Poll: Should I move this game to the Terraria Community Forums?
This is where most of the Destroy the Godmodder community is located, and the question has been coming up a lot. So, what do you think? Please vote, as this is very important!
I charge the TNT cannon, aiming it at the Rocket Launcher Mook
Elemental Amulet:9/15
Dagger of Flame:14/20
Dagger of Ice:14/20
Thanks!
Clarify:
Tech Lab somehow acts like Technology Master,but the technology is preset(that means,if I charged a certain amt. of charges, I obtain the blueprint and can be inserted to the Factory for production.)
I keep building a building machine 24/?(for the sidequest).
Xreating a futility counter 19/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)4/12
Then I help TSFHISEPIC.
Then I give to the Technology Master seven days of holidays.
The Technology Master is pleased with your lenience! Because he enjoys making technologies on his own time, he won't release a new technology the next time, but the time after that, he'll release 2 technologies!
Clarify:
Tech Lab somehow acts like Technology Master,but the technology is preset(that means,if I charged a certain amt. of charges, I obtain the blueprint and can be inserted to the Factory for production.)
AA Camp:Mob Farm:2/3
AA camp:Brewery 2/3
Alright, but you're going to have to use it to develop technology manually.
The grenade hits the Spear Mooks! You deal 2 damage to all 3 of them!
====[End-of-Turn Events]====
The TNT Cannon fires at the Rocket Launcher Mook, which takes 15 points of damage! One of the Assault Rifle Mooks and a Spear Mook take 6 damage as splash each! The Rocket Launcher Mook will die next hit!
aKnight47 deals 4 damage to the Hammer Mook! The Archers deal 4 damage to two Spear Mooks! The Player Knight deals 4 damage to the one that hasn't been hit!
The Spear Mooks deal 4 damage to aKnight47 and deal 3 damage to the other Knight! The Hammer Mook deals 3 damage to the Wall!
The Assault Rifle Mooks deal 2 damage each to the Player Archers! The Rocket Launcher Mook takes aim at the wall and deals 5 damage to it, with the Archers taking 2 each for splash!
Finally, the Red Shirt deals 2 damage to one of the Assault Rifle Mooks!
The Acolyte summons up an Axe Mook! This addition identifies the Axe in the armory, thus informing Crusher48 on his choice on what to craft the Haunted Metal Scrap into (assuming he's making a choice)!
====[engie_ninja's sidequest]====
Remains in statis!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 20/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
FeatheredDragon [N] HP: 20/20
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 1/5 [IIIII] Points ready. Stats
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 6 base damage)
Factory (Generates Factory Points which can be used, 1 point generated each turn)
Robot Factory (Summons 3 HP 2 damage Robots at the cost of 2 Factory Points Each)
Tech Lab (Can be used to prototype new things at the cost of Factory Points. The amount of FP depends on the power)
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 186/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 17/20. Deals melee damage.
aKnight47 [AA-P] HP: 10/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 6/16 (x1), 10/16 (x2)
Axe Mook [PA] HP: 16/16
Hammer Mook [PA] HP: 6/16 (x1)
Assault Rifle Mook [PA] HP: 8/16 (x1), 16/16 (x1)
Rocket Launcher Mook [PA] HP: 1/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 60/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Anonymous Medic [N] HP: 10/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 8/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 59/100
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Zombie [H] HP: 0/20 (x2)
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 10/20 (x1) Armed with Bows.
Spider [H] HP: 16/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 16/16 (x3)
Iron Supply [N] : 53%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Bow equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 20/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (When thrown (or consumed), it makes the victim Lethargic), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
sunnyau finding items near the base
sunnyau keep killing skeletons for arrows
sunnyau upgrade AA camp 1/7
sunnyau build Enchanter 1/1 Finished( 1 Enchanting Point per turn, can be used to enchant things)
sunnyau aimed TNT cannon for the Mook Team and primes the TNTs
sunnyau sets Tech Lab research objective: Sniper Rifle(4* Base Damage, 90% accuracy(+10% close) and 25% penalty if the interval between two shots is less than 3 player posts, 3 shots but can be refilled) by 2 or 3 Factory pts(?)
Can't we do 2 post per round?
(Rules: a) Players can only post a certain amount of times a turn. Any extra posts will be rendered null. As of now, it is 2, but this may increase or decrease.)
