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Uses the Shield and Sword of Arcadia, anti-godmodder, un-dogeable, un-destroy/banishable, un-blockable, un-deflectable, etc. Attacks the Terror Ghast.
+++++++++ Summoning of Fate Helmet: 10%
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"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
I free KRONOS, GOD OF TIME AND KING OF TITANS, from his prison in Tartarus.
He points his scythe backbiter at the godmodder and freezes time for him. Time now constantly flows around the godmodder making him unable to move....
I discontinue charging my attack since ending the world isn't fun.
Instead, I begin to build the Subspace War-Ship from Super Smash Bros. BRAWL Story Mode.
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
Noooooo!!! Steve!! To prevent this from happening again, I try to use /gamerule keepInventory true
Alright, all of the relics attacks and stats are in the spoiler. I'll just start sticking this at the end of my posts if it makes it easier for you.
Relic uses tremor! It's ___________ effective!...
1 fire charge; 3 earth charges
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.
Health:1000/1000
Ammo: Spash potion of harming II
Targets: Terror Spider, Enderman, Ghast, Magma Cube and Blaze
Rate of Fire: 1,000 potions/ minute
DPS: 100 health
And since it is now done with it's construction, it's stats are revealed:
(It is essentially a Boss, but from the Anti-Godmodder side. Because why can't our side have bosses?)
Level 9 Sentry Gun attributes:
+ 122700 health(Don't think this is OP, I was planning to make it 1,000,000 instead)
+ Unsappeable
+ Unhackable
+ Infinite Ammo
+ Regenerates health in a medium pace
+ Regenerates health in a very fast pace when next to an allied Dispenser of any level
+ Automatic, doesn't needs a wrangler to manually attack
+ Flamethrower device: The Sentry's flamethrowers constantly spew up flames to form a ring of fire around it. While the flames doesn't damages Anti-Godmodder units, they can(and will) ignite any Godmodder allied unit that approaches it too much. Note that, while it doesn't damages Blazes, Zombie Pigmen, Magma Cubes and Ghasts, it does not heal them!
+ Extra Rocket Launcher device: As opposed to the single rocket launching device that the previous levels had, the Level 9 Sentry gun has two of them, plus two standard Rocket Launchers attached to the side. This makes it throw 10 rockets instead of 4.
+ Grenade Launching device: In addition to rockets, the Sentry will also throw Grenades from it's four Grenade launchers. While they're not direct like Rockets, they can actually bounce on the ground.
+ Teleportation device: The Sentry is able to teleport around places to get better points of view. However, teleportation is slow, which means it can't be used to avoid attacks unless the attack takes a very long time to deal the damage.
+ Decoy device: The Sentry is able to produce up to 4 copies of itself. Then, it will teleport itself and it's copies around to prevent knowing where the real Sentry is.
+ Mega Minigun: The Sentry has a big main Minigun in it's core. It is the biggest damage-dealing device, and has an incredibly large knockback. This part has the biggest health out of all the Sentry parts, but all other parts must be deactivated before the Mega Minigun can be actually damaged.
- Rivals with Level 6 Sentry Guns
- I can only repair the Sentry once all parts except the Mega Minigun are deactivated. (I can, however, tank damage, effectively reducing the damage the next Godmodder unit or the Godmodder himself/herself will deal)
Here are all of the parts' health:
Mega Minigun: 112000 Left Miniguns: 1000 Right Miniguns: 1000 Left Rocket: 500 Right Rocket: 500 Lower Left Grenade Launcher: 250 Upper Left Grenade Launcher: 250 Upper Right Grenade Launcher: 250 Lower Right Grenade Launcher: 250 Upper Rocket Launching Device: 750 Lower Rocket Launching Device: 750 Flamethrower 1: 200 Flamethrower 2: 400 Flamethrower 3: 600 Flamethrower 4: 800 Core Flamethrower: 1000 Flamethrower 6: 800 Flamethrower 7: 600 Flamethrower 8: 400 Flamethrower 9: 200 Left Appendages: 100 Right Appendages: 100
Total Health: 122700
Also, it has no weak spot.
It should look like this:
(Ignore the 'LEVEL 4 SENTRY' writting. Consider it a Level 9 instead)
Health:2500/2500 Ammo: Spash potion of harming II Targets: Terror Spider, Enderman, Ghast, Magma Cube and Blaze Rate of Fire: 1,000 potions/ minute DPS: 100 health
Oh, this is in the backfield of the anti-godmodder side since it's basically artillery Attaching Forcefield generator 1/3
+++++++++ Summoning of Fate Helmet: 10%
"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 free KRONOS, GOD OF TIME AND KING OF TITANS, from his prison in Tartarus.
He points his scythe backbiter at the godmodder and freezes time for him. Time now constantly flows around the godmodder making him unable to move....
