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The Fate Helmet has been summoned. As a result of my summoning, the helmet materializes on my head, not giving the Godmodder an opportunity to destroy the helmet before it has been equipped. I summon a Per Ankh shield for those on my side, while attempting to break down the Mystery Gate with my powers of Order. The Godmodder cannot destroy me or corrupt me when I am in this form, and both the Helmet and I are impervious to all attacks by the Godmodder, making any of his attempts to destroy the helmet near impossible.
Dr. Fate Health: 500,000
Per Ankh Shield: 250,000
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
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not
This is for if the 'modder didn't bother with mine, so he still gets my attack and stuff.
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
I search for a very complex summoning spell to summon a creature made from epic doom. Now where did I put I!?
I found your spell!
"From the deepest hidden folds of removed code that never actually existed, I summon the tunnel-digging, Redstone-torch-plaing, stalking, vengeful, trap-making, white-eyed HEROBRINE!"I summon him from directly under the Mystery gate, so he destroys it when he emerges from the ground.
Does my relic keep its charges? If so then it is now full on both fire and earth charges because it just blasted off another fire beam at the terror enderman. ...........Air ............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
Now... who deserves a supernova to the face?
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 Fate Helmet has been summoned. As a result of my summoning, the helmet materializes on my head, not giving the Godmodder an opportunity to destroy the helmet before it has been equipped. I summon a Per Ankh shield for those on my side, while attempting to break down the Mystery Gate with my powers of Order. The Godmodder cannot destroy me or corrupt me when I am in this form, and both the Helmet and I are impervious to all attacks by the Godmodder, making any of his attempts to destroy the helmet near impossible.
Dr. Fate Health: 500,000
Per Ankh Shield: 250,000
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
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not
This is for if the 'modder didn't bother with mine, so he still gets my attack and stuff.
I found your spell!
"From the deepest hidden folds of removed code that never actually existed, I summon the tunnel-digging, Redstone-torch-plaing, stalking, vengeful, trap-making, white-eyed HEROBRINE!"
I summon him from directly under the Mystery gate, so he destroys it when he emerges from the ground.
The terror blaze kills Steve, and the enderman, wither skeleton and pigman attack the sky army for 28000 damage. The sky army counters, dealing 1500 damage to the terrors that attacked it. The ghast and magma cube attack the l9 sentry, dealing 23000 damage. The l9 sentry blasts the ghast for 10000 damage. The godmodder smashes into the relic, dealing 10000 damage. The Terran army moves in on the prozerg base and establishes a forward perimeter. The prozerg attack the bunker and siege tank line, but they learn it's a trap as the nuke decimates the army. The seige tanks quickly finish off all survivors, and the prozerg receive 10000 damage in casualties while the terrans only take 1000.
I HAVE DISCOVERED THE GODMODDER'S HOUSE!
The Fate Helmet has been summoned. As a result of my summoning, the helmet materializes on my head, not giving the Godmodder an opportunity to destroy the helmet before it has been equipped. I summon a Per Ankh shield for those on my side, while attempting to break down the Mystery Gate with my powers of Order. The Godmodder cannot destroy me or corrupt me when I am in this form, and both the Helmet and I are impervious to all attacks by the Godmodder, making any of his attempts to destroy the helmet near impossible.
Dr. Fate Health: 500,000
Per Ankh Shield: 250,000
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
Elemental Control
Intangibility
Spell Casting; provided I am a wizard, which I am not
This is for if the 'modder didn't bother with mine, so he still gets my attack and stuff.
"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 search for a very complex summoning spell to summon a creature made from epic doom. Now where did I put I!?
TT2000, you are genius.
I found your spell!
"From the deepest hidden folds of removed code that never actually existed, I summon the tunnel-digging, Redstone-torch-plaing, stalking, vengeful, trap-making, white-eyed HEROBRINE!"I summon him from directly under the Mystery gate, so he destroys it when he emerges from the ground.
Awakening the spirit of Notch's dead brother...
Finding a gullible fan base...
"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!
Awakening malevolent spirits
10/15 built
I attack the gate using a metal gear.
TT2000, you are genius.
Ignoring that he was removed about 8 times now... 5/10
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.
"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!
5000 damage to the terror enderman!
Relic filled with fire and earth charges!
10000 damage to the mystery gate!
7000 damage to the mystery gate!
5000 damage to the mystery gate!
The terror blaze kills Steve, and the enderman, wither skeleton and pigman attack the sky army for 28000 damage. The sky army counters, dealing 1500 damage to the terrors that attacked it. The ghast and magma cube attack the l9 sentry, dealing 23000 damage. The l9 sentry blasts the ghast for 10000 damage. The godmodder smashes into the relic, dealing 10000 damage. The Terran army moves in on the prozerg base and establishes a forward perimeter. The prozerg attack the bunker and siege tank line, but they learn it's a trap as the nuke decimates the army. The seige tanks quickly finish off all survivors, and the prozerg receive 10000 damage in casualties while the terrans only take 1000.
Large bacon acidic creepy dummy: 16/20
Mystery gate: 881500/1000000(neutral)
Steve: 10/10(anti-godmodder)(respawn ability)(at fist level)
Terror blaze: 83500/150000(bodyguard)
Terror enderman: 172500/250000(bodyguard)
Terror wither skeleton: 50500/80000
Terror Zombie Pigman: 73500/100000(bodyguard)
Terror Ghast: 168000/250000(total boss)
Terror magma cube: 44000/94000
Relic: 77500/150000(anti-godmodder)(full of earth charges)(full of fire charges)
Level 9 sentry: 99000/122700(anti-godmodder)
Sky army: 54000/100000(anti-godmodder)
Terran army: 150000/165000
Prozerg army: 40000/100000(anti-godmodder)
Godmodder HP: 23/80
Check out my bad CTM map reviews here.
Fire at terror blaze
TT2000, you are genius.