I keep building a building machine 25/?(for the sidequest). since It reached 25 it can not not have ended and so it is completed. it was supposed to help to build the tower.
Xreating a futility counter 20/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)5/12
Then I help Epic to do his stuff.
After that I give an robotic hand to the Pikehalfling for healing him.
I partially repair the Mecha Scorpion, direct the Mecha Scorpion and Metal Atronach to tear the armed skeleton apart, then have Ross snipe one of the armed spiders.
sunnyau crafts a bow and go out hunting skeletons for arrows.
sunnyau prepare cheap Hp charge to Normal Hp
You give yourself the Crafty Bow and gain 3 arrows! You should use them on something more objective-y, like the Mooks, unless you're going on a sidequest. Potion made!
sunnyau build Enchanter 1/1 Finished( 1 Enchanting Point per turn, can be used to enchant things)
sunnyau aimed TNT cannon for the Mook Team and primes the TNTs
sunnyau sets Tech Lab research objective: Sniper Rifle(4* Base Damage, 90% accuracy(+10% close) and 25% penalty if the interval between two shots is less than 3 player posts, 3 shots but can be refilled) by 2 or 3 Factory pts(?)
Question:
Isn't the Food level be 9 ?
Is sidequest avaliable?
I am afraid that is a double post. Plus, you haven't loaded the TNT yet!
I throw an egg at the Rocket Launcher Mook; which hatches into 4 chickens which peck his eyes out.
BTW twist; surely some robots have been summoned by now?
Elemental Amulet:11/15
Dagger of Flame:16/20
Dagger of Ice:16/20
The egg impact itself deals 1 damage, which is enough to Cherry Tap the RL Mook into the next life!
I've made it so that the robots cost 2 FPs each and so it's not automatic. But since the robots are so weak, I've decided to buff them so that they come in batches of 3.
Can't we do 2 post per round?
(Rules: a) Players can only post a certain amount of times a turn. Any extra posts will be rendered null. As of now, it is 2, but this may increase or decrease.)
I keep building a building machine 25/?(for the sidequest). since It reached 25 it can not not have ended and so it is completed. it was supposed to help to build the tower.
Xreating a futility counter 20/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)5/12
Then I help Epic to do his stuff.
After that I give an robotic hand to the Pikehalfling for healing him.
Okay! The Tower will now build at 12% instead of 6% per turn, doubling the building rate!
Also, I think EPIC and cyanogynist are idle... Regardless, you heal the Pikehalfling!
I partially repair the Mecha Scorpion, direct the Mecha Scorpion and Metal Atronach to tear the armed skeleton apart, then have Ross snipe one of the armed spiders.
Mecha Scorpion healed for 2 HP! Your entities and Ross8815 will do as you say!
Attack: I activate my Power Pendant then i attack the strongest mook.
Sun Blaster 20/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death) +1 after using a AA fridge in the AA Camp.
+1 sunnyau +1 Blinky
You deal 8 damage to the Axe Mook, halving its health!
Attack: I slap a Axe Mook then i chop it with it's own axe.
Sun Blaster 21/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
+1 sunnyau +1 Blinky
You deal 8 damage to the Axe Mook, splitting the Axe Mook like lumber!
====[End-of-Turn Events]====
aKnight47 deals 4 damage to the Hammer Mook! The Archers deal 4 damage to the Spear Mook! The Player Knight also deals 4 damage to the final Spear Mook!
The Spear Mooks deal 2 damage to aKnight47 and 2 damage to the Wall! The Hammer Mook also deals 3 damage to the Wall! The Assault Rifle Mooks deal 4 damage to the Player Knight!
The Red Shirt uses a weak attack to defeat the Hammer Mook and stop it from damaging the wall further!
The Acolyte stops summoning to make himself open for attack!
====[engie_ninja's sidequest]====
The Spiders deal 2 damage to Ross8815, 2 to his armor, and 2 to the Medic!
The Medic heals Ross8815 up, negating the damage he took from the Spider!
Ross8815 deals 10 damage to one of the Spiders with his Primitive Rifle!
The Metal Scorpion deals 6 damage to the Skeleton, who himself deals 3 in retaliation!
The Metal Atronach fires a 3-round burst at the Skeleton, finishing it off!
The Mining Rig mines some of the iron!
By the way, if I were you, I'd spend more on mining than healing... we have a Medic.
