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!
Portable Spirograph 25(is an item creating spirals every X turns. The spirals fly and have ranged attacks)I give it to the acolyte(robby was not willing)
Rising light of hope 5/5
(Gives the acolyte some dark power for each entity or player dying but it can be removed from the acolyte with barely any creativity or a small charge.)
Hat factorization by infinity 5/25
Then I make multiple illusions in the bunker for making Blinky1001 believe there is lava in it hoping he will use frost to freeze it while in fact I did put a magical frost drainer.
Well, he hasn't cut through the door yet, so he can't see the illusions!
I then build a rechargeable shield around the Player Fort. 9/15 +1 Blinky +1 Pricey
I make a farm in the Player Fort.3/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died, their soul would be stored here.GM plx assign the effects.) 9/24+1 Blinky +1 Pricey
The Class III Sentry will do as you command!
Also, I'm not sure what the SoulAmp would do, since death is only a doorway and not much of a punishment (except for item users, but items are supposed to assist in battle and not become the main focus)
id i run Destroy The Devil. The community is awesome there, and i think i like the one here, too. also, i give the Portable Spirograph 25 back, because im not gonna keep track of that. anyways, here we go.
clone: 4/5
Mud Golem: 4/15
I reload my gun and shoot a posion gass bomb at the sentry level 3 so noone can repair it.
So that's where you learned it...
You deal 4 damage to the Class III Sentry! The Sentry becomes Sick for 2 turns!
Sending the technology master into another dimension until I want to retrieve it 1/12(it costed only 12 charges to do)
Summoning an inefficient bodyguard for the technology master 1/3
Then I use the overwhelming scope(It was meant initially to be destroy-able so since the base is heavily attacked you could put a life bar for it and make it kill-able) to watch another soldier to make it fight Blinky1001(he can just ignore it and take some hits).
the soldier have the following statistics:
Vulnerability to non elemental stuff(take two times the damage from non elemental stuff)
HP: 4
Immunity to things with element names in them.
Close encounter unloaded shotgun: deals 3 points of damage but needs to be reloaded by the soldier before being used(and needs to be reloaded at each attack)
Okay then! The Soldier attacks from outside of Blinky1001's view to deal 4 damage to him from long range!
====[End-of-Turn Events]====
The Class III Sentry heals up the Player Fort for 2 HP!
The Acolyte rests and lets his Dark Magic Meter regenerate.
Blinky1001's Amulet pops out with an Earth Elemental! The Elemental Statue heals up the Djinni.
The Technology Master makes himself a Technology Sword from his unused technology! This will allow him to defend himself! He gains 2 Speed Value.
====[engie_ninja's sidequest]====
You move to take point for the team, allowing you to tank 2 HP's worth of Spider damage!
The Anonymous Medic moves in and heals you up to 16 health!
Ross8815 fires a shot, but he narrowly misses the disarmed Skeleton!
The Metal Scorpion backs off and fires 4 shots at the Spider with its mounted pistol! This does enough damage to finish it off. However, the disarmed Skeleton deals 1 damage to the Atronach!
The Metal Atronach fires a single accurate shot off at the disarmed Skeleton! This deals 2 damage!
The living, armed Spider takes burning damage!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 16/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (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 §¶ (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))
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith. Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 19/20.
Inventory: Pendant of Power (18/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 16/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health) (Expended), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (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, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning (1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 20/20.
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Class III Sentry: 12/20 HP (5 base damage, can repair Camp, 3 speed value) Sick (Cannot be healed, 2/2). Anti-Personnel Turret: 14/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 179/200. Structural. Factory: 0/10 [IIIIIIIIII] Material.
Available Services:
Possesses a Crafting Table for simple (Up to Generation +1) crafting.
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Factory can be +Assisted to provide Material! These can be used to repair the base.
Earth Elemental [AA] HP: 20/20.
Stats
Base Damage: 4
Speed Value: 3
Takes 0% damage from Earth-based attacks.
Takes 50% damage from Cold-based attacks.
Takes 150% damage from Heat-based attacks.
Takes 150% damage from Nature-based attacks.
Water Elementals [AA]: Frank: 24/24 HP. Alfred: 24/24 HP.
