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!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Action:A sad thing, but I see how I can defeat it. Anyway I have to be on the next 4 turn and post 8 posts in order to defeat that thing.
I back off and shoot fire bolts from the Pyroantistaff. It is clearly that in the item description that I can do so, can't I?
// Can anyone help me to charge the Altar Commons, can anyone? We need to spawn it before the 20 turn counter ends.//
It provides a free +1 boost to anyone who is in AA team who las less than 3 items.
Potion Amulet SP (1/2.5) 6/25
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons([AA] BOSS/Elite)(7/7)7/25
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
"Is that even a high-paying job? I mean, I think I've looked at that market before, but it didn't really hold all that much promise to me, and the risk of someone showing up who I wouldn't be able to 1v1 is too high, so, ya ask me, being a guard is a pretty... sucky career choice, to put it lightly. Ya should consider looking into the assassin market, lotta people out there willing to pay a lotta whatever to get someone else screwed over and wait do manticores even speak english"
In the background literally right behind me, the I-Class Destroyer is being healed by a guy in a Santa outfit throwing chocolate bars that turn into bottles of pills. I appear not to have noticed.
The Droid focuses upon Fanta, if he had any lips like a meatbag they'd in an ugly sneer. (Un?)Fortunately, unmoving metal betrays no emotion, so only his voice can have any showing of his contempt.
Falsification: Of course, any friend of the Master is a friend of mine.
HK-47 glances at Revan, maybe he can kill the girl and Master won't notice. She keeps these "friends" around like vermin around a food source.
Revan heads up the to the Tower with Party in tow.
Nyarly uses a good ol' fashioned grenade launcher to greet the Mooks.
HK-47 contemplates several methods of disposing of the meatbag later in hopes of Master ordering him to do so. Or
Master not paying attention to her "friend". Pet would be a better word. The meatbag Fanta was still was underdeveloped
as a human, though Master usually had a very reason for keeping things no matter how grating. If not good things come to those who wait.
Revan stretches and looks back to Fanta with an approving nod of the head. She slowly tries piecing anything she can remember of HK-47. She... built him.
The Assassin Droid primes his weaponry before guarding. Revan uses Force Speed preparing to evade possibly threats.
((Also if I'm not present for my next turn because of the camp stuff I mentioned HK-47 goes into auto-targeting mode and automurders the biggest threat.))
Nyarly arms himself with an RPG, he seems to have explosives on the brain. He fires the rocket into a Mook making a very, very satisfying squelch of exploding flesh, gibing the Mook into a rain of bloody chunks. Nyarlathotep hums happily to some long forgotten tune.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Action:I pre-power my HPSLB and make it into the shield mode to defend that giant. It is clearly that in the item description that I can do so, can't I?
// Can anyone help me to charge the Altar Commons, can anyone? We need to spawn it before the 20 turn counter ends.//
It provides a free +1 boost to anyone who is in AA team who las less than 3 items.
Potion Amulet SP (1/2.5) 6/25 STORED
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 STORED
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
This is definitely much more posting than last turn. However, it IS the weekend, so this time around I will have time to do half-progress instead of third-progress! Regardless, this will be split into a me-style half-update two-day post, in contrast to a Tazz-style third-update post. Your actions will be properly documented, but the EOTE will not be, just as recap.
( OOC: Well you might not believe this but I'm back from the dead. sorry for the long wait. had school and band camp. wont be posting 24/7 but ill play a bit. just consider this a fresh start. new character new everything. )
A bolt of lightning crashes down. From it, A man appears.
"Hello there. you seem to be up to no good Mr. godmodder." He says with a smirk.
"Im not going to just stand by while you have all the fun. you might consider this the beggining of your end. for I am more powerful than you. and you will easily see that soon enough. But i must first prepare some things. have fun with my puppet!"
The Tinkerer Starts summoning a puppet (made of concrete blocks, mesh of iron rods, a big mess of stuff, 20 hp roughly?)
Puppet: 1/5
(Been forever since I've played. let me know if anything is wrong or anything. EDIT: Hes hostile.)
You start out fresh with a new character. Your sidequest has been removed!
Action:A sad thing, but I see how I can defeat it. Anyway I have to be on the next 4 turn and post 8 posts in order to defeat that thing.
I back off and shoot fire bolts from the Pyroantistaff. It is clearly that in the item description that I can do so, can't I?
// Can anyone help me to charge the Altar Commons, can anyone? We need to spawn it before the 20 turn counter ends.//
"Is that even a high-paying job? I mean, I think I've looked at that market before, but it didn't really hold all that much promise to me, and the risk of someone showing up who I wouldn't be able to 1v1 is too high, so, ya ask me, being a guard is a pretty... sucky career choice, to put it lightly. Ya should consider looking into the assassin market, lotta people out there willing to pay a lotta whatever to get someone else screwed over and wait do manticores even speak english"
In the background literally right behind me, the I-Class Destroyer is being healed by a guy in a Santa outfit throwing chocolate bars that turn into bottles of pills. I appear not to have noticed.
The Manticore, being a beastly creature, cannot understand your speech. Besides, I wouldn't think that Manticores would be very covert, with their flight and bulky physique, although the scorpion tail does make a point (no pun intended).
I use a powerful magnet to attract the spears of the Mooks towards me; before sending them right back at their owners with a blast of air very, very quickly.
The Droid focuses upon Fanta, if he had any lips like a meatbag they'd in an ugly sneer. (Un?)Fortunately, unmoving metal betrays no emotion, so only his voice can have any showing of his contempt.
Falsification: Of course, any friend of the Master is a friend of mine.
HK-47 glances at Revan, maybe he can kill the girl and Master won't notice. She keeps these "friends" around like vermin around a food source.
Revan heads up the to the Tower with Party in tow.
Nyarly uses a good ol' fashioned grenade launcher to greet the Mooks.
Charges
(Assisted by Fanta)
A Symphony 7/25
Eldritch Weaponry 21/25
Upgrades 2/25
Assists
Consumer
With the Tower Outcrop a bit far up, you will have to do some parkour to proceed. You perform a feat of athleticism, moving swiftly across a rooftop and climbing atop a drooping vine to move up to the destination.
You move up to the Tower Balcony, where a Wood Jester awaits you, two swords in hand. They seem to be accompanied by backup...
Nyarlthotep deals 3 damage to 2 Machine Gun Mooks! Although I'd really like it if you specified your targets.
HK-47 contemplates several methods of disposing of the meatbag later in hopes of Master ordering him to do so. Or
Master not paying attention to her "friend". Pet would be a better word. The meatbag Fanta was still was underdeveloped
as a human, though Master usually had a very reason for keeping things no matter how grating. If not good things come to those who wait.
Revan stretches and looks back to Fanta with an approving nod of the head. She slowly tries piecing anything she can remember of HK-47. She... built him.
The Assassin Droid primes his weaponry before guarding. Revan uses Force Speed preparing to evade possibly threats.
((Also if I'm not present for my next turn because of the camp stuff I mentioned HK-47 goes into auto-targeting mode and automurders the biggest threat.))
Nyarly arms himself with an RPG, he seems to have explosives on the brain. He fires the rocket into a Mook making a very, very satisfying squelch of exploding flesh, gibing the Mook into a rain of bloody chunks. Nyarlathotep hums happily to some long forgotten tune.
Charges (Assisted by Fanta) A Symphony 9/25
Eldritch Weaponry 23/25
Upgrades 4/25
Assists
Fanta
You use Force Speed to prepare yourself for the upcoming skirmish!
You deal 5 damage to one of the Spear Mooks and 2 damage to two of his nearby comrades!
Action:I pre-power my HPSLB and make it into the shield mode to defend that giant. It is clearly that in the item description that I can do so, can't I?
// Can anyone help me to charge the Altar Commons, can anyone? We need to spawn it before the 20 turn counter ends.//
[RP AND ACTIONS]
I briefly consider doing the murdery thing on the Acolyte. He's just so murderable. And annoying. And also murderable. It is my job, but I think I'll take a break to do the murdery thing to a Mook. I then attempt to bind the Shining Trapzehedron to Ad Astra before flashstepping next to the Lighly Armoured Hammer Mook, or if they happen to be dead by my attack, the lowest HP Mook. Time stops. A flash of pink shines out.
I teleport back. The Mook promptly shrieks, and starts writhing around, before abruptly stopping, likely due to taking high magical damage.
[CHARGES, ALCHEMIES AND ASSISTS]
+2 Revan, +1 to Blinky
Intervention (STALLED) 20/20 ====================
And A Completely Different Type of Witch 19/25 =========================
The Lordling 12/15 ===============
+1 to Solar_San (next up, Pricey, Blinky, Revan)
You deal 4 damage to the Lightly Armored Hammer Mook!
Action: I spin the spear on the weaker Spear Mook and it got stabbed itself.
Tips: Do not let Ninjatwist_ die and also let the enemies destroy the Player Fort otherwise we have a nasty time.
+1 to Blinky/Solar_San (R)/tc2142/Consumer/Revanchist/Fanta/sunnyau (Bold is I give one Assist.)
Somewhat Tanky non-Boss Entity Component A (Progress 1/?) 3/25
GLWTC! (Often known as Good Luck With That Charge!) (Progress 1/26) (It is the thing that I want to do It will take a total of 650 Charge Points to finish this so I will try to finish before Act 4ish. (Also can be extremely strong as well))
GLWTC! Component A 25/25!
GLWTC! Component B 1/25
Sceptre of Health Switching (Progress 0/4) Component A 7/25
Super Charge Storage: N/A = 0 Charge Points
You deal 2 damage to the weakest Spear Mook due to you using its spear in the attack!
====[End-of-Turn Events]====
Ninjatwist_ fires his pistol at the most injured Spear Mook! This deals 3 damage to it.
The Player Archer fires an arrow at the moderately injured Spear Mook's head! This deals 8 damage, skewering the Mook through and adding to the Mook Body Count.
Two of the Red Shirts fire on the Machine Gun Mooks, dealing 4 damage to both!
The Elemental also deals 4 damage to a Machine Gun Mook!
Duplicate P awaits Solar_San/R to initialize an attack.
The Mooks attack!
The Lightly Armored Sword Mooks both deal 3 damage to the two Automaton Guards!
The Lightly Armored Hammer Mooks deal 18 damage to Hell's Turret!
The Spear Mooks deal 6 damage to both Automaton Guards, and deal 9 damage to the Trebuchet!
The Powered Assault Rifle Mooks land 13 shots on the Elemental! This deals 26 damage, leaving the Elemental gravely injured!
The Machine Gun Mooks open fire on the Clash of Clans Skeletons! They lose 9 units. They also finish off the Elemental!
The Clash of Clans skeletons deal 2 damage to every Machine Gun Mook on the board!
Both Automaton Guards are dead.
The Mortar fires a shot at the strongest Lightly Armored Hammer Mooks! This deals 10 damage and 4 damage to 2 others, scoring an accurate hit that sears through their armor!
The Trebuchet misses its target.
The Hell's Turret focuses fire on one of the Lightly Armored Hammer Mooks, dealing 3 damage to it!
The Bone Shrine summons 2 Clash of Clans Skeletons!
The Acolyte unleashes a dark earthquake! This deals 7 damage to the Bone Shrine, and deals 14 damage to the Mortar and 7 damage to the Trebuchet, destroying them both!