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 20/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Crafty Bow (Deals 8 damage to one enemy when used,
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
FeatheredDragon [N] HP: 20/20
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 2/5 [IIIII] Points ready. Stats
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 6 base damage)
Factory (Generates Factory Points which can be used, 1 point generated each turn)
Robot Factory (Summons 4 HP 2 damage Robots at the cost of 2 Factory Points for a batch of 3 robots)
Tech Lab (Can be used to prototype new things at the cost of Factory Points. The amount of FP depends on the power)
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 13/20. Deals melee damage.
aKnight47 [AA-P] HP: 8/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 2/16 (x1), 6/16 (x2)
Axe Mook [PA] HP: 0/16
Hammer Mook [PA] HP: 0/16 (x1)
Assault Rifle Mook [PA] HP: 1/16 (x1), 13/16 (x1)
Rocket Launcher Mook [PA] HP: 0/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 72/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 8/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 57/100
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1) Armed with Bows.
Spider [H] HP: 16/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 6/16 (x1), 16/16 (x2)
Iron Supply [N] : 54%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Bow equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 20/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (When thrown (or consumed), it makes the victim Lethargic), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
charge assists plx!
sunnyau finding items near the base
sunnyau keep killing skeletons for arrows
sunnyau upgrade AA camp 1/7
sunnyau build Enchanter 1/1 Finished( 1 Enchanting Point per turn, can be used to enchant things)
sunnyau build a nether portal for linkage with AA camp to Player Fort 1/1 Finished (later I'll build a nether hub)
sunnyau aimed TNT cannon for the Mook Team and loads and primes the TNTs
sunnyau sets Tech Lab research objective: Sniper Rifle(4* Base Damage, 90% accuracy(+10% close) and 25% penalty if the interval between two shots is less than 3 player posts, 3 shots but can be refilled) by 2 Factory pts
sunnyau redeems blueprint of Sniper Rifle using 2 Factory pts. and store it in the Factory
sunnyau sets Tech Lab research objective: Assault Rifle(1.5* Base Damage(2.5-3.2 times if headshot), 85% accuracy(+75% close), 8 shot but can be refilled) by 2 Factory pts
Xreating a futility counter 21/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)6/12
Then I help Epic to do his stuff.
After that I decide it is time to start defending the acolyte again.
Awe and terror(the fear the acolyte inspire decrease his likeliness to be hit(50% of the attacks at the acolyte fail unless you damage the awe inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))1/?
Xreating a futility counter 22/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)7/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(50% of the attacks at the acolyte fail unless you damage the awe
inspirer who have 20 HP and regain one at each attack targeted at it or
the acolyte))2/?
Then I help Epic to do his stuff.
After that I pile up books onto the tower of futility.
4/10 Some sort of Gun (its probably going to be a really good gun with a 10 post charge)
I go kill a mook by punching it in the face.
I'm figuring out how to buff it porportionally to your charge time. I've got the stats and all down... If you want, I could give you a heads-up on how it'd work.
Regardless, you cherry tap the Spear Mook to death! The 2 damage is enough to kill it!
sunnyau build Enchanter 1/1 Finished( 1 Enchanting Point per turn, can be used to enchant things)
sunnyau build a nether portal for linkage with AA camp to Player Fort 1/1 Finished (later I'll build a nether hub)
sunnyau aimed TNT cannon for the Mook Team and loads and primes the TNTs
sunnyau sets Tech Lab research objective: Sniper Rifle(4* Base Damage, 90% accuracy(+10% close) and 25% penalty if the interval between two shots is less than 3 player posts, 3 shots but can be refilled) by 2 Factory pts
sunnyau redeems blueprint of Sniper Rifle using 2 Factory pts. and store it in the Factory
sunnyau sets Tech Lab research objective: Assault Rifle(1.5* Base Damage(2.5-3.2 times if headshot), 85% accuracy(+75% close), 8 shot but can be refilled) by 2 Factory pts
Question:
Isn't the Food level be 9 ?
Is sidequest avaliable?
What about the mob farm?
You can't load and prime the TNT on the same turn.
You complete the Sniper Rifle blueprint! Since the guns come standard to the game (check the OP for details), I'm going to make them the standard model. You could only prototype the Sniper Rifle, since there aren't enough Factory Points to prototype the Assault Rifle!