Stats
Base Damage: 3
Speed Value: 3
Takes 0x damage from Water-based attacks.
Takes 0.5x damage from Nature-based attacks.
Takes 1.5x damage from Cold-based attacks.
Takes 1.5x damage from Heat-based attacks.
Heat Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Elemental Statue [AA] HP: 11/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 51/60.
Stats
Base Damage: 6
Speed Value: 2
Can split attacks between up to 3 entities. However, this will also split the damage.
Damage will deal Withering (1 damage over time, unhealable until effects are over, 4/4)
Yankean [AA] HP: 56/70
Stats
Base Damage: 7
Speed Value: 2
Will assist an ally's charges upon killing an enemy.
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Lesser Mud Elemental [AA] HP: 15/15.
Stats
Base Damage: 3
Speed Value: 2
Takes 0x damage from Water and Earth-based attacks, but take 2x damage from Air and Heat-based attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 85%. Kills: 4. Acolyte Effect: Rising Light (Entities dying raise the Dark Magic Meter, 4/4)
Inventory: Portable Spirograph (10 Uses, DONE, 0 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 16/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 14/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 18/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 8/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 57/100
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 10/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Spider [H] HP: 13/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 0/16 (x1), 12/16 (x1) Burning (1 DoT, 1/1)
Iron Supply [N] : 56%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Bow equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) Wielding Bows and Stone Swords.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 20/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn.
5l1n65h07 [N] HP: 20/20
Inventory:Bottle of Stalker Secretion (When thrown (or consumed), it makes the victim Lethargic), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
====[The Clearing]====
A clearing in a section of a forest. The plentiful resources allow for construction of something like a castle...
arksiane [N] HP: 20/20
Inventory:Bulletproof Jacket (10/10 Hits) (Wearer takes 20% less damage while wearing it)
(Gives the acolyte some dark power for each entity or player dying
but it can be removed from the acolyte with barely any creativity or a
small charge.)))
Hat factorization by infinity 7/25
Sending the technology master into another dimension until I want to retrieve it 2/12(it costed only 12 charges to do)
Summoning an inefficient bodyguard for the technology master 2/3
My clone finishes being created, and because THAT SENTRY NEEDS TO GO, we both shoot an explosive HE Shell at it with our launchers.
Mud Golem: 5/15
I also start making a really high-powered launcher, about 5x the size of my normal one, and i also start making 2 shells for it.
Giant Cannon: 1/20
Giant HE Shell: 1/10
Giant Poison-Gas Shell: 1/10
Cain Speaks: "Mr acolyte, acolyte, Big al, whatever you want to be called, i wish for you to understand my leve lof power, that mud golem im suumoning regenrates 2 hp every turn it is on any dirt. and this cannon im making? heh... that player fort will be gone n ONE shot, while i kill the rest of them with the poison gas."
( NULL AREA:I do wish to add that
sometimes, im gone for a day, and i come back to like 70 posts, so
yea... i gotta be on the ball when it comes to updating it. and btw, I
wish to add that so far this series is better. )
Then I use some chain-guns from nowhere to attack blinky by using them the only way chainguns can be used: by attempting to teleport them into the opponent soul and make them spontaneously implode into the form of light bulbs.
I tell that there is a risk that the fact it makes light bulbs will make the technology master more creative and have ideas.(one thing the technology master can do is creating entities it is just that he mostly preferred until then to make upgrades)
Technologies are either temporary boosts or entities or (in the case of my sidequest) a futility counter system.
So since there is no entity to which he can apply his three technologies he might instead create new entities.
PS: I did through to the possibility someone would attempt to redirect that attack at the technology master.
(I honestly feel like this game is going very slow, but what did we expect when half the active playerbase is PA-aligned?)
Linearly Increasing Medic: 3/25
Worth One Chip: 7/25
The Acolyte receives a scrap of paper. It's all crumpled up, rigged to be nearly impossible to open. But he still does, after a few hours of attempting.
All that was on there were three words. Not even a sentence, just three words that could be read in four seconds.
The Acolyte then realizes that he just lost all of his internal organs by reading that for some reason. Take a crack at what just happened.
"How did that even work? How do diseases just infect a person and immediately do that with just three words? Science is betraying its own science."