4 Axe Mooks and 2 Powered Rocket Launcher Mooks emerge from the forest.
====[engie_ninja's sidequest]====
The Manticore cannot understand your words, but it does understand that you wish to communicate! The Manticore sits so that it can pay attention to you.
bmxer2001 and 75fires prepare to strike if things get messy, while the Destroyers await on your orders.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
The Wood Jesters perform a lithe and short battle dance before engaging you and your team.
HK-47 primes his blaster!
The Technology master produces another Battle AI! Revan's rage procs!
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
The Snow Bison catches up to you, however, your shield blocks its skull bash!
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
This has been stopped from happening during the game period to reduce clutter! We'll catch up on Persecles and his army's investigation next story post.
====[The Battlefield]====
A fortress surrounded by plains that has seen battles before. The fortress has only grown stronger in anticipation of an assault.
Arena Effects: Attacks and entity summons have been disabled for Pro-Acolyte players.
Attack Clock: 18 turns left until the BOSS arrives!
Mook Body Count: 1 (Total).
NPCs: 1.
TwinBuilder [AA] HP: 20/20. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
Crusher48 [AA] HP: 20/20. Long since idle.
Inventory:
Enderdodge Token [Power: IIIIIIIIII] (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.)
Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH)
3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit)
Headless Horsemann Harmer's Howitzer SP (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%))
Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul)
Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
MegaMinEr69 [AA] HP: 20/20. Idle.
Inventory:
Arcus Machina (Base Damage: +1, has a 50% chance to hit if an attack misses due to roboteching)
Technan Blade (Base Damage: +2, 10% chance to inflict GL1TCH3D (1 damage over time, 20% chance to miss attacks) for 2 turns))
Health Potion (Heals 4 HP when used) (x5)
Netpatham [AA] HP: 20/20. Long since idle.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Inventory:
Night Crystal Shield (20/20 HP)(Generation +1 Item, deals 4 damage to any attackers)
Copy Core (3/3 Uses)(Harnesses the power of elemental attacks, using it will give your next attack +2 base damage and apply elements to that attack)
Artificial Charge Crystal Level XX(Charges a charge for its power level)
Blinky1001 [AA] HP: 20/20.
Inventory:
Cape of the Heirophants (Nulled Out: Heat) (Can be used to allow a 50% dodge chance for the turn, user protected fully from an element of his choosing)
Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based)
Hat of the Hierophants ¶ [Charge: IIIII] (Can spend Charge to deal 4 damage/charge, can summon a Lightning Elemental with 4 HP/charge, 1 Base Damage/Charge, and 1/2 Base Healing/Charge), Party Popper (Consumable, Dazes the target for 1 turn)
Skull-Emblazoned Wither Armor § (20/20 HP) (Tanks 50% of damage, inflicts Wither (1 damage over time, DoT damage unhealable until effects are over) for 2 turns to attackers, sacrifices HP to heal itself if below 10 HP)
Staff of the Heirophants ¶ [Energy: IIII] (Base Damage: 4, deals Lightning, Heat, Wind, or Earth-based damage, Energy can be expended into an Elemental Orb (2 Energy) to deal up to 4 more damage and or summon an Elemental (4 Energy) with high HP and moderate Base Damage)
Ring of the Frost Lord (Ammo: 10/10) (Base Damage: 2, inflicts Frigid (25% damage vulnerability, -1 Speed Value) for 2 turns)
Pricey12345 [AA] HP: 20/20.
Inventory:
Cloak of Regeneration (75% chance to heal 1 HP after action)
Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.)
Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Depowered Last Prism (Can be charged up to deal up to 4 more damage)
Antiquated Health Potion (Restores 20 HP)
MerryKirisame [AA] HP: 20/20. Long since idle.
ConsumerOfAll [AA] HP: 20/20.
Inventory:
Large Iron Shield (60 HP)
Health Potion (Heals 4 HP when used) (x4)
Thaumium-Lined Cone Hat (8/8 HP) (Takes 25% of damage targeted against the user, can Poke an enemy for 2 extra damage but costs 1 hat health, user deals 15% more magic damage when worn)
Ad Astra (Generation +1 Item, Base Damage: +3, can sacrifice Base Damage addative to attack up to 3 other targets with 2 Base Damage, can sacrifice 1 Base Damage to attack another entity at the same time)
Cobalt-Capped Drowwood Wand ¶ [7 Ignis Vis, 7 Aqua Vis, 8 Terra Vis, 8 Aer Vis, 10 Ordo Vis, 9 Perditio Vis] (Base Damage: 4, can use Vis in an attack to modify its effects, deals more damage with Vis use)
Tank Artillery Tube §¶ [Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Unrefined Thaumium (Crafting ingredient, can be used to channel magic energy or to craft tools) (x8),
Thaumium Armor (36/40 HP) (Tanks 50% of damage, magic damage done by the user is 25% more effective)
Shining Trapezehedron (Sacrifices: 0/10) (Once it gets 10 kills, reveals great knowledge at a price, deals damage to betrayers of Nyarlthotep, should not be brought into the dark)
Stunsword (Deals no damage, gives Unconscious (Misses attacks) for up to 3 but usually 1 turn, only 50% chance to work on PCs)
Nyarly's Eldritch Maxim Gun §¶ [Fire-Readiness: IIII] (Takes 2 turns to charge up, dealing 30 damage to the enemy side with a maximum of 6 damage per target, fires homing eldritch bullets, takes 4 turns to cool down)
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 20/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20.
Inventory:
Split Staff of Nonexistent Title (Designed to divide up damage among groups more efficiently.)
Pain Stick (Base Damage: -2, enemies fooled into believing it deals much more damage)
Orb of Reflection [Charge: IIIII] (Has a 20% chance to negate an incoming attack into the Orb, reducing a charge, 1 charge regenerates after 2 turns)
Cheap Gold Coin (Crafting Ingredient) (x4)
robby214tv [AA] HP: 20/20.
TSFHISEPIC [PA] HP: 17/20. Has the opportunity to choose a buff of his liking. Long since idle.
GoldHero101 [PA] HP: 14/20. Long since idle.
battlefury13 [PA] HP: 6/20. Long since idle.
The_Topazian [PA] HP: 20/20.
ashkantsr/TheSilverRocket [PA] HP: 14/20.
nullitor [PA] HP: 9/20.
Inventory:
Pipe Bazooka (Rocket Launcher, Base Damage: 2)
Accumulator Annihilator SP [Overuse: IIIIIIIIIIIIIII] (Deals increased damage to PCs the more item stacks they have, +1 Base Damage per stack, recovers 1 Overuse per turn, spends 2 Overuse to use, spends 4 Overuse to use in conjunction with an item)
Michael Jackson's Top Hat §¶ [Cooldown: III] (Deals 30 damage spread out amongst the enemy side, specific enemies can be targeted, cap of 10 damage/target)
Elemental Amulet SP (0% Chance) (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, can be +Assisted to boost the chance of spawning by 20% & resets when Elemental summoned)
Completely Awesome Chaingun
(Machine Gun, Base Damage: +2, Starts with 100% base accuracy and loses 10% accuracy per shot, shots can be divided between targets)
Acolyte's Herald Symbol (When the user takes damage, regenerates the Acolyte's Dark Magic Meter if in the Battlefield, overloads when the user dies)
FeatheredDragon [N] HP: 20/20. Long since idle.
Nyarlthotep [AA-N?] Presence: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Hold out against the Acolyte and his forces until the BOSS arrives!
Damage the Acolyte if your defenses have a spare moment!
Build up defensive entities!
Pro-Acolyte:
Open up the Anti-Acolyte defenses so that the Mooks can push through!
Destroy any walls or HP barriers that you see!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
Entities can retreat back into the player fort to recover from attacks.
Enemies can hide behind the fortress walls. While melee attacks cannot hit from on the walls, the walls have a 60% chance to tank ranged fire for any covered entities.
An Apprentice's Crafting Table provides creating items up to Generation +2.
The Ballista fires arrows at enemies at the command of a player, dealing 8 damage each, but can only be used once per turn.
The Rusty Fridge can be stocked with Food, which when eaten by any entity heals 3 HP and grants 1 charge point to every charge the player has per food unit consumed.
Nyarlthotep's Barrier tanks damage for the Wall and has a 25% chance to inflict Insanity (50% chance to attack any entity on the board) for 2 turns when attacked. After its HP is depleted or it runs out of Afflictions, its remaining HP and max HP will return to the main Wall.
Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire up to 2 shots with the damage of 3 shots each burst))
Stats
Base Damage: 4
Speed Value: 3
This entity can perform unique actions like a Player Character can. such as combat rolling or performing special attacks.
Plot Armor:
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80%.
Player Archers [AA] HP: 20/20 (x2). Covered by Fortress Walls. Arrows: 16/16, 16/16.
Base Damage: 4
Speed Value: 3
Use Bow-style attacks.
Red Shirt [AA] HP: 16/16 (x4). Armor (50 HP, blocks 30% of incoming damage), wielding Crossbow (Arrows: 15/16, 15/16, 16/16, 16/16). Covered by Fortress Walls.
Stats
Base Damage: 2
Speed Value: 3
Duplicate P [AA] HP: 16/16. Orb of Reflection [Charge: IIII] (Has a 20% chance to negate an incoming attack into the Orb, reducing a charge, 1 charge regenerates after 2 turns)
Stats
Base Damage: 4
Speed Value: 3
Specializes in dealing combo attacks with Solar_San.
Bone Shrine [AA] HP: 43/50. Bone Blitz: III.
Stats
Adds 1-3 Units' worth of Clash of Clans skeletons to the battlefield every turn.
Bone Blitz summons 3 Clash of Clans Skeletons for every 4 entities on the field.
Clash of Clans Skeletons [AA] Units: 8.
Stats
Base Damage = Units
Speed Value: 2
Elemental [AA] HP: 0/30.
Stats
Base Damage: 4
Speed Value: 3
Mortar [AA] HP: 0/10. Ammo: 3/4 [IIII].
Stats
Base Damage: 4
Speed value: 1
Uses Rocket Launcher-style attacks.
Trebuchet [AA] HP: 0/14.
Stats
Base Damage: 10
Speed Value: 1
Passive Effects
50% miss chance to its shots.
This deals Burning (1 damage over time, 2/2) to its targets.
This deals bonus damage to enemies with over 40 HP.
Automaton Guard [AA] HP: 0/8. (x2). Stats
Base Damage: 2
Speed Value: 2
Uses Sniper Rifle-style attacks.
Hell's Turret [AA] HP: 28/60. Incarnate: II. Protection: III. Blitzkrieg: IIII.
Stats
Base Damage: 2
Speed Value: 1
Special Actions
Crowd Control: This entity will attack 3 enemies a turn if it chooses no other special action.
Focus: This entity can focus fire on a single enemy for 2.5x base damage.
Incarnate: Similar to Crowd Control, but applies Hatred (1 damage over time, 10% attack penalty) for 2 turns to its targets.
Protection: The turret shields a friendly entity for 10 HP.
Blitzkrieg: The turret deals 1.5x base damage to 6 targets.
Passive Effects
Rebellion: This activates 1 turn after this entity is destroyed and inflicts 2 damage to the entities that dealt the killing blows to it, as well as inflicting them with Regret (10% attack and defense penalty) for 2 turns.
The Acolyte [AC] HP: 93/100. Dark Magic Meter: 96%. Kills: 18.
