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==================== Sorcery Training: 10%
Honing my concentration...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
==================== Sorcery Training: 15%
Learning English backwards (the most basic way to channel magic) 1/5...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
Rollback Post to RevisionRollBack
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
==================== Sorcery Training: 20%
Learning English backwards (the most basic way to channel magic) 2/5...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
Minor and Adrenaline, you can learn sorcery with me, but I will learn at my own pace. No aiding can be done with a thing such as this. I am learning every single intricacy and eccentricity of magic. I can't skip over anything during the progress bar. I know I may sound like a jerk with that, but it's something has to be done with a full progress bar, instead of skipping over two or three bits of it. Make no mistake, I'll still help you guys, but I refuse help with the training.
Rollback Post to RevisionRollBack
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
I don't need to learn sorcery! I already have my book and relic right here!
The relic heals the grace wolf with soothing waters.
1 water charge, 1 air charge
Relic stuff
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
The Vampiric Flaming Depressing Fair Armored Nostalgic Book of Nerfed Fate's stats
It doesn't have any, at least, not at the start. Let me explain.
The book starts off being able to do nothing but float aimlessly around the battlefield. It also starts with no pages in it. How does it gain pages? They get written into the book.
The Page System
Any anti-godmodder player can snatch the book out of the air and write a page into it. They may do this action in addition to whatever action they were going to do. The player describes the page they just wrote(EG: I can write the icy page into the book). The book gains an adjective for each page in it(EG: it is now the icy book) and it gains an attack or ability for each page(EG: it gains frost bolt). The book doesn't have a health bar, so it loses pages when its attacked, the more powerful the attack, the more pages it loses. If the book has no pages when its hit, the book's spine breaks and it falls to the ground, useless and dead. (The book can have up to 20 or so pages)
Attacks
The book starts with no attacks, but as I said earlier, each page in the book can add an attack. The player who wrote the page describes the attack it gives(EG: frost bolt, deals 8000 damage to one enemy). Each turn, the book will automatically pick one of its attacks at random and fire it off. The book cannot use an attack twice in a row; so if the book has one attack, it only attacks once every other turn.
Pages - 7/20 currently
* The Vampire Page - Author: Slyveon.
Deals 5000 damage and heals one page.
* The Fire Page - Author: Minor107
Deals 1000 (needed a buff) damage per turn for 3 turns
* The Page of Depressing Poetry - Author: Talist
Deals 1000 damage to one enemy and makes them depressed for 3 turns. While depressed, that enemy has a 33% chance of hurting themselves for 4500 damage and their attacks are 20% less powerful.
* The Page of Fate - Author: Piman32
Redirects 30% of damage from one ally to one enemy.
* The Page of Fairness - Author: Talist
Only usable inbetween turns, instantly banishes newly summoned over powered entities into the aether realms. Also banishes overpowered attacks to the aehter realms. Hellkite dragons are immune to this as I want to see how many kinds of damage they can become immune to.
* The Armored Page - Author: Talist
The book loses 1 less page from any attacks, if pages are lost, this one takes the place of one that would normally be lost.
* The Nostalgic Page - Author: Captain Awesome
Summons the mafia.
Pylons are immune to all damage apart from Butter based, and so the tt200's attack is negated. In return, they start an upgrading process, which, when completed, gives control of all toast minions to those against the godmodder. The reason why is because I have realised the godmodder is not to be trusted and I switch sides again.
I summon 50000000000023 anti-godmodder hellkite dragons each wearing daedric armor. The dragons have 300767 health each, and are too paced out to be hit at the same time another is hit. The armor is enchanted to completely negate explosive damage, and due to the nature of the dragons, they completely negate fire damage as well. The armor has an inner rubber layer that prevents electricity damage, and a heater that prevents ice damage. The creatures have spawned from hell, so no darkness damage can harm them, light damage is stopped due to a special A.I. in in each dragon's armor that uses reflective plates to keep it from touching them. The A.I.'s name is Sheila. The armor is magically enchanted to cause only a .000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001 gram weight difference, and does not disturb movement at all. The dragons, being magical, are unharmed by psychic damage. I do it so fast that nothing can stop the summoning. They are all partial ghouls so they are healed by radiation and nuclear damage.They each wear a special charm that keeps all hostile dragons from being able harm them, and they have scales too thick for them to take bludgeoning damage. Any damage involving food will heal the dragons, pies included. Their armors' A.I.s use hacking power to negate any robot, computer, hacking, or A.I. damage completely. The dragons have a bit of solid snake infused into them, so they cannot love. They have a natural resistance to all poisons, stopping poison damage. They can't smell, Sheila uses her A.I. powers to block sound damage with a de-amplifier, nothing from nature can damage them due to the fact that they are supernatural, and nothing chemical can harm them. Due to the nature of the summoning, they can't be harmed by antimatter damage, black hole damage, or anything to do with extraterrestrial space. They are too professional to have emotions, keeping emotion damage of any kind at bay. Anything involving something you might find in a house, furniture included, is shrugged off without damage. Because of their immense knowledge of terror creature, the have a 65% resistance to terror creature damage. Their armors are infused with a thick layer of Kevlar to block damage from bullets. They can breath fire, have huge claws, chainguns mounted on the armor, and laser eyes. The armor's reflective plates renders lasers nonlethal to them. They are beautiful, so ugliness damage is something they scoff at and any other damage that involves seeing something is blocked by the fact that they really don't care. Healing damage heals them.
You win, I'm out of ideas. In the epic ensuing battle, the godmodder takes 3 damage before defeating them all!
So I get to pick 2 pages to be readded to the book? Hmmmm... I'll edit this post with my choses.
Edit- I chose the armored page and the nostalgic page!
Was the book's action taken up because people said it attacked things with the vamperic page?
I first nerf the fate page then add the page of fairness!
Effect: only usable inbetween turns, instantly banishes newly summoned over powered entities into the aether realms.
Also, the relic unleashes a flood! The book floats up a little because water and paper don't seem to mix well.
0 relic charges
The Vampiric Flaming Depressing Fair Armored Nostalgic Book of Nerfed Fate's stats
It doesn't have any, at least, not at the start. Let me explain.
The book starts off being able to do nothing but float aimlessly around the battlefield. It also starts with no pages in it. How does it gain pages? They get written into the book.
The Page System
Any anti-godmodder player can snatch the book out of the air and write a page into it. They may do this action in addition to whatever action they were going to do. The player describes the page they just wrote(EG: I can write the icy page into the book). The book gains an adjective for each page in it(EG: it is now the icy book) and it gains an attack or ability for each page(EG: it gains frost bolt). The book doesn't have a health bar, so it loses pages when its attacked, the more powerful the attack, the more pages it loses. If the book has no pages when its hit, the book's spine breaks and it falls to the ground, useless and dead. (The book can have up to 20 or so pages)
Attacks
The book starts with no attacks, but as I said earlier, each page in the book can add an attack. The player who wrote the page describes the attack it gives(EG: frost bolt, deals 8000 damage to one enemy). Each turn, the book will automatically pick one of its attacks at random and fire it off. The book cannot use an attack twice in a row; so if the book has one attack, it only attacks once every other turn.
Pages - 7/20 currently
* The Vampire Page - Author: Slyveon.
Deals 5000 damage and heals one page.
* The Fire Page - Author: Minor107
Deals 1000 (needed a buff) damage per turn for 3 turns
* The Page of Depressing Poetry - Author: Talist
Deals 1000 damage to one enemy and makes them depressed for 3 turns. While depressed, that enemy has a 33% chance of hurting themselves for 4500 damage and their attacks are 20% less powerful.
* The Page of Fate - Author: Piman32
Redirects 30% of damage from one ally to one enemy.
* The Page of Fairness - Author: Talist
Only usable inbetween turns, instantly banishes newly summoned over powered entities into the aether realms.
* The Armored Page - Author: Talist
The book loses 1 less page from any attacks, if pages are lost, this one takes the place of one that would normally be lost.
* The Nostalgic Page - Author: Captain Awesome
Summons the mafia.
I summon the Black Death, a giant black super spaceship. It reeks of blood and shadows and rotten tomatoes. It is immune to anyone who is a mod and also a god. I continue to ram it into the godmodder, using it's death cannon's to ticks the Godmodder's armpits.