Also, I've fixed the food level, but both it and the mob farm are integrated as one. That's why the food storage self-generates.
I'd not recommend the Nether hub. The storage is good as is, and you don't seem to be using many of the advantages it has. Plus, when the Episode changes, all entities get left behind, thus preventing any longer-term projects.
You deal 3 damage to both Assault Rifle Mooks! The weakened Assault Rifle Mook is shocked strongly, comedically reveals an X-Ray, and collapses and sizzles from the electric surges!
Sun Blaster 22/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
+1 sunnyau +1 Blinky
You deal 4 damage to the living Spear Mook!
Where'd the other one go? It was taken back by the Acolyte.
Xreating a futility counter 21/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)6/12
Then I help Epic to do his stuff.
After that I decide it is time to start defending the acolyte again.
Awe and terror(the fear the acolyte inspire decrease his likeliness to be hit(50% of the attacks at the acolyte fail unless you damage the awe inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))1/?
You charge your charges, but wether or not the Acolyte gets hit is at my discretion and not RNG's!
Charge the TNT cannon, firing it at the largest concentration of Mooks.
Elemental Amulet:15/15+1 Pricey FINISHED (Summons a 20HP, 3 Base damage elemental of random subtype (Fire/Ice/Earth/Air; 22% each+12% chance for Djinni (mixed fire/air with double HP); they add a debuff of their respective element type 50% of the time every turn. After summoning one, chance reverts to 0% for the next round, then 10% the next round (round skipped if elemental perishes), then 50%)
Dagger of Flame:20/20 FINISHED (+3 Base damage, deals Heat debuff, double damage against opponents with Cold/when backstabbing. Is a dagger so has associated buffs/debuffs.)
Dagger of Ice:20/20 FINISHED (+3 Base damage, deals Cold debuff, double damage against opponents with Heat/when backstabbing. Is a dagger so has associated buffs/debuffs.)
I help ricey and sunnyau.
You've primed the TNT cannon, aiming it for the survivors... They promptly adopt a look of impending doom!
You promptly finish your Daggers! Man, you're accumulating a lot of items... Why not work on some entities? Because all your charges were released in unison, I'm going to have to nerf them, but their core concepts should stay the same (like the synergy with your Daggers)
Sun Blaster 24/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death) +1 from Blinky
+1 sunnyau +1 Blinky
If my weapon is finished, I will make my 4 Component, All 25 Posts Super Summon tomorrow.
You crush the Spear Mook, killing it in a quick yet agonizing fashion! It's not like it'd live anyhow.
Xreating a futility counter 22/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)7/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(50% of the attacks at the acolyte fail unless you damage the awe
inspirer who have 20 HP and regain one at each attack targeted at it or
the acolyte))2/?
Then I help Epic to do his stuff.
After that I pile up books onto the tower of futility.
+2% building!
====[End-of-Turn Events]====
The TNT Cannon goes off, aimed right for the Assault Rifle Mook! The Assault Rifle Mook develops an expression of terror as the explosion goes off beneath his feet, reducing him to darkness-themed giblets!
aKnight47 retreats into the Castle due to his low health! The other Players stand there and await more fights!
The Acolyte decides to act, with no more of his underlings on the field to do the brunt work for him! He spends 12% of his Dark Magic Meter to firstly launch a dark bolt of evil energy into the Red Shirt, striking it down! He realizes that that much energy he spend is worth much more than killing a lowly Red Shirt, so he decides to remove a random item from a random Anti-Acolyte inventory! Soulbound items can't be targeted by this in case he decides to do it again.
RNG determines that Blinky1001 will be affected! RNG preys upon Blinky1001's Fighter's Falcata, grasping it in the air and sealing it away with an evil spell! The Acolyte smiles grimly, as if to paint a target on his forehead!
Don't worry, this attack won't be spammed.
====[engie_ninja's sidequest]====
Remains in statis!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 20/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Crafty Bow (Deals 8 damage to one enemy when used, requires Arrows, 3/10 Arrows)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
FeatheredDragon [N] HP: 20/20
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 1/5 [IIIII] Points ready. Stats
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 6 base damage)
Factory (Generates Factory Points which can be used, 1 point generated each turn, 3 max blueprints available)
Robot Factory (Summons 4 HP 2 damage Robots at the cost of 2 Factory Points for a batch of 3 robots)
Tech Lab (Can be used to prototype new things at the cost of Factory Points. The amount of FP depends on the power)
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4)
None as of yet.
