All of the monsters have been cleared from the location, and the civilian is safe. The only way forward from here is the engine room...although there is a staircase leading up here, scanners indicate there is nothing of importance there. You arrive in the B3F cabins... and receive a short reminder from radio:
"This mission was never meant to save the ship...your only assignment was to rescue the civilians. Once they are all saved, you must leave. The last civilian life-sign is in the engine room... kill anything near it and get out of there."
Other info: +5 health and -5 rage to all. 375$ earned, all things accounted for.
In between the waves, you take a look at the research scroll... it appears to be some kind of weak golem, but cheap and disposable. You could use this!
Snow golems added to shop!
Location: B3F cabins
Monsters:
Skeleton with enchanted bow: 25/25
Zombie with iron sword: 20/20
Zombie with stone shovel: 20/20
Enderman: 50/50
Enderman: 50/50
Players: kazar14: 100/100 11/60 superdwarf 100/100 9/60(has razor shovel, 4 uses left) epicositys 100/100 rage/60(has 1 plate)(rage mode for 1 more attacks) piemancer 100/100 35/60(has atomic fire, 8 uses left)(2 pages to post) Bioshock rules: 100/100 31/60 (has emergency heal, 1 use left) Evanist 90/100 45/60(has magic wand, 1 use left)(has 2 atomic fire, 8 and 10 uses left) KaBling 95/100 rage/60 (has razor shovel, 1 uses left)(has assault shield, can take 21 more damage)(rage mode for 3 more attacks) Stickcrafter 100/100 38/60 engie ninja: 100/100 1660(1 pages to post) Cinos: 77/100 30/60(has spear) Cappycot: 100/100 37/60(has razor shovel, 2 uses left) Tarik: 100/100 0/60 Epiccatface: 100/100 0/60 (has razor shovel, 4 uses left)
Money:1465$
Red HP bar goes up as you do damage. When it's full, you do 35% extra damage for the next 3 attacks.
Pain Pills 1.1: $100, gives user 50 temporal health (loses 5 per turn) in addition to 15 permanent health (still deducted from damage). Taunt: 75$: causes all mobs to attack user(ignoring everyone and everything else), but doing double damage Iron shortsword: 150$: Does 10 damage(+5 to defense dodgers), has small chance to do a critical(50% extra damage, rounded up), cannot use "normal" attacks while holding, cannot pick up items, cannot use rage,breaks after 5 uses. Spear: 125$: Does 12 damage, can be thrown for a +8 bonus(throw misses defense dodgers), must spend 1 turn picking up spear after throwing, has a 10% chance to break on every use Warhammer 200$: Does 50 damage when used, disorientates target(can not attack for 2 turns), user is rendered unable to attack for 1 turn after use. Breaks on first use Magic wand: 100$: Heals a player chosen by the user by 15 HP. Breaks after 3 uses. Assault shield: 175$: Block 60% of all damage taken. Once the riot shield has blocked 60 damage, it breaks. Fire staff: 150$: Does 7 damage on use, occasionally burns target(1 damage taken per turn every 5 turns), expires at end of round. Lightning strike: 350$: 60 damage, hits 3 targets, stuns targets if they survive, can only be used once per wave. Missile turret: 100$: Does 2 damage to a random monster per turn. Has 25 HP, can be attacked by monsters, can be upgraded. Does not affect defense dodgers. Maximum 2 per wave Counter strike II: 100$: If attacked by a mob during the turn used, the user automatically counterattacks for the same amount of damage inflicted. Stuns a target if it survives. Does well with truant. One use. Emergency heal: 200$: Heals 40 HP, can be used to heal self or others, breaks after 2 uses. Potion of swiftness III: 100$: Allows for 3 attacks instead of 1 next turn, and recovers user from disorientation. 