuffs(keeping a definitive spell active costs energy(so if the master
of magic summons a ghost reaver it will need to spend magic every turn
for keeping it active)))
(This summon can do nothing else than casting spells and researching spells(both costs magic energy))
Making soul-bound and permanent the elemental amulet 24/25(+1 from revan)
I help battlefury.
I shoot all the shots of the completely awesome chaingun at a melee bandit
About melee weapons(quote of the GM) :"These weapons work at close range, thus putting the target at risk, as
using melee-based weapons will reduce the inaccuracy problems of all
incoming ranged attacks by 50%"
Thus I have greatly increased chance of hitting with each of the shots of the chaingun.
"If a weapon misses or deals splash otherwise (such as stray bullets from
an assault rifle or cutting through two enemies with a sword) they will
have a 50% chance to hit a nearby enemy instead, doing much more
potential damage."
So if a chaingun shot miss it have 50% chance of hitting another nearby enemy.
I call this attack: pointing at which point there is a lot of advantageous rules about ranged weapons.
You shred the Brute and deal 2 damage to both of the other melee rogues!
Tut, tut, tut. Somebody hasn't been doing their homework.
Nyarlathotep aims his hose at Consumer and significantly lowers the pressure before spraying her with the hose. The water puts out the burning. Consumer also feels a slight tingle in her wounds before they close up. Well, Eldritch water folks.
Cthugha is one of the few things that can disrupt rituals to summon my Masks.
Finishing it off is the only intelligent decision.
Anyway, I'd be delighted if you'd watch over my pawn, perhaps even with a little reward to encourage you to.
The Shining Trapezohedron 25/25
This miraculous gem has an ability to reveal great knowledge at a terrible price. Soak it in the blood of 10 of fallen men and it shall bestow upon you arcane knowledge and other worlds. However beware two things, never leave it in the dark and betray Nyarlathotep and you shall suffer greatly.
(Adds +1 to base damage for every ten sacrifices, either being a PC or an NPC to your weapon of choice. Heavily damages you if you attempt to attack Revan or Nyarlathotep. You'll find out what happens if you leave it in the dark.)
Nyarly tosses the Trapezohedron to Consumer before buttoning his coat up again.
Revan then attacks the Archer leaping at him with the Lighting Coil and attempts to choke him out with it. The struggles from the Archer as he tries to wrestle Revan off get weaker and weaker. The Archer eventually collapses passing out from a lack of air.
Charges
(Assisted by Consumer & ArcaneDreamer)
Enraged 19/20
A Gift for the Acolyte 20/25
Query: Where am I? 3/25
Assists
Consumer
You heal up Consumer for 2 HP and stop her Burning!
Shining Trapezohedron added!
You deal 3 damage to the Archer! The Archer also suffers a shock.
[RP AND ATTACKS] ConsumerOfAll: Why do you want me to kill Cthugha, anyway? ConsumerOfAll: Also, your, um, ally's quest seems interesting. ConsumerOfAll: If we didn't have the Expanding Mook Portal to deal with, I'd like to join their quest. ConsumerOfAll: At a later time, probably.
I take out a knife, and cut myself for 3 HP, and put that into a bottle. I use that 3 HP of blood to empower my attack, alongside 3 Aqua Vis, and a piece of Unrefined Thaumium. I wave my wand.
Nothing happens for a few seconds, before the very element of the Burning Dimension is changed. A portal to the Elemental Plane of Water opens agian, but this time, much stronger. Much, much stronger. The fire in the Burning Dimension somehow stops, and water rises out of the ground, sometimes replacing it. It completely floods the area, and although the Burning Dimension makes it evaporate, the Plane's influence continues to grow, until the entire area is water. Cthugha is drowned out by the sheer amount of water, and his plane and very being is corrupted by the latent magic in the plane. The portal closes, although the water stays. This area has been magically tainted (as opposed to tainted with Taint), to produce water instead of fire.
[ENTITY ORDERS]
Everything gets behind the Rock Behemoth. Scissors on thin tendrils rush out of Getrud's body, and strike the Machine Gun Mook, Mace Mook and Rocket Launcher Mook. Daiyousei knows she'll die, and rushes out from the Rock Behemoth's back, before she flies straight behind the enemy, and uses her remaining life-force to attempt to create massive bullets to fire at the Mook Leader, or whatever intercepts her. This means that she is indeed dead. The Guardian does the laser thing. The Anthonies try to dodge anything heading their way.
[CHARGES, ALCHEMIES AND ASSISTS] (+3 from sunnyau, +1 from Blinky) Aspects of Darkness 10/20 ==================== Mojang's Enforcement 15/15 =============== Five_OVER 11/20 ==================== +1 to Revan (next up, sunnyau, Blinky)
Mojang's Enforcement is held. I'll activate it and give entity stats next turn. How much influence will Mojang have in Acolyte, anyway?
I didn't really think much about Mojang when I was taking the story into account...
Your entities will follow your commands.
Your attack does a large amount of damage that I'm too lazy to calculate, but it leaves Cthugha on 3 HP! It can be either dispatched quickly or spared.
[+ASSIST: blinky]
[CHARGE: medium battle tank: 11/15]
[THIS POSTS MAIN TARGET: a mook]
[ACTIONS: i shift my attention away from the acolyte towards the mooks, who seem to be messing up my formerly nice and shiny tank. i hire an army of programmers and some other assorted computer experts to produce a supercomputer with an advanced algorithm to predict the next mook that will attack the basic battle tank on the spot. they build the computer rapidly and are paid well. most of the tech army leaves to go to the next job, however some stick behind to operate the computer. a few minutes later, they inform me the computer predicts the next mook to damage the tank, and i attack the mook right away!
i start by traveling 20,000 blocks to new minetown, and locate the mook's home. i then cut the mook's tv cable, preventing him from watching any tv. the mook, knowing a new episode of his favorite show airs soon, panics and switches to satalite tv, however a few "accidents" involving nuclear ICBMs launched at the acolyte suddenly changing course towards all of the mineTV satalites one they reach orbit later, the mook cant watch tv again. the mook misses his favorite show, and loses his mind, and is put in a straight jacket and thrown in a rubber room in a mental hospital as a result. because of this, the mook cannot be present at the battlefield to attack my tank! problem solved.]
[OTHER: i also attempt to apply some scratch remover to the basic battle tank and cast dangerous glances at the other mooks that get too close to it.]
You're not sure if the Mook even has a home, and if they do, you're pretty sure it wouldn't be in Minetown. 2 HP healed to the Battle Tank regardless!
Hmm... Perhaps waiting a turn to let Grogginess tick down would be advised. After that, ONWARDS TO GLORY AND RICHES!
AND ALSO POWER!
AND MAYBE SOME OTHER THINGS IDK
I SUCK AT BEING INSPIRATIONAL
You decide to wait around and let bmxer2001 and 75fires get accustomed to the morning for a little while.
====[End-of-Turn Events]====
The Daiyousei performs a berserk attack! She deals 2 damage to the Mook Leader and goes to the front line, ready to attack anyone who heads her way.
"I'm taking fire. Armor Mooks, become my wall of defense!"
The Friendly Guardian fires its eye beam at the Machine Gun Mook! This deals 8 points of damage! It also takes cover behind the Rock Behemoth, making it more likely to tank fire for them!
The Mook Leader issues his orders:
"Let's take out the rock creature before it protects any more of its allies. Focus fire on it! Melee guys, take out the Healer who's going berserk first."
The first Sword Mook, in a bout of insanity, deals 3 damage to its fellow Sword Mook!
The second Sword Mook scores a critical hit on the Daiyousei, dealing 6 damage and ending her rampage in a single well-aimed swing! The Sword Mook takes 2 damage as a result of the Daiyousei's rage.