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 13/20. Deals melee damage.
aKnight47 [AA-P] HP: 8/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage. Fell back into the Fort.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 4/4 votes. Used.
Red Shirt [AA] HP: 0/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 0/16 (x2)
Assault Rifle Mook [PA] HP: 0/16 (x2)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 90%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 86/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 8/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 57/100
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1) Armed with Bows.
Spider [H] HP: 16/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 6/16 (x1), 16/16 (x2)
Iron Supply [N] : 54%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Bow equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 20/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (When thrown (or consumed), it makes the victim Lethargic), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 4/25 +1 Blinky +1 Pricey +1 via eating(Require Help Charges)
Factory Upgrade(1 pt per turn ->2 pts per turn): 4/4 +1 Blinky +1 Pricey +1 via eating FINISHED
AA camp upgrade :5/7+1 Blinky +1 Pricey +1 via eating
Load TNT Cannon (Should we bomb the Fuility Tower to prevent his sidequest or what?Please fire it for me other aa members)
Leaving 1 Sniper Rifle for me,I go to the Player Fort and give all the remaining Sniper Rifle(if I have) to local defending AAs,went back to AA camp after giving it and boost the morale by saying that weapons will be on the way 3 turns later(give some sort of effects)
I point out that the Acolyte cannot have a Dark Magic level of 90% when he spent 12% on his attack. Thus, he must have accidently cast his spell from HP, and should take some damage. If that is not true, I have a Sniper Drone from the Zeroth Server (or whatever the server in DTG0 is called) use a wormhole to make a cross-server sniper shot to snipe him in the back.
Xreating a futility counter 23/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)8/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))3/?
Then I remove nails from the tower and pile them up into a box and put this box at the top of the tower
Xreating a futility counter 24/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)9/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))4/?
Then I organize a ceremony for powering the acolyte dark magic.
Thanks!
Clarify:
Tech Lab somehow acts like Technology Master,but the technology is preset(that means,if I charged a certain amt. of charges, I obtain the blueprint and can be inserted to the Factory for production.)
AA Camp:Mob Farm:2/3
AA camp:Brewery 2/3
My games.
--------------Second Post
AA Camp:Mob Farm:3/3 Finished
AA camp:Brewery 3/3 Finished
My games.
You aim the TNT cannon at the Rocket Launcher Mook and prime the cannon! The artillery piece will hit at the beginning of the turn!
The Technology Master is pleased with your lenience! Because he enjoys making technologies on his own time, he won't release a new technology the next time, but the time after that, he'll release 2 technologies!
Alright, but you're going to have to use it to develop technology manually.
This is a double post, I'm afraid, but you can copy/paste it next turn.
Also, you could do something other than charge your stuff. You can do both, like hurt the Mooks.
The grenade hits the Spear Mooks! You deal 2 damage to all 3 of them!
====[End-of-Turn Events]====
The TNT Cannon fires at the Rocket Launcher Mook, which takes 15 points of damage! One of the Assault Rifle Mooks and a Spear Mook take 6 damage as splash each! The Rocket Launcher Mook will die next hit!
aKnight47 deals 4 damage to the Hammer Mook! The Archers deal 4 damage to two Spear Mooks! The Player Knight deals 4 damage to the one that hasn't been hit!
The Spear Mooks deal 4 damage to aKnight47 and deal 3 damage to the other Knight! The Hammer Mook deals 3 damage to the Wall!
The Assault Rifle Mooks deal 2 damage each to the Player Archers! The Rocket Launcher Mook takes aim at the wall and deals 5 damage to it, with the Archers taking 2 each for splash!
Finally, the Red Shirt deals 2 damage to one of the Assault Rifle Mooks!
The Acolyte summons up an Axe Mook! This addition identifies the Axe in the armory, thus informing Crusher48 on his choice on what to craft the Haunted Metal Scrap into (assuming he's making a choice)!
====[engie_ninja's sidequest]====
Remains in statis!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health)
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 1/5 [IIIII] Points ready.
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 186/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 17/20. Deals melee damage.
aKnight47 [AA-P] HP: 10/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 6/16 (x1), 10/16 (x2)
Axe Mook [PA] HP: 16/16
Hammer Mook [PA] HP: 6/16 (x1)
Assault Rifle Mook [PA] HP: 8/16 (x1), 16/16 (x1)
Rocket Launcher Mook [PA] HP: 1/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 60/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 16/20
Stats
Base Damage: 3
Only attacks Anti-Acolyte entities.
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 10/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 7/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 10/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 10/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
AA Camp:Mob Farm:3/3 Finished
AA camp:Brewery 3/3 Finished
sunnyau crafts a bow and go out hunting skeletons for arrows.
sunnyau prepare cheap Hp charge to Normal Hp
My games.
sunnyau finding items near the base
sunnyau keep killing skeletons for arrows
sunnyau upgrade AA camp 1/7
sunnyau build Enchanter 1/1 Finished( 1 Enchanting Point per turn, can be used to enchant things)
sunnyau aimed TNT cannon for the Mook Team and primes the TNTs
sunnyau sets Tech Lab research objective: Sniper Rifle(4* Base Damage, 90% accuracy(+10% close) and 25% penalty if the interval between two shots is less than 3 player posts, 3 shots but can be refilled) by 2 or 3 Factory pts(?)
Question:
Isn't the Food level be 9 ?
Is sidequest avaliable?
My games.
Can't we do 2 post per round?
(Rules: a) Players can only post a certain amount of times a turn. Any extra posts will be rendered null. As of now, it is 2, but this may increase or decrease.)
/null
My games.
I keep building a building machine 25/?(for the sidequest). since It reached 25 it can not not have ended and so it is completed. it was supposed to help to build the tower.
Xreating a futility counter 20/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)5/12
Then I help Epic to do his stuff.
After that I give an robotic hand to the Pikehalfling for healing him.
I partially repair the Mecha Scorpion, direct the Mecha Scorpion and Metal Atronach to tear the armed skeleton apart, then have Ross snipe one of the armed spiders.
GODDAMN IT
STUPID GENDERFLIP VIRUS
3/10 Energy Siphon
3/10 Some sort of Gun (note: this is going to be merged with the haunted metal scrap)
I frag a mook easily, because apparently the mooks are far tougher than they should be (mooks should just die in one freaking hit).
You give yourself the Crafty Bow and gain 3 arrows! You should use them on something more objective-y, like the Mooks, unless you're going on a sidequest. Potion made!
I am afraid that is a double post. Plus, you haven't loaded the TNT yet!
The egg impact itself deals 1 damage, which is enough to Cherry Tap the RL Mook into the next life!
I've made it so that the robots cost 2 FPs each and so it's not automatic. But since the robots are so weak, I've decided to buff them so that they come in batches of 3.
/null
/null
Thank you.
Okay! The Tower will now build at 12% instead of 6% per turn, doubling the building rate!
Also, I think EPIC and cyanogynist are idle... Regardless, you heal the Pikehalfling!
You deal 3 damage to each of the Assault Rifle Mooks!
Mecha Scorpion healed for 2 HP! Your entities and Ross8815 will do as you say!
You deal 8 damage to the Axe Mook, halving its health!
You deal 4 damage to the lowest-health Mook, one of the Assault Rifle Mooks! They take 4 damage, making the next attack capable of killing it!
By the way, I was imagining that you could unlock the gun right away and just say you crafted it in the Fort. They do have the blueprint...
You deal 8 damage to the Axe Mook, splitting the Axe Mook like lumber!
====[End-of-Turn Events]====
aKnight47 deals 4 damage to the Hammer Mook! The Archers deal 4 damage to the Spear Mook! The Player Knight also deals 4 damage to the final Spear Mook!
The Spear Mooks deal 2 damage to aKnight47 and 2 damage to the Wall! The Hammer Mook also deals 3 damage to the Wall! The Assault Rifle Mooks deal 4 damage to the Player Knight!
The Red Shirt uses a weak attack to defeat the Hammer Mook and stop it from damaging the wall further!
The Acolyte stops summoning to make himself open for attack!
====[engie_ninja's sidequest]====
The Spiders deal 2 damage to Ross8815, 2 to his armor, and 2 to the Medic!
The Medic heals Ross8815 up, negating the damage he took from the Spider!
Ross8815 deals 10 damage to one of the Spiders with his Primitive Rifle!
The Metal Scorpion deals 6 damage to the Skeleton, who himself deals 3 in retaliation!
The Metal Atronach fires a 3-round burst at the Skeleton, finishing it off!
The Mining Rig mines some of the iron!
By the way, if I were you, I'd spend more on mining than healing... we have a Medic.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Crafty Bow (Deals 8 damage to one enemy when used,
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 2/5 [IIIII] Points ready.
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 13/20. Deals melee damage.
aKnight47 [AA-P] HP: 8/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 4/4 votes. Used.
Red Shirt [AA] HP: 8/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 2/16 (x1), 6/16 (x2)
Axe Mook [PA] HP: 0/16
Hammer Mook [PA] HP: 0/16 (x1)
Assault Rifle Mook [PA] HP: 1/16 (x1), 13/16 (x1)
Rocket Launcher Mook [PA] HP: 0/16
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 100%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 72/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 20/20
Stats
Base Damage: 3
Only attacks Anti-Acolyte entities.
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 10/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 6/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
4/10 Energy Siphon
4/10 Some sort of Gun (its probably going to be a really good gun with a 10 post charge)
I go kill a mook by punching it in the face.
charge assists plx!
sunnyau finding items near the base
sunnyau keep killing skeletons for arrows
sunnyau upgrade AA camp 1/7
sunnyau build Enchanter 1/1 Finished( 1 Enchanting Point per turn, can be used to enchant things)
sunnyau build a nether portal for linkage with AA camp to Player Fort 1/1 Finished (later I'll build a nether hub)
sunnyau aimed TNT cannon for the Mook Team and loads and primes the TNTs
sunnyau sets Tech Lab research objective: Sniper Rifle(4* Base Damage, 90% accuracy(+10% close) and 25% penalty if the interval between two shots is less than 3 player posts, 3 shots but can be refilled) by 2 Factory pts
sunnyau redeems blueprint of Sniper Rifle using 2 Factory pts. and store it in the Factory
sunnyau sets Tech Lab research objective: Assault Rifle(1.5* Base Damage(2.5-3.2 times if headshot), 85% accuracy(+75% close), 8 shot but can be refilled) by 2 Factory pts
Question:
Isn't the Food level be 9 ?
Is sidequest avaliable?
What about the mob farm?
My games.
Xreating a futility counter 21/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)6/12
Then I help Epic to do his stuff.
After that I decide it is time to start defending the acolyte again.
Awe and terror(the fear the acolyte inspire decrease his likeliness to be hit(50% of the attacks at the acolyte fail unless you damage the awe inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))1/?
Xreating a futility counter 22/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)7/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(50% of the attacks at the acolyte fail unless you damage the awe
inspirer who have 20 HP and regain one at each attack targeted at it or
the acolyte))2/?
Then I help Epic to do his stuff.
After that I pile up books onto the tower of futility.
I'm figuring out how to buff it porportionally to your charge time. I've got the stats and all down... If you want, I could give you a heads-up on how it'd work.
Regardless, you cherry tap the Spear Mook to death! The 2 damage is enough to kill it!
You can't load and prime the TNT on the same turn.
You complete the Sniper Rifle blueprint! Since the guns come standard to the game (check the OP for details), I'm going to make them the standard model. You could only prototype the Sniper Rifle, since there aren't enough Factory Points to prototype the Assault Rifle!
Also, I've fixed the food level, but both it and the mob farm are integrated as one. That's why the food storage self-generates.
I'd not recommend the Nether hub. The storage is good as is, and you don't seem to be using many of the advantages it has. Plus, when the Episode changes, all entities get left behind, thus preventing any longer-term projects.
By the way, I've fixed your Crafty Bow!
You deal 3 damage to both Assault Rifle Mooks! The weakened Assault Rifle Mook is shocked strongly, comedically reveals an X-Ray, and collapses and sizzles from the electric surges!
You deal 4 damage to the living Spear Mook!
Where'd the other one go? It was taken back by the Acolyte.
You charge your charges, but wether or not the Acolyte gets hit is at my discretion and not RNG's!
You've primed the TNT cannon, aiming it for the survivors... They promptly adopt a look of impending doom!
You promptly finish your Daggers! Man, you're accumulating a lot of items... Why not work on some entities? Because all your charges were released in unison, I'm going to have to nerf them, but their core concepts should stay the same (like the synergy with your Daggers)
You crush the Spear Mook, killing it in a quick yet agonizing fashion! It's not like it'd live anyhow.
+2% building!
====[End-of-Turn Events]====
The TNT Cannon goes off, aimed right for the Assault Rifle Mook! The Assault Rifle Mook develops an expression of terror as the explosion goes off beneath his feet, reducing him to darkness-themed giblets!
aKnight47 retreats into the Castle due to his low health! The other Players stand there and await more fights!
The Acolyte decides to act, with no more of his underlings on the field to do the brunt work for him! He spends 12% of his Dark Magic Meter to firstly launch a dark bolt of evil energy into the Red Shirt, striking it down! He realizes that that much energy he spend is worth much more than killing a lowly Red Shirt, so he decides to remove a random item from a random Anti-Acolyte inventory! Soulbound items can't be targeted by this in case he decides to do it again.
RNG determines that Blinky1001 will be affected! RNG preys upon Blinky1001's Fighter's Falcata, grasping it in the air and sealing it away with an evil spell! The Acolyte smiles grimly, as if to paint a target on his forehead!
Don't worry, this attack won't be spammed.
====[engie_ninja's sidequest]====
Remains in statis!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), Half Diamond Armor (4/4 hits, Has a 50% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Crafty Bow (Deals 8 damage to one enemy when used, requires Arrows, 3/10 Arrows)
Anti-Acolyte Camp [AA] HP: 20/20. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Not currently loaded. Factory: 1/5 [IIIII] Points ready.
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4)
None as of yet.
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 13/20. Deals melee damage.
aKnight47 [AA-P] HP: 8/20. Respawn: Unused. Mitigates 25% of melee damage, can only deal melee damage. Fell back into the Fort.
Special: Gives all allies who participated in the vote Regeneration while buffing their damage, as well as himself. Requires 75% of active AA vote and more than 4 AA players to vote. 4/4 votes. Used.
Red Shirt [AA] HP: 0/8.
Stats
Base Damage: 2
Speed Value: 2
Will jump in and protect an ally if they are on critical health. The lower percentage an allied entity has on their health bar, the higher they are on the priority list.
Spear Mook [PA] HP: 0/16 (x2)
Assault Rifle Mook [PA] HP: 0/16 (x2)
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 90%. Kills: 1.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 86/100%. When complete, the sidequest may start!
Completion Bar: [==================================================]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Pikehalfling [PA] HP: 20/20
Stats
Base Damage: 3
Only attacks Anti-Acolyte entities.
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 10/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 6/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞), 0/20 (x1) Armed with Bows.
An alternate timeline emerges.
However, we must first start from the beginning...
> FOURSQUARED: LOOK FOR WHERE THE BANDITS ARE NOW
================================================================================================
Current Charges:
Sentry Drone: 22/25
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 4/25 +1 Blinky +1 Pricey +1 via eating(Require Help Charges)
Factory Upgrade(1 pt per turn ->2 pts per turn): 4/4 +1 Blinky +1 Pricey +1 via eating FINISHED
AA camp upgrade :5/7+1 Blinky +1 Pricey +1 via eating
Sunnyau Enchants Crafty Bow (Must-Have:Infinity/Unbreaking II)
Sunnyau Redeems Sniper Rifle*2+ by 1 Factory pts
Load TNT Cannon (Should we bomb the Fuility Tower to prevent his sidequest or what?Please fire it for me other aa members)
Leaving 1 Sniper Rifle for me,I go to the Player Fort and give all the remaining Sniper Rifle(if I have) to local defending AAs,went back to AA camp after giving it and boost the morale by saying that weapons will be on the way 3 turns later(give some sort of effects)
My games.
5/10 Energy Siphon
5/10 Some sort of Gun
I point out that the Acolyte cannot have a Dark Magic level of 90% when he spent 12% on his attack. Thus, he must have accidently cast his spell from HP, and should take some damage. If that is not true, I have a Sniper Drone from the Zeroth Server (or whatever the server in DTG0 is called) use a wormhole to make a cross-server sniper shot to snipe him in the back.
Xreating a futility counter 23/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)8/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))3/?
Then I remove nails from the tower and pile them up into a box and put this box at the top of the tower
Xreating a futility counter 24/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Overwhelmingly large telescope(Reduce unrest by watching soldiers)9/12
Awe and terror(the fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))4/?
Then I organize a ceremony for powering the acolyte dark magic.