1 use Radar: 75$: Reveals the weak spot of an enemy, causing all attacks to do x2 damage to that enemy. Breaks after 3 uses. Heal orb: 350$: Heals all friendlies for 30 HP. One use. Barricade: 200$: Takes 60 damage, mobs always attack it once erected(except for truant), when destroyed will fall on a mob for 10 damage. Razor shovel:150$: Deals 10 damage, deals 35% extra damage to defense dodgers, laceration damage over time(except to undead enemies), is not affected by rage, breaks after 5 uses. Atomic fire: 75$: 6 damage(12 to undead), burns enemies for 3 turns, dealing 3 damage per turn, 10 uses. Frag grenades:100$: Deals 15 damage and does Aoe to 2 monsters near the target(the ones directly above and below it on the status screen), stuns targets for 3 turns. Cheaters cellphone: 2000$: Gives party a randomly chosen 1 effect out of 4: God mode: No damage taken by any party member or NPC ally, Slow-mo: All damage dealt is glancing, monsters only attack once every 2 turns, Aimbot: All attacks do 3x damage, and hit even if the enemy is immune to that particular attack(missile turrets hitting defense dodgers, etc.), Killall: Instantly kills everyone but the party members, including friendlies. No money is earned that wave. -80% money earned that wave if used, all achievements for the mission become unobtainable. Has a 1% chance to make the game malfunction, and then who knows what could happen?1 USE ONLY. NOTE: This is all decided by random.org! Snow golem: 25$: Sets up a weak snow golem that does a small amount of damage each post. They are easily massed, and best of all, they follow you in between waves.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/18/2011
Posts:
238
Location:
In a large pokemon forest
Minecraft:
Evanist
Xbox:
NOPE!
Member Details
Excuse me for not posting too much...
I give of one my atomic fire to Bioshock rules. He might have more use of it then me...
Oh and if I can I attack a skeleton with atomic fire.
Excuse me for not posting too much...
I give of one my atomic fire to Bioshock rules. He might have more use of it then me...
Oh and if I can I attack a skeleton with atomic fire.
The 8-use atomic fire has been given to Bioshock, 12 damage to a skeleton.
One of the enderman smashes the medic(if it dies, you will not get fully healed at the end of the wave!), dealing 11 damage. The other enderman turns a snow golem into powder. The zombie with the iron sword goes for Bioshock, dealing 16 damage. The zombie with the iron shovel moves in on stickcrafter, dealing 11 damage. The skeleton with the enchanted bow gives Tarik a shot straight to the face, dealing 24 damage. The medic heals Tarik for 5 HP, and the 2 snow golems both attack the skeleton with the enchanted bow, dealing 2 damage.
NOTE: Unfortunately, it appears engie ninja has exceeded the AFK limit, and must be removed from the status screen. Also, it appears the spear is imbalanced, being way better than the razor shovel for only 25$ extra(oddly, no one uses it), so I'm going to pull out my nerfbat and limit it to 3 uses and make the throw use up 2 of those(if there is only 1 use left and the throw is used, the throw will go through but then the spear will break.)
Location: B3F cabins
Monsters: Skeleton with enchanted bow: 1/25 Zombie with iron sword: 14/20 Zombie with stone shovel: 20/20 Enderman: 37/50 Enderman: 45/50
Players: kazar14: 100/100 18/60 superdwarf 100/100 9/60(has razor shovel, 4 uses left) epicositys 100/100 rage/60(has 1 plate)(rage mode for 1 more attacks)(2 pages to post) piemancer 100/100 35/60(has atomic fire, 8 uses left)(1 pages to post) Bioshock rules: 84/100 36/60 (has emergency heal, 1 use left)(has atomic fire, 8 uses left) Evanist 90/100 55/60(has magic wand, 1 use left)(has atomic fire, 9 uses left) KaBling 95/100 rage/60 (has razor shovel, 5 uses left)(has assault shield, can take 21 more damage)(rage mode for 2 more attacks) Stickcrafter 89/100 38/60(under the effects of a potion of swiftness, can perform 3x actions next turn) Cinos: 77/100 36/60(has spear, 3 uses left) Cappycot: 100/100 37/60(has razor shovel, 2 uses left)(has iron shortsword, 5 uses left) Tarik: 81/100 0/60(2 pages to post) Epiccatface: 100/100 0/60 (has razor shovel, 4 uses left)(2 pages to post) Snow golem: 10/10 Snow golem: 10/10
Money:990$
Red HP bar goes up as you do damage. When it's full, you do 35% extra damage for the next 3 attacks.