The Interrogation Chamber:
A room within the castle made for imprisoning a captive Mook Leader.
Mook Leader [PA] HP: 16/16. Inactive, bound by ropes and cannot attack. Hypnosis (More compliant to commands)
====[The Plateau]====
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Location: The Monastery.
Currently In: The Aperture.
Forward To: The Doorway.
Back To: The Road.
Items of Interest: None.
engie_ninja [AA] HP: 20/20.
Inventory:
Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 14/15 damage)
ZEUS Suit (Absorbs 25% of damage. HP: 16/20. Outfitted with weaponry)
WEPON (Submachine gun with glitchy and dangerous properties)
Fire Augment [Cooldown: III] (Allows for mild pyrokinesis abilities)
Stone Sword (Base Damage: +2) (x2)
Lightning Augment [Cooldown: III] (Allows for mild astrakinesis abilities)
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
bmxer2001 [AA-P] HP: 15/20. Iron Armor (91/100 HP, takes 60% of damage for recipient), Rested (Immune to damage chance-impairing effects, 2/7)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
75fires [AA-P] HP: 20/20. Iron Armor (96/100 HP, takes 60% of damage for recipient), Rested (Immune to damage chance-impairing effects, 2/7)
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
Manticore [H] HP: 40/40. Toxic Stab: III. Cautious of your movements.
Stats
Base Damage: 6
Speed Value: 3
Special Actions
Toxic Stab deals 8 damage and results in Poison (2 damage over time, 2/2)
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by arksiane and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Lightning Coil (Has a 50% chance to Shock (60% chance to miss attacks) targets for 2 turns)
Rusty Key (Leads to a presumably as rusty lock)
Small Red Crystal (Crafting Ingredient)
Thinkinsense (Consumable, gives Focused (Notices things easier, higher Force affinity, -25% gun inaccuracy) for 2 turns)
Cooked Porkchops (Consumable, gives Regeneration (3 HP restored per turn) for 2 turns) (x2)
Cobblestone (Crafting Ingredient) (x58)
Circle-Engraved Chip (Access key of some sort?)
Revan's Mask SP [Rage: IIII] (Tanks 10% of damage for its user, bestows its user with Rage (Deals 50% more damage, 1/1) once every 4 turns, will hold on to rage if not in combat)
Healing Ring (Heals the target for 4 HP when used)
Colt M1911 Pistol (Base Damage: 4)
Antiquated Health Potion (Heals 20 HP when used)
Copper Coin (Token Item, could be useful as currency or copper units) (x64)
Battle Techniques (Sidequest-Specific!):
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
ArcaneDreamer/Fanta [N] HP: 14/20.
Inventory:
Rusty Sword (Base Damage: +1, applies Bleeding for 2 turns when used)
Light Crystal (Can light up dark areas)
Invigorating Health Potion (Heals 10 HP when used)
HK-47 [N] HP: 20/20.
Inventory:
Basic Blaster (Base Damage: 3)
Otherworldly Circuitry (Allows Revan to respawn him on command if killed)
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20, 20/20 (x2).
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Wood Jester [H] HP: 30/30. (x3) Forestwind: III, III, III.
Stats
Base Damage: 3
Speed Value: 4
Special Actions:
Forestwind allows the user to attack twice and gives the user +1 Speed Value for the following turn.
====[The Burning Dimension]====
A hellishly hot and eldritch plane which also serves as Cthugha's lair, although the owner has gone to recover.
Azure [???] HP: ??/??
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Snowy Plateau.
Back To: Rocky Path.
Forward To: ???
Items of Interest: One (1) Unidentified.
auyeungyat/sunnyau [AA] HP: 4/20. Dazed (40% attack miss chance, 1/2)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
Snow Bison [H] HP: 28/40. Burning (2 damage over time, 2/2)
Stats
Base Damage: 6
Speed Value: 4
Has a 50% chance to cause Dazed and a 50% chance inside that to cause Stunned.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Are we doing less damage in general? Anyway the 7x25 charge [BOSS] Altar Commons (aka Countermook Generator) will be spawned in before the next update.
I'm going to be unable to post for a couple of turns. Blah. Um... Just have the Wood Jester temporarily put Revan out of action. Preferably involving falling off the Tower in the grapple of melee.
It provides a free +1 boost to anyone who is in AA team who has less than 3 items.
Potion Amulet SP (1/2.5) 3/25 STORED -3 sacrificed to Altar Commons A, B, C.
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 STORED
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
Three posts? Come on, I know we can do better than that. Even though we're not that popular, let alone with my intended audience of the seasoned DTG players. So, I will have to delay the post until we reach a substantial amount of posts to continue. This is also convenient for me, as I'm recovering from a sore throat!
I will be delaying the post until more of your posts accumulate.
I plug these 18 charges into the main charge, making a 7x25 one... sweet.
An image appears on the Battlefield, and a beam of beacon appeared in the Player Fort.
Similar to the sound when the Wither is spawned, a voice booms through the multiverse.
???: From the Magna Carte, I work everywhere. Now a part of me is given to you. Use it well.
An altar then follows the beam of light and landed on the plains outside Player Fort.
Then a Protector and 3 Sub-protectors come out of it.
Altar Commons[AA-BOSS] HP:250 Base Attack:8-12 + Burning(2 DoT, 2)/4-6*2(target) + Burning(2 DoT, 2)/2-3*4(target) Speed Value:5(laser beam attack)/4(Plasma)/3(TNT) Defence Value:3(For every damage against it, -3) Heavy Structural
PASSIVE:Heal 1 hp/turn/AA Entity.
PASSIVE:Does not drop SoW except when Project Commons dies.
PASSIVE:When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
PASSIVE:When summon of Altar Common or Project Common summon Protecter(LASER)(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(MELEE)(15 HP, 3 BD, 2 SV)
PASSIVE:Every turn summon 1 per 5 entities on board (every turn will at least spawn 1, with no limit) of the following, randomly chosen:
Armoured Soldiers(MELEE)(5HP,4BD,4SV) Soldiers*2(MELEE)(4HP, 2BD,4SV) Templar Knights(MELEE)(12 HP, 4 BD, 5 SV) Conjurer(MAGIC)(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(MELEE)(2 HP, 1 BD, 5 SV) Error Bug(MELEE)(2 HP, 3 Glitch BD, 5 SV)
ACTIVE Skills: Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Login Amulet 6/25 STORED
It provides a free +1 boost to anyone who is in AA team who has less than 3 items.
Potion Amulet SP (1/2.5) 3/25 STORED -3 sacrificed to Altar Commons A, B, C.
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 +18
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
Hello everyone! I have very recently recovered to the point of function from my cold. However, regrettably the amount of posts is low due to Blinky1001, one of our more frequent players, not posting (Not saying he has to post every day). So, due to my lack of time, this will have to be divided into a 1/3rd update. The rest of the update should finish up sometime soon!
I turn to my comrades and summons, although the latter could certainly count as part of the former.
"Any of you got a translator? I'd rather we not fight the manticore and end up losing health or getting poisoned to hell and back."
No one around you has a translator, although bxmer2001 and 75fires have solved puzzles before! bmxer2001 suggests using more simplified gestures (since the Manticore is indicated of your want to communicate), and 75fires suggests luring it away from its post with something.
It provides a free +1 boost to anyone who is in AA team who has less than 3 items.
Potion Amulet SP (1/2.5) 3/25 STORED -3 sacrificed to Altar Commons A, B, C.
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 STORED
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
OOC: Aaah! Sorry for disappearing for a bit! Life decided to reassert itself. Yay.
End of OOC.
Fanta decided that Wood Jesters are very good dancers. And dangerous.
She also has no problem with fighting them, as they look like clowns. Nobody likes clowns anyways, right?
With a quick move, the teen pulled out her sword, assumed a defensive position (in preparation for the Jesters), and grinned over at Revan and HK.
"Alright! Let's do this thing~!"
Charges:
Potion Making Kit - 13/25
You form a defensive position with your sword, making it likely that any strikes the Wood Jesters will be parried by your blade!
Also, Wood Jesters look different from clowns (Although they're about equal in unnervingness, being a coulrophobe myself). I could bring up a picture if you want.
I plug these 18 charges into the main charge, making a 7x25 one... sweet.
An image appears on the Battlefield, and a beam of beacon appeared in the Player Fort.
Similar to the sound when the Wither is spawned, a voice booms through the multiverse.
???: From the Magna Carte, I work everywhere. Now a part of me is given to you. Use it well.
An altar then follows the beam of light and landed on the plains outside Player Fort.
Then a Protector and 3 Sub-protectors come out of it.
Altar Commons[AA-BOSS] HP:250 Base Attack:8-12 + Burning(2 DoT, 2)/4-6*2(target) + Burning(2 DoT, 2)/2-3*4(target) Speed Value:5(laser beam attack)/4(Plasma)/3(TNT) Defence Value:3(For every damage against it, -3) Heavy Structural
PASSIVE:Heal 1 hp/turn/AA Entity.
PASSIVE:Does not drop SoW except when Project Commons dies.
PASSIVE:When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
PASSIVE:When summon of Altar Common or Project Common summon Protecter(LASER)(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(MELEE)(15 HP, 3 BD, 2 SV)
PASSIVE:Every turn summon 1 per 5 entities on board (every turn will at least spawn 1, with no limit) of the following, randomly chosen: Armoured Soldiers(MELEE)(5HP,4BD,4SV) Soldiers*2(MELEE)(4HP, 2BD,4SV) Templar Knights(MELEE)(12 HP, 4 BD, 5 SV) Conjurer(MAGIC)(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(MELEE)(2 HP, 1 BD, 5 SV) Error Bug(MELEE)(2 HP, 3 Glitch BD, 5 SV)
ACTIVE Skills: Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Login Amulet 6/25 STORED
It provides a free +1 boost to anyone who is in AA team who has less than 3 items.
Potion Amulet SP (1/2.5) 3/25 STORED -3 sacrificed to Altar Commons A, B, C.
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 +18
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
As I said before, what Giant?
Woah woah WOAH, hold the hell up. I've just now uncovered the blatant abuse of the loopholes and making up fake stupid mechanics in my charge system. Nullitor was probably right about you charge-swapping. Storing your charges (By the way, you have SIX CHARGES up at this time) and the divvying your last it up into 3 so that it takes A THIRD the time are HUGE no-nos. Everyone else is following the charge rules, and you're just generally being super-lazy about the game, bolding your assists and all.
Because of these affronts and your expenditure of my limited Game Master patience, I hereby render all of your current charges (Including the Altar Commons) null and void, and make it so that you may no longer charge charges for the remainder of the Episode. I might rescind either of these punishments if I feel forgiving tomorrow. If I am, consider this a warning to stick to my charge guidelines and not yours.
I generically use Ad Astra to smash the weakest Mook in the face, enhanced by a blast of magic. The Mook is sad, aren't I better usually? I shrug and promptly telefrag them into the ground.
Your Ad Astra strike fells one of the Lightly Armored Hammer Mooks and deals 2 damage to the 3 non-burning ones!
====[The Conclusion]====
Well, that's that for now. Sorry for this post coming out so late, since my procrastination is a nightmare, especially since I get home from camp very late. I will also likely be making some statements in Saturday's post, so feel free to stay tuned!
Alright everyone, sadly this update isn't as large as I hoped.