The Lightly Armored Sword Mooks both deal 6 damage to the Rock Behemoth!
The Spear Mook deals 3 damage to the Rock Behemoth!
The Lightly Armored Spear Mooks both pick at the Rock Behemoth with their spears, dealing 6 damage!
The Mace Mook deals 3 more damage to the Rock Behemoth!
The Assault Rifle Mooks strike at the Rock Behemoth's joint spots! They deal 2 damage and 3 damage.
The Sniper Rifle Mook unloads as many shots as it can into the Rock Behemoth! It deals 4 damage.
The Rocket Mooks' missiles sail into the Rock Behemoth! This deals a total of 10 damage!
The Machine Gun Mooks target the Rock Behemoth with burst fire! This deals 3 damage.
The Automatic Flak Cannon fires at the Mook Leader! However, due to his position in the back, he only takes a single point of damage.
The Basic Battle Tank continues firing on the Lightly Armored Spear Mook!
Gertrud uses Scissor Whip, dealing 3 damage to the Mace Mook and one of the Rocket Launcher Mooks! The attack also cuts down the Machine Gun Mook!
The Anthonies deal 1 damage each to the Sword Mooks and the Spear Mook!
The Expanding Mook Portal summons two Lightly Armored Shotgun Mooks and three Pistol Mooks!
The Acolyte unleashes the rest of his Spirals, thus adding to his push!
The Sword Mook's mind is cleared.
The Clash of Clans Skeletons, the Magician, and the Super TNT have just been summoned by the players.
====[engie_ninja's sidequest]====
You guys decide to really wake up and let yourselves get accustomed to the morning before you head out.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
The Rogues attack:
The Swordsmen attack Nullitor and OldSithRevan, dealing 6 damage to both!
The Archer succumbs to its shock!
Psycho_Roamer engages Fanta in melee combat! He pistol-whips her across her forehead, resulting in 4 damage being dealt! Fanta is also Dazed for the next turn!
The Battle AI finishes off the most wounded Swordsman!
The Tech Master stays in the back line to charge up his tech.
Revan's Mask procs its rage! Revan's body starts to feel funny... The Archer glimpses Revan's rage increasing to a boiling point! The Archer becomes Terrified!
====[ConsumerOfAll's Sidequest]====
Cthugha is too incapacitated to do anything. Do you show mercy or not?
====[sunnyau's sidequest]====
The Scavenger Imps sense fresh flesh and growl at you! It looks like they're hungry.
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
No progress up, but I half-completed a picture in my spare time.
====[The Battlefield]====
A forested area where the Acolyte has fled to to prepare for an attack.
TwinBuilder [AA] HP: 20/20. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
Crusher48 [AA] HP: 20/20.
Inventory:
Enderdodge Token [Power: IIIIIIIIII] (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.)
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 SP (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))
MegaMinEr69 [AA] HP: 20/20.
Inventory:
Arcus Machina (Base Damage: +1, has a 50% chance to hit if an attack misses due to roboteching)
Technan Blade (Base Damage: +2, 10% chance to inflict GL1TCH3D (1 damage over time, 20% chance to miss attacks) for 2 turns))
Health Potion (Heals 4 HP when used) (x5)
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.
PitTheAngel/Dark Pit [AA] HP: 20/20.
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)
Artificial Charge Crystal Level XX(Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory:
Cloak of Regeneration (75% chance to heal 1 HP after action)
Healing Hammer S (Base Damage: +4, Heals 50% of damage dealt)
Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.)
Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Depowered Last Prism (Can be charged up to deal up to 4 more damage), Antiquated Health Potion (Restores 20 HP)
Blinky1001 [AA] HP: 20/20.
Inventory:
Cape of the Heirophants (Nulled Out: Heat) (Can be used to allow a 50% dodge chance for the turn, user protected fully from an element of his choosing)
Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based)
Hat of the Hierophants P [Charge: IIIII] (Can spend Charge to deal 4 damage/charge, can summon a Lightning Elemental with 4 HP/charge, 1 Base Damage/Charge, and 1/2 Base Healing/Charge), Party Popper (Consumable, Dazes the target for 1 turn)
Skull-Emblazoned Wither Armor (8/25 HP) (Tanks 75% of damage, inflicts Wither (1 damage over time, DoT damage unhealable until effects are over) for 2 turns to attackers, sacrifices HP to heal itself if below 10 HP)
Staff of the Heirophants P [Energy: IIII] (Base Damage: 4, deals Lightning, Heat, Wind, or Earth-based damage, Energy can be expended into an Elemental Orb (2 Energy) to deal up to 4 more damage and or summon an Elemental (4 Energy) with high HP and moderate Base Damage)
Ring of the Frost Lord (Ammo: 8/10) (Base Damage: 2, inflicts Frigid (25% damage vulnerability, -1 Speed Value) for 2 turns)
MerryKirisame [AA] HP: 20/20.
XSlayer300 [AA] HP: 20/20.
Inventory: Mediocre Machine Gun (4 base damage)
EpicPandaGamer [AA] HP: 20/20.
pionoplayer [AA] HP: 16/20. Memoriam (Invulnerable, used to mark a respecte player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
TSFHISEPIC [PA] HP: 17/20. Has the opportunity to choose a buff of his liking. Long since idle.
GoldHero101 [PA] HP: 14/20. Long since idle.
battlefury13 [PA] HP: 6/20.
The_Topazian [PA] HP: 20/20.
ashkantsr/TheSilverRocket [PA] HP: 14/20.
FeatheredDragon [N] HP: 20/20. Long since idle.
Itinerary Objectives:
Anti-Acolyte:
Deal as much damage to the Acolyte as you can before the Mook Portal grows too much!
Pro-Acolyte:
Take down the Anti-Acolyte entities to pave way for a Mook assault!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items are dropped at this time.
Basic Battle Tank [AA] HP: 13/25.
Stats
Base Damage: 4
Speed Value: 1
Deals 50% more damage to structural or mechanical entities.
TNT Cannon [AA] HP: 30/30. Shots: 2/3. Can be used like a Rocket Launcher with 5 Base Damage.
Super Hidden Tesla [AA-BOSS] HP: 180/180. Electro-Buster: IIIII. Underground (Cannot act or be acted upon, will pop up once the PA side has an advantage)
Stats
Base Damage: 4
Speed Value: 5
Attacks 4 times a turn.
Electro-Buster deals 40 damage to select enemy targets. This damage is split between targets.
Daiyousei [AA] HP: 0/40.
Stats
Base Damage: 2
Base Healing: 4
Speed Value: 5
Friendly Guardian [AA] HP: 22/40. Sights On: Machine Gun Mook.
Mook Leader [PA] HP: 13/16. In the back line, less likely to get attacked successfully.
Expanding Mook Portal [PA] HP: ???/???. Summons 5 Mooks every turn, prone to increasing.
The Acolyte [AC] HP: 93/100. Dark Magic Meter: 93%. Kills: 14.
Inventory: Portable Spirograph (0/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Items of Interest: Roc's Nest (Holds sweet items, signs of being recently used, Marked Down), Campfire (Just beyond the Roc's Nest.)
engie_ninja [AA] HP: 20/20.
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)
WEPON (Submachine gun with glitchy and dangerous properties)
Fire Augment [Cooldown: III] (Allows for mild pyrokinesis abilities)
Stone Sword (Base Damage: +2) (x2)
Lightning Augment [Cooldown: III] (Allows for mild astrakinesis abilities)
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
bmxer2001 [AA-P] HP: 20/20. Iron Armor (91/100 HP, takes 60% of damage for recipient), Groggy (50% damage penalty, 50% more prone to status effects, -1 Speed Value, 1/2), Rested (Immune to damage chance-impairing effects, 6/7)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
75fires [AA-P] HP: 20/20. Iron Armor (96/100 HP, takes 60% of damage for recipient), Groggy (50% damage penalty, 50% more prone to status effects, -1 Speed Value, 1/2), Rested (Immune to damage chance-impairing effects, 6/7)
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
Campfire [N] HP: ?/?. Can be rested at to provide respite. Already in the morning.