Failed because of a lost sentence. When you said you "continued", you never defined when you started.
First, the relic uses possibly its first lightning lance in history on the Terran army, empowering the book's magic! 1 air charge
Second, I modify the fairness page a little.
And third, Adrenaline reminded me, is everyone still a pokemon? Or was it counteracted? Or did everyone just give up on it?
Relic stuff
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
The Vampiric Flaming Depressing Fair Armored Nostalgic Book of Nerfed Fate's stats
It doesn't have any, at least, not at the start. Let me explain.
The book starts off being able to do nothing but float aimlessly around the battlefield. It also starts with no pages in it. How does it gain pages? They get written into the book.
The Page System
Any anti-godmodder player can snatch the book out of the air and write a page into it. They may do this action in addition to whatever action they were going to do. The player describes the page they just wrote(EG: I can write the icy page into the book). The book gains an adjective for each page in it(EG: it is now the icy book) and it gains an attack or ability for each page(EG: it gains frost bolt). The book doesn't have a health bar, so it loses pages when its attacked, the more powerful the attack, the more pages it loses. If the book has no pages when its hit, the book's spine breaks and it falls to the ground, useless and dead. (The book can have up to 20 or so pages)
Attacks
The book starts with no attacks, but as I said earlier, each page in the book can add an attack. The player who wrote the page describes the attack it gives(EG: frost bolt, deals 8000 damage to one enemy). Each turn, the book will automatically pick one of its attacks at random and fire it off. The book cannot use an attack twice in a row; so if the book has one attack, it only attacks once every other turn.
Pages - 7/20 currently
* The Vampire Page - Author: Slyveon.
Deals 5000 damage and heals one page.
* The Fire Page - Author: Minor107
Deals 1000 (needed a buff) damage per turn for 3 turns
* The Page of Depressing Poetry - Author: Talist
Deals 1000 damage to one enemy and makes them depressed for 3 turns. While depressed, that enemy has a 33% chance of hurting themselves for 4500 damage and their attacks are 20% less powerful.
* The Page of Fate - Author: Piman32
Redirects 30% of damage from one ally to one enemy.
* The Page of Fairness - Author: Talist
Only usable inbetween turns, instantly banishes newly summoned over powered entities into the aether realms. Also banishes overpowered attacks to the aehter realms. Hellkite dragons are immune to this as I want to see how many kinds of damage they can become immune to.
* The Armored Page - Author: Talist
The book loses 1 less page from any attacks, if pages are lost, this one takes the place of one that would normally be lost.
* The Nostalgic Page - Author: Captain Awesome
Summons the mafia.
5000 damage to the terran army, grace wolf empowered!
Marowak is hiding behind the godmodder and red can just beat them all, he already catched em all.
(im not, im just askin for a fair game, if you can stop me, i can stop you, oh and by the way i ain't gonna act because of a cool down rule i have in mind all times, if i use something too much, its gonna stop some time soon..)
I padlock Adrenaline rush in an Oblivion gate, sending him to the depths of the cosmos. I play the Song of Time on my Ocarina of Time, thus negating all of adrenaline's posts.
Book! Crush their souls! Show them what true pain is!
The book reads out depressing poetry to red!
The Vampiric Flaming Depressing Fair Armored Nostalgic Book of Nerfed Fate's stats
It doesn't have any, at least, not at the start. Let me explain.
The book starts off being able to do nothing but float aimlessly around the battlefield. It also starts with no pages in it. How does it gain pages? They get written into the book.
The Page System
Any anti-godmodder player can snatch the book out of the air and write a page into it. They may do this action in addition to whatever action they were going to do. The player describes the page they just wrote(EG: I can write the icy page into the book). The book gains an adjective for each page in it(EG: it is now the icy book) and it gains an attack or ability for each page(EG: it gains frost bolt). The book doesn't have a health bar, so it loses pages when its attacked, the more powerful the attack, the more pages it loses. If the book has no pages when its hit, the book's spine breaks and it falls to the ground, useless and dead. (The book can have up to 20 or so pages)
Attacks
The book starts with no attacks, but as I said earlier, each page in the book can add an attack. The player who wrote the page describes the attack it gives(EG: frost bolt, deals 8000 damage to one enemy). Each turn, the book will automatically pick one of its attacks at random and fire it off. The book cannot use an attack twice in a row; so if the book has one attack, it only attacks once every other turn.