I discontinue charging my attack since ending the world isn't fun.
Instead, I begin to build the Subspace War-Ship from Super Smash Bros. BRAWL Story Mode.
1/15
TT2000, you are genius.
1/3 fleet progress.
Meanwhile, I call for backup from my War Commander base.
a level 10 Kondor and 4 level 10 Behemoths to back up a horde of 100 lvl 10 Heavy Gunners.
Kondor: 150,000 HP
Behemoth x 4: 35,000 HP each.
Heavy Gunner army: 50,000 HP.
Alright, all of the relics attacks and stats are in the spoiler. I'll just start sticking this at the end of my posts if it makes it easier for you.
Relic uses tremor! It's ___________ effective!...
1 fire charge; 3 earth charges
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.
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 have located what province/state the godmodder is in!
I send the troop carier ships in that direction!
3/5 of what?
The Kondor launches a bombing run to provide cover so that the behemoths can move in. The behemoths concentrate fire on the terror enderman.
While the tanks draw attention, I use a sharpness 100 sword on the terror skely.
Health:1000/1000
Ammo: Spash potion of harming II
Targets: Terror Spider, Enderman, Ghast, Magma Cube and Blaze
Rate of Fire: 1,000 potions/ minute
DPS: 100 health
Attaching Titanium Plating 1/3
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Outpost Defenders: Retribution!
And since it is now done with it's construction, it's stats are revealed:
(It is essentially a Boss, but from the Anti-Godmodder side. Because why can't our side have bosses?)
Level 9 Sentry Gun attributes:
+ 122700 health(Don't think this is OP, I was planning to make it 1,000,000 instead)
+ Unsappeable
+ Unhackable
+ Infinite Ammo
+ Regenerates health in a medium pace
+ Regenerates health in a very fast pace when next to an allied Dispenser of any level
+ Automatic, doesn't needs a wrangler to manually attack
+ Flamethrower device: The Sentry's flamethrowers constantly spew up flames to form a ring of fire around it. While the flames doesn't damages Anti-Godmodder units, they can(and will) ignite any Godmodder allied unit that approaches it too much. Note that, while it doesn't damages Blazes, Zombie Pigmen, Magma Cubes and Ghasts, it does not heal them!
+ Extra Rocket Launcher device: As opposed to the single rocket launching device that the previous levels had, the Level 9 Sentry gun has two of them, plus two standard Rocket Launchers attached to the side. This makes it throw 10 rockets instead of 4.
+ Grenade Launching device: In addition to rockets, the Sentry will also throw Grenades from it's four Grenade launchers. While they're not direct like Rockets, they can actually bounce on the ground.
+ Teleportation device: The Sentry is able to teleport around places to get better points of view. However, teleportation is slow, which means it can't be used to avoid attacks unless the attack takes a very long time to deal the damage.
+ Decoy device: The Sentry is able to produce up to 4 copies of itself. Then, it will teleport itself and it's copies around to prevent knowing where the real Sentry is.
+ Mega Minigun: The Sentry has a big main Minigun in it's core. It is the biggest damage-dealing device, and has an incredibly large knockback. This part has the biggest health out of all the Sentry parts, but all other parts must be deactivated before the Mega Minigun can be actually damaged.
- Rivals with Level 6 Sentry Guns
- I can only repair the Sentry once all parts except the Mega Minigun are deactivated. (I can, however, tank damage, effectively reducing the damage the next Godmodder unit or the Godmodder himself/herself will deal)
Here are all of the parts' health:
Mega Minigun: 112000
Left Miniguns: 1000
Right Miniguns: 1000
Left Rocket: 500
Right Rocket: 500
Lower Left Grenade Launcher: 250
Upper Left Grenade Launcher: 250
Upper Right Grenade Launcher: 250
Lower Right Grenade Launcher: 250
Upper Rocket Launching Device: 750
Lower Rocket Launching Device: 750
Flamethrower 1: 200
Flamethrower 2: 400
Flamethrower 3: 600
Flamethrower 4: 800
Core Flamethrower: 1000
Flamethrower 6: 800
Flamethrower 7: 600
Flamethrower 8: 400
Flamethrower 9: 200
Left Appendages: 100
Right Appendages: 100
Total Health: 122700
Also, it has no weak spot.
It should look like this:
(Ignore the 'LEVEL 4 SENTRY' writting. Consider it a Level 9 instead)
Health:2500/2500
Ammo: Spash potion of harming II
Targets: Terror Spider, Enderman, Ghast, Magma Cube and Blaze
Rate of Fire: 1,000 potions/ minute
DPS: 100 health
Oh, this is in the backfield of the anti-godmodder side since it's basically artillery
Attaching Forcefield generator 1/3