Pain Pills 1.1: $100, gives user 50 temporal health (loses 5 per turn) in addition to 15 permanent health (still deducted from damage). Taunt: 75$: causes all mobs to attack user(ignoring everyone and everything else), but doing double damage Iron shortsword: 150$: Does 10 damage(+5 to defense dodgers), has small chance to do a critical(50% extra damage, rounded up), cannot use "normal" attacks while holding, cannot pick up items, cannot use rage,breaks after 5 uses. Spear: 125$: Does 12 damage, can be thrown for a +8 bonus(throw misses defense dodgers), must spend 1 turn picking up spear after throwing, has 3 uses, and the throw uses 2 of those. Warhammer 200$: Does 50 damage when used, disorientates target(can not attack for 2 turns), user is rendered unable to attack for 1 turn after use. Breaks on first use Magic wand: 100$: Heals a player chosen by the user by 15 HP. Breaks after 3 uses. Assault shield: 175$: Block 60% of all damage taken. Once the riot shield has blocked 60 damage, it breaks. Fire staff: 150$: Does 7 damage on use, occasionally burns target(1 damage taken per turn every 5 turns), expires at end of round. Lightning strike: 350$: 60 damage, hits 3 targets, stuns targets if they survive, can only be used once per wave. Missile turret: 100$: Does 2 damage to a random monster per turn. Has 25 HP, can be attacked by monsters, can be upgraded. Does not affect defense dodgers. Maximum 2 per wave Counter strike II: 100$: If attacked by a mob during the turn used, the user automatically counterattacks for the same amount of damage inflicted. Stuns a target if it survives. Does well with truant. One use. Emergency heal: 200$: Heals 40 HP, can be used to heal self or others, breaks after 2 uses. Potion of swiftness III: 100$: Allows for 3 attacks instead of 1 next turn, and recovers user from disorientation. 1 use Radar: 75$: Reveals the weak spot of an enemy, causing all attacks to do x2 damage to that enemy. Breaks after 3 uses. Heal orb: 350$: Heals all friendlies for 30 HP. One use. Barricade: 200$: Takes 60 damage, mobs always attack it once erected(except for truant), when destroyed will fall on a mob for 10 damage. Razor shovel:150$: Deals 10 damage, deals 35% extra damage to defense dodgers, laceration damage over time(except to undead enemies), is not affected by rage, breaks after 5 uses. Atomic fire: 75$: 6 damage(12 to undead), burns enemies for 3 turns, dealing 3 damage per turn, 10 uses. Frag grenades:100$: Deals 15 damage and does Aoe to 2 monsters near the target(the ones directly above and below it on the status screen), stuns targets for 3 turns. Cheaters cellphone: 2000$: Gives party a randomly chosen 1 effect out of 4: God mode: No damage taken by any party member or NPC ally, Slow-mo: All damage dealt is glancing, monsters only attack once every 2 turns, Aimbot: All attacks do 3x damage, and hit even if the enemy is immune to that particular attack(missile turrets hitting defense dodgers, etc.), Killall: Instantly kills everyone but the party members, including friendlies. No money is earned that wave. -80% money earned that wave if used, all achievements for the mission become unobtainable. Has a 1% chance to make the game malfunction, and then who knows what could happen?1 USE ONLY. NOTE: This is all decided by random.org! Snow golem: 25$: Sets up a weak snow golem that does a small amount of damage each post. They are easily massed, and best of all, they follow you in between waves.
RIP: Politics, Philosophy, News, and Science
You were a good section.
"Surprise!"
I buy a frag grenade, and throw it at the 2nd mob.
<help me or it dies(nooooooo!)?
Emergency heal purchased, +40 health to you.
You will attack the first mob who tries to attack the barricade!
Spider jockey killed, revives with half-life!
2 damage to armored skeleton!
Spider jockey killed, armored skeleton killed, 15 damage to spider jockey, spider jockey stunned.
+30 health to all friendlies!
Last spider jockey killed!
All of the monsters are dead!
You find... 50$!