Pages - 7/20 currently
* The Vampire Page - Author: Slyveon.
Deals 5000 damage and heals one page.
* The Fire Page - Author: Minor107
Deals 1000 (needed a buff) damage per turn for 3 turns
* The Page of Depressing Poetry - Author: Talist
Deals 1000 damage to one enemy and makes them depressed for 3 turns. While depressed, that enemy has a 33% chance of hurting themselves for 4500 damage and their attacks are 20% less powerful.
* The Page of Fate - Author: Piman32
Redirects 30% of damage from one ally to one enemy.
* The Page of Fairness - Author: Talist
Only usable inbetween turns, instantly banishes newly summoned over powered entities into the aether realms. Also banishes overpowered attacks to the aehter realms. Hellkite dragons are immune to this as I want to see how many kinds of damage they can become immune to.
* The Armored Page - Author: Talist
The book loses 1 less page from any attacks, if pages are lost, this one takes the place of one that would normally be lost.
* The Nostalgic Page - Author: Captain Awesome
Summons the mafia.
I use my powers of telepathy to force Red into putting back his pokemon, and forcing him to surrender. Marowak cannot counter this, it is not a frontal assault. My work done, I retreat into the Plains of Order and proceed to learn the intricacies of magic. This does not cancel out the rest of whatever has been done by me, but I cannot attack without stopping my training. Once I am done with my training, I can begin casting spells along with the rest of my powers. Red stays under my influence, and he cannot take out any pokemon, and no one/pokemon/thing/enemy can snap him out of it.
==================== Sorcery Training: 5%
Traveling to the Plains of Order...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
==================== Sorcery Training: 10%
Honing my concentration...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
==================== Sorcery Training: 15%
Learning English backwards (the most basic way to channel magic) 1/5...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
==================== Sorcery Training: 20%
Learning English backwards (the most basic way to channel magic) 2/5...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
Minor and Adrenaline, you can learn sorcery with me, but I will learn at my own pace. No aiding can be done with a thing such as this. I am learning every single intricacy and eccentricity of magic. I can't skip over anything during the progress bar. I know I may sound like a jerk with that, but it's something has to be done with a full progress bar, instead of skipping over two or three bits of it. Make no mistake, I'll still help you guys, but I refuse help with the training.
I don't need to learn sorcery! I already have my book and relic right here!
The relic heals the grace wolf with soothing waters.
1 water charge, 1 air charge
Relic stuff
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
The Vampiric Flaming Depressing Fair Armored Nostalgic Book of Nerfed Fate's stats
It doesn't have any, at least, not at the start. Let me explain.
The book starts off being able to do nothing but float aimlessly around the battlefield. It also starts with no pages in it. How does it gain pages? They get written into the book.
The Page System
Any anti-godmodder player can snatch the book out of the air and write a page into it. They may do this action in addition to whatever action they were going to do. The player describes the page they just wrote(EG: I can write the icy page into the book). The book gains an adjective for each page in it(EG: it is now the icy book) and it gains an attack or ability for each page(EG: it gains frost bolt). The book doesn't have a health bar, so it loses pages when its attacked, the more powerful the attack, the more pages it loses. If the book has no pages when its hit, the book's spine breaks and it falls to the ground, useless and dead. (The book can have up to 20 or so pages)
Attacks
The book starts with no attacks, but as I said earlier, each page in the book can add an attack. The player who wrote the page describes the attack it gives(EG: frost bolt, deals 8000 damage to one enemy). Each turn, the book will automatically pick one of its attacks at random and fire it off. The book cannot use an attack twice in a row; so if the book has one attack, it only attacks once every other turn.
Pages - 7/20 currently
* The Vampire Page - Author: Slyveon.
Deals 5000 damage and heals one page.
* The Fire Page - Author: Minor107
Deals 1000 (needed a buff) damage per turn for 3 turns
* The Page of Depressing Poetry - Author: Talist
Deals 1000 damage to one enemy and makes them depressed for 3 turns. While depressed, that enemy has a 33% chance of hurting themselves for 4500 damage and their attacks are 20% less powerful.
* The Page of Fate - Author: Piman32
Redirects 30% of damage from one ally to one enemy.
* The Page of Fairness - Author: Talist
Only usable inbetween turns, instantly banishes newly summoned over powered entities into the aether realms. Also banishes overpowered attacks to the aehter realms. Hellkite dragons are immune to this as I want to see how many kinds of damage they can become immune to.
* The Armored Page - Author: Talist
The book loses 1 less page from any attacks, if pages are lost, this one takes the place of one that would normally be lost.
* The Nostalgic Page - Author: Captain Awesome
Summons the mafia.
The book is completely full of water charges, since you never used the "uber" water effect. +3000 health to the grace wolf!
Pylons are immune to all damage apart from Butter based, and so the tt200's attack is negated. In return, they start an upgrading process, which, when completed, gives control of all toast minions to those against the godmodder. The reason why is because I have realised the godmodder is not to be trusted and I switch sides again.
Steve tries to find his stuff from under the dead ghast that fell on him, but he is killed by the terran army before that happens. All other godmodder allies attack the grace wolf for 18000 damage. The godmodder begins charging the anti-book uber beam, which will destroy the book... All anti-godmodder allies defeat sonic team.
Mystery gate: 724500/1000000(neutral)(being destroyed by herobrine and book, -10000 health per turn)
Steve: 10/10(anti-godmodder)(respawn ability)(immune to blazeballs)
Relic: 29750/150000(anti-godmodder)(full of water charges)
Terran army: 62000/165000(depressed, has 50% chance of hurting self in addition to damaging enemy)
I shall learn how to use the Force to my advantage. I must seek out Yoda!
1/25
Acquiring a starship...
Seek out yoda? You do have a master of both Sith AND Jedi techniques RIGHT HERE you know... I accelerate your training by 50%! (Sith powers be much faster learned than jedi powers)
==================== Sorcery Training: 25%
Learning English backwards 3/5...
Dr. Fate's Powers:
Flying
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not learning to be
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
Honing my concentration...
Dr. Fate's Powers:
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am
notlearning to be"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
Sorcery Training 15%
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
Learning English backwards (the most basic way to channel magic) 1/5...
Dr. Fate's Powers:
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am
notlearning to be"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
I attack the godmodder by slapping him across the face repetitively with a sharpened banana.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
"i know it was a sudden change but i was being mind controlled guys, cmon i spoke all mighty 'n stuff i ain't like that!"
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
Learning English backwards (the most basic way to channel magic) 2/5...
Dr. Fate's Powers:
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am
notlearning to beMinor and Adrenaline, you can learn sorcery with me, but I will learn at my own pace. No aiding can be done with a thing such as this. I am learning every single intricacy and eccentricity of magic. I can't skip over anything during the progress bar. I know I may sound like a jerk with that, but it's something has to be done with a full progress bar, instead of skipping over two or three bits of it. Make no mistake, I'll still help you guys, but I refuse help with the training.
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
1/25
Acquiring a starship...
Sorcery Training: 5%
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
The relic heals the grace wolf with soothing waters.
1 water charge, 1 air charge
Relic stuff
The Relic's Energy System
The relic has an energy system that can be represented visually like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects.
If that was confusing, here is an example.
If the relic gains two air charges and two water charges, the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
The Vampiric Flaming Depressing Fair Armored Nostalgic Book of Nerfed Fate's stats
It doesn't have any, at least, not at the start. Let me explain.
The book starts off being able to do nothing but float aimlessly around the battlefield. It also starts with no pages in it. How does it gain pages? They get written into the book.
The Page System
Any anti-godmodder player can snatch the book out of the air and write a page into it. They may do this action in addition to whatever action they were going to do. The player describes the page they just wrote(EG: I can write the icy page into the book). The book gains an adjective for each page in it(EG: it is now the icy book) and it gains an attack or ability for each page(EG: it gains frost bolt). The book doesn't have a health bar, so it loses pages when its attacked, the more powerful the attack, the more pages it loses. If the book has no pages when its hit, the book's spine breaks and it falls to the ground, useless and dead. (The book can have up to 20 or so pages)
Attacks
The book starts with no attacks, but as I said earlier, each page in the book can add an attack. The player who wrote the page describes the attack it gives(EG: frost bolt, deals 8000 damage to one enemy). Each turn, the book will automatically pick one of its attacks at random and fire it off. The book cannot use an attack twice in a row; so if the book has one attack, it only attacks once every other turn.
Pages - 7/20 currently
* The Vampire Page - Author: Slyveon.
Deals 5000 damage and heals one page.
* The Fire Page - Author: Minor107
Deals 1000 (needed a buff) damage per turn for 3 turns
* The Page of Depressing Poetry - Author: Talist
Deals 1000 damage to one enemy and makes them depressed for 3 turns. While depressed, that enemy has a 33% chance of hurting themselves for 4500 damage and their attacks are 20% less powerful.
* The Page of Fate - Author: Piman32
Redirects 30% of damage from one ally to one enemy.
* The Page of Fairness - Author: Talist
Only usable inbetween turns, instantly banishes newly summoned over powered entities into the aether realms. Also banishes overpowered attacks to the aehter realms. Hellkite dragons are immune to this as I want to see how many kinds of damage they can become immune to.
* The Armored Page - Author: Talist
The book loses 1 less page from any attacks, if pages are lost, this one takes the place of one that would normally be lost.
* The Nostalgic Page - Author: Captain Awesome
Summons the mafia.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Adjective: Dark
Ability: Nightmare Beam: Causes a target to have it's worst nightmare come true; renders target immobile for 3-5 posts.
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
Now I need to forge a new one... -.-
1/25
TT2000, you are genius.
Pylon transformation: 1/3
You win, I'm out of ideas. In the epic ensuing battle, the godmodder takes 3 damage before defeating them all!
Pages modified!
Failed because of a lost sentence. When you said you "continued", you never defined when you started.
Terran army damaged and depressed!
Too late, I already let the attack do damage.
5000 damage to the terran army, grace wolf empowered!
3000 damage to the terran army!
The book is completely full of water charges, since you never used the "uber" water effect. +3000 health to the grace wolf!
On what?
Steve tries to find his stuff from under the dead ghast that fell on him, but he is killed by the terran army before that happens. All other godmodder allies attack the grace wolf for 18000 damage. The godmodder begins charging the anti-book uber beam, which will destroy the book... All anti-godmodder allies defeat sonic team.
Mystery gate: 724500/1000000(neutral)(being destroyed by herobrine and book, -10000 health per turn)
Steve: 10/10(anti-godmodder)(respawn ability)(immune to blazeballs)
Relic: 29750/150000(anti-godmodder)(full of water charges)
Terran army: 62000/165000(depressed, has 50% chance of hurting self in addition to damaging enemy)
Level 11 sentry gun: 16000/125000(anti-godmodder boss)(being repaired)
Statue: 104000/160000(anti-godmodder)
Grace wolf: 6000/50000(anti-godmodder)(+500 health per turn for 1 more turns)
Combatant: 999997000/1000000000
Book: 7/20 pages(vampiric page)(fire page)(depressing poetry page)(fate)(fairness)(armored)(nostalgic)(anti-godmodder)
Godmodder HP: 18/80(charging anti-book beam, will be complete in 4 turns)
Check out my bad CTM map reviews here.
Seek out yoda? You do have a master of both Sith AND Jedi techniques RIGHT HERE you know... I accelerate your training by 50%! (Sith powers be much faster learned than jedi powers)
Super Saijan 2/15.
Page: Anti-beam
Effect: Book is immune to beam attacks (including anti-book uber beam)
Learning English backwards 3/5...
Dr. Fate's Powers:
Per Ankh/Energy Contruct projection; this can be used as a projectile or a shield, or both. It is entirely solid, even in the parts where it is clear. Think of it as a partially invisible, invincible piece of glass.
Super Strength
Super Durability; I can withstand most attacks, and all attacks have reduced damage.
Precognition; suck it, I see your attacks
Telekinesis; if you don't know what it is, you fail
Telepathy; reading and altering of minds
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am
notlearning to be"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
Adjective: anti-anti-book beam page
fires the anti-anti-book beam, that disables the anti-book beam the godmodder is trying to charge.