Me and my clone both fire another HE shell at the class 3 turret, and the poison gas stops anyone from repairing it.
Giant cannon: 3/20
Giant HE Shell:3/10
Giant Poison gas shell:3/10
Mud Golem: 7/15
I got help from nulitor without me realising, sorry for edit after you posted.
(null area: Alright, i tihnk i know how to make this game more interesting, but im not sure if im allowed to do it or not. ill just wait though, because its a big game-changer. (Its NOT me switching sides to the anti-acolyte or neutral or wahtever. just wait.))
Time is not something I exactly have on my side, so I can only react to the some other questions! I'll finish this tomorrow, but I'd advise not posting so one can react to the EOTE and other changes.
Also, so that don't waste an entire day of working on this, some of the things I missed last turn have been corrected!
(Gives the acolyte some dark power for each entity or player dying
but it can be removed from the acolyte with barely any creativity or a
small charge.)))
Hat factorization by infinity 7/25
Sending the technology master into another dimension until I want to retrieve it 2/12(it costed only 12 charges to do)
Summoning an inefficient bodyguard for the technology master 2/3
I get the technology master out of the bunker
I've fixed the Rising Light. I'm changing it- now it's an effect and thus temporary, but it won't have any downsides as a result.
The Technology Master emerges from the bunker with his sword!
My clone finishes being created, and because THAT SENTRY NEEDS TO GO, we both shoot an explosive HE Shell at it with our launchers.
Mud Golem: 5/15
I also start making a really high-powered launcher, about 5x the size of my normal one, and i also start making 2 shells for it.
Giant Cannon: 1/20
Giant HE Shell: 1/10
Giant Poison-Gas Shell: 1/10
Cain Speaks: "Mr acolyte, acolyte, Big al, whatever you want to be called, i wish for you to understand my leve lof power, that mud golem im suumoning regenrates 2 hp every turn it is on any dirt. and this cannon im making? heh... that player fort will be gone n ONE shot, while i kill the rest of them with the poison gas."
( NULL AREA:I do wish to add that
sometimes, im gone for a day, and i come back to like 70 posts, so
yea... i gotta be on the ball when it comes to updating it. and btw, I
wish to add that so far this series is better. )
Your clone has been created! It will have low health but your actions will be doubly effective when it's active.
Thus, you blow up the Class III Sentry for 8 damage!
I also regret to inform you that you can only charge or less charges at a time!
Then I use some chain-guns from nowhere to attack blinky by using them the only way chainguns can be used: by attempting to teleport them into the opponent soul and make them spontaneously implode into the form of light bulbs.
I use a teleporting hocus-jiggery and some techno-pocus to switch my location with the Technology Master's so that he will have the chain guns teleported to his soul; rather than mine.
Ender Chest:7/15
Demolitionist:4/10
Elemental of Light:7/10
You aren't completely safe, since you still take some damage! However, the Tech Master takes 4 damage as well!
Using your Cloak, you recover 2 HP! I'd advise getting backup!
I tell that there is a risk that the fact it makes light bulbs will make the technology master more creative and have ideas.(one thing the technology master can do is creating entities it is just that he mostly preferred until then to make upgrades)
So since there is no entity to which he can apply his three technologies he might instead create new entities.
PS: I did through to the possibility someone would attempt to redirect that attack at the technology master.
(I honestly feel like this game is going very slow, but what did we expect when half the active playerbase is PA-aligned?)
Linearly Increasing Medic: 3/25
Worth One Chip: 7/25
The Acolyte receives a scrap of paper. It's all crumpled up, rigged to be nearly impossible to open. But he still does, after a few hours of attempting.
All that was on there were three words. Not even a sentence, just three words that could be read in four seconds.
The Acolyte then realizes that he just lost all of his internal organs by reading that for some reason. Take a crack at what just happened.
"How did that even work? How do diseases just infect a person and immediately do that with just three words? Science is betraying its own science."
(Does that even make sense?)
I feel like that way too. If someone were to be more aggressive towards the Acolyte (the players being the plot catalyst), then we could get some juicier battles up, which means that a BOSS BATTLE would arrive soon and we can get the plot working again!
The Acolyte has transplants on hand, which he teleports in!
Me and my clone both fire another HE shell at the class 3 turret, and the poison gas stops anyone from repairing it.
Giant cannon: 2/20
Giant HE Shell:2/10
Giant Poison gas shell:2/10
Mud Golem: 6/15
(null area: Alright, i tihnk i know how to make this game more interesting, but im not sure if im allowed to do it or not. ill just wait though, because its a big game-changer. (Its NOT me switching sides to the anti-acolyte or neutral or wahtever. just wait.))
You use the last explosive shell to blow the Class III Sentry to smithereens! You then find out that the Anti-Personell Turret has taken 4 splash damage from your shellings!
The Acolyte recovers 3% of his Dark Magic Meter because of your kill due to the Rising Light.
====[End-of-Turn Events]====
This is last turn's EOTE! I should finish/update this by the following day.
The Anti-Personnel Turret deals 2 damage to robby214tv's clone! However, it isn't stunned!
The Technology Master deals 4 damage to Blinky1001 with his Technology Sword!
The Acolyte lets his Dark Magic Meter regenerate, reaching 90% on it! He also has his Spirograph charged up, but he stores the resulting Spiral up! The Spirograph also has been tweaked for the better.
Blinky1001's Amulet remains silent.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
You move to take point for the team, allowing you to tank 2 HP's worth of Spider damage!
The Anonymous Medic moves in and heals you up to 16 health!
Ross8815 fires a shot, but he narrowly misses the disarmed Skeleton!
The Metal Scorpion backs off and fires 4 shots at the Spider with its mounted pistol! This does enough damage to finish it off. However, the disarmed Skeleton deals 1 damage to the Atronach!
The Metal Atronach fires a single accurate shot off at the disarmed Skeleton! This deals 2 damage!
The living, armed Spider takes burning damage!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 16/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (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 §¶ (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))
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith. Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 19/20.
Inventory: Pendant of Power (18/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning (1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 20/20.
robby214tv [PA] HP: 20/20. Clone HP: 10/10 (Actions doubly effective while in play, kill this first!).
FeatheredDragon [N] HP: 20/20
Itinerary Objectives:
Anti-Acolyte:
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Class III Sentry: 0/20 HP (5 base damage, can repair Camp, 3 speed value) Sick (Cannot be healed, 1/2). Anti-Personnel Turret: 10/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 179/200. Structural. Factory: 0/10 [IIIIIIIIII] Material. Farm: 5/10 [IIIIIIIIII]
Available Services:
Possesses a Crafting Table for simple (Up to Generation +1) crafting.
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Factory can be +Assisted to provide Material! These can be used to repair the base.
Earth Elemental [AA] HP: 20/20.
Stats
Base Damage: 4
Speed Value: 3
Takes 0% damage from Earth-based attacks.
Takes 50% damage from Cold-based attacks.
Takes 150% damage from Heat-based attacks.
Takes 150% damage from Nature-based attacks.
Water Elementals [AA]: Frank: 24/24 HP. Alfred: 24/24 HP.
Stats
Base Damage: 3
Speed Value: 3
Takes 0x damage from Water-based attacks.
Takes 0.5x damage from Nature-based attacks.
Takes 1.5x damage from Cold-based attacks.
Takes 1.5x damage from Heat-based attacks.
Heat Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Elemental Statue [AA] HP: 11/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 51/60.
Stats
Base Damage: 6
Speed Value: 2
Can split attacks between up to 3 entities. However, this will also split the damage.
Damage will deal Withering (1 damage over time, unhealable until effects are over, 4/4)
Yankean [AA] HP: 56/70
Stats
Base Damage: 7
Speed Value: 2
Will assist an ally's charges upon killing an enemy.
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Lesser Mud Elemental [AA] HP: 15/15.
Stats
Base Damage: 3
Speed Value: 2
Takes 0x damage from Water and Earth-based attacks, but take 2x damage from Air and Heat-based attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 90%. Kills: 4. Acolyte Effect: Rising Light (Entities dying raise the Dark Magic Meter, 4/4)
Inventory: Portable Spirograph (20 Spirals left DONE, 1/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
Blinky1001 [AA] HP: 10/20.
Inventory: Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health) (Expended), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (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, chance escalates by 10% with each passing turn & resets when Elemental summoned)
Technology Master [PA] HP: 25/40. [Progress: IIIII]. Hot (Takes 150% more damage from Cold-based attacks, removed upon being hit by Cold-based attacks, immune to Cold, 1/1)
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Inefficient Bodyguard [PA] HP: 10/10.
Stats
Base Damage: 3
Speed Value: 3
Bunker [PA] HP: 40/50. Door: 4/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds nothing as of this turn.
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 5/80. Heavy Machine Gun (4 base damage).
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 16/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 14/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 18/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 8/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 57/100
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 10/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Spider [H] HP: 13/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 0/16 (x1), 12/16 (x1) Burning (1 DoT, 1/1)
Iron Supply [N] : 56%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Bow equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) Wielding Bows and Stone Swords.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 20/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn.
5l1n65h07 [N] HP: 20/20
Inventory:Bottle of Stalker Secretion (When thrown (or consumed), it makes the victim Lethargic), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
====[The Clearing]====
A clearing in a section of a forest. The plentiful resources allow for construction of something like a castle...
arksiane [N] HP: 20/20
Inventory: Bulletproof Jacket (10/10 Hits) (Wearer takes 20% less damage while wearing it)
Sending the technology master into another dimension until I want to
retrieve it 4/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Summoning an inefficient bodyguard for the technology master 3/3
After that I attempt to attack Blinky1001 by making an blast with a lot of flavorful neutrinos.
Of course the only thing that can hurt is the gigantic supernova 400 light years away creating the neutrinos and not the neutrinos themselves.
Im just wondering if i can have two charecters. not sure if that would be allowed, but if so i would roleplay as a really strong anti-acolyte charecter while cain is dormant.
Alright, you know what? I leave all my summons for other people, and absorb the clone for later.
"Mr acolyte, while i do respect what you are doing, i do beleive that you are too weak. you need more power, and you really cant just GET power. You need to absorb power, so i think im going to steal YOUR power."
Hey guys, the post is up and running, so you should adjust your posts accordingly! Battles continue to escalate, although the battlefield is pretty much in control of the Anti-Acolytes.
I would also like to welcome the new year! I hope that all of your celebrations were magnificent.
I active the Kinetic Strike module, and punch the spider that has arms right in the face! I'm also still the most likely target due to my closeness to them.
The Scorpion charges in and tears the spider that I just punched in half, utilizing massive claws to deadly effect, before ducking back behind me.
The Metal Atronach sprays a withering hail of bullets at either the being-focused spider, or if it is dead, the skeleton - about 3 shots should be plenty.
The medic applies more medicine to me.
Ross is given the option of either killing a spider, or repairing the scorpion if a spider died this turn.
Sending the technology master into another dimension until I want to
retrieve it 5/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Dissuasive strike 1/5
Then I tell blinky that by trying to kill my entities he is killing his own entities: the acolyte gains dark energy at each killed entity and he is currently very aggresive.
after that I ask the acolyte if he knows the curse of repetitiveness and if he could use it to weaken down that swarm of elementals and that repeated use of stabbing uncreatively with daggers of ice and fire and that attempt to repeat what have been done with the AA camp.
Alright, we have gathered more posts, so as promised, an update arrives!
Well, if you have other stuff do do, I don't blame you!
Your entities will do as you command! Bleating "MEDIC!" causes the Medic's attention to focus to you until your health is back in shape.
You fire 6 shots at the Skeleton, 4 of which hit! The Skeleton takes 4 damage.
You deal 6 damage to the door of the Bunker!
Well, he hasn't cut through the door yet, so he can't see the illusions!
You give the Acolyte the Portable Spirograph!
The Class III Sentry will do as you command!
Also, I'm not sure what the SoulAmp would do, since death is only a doorway and not much of a punishment (except for item users, but items are supposed to assist in battle and not become the main focus)
So that's where you learned it...
You deal 4 damage to the Class III Sentry! The Sentry becomes Sick for 2 turns!
You repair 2 damage to the Statue! The Pendant of Power also begins to cool down.
The Door gives way, revealing the Technology Master inside!
Okay then! The Soldier attacks from outside of Blinky1001's view to deal 4 damage to him from long range!
====[End-of-Turn Events]====
The Class III Sentry heals up the Player Fort for 2 HP!
The Acolyte rests and lets his Dark Magic Meter regenerate.
Blinky1001's Amulet pops out with an Earth Elemental! The Elemental Statue heals up the Djinni.
The Technology Master makes himself a Technology Sword from his unused technology! This will allow him to defend himself! He gains 2 Speed Value.
====[engie_ninja's sidequest]====
You move to take point for the team, allowing you to tank 2 HP's worth of Spider damage!
The Anonymous Medic moves in and heals you up to 16 health!
Ross8815 fires a shot, but he narrowly misses the disarmed Skeleton!
The Metal Scorpion backs off and fires 4 shots at the Spider with its mounted pistol! This does enough damage to finish it off. However, the disarmed Skeleton deals 1 damage to the Atronach!
The Metal Atronach fires a single accurate shot off at the disarmed Skeleton! This deals 2 damage!
The living, armed Spider takes burning damage!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
Inventory: Enderdodge Token [Power: IIIIIIIIII], 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 §¶ (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))
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 19/20.
Inventory: Pendant of Power (18/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning (1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points)
GoldHero101 [PA] HP: 20/20.
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Class III Sentry: 12/20 HP (5 base damage, can repair Camp, 3 speed value) Sick (Cannot be healed, 2/2). Anti-Personnel Turret: 14/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 179/200. Structural. Factory: 0/10 [IIIIIIIIII] Material.
Available Services:
Base Damage: 4
Speed Value: 3
Takes 0% damage from Earth-based attacks.
Takes 50% damage from Cold-based attacks.
Takes 150% damage from Heat-based attacks.
Takes 150% damage from Nature-based attacks.
Water Elementals [AA]: Frank: 24/24 HP. Alfred: 24/24 HP.
Stats
Base Damage: 3
Speed Value: 3
Takes 0x damage from Water-based attacks.
Takes 0.5x damage from Nature-based attacks.
Takes 1.5x damage from Cold-based attacks.
Takes 1.5x damage from Heat-based attacks.
Heat Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Elemental Statue [AA] HP: 11/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 51/60.
Stats
Base Damage: 6
Speed Value: 2
Can split attacks between up to 3 entities. However, this will also split the damage.
Damage will deal Withering (1 damage over time, unhealable until effects are over, 4/4)
Yankean [AA] HP: 56/70
Stats
Base Damage: 7
Speed Value: 2
Will assist an ally's charges upon killing an enemy.
Can attack all sorts of enemies effectively.
Djinni [AA] HP: 40/40 (x1), 40/40 (x1). Anti-Djinni: 40/40 HP.
Stats
Base Damage: 4
Speed Value: 4
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Lesser Mud Elemental [AA] HP: 15/15.
Stats
Base Damage: 3
Speed Value: 2
Takes 0x damage from Water and Earth-based attacks, but take 2x damage from Air and Heat-based attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 85%. Kills: 4. Acolyte Effect: Rising Light (Entities dying raise the Dark Magic Meter, 4/4)
Inventory: Portable Spirograph (10 Uses, DONE, 0 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 450/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 16 Futility
auyuengyat: 2 Futility
Pricey12345: 8 Futility
Crusher48: 2 Futility
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 40/50. Door: 4/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds the Technology Master.
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 5/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 14/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 18/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 10/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
((I remember that last turn I completed the
Rising light of hope 5/5
(Gives the acolyte some dark power for each entity or player dying
but it can be removed from the acolyte with barely any creativity or a
small charge.)))
Hat factorization by infinity 7/25
Sending the technology master into another dimension until I want to retrieve it 2/12(it costed only 12 charges to do)
Summoning an inefficient bodyguard for the technology master 2/3
I get the technology master out of the bunker
My clone finishes being created, and because THAT SENTRY NEEDS TO GO, we both shoot an explosive HE Shell at it with our launchers.
Mud Golem: 5/15
I also start making a really high-powered launcher, about 5x the size of my normal one, and i also start making 2 shells for it.
Giant Cannon: 1/20
Giant HE Shell: 1/10
Giant Poison-Gas Shell: 1/10
Cain Speaks: "Mr acolyte, acolyte, Big al, whatever you want to be called, i wish for you to understand my leve lof power, that mud golem im suumoning regenrates 2 hp every turn it is on any dirt. and this cannon im making? heh... that player fort will be gone n ONE shot, while i kill the rest of them with the poison gas."
( NULL AREA:I do wish to add that
sometimes, im gone for a day, and i come back to like 70 posts, so
yea... i gotta be on the ball when it comes to updating it. and btw, I
wish to add that so far this series is better. )
Hat factorization by infinity 8/25
Sending the technology master into another dimension until I want to retrieve it 3/11(it costed only 11 charges to do(checked back))
Summoning an inefficient bodyguard for the technology master 3/3
I help robby214ty
Then I use some chain-guns from nowhere to attack blinky by using them the only way chainguns can be used: by attempting to teleport them into the opponent soul and make them spontaneously implode into the form of light bulbs.
I tell that there is a risk that the fact it makes light bulbs will make the technology master more creative and have ideas.(one thing the technology master can do is creating entities it is just that he mostly preferred until then to make upgrades)
So since there is no entity to which he can apply his three technologies he might instead create new entities.
PS: I did through to the possibility someone would attempt to redirect that attack at the technology master.
/null
(I honestly feel like this game is going very slow, but what did we expect when half the active playerbase is PA-aligned?)
Linearly Increasing Medic: 3/25
Worth One Chip: 7/25
+1 Pricey +1 Blinky
The Class III Sentry heals the base.
I then build a rechargeable shield around the Player Fort. 12/15 +1 Blinky +1 Pricey
I make a farm in the Player Fort.6/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died,we get a boost) 12/24+1 Blinky +1 Pricey
My games.
Me and my clone both fire another HE shell at the class 3 turret, and the poison gas stops anyone from repairing it.
Giant cannon: 3/20
Giant HE Shell:3/10
Giant Poison gas shell:3/10
Mud Golem: 7/15
I got help from nulitor without me realising, sorry for edit after you posted.
(null area: Alright, i tihnk i know how to make this game more interesting, but im not sure if im allowed to do it or not. ill just wait though, because its a big game-changer. (Its NOT me switching sides to the anti-acolyte or neutral or wahtever. just wait.))
Time is not something I exactly have on my side, so I can only react to the some other questions! I'll finish this tomorrow, but I'd advise not posting so one can react to the EOTE and other changes.
Also, so that don't waste an entire day of working on this, some of the things I missed last turn have been corrected!
I've fixed the Rising Light. I'm changing it- now it's an effect and thus temporary, but it won't have any downsides as a result.
The Technology Master emerges from the bunker with his sword!
Your clone has been created! It will have low health but your actions will be doubly effective when it's active.
Thus, you blow up the Class III Sentry for 8 damage!
I also regret to inform you that you can only charge or less charges at a time!
You deal 6 damage to the Technology Master, also making him Hot! However, your strike opens you up for a counterattack!
Blinky1001 takes 4 damage!
You summon the Inefficient Bodyguard!
You aren't completely safe, since you still take some damage! However, the Tech Master takes 4 damage as well!
Using your Cloak, you recover 2 HP! I'd advise getting backup!
Well, both parties took damage from the attack.
I feel like that way too. If someone were to be more aggressive towards the Acolyte (the players being the plot catalyst), then we could get some juicier battles up, which means that a BOSS BATTLE would arrive soon and we can get the plot working again!
The Acolyte has transplants on hand, which he teleports in!
The Class III Sentry will do as you say.
Farm added! It will only restore HP, though.
You use the last explosive shell to blow the Class III Sentry to smithereens! You then find out that the Anti-Personell Turret has taken 4 splash damage from your shellings!
The Acolyte recovers 3% of his Dark Magic Meter because of your kill due to the Rising Light.
====[End-of-Turn Events]====
This is last turn's EOTE! I should finish/update this by the following day.
The Anti-Personnel Turret deals 2 damage to robby214tv's clone! However, it isn't stunned!
The Technology Master deals 4 damage to Blinky1001 with his Technology Sword!
The Acolyte lets his Dark Magic Meter regenerate, reaching 90% