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Godmodder: I wonder where Eggman went. He seemed to have dissapeared after TT2000 did not add him to the list of combatants and...
BZZZT! A death ray crashes down from space, just missing the godmodder. The godmodder looks up and sees the Death Egg, Eggman's ultimate weapon, out in space. Because he was secretely building the Death Egg without the godmodder noticing (The construction was happening in Mobius, and the godmodder has no clue what Mobius is or how to go there). Eggman prepares his death ray for another blast (Eggman is anti-godmodder).
==================== Sorcery Training: 65%
Learning to cast magic without words 1/5...
I get offended by the fact that the Godmodder doesn't bother with healing the Grace Wolf, even though I clearly tried to heal it...
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
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
No... My relic... Maybe I just get too attached to my entities, but I WILL DESTROY YOU MOJANG!! I start my crusade against them by launching a massive pirate minecraft campaign. It cuts deeply into their profits and I threaten to continue it if they don't back off from the battle.(and apologize for my relic too)
Grace wolf and Ocelot attack Mojang! Book uses nostolgic page on Terran Army! Grace Wolf goes back in to hiding, while I begin to build the forever sandwich, which can heal a friendly for all of it's health! 1/5
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 add a new page to remember the relic by, the relic page.
When used, it randomly picks one of the relic's attacks and fires it. I promptly use this page against Mojang! (Or the grace wolf if I happen to get soothing waters)
Relic stuff, it's dead... Dead... And it's all your fault Mojang!!
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 Double-Beam-Proof Friendly Nuclear Draconic Endless Book of Nerfed Fate and The Relic'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 - 13/20 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.
* Anti-Beam Pages - Authors: Crusher and Slyveon
The book is immune to beams (it won't work for some reason, I know it)
* Friendship Page - Author: Talist
Whenever an allied entity or player helps the book, that entity(or one entity the player controls) is healed for 500Hp, limit of healing each entity once per turn.
* The Nuclear Page - Author: Frog81
The book is immune to nuclear damage. Can be used to fire a radiation beam that deals 3000 damage plus another 1000 damage per turn for 3 turns.
* The Draconic Page - Author: unknown, could someone remind me?
Summons the Blue-Eyes-White-Dragon. (I think)
* The Capacity Page - Author: Captain Awesome
Increases the book's maximum number of pages when used.
* The Relic Page - Author: Talist
Uses one of the relic's attacks.
Guys: I've planned out an agenda on what to destroy, in chronological order. We should all team at once on each target, until they are destroyed.
1. Terran Army. They are weakened, and partially responsible for the death of our friend, the relic.
2. Mojang. We must avenge the relic!
3. Mystery Gate. The goodies inside may help us destroy the godmodder and friends.
4. Combatant. He hurts people, but has a lot of health. For some reason, all attacks do insane amounts of damage on him.
5. GODMODDER! All of his friends had been destroyed, and it's time to take out the trash.
I help cut down mojang's profits by actually IMPROVING the pirated version by fixing multiple crash bugs and adding wither skeleton archers that are 20% more rare than normal wither skeletons and fire arrows like normal skeletons only they cause the wither effect.
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 summon the book to me and grab it our of the air to start reading the pages out of it directly. I blast off the nucular page at the Terran army.
Relic stuff, it's dead... Dead... And it's all your fault Mojang/Terran army!!
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 Double-Beam-Proof Friendly Nuclear Draconic Endless Book of Nerfed Fate and The Relic'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 - 13/20 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.
* Anti-Beam Pages - Authors: Crusher and Slyveon
The book is immune to beams (it won't work for some reason, I know it)
* Friendship Page - Author: Talist
Whenever an allied entity or player helps the book, that entity(or one entity the player controls) is healed for 500Hp, limit of healing each entity once per turn.
* The Nuclear Page - Author: Frog81
The book is immune to nuclear damage. Can be used to fire a radiation beam that deals 3000 damage plus another 1000 damage per turn for 3 turns.
* The Draconic Page - Author: unknown, could someone remind me?
Summons the Blue-Eyes-White-Dragon. (I think)
* The Capacity Page - Author: Captain Awesome
Increases the book's maximum number of pages when used.
* The Relic Page - Author: Talist
Uses one of the relic's attacks.
Eggman's Death Egg fires its death ray at the Terran Army's siege tank emplacement, then launches its EggRobos into battle with the Terran Army. If the Death Egg is destroyed, the EggRobos fly out of the wreckage.
Death Egg HP (forgot to add it last post): 100000/100000 HP
EggRobo pack: 5000/5000 HP (probably will be destroyed in the attack on the terran army)
I correct myself and summon the doomful lever. It is original, as the switching of it always either summons a Wither skeleton that is a master in martial arts, Void The Destroyer and Prince of Oblivion (not TES) who looks like Void the Enderman or ALTROPIUS, The Wither King.
6/30
Creating Aqua Regia
MOJANG ! WHAT HAVE YE DONE ! What invasive disease has indested your minds ? No, not you Mojang. Not you ! You were the only game company that held me from crying because of all the EA idioticy these days.
My revenge shall be furious !
But first : I get a medic to deploy an Übercharge at me and run straight at the terran army, cutting down these filthy creatures right and left with my trusty pirate blade, a battle cry on my lips: FOR THE RELIC !
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Would you like to know the atomic structure of a piece of bread?
TT2000, you are genius.
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BZZZT! A death ray crashes down from space, just missing the godmodder. The godmodder looks up and sees the Death Egg, Eggman's ultimate weapon, out in space. Because he was secretely building the Death Egg without the godmodder noticing (The construction was happening in Mobius, and the godmodder has no clue what Mobius is or how to go there). Eggman prepares his death ray for another blast (Eggman is anti-godmodder).
The dragons.
100 posts would be WAY too long.
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
Learning to cast magic without words 1/5...
I get offended by the fact that the Godmodder doesn't bother with healing the Grace Wolf, even though I clearly tried to heal it...
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
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 scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
Grace wolf and Ocelot attack Mojang! Book uses nostolgic page on Terran Army! Grace Wolf goes back in to hiding, while I begin to build the forever sandwich, which can heal a friendly for all of it's health! 1/5
When used, it randomly picks one of the relic's attacks and fires it. I promptly use this page against Mojang! (Or the grace wolf if I happen to get soothing waters)
Relic stuff, it's dead... Dead... And it's all your fault Mojang!!
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 Double-Beam-Proof Friendly Nuclear Draconic Endless Book of Nerfed Fate and The Relic'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 - 13/20 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.
* Anti-Beam Pages - Authors: Crusher and Slyveon
The book is immune to beams (it won't work for some reason, I know it)
* Friendship Page - Author: Talist
Whenever an allied entity or player helps the book, that entity(or one entity the player controls) is healed for 500Hp, limit of healing each entity once per turn.
* The Nuclear Page - Author: Frog81
The book is immune to nuclear damage. Can be used to fire a radiation beam that deals 3000 damage plus another 1000 damage per turn for 3 turns.
* The Draconic Page - Author: unknown, could someone remind me?
Summons the Blue-Eyes-White-Dragon. (I think)
* The Capacity Page - Author: Captain Awesome
Increases the book's maximum number of pages when used.
* The Relic Page - Author: Talist
Uses one of the relic's attacks.
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.
1. Terran Army. They are weakened, and partially responsible for the death of our friend, the relic.
2. Mojang. We must avenge the relic!
3. Mystery Gate. The goodies inside may help us destroy the godmodder and friends.
4. Combatant. He hurts people, but has a lot of health. For some reason, all attacks do insane amounts of damage on him.
5. GODMODDER! All of his friends had been destroyed, and it's time to take out the trash.
Grace ocelot pounces the Terran Army!
I help cut down mojang's profits by actually IMPROVING the pirated version by fixing multiple crash bugs and adding wither skeleton archers that are 20% more rare than normal wither skeletons and fire arrows like normal skeletons only they cause the wither effect.
Relic stuff, it's dead... Dead... And it's all your fault Mojang/Terran army!!
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 Double-Beam-Proof Friendly Nuclear Draconic Endless Book of Nerfed Fate and The Relic'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 - 13/20 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.
* Anti-Beam Pages - Authors: Crusher and Slyveon
The book is immune to beams (it won't work for some reason, I know it)
* Friendship Page - Author: Talist
Whenever an allied entity or player helps the book, that entity(or one entity the player controls) is healed for 500Hp, limit of healing each entity once per turn.
* The Nuclear Page - Author: Frog81
The book is immune to nuclear damage. Can be used to fire a radiation beam that deals 3000 damage plus another 1000 damage per turn for 3 turns.
* The Draconic Page - Author: unknown, could someone remind me?
Summons the Blue-Eyes-White-Dragon. (I think)
* The Capacity Page - Author: Captain Awesome
Increases the book's maximum number of pages when used.
* The Relic Page - Author: Talist
Uses one of the relic's attacks.
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.
Death Egg HP (forgot to add it last post): 100000/100000 HP
EggRobo pack: 5000/5000 HP (probably will be destroyed in the attack on the terran army)
nuff said
6/30
Creating Aqua Regia
MOJANG ! WHAT HAVE YE DONE ! What invasive disease has indested your minds ? No, not you Mojang. Not you ! You were the only game company that held me from crying because of all the EA idioticy these days.
My revenge shall be furious !
But first : I get a medic to deploy an Übercharge at me and run straight at the terran army, cutting down these filthy creatures right and left with my trusty pirate blade, a battle cry on my lips: FOR THE RELIC !
TT2000, you are genius.