Does nothing!
All of the monsters have been cleared from the location, and the civilian is safe. The only way forward from here is the engine room...although there is a staircase leading up here, scanners indicate there is nothing of importance there. You arrive in the B3F cabins... and receive a short reminder from radio:
"This mission was never meant to save the ship...your only assignment was to rescue the civilians. Once they are all saved, you must leave. The last civilian life-sign is in the engine room... kill anything near it and get out of there."
Other info: +5 health and -5 rage to all. 375$ earned, all things accounted for.
In between the waves, you take a look at the research scroll... it appears to be some kind of weak golem, but cheap and disposable. You could use this!
Snow golems added to shop!
Location: B3F cabins
Monsters:
Skeleton with enchanted bow: 25/25
Zombie with iron sword: 20/20
Zombie with stone shovel: 20/20
Enderman: 50/50
Enderman: 50/50
Other:
Moneybag
Searchable cabin 1
Searchable cabin 2
Searchable cabin 3
Medic: 15/15
Players:
kazar14: 100/100 11/60
superdwarf 100/100 9/60(has razor shovel, 4 uses left)
epicositys 100/100 rage/60(has 1 plate)(rage mode for 1 more attacks)
piemancer 100/100 35/60(has atomic fire, 8 uses left)(2 pages to post)
Bioshock rules: 100/100 31/60 (has emergency heal, 1 use left)
Evanist 90/100 45/60(has magic wand, 1 use left)(has 2 atomic fire, 8 and 10 uses left)
KaBling 95/100 rage/60 (has razor shovel, 1 uses left)(has assault shield, can take 21 more damage)(rage mode for 3 more attacks)
Stickcrafter 100/100 38/60
engie ninja: 100/100 1660(1 pages to post)
Cinos: 77/100 30/60(has spear)
Cappycot: 100/100 37/60(has razor shovel, 2 uses left)
Tarik: 100/100 0/60
Epiccatface: 100/100 0/60 (has razor shovel, 4 uses left)
Money:1465$
Red HP bar goes up as you do damage. When it's full, you do 35% extra damage for the next 3 attacks.
Pain Pills 1.1: $100, gives user 50 temporal health (loses 5 per turn) in addition to 15 permanent health (still deducted from damage).
Taunt: 75$: causes all mobs to attack user(ignoring everyone and everything else), but doing double damage
Iron shortsword: 150$: Does 10 damage(+5 to defense dodgers), has small chance to do a critical(50% extra damage, rounded up), cannot use "normal" attacks while holding, cannot pick up items, cannot use rage,breaks after 5 uses.
Spear: 125$: Does 12 damage, can be thrown for a +8 bonus(throw misses defense dodgers), must spend 1 turn picking up spear after throwing, has a 10% chance to break on every use
Warhammer 200$: Does 50 damage when used, disorientates target(can not attack for 2 turns), user is rendered unable to attack for 1 turn after use. Breaks on first use
Magic wand: 100$: Heals a player chosen by the user by 15 HP. Breaks after 3 uses.
Assault shield: 175$: Block 60% of all damage taken. Once the riot shield has blocked 60 damage, it breaks.
Fire staff: 150$: Does 7 damage on use, occasionally burns target(1 damage taken per turn every 5 turns), expires at end of round.
Lightning strike: 350$: 60 damage, hits 3 targets, stuns targets if they survive, can only be used once per wave.
Missile turret: 100$: Does 2 damage to a random monster per turn. Has 25 HP, can be attacked by monsters, can be upgraded. Does not affect defense dodgers. Maximum 2 per wave
Counter strike II: 100$: If attacked by a mob during the turn used, the user automatically counterattacks for the same amount of damage inflicted. Stuns a target if it survives. Does well with truant. One use.
Emergency heal: 200$: Heals 40 HP, can be used to heal self or others, breaks after 2 uses.
Potion of swiftness III: 100$: Allows for 3 attacks instead of 1 next turn, and recovers user from disorientation. 1 use
Radar: 75$: Reveals the weak spot of an enemy, causing all attacks to do x2 damage to that enemy. Breaks after 3 uses.