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by robby, arksiane, and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Bridge.
Forward To: The Gateway.
Back To: The Corner.
Items of Interest:
Tall Torches (Flaming decoration.)
Item Pouch (Unknown Contents, blocked off by the Rogues.)
Bridge Edge (Enemies can be knocked off here for a fancy finisher! Only one finisher per player, so make it count.)
Lightning Coil (Has a 50% chance to Shock (60% chance to miss attacks) targets for 2 turns)
Rusty Key (Leads to a presumably as rusty lock)
Small Red Crystal (Crafting Ingredient)
Thinkinsense (Consumable, gives Focused (Notices things easier, higher Force affinity, -25% gun inaccuracy) for 2 turns)
Cooked Porkchops (Consumable, gives Regeneration (3 HP restored per turn) for 2 turns) (x2)
Cobblestone (Crafting Ingredient) (x58)
Circle-Engraved Chip (Access key of some sort?)
Revan's Mask SP [Rage: IIII] (Tanks 10% of damage for its user, bestows its user with Rage (Deals 50% more damage, 1/1) once every 4 turns)
Healing Ring (Heals the target for 4 HP when used)
Shining Trapezehedron (Sacrifices: 0/10) (Once it gets 10 kills, reveals great knowledge at a price, deals damage to betrayers of Nyarlthotep, should not be brought into the dark)
Battle Techniques (Sidequest-Specific!):
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
nullitor [PA] HP: 9/20.
Inventory:
Pipe Bazooka (Rocket Launcher, Base Damage: 2)
Accumulator Annihilator SP [Overuse: IIIIIIIIIIIIIII] (Deals increased damage to PCs the more item stacks they have, +1 Base Damage per stack, recovers 1 Overuse per turn, spends 2 Overuse to use, spends 4 Overuse to use in conjunction with an item)
Michael Jackson's Top Hat SP [Cooldown: III] (Deals 30 damage spread out amongst the enemy side, specific enemies can be targeted, cap of 10 damage/target)
Elemental Amulet (10% Chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, can be +Assisted to boost the chance of spawning by 20% & resets when Elemental summoned)
Completely Awesome Chaingun
(Machine Gun, Base Damage: +2, Starts with 100% base accuracy and loses 10% accuracy per shot, shots can be divided between targets)
ArcaneDreamer/Fanta [N] HP: 10/20. Dazed (40% chance to miss attacks, 1/1)
Inventory:
Rusty Sword (Base Damage: +1, applies Bleeding for 2 turns when used)
Assorted Fruit Snacks (Heals 2 HP and gives Regeneration (1 HP restored per turn) for 2 turns)
Light Crystal (Can light up dark areas)
Force Phantom [N] Presence: 0/20. Has a 50% chance to block attacks for Revan, cannot be targeted. Stats
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20.
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Rogue Squad [H]:
Psycho_Roamer/Rogue Leader [H] HP: 16/20. Holding Pistol. Bleeding (2 damage over time, 2/2)
Rogue Swordsman [H] HP: 0/20, 7/20. Holding Stone Sword.
Rogue Brute [H] HP: 0/20. Holding Wooden Club.
Rogue Archer [H] HP: 13/20. Holding Bow. Shocked (60% chance to miss attacks, 1/2), Terrified (Misses attacks, 1/1)
Stats
Base Damage: 4
Speed Value: 4
Leather Armor blocks 25% of physical damage.
====[The Burning Dimension]====
A hellishly hot and eldritch plane which also serves as Cthugha's lair.
Arena Effects: The intense heat causes 1 damage per turn to non-Cthugha entities.
ConsumerOfAll [AA] HP: 12/20. Burning (1 damage over time, 0/2)
Inventory:
Large Iron Shield (60 HP)
Health Potion (Heals 4 HP when used) (x4)
Thaumium-Lined Cone Hat (8/8 HP) (Takes 25% of damage targeted against the user, can Poke an enemy for 2 extra damage but costs 1 hat health, user deals 15% more magic damage when worn)
Ad Astra (Generation +1 Item, Base Damage: +3, can sacrifice Base Damage addative to attack up to 3 other targets with 2 Base Damage, can sacrifice 1 Base Damage to attack another entity at the same time)
Cobalt-Capped Drowwood Wand [7 Ignis Vis, 3 Aqua Vis, 7 Terra Vis, 8 Aer Vis, 10 Ordo Vis, 9 Perditio Vis] (Base Damage: 4, can use Vis in an attack to modify its effects, deals more damage with Vis use)
Tank Artillery Tube SP [Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Unrefined Thaumium (Crafting ingredient, can be used to channel magic energy or to craft tools) (x8),
Thaumium Armor (36/40 HP) (Tanks 50% of damage, magic damage done by the user is 25% more effective)
Nyarlthotep [N] HP: ???/???. Acts as a second player entity. Charging an attack.
Cthugha, the Living Flame [H-boss] HP: 3/108. Summon Servitors: IIIII. Dazed (40% chance to miss attacks, 0/2)
Stats
Base Damage: 4
Speed Value: 5
Has a 50% chance to cause Burning (1 damage over time) for 2 turns when attacking.
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Cliff Outcrop.
Back To: Snowy Path.
Forward To: ???
Items of Interest: Two (2) unidentified.
Blown-Out Longtorch (A larger form of torch. Seems cozy. Can be picked up.)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +4 (Sword only), Has a (1/Entity Max HP / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (2 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 10) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 10) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 5/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyrostaff SP (Base Damage: +4, deals Heat-based damage, applies 2-turn 2-damage Burning, resets Burning times to full on hit)
Electro-Armor (25/25 HP) (Has a 50% chance to block attacks, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Scavenger Imp [H] HP: 10/10. (x3)
Stats
Base Damage: 2
Speed Value: 4
Can cause Bleeding on hit.
Heals to full health by half the target's max HP upon getting a kill.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
I see what's it. A Sandbox.
CoA, anyway, I join your team. I then lead an army of 3 Fanatics and 2 Berserkers to take on an empty producing module. Before then take it on, they summon bombs to destroy 1 of the turret and damaging another. They than make an all out attack on that and take the empty producing module.
I channel the power of killsteal, and send one berserker, and one fanatic, to murder the inactive node with one defending turret, before I send another cultist to steal that inactive node. The rest defend from possible threats.
/sidequestnull
They stomp the turret to death and then you build a cultist(because you had none): with cement and some traces of blood on the ground you shape a cultist then you say the words of creation making it alive and he asks you "what are your orders master" you order him to take the node and he succeeds in doing so
I then get all of the fanatics and the summons to zerg rush another guarded module and easily butcher the turrets before they can react.
I wag my finger at the Fanatic and say to wait until Consumer joins and buff Frank with more HP and Damage.
/null(itor)
I do not understand do you send the attack of all your fanatics and summons or do you tell your fanatics to wait and so have only the summons attack?
Anyway you improve frank by bashing him with an repair hammer.
CoA, anyway, I join your team. I then lead an army of 3 Fanatics and 2 Berserkers to take on an empty producing module. Before then take it on, they summon bombs to destroy 1 of the turret and damaging another. They than make an all out attack on that and take the empty producing module.
Who told me that I cannot remote control them?
/NullSideQuest(will be shortformed into NSQ)
You make your stuff summon a bomb to damage a turret(it deals 12 damage) and the splash damage the other(of one) and then send your army who succeeds in killing the least damaged turret
Then the turret shoots at an berseker killing it
4 Fanatic producing modules(each defended by four fanatics except for one
of them which is defended by one fanatic and three cultists)
1 Skeleton producing module(defended by three fanatics and two skeletons)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by fourelemental
fanatics) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:17 fanatics and 3 cultists and 4 elemental fanatics and two skeletons
Frank 10 HP 5 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
ConsumerOfAll's team
6 Fanatic producing modules(Each defended by three fanatics except one which is defended by two fanatic one cultist and one berseker and one that is defended by four fanatics)
1 Berseker producing module(Defended by one berseker)
Total army:3 bersekers and 21 fanatics and one cultist
Factory
13 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
1 inactive node with one defending turret(this turret have 8 hp left and is surrounded by 3 fanatics and 1 berseker)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Skeletons have low summoning power 2 HP and deals 2
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they deal random elemental damage and have 50% resistance to all the elements)
I accept Revan's offer. While a lack of PvP can be boring, I know that they can and will crush me, and plus, it will be better for all of us. I then tell me troops to go on a massive turret killing spree, leaving so many juicy cores for us to capture.
/nullsidequest
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'm glad to report that the half-update is complete! Feel free to post on the main game, everyone, but I'm letting the sidegame continue since it keeps the thread healthy. Oh yeah, and you guys can say if I missed anything or ask me questions in between the updates' halves. I'm also thinking of doing a major OP update and remove a little bit of the forced innovation found in guns VS melee weapons!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Action: They growl at me? I will not let them easily take on me. The Imps are standing next to the cliff, and they seeming don't know the threat they are in. I then cast a Fire Storm, plugs an Augmenter Orb into an Fire Ice Storm, and strike the storm into the Imps. They are knocked away by the ice and fire blast and down the cliff. If they survived, they still have the marks of Fire and Ice in them, damaging them.
Entity Commanding Action:
The Magician summon 2 Minions.
The AFC engages in an upgrading.
The Super TNT starts its ways after the Expanding Mook Portal have done it's work. Before it starts, I have took 3 hitpoints worth of blood, plug them into my Pyrostaff, and point it at the sky of the Battlefield. A blood fire link appears on the sky of the Battlefield, bonding all the PA Entities and the Super TNT. After my wave of the Wand, the link shrinks, and shrinks, and the PA Entities, bound to the link, cannot do anything but being pulled closer to the massive TNT. When all of them is bound to the TNT, it detonates, and killing all of them. But the AA soul inside the TNT then control all the remains of the explosion, and stand up, recgonizing as an Entity of the AA side.
+Assists: Blinky/Consumer(Highlighted counts)
Electro-Armor SP 6/25 +1 Blinky
Unobtainium Pyrostaff SP-> Unobtainium Pyroantistaff SP 6/13 +1 Blinky Add the antiverse of the Staff's current ability, but is generally weaker.Also empowers the current Heat ability.
I summon the Altar Commons([AA] BOSS/Elite)(6/7)9/25 +1Blinky
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +4 (Sword only), Has a (1/Entity Max HP / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (2 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 10) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 10) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyrostaff SP (Base Damage: +4, deals Heat-based damage, applies 2-turn 2-damage Burning, resets Burningtimes to full on hit)
Electro-Armor (25/25 HP) (Has a 50% chance to block attacks, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
I then delay the joining of the two forces by 1 turn. Then I capture the node with the entities present on my side and edit one of the Modules into spawning Drones.
Drones: Versatile air firepower support and callers.
A Drone Module spawn a Drone in every of the first to fourth turn and another Drone Module at the fifth turn. It then loops for twice. After that it just spawn Advanced Drones.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/20/2014
Posts:
195
Location:
Behind you
Minecraft:
Blinky101
Xbox:
NEVER!
PSN:
NO!!!
Member Details
Shouldn't the Hidden Tesla be attacking?
Please?
I call upon Poseidon to drown the Mooks in a flood, washing many away and stopping them attacking. Those swept away gain Drowning (75% to take damage from lack of air).
I accept Revan's offer. While a lack of PvP can be boring, I know that they can and will crush me, and plus, it will be better for all of us. I then tell me troops to go on a massive turret killing spree, leaving so many juicy cores for us to capture.
/nullsidequest
Are you sure,as that's a NULL side quest that have no effect on main plot, a sandbox. So why don't we do as two teams and have fun?
Also, CoA, you have larger summoning power then the other team.(6 to 7)
/null,
/NSG
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
@GM, YAY!!! I am claiming the 1st post in page 100.Will I get a reward(XDD)?
Action:If they didn't die, I power my HPSLG into sword mode to swipe down the remnants. Else I find the other Items of Interest.
Entity Commanding Action:See 1st post
+Assists: Blinky/Consumer(Highlighted counts)
Electro-Armor SP 8/25 +1 Blinky
Unobtainium Pyrostaff SP-> Unobtainium Pyroantistaff SP 8/13 +1 Blinky Add the antiverse of the Staff's current ability, but is generally weaker.Also empowers the current Heat ability.
I summon the Altar Commons([AA] BOSS/Elite)(6/7)11/25 +1Blinky
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +4 (Sword only), Has a (1/Entity Max HP / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (2 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 10) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 10) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyrostaff SP (Base Damage: +4, deals Heat-based damage, applies 2-turn 2-damage Burning, resets Burningtimes to full on hit)
Electro-Armor (25/25 HP) (Has a 50% chance to block attacks, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Who told me not enough? I then call an army of 12 Fanatics to spawn a Poison wave onto 2 of the turrets, disabling them in these two turns. Then they split into 2 army of 6 and occupy the Module in it. Then they converted the Turrets to our side. One of the module is converted to Drone while another, Berserk.
I was referring to to Consumer's Cultist who I thought he meant as a fanatic.
Also my attack was to send the attack of all the fanatics and summons to murderalize turret guardians for an untouched module.
I then instruct them to do this with the bullhorn of superiority.
I join the fray by throwing copies of the Count of Monte Cristo, both distracting the turrets' with an excellent novel and dealing light damage.
/Nyarl
You send all your fanatics and summons murdering the turrets of an undefended module and taking it leaving ALL the modules of your team undefended(you have interest to post fast to assign quickly people to defend them or the opponent team will be able to take all your modules)
This is a part of why I was not sure of what you wanted to do.
I accept Revan's offer. While a lack of PvP can be boring, I know that they can and will crush me, and plus, it will be better for all of us. I then tell me troops to go on a massive turret killing spree, leaving so many juicy cores for us to capture.
/nullsidequest
Awaiting the second vote of your team(you can also leave your team and join the other team without vote)
Your army is confused and wonders which team they are going to end up in.
Anyway one fanatic suddenly see the other team have left undefended all his turrets by sending all his troops to attack.
He asks if you really want to let the modules undefended.
Quote from undefined »
NSG:
I then delay the joining of the two forces by 1 turn. Then I capture the node with the entities present on my side and edit one of the Modules into spawning Drones.
Drones: Versatile air firepower support and callers.
A Drone Module spawn a Drone in every of the first to fourth turn and another Drone Module at the fifth turn. It then loops for twice. After that it just spawn Advanced Drones.
/NSG
Due to the fact this module would be too much powerful you do not succeed in doing it.
However you make something quite near: Drone producing module(produce a drone every odd turn and those drones have the drone stats)
Drone producing module(produce a drone every odd turn and those drones have the drone stats)
5 Fanatic producing modules(each undefended except for one
of them which is defended by three cultists and one defended by 17 fanatics)
1 Skeleton producing module(defended by three fanatics and two skeletons)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by four elemental
fanatics) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:17 fanatics and 3 cultists and 4 elemental fanatics and two skeletons
Frank 10 HP 5 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
auyeungyat20/20 HP
6 Fanatic producing modules(Each defended by three fanatics except one
which is defended by two fanatic one cultist and one berseker and one
that is defended by four fanatics and one which is defended by 3 fanatics and 1 berseker)
1 drone producing module(defended by three fanatics)
1 Berseker producing module(Defended by one berseker)
Total army:3 bersekers and 21 fanatics and one cultist
Factory
12 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Skeletons have low summoning power 2 HP and deals 2
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they
deal random elemental damage and have 50% resistance to all the
elements)
(Drones have average summoning power,fly and have ranged attacks they have 3 hp each and deal 2 damage per attack)
Charges:Reinforced acolyte herald symbol part 3 22/25
Summoning a master of magic 9/12(This summon have continu8ous magic power gain and
can cast a wide variety of spells for doing nearly everything from
buffing to creating a house or summoning something or just inflicting
debuffs(keeping a definitive spell active costs energy(so if the master
of magic summons a ghost reaver it will need to spend magic every turn
for keeping it active)))
(This summon can do nothing else than casting spells and researching spells(both costs magic energy))
I end Making soul-bound and permanent the elemental amulet 25/25
I help battlefury.
Attack Action: I use the bazooka with to shoot at the most wounded bandit.
Of course I wait that he gets near another bandit before shooting.
If he do not get near another bandit I instead use the Completely Awesome Chaingun at the Rogue Swordsman(I wonder what means the color of the items)
*facepalm* I send my guys back to guard my things, I then give auyeungyat an eyeroll. We could all work together and have EvP against the turrets and the Army.
I then upgrade my Cultist Module to have spawn better Cultists
The Mandalorians had a name for Revan.
Revan the Butcher.
Revan notices Pyscho_Roamer with a muted thought of who was leading this. Revan focuses upon his leg first, ah there it was. A shatterpoint in the bone weakened by some forgotten incident. She grips it with the Force, The Pyscho Leader cries out in pain as the blood vessels break. Revan's grip tightens causing the bone to start to break. Hairline fractures forming as the pain simply becomes unbearable, then it gives and breaks. Pyscho_Roamer collapses as his leg can't support him anymore. Revan walks over to Pyscho_Roamer and lifts him up in a choke before slamming him into the railing.
"You're mine."
It was quite an apt name.
Nyarlathotep tilts his head,
Interesting, but not unexpected.
Unfortunately leaving Cthugha is out of the question.
Not without a guardian of some sort.
Nyarlathotep gives Consumer a knowing look.
Enraged 20/20
Revan's Mask gains an ability, Traquil Fury, it allows Revan to hold onto the Rage if not in combat.
There is no rewards inside of DTG:A it was written at the beginning of the nullsidequest(which explains its name):
So everybody can safely disregard the nullsidequest.
It is only for spending some time on this thread after you made your two posts in DTG:A and not for getting stuff.
Your cultists and fanatics works on summoning redshirts and summon 2 redshirts(this turn)
You create Frank
Your nodes produce more stuff because that is an odd turn
OldSithRevan's team
OldSithRevan 20/20 HP
3 Fanatic producing modules(each defended by three fanatics except for one
of them which is defended by one fanatic and two cultist)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
Total army:7 fanatics and 3 cultists
Frank 9 HP 4 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6hp 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6hp 4 damage
Blinky Team
Blinky 20/20 HP
2 Fanatic producing modules(each defended by three fanatic)
1 Elemental Fanatic producing module(defended by three elemental
fanatic) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:6 fanatics and 3 elemental fanatics
Factory
15 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
/null
I join the Nullsidequest, and attempt to create a Berserker producing module, which produces Berserkers, dealing more damage, while having less HP.
/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)
I agree to join Revan and begin to attack one of the turrets of an inactive module; bringing the elemental fanatics with me.
Charges:
Bone Amulet:12/20
Making the Wither Armour Soulbound: 4/15
Underground Base (Part 1/2):19/25
+1 tc
/halfnull
My suggestion: Redstone Power Distance
I then get my fanatics and cultists summon a man in a air balloon who drops bombs.
I charge forward with my summons and extra cultists who aren't guarding and we both attack two turrets guarding the nearest module.
I attack by moonwalking into the most damaged turret and then finishing it with a stylish backhanded smack.
HeeHE!
/null(a bona)
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
You transform one of your fanatic producing modules
You bring the elemental fanatics and attack one turret dealing 4 damage with your fists and the elemental fanatics helps you dealing 3 thunder damage and 6 fire damage to the turret.
That man is created
You attack the turret with the help of frank and of one cultist and of your redshirts as well as the help of the recently created man they deal 13 damage to the second turret and you finish it off with your classy attack(which by the way deals at least 7 damage).
Then the last turret strike back killing one cultist
OldSithRevan and blinky team
OldSithRevan 20/20 HP
Blinky 20/20 HP
5 Fanatic producing modules(each defended by three fanatics except for one
of them which is defended by one fanatic and two cultist)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by three elemental
fanatic) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:13 fanatics and 2 cultists and 3 elemental fanatics
Frank 9 HP 4 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
ConsumerOfAll's team
2 Fanatic producing modules(Each defended by three fanatics)
1 Berseker producing module(Defended by three bersekers)
Total army:3 bersekers and 6 fanatics
Factory
14 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
1 inactive node with one defending turret(this turret have 7 hp left)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they deal random elemental damage and have 50% resistance to all the elements)
/null
I channel the power of killsteal, and send one berserker, and one fanatic, to murder the inactive node with one defending turret, before I send another cultist to steal that inactive node. The rest defend from possible threats.
/sidequestnull
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 modify another of the Cultist modules to begin creating Skeletons, which have low health and damage but spawn at twice the rate.
/sidequestnull
My suggestion: Redstone Power Distance
You guys mean Fanatics, right?
I offer Consumer to join Team Blinky and Revan.
I then get all of the fanatics and the summons to zerg rush another guarded module and easily butcher the turrets before they can react.
I wag my finger at the Fanatic and say to wait until Consumer joins and buff Frank with more HP and Damage.
/nul
l(itor)He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
Hey forumgoers! This will likely be split into 2 updates due to my general time constraints. Feel free to continue your sidegame while I'm away! I'll be laying down a 1/2 updates and making changes you guys wanted, but I won't be doing the EOTE until tomorrow.
You're right. I'll add those to the entity list, although due to them being added this turn, they can't be interacted with.
The AFC will do as you say, although due to the Leader being in the back line he'll be difficult to target.
You continue down the path to the Snowy Outcrop, where right away you notice 3 items, but you choose not to ignore them in favor of the three menacing creatures ahead. A good look indicates that these are Scavenger Imps! They either hunt in packs or scavenge off fallen prey. They look like they haven't had their fill just yet.
I've realized that. Skeletons added!
You try aiming for the Mook Leader, although due to his position in the back line, you don't hit him!
You can distinguish one of the Items of Interest! It comes out to be a Blown-Out Longtorch! If you relight it then it can provide decent lighting in case you need to rest up, or just function as a club. Although for now you've got to focus on those Scavenger Imps!
Oh yeah, I was wondering where that went! Hat made permanent.
Your insults are so hurtful that they are enough to physically hurt the Machine Gun Mook. 5 damage dealt!
You deal 4 damage to the Brute, critically wounding him! You also deal 2 damage to one of the Swordsmen with the splash damage.
Speaking of you being dangerously pissed, I forgot to factor in your Rage factor! Your mask charges its rage just now.
You can't grab the Swordsman's sword just yet, but you deal 5 damage to the Swordsman regardless!
You deal 6 WEAKPOINT damage to Cthugha!
You're right about that! I've fixed it. Your fruit snacks and crystal have popped into your inventory!
Well, knowing that the Rogue Leader's most likely a teenage boy...
You enter close melee range with Psycho_Roamer, and he instinctively raises his left arm to block it! You deal 2 damage to Psycho_Roamer due to the non-lethality of your swing, however, your sword's Bleeding damage will be increased.
You shred the Brute and deal 2 damage to both of the other melee rogues!
You heal up Consumer for 2 HP and stop her Burning!
Shining Trapezohedron added!
You deal 3 damage to the Archer! The Archer also suffers a shock.
I didn't really think much about Mojang when I was taking the story into account...
Your entities will follow your commands.
Your attack does a large amount of damage that I'm too lazy to calculate, but it leaves Cthugha on 3 HP! It can be either dispatched quickly or spared.
You're not sure if the Mook even has a home, and if they do, you're pretty sure it wouldn't be in Minetown. 2 HP healed to the Battle Tank regardless!
You decide to wait around and let bmxer2001 and 75fires get accustomed to the morning for a little while.
====[End-of-Turn Events]====
The Daiyousei performs a berserk attack! She deals 2 damage to the Mook Leader and goes to the front line, ready to attack anyone who heads her way.
"I'm taking fire. Armor Mooks, become my wall of defense!"
The Friendly Guardian fires its eye beam at the Machine Gun Mook! This deals 8 points of damage! It also takes cover behind the Rock Behemoth, making it more likely to tank fire for them!
The Mook Leader issues his orders:
"Let's take out the rock creature before it protects any more of its allies. Focus fire on it! Melee guys, take out the Healer who's going berserk first."
The first Sword Mook, in a bout of insanity, deals 3 damage to its fellow Sword Mook!
The second Sword Mook scores a critical hit on the Daiyousei, dealing 6 damage and ending her rampage in a single well-aimed swing! The Sword Mook takes 2 damage as a result of the Daiyousei's rage.
The Lightly Armored Sword Mooks both deal 6 damage to the Rock Behemoth!
The Spear Mook deals 3 damage to the Rock Behemoth!
The Lightly Armored Spear Mooks both pick at the Rock Behemoth with their spears, dealing 6 damage!
The Mace Mook deals 3 more damage to the Rock Behemoth!
The Assault Rifle Mooks strike at the Rock Behemoth's joint spots! They deal 2 damage and 3 damage.
The Sniper Rifle Mook unloads as many shots as it can into the Rock Behemoth! It deals 4 damage.
The Rocket Mooks' missiles sail into the Rock Behemoth! This deals a total of 10 damage!
The Machine Gun Mooks target the Rock Behemoth with burst fire! This deals 3 damage.
The Automatic Flak Cannon fires at the Mook Leader! However, due to his position in the back, he only takes a single point of damage.
The Basic Battle Tank continues firing on the Lightly Armored Spear Mook!
Gertrud uses Scissor Whip, dealing 3 damage to the Mace Mook and one of the Rocket Launcher Mooks! The attack also cuts down the Machine Gun Mook!
The Anthonies deal 1 damage each to the Sword Mooks and the Spear Mook!
The Expanding Mook Portal summons two Lightly Armored Shotgun Mooks and three Pistol Mooks!
The Acolyte unleashes the rest of his Spirals, thus adding to his push!
The Sword Mook's mind is cleared.
The Clash of Clans Skeletons, the Magician, and the Super TNT have just been summoned by the players.
====[engie_ninja's sidequest]====
You guys decide to really wake up and let yourselves get accustomed to the morning before you head out.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
The Rogues attack:
The Swordsmen attack Nullitor and OldSithRevan, dealing 6 damage to both!
The Archer succumbs to its shock!
Psycho_Roamer engages Fanta in melee combat! He pistol-whips her across her forehead, resulting in 4 damage being dealt! Fanta is also Dazed for the next turn!
The Battle AI finishes off the most wounded Swordsman!
The Tech Master stays in the back line to charge up his tech.
Revan's Mask procs its rage! Revan's body starts to feel funny... The Archer glimpses Revan's rage increasing to a boiling point! The Archer becomes Terrified!
====[ConsumerOfAll's Sidequest]====
Cthugha is too incapacitated to do anything. Do you show mercy or not?
====[sunnyau's sidequest]====
The Scavenger Imps sense fresh flesh and growl at you! It looks like they're hungry.
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
No progress up, but I half-completed a picture in my spare time.
Inventory:
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.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory:
Blinky1001 [AA] HP: 20/20.
Inventory:
MerryKirisame [AA] HP: 20/20.
XSlayer300 [AA] HP: 20/20.
Inventory: Mediocre Machine Gun (4 base damage)
EpicPandaGamer [AA] HP: 20/20.
pionoplayer [AA] HP: 16/20. Memoriam (Invulnerable, used to mark a respecte player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
GoldHero101 [PA] HP: 14/20. Long since idle.
Itinerary Objectives:
Deal as much damage to the Acolyte as you can before the Mook Portal grows too much!
Pro-Acolyte:
Take down the Anti-Acolyte entities to pave way for a Mook assault!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items are dropped at this time.
Basic Battle Tank [AA] HP: 13/25.
Stats
Base Damage: 4
Speed Value: 1
Deals 50% more damage to structural or mechanical entities.
TNT Cannon [AA] HP: 30/30. Shots: 2/3. Can be used like a Rocket Launcher with 5 Base Damage.
Super Hidden Tesla [AA-BOSS] HP: 180/180. Electro-Buster: IIIII. Underground (Cannot act or be acted upon, will pop up once the PA side has an advantage)
Stats
Base Damage: 4
Speed Value: 5
Attacks 4 times a turn.
Electro-Buster deals 40 damage to select enemy targets. This damage is split between targets.
Daiyousei [AA] HP: 0/40.
Stats
Base Damage: 2
Base Healing: 4
Speed Value: 5
Friendly Guardian [AA] HP: 22/40. Sights On: Machine Gun Mook.
Stats
Base Damage: 6
Speed Value: 3
Must lock on to targets to attack.
Locking on to targets takes the turn.
Automatic Flak Cannon [AA] HP: 22/40.
Stats
Base Damage: 1
Speed Value: 1
Attacks 3 times every turn.
Deals 2x damage to airborne entities.
Gertrud [AA] HP: 19/66. Scissor Whip: III.
Stats
Base Damage: 0
Speed Value: 1
Summons 3 Anthonies (Base Damage: 1, Speed Value: 1) per turn.
Attacks inflict Depression (25% damage penalty, 25% damage vulnerability) for 2 turns.
Scissor Whip deals 3 damage to 3 targets, which can stack on the same target.
Anthonies [AA] Units: 6.
Stats
Base Damage = Units
Speed Value: 1
Rock Behemoth [AA] HP: 6/50. Protecting: Friendly Guardian, Gertrud.
Stats
Base Damage: 1
Speed Value: 1
Draws enemy fire to protect its allies.
Clash of Clans Skeletons [AA] Units: 14.
Stats
Speed Value: 2
Magician [AA] HP: 16/16
Stats
Base Damage: 3
Speed Value: 3
Can choose to summon 2 low-grade Minions instead of attacking.
Super TNT [AA] HP: 10/10. Explodes when at user's command, resulting in heavy damage if used correctly.
Spirals [PA] HP: 16/16. (x3)
Sword Mook [PA] HP: 14/16 Insanity (25% chance to attack an ally instead of an enemy, 0/2), 11/16.
Lightly Armored Sword Mook [PA] HP: 14/16, 16/16.
