I use the missile barrage on the MACkenzie, severely damaging it without shields! Also, shouldn't the artillery cannons be doing 600 damage now?
Thor: -100, -100 Health: 6,900 / 7,000 Shields: 3,400 / 3,500 Ammo: 8,800 / 10,000 Owner: TT2000 Weapons: Basic Artillery Cannons [Damage: 550| Ammo Cost: 500| Special Effects: None] Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)] Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)] Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)] Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)] Shield Plating [Level: 2| -200 Damage taken by Shields] Vehicle Plating [Level: 2| -200 Damage taken by Health] Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds) Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Stuck (Cannot do anything for 1 post)
Man, you post a lot in this thread, TT.
MACkenzie isn't going down without a fight. I finish charging the MAC cannon!
MACkenzie: Health: 5,300 / 6,000 Shields: 2,200 / 3,000 Owner: FearTheKumquat Weapons: MAC Cannon [Ammo: ∞ (2-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)] Flamethrower [Ammo: 9/10| Damage: 500| Special Effects: Ignition (Ignites Target)] Cryo Cannon [Ammo: 9/10| Damage: 500| Special Effects: Thermal Shock (Target takes an additional 500 Damage if Damaged by a fire-based Attack in the last 2 posts), Iced Over (Target's next Attack deals 5% less Damage)] Boosts: Heavy Duty (-10% Damage taken to Health), Regen (+300 Health and 150 Shields every post), Round End Completer (Can survive the end of one Round. Construction is automatically completed at end of Round) Curses: None
MAC status: [==========] 100% charged. Ready to fire on command.
The Meaning of Life, the Universe, and Everything.
Location:
California
Join Date:
8/2/2011
Posts:
280
Minecraft:
abricahohoho
Member Details
9/50
Creeper Nexus
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
MACkenzie: Health: 5,300 / 6,000 Shields: 2,200 / 3,000 Owner: FearTheKumquat Weapons: MAC Cannon [Ammo: ∞ (2-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)] Flamethrower [Ammo: 9/10| Damage: 500| Special Effects: Ignition (Ignites Target)] Cryo Cannon [Ammo: 9/10| Damage: 500| Special Effects: Thermal Shock (Target takes an additional 500 Damage if Damaged by a fire-based Attack in the last 2 posts), Iced Over (Target's next Attack deals 5% less Damage)] Boosts: Heavy Duty (-10% Damage taken to Health), Regen (+300 Health and 150 Shields every post), Round End Completer (Can survive the end of one Round. Construction is automatically completed at end of Round) Curses: None
MAC status: [==========] 0% MAC fired. Charge depleted
Manatee overlord uses his Magical healing powers to heal the tower even more!
Manatee Overlord: Health: 1,000 / 1,000
Power: 2%
Owner: hammer01
Weapons:
Flipper Slap [Damage: 200| Special Effects: None] Window Intimidation [Damage: 0| Special Effects: Team Player (Increases Defender morale)] Healing Magic [Damage: 0| Special Effects: MEDIC! (+100 Health to all Defender Vehicles and Tower)] Boosts: Powered Up (When power is increased, +50 Damage dealt), Sneak Attack (When destroyed, -200 Health to all Destroyer Vehicles)
Curses: None
Lava Cannon
Health: 10000 / 10000
Ammo: 750 / 6000
Attacks:
Basic lava shot [450 damage / 400 ammo] Special Effects: 10% chance of burn (200 damage for 5 turns)
Melting shot [350 damage / 500 ammo] Special Effects: Weaken (Next two attacks do double damage) 15% chance of burn
Lava assist [Assist] Assists the next attack to do massive damage
Lava spray [each target takes 400 damage / (300 * targets hit) ammo] Special effects: 20% chance of burn
Super fire shot [1400 damage / 2000 ammo] Special Effects: Cooldown (Must recharge after attack) 30% chance of burn
Self-destruct [Colossal damage / More ammo, more damage] Special effects: Gone forever (self-explanatory) Can only be used at low health, Super burn (500 damage for 6 turns)
Boosts: Construction shield (attacks do no damage) Pump ( + 750 ammo per post )
Curses: Recharge (The same attack can't be used twice in a row) Start-up (when started, requires 50 posts before it can do anything)
Lava Cannon
Health: 10000 / 10000
Ammo: 750 / 6000
Attacks:
Basic lava shot [450 damage / 400 ammo] Special Effects: 10% chance of burn (200 damage for 5 turns)
Melting shot [350 damage / 500 ammo] Special Effects: Weaken (Next two attacks do double damage) 15% chance of burn
Lava assist [Assist] Assists the next attack to do massive damage
Lava spray [each target takes 400 damage / (300 * targets hit) ammo] Special effects: 20% chance of burn
Super fire shot [1400 damage / 2000 ammo] Special Effects: Cooldown (Must recharge after attack) 30% chance of burn
Self-destruct [Colossal damage / More ammo, more damage] Special effects: Gone forever (self-explanatory) Can only be used at low health, Super burn (500 damage for 6 turns)
Boosts: Construction shield (attacks do no damage) Pump ( + 750 ammo per post )
Curses: Recharge (The same attack can't be used twice in a row) Start-up (when started, requires 50 posts before it can do anything)
Lava Cannon
Health: 10000 / 10000
Ammo: 750 / 6000
Attacks:
Basic lava shot [450 damage / 400 ammo] Special Effects: 10% chance of burn (200 damage for 5 turns)
Melting shot [350 damage / 500 ammo] Special Effects: Weaken (Next two attacks do double damage) 15% chance of burn
Lava assist [Assist] Assists the next attack to do massive damage
Lava spray [each target takes 400 damage / (300 * targets hit) ammo] Special effects: 20% chance of burn
Super fire shot [1400 damage / 2000 ammo] Special Effects: Cooldown (Must recharge after attack) 30% chance of burn
Self-destruct [Colossal damage / More ammo, more damage] Special effects: Gone forever (self-explanatory) Can only be used at low health, Super burn (500 damage for 6 turns)
Boosts: Construction shield (attacks do no damage) Pump ( + 750 ammo per post )
Curses: Recharge (The same attack can't be used twice in a row) Start-up (when started, requires 50 posts before it can do anything)
Lava Cannon
Health: 10000 / 10000
Ammo: 750 / 6000
Attacks:
Basic lava shot [450 damage / 400 ammo] Special Effects: 10% chance of burn (200 damage for 5 turns)
Melting shot [350 damage / 500 ammo] Special Effects: Weaken (Next two attacks do double damage) 15% chance of burn
Lava assist [Assist] Assists the next attack to do massive damage
Lava spray [each target takes 400 damage / (300 * targets hit) ammo] Special effects: 20% chance of burn
Super fire shot [1400 damage / 2000 ammo] Special Effects: Cooldown (Must recharge after attack) 30% chance of burn
Self-destruct [Colossal damage / More ammo, more damage] Special effects: Gone forever (self-explanatory) Can only be used at low health, Super burn (500 damage for 6 turns)
Boosts: Construction shield (attacks do no damage) Pump ( + 750 ammo per post )
Curses: Recharge (The same attack can't be used twice in a row) Start-up (when started, requires 50 posts before it can do anything)
MAC status: [==========] 0% MAC fired. Charge depleted
800 Damage to Thor!
My Defense: I throw a black hole at the PDT for 500 Damage
Tower: Health: 25,300 / 25,000 Shields: 1,600 / 2,000 Status: = Sturdy Boosts: Slow Heal (+50 Health every post for 9 posts), Quick Heal (+200 Health every post for 2 posts), Wall'd (-50% Damage taken), Morale Boost (Defenses function at 150% effectiveness for 4 posts) Curses: Morale Boost (Attacks function at 150% effectiveness for 1 post)
Grief-Mobile: Health: 1,725 / 5,000 Shields: 1,800 / 5,000 Owner: Fseftr Attacks: Grief [Damage: 500| Special Effects: Randomizer (Hits a random Target)] Boosts: Griefer (+25% Damage dealt to Defender/Destroyer Vehicles), Time Capsule (Immune to Round ends), Rebirth (Restored to full Health and Shields after 1 Round), Automatic Fire (Attacks once per post), Immune System (-20% effectiveness to all Curses), Stasis Field (Cannot be Damaged) Curses: Griefer (-25% Damage dealt to neutral Vehicles), Immune System (-50% effectiveness to all Boosts), Stasis Field (Cannot do anything)
Thor: -900, -900 Health: 6,100 / 7,000 Shields: 2,600 / 3,500 Ammo: 6,700 / 10,000 Owner: TT2000 Weapons: Basic Artillery Cannons [Damage: 600| Ammo Cost: 500| Special Effects: None] Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)] Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)] Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)] Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)] Shield Plating [Level: 2| -200 Damage taken by Shields] Vehicle Plating [Level: 2| -200 Damage taken by Health] Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds) Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Thermal Shock (+500 Damage taken from fire-based Attacks for 2 posts), Smoked (-200 Health every post for 4 posts)
Drop Aircraft: Health: 2,900 / 3,000 Shields: 2,000 / 2,000 Owner: SkySonic Transporting: Weapons Frame Time until drop: 4 posts by SkySonic Weapons: Defensive Cannons [Damage: 500| Ammo: 8/8| Special Effects: None] Defensive Missiles [Damage: 750| Ammo: 9/10| Special Effects: Do Not Want (Cannot resupply ammo)] Agile (Attacks directed toward Aircraft randomly fail), Regeneration(+200 Health and 100 Shields every post), Human Predictor Machine (Player Attacks deal 65% Damage) Curses: Defensive (Cannot Attack Vehicles unless Attacked), Crash Landing (Upon destruction, Weapons Frame is set to 5,000 Health), Transport Vehicle (Automatically destroyed after Weapons Frame is delivered), Softened Metal (Vehicle Attacks deal 100% Damage)
Escort Craft: Health: 500 / 500 Owner: SkySonic Weapons: Defensive Cannons [Damage: 200| Special Effects: None] Agile (Attacks directed toward Aircraft randomly fail), Human Predictor Machine (Player Attacks deal 65% Damage), Replacement (If destroyed, will be replaced after 3 posts) Curses: Defensive (Cannot Attack Vehicles unless Attacked), Escort (Automatically destroyed when Airdrop Craft is destroyed)
Escort Craft #2: Health: 500 / 500 Owner: SkySonic Weapons: Defensive Cannons [Damage: 200| Special Effects: None] Boosts: Agile (Attacks directed toward Aircraft randomly fail), Human Predictor Machine (Player Attacks deal 65% Damage), Replacement (If destroyed, will be replaced after 3 posts) Curses: Defensive (Cannot Attack Vehicles unless Attacked), Escort (Automatically destroyed when Airdrop Craft is destroyed)
Tool Shed: Health: 2,000 / 2,000 Owner: Ka_doink12340o Power: +3 construction to one Vehicle per post Boosts: Assistant (Automatically allows increased construction speed of Vehicles) Curses: None
Health Battery V2: Health: 4,000 / 4,000 Shields: 0 / 50 Owner: Ka_doink12340o Current Setting: Slow Health Sap Stored Health: 400 / 8,000 Stored Shields: 0 / 500 Settings: OFF [Disables Health Battery] Slow Health Sap [Health Drain: 100 per post] Fast Health Sap [Health Drain: 500 per post] Slow Shields Sap [Shields Drain: 100 per post] Fast Shields Sap [Shields Drain: 500 per post] Health Drain [Drains all Health storage into a selected Target] Shields Drain [Drains all Shields storage into a selected Target] Double Drain [Drains both Health and Shields storage into a selected Target] Boosts: Reinforced (-25% Damage taken), Backup Battery (When destroyed, 75% of Health and Shield storage is drained into Tower) Curses: None
MACkenzie: -1,269, -2,200 Health: 3,881 / 6,000 Shields: 0 / 3,000 Owner: FearTheKumquat Weapons: MAC Cannon [Ammo: ∞ (2-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)] Flamethrower [Ammo: 9/10| Damage: 500| Special Effects: Ignition (Ignites Target)] Cryo Cannon [Ammo: 9/10| Damage: 500| Special Effects: Thermal Shock (Target takes an additional 500 Damage if Damaged by a fire-based Attack in the last 2 posts), Iced Over (Target's next Attack deals 5% less Damage)] Boosts: Heavy Duty (-10% Damage taken to Health), Regen (+300 Health and 150 Shields every post), Round End Completer (Can survive the end of one Round. Construction is automatically completed at end of Round) Curses: None
Poorly Designed Tank:-800, -300 Health: 500 / 1,500 Shields: 0 / 500 Ammo: 19 / 20 Owner: Pokefan151 Attacks: Cannon [Damage: 600| Ammo Cost: 1| Special Effects: Crit-A-Cola (Has a 5% chance of dealing double Damage)] Run Over [Damage: 450| Ammo: 0| Special Effects: None] Boosts: Suicidal (When destroyed, destroyer takes 500 Damage) Curses: Poorly Designed (+50 Damage taken)
Manatee Overlord: Health: 1,000 / 1,000 Power: 2% Owner: hammer01 Weapons: Flipper Slap [Damage: 200| Special Effects: None] Window Intimidation [Damage: 0| Special Effects: Team Player (Increases Defender morale)] Healing Magic [Damage: 0| Special Effects: MEDIC! (+100 Health to all Defender Vehicles and Tower)] Boosts: Powered Up (When power is increased, +50 Damage dealt), Sneak Attack (When destroyed, -200 Health to all Destroyer Vehicles) Curses: None
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
The Manatee overlord boosts the moral of the tower defenders!
Manatee Overlord: Health: 1,000 / 1,000 Power: 2% Owner: hammer01 Weapons: Flipper Slap [Damage: 200| Special Effects: None] Window Intimidation [Damage: 0| Special Effects: Team Player (Increases Defender morale)] Healing Magic [Damage: 0| Special Effects: MEDIC! (+100 Health to all Defender Vehicles and Tower)] Boosts: Powered Up (When power is increased, +50 Damage dealt), Sneak Attack (When destroyed, -200 Health to all Destroyer Vehicles) Curses: None
Sorry about that. I decimate the MACkenzie with a missile barrage!
Thor: -900, -900 Health: 6,100 / 7,000 Shields: 2,600 / 3,500 Ammo: 6,700 / 10,000 Owner: TT2000 Weapons: Basic Artillery Cannons [Damage: 600| Ammo Cost: 500| Special Effects: None] Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)] Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)] Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)] Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)] Shield Plating [Level: 2| -200 Damage taken by Shields] Vehicle Plating [Level: 2| -200 Damage taken by Health] Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds) Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Thermal Shock (+500 Damage taken from fire-based Attacks for 2 posts), Smoked (-200 Health every post for 4 posts)
The Meaning of Life, the Universe, and Everything.
Location:
California
Join Date:
8/2/2011
Posts:
280
Minecraft:
abricahohoho
Member Details
10/50
Creeper Nexus
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
I return, and slowly gather my dark magical strength in my abandoned fortress from a hundred pages ago...
I am an attacker. Beware. Epik, the Dark one.
Health: 20/200
Dark Magic: 10/500
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10]
Buffs: Power Accumulation [+10 DM per post]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
theEPiK1's Abandoned Fortress.
Status: Damaged (23/200)
Machinery: Broken Parts X12 [Can be repaired to make machines]
Attacks: None
Buffs: Overgrown [10% Harder to be found] - Abandoned [Location is no longer known]
Neutral: None
Curses: Falling Apart [-1 HP per post]
I absorb all the materials in the fortress into myself. The fortress ceases to exist. Epik, the Dark one.
Health: 40/200
Dark Magic: 60/500
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10]
Buffs: Power Accumulation [+10 DM per post]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
I also start the creation of a round saving machine. Round Saving Machine
Progress: 25/150
Use: When implemented into my body, it saves me from dying at the end of a round.
The Meaning of Life, the Universe, and Everything.
Location:
California
Join Date:
8/2/2011
Posts:
280
Minecraft:
abricahohoho
Member Details
11/50
Creeper Nexus
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
I research new dark magic spells, and succeed in finding a new attack. Epik, the Dark one.
Health: 50/200
Dark Magic: 70/500
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10] - Dark Absorption [Absorbs all organic life matter nearby, adding 50% of their health to my own. Type: Magic | Cost: 50DM | Damage: ??]
Buffs: Power Accumulation [+10 DM/HP per post]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
Round Saving Machine
Progress: 50/150
Use: When implemented into my body, it saves me from dying at the end of a round.
Notice, for every 100 DM my HP limit is increased by 50.
The Meaning of Life, the Universe, and Everything.
Location:
California
Join Date:
8/2/2011
Posts:
280
Minecraft:
abricahohoho
Member Details
12/50
Creeper Nexus
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
The Meaning of Life, the Universe, and Everything.
Location:
California
Join Date:
8/2/2011
Posts:
280
Minecraft:
abricahohoho
Member Details
I use the tool shed to speed up the construction a little.
15/50
Creeper Nexus
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Sorry bro, you need to know my location and find me for that
I discover how to make a dark magic shield. Italic = Disabled. Epik, the Dark one. Health: 60/200 Dark Magic: 80/500 Armour: 10 - Darkness Infused Robes [10 Shields] Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10] - Dark Absorption [Absorbs all organic life matter nearby, adding 50% of their health to my own. Type: Magic | Cost: 50DM | Damage: ??] Buffs: Power Accumulation [+10 DM/HP per post] - Dark Magic Shield [-20% Damage from all physical attacks - -15DM per attack] Neutral: Hidden [Can't be attacked but can't attack] Curses: Dark Form [All holy/light attacks do 25% more damage]
Round Saving Machine
Progress: 75/150
Use: When implemented into my body, it saves me from dying at the end of a round.
The Meaning of Life, the Universe, and Everything.
Location:
California
Join Date:
8/2/2011
Posts:
280
Minecraft:
abricahohoho
Member Details
16/50
Creeper Nexus
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Instead of researching, I use all the time existing to increase my cap limits. Epik, the Dark one. Health: 70/300 Dark Magic: 90/600 Armour: 10 - Darkness Infused Robes [10 Shields] Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10] - Dark Absorption [Absorbs all organic life matter nearby, adding 50% of their health to my own. Type: Magic | Cost: 50DM | Damage: ??] Buffs: Power Accumulation [+10 DM/HP per post] - Dark Magic Shield [-20% Damage from all physical attacks - -15DM per attack] Neutral: Hidden [Can't be attacked but can't attack] Curses: Dark Form [All holy/light attacks do 25% more damage]
Round Saving Machine
Progress: 100/150
Use: When implemented into my body, it saves me from dying at the end of a round.
Epik, you may be reaching spam levels...I suggest you wait a bit before further posts. I climb out of the Thor and hit the MACkenzie with the powerful spell, Mjolner(it's from fire emblem)!
Thor: -900, -900 Health: 6,100 / 7,000 Shields: 2,600 / 3,500 Ammo: 6,700 / 10,000 Owner: TT2000 Weapons: Basic Artillery Cannons [Damage: 600| Ammo Cost: 500| Special Effects: None] Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)] Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)] Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)] Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)] Shield Plating [Level: 2| -200 Damage taken by Shields] Vehicle Plating [Level: 2| -200 Damage taken by Health] Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds) Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Thermal Shock (+500 Damage taken from fire-based Attacks for 2 posts), Smoked (-200 Health every post for 4 posts)
Thor: -100, -100
Health: 6,900 / 7,000
Shields: 3,400 / 3,500
Ammo: 8,800 / 10,000
Owner: TT2000
Weapons:
Basic Artillery Cannons [Damage: 550| Ammo Cost: 500| Special Effects: None]
Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)]
Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)]
Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)]
Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)]
Shield Plating [Level: 2| -200 Damage taken by Shields]
Vehicle Plating [Level: 2| -200 Damage taken by Health]
Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds)
Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Stuck (Cannot do anything for 1 post)
Check out my bad CTM map reviews here.
MACkenzie isn't going down without a fight. I finish charging the MAC cannon!
MACkenzie:
Health: 5,300 / 6,000
Shields: 2,200 / 3,000
Owner: FearTheKumquat
Weapons:
MAC Cannon [Ammo: ∞ (2-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)]
Flamethrower [Ammo: 9/10| Damage: 500| Special Effects: Ignition (Ignites Target)]
Cryo Cannon [Ammo: 9/10| Damage: 500| Special Effects: Thermal Shock (Target takes an additional 500 Damage if Damaged by a fire-based Attack in the last 2 posts), Iced Over (Target's next Attack deals 5% less Damage)]
Boosts: Heavy Duty (-10% Damage taken to Health), Regen (+300 Health and 150 Shields every post), Round End Completer (Can survive the end of one Round. Construction is automatically completed at end of Round)
Curses: None
MAC status:
[==========] 100% charged. Ready to fire on command.
There's no kill like overkill.
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Creeper Health: 0/0
Creeper Volume: 0 cubic inches
Creeper Power: 0%
Boosts: None
Curses: None
Complipedia
MACkenzie:
Health: 5,300 / 6,000
Shields: 2,200 / 3,000
Owner: FearTheKumquat
Weapons:
MAC Cannon [Ammo: ∞ (2-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)]
Flamethrower [Ammo: 9/10| Damage: 500| Special Effects: Ignition (Ignites Target)]
Cryo Cannon [Ammo: 9/10| Damage: 500| Special Effects: Thermal Shock (Target takes an additional 500 Damage if Damaged by a fire-based Attack in the last 2 posts), Iced Over (Target's next Attack deals 5% less Damage)]
Boosts: Heavy Duty (-10% Damage taken to Health), Regen (+300 Health and 150 Shields every post), Round End Completer (Can survive the end of one Round. Construction is automatically completed at end of Round)
Curses: None
MAC status:
[==========] 0% MAC fired. Charge depleted
There's no kill like overkill.
+100 Health
600 Damage to MACkenzie
I smell a rivalry...
500 Damage to Thor
250 Damage to MACkenzie
500 Damage to Thor
238 Damage to MACkenzie
600 Damage to MACkenzie
You're beginning to reach spam levels...
Another 600 Damage to MACkenzie
600 Damage to PDT
Oh, damn.
Failed due to spam filter.