Heal orb: 350$: Heals all friendlies for 30 HP. One use.
Barricade: 200$: Takes 60 damage, mobs always attack it once erected(except for truant), when destroyed will fall on a mob for 10 damage.
Razor shovel:150$: Deals 10 damage, deals 35% extra damage to defense dodgers, laceration damage over time(except to undead enemies), is not affected by rage, breaks after 5 uses.
Atomic fire: 75$: 6 damage(12 to undead), burns enemies for 3 turns, dealing 3 damage per turn, 10 uses.
Frag grenades:100$: Deals 15 damage and does Aoe to 2 monsters near the target(the ones directly above and below it on the status screen), stuns targets for 3 turns.
Cheaters cellphone: 2000$: Gives party a randomly chosen 1 effect out of 4: God mode: No damage taken by any party member or NPC ally, Slow-mo: All damage dealt is glancing, monsters only attack once every 2 turns, Aimbot: All attacks do 3x damage, and hit even if the enemy is immune to that particular attack(missile turrets hitting defense dodgers, etc.), Killall: Instantly kills everyone but the party members, including friendlies. No money is earned that wave. -80% money earned that wave if used, all achievements for the mission become unobtainable. Has a 1% chance to make the game malfunction, and then who knows what could happen?1 USE ONLY. NOTE: This is all decided by random.org!
Snow golem: 25$: Sets up a weak snow golem that does a small amount of damage each post. They are easily massed, and best of all, they follow you in between waves.
Check out my bad CTM map reviews here.
I give of one my atomic fire to Bioshock rules. He might have more use of it then me...
Oh and if I can I attack a skeleton with atomic fire.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
For future reference, that is slightly above the allowed number of actions per turn. 2 snow golems and 1 iron shortsword purchased.
The 8-use atomic fire has been given to Bioshock, 12 damage to a skeleton.
6 damage to a zombie!
Snow golem purchased!
6 damage to an enderman!
14 damage to a skeleton, razor shovel broken, new razor shovel purchased.
You are under the effects of the potion of swiftness!
5 damage to an enderman!
7 damage to an enderman!
One of the enderman smashes the medic(if it dies, you will not get fully healed at the end of the wave!), dealing 11 damage. The other enderman turns a snow golem into powder. The zombie with the iron sword goes for Bioshock, dealing 16 damage. The zombie with the iron shovel moves in on stickcrafter, dealing 11 damage. The skeleton with the enchanted bow gives Tarik a shot straight to the face, dealing 24 damage. The medic heals Tarik for 5 HP, and the 2 snow golems both attack the skeleton with the enchanted bow, dealing 2 damage.
NOTE: Unfortunately, it appears engie ninja has exceeded the AFK limit, and must be removed from the status screen. Also, it appears the spear is imbalanced, being way better than the razor shovel for only 25$ extra(oddly, no one uses it), so I'm going to pull out my nerfbat and limit it to 3 uses and make the throw use up 2 of those(if there is only 1 use left and the throw is used, the throw will go through but then the spear will break.)
Location: B3F cabins
Monsters:
Skeleton with enchanted bow: 1/25
Zombie with iron sword: 14/20
Zombie with stone shovel: 20/20
Enderman: 37/50
Enderman: 45/50
Other:
Moneybag
Searchable cabin 1
Searchable cabin 2
Searchable cabin 3
Medic: 4/15
Players:
kazar14: 100/100 18/60
superdwarf 100/100 9/60(has razor shovel, 4 uses left)
epicositys 100/100 rage/60(has 1 plate)(rage mode for 1 more attacks)(2 pages to post)
piemancer 100/100 35/60(has atomic fire, 8 uses left)(1 pages to post)
Bioshock rules: 84/100 36/60 (has emergency heal, 1 use left)(has atomic fire, 8 uses left)
Evanist 90/100 55/60(has magic wand, 1 use left)(has atomic fire, 9 uses left)
KaBling 95/100 rage/60 (has razor shovel, 5 uses left)(has assault shield, can take 21 more damage)(rage mode for 2 more attacks)
Stickcrafter 89/100 38/60(under the effects of a potion of swiftness, can perform 3x actions next turn)
Cinos: 77/100 36/60(has spear, 3 uses left)
Cappycot: 100/100 37/60(has razor shovel, 2 uses left)(has iron shortsword, 5 uses left)
Tarik: 81/100 0/60(2 pages to post)
Epiccatface: 100/100 0/60 (has razor shovel, 4 uses left)(2 pages to post)
Snow golem: 10/10
Snow golem: 10/10
Money:990$
Red HP bar goes up as you do damage. When it's full, you do 35% extra damage for the next 3 attacks.