Spear Mook [PA] HP: 8/16.
Lightly Armored Spear Mook [PA] HP: 12/16, 16/16. (x3)
Mace Mook [PA] HP: 5/16.
Pistol Mook [PA] HP: 16/16. (x3)
Assault Rifle Mook [PA] HP: 16/16. (x2)
Machine Gun Mook [PA] HP: 0/16 Depression (25% damage penalty, 25% damage vulnerability, 1/2), 16/16.
Sniper Rifle Mook [PA] HP: 8/16.
Rocket Launcher Mook [PA] HP: 13/16, 16/16.
Mook Leader [PA] HP: 13/16. In the back line, less likely to get attacked successfully.
Expanding Mook Portal [PA] HP: ???/???. Summons 5 Mooks every turn, prone to increasing.
Inventory: Portable Spirograph (0/21 Spirals left, DONE, 0/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
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.
jondanger23 [AA] HP: 20/20.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 158/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 38 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
jondanger23: 2 Futility
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Items of Interest: Roc's Nest (Holds sweet items, signs of being recently used, Marked Down), Campfire (Just beyond the Roc's Nest.)
Inventory:
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
Campfire [N] HP: ?/?. Can be rested at to provide respite. Already in the morning.
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by robby, arksiane, and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Bridge.
Forward To: The Gateway.
Back To: The Corner.
Items of Interest:
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
ArcaneDreamer/Fanta [N] HP: 10/20. Dazed (40% chance to miss attacks, 1/1)
Inventory:
Stats
Base Damage: 4
Base Healing: 4 (Can only heal itself)
Speed Value: 3
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20.
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Rogue Squad [H]:
Psycho_Roamer/Rogue Leader [H] HP: 16/20. Holding Pistol. Bleeding (2 damage over time, 2/2)
Rogue Swordsman [H] HP: 0/20, 7/20. Holding Stone Sword.
Rogue Brute [H] HP: 0/20. Holding Wooden Club.
Rogue Archer [H] HP: 13/20. Holding Bow. Shocked (60% chance to miss attacks, 1/2), Terrified (Misses attacks, 1/1)
Stats
Base Damage: 4
Speed Value: 4
Leather Armor blocks 25% of physical damage.
ConsumerOfAll [AA] HP: 12/20. Burning (1 damage over time, 0/2)
Inventory:
Nyarlthotep [N] HP: ???/???. Acts as a second player entity. Charging an attack.
Cthugha, the Living Flame [H-boss] HP: 3/108. Summon Servitors: IIIII. Dazed (40% chance to miss attacks, 0/2)
Stats
Base Damage: 4
Speed Value: 5
Has a 50% chance to cause Burning (1 damage over time) for 2 turns when attacking.
Summon Servitors summons 5 Flame Vampires, low-grade minions.
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Cliff Outcrop.
Back To: Snowy Path.
Forward To: ???
Items of Interest: Two (2) unidentified.
Inventory:
Scavenger Imp [H] HP: 10/10. (x3)
Stats
Base Damage: 2
Speed Value: 4
Can cause Bleeding on hit.
Heals to full health by half the target's max HP upon getting a kill.
An alternate timeline emerges.
However, we must first start from the beginning...
I see what's it. A Sandbox.
CoA, anyway, I join your team. I then lead an army of 3 Fanatics and 2 Berserkers to take on an empty producing module. Before then take it on, they summon bombs to destroy 1 of the turret and damaging another. They than make an all out attack on that and take the empty producing module.
Who told me that I cannot remote control them?
/NullSideQuest(will be shortformed into NSQ)
My games.
They stomp the turret to death and then you build a cultist(because you had none): with cement and some traces of blood on the ground you shape a cultist then you say the words of creation making it alive and he asks you "what are your orders master" you order him to take the node and he succeeds in doing so
You do not have cultist nodes however you modify a fanatic producing module.
I do not understand do you send the attack of all your fanatics and summons or do you tell your fanatics to wait and so have only the summons attack?
Anyway you improve frank by bashing him with an repair hammer.
You make your stuff summon a bomb to damage a turret(it deals 12 damage) and the splash damage the other(of one) and then send your army who succeeds in killing the least damaged turret
Then the turret shoots at an berseker killing it
OldSithRevan and blinky team
OldSithRevan 20/20 HP
Blinky 20/20 HP
4 Fanatic producing modules(each defended by four fanatics except for one
of them which is defended by one fanatic and three cultists)
1 Skeleton producing module(defended by three fanatics and two skeletons)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by fourelemental
fanatics) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:17 fanatics and 3 cultists and 4 elemental fanatics and two skeletons
Frank 10 HP 5 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
ConsumerOfAll's team
6 Fanatic producing modules(Each defended by three fanatics except one which is defended by two fanatic one cultist and one berseker and one that is defended by four fanatics)
1 Berseker producing module(Defended by one berseker)
Total army:3 bersekers and 21 fanatics and one cultist
Factory
13 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
1 inactive node with one defending turret(this turret have 8 hp left and is surrounded by 3 fanatics and 1 berseker)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Skeletons have low summoning power 2 HP and deals 2
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they deal random elemental damage and have 50% resistance to all the elements)
/null
I was referring to to Consumer's Cultist who I thought he meant as a fanatic.
Also my attack was to send the attack of all the fanatics and summons to murderalize turret guardians for an untouched module.
I then instruct them to do this with the bullhorn of superiority.
I join the fray by throwing copies of the Count of Monte Cristo, both distracting the turrets' with an excellent novel and dealing light damage.
/Nyarl
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
I accept Revan's offer. While a lack of PvP can be boring, I know that they can and will crush me, and plus, it will be better for all of us. I then tell me troops to go on a massive turret killing spree, leaving so many juicy cores for us to capture.
/nullsidequest
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)
The Battlefield is complete and up-to-date!
I'm glad to report that the half-update is complete! Feel free to post on the main game, everyone, but I'm letting the sidegame continue since it keeps the thread healthy. Oh yeah, and you guys can say if I missed anything or ask me questions in between the updates' halves. I'm also thinking of doing a major OP update and remove a little bit of the forced innovation found in guns VS melee weapons!
An alternate timeline emerges.
However, we must first start from the beginning...
Action: They growl at me? I will not let them easily take on me. The Imps are standing next to the cliff, and they seeming don't know the threat they are in. I then cast a Fire Storm, plugs an Augmenter Orb into an Fire Ice Storm, and strike the storm into the Imps. They are knocked away by the ice and fire blast and down the cliff. If they survived, they still have the marks of Fire and Ice in them, damaging them.
Entity Commanding Action:
The Magician summon 2 Minions.
The AFC engages in an upgrading.
The Super TNT starts its ways after the Expanding Mook Portal have done it's work. Before it starts, I have took 3 hitpoints worth of blood, plug them into my Pyrostaff, and point it at the sky of the Battlefield. A blood fire link appears on the sky of the Battlefield, bonding all the PA Entities and the Super TNT. After my wave of the Wand, the link shrinks, and shrinks, and the PA Entities, bound to the link, cannot do anything but being pulled closer to the massive TNT. When all of them is bound to the TNT, it detonates, and killing all of them. But the AA soul inside the TNT then control all the remains of the explosion, and stand up, recgonizing as an Entity of the AA side.
+Assists: Blinky/Consumer(Highlighted counts)
Electro-Armor SP 6/25 +1 Blinky
Unobtainium Pyrostaff SP-> Unobtainium Pyroantistaff SP 6/13 +1 Blinky Add the antiverse of the Staff's current ability, but is generally weaker.Also empowers the current Heat ability.
I summon the Altar Commons([AA] BOSS/Elite)(6/7)9/25 +1Blinky
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
Entity's List:
Automatic Flak Cannon HP: 22/40 (Battlefield)
TNT Cannon HP: 30/30 Shots: 2/3 (Battlefield)
Magician HP:16/16 (Battlefield)
Super TNT HP:10/10 (Battlefield)
-------------------------------------------------------------------------
NSG:
I then delay the joining of the two forces by 1 turn. Then I capture the node with the entities present on my side and edit one of the Modules into spawning Drones.
Drones: Versatile air firepower support and callers.
A Drone Module spawn a Drone in every of the first to fourth turn and another Drone Module at the fifth turn. It then loops for twice. After that it just spawn Advanced Drones.
/NSG
My games.
Shouldn't the Hidden Tesla be attacking?
Please?
I call upon Poseidon to drown the Mooks in a flood, washing many away and stopping them attacking. Those swept away gain Drowning (75% to take damage from lack of air).
Bone Amulet:14/20 +1 tc
Making the Wither Armour Soulbound:6/15 +1 tc
Underground Base (Part 1/2):21/25 +1 tc
I help tc
My suggestion: Redstone Power Distance
Are you sure,as that's a NULL side quest that have no effect on main plot, a sandbox. So why don't we do as two teams and have fun?
Also, CoA, you have larger summoning power then the other team.(6 to 7)
/null,
/NSG
My games.
@GM, YAY!!! I am claiming the 1st post in page 100.Will I get a reward(XDD)?
Action:If they didn't die, I power my HPSLG into sword mode to swipe down the remnants. Else I find the other Items of Interest.
Entity Commanding Action:See 1st post
+Assists: Blinky/Consumer(Highlighted counts)
Electro-Armor SP 8/25 +1 Blinky
Unobtainium Pyrostaff SP-> Unobtainium Pyroantistaff SP 8/13 +1 Blinky Add the antiverse of the Staff's current ability, but is generally weaker.Also empowers the current Heat ability.
I summon the Altar Commons([AA] BOSS/Elite)(6/7)11/25 +1Blinky
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
Entity's List:
Automatic Flak Cannon HP: 22/40 (Battlefield)
TNT Cannon HP: 30/30 Shots: 2/3 (Battlefield)
Magician HP:16/16 (Battlefield)
Super TNT HP:10/10 (Battlefield)
-------------------------------------------------------------------------
NSG:
Who told me not enough? I then call an army of 12 Fanatics to spawn a Poison wave onto 2 of the turrets, disabling them in these two turns. Then they split into 2 army of 6 and occupy the Module in it. Then they converted the Turrets to our side. One of the module is converted to Drone while another, Berserk.
/NSG
My games.
You send all your fanatics and summons murdering the turrets of an undefended module and taking it leaving ALL the modules of your team undefended(you have interest to post fast to assign quickly people to defend them or the opponent team will be able to take all your modules)
This is a part of why I was not sure of what you wanted to do.
Awaiting the second vote of your team(you can also leave your team and join the other team without vote)
Your army is confused and wonders which team they are going to end up in.
Anyway one fanatic suddenly see the other team have left undefended all his turrets by sending all his troops to attack.
He asks if you really want to let the modules undefended.
Due to the fact this module would be too much powerful you do not succeed in doing it.
However you make something quite near: Drone producing module(produce a drone every odd turn and those drones have the drone stats)
Drone producing module(produce a drone every odd turn and those drones have the drone stats)
OldSithRevan and blinky team
OldSithRevan 20/20 HP
Blinky 20/20 HP
5 Fanatic producing modules(each undefended except for one
of them which is defended by three cultists and one defended by 17 fanatics)
1 Skeleton producing module(defended by three fanatics and two skeletons)
One cult module(makes fanatics becomes cultists improving their summoning
power)8/8 HP(can be upgraded to be more resistant or to process faster
the fanatics or to make the produced cultists be better)
1 Elemental Fanatic producing module(defended by four elemental
fanatics) (produce elemental fanatics which have more resistance to
elements(halve all elemental damage) and deal random elemental damage
instead of regular damage)
Total army:17 fanatics and 3 cultists and 4 elemental fanatics and two skeletons
Frank 10 HP 5 attack damage
Lightly armored Redshirt With an axe(ignore half of the armor of the target) 6HP 4 damage
Lightly armored Redshirt With a spear(can block melee attacks) 6HP 4 damage
Man in a air balloon who drops bombs(flying and aoe damage) 3HP 2 AOE damage(hits up to three grouped people)
ConsumerOfAll and auyeungyat team
Consumer of all 20/20 HP
auyeungyat20/20 HP
6 Fanatic producing modules(Each defended by three fanatics except one
which is defended by two fanatic one cultist and one berseker and one
that is defended by four fanatics and one which is defended by 3 fanatics and 1 berseker)
1 drone producing module(defended by three fanatics)
1 Berseker producing module(Defended by one berseker)
Total army:3 bersekers and 21 fanatics and one cultist
Factory
12 Inactive Fanatic producing modules(They can be taken if the turrets are destroyed)
2 turrets around each of those modules(20 HP 5 dmg per hit can only
attack people getting near their modules or attacking them)
(Normal fanatics have average summoning power 5 HP and deals 3
damage per hit and Fanatic producing modules create one fanatic every
odd turn)
(Bersekers have average summoning power 3 HP and deals 5
damage per hit)
(Skeletons have low summoning power 2 HP and deals 2
damage per hit)
(Elemental fanatics have the same stats as regular fanatics but they
deal random elemental damage and have 50% resistance to all the
elements)
(Drones have average summoning power,fly and have ranged attacks they have 3 hp each and deal 2 damage per attack)
Charges:Reinforced acolyte herald symbol part 3 22/25
Summoning a master of magic 9/12(This summon have continu8ous magic power gain and
can cast a wide variety of spells for doing nearly everything from
buffing to creating a house or summoning something or just inflicting
debuffs(keeping a definitive spell active costs energy(so if the master
of magic summons a ghost reaver it will need to spend magic every turn
for keeping it active)))
(This summon can do nothing else than casting spells and researching spells(both costs magic energy))
I end Making soul-bound and permanent the elemental amulet 25/25
I help battlefury.
Attack Action: I use the bazooka with to shoot at the most wounded bandit.
Of course I wait that he gets near another bandit before shooting.
If he do not get near another bandit I instead use the Completely Awesome Chaingun at the Rogue Swordsman(I wonder what means the color of the items)
Nullquest fun.
*facepalm* I send my guys back to guard my things, I then give auyeungyat an eyeroll. We could all work together and have EvP against the turrets and the Army.
I then upgrade my Cultist Module to have spawn better Cultists
The Mandalorians had a name for Revan.
Revan the Butcher.
Revan notices Pyscho_Roamer with a muted thought of who was leading this. Revan focuses upon his leg first, ah there it was. A shatterpoint in the bone weakened by some forgotten incident. She grips it with the Force, The Pyscho Leader cries out in pain as the blood vessels break. Revan's grip tightens causing the bone to start to break. Hairline fractures forming as the pain simply becomes unbearable, then it gives and breaks. Pyscho_Roamer collapses as his leg can't support him anymore. Revan walks over to Pyscho_Roamer and lifts him up in a choke before slamming him into the railing.
"You're mine."
It was quite an apt name.
Nyarlathotep tilts his head,
Interesting, but not unexpected.
Unfortunately leaving Cthugha is out of the question.
Not without a guardian of some sort.
Nyarlathotep gives Consumer a knowing look.
Enraged 20/20
Revan's Mask gains an ability, Traquil Fury, it allows Revan to hold onto the Rage if not in combat.
Charges
A Gift for the Acolyte 21/25
Query: Where am I? 4/25
Evasive 1/25
Assists
Consumer
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.