800 Damage to Thor!
My Defense: I throw a black hole at the PDT for 500 Damage
Tower:
Health: 25,300 / 25,000
Shields: 1,600 / 2,000
Status: = Sturdy
Boosts: Slow Heal (+50 Health every post for 9 posts), Quick Heal (+200 Health every post for 2 posts), Wall'd (-50% Damage taken), Morale Boost (Defenses function at 150% effectiveness for 4 posts)
Curses: Morale Boost (Attacks function at 150% effectiveness for 1 post)
Grief-Mobile:
Health: 1,725 / 5,000
Shields: 1,800 / 5,000
Owner: Fseftr
Attacks:
Grief [Damage: 500| Special Effects: Randomizer (Hits a random Target)]
Boosts: Griefer (+25% Damage dealt to Defender/Destroyer Vehicles), Time Capsule (Immune to Round ends), Rebirth (Restored to full Health and Shields after 1 Round), Automatic Fire (Attacks once per post), Immune System (-20% effectiveness to all Curses), Stasis Field (Cannot be Damaged)
Curses: Griefer (-25% Damage dealt to neutral Vehicles), Immune System (-50% effectiveness to all Boosts), Stasis Field (Cannot do anything)
Thor: -900, -900
Health: 6,100 / 7,000
Shields: 2,600 / 3,500
Ammo: 6,700 / 10,000
Owner: TT2000
Weapons:
Basic Artillery Cannons [Damage: 600| Ammo Cost: 500| Special Effects: None]
Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)]
Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)]
Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)]
Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)]
Shield Plating [Level: 2| -200 Damage taken by Shields]
Vehicle Plating [Level: 2| -200 Damage taken by Health]
Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds)
Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Thermal Shock (+500 Damage taken from fire-based Attacks for 2 posts), Smoked (-200 Health every post for 4 posts)
Drop Aircraft:
Health: 2,900 / 3,000
Shields: 2,000 / 2,000
Owner: SkySonic
Transporting: Weapons Frame
Time until drop: 4 posts by SkySonic
Weapons:
Defensive Cannons [Damage: 500| Ammo: 8/8| Special Effects: None]
Defensive Missiles [Damage: 750| Ammo: 9/10| Special Effects: Do Not Want (Cannot resupply ammo)]
Agile (Attacks directed toward Aircraft randomly fail), Regeneration(+200 Health and 100 Shields every post), Human Predictor Machine (Player Attacks deal 65% Damage)
Curses: Defensive (Cannot Attack Vehicles unless Attacked), Crash Landing (Upon destruction, Weapons Frame is set to 5,000 Health), Transport Vehicle (Automatically destroyed after Weapons Frame is delivered), Softened Metal (Vehicle Attacks deal 100% Damage)
Escort Craft:
Health: 500 / 500
Owner: SkySonic
Weapons:
Defensive Cannons [Damage: 200| Special Effects: None]
Agile (Attacks directed toward Aircraft randomly fail), Human Predictor Machine (Player Attacks deal 65% Damage), Replacement (If destroyed, will be replaced after 3 posts)
Curses: Defensive (Cannot Attack Vehicles unless Attacked), Escort (Automatically destroyed when Airdrop Craft is destroyed)
Escort Craft #2:
Health: 500 / 500
Owner: SkySonic
Weapons:
Defensive Cannons [Damage: 200| Special Effects: None]
Boosts: Agile (Attacks directed toward Aircraft randomly fail), Human Predictor Machine (Player Attacks deal 65% Damage), Replacement (If destroyed, will be replaced after 3 posts)
Curses: Defensive (Cannot Attack Vehicles unless Attacked), Escort (Automatically destroyed when Airdrop Craft is destroyed)
Tool Shed:
Health: 2,000 / 2,000
Owner: Ka_doink12340o
Power: +3 construction to one Vehicle per post
Boosts: Assistant (Automatically allows increased construction speed of Vehicles)
Curses: None
Health Battery V2:
Health: 4,000 / 4,000
Shields: 0 / 50
Owner: Ka_doink12340o
Current Setting: Slow Health Sap
Stored Health: 400 / 8,000
Stored Shields: 0 / 500
Settings:
OFF [Disables Health Battery]
Slow Health Sap [Health Drain: 100 per post]
Fast Health Sap [Health Drain: 500 per post]
Slow Shields Sap [Shields Drain: 100 per post]
Fast Shields Sap [Shields Drain: 500 per post]
Health Drain [Drains all Health storage into a selected Target]
Shields Drain [Drains all Shields storage into a selected Target]
Double Drain [Drains both Health and Shields storage into a selected Target]
Boosts: Reinforced (-25% Damage taken), Backup Battery (When destroyed, 75% of Health and Shield storage is drained into Tower)
Curses: None
MACkenzie: -1,269, -2,200
Health: 3,881 / 6,000
Shields: 0 / 3,000
Owner: FearTheKumquat
Weapons:
MAC Cannon [Ammo: ∞ (2-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)]
Flamethrower [Ammo: 9/10| Damage: 500| Special Effects: Ignition (Ignites Target)]
Cryo Cannon [Ammo: 9/10| Damage: 500| Special Effects: Thermal Shock (Target takes an additional 500 Damage if Damaged by a fire-based Attack in the last 2 posts), Iced Over (Target's next Attack deals 5% less Damage)]
Boosts: Heavy Duty (-10% Damage taken to Health), Regen (+300 Health and 150 Shields every post), Round End Completer (Can survive the end of one Round. Construction is automatically completed at end of Round)
Curses: None
Poorly Designed Tank: -800, -300
Health: 500 / 1,500
Shields: 0 / 500
Ammo: 19 / 20
Owner: Pokefan151
Attacks:
Cannon [Damage: 600| Ammo Cost: 1| Special Effects: Crit-A-Cola (Has a 5% chance of dealing double Damage)]
Run Over [Damage: 450| Ammo: 0| Special Effects: None]
Boosts: Suicidal (When destroyed, destroyer takes 500 Damage)
Curses: Poorly Designed (+50 Damage taken)
Tower Wall:
Health: 800 / 800
Shields: 10 / 10
Owner: Ka_doink12340o
Boosts: None
Curses: Quick-Build (+10% Damage taken)
Manatee Overlord:
Health: 1,000 / 1,000
Power: 2%
Owner: hammer01
Weapons:
Flipper Slap [Damage: 200| Special Effects: None]
Window Intimidation [Damage: 0| Special Effects: Team Player (Increases Defender morale)]
Healing Magic [Damage: 0| Special Effects: MEDIC! (+100 Health to all Defender Vehicles and Tower)]
Boosts: Powered Up (When power is increased, +50 Damage dealt), Sneak Attack (When destroyed, -200 Health to all Destroyer Vehicles)
Curses: None
"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!
Manatee Overlord:
Health: 1,000 / 1,000
Power: 2%
Owner: hammer01
Weapons:
Flipper Slap [Damage: 200| Special Effects: None]
Window Intimidation [Damage: 0| Special Effects: Team Player (Increases Defender morale)]
Healing Magic [Damage: 0| Special Effects: MEDIC! (+100 Health to all Defender Vehicles and Tower)]
Boosts: Powered Up (When power is increased, +50 Damage dealt), Sneak Attack (When destroyed, -200 Health to all Destroyer Vehicles)
Curses: None
Thor: -900, -900
Health: 6,100 / 7,000
Shields: 2,600 / 3,500
Ammo: 6,700 / 10,000
Owner: TT2000
Weapons:
Basic Artillery Cannons [Damage: 600| Ammo Cost: 500| Special Effects: None]
Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)]
Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)]
Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)]
Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)]
Shield Plating [Level: 2| -200 Damage taken by Shields]
Vehicle Plating [Level: 2| -200 Damage taken by Health]
Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds)
Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Thermal Shock (+500 Damage taken from fire-based Attacks for 2 posts), Smoked (-200 Health every post for 4 posts)
Check out my bad CTM map reviews here.
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Creeper Health: 0/0
Creeper Volume: 0 cubic inches
Creeper Power: 0%
Boosts: None
Curses: None
Complipedia
I am an attacker. Beware.
Epik, the Dark one.
Health: 20/200
Dark Magic: 10/500
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10]
Buffs: Power Accumulation [+10 DM per post]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
theEPiK1's Abandoned Fortress.
Status: Damaged (23/200)
Machinery: Broken Parts X12 [Can be repaired to make machines]
Attacks: None
Buffs: Overgrown [10% Harder to be found] - Abandoned [Location is no longer known]
Neutral: None
Curses: Falling Apart [-1 HP per post]
hi
Epik, the Dark one.
Health: 40/200
Dark Magic: 60/500
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10]
Buffs: Power Accumulation [+10 DM per post]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
I also start the creation of a round saving machine.
Round Saving Machine
Progress: 25/150
Use: When implemented into my body, it saves me from dying at the end of a round.
hi
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Creeper Health: 0/0
Creeper Volume: 0 cubic inches
Creeper Power: 0%
Boosts: None
Curses: None
Complipedia
Epik, the Dark one.
Health: 50/200
Dark Magic: 70/500
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10] - Dark Absorption [Absorbs all organic life matter nearby, adding 50% of their health to my own. Type: Magic | Cost: 50DM | Damage: ??]
Buffs: Power Accumulation [+10 DM/HP per post]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
Round Saving Machine
Progress: 50/150
Use: When implemented into my body, it saves me from dying at the end of a round.
Notice, for every 100 DM my HP limit is increased by 50.
hi
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Creeper Health: 0/0
Creeper Volume: 0 cubic inches
Creeper Power: 0%
Boosts: None
Curses: None
Complipedia
15/50
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Creeper Health: 0/0
Creeper Volume: 0 cubic inches
Creeper Power: 0%
Boosts: None
Curses: None
Complipedia
Sorry bro, you need to know my location and find me for that
I discover how to make a dark magic shield. Italic = Disabled.
Epik, the Dark one.
Health: 60/200
Dark Magic: 80/500
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10] - Dark Absorption [Absorbs all organic life matter nearby, adding 50% of their health to my own. Type: Magic | Cost: 50DM | Damage: ??]
Buffs: Power Accumulation [+10 DM/HP per post] - Dark Magic Shield [-20% Damage from all physical attacks - -15DM per attack]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
Round Saving Machine
Progress: 75/150
Use: When implemented into my body, it saves me from dying at the end of a round.
Posts Alive: 4 Turns Alive: 0
hi
Automatically produces creeper, which slowly destroys destroyer vehicles
Creeper destroys faster the more there is of it
Creeper is counted as a single entity, with its own health
10% creeper power = 100 damage to all destroyer vehicles
10 creeper volume = 1% creeper power
Nexus Health: 5000/5000
Nexus Shields: 100/100
Nexus Power: 25% - 25 cubic inches of creeper every BioShock post
Boosts: Round End Protector (Can survive the end of one round) Reinforced (Takes only 75% of damage)
Curses: None
Creeper Health: 0/0
Creeper Volume: 0 cubic inches
Creeper Power: 0%
Boosts: None
Curses: None
Complipedia
Epik, the Dark one.
Health: 70/300
Dark Magic: 90/600
Armour: 10 - Darkness Infused Robes [10 Shields]
Attacks: Energy Ball [Type: Magic | Cost: 1DM | Damage: 10] - Dark Absorption [Absorbs all organic life matter nearby, adding 50% of their health to my own. Type: Magic | Cost: 50DM | Damage: ??]
Buffs: Power Accumulation [+10 DM/HP per post] - Dark Magic Shield [-20% Damage from all physical attacks - -15DM per attack]
Neutral: Hidden [Can't be attacked but can't attack]
Curses: Dark Form [All holy/light attacks do 25% more damage]
Round Saving Machine
Progress: 100/150
Use: When implemented into my body, it saves me from dying at the end of a round.
Posts Alive: 5 Turns Alive: 0
hi
Thor: -900, -900
Health: 6,100 / 7,000
Shields: 2,600 / 3,500
Ammo: 6,700 / 10,000
Owner: TT2000
Weapons:
Basic Artillery Cannons [Damage: 600| Ammo Cost: 500| Special Effects: None]
Napalm Flamethrower [Damage: 350| Ammo Cost: 800| Special Effects: Splash Damage (Can hit 2 Targets at once), Burning (Ignites Target)]
Javelin AA Missiles [Damage: 200| Ammo Cost: 600| Special Effects: Anti-Air (Deals 800 Damage to air-based Targets)]
Shield Eaters [Damage: 250| Ammo Cost: 900| Special Effects: Shield Destroyer (Deals 850 Damage to Shields)]
Missile Barrage [Damage: 1,600| Ammo Cost: 1,200| Special Effects: Still Shot (Immobilizes Thor for 1 post)]
Shield Plating [Level: 2| -200 Damage taken by Shields]
Vehicle Plating [Level: 2| -200 Damage taken by Health]
Boosts: Weapon Upgrades (When a weapon upgrade is completely researched, +50 Damage to all weapons), Plating Upgrades (When a plating upgrade is completely researched, Shield and Vehicle plating increased), Health Generators (+750 Health every post), Shield Generators (+750 Shields every post), Ammo Factory (+2,000 Ammo every post), Immortality Protocol (When destroyed, a Thor Wreckage is dropped with 5,000 Health and no Shields), Quick Revive (If the Thor Wreckage survives for 20 TT2000 posts, Thor will be revived), Premium Round End Protector (Can survive end of 2 Rounds)
Curses: Immobilized (When upgrades are being researched, Thor cannot do anything), Level Cap (Upgrades can only go to level 3), Perma-Death (If Thor Wreckage is destroyed, Thor is permanently gone), Use me! (Automatically destroyed after 14 posts if not used), Thermal Shock (+500 Damage taken from fire-based Attacks for 2 posts), Smoked (-200 Health every post for 4 posts)
Check out my bad CTM map reviews here.