Pain Pills 1.1: $100, gives user 50 temporal health (loses 5 per turn) in addition to 15 permanent health (still deducted from damage).
Taunt: 75$: causes all mobs to attack user(ignoring everyone and everything else), but doing double damage
Iron shortsword: 150$: Does 10 damage(+5 to defense dodgers), has small chance to do a critical(50% extra damage, rounded up), cannot use "normal" attacks while holding, cannot pick up items, cannot use rage,breaks after 5 uses.
Spear: 125$: Does 12 damage, can be thrown for a +8 bonus(throw misses defense dodgers), must spend 1 turn picking up spear after throwing, has 3 uses, and the throw uses 2 of those.
Warhammer 200$: Does 50 damage when used, disorientates target(can not attack for 2 turns), user is rendered unable to attack for 1 turn after use. Breaks on first use
Magic wand: 100$: Heals a player chosen by the user by 15 HP. Breaks after 3 uses.
Assault shield: 175$: Block 60% of all damage taken. Once the riot shield has blocked 60 damage, it breaks.
Fire staff: 150$: Does 7 damage on use, occasionally burns target(1 damage taken per turn every 5 turns), expires at end of round.
Lightning strike: 350$: 60 damage, hits 3 targets, stuns targets if they survive, can only be used once per wave.
Missile turret: 100$: Does 2 damage to a random monster per turn. Has 25 HP, can be attacked by monsters, can be upgraded. Does not affect defense dodgers. Maximum 2 per wave
Counter strike II: 100$: If attacked by a mob during the turn used, the user automatically counterattacks for the same amount of damage inflicted. Stuns a target if it survives. Does well with truant. One use.
Emergency heal: 200$: Heals 40 HP, can be used to heal self or others, breaks after 2 uses.
Potion of swiftness III: 100$: Allows for 3 attacks instead of 1 next turn, and recovers user from disorientation. 1 use
Radar: 75$: Reveals the weak spot of an enemy, causing all attacks to do x2 damage to that enemy. Breaks after 3 uses.
Heal orb: 350$: Heals all friendlies for 30 HP. One use.
Barricade: 200$: Takes 60 damage, mobs always attack it once erected(except for truant), when destroyed will fall on a mob for 10 damage.
Razor shovel:150$: Deals 10 damage, deals 35% extra damage to defense dodgers, laceration damage over time(except to undead enemies), is not affected by rage, breaks after 5 uses.
Atomic fire: 75$: 6 damage(12 to undead), burns enemies for 3 turns, dealing 3 damage per turn, 10 uses.
Frag grenades:100$: Deals 15 damage and does Aoe to 2 monsters near the target(the ones directly above and below it on the status screen), stuns targets for 3 turns.
Cheaters cellphone: 2000$: Gives party a randomly chosen 1 effect out of 4: God mode: No damage taken by any party member or NPC ally, Slow-mo: All damage dealt is glancing, monsters only attack once every 2 turns, Aimbot: All attacks do 3x damage, and hit even if the enemy is immune to that particular attack(missile turrets hitting defense dodgers, etc.), Killall: Instantly kills everyone but the party members, including friendlies. No money is earned that wave. -80% money earned that wave if used, all achievements for the mission become unobtainable. Has a 1% chance to make the game malfunction, and then who knows what could happen?1 USE ONLY. NOTE: This is all decided by random.org!
Snow golem: 25$: Sets up a weak snow golem that does a small amount of damage each post. They are easily massed, and best of all, they follow you in between waves.
Check out my bad CTM map reviews here.
"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, Legends of Aekran!