I went on a hiking trip today, but it turned out that I got home later than I should. As such, I could not complete the post today. However, to ensure that today is not a complete waste of progress, I have decided to upgrade this posts' progress to a half-update. Thus, I have recorded everyone's posts and recorded the effects per normal.
Yeah; sorry guys. I won't be posting that often throughout the summer due to LIFE. I'll try; but I can't guarentee anything.
Thanks for being understanding.
/ultranulll
That's fine! The only problem with that is that our post count's going to drop a bit, since you're an active poster. However, feel free to spend your summer however you want to. I'm not your boss, just your referee when you post here.
Also, regarding sunnyau's punishment, thankfully, my limited Game Maser patience is quick to restore over time. I've felt as if the current punishments are too harsh and I've removed them both. However, the Altar Commons and your other charges will be simplified and toned down/nerfed for my mental, and the game's, health, respectively. Please, follow my rules and make your charges reasonably balanced. Speaking of which, I'm choosing to summon your Altar Commons later.
This post is complete and up-to-date.
====[End-of-Turn Events]====
Ninjatwist_ fires a three-round burst at the Mook crowd! Unfortunately, due to the mentality of lazy aiming when firing into a crowd, his shots miss and whizz into thin air.
The Player Archers realize an iminent threat in the Powered Rocket Launcher Mooks! One of them fires a shot into it for 8 damage.
Two of the Red Shirts fire on the injured Powered Rocket Launcher Mook, killing him before he has a chance to unleash a deadly volley!
Duplicate P awaits Solar_San/R to initialize an attack.
The Mooks attack!
The Lightly Armored Sword Mooks both deal 6 damage to the Bone Shrine!
The Lightly Armored Hammer Mooks deal 15 damage to the Bone Shrine!
The Spear Mooks 12 damage to Hell's Turret!
The Axe Mooks chop off 6 health from Ninjatwist_'s Cobblestone cover! They also deal 6 damage to Hell's Turret!
The Powered Assault Rifle Mooks fire at Duplicate P! They lfire 12 shots, of which, 9 hit! Duplicate P raises his Orb of Reflection, but to no avail. None of the shots are nullified by the orb, leaving Duplicate P gunned down in a hail of fire! The Orb of Reflection drops to the floor to be taken.
The Machine Gun Mooks wipe out the remaining Clash of Clans Skeleton units!
The Powered Rocket Launcher Mook blows up the Hell's Turret with a single well-aimed 10-damage shot.
The Clash of Clans skeletons all have inactive units.
The Hell's Turret has been destroyed. Rebellion should proc next turn.
The Bone Shrine summons 3 Clash of Clans Skeletons!
The Acolyte turns to identify the Altar Commons' threat, letting his Dark Magic Meter regenerate in the process.
4 Spear Mooks and 2 Lightly Armored Sword Mooks emerge from the forest. The Acolyte gets the feeling he should summon some more capable boss-slayers next turn.
The Spear Mooks are no longer blinded! The Burning Mooks cool out.
====[engie_ninja's sidequest]====
The Manticore grows disinterested with you.
bmxer2001 and 75fires have given you the advice, while the Destroyers await on your orders.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
One of the Wood Jesters activates Forestwind! They slash twice at Revan! Revan manages to dodge one blow, but she is struck by the other. 3 damage!
The second Wood Jester strikes Fanta! Luckily, Fanta was ready and smoothly parries the attack.
The third Wood Jester deals 3 damage to the most injured Battle AI!
The Battle AIs saturate each Wood Jester with gunfire, dealing 5 damage to all of them!
HK-47 double-taps one of the Wood Jesters in the chest, dealing 6 damage to it!
The Technology Master slashes at one of the Wood jesters with his Technology Blade! This deals 4 damage to it!
Revan cools down from her evasive and enraged state.
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
Despite your shielding, the Snow Bison breaks through and squashes you flat! You drop your Empowered Stone Sword and your
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
This has been stopped from happening during the game period to reduce clutter! We'll catch up on Persecles and his army's investigation next story post.
====[The Battlefield]====
A fortress surrounded by plains that has seen battles before. The fortress has only grown stronger in anticipation of an assault.
Attack Clock: 17 turns left until the BOSS arrives!
Mook Body Count: 4 (Total).
NPCs: 2.
Pricey12345: 1.
ConsumerOfAll: 1.
TwinBuilder [AA] HP: 20/20. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
Crusher48 [AA] HP: 20/20. Long since idle.
Inventory:
Enderdodge Token [Power: IIIIIIIIII] (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.)
Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH)
3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit)
Headless Horsemann Harmer's Howitzer SP (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%))
Energy Siphon (9 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul)
Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
MegaMinEr69 [AA] HP: 20/20. Idle.
Inventory:
Arcus Machina (Base Damage: +1, has a 50% chance to hit if an attack misses due to roboteching)
Technan Blade (Base Damage: +2, 10% chance to inflict GL1TCH3D (1 damage over time, 20% chance to miss attacks) for 2 turns))
Health Potion (Heals 4 HP when used) (x5)
Netpatham [AA] HP: 20/20. Long since idle.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Inventory:
Night Crystal Shield (20/20 HP)(Generation +1 Item, deals 4 damage to any attackers)
Copy Core (3/3 Uses)(Harnesses the power of elemental attacks, using it will give your next attack +2 base damage and apply elements to that attack)
Artificial Charge Crystal Level XX(Charges a charge for its power level)
Blinky1001 [AA] HP: 20/20.
Inventory:
Cape of the Heirophants (Nulled Out: Heat) (Can be used to allow a 50% dodge chance for the turn, user protected fully from an element of his choosing)
Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based)
Hat of the Hierophants ¶ [Charge: IIIII] (Can spend Charge to deal 4 damage/charge, can summon a Lightning Elemental with 4 HP/charge, 1 Base Damage/Charge, and 1/2 Base Healing/Charge), Party Popper (Consumable, Dazes the target for 1 turn)
Skull-Emblazoned Wither Armor § (20/20 HP) (Tanks 50% of damage, inflicts Wither (1 damage over time, DoT damage unhealable until effects are over) for 2 turns to attackers, sacrifices HP to heal itself if below 10 HP)
Staff of the Heirophants ¶ [Energy: IIII] (Base Damage: 4, deals Lightning, Heat, Wind, or Earth-based damage, Energy can be expended into an Elemental Orb (2 Energy) to deal up to 4 more damage and or summon an Elemental (4 Energy) with high HP and moderate Base Damage)
Ring of the Frost Lord (Ammo: 10/10) (Base Damage: 2, inflicts Frigid (25% damage vulnerability, -1 Speed Value) for 2 turns)
Pricey12345 [AA] HP: 20/20.
Inventory:
Cloak of Regeneration (75% chance to heal 1 HP after action)
Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.)
Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Depowered Last Prism (Can be charged up to deal up to 4 more damage)
Antiquated Health Potion (Restores 20 HP)
MerryKirisame [AA] HP: 20/20. Long since idle.
ConsumerOfAll [AA] HP: 20/20.
Inventory:
Large Iron Shield (60 HP)
Health Potion (Heals 4 HP when used) (x4)
Thaumium-Lined Cone Hat (8/8 HP) (Takes 25% of damage targeted against the user, can Poke an enemy for 2 extra damage but costs 1 hat health, user deals 15% more magic damage when worn)
Ad Astra (Generation +1 Item, Base Damage: +3, can sacrifice Base Damage addative to attack up to 3 other targets with 2 Base Damage, can sacrifice 1 Base Damage to attack another entity at the same time)
Cobalt-Capped Drowwood Wand ¶ [7 Ignis Vis, 7 Aqua Vis, 8 Terra Vis, 8 Aer Vis, 10 Ordo Vis, 9 Perditio Vis] (Base Damage: 4, can use Vis in an attack to modify its effects, deals more damage with Vis use)
Tank Artillery Tube §¶ [Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Unrefined Thaumium (Crafting ingredient, can be used to channel magic energy or to craft tools) (x8),
Thaumium Armor (36/40 HP) (Tanks 50% of damage, magic damage done by the user is 25% more effective)
Shining Trapezehedron (Sacrifices: 0/10) (Once it gets 10 kills, reveals great knowledge at a price, deals damage to betrayers of Nyarlthotep, should not be brought into the dark)
Stunsword (Deals no damage, gives Unconscious (Misses attacks) for up to 3 but usually 1 turn, only 50% chance to work on PCs)
Nyarly's Eldritch Maxim Gun §¶ [Fire-Readiness: IIII] (Takes 2 turns to charge up, dealing 30 damage to the enemy side with a maximum of 6 damage per target, fires homing eldritch bullets, takes 4 turns to cool down)
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 20/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20.
Inventory:
Split Staff of Nonexistent Title (Designed to divide up damage among groups more efficiently.)
Pain Stick (Base Damage: -2, enemies fooled into believing it deals much more damage)
Orb of Reflection [Charge: IIIII] (Has a 20% chance to negate an incoming attack into the Orb, reducing a charge, 1 charge regenerates after 2 turns)
Cheap Gold Coin (Crafting Ingredient) (x4)
robby214tv [AA] HP: 20/20.
TSFHISEPIC [PA] HP: 17/20. Has the opportunity to choose a buff of his liking. Long since idle.
GoldHero101 [PA] HP: 14/20. Long since idle.
battlefury13 [PA] HP: 6/20. Long since idle.
The_Topazian [PA] HP: 20/20.
ashkantsr/TheSilverRocket [PA] HP: 14/20.
nullitor [PA] HP: 9/20.
Inventory:
Pipe Bazooka (Rocket Launcher, Base Damage: 2)
Accumulator Annihilator SP [Overuse: IIIIIIIIIIIIIII] (Deals increased damage to PCs the more item stacks they have, +1 Base Damage per stack, recovers 1 Overuse per turn, spends 2 Overuse to use, spends 4 Overuse to use in conjunction with an item)
Michael Jackson's Top Hat §¶ [Cooldown: III] (Deals 30 damage spread out amongst the enemy side, specific enemies can be targeted, cap of 10 damage/target)
Elemental Amulet SP (0% Chance) (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, can be +Assisted to boost the chance of spawning by 20% & resets when Elemental summoned)
Completely Awesome Chaingun
(Machine Gun, Base Damage: +2, Starts with 100% base accuracy and loses 10% accuracy per shot, shots can be divided between targets)
Acolyte's Herald Symbol (When the user takes damage, regenerates the Acolyte's Dark Magic Meter if in the Battlefield, overloads when the user dies)
FeatheredDragon [N] HP: 20/20. Long since idle.
Nyarlthotep [AA-N?] Presence: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Hold out against the Acolyte and his forces until the BOSS arrives!
Damage the Acolyte if your defenses have a spare moment!
Build up defensive entities!
Pro-Acolyte:
Open up the Anti-Acolyte defenses so that the Mooks can push through!
Destroy any walls or HP barriers that you see!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
Orb of Reflection [Charge: IIII] (Has a 20% chance to negate an incoming attack into the Orb, reducing a charge, 1 charge regenerates after 2 turns)
Entities can retreat back into the player fort to recover from attacks.
Enemies can hide behind the fortress walls. While melee attacks cannot hit from on the walls, the walls have a 60% chance to tank ranged fire for any covered entities.
An Apprentice's Crafting Table provides creating items up to Generation +2.
The Ballista fires arrows at enemies at the command of a player, dealing 8 damage each, but can only be used once per turn.
The Rusty Fridge can be stocked with Food, which when eaten by any entity heals 3 HP and grants 1 charge point to every charge the player has per food unit consumed.
Nyarlthotep's Barrier tanks damage for the Wall and has a 25% chance to inflict Insanity (50% chance to attack any entity on the board) for 2 turns when attacked. After its HP is depleted or it runs out of Afflictions, its remaining HP and max HP will return to the main Wall.
Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire up to 2 shots with the damage of 3 shots each burst))
Stats
Base Damage: 4
Speed Value: 3
This entity can perform unique actions like a Player Character can. such as combat rolling or performing special attacks.
Plot Armor:
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80%.
Player Archers [AA] HP: 20/20 (x2). Covered by Fortress Walls. Arrows: 14/16, 15/16.
Base Damage: 4
Speed Value: 3
Use Bow-style attacks.
Red Shirt [AA] HP: 16/16 (x4). Armor (50 HP, blocks 30% of incoming damage), wielding Crossbow (Arrows: 14/16, 14/16, 15/16, 15/16). Covered by Fortress Walls.
Support summons a Defender (20 HP, 5 Base Damage, 2 Speed Value) for every 20 HP the Altar has lost.
Passive Effects This entity's laser-based attacks have a 50% chance to pierce meat shields, and pierces 50% of any armor's effect.
This entity, despite being a boss, was nerfed so hard that it lost the ability to drop a Spoil of War (Besides, I don't think there's an active Pro-Acolyte player anyhow).
This entity will summon a Templar Knight (12 HP, 4 Base Damage, 3 Speed Value) for every 5 enemy entities on the field. There is a maximum of 6 summons in a turn.
Duplicate P [AA] HP: 0/16.
Stats
Base Damage: 4
Speed Value: 3
Specializes in dealing combo attacks with Solar_San.
Bone Shrine [AA] HP: 18/50. Bone Blitz: III.
Stats
Adds 1-3 Units' worth of Clash of Clans skeletons to the battlefield every turn.
Bone Blitz summons 3 Clash of Clans Skeletons for every 4 entities on the field.
Clash of Clans Skeletons [AA] Units: 3.
Stats
Base Damage = Units
Speed Value: 2
Hell's Turret [AA] HP: 0/60. Incarnate: II. Protection: III. Blitzkrieg: IIII.
Stats
Base Damage: 2
Speed Value: 1
Special Actions
Crowd Control: This entity will attack 3 enemies a turn if it chooses no other special action.
Focus: This entity can focus fire on a single enemy for 2.5x base damage.
Incarnate: Similar to Crowd Control, but applies Hatred (1 damage over time, 10% attack penalty) for 2 turns to its targets.
Protection: The turret shields a friendly entity for 10 HP.
Blitzkrieg: The turret deals 1.5x base damage to 6 targets.
Passive Effects
Rebellion: This activates 1 turn after this entity is destroyed and inflicts 2 damage to the entities that dealt the killing blows to it, as well as inflicting them with Regret (10% attack and defense penalty) for 2 turns.
The Acolyte [AC] HP: 93/100. Dark Magic Meter: 98%. Kills: 18.
The Interrogation Chamber:
A room within the castle made for imprisoning a captive Mook Leader.
Mook Leader [PA] HP: 16/16. Inactive, bound by ropes and cannot attack. Hypnosis (More compliant to commands)
====[The Plateau]====
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Location: The Monastery.
Currently In: The Aperture.
Forward To: The Doorway.
Back To: The Road.
Items of Interest: None.
engie_ninja [AA] HP: 20/20.
Inventory:
Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 14/15 damage)
ZEUS Suit (Absorbs 25% of damage. HP: 16/20. Outfitted with weaponry)
WEPON (Submachine gun with glitchy and dangerous properties)
Fire Augment [Cooldown: III] (Allows for mild pyrokinesis abilities)
Stone Sword (Base Damage: +2) (x2)
Lightning Augment [Cooldown: III] (Allows for mild astrakinesis abilities)
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
bmxer2001 [AA-P] HP: 15/20. Iron Armor (91/100 HP, takes 60% of damage for recipient), Rested (Immune to damage chance-impairing effects, 2/7)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
75fires [AA-P] HP: 20/20. Iron Armor (96/100 HP, takes 60% of damage for recipient), Rested (Immune to damage chance-impairing effects, 2/7)
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
Lightning Coil (Has a 50% chance to Shock (60% chance to miss attacks) targets for 2 turns)
Rusty Key (Leads to a presumably as rusty lock)
Small Red Crystal (Crafting Ingredient)
Thinkinsense (Consumable, gives Focused (Notices things easier, higher Force affinity, -25% gun inaccuracy) for 2 turns)
Cooked Porkchops (Consumable, gives Regeneration (3 HP restored per turn) for 2 turns) (x2)
Cobblestone (Crafting Ingredient) (x58)
Circle-Engraved Chip (Access key of some sort?)
Revan's Mask SP [Rage: IIII] (Tanks 10% of damage for its user, bestows its user with Rage (Deals 50% more damage, 1/1) once every 4 turns, will hold on to rage if not in combat)
Healing Ring (Heals the target for 4 HP when used)
Colt M1911 Pistol (Base Damage: 4)
Antiquated Health Potion (Heals 20 HP when used)
Copper Coin (Token Item, could be useful as currency or copper units) (x64)
Battle Techniques (Sidequest-Specific!):
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 9/20, 20/20 (x2).
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Wood Jester [H] HP: 19/30, 21/30, 23/30. Forestwind: III, III, III.
Stats
Base Damage: 3
Speed Value: 4
Special Actions:
Forestwind allows the user to attack twice and gives the user +1 Speed Value for the following turn.
====[The Burning Dimension]====
A hellishly hot and eldritch plane which also serves as Cthugha's lair, although the owner has gone to recover.
Azure [???] HP: ??/??
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Snowy Plateau.
Back To: Rocky Path.
Forward To: ???
Items of Interest: One (1) Unidentified.
auyeungyat/sunnyau [AA] HP: 4/20. Part-Shielded.Dazed (40% attack miss chance, 1/2)
Inventory:
High-Powered Shielder's Laser Gunblade SP [Cooldown: IIIIIIIIII] (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (1/Entity Max HP / 40) chance to apply Shocked (60% chance to miss attacks) for 2 turns, applies Burning (1 damage over time) for 3 turns 100% of hits when in sword mode and 50% of the time when in Sniper Rifle Mode, Hitting a non-PC target with Sword mode causes it to be knocked out of melee range and has a (1/Entity Max HP / 20) chance to apply Stun (Misses attacks) for 1 turn, Sniper Rifle mode has a 50% chance to ignore the target's armor/damage reduction and deals 50% of its damage through damage sponges, while shielded melee attackers have a (1/Attack Damage / 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns, spends 2 Cooldown per Sword attack, 1 Cooldown for every Sniper Rifle shot, and 1 Cooldown for every attack blocked)
Augmenter (Orbs: 4/5) (Creates an Augmenter Orb every turn I pay attention to it)
Unobtanium Pyroantistaff SP (Base Damage: 4, deals Heat-based or Cold-based damage, Heat mode applies 2-turn 2-damage Burning, resets Burning times to full on hit, Cold mode deals 50% bonus damage if the target was Burning but extinguishes it)
Electro-Armor SP (25/25 HP) (Has a 50% chance to block 50% of an attack's damage, Cannot be destroyed, but will regenerate 5HP/turn when HP fully depleted. Cannot block attacks when regenerating HP.)
Extinguished Longtorch (Base Damage: 4, can be lit to have a chance to inflict Burns on targets, can be placed down to provide light)
Cave Detector (Can be used to inspect walls for weaknesses and hollows that hide caves.)
Empowered Stone Sword (Recieves up to a +2 damage bonus for creative attacks or up to a -2 damage penalty for insufficiently creative attacks)
Snow Bison [H] HP: 28/40. Burning (2 damage over time, 2/2)
Stats
Base Damage: 6
Speed Value: 4
Has a 50% chance to cause Dazed and a 50% chance inside that to cause Stunned.
Action:A sad thing, but I see how I can defeat it. Anyway I have to be on the next 4 turn and post 8 posts in order to defeat that thing.
I back off and shoot fire bolts from the Pyroantistaff. It is clearly that in the item description that I can do so, can't I?
// Can anyone help me to charge the Altar Commons, can anyone? We need to spawn it before the 20 turn counter ends.//
Entity Commanding Action: Is there any?
+Assists: Blinky/Consumer/Revan/Solar_Sans(Highlighted counts)
Login Amulet 6/25
It provides a free +1 boost to anyone who is in AA team who las less than 3 items.
Potion Amulet SP (1/2.5) 6/25
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons([AA] BOSS/Elite)(7/7)7/25
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common and Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
My games.
Add-On Kappa: 6/10
Add-On Omicron: 6/15
"...Oh. A guard."
Beat
"Is that even a high-paying job? I mean, I think I've looked at that market before, but it didn't really hold all that much promise to me, and the risk of someone showing up who I wouldn't be able to 1v1 is too high, so, ya ask me, being a guard is a pretty... sucky career choice, to put it lightly. Ya should consider looking into the assassin market, lotta people out there willing to pay a lotta whatever to get someone else screwed over and wait do manticores even speak english"
In the background literally right behind me, the I-Class Destroyer is being healed by a guy in a Santa outfit throwing chocolate bars that turn into bottles of pills. I appear not to have noticed.
GODDAMN IT
STUPID GENDERFLIP VIRUS
The Droid focuses upon Fanta, if he had any lips like a meatbag they'd in an ugly sneer. (Un?)Fortunately, unmoving metal betrays no emotion, so only his voice can have any showing of his contempt.
Falsification: Of course, any friend of the Master is a friend of mine.
HK-47 glances at Revan, maybe he can kill the girl and Master won't notice. She keeps these "friends" around like vermin around a food source.
Revan heads up the to the Tower with Party in tow.
Nyarly uses a good ol' fashioned grenade launcher to greet the Mooks.
Charges
(Assisted by Fanta)
A Symphony 7/25
Eldritch Weaponry 21/25
Upgrades 2/25
Assists
Consumer
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
Fanta keeps grinning in response, having absolutely no clue what 'Falsification' means and unaware of any contempt in HK's voice.
"Eheh~! Glad you feel the same! Anyways, adventure awaits!"
With that, the teen quickly followed after Revan.
Charges:
Potion Making Kit 12/25
Assists:
+OldSithRevan
Puppet: 2/5
Action: The tinkerer shoots a tiny zap of electricity at the godmodder.
"Thats enough volts to turn on a light bulb my friend! of course its not much but hey its a little shock!"
HK-47 contemplates several methods of disposing of the meatbag later in hopes of Master ordering him to do so. Or
Master not paying attention to her "friend". Pet would be a better word. The meatbag Fanta was still was underdeveloped
as a human, though Master usually had a very reason for keeping things no matter how grating. If not good things come to those who wait.
Revan stretches and looks back to Fanta with an approving nod of the head. She slowly tries piecing anything she can remember of HK-47. She... built him.
The Assassin Droid primes his weaponry before guarding. Revan uses Force Speed preparing to evade possibly threats.
((Also if I'm not present for my next turn because of the camp stuff I mentioned HK-47 goes into auto-targeting mode and automurders the biggest threat.))
Nyarly arms himself with an RPG, he seems to have explosives on the brain. He fires the rocket into a Mook making a very, very satisfying squelch of exploding flesh, gibing the Mook into a rain of bloody chunks. Nyarlathotep hums happily to some long forgotten tune.
Charges
(Assisted by Fanta)
A Symphony 9/25
Eldritch Weaponry 23/25
Upgrades 4/25
Assists
Fanta
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
Action:I pre-power my HPSLB and make it into the shield mode to defend that giant. It is clearly that in the item description that I can do so, can't I?
// Can anyone help me to charge the Altar Commons, can anyone? We need to spawn it before the 20 turn counter ends.//
Entity Commanding Action: Is there any?
+Assists: Blinky/Consumer/Revan/Solar_Sans(Highlighted counts)
Altar Commons(Left Charges:18) A: 1/6
Altar Commons(Left Charges:18) B: 1/6
Altar Commons(Left Charges:18) C: 1/6
Login Amulet 6/25 STORED
It provides a free +1 boost to anyone who is in AA team who las less than 3 items.
Potion Amulet SP (1/2.5) 6/25 STORED
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 STORED
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
My games.
This is definitely much more posting than last turn. However, it IS the weekend, so this time around I will have time to do half-progress instead of third-progress! Regardless, this will be split into a me-style half-update two-day post, in contrast to a Tazz-style third-update post. Your actions will be properly documented, but the EOTE will not be, just as recap.
You start out fresh with a new character. Your sidequest has been removed!
You join the Anti-Acolyte side!
No, no it doesn't. I just end up snipping your inventory since I have a copy on the board.
You retreat, meaning that the Snow Bison has a chance not to strike you! You deal 4 damage to the Snow Bison and leave it to Burn!
The Manticore, being a beastly creature, cannot understand your speech. Besides, I wouldn't think that Manticores would be very covert, with their flight and bulky physique, although the scorpion tail does make a point (no pun intended).
You deal 2 damage to two of the Spear Mooks!
With the Tower Outcrop a bit far up, you will have to do some parkour to proceed. You perform a feat of athleticism, moving swiftly across a rooftop and climbing atop a drooping vine to move up to the destination.
You move up to the Tower Balcony, where a Wood Jester awaits you, two swords in hand. They seem to be accompanied by backup...
Nyarlthotep deals 3 damage to 2 Machine Gun Mooks! Although I'd really like it if you specified your targets.
You follow Revan to the Tower Balcony, although clumsily. However, you do manage to follow him by being careful and deliberate in your movement.
The Acolyte doesn't like being called the Godmodder, since he is not him! The Godmodder whisked away to the TV Tropes universe.
You use Force Speed to prepare yourself for the upcoming skirmish!
You deal 5 damage to one of the Spear Mooks and 2 damage to two of his nearby comrades!
You enter Shield Mode in order to further decrease the chances of the Snow Bison hitting you!
You deal 4 damage to the Lightly Armored Hammer Mook!
You deal 2 damage to the weakest Spear Mook due to you using its spear in the attack!
====[End-of-Turn Events]====
Ninjatwist_ fires his pistol at the most injured Spear Mook! This deals 3 damage to it.
The Player Archer fires an arrow at the moderately injured Spear Mook's head! This deals 8 damage, skewering the Mook through and adding to the Mook Body Count.
Two of the Red Shirts fire on the Machine Gun Mooks, dealing 4 damage to both!
The Elemental also deals 4 damage to a Machine Gun Mook!
Duplicate P awaits Solar_San/R to initialize an attack.
The Mooks attack!
The Lightly Armored Sword Mooks both deal 3 damage to the two Automaton Guards!
The Lightly Armored Hammer Mooks deal 18 damage to Hell's Turret!
The Spear Mooks deal 6 damage to both Automaton Guards, and deal 9 damage to the Trebuchet!
The Powered Assault Rifle Mooks land 13 shots on the Elemental! This deals 26 damage, leaving the Elemental gravely injured!
The Machine Gun Mooks open fire on the Clash of Clans Skeletons! They lose 9 units. They also finish off the Elemental!
The Clash of Clans skeletons deal 2 damage to every Machine Gun Mook on the board!
Both Automaton Guards are dead.
The Mortar fires a shot at the strongest Lightly Armored Hammer Mooks! This deals 10 damage and 4 damage to 2 others, scoring an accurate hit that sears through their armor!
The Trebuchet misses its target.
The Hell's Turret focuses fire on one of the Lightly Armored Hammer Mooks, dealing 3 damage to it!
The Bone Shrine summons 2 Clash of Clans Skeletons!
The Acolyte unleashes a dark earthquake! This deals 7 damage to the Bone Shrine, and deals 14 damage to the Mortar and 7 damage to the Trebuchet, destroying them both!
4 Axe Mooks and 2 Powered Rocket Launcher Mooks emerge from the forest.
====[engie_ninja's sidequest]====
The Manticore cannot understand your words, but it does understand that you wish to communicate! The Manticore sits so that it can pay attention to you.
bmxer2001 and 75fires prepare to strike if things get messy, while the Destroyers await on your orders.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
The Wood Jesters perform a lithe and short battle dance before engaging you and your team.
HK-47 primes his blaster!
The Technology master produces another Battle AI! Revan's rage procs!
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
The Snow Bison catches up to you, however, your shield blocks its skull bash!
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
This has been stopped from happening during the game period to reduce clutter! We'll catch up on Persecles and his army's investigation next story post.
Arena Effects: Attacks and entity summons have been disabled for Pro-Acolyte players.
Attack Clock: 18 turns left until the BOSS arrives!
Mook Body Count: 1 (Total).
NPCs: 1.
Inventory:
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Blinky1001 [AA] HP: 20/20.
Inventory:
Pricey12345 [AA] HP: 20/20.
Inventory:
MerryKirisame [AA] HP: 20/20. Long since idle.
ConsumerOfAll [AA] HP: 20/20.
Inventory:
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 20/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20.
Inventory:
robby214tv [AA] HP: 20/20.
GoldHero101 [PA] HP: 14/20. Long since idle.
Nyarlthotep [AA-N?] Presence: 20/20.
Itinerary Objectives:
Hold out against the Acolyte and his forces until the BOSS arrives!
Damage the Acolyte if your defenses have a spare moment!
Build up defensive entities!
Pro-Acolyte:
Open up the Anti-Acolyte defenses so that the Mooks can push through!
Destroy any walls or HP barriers that you see!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items are dropped at this time.
Player Fort [AA] Walls HP: 200/200.
Nyarlthotep's Barrier: 100/100 HP. Insanity: 10/10 Afflictions.
Red Shirts: 0/4 Available.
Ballista: 20/20 HP. Arrows: 12/12.
Rusty Fridge: 10/10 [IIIIIIIIII] Food.
Services
Shortsaber §¶ (Base Damage: +2, can attack twice)
Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire up to 2 shots with the damage of 3 shots each burst))
Base Damage: 4
Speed Value: 3
This entity can perform unique actions like a Player Character can. such as combat rolling or performing special attacks.
Plot Armor:
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80%.
Player Archers [AA] HP: 20/20 (x2). Covered by Fortress Walls. Arrows: 16/16, 16/16.
Base Damage: 4
Speed Value: 3
Use Bow-style attacks.
Red Shirt [AA] HP: 16/16 (x4). Armor (50 HP, blocks 30% of incoming damage), wielding Crossbow (Arrows: 15/16, 15/16, 16/16, 16/16). Covered by Fortress Walls.
Stats
Base Damage: 2
Speed Value: 3
Duplicate P [AA] HP: 16/16. Orb of Reflection [Charge: IIII] (Has a 20% chance to negate an incoming attack into the Orb, reducing a charge, 1 charge regenerates after 2 turns)
Stats
Base Damage: 4
Speed Value: 3
Specializes in dealing combo attacks with Solar_San.
Adds 1-3 Units' worth of Clash of Clans skeletons to the battlefield every turn.
Bone Blitz summons 3 Clash of Clans Skeletons for every 4 entities on the field.
Clash of Clans Skeletons [AA] Units: 8.
Stats
Base Damage = Units
Speed Value: 2
Base Damage: 4
Speed Value: 3
Stats
Base Damage: 4
Speed value: 1
Uses Rocket Launcher-style attacks.
Trebuchet [AA] HP: 0/14.
Stats
Base Damage: 10
Speed Value: 1
Passive Effects
50% miss chance to its shots.
This deals Burning (1 damage over time, 2/2) to its targets.
This deals bonus damage to enemies with over 40 HP.
Automaton Guard [AA] HP: 0/8. (x2).
Stats
Base Damage: 2
Speed Value: 2
Uses Sniper Rifle-style attacks.
Hell's Turret [AA] HP: 28/60. Incarnate: II. Protection: III. Blitzkrieg: IIII.
Stats
Base Damage: 2
Speed Value: 1
Special Actions
Crowd Control: This entity will attack 3 enemies a turn if it chooses no other special action.
Focus: This entity can focus fire on a single enemy for 2.5x base damage.
Incarnate: Similar to Crowd Control, but applies Hatred (1 damage over time, 10% attack penalty) for 2 turns to its targets.
Protection: The turret shields a friendly entity for 10 HP.
Blitzkrieg: The turret deals 1.5x base damage to 6 targets.
Passive Effects
Rebellion: This activates 1 turn after this entity is destroyed and inflicts 2 damage to the entities that dealt the killing blows to it, as well as inflicting them with Regret (10% attack and defense penalty) for 2 turns.
Mooks:
Lightly Armored Sword Mook [PA] HP: 16/16, 16/16.
Spear Mook [PA] HP: 0/16, 1/16, 10/16, 11/16, 12/16 (x2), 14/16. (x2)
Axe Mook [PA] HP: 16/16. (x4)
Lightly Armored Hammer Mook [PA] HP: 1/16, 11/16, 13/16 Burning (1 damage over time, 1/2), 6/16, 9/16, 12/16.
Powered Assault Rifle Mook [PA] HP: 12/16, 12/16, 12/16, 12/16.
Machine Gun Mook [PA] HP: 7/16, 10/16, 10/16, 10/16.
Powered Rocket Launcher Mook [PA] HP: 16/16. (x2)
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Location: The Monastery.
Currently In: The Aperture.
Forward To: The Doorway.
Back To: The Road.
Items of Interest: None.
Inventory:
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
I-Class Destroyer [N] HP: 13/16. behind Engie_Ninja.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 20/20.
Stats
Base Damage: 4
Speed Value: 2
Manticore [H] HP: 40/40. Toxic Stab: III. Cautious of your movements.
Stats
Base Damage: 6
Speed Value: 3
Special Actions
Toxic Stab deals 8 damage and results in Poison (2 damage over time, 2/2)
<SIDEQUESTS LONG SINCE ABANDONED! These sidequests are those by arksiane and Slineshot. These are on Page 94 and have been snipped due to their idleness!>
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Tower Outcrop.
Forward To: The Atrium.
Back To: The Stairwell Balcony.
Items of Interest:
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
Inventory:
HK-47 [N] HP: 20/20.
Inventory:
Technology Master [PA] HP: 28/40. [Progress: IIIII].
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 12/20, 20/20 (x2).
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Wood Jester [H] HP: 30/30. (x3) Forestwind: III, III, III.
Stats
Base Damage: 3
Speed Value: 4
Special Actions:
Forestwind allows the user to attack twice and gives the user +1 Speed Value for the following turn.
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Snowy Plateau.
Back To: Rocky Path.
Forward To: ???
Items of Interest: One (1) Unidentified.
Inventory:
Snow Bison [H] HP: 28/40. Burning (2 damage over time, 2/2)
Stats
Base Damage: 6
Speed Value: 4
Has a 50% chance to cause Dazed and a 50% chance inside that to cause Stunned.
An alternate timeline emerges.
However, we must first start from the beginning...
Are we doing less damage in general? Anyway the 7x25 charge [BOSS] Altar Commons (aka Countermook Generator) will be spawned in before the next update.
/null
My games.
I'm going to be unable to post for a couple of turns. Blah. Um... Just have the Wood Jester temporarily put Revan out of action. Preferably involving falling off the Tower in the grapple of melee.
/null
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
The second part of the update is here.
Thus, I have finished the Battlefield's EOTE! Feel free to make your posts now.
An alternate timeline emerges.
However, we must first start from the beginning...
(ooc: sorry i had found this one again by browsing tvtropes.)
"Hehehehe, sorry Mr. acolyte. you reminded me of someone. anyways i think its time for some FUN!"
The Tinkerer pulls out an rc car heavily modified to drive anywhere and has smoke sprayers. he drives it around in hopes it blinds... EVERYONE!
Puppet:3/5
Add-On Kappa: 7/10
Add-On Omicron: 7/15
"...hmm... Words don't seem to be working..."
I turn to my comrades and summons, although the latter could certainly count as part of the former.
"Any of you got a translator? I'd rather we not fight the manticore and end up losing health or getting poisoned to hell and back."
GODDAMN IT
STUPID GENDERFLIP VIRUS
Action:
I shoot ice bolts at the giant.
Entity Commanding Action: Is there any?
+Assists: Blinky/Consumer/Revan/Solar_Sans/Pricey(Highlighted counts)
Altar Commons(Left Charges:18) A: 4/6 +1 from Potion Amulet +1 Pricey
Altar Commons(Left Charges:18) B: 4/6 +1 from Potion Amulet +1 Pricey
Altar Commons(Left Charges:18) C: 4/6 +1 from Potion Amulet +1 Pricey
Login Amulet 6/25 STORED
It provides a free +1 boost to anyone who is in AA team who has less than 3 items.
Potion Amulet SP (1/2.5) 3/25 STORED -3 sacrificed to Altar Commons A, B, C.
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 STORED
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
My games.
Wow, this post count is minimal.
Three posts? Come on, I know we can do better than that. Even though we're not that popular, let alone with my intended audience of the seasoned DTG players. So, I will have to delay the post until we reach a substantial amount of posts to continue. This is also convenient for me, as I'm recovering from a sore throat!
I will be delaying the post until more of your posts accumulate.
An alternate timeline emerges.
However, we must first start from the beginning...
OOC: Aaah! Sorry for disappearing for a bit! Life decided to reassert itself. Yay.
End of OOC.
Fanta decided that Wood Jesters are very good dancers. And dangerous.
She also has no problem with fighting them, as they look like clowns. Nobody likes clowns anyways, right?
With a quick move, the teen pulled out her sword, assumed a defensive position (in preparation for the Jesters), and grinned over at Revan and HK.
"Alright! Let's do this thing~!"
Charges:
Potion Making Kit - 13/25
Action:
I pre-power my HPSLB and make it into the shield mode to defend that giant.
Entity Commanding Action: Is there any?
+Assists: Blinky/Consumer/Revan/Solar_Sans/Pricey(Highlighted counts)
Altar Commons(Left Charges:18) A: 6/6 +1 Pricey
Altar Commons(Left Charges:18) B: 6/6 +1 Pricey
Altar Commons(Left Charges:18) C: 6/6 +1 Pricey
I plug these 18 charges into the main charge, making a 7x25 one... sweet.
An image appears on the Battlefield, and a beam of beacon appeared in the Player Fort.
Similar to the sound when the Wither is spawned, a voice booms through the multiverse.
???: From the Magna Carte, I work everywhere. Now a part of me is given to you. Use it well.
An altar then follows the beam of light and landed on the plains outside Player Fort.
Then a Protector and 3 Sub-protectors come out of it.
Altar Commons[AA-BOSS] HP:250 Base Attack:8-12 + Burning(2 DoT, 2)/4-6*2(target) + Burning(2 DoT, 2)/2-3*4(target) Speed Value:5(laser beam attack)/4(Plasma)/3(TNT) Defence Value:3(For every damage against it, -3) Heavy Structural
PASSIVE:Heal 1 hp/turn/AA Entity.
PASSIVE:Does not drop SoW except when Project Commons dies.
PASSIVE:When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
PASSIVE:When summon of Altar Common or Project Common summon Protecter(LASER)(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(MELEE)(15 HP, 3 BD, 2 SV)
PASSIVE:Every turn summon 1 per 5 entities on board (every turn will at least spawn 1, with no limit) of the following, randomly chosen:
Soldiers*2(MELEE)(4HP, 2BD,4SV)
Templar Knights(MELEE)(12 HP, 4 BD, 5 SV)
Conjurer(MAGIC)(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(MELEE)(2 HP, 1 BD, 5 SV) Error Bug(MELEE)(2 HP, 3 Glitch BD, 5 SV)
ACTIVE Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Login Amulet 6/25 STORED
It provides a free +1 boost to anyone who is in AA team who has less than 3 items.
Potion Amulet SP (1/2.5) 3/25 STORED -3 sacrificed to Altar Commons A, B, C.
Potion Amulet
Per turn, create 1 charge + 0.5 for any AA Entity.
Can make potions using normal Minecraft potions and specialized potions.
Every ingredients costs 1 charge in the Amulet.
e.g. A Splash Potion of Harming II costs 7 charges(Glass Bottle, Water, Nether Warts, Glistering Melon, Fermented Spider Eye, Glowstone Dust, Gunpowder)
Also can create specialized potion using blueprints which can be stored into the Amulet.
Any potion ingredients other than the original ones costs 2 charges
e.g. Potion of Empowerment II(1.5x damage to any attack items, decrease 1 for any attack against user) costs 7 charges(Glass Bottle, Water, Nether Warts, Blaze Powder, Star Fragments, Glowstone)
e.g. Potion of Electricity(Deal 12 Damage without item that transfer electricity, else 4 damage) costs 7 charges(Glass Bottle, Water, Nether Warts, Iron Bits, Blast Powder)
Other AA players can create a Potion Receiver(20 charges) with all the traits of Potion Amulet, but blueprints are shared.
I summon the Altar Commons ([AA] BOSS/Elite)(7/7)7/25 +18
Altar Commons[AA-BOSS] HP:250 Base Attack:8 Speed Value:5(laser beam attack) Defence Value:3(For every damage against it, -3) Heavy Structural
Heal 1 hp/turn/AA Entity.
Does not drop SoW except when Project Commons dies.
When die of Altar Commons, summon Project Commons which retains all traits of Altar Commons but +1 base attack, -1 skill charge time, set HP to 200.
When summon of Altar Common or Project Common summon Protecter(40 HP, 5 BD, 2 SV) and Sub-Protecter*3(15 HP, 3 BD, 2 SV)
Every turn summon 1 per 8 entities on board of the following:
Armoured Soldiers(5HP,4BD,4SV)
Soldiers*2(4HP, 2BD,4SV)
Templar Knights(12 HP, 4 BD, 5 SV)
Conjurer(3HP, 6BD,5SV, Summon()[Reload:2/2]Summon a bug.25% to be an Error Bug. Bug(2 HP, 1 BD, 5 SV) Error Bug(2 HP, 3 Glitch BD, 5 SV)
Skills:
Supershot [Charge:2/2]: Deal 5 damage to 1 PA Entity. For every AA Entity, +2 this attack.
Support[Charge:5/5]:Summon HP lost/10 Sub-Protecter(15 HP, 3 BD, 2 SV) and HP lost/40 Protecter(40 HP, 5 BD, 2 SV)
Inventory:
My games.
Wow, really? I guess it has a practical reason, too!
Your RC Car only manages to blind 3 Spear Mooks before running out of gas.
No one around you has a translator, although bxmer2001 and 75fires have solved puzzles before! bmxer2001 suggests using more simplified gestures (since the Manticore is indicated of your want to communicate), and 75fires suggests luring it away from its post with something.
Your charging mechanisms seem fishy. VERY fishy.
What giant?
You form a defensive position with your sword, making it likely that any strikes the Wood Jesters will be parried by your blade!
Also, Wood Jesters look different from clowns (Although they're about equal in unnervingness, being a coulrophobe myself). I could bring up a picture if you want.
As I said before, what Giant?
Woah woah WOAH, hold the hell up. I've just now uncovered the blatant abuse of the loopholes and making up fake stupid mechanics in my charge system. Nullitor was probably right about you charge-swapping. Storing your charges (By the way, you have SIX CHARGES up at this time) and the divvying your last it up into 3 so that it takes A THIRD the time are HUGE no-nos. Everyone else is following the charge rules, and you're just generally being super-lazy about the game, bolding your assists and all.
Because of these affronts and your expenditure of my limited Game Master patience, I hereby render all of your current charges (Including the Altar Commons) null and void, and make it so that you may no longer charge charges for the remainder of the Episode. I might rescind either of these punishments if I feel forgiving tomorrow. If I am, consider this a warning to stick to my charge guidelines and not yours.
You finish off the 1-health spear Mook with your blow, flooring it and adding to the Mook Body Count!
Your Ad Astra strike fells one of the Lightly Armored Hammer Mooks and deals 2 damage to the 3 non-burning ones!
====[The Conclusion]====
Well, that's that for now. Sorry for this post coming out so late, since my procrastination is a nightmare, especially since I get home from camp very late. I will also likely be making some statements in Saturday's post, so feel free to stay tuned!
An alternate timeline emerges.
However, we must first start from the beginning...
Alright everyone, sadly this update isn't as large as I hoped.
I went on a hiking trip today, but it turned out that I got home later than I should. As such, I could not complete the post today. However, to ensure that today is not a complete waste of progress, I have decided to upgrade this posts' progress to a half-update. Thus, I have recorded everyone's posts and recorded the effects per normal.
That's fine! The only problem with that is that our post count's going to drop a bit, since you're an active poster. However, feel free to spend your summer however you want to. I'm not your boss, just your referee when you post here.
Also, regarding sunnyau's punishment, thankfully, my limited Game Maser patience is quick to restore over time. I've felt as if the current punishments are too harsh and I've removed them both. However, the Altar Commons and your other charges will be simplified and toned down/nerfed for my mental, and the game's, health, respectively. Please, follow my rules and make your charges reasonably balanced. Speaking of which, I'm choosing to summon your Altar Commons later.
This post is complete and up-to-date.
====[End-of-Turn Events]====
Ninjatwist_ fires a three-round burst at the Mook crowd! Unfortunately, due to the mentality of lazy aiming when firing into a crowd, his shots miss and whizz into thin air.
The Player Archers realize an iminent threat in the Powered Rocket Launcher Mooks! One of them fires a shot into it for 8 damage.
Two of the Red Shirts fire on the injured Powered Rocket Launcher Mook, killing him before he has a chance to unleash a deadly volley!
Duplicate P awaits Solar_San/R to initialize an attack.
The Mooks attack!
The Lightly Armored Sword Mooks both deal 6 damage to the Bone Shrine!
The Lightly Armored Hammer Mooks deal 15 damage to the Bone Shrine!
The Spear Mooks 12 damage to Hell's Turret!
The Axe Mooks chop off 6 health from Ninjatwist_'s Cobblestone cover! They also deal 6 damage to Hell's Turret!
The Powered Assault Rifle Mooks fire at Duplicate P! They lfire 12 shots, of which, 9 hit! Duplicate P raises his Orb of Reflection, but to no avail. None of the shots are nullified by the orb, leaving Duplicate P gunned down in a hail of fire! The Orb of Reflection drops to the floor to be taken.
The Machine Gun Mooks wipe out the remaining Clash of Clans Skeleton units!
The Powered Rocket Launcher Mook blows up the Hell's Turret with a single well-aimed 10-damage shot.
The Clash of Clans skeletons all have inactive units.
The Hell's Turret has been destroyed. Rebellion should proc next turn.
The Bone Shrine summons 3 Clash of Clans Skeletons!
The Acolyte turns to identify the Altar Commons' threat, letting his Dark Magic Meter regenerate in the process.
4 Spear Mooks and 2 Lightly Armored Sword Mooks emerge from the forest. The Acolyte gets the feeling he should summon some more capable boss-slayers next turn.
The Spear Mooks are no longer blinded! The Burning Mooks cool out.
====[engie_ninja's sidequest]====
The Manticore grows disinterested with you.
bmxer2001 and 75fires have given you the advice, while the Destroyers await on your orders.
====[5l1n65h07's sidequest]====
This has been stasised since you are Long Since Idle! if you're coming back, the last update's on Page 75. Also, the last post to feature the sidequest was the post of Page 94.
====[Revan's Sidequest]====
One of the Wood Jesters activates Forestwind! They slash twice at Revan! Revan manages to dodge one blow, but she is struck by the other. 3 damage!
The second Wood Jester strikes Fanta! Luckily, Fanta was ready and smoothly parries the attack.
The third Wood Jester deals 3 damage to the most injured Battle AI!
The Battle AIs saturate each Wood Jester with gunfire, dealing 5 damage to all of them!
HK-47 double-taps one of the Wood Jesters in the chest, dealing 6 damage to it!
The Technology Master slashes at one of the Wood jesters with his Technology Blade! This deals 4 damage to it!
Revan cools down from her evasive and enraged state.
====[ConsumerOfAll/Azure's Sidequest]====
???
====[sunnyau's sidequest]====
Despite your shielding, the Snow Bison breaks through and squashes you flat! You drop your Empowered Stone Sword and your
====[Persecles Subplot]====
If you haven't read this from the beginning, go read it! It begins on the first update of Page 79.
This has been stopped from happening during the game period to reduce clutter! We'll catch up on Persecles and his army's investigation next story post.
Attack Clock: 17 turns left until the BOSS arrives!
Mook Body Count: 4 (Total).
NPCs: 2.
Pricey12345: 1.
ConsumerOfAll: 1.
Inventory:
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Blinky1001 [AA] HP: 20/20.
Inventory:
Pricey12345 [AA] HP: 20/20.
Inventory:
MerryKirisame [AA] HP: 20/20. Long since idle.
ConsumerOfAll [AA] HP: 20/20.
Inventory:
XSlayer300 [AA] HP: 20/20. Long since idle.
Inventory: Mediocre Machine Gun (4 base damage)
EpicPandaGamer [AA] HP: 20/20. Long since idle.
pionoplayer [AA] HP: 20/20. Memoriam (Invulnerable, used to mark a respected player who has left the game.)
Inventory: Nightshade SP (Deals 4 bonus Darkness-based damage when used)
Solar_San/R [AA] HP: 20/20.
Inventory:
robby214tv [AA] HP: 20/20.
GoldHero101 [PA] HP: 14/20. Long since idle.
Nyarlthotep [AA-N?] Presence: 20/20.
Itinerary Objectives:
Hold out against the Acolyte and his forces until the BOSS arrives!
Damage the Acolyte if your defenses have a spare moment!
Build up defensive entities!
Pro-Acolyte:
Open up the Anti-Acolyte defenses so that the Mooks can push through!
Destroy any walls or HP barriers that you see!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
Orb of Reflection [Charge: IIII] (Has a 20% chance to negate an incoming attack into the Orb, reducing a charge, 1 charge regenerates after 2 turns)
Player Fort [AA] Walls HP: 200/200.
Nyarlthotep's Barrier: 100/100 HP. Insanity: 10/10 Afflictions.
Red Shirts: 0/4 Available.
Ballista: 20/20 HP. Arrows: 12/12.
Rusty Fridge: 10/10 [IIIIIIIIII] Food.
Services
Shortsaber §¶ (Base Damage: +2, can attack twice)
Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire up to 2 shots with the damage of 3 shots each burst))
Base Damage: 4
Speed Value: 3
This entity can perform unique actions like a Player Character can. such as combat rolling or performing special attacks.
Plot Armor:
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80%.
Player Archers [AA] HP: 20/20 (x2). Covered by Fortress Walls. Arrows: 14/16, 15/16.
Base Damage: 4
Speed Value: 3
Use Bow-style attacks.
Red Shirt [AA] HP: 16/16 (x4). Armor (50 HP, blocks 30% of incoming damage), wielding Crossbow (Arrows: 14/16, 14/16, 15/16, 15/16). Covered by Fortress Walls.
Stats
Base Damage: 2
Speed Value: 3
Altar Commons [AA-BOSS] HP: 200/200. Support: IIIII.
Defender [AA] HP: None.
Templar Knight [AA] HP: None.
Stats
Base Damage: 8
Speed Value: 5
Special Actions
Support summons a Defender (20 HP, 5 Base Damage, 2 Speed Value) for every 20 HP the Altar has lost.
Passive Effects
This entity's laser-based attacks have a 50% chance to pierce meat shields, and pierces 50% of any armor's effect.
This entity, despite being a boss, was nerfed so hard that it lost the ability to drop a Spoil of War (Besides, I don't think there's an active Pro-Acolyte player anyhow).
This entity will summon a Templar Knight (12 HP, 4 Base Damage, 3 Speed Value) for every 5 enemy entities on the field. There is a maximum of 6 summons in a turn.
Duplicate P [AA] HP: 0/16.
Stats
Base Damage: 4
Speed Value: 3
Specializes in dealing combo attacks with Solar_San.
Adds 1-3 Units' worth of Clash of Clans skeletons to the battlefield every turn.
Bone Blitz summons 3 Clash of Clans Skeletons for every 4 entities on the field.
Clash of Clans Skeletons [AA] Units: 3.
Stats
Base Damage = Units
Speed Value: 2
Hell's Turret [AA] HP: 0/60. Incarnate: II. Protection: III. Blitzkrieg: IIII.
Stats
Base Damage: 2
Speed Value: 1
Special Actions
Crowd Control: This entity will attack 3 enemies a turn if it chooses no other special action.
Focus: This entity can focus fire on a single enemy for 2.5x base damage.
Incarnate: Similar to Crowd Control, but applies Hatred (1 damage over time, 10% attack penalty) for 2 turns to its targets.
Protection: The turret shields a friendly entity for 10 HP.
Blitzkrieg: The turret deals 1.5x base damage to 6 targets.
Passive Effects
Rebellion: This activates 1 turn after this entity is destroyed and inflicts 2 damage to the entities that dealt the killing blows to it, as well as inflicting them with Regret (10% attack and defense penalty) for 2 turns.
Mooks:
Lightly Armored Sword Mook [PA] HP: 16/16, 16/16, 16/16, 16/16.
Spear Mook [PA] HP: 0/16, 10/16, 11/16, 12/16 Blinded (60% chance to miss attacks, 0/1) (x2), 14/16. (x2), 16/16 (x4)
Axe Mook [PA] HP: 16/16. (x4)
Lightly Armored Hammer Mook [PA] HP: 0/16, 10/16, 12/16 Burning (1 damage over time, 0/2), 4/16, 7/16, 10/16.
Powered Assault Rifle Mook [PA] HP: 12/16, 12/16, 12/16, 12/16.
Machine Gun Mook [PA] HP: 7/16, 10/16, 10/16, 10/16.
Powered Rocket Launcher Mook [PA] HP: 0/16, 16/16
An area highlighted by warmly colored stone and steep cliffs. This place seems moderately threatening, so tread carefully.
Way to the Plateau: 100/100 [IIIIIIIIIIIIIIIIIIII]. You're there!
Location: The Monastery.
Currently In: The Aperture.
Forward To: The Doorway.
Back To: The Road.
Items of Interest: None.
Inventory:
Mech Machine Gun (4 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Special Action: Becomes more agile, dealing 1.5x more damage on melee attacks and having a 40% chance to dodge enemy attacks, as well as gaining a +1 Speed Value boost, all for 4 turns. Unused.
Special Action: Coats the battlefield in fire, dealing 8 Heat-based damage to every enemy entity and causing them to suffer 2-turn 2-damaged Burning. Unused.
I-Class Destroyer [N] HP: 13/16. behind Engie_Ninja.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 20/20.
Stats
Base Damage: 4
Speed Value: 2
Manticore [H] HP: 40/40. Toxic Stab: III. Cautious of your movements.
Stats
Base Damage: 6
Speed Value: 3
Special Actions
Toxic Stab deals 8 damage and results in Poison (2 damage over time, 2/2)
====[The Taiga Castle]====
A long since abandoned castle in the middle of a Taiga forest. The coolness of the air gives way to a feeling of ruin and foreboding.
Currently In: The Tower Outcrop.
Forward To: The Atrium.
Back To: The Stairwell Balcony.
Items of Interest:
Only one Battle Technique is usable per turn. Using a Battle Technique requires the full post.
Mind Trick: Coerce another entity into attacking for you.
Repulse: Deal 2 damage and Stumble (40% miss chance) enemies for a single turn. This affects all enemy entities.
Speed: Gain Evasive (40% dodge change) for the remainder of the turn.
Inventory:
HK-47 [N] HP: 20/20.
Inventory:
Technology Master [PA] HP: 28/40. [Progress: IIIII].
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies, which are machines which add effect to the battle.
Battle AI [N] HP: 9/20, 20/20 (x2).
Stats
Base Damage: 3
Speed Value: 3
Deals 1 more damage with each other Battle AI on the field.
Wood Jester [H] HP: 19/30, 21/30, 23/30. Forestwind: III, III, III.
Stats
Base Damage: 3
Speed Value: 4
Special Actions:
Forestwind allows the user to attack twice and gives the user +1 Speed Value for the following turn.
====[The Frosty Mountain]====
A snow-capped highland far in the northwest of the land. While seemingly gentle, much danger lies here for the unaware.
Arena Effects: The snow obscures visibility and thus Items of Interest and minions. Things will only show themselves when analyzed.
Currently In: Snowy Plateau.
Back To: Rocky Path.
Forward To: ???
Items of Interest: One (1) Unidentified.
Inventory:
Snow Bison [H] HP: 28/40. Burning (2 damage over time, 2/2)
Stats
Base Damage: 6
Speed Value: 4
Has a 50% chance to cause Dazed and a 50% chance inside that to cause Stunned.
An alternate timeline emerges.
However, we must first start from the beginning...
The update is complete!
Yes, it is! Post everyone! So sorry for my lack of posts last week. Also, feel free to post twice, since our more frequent posters seem to be absent.
An alternate timeline emerges.
However, we must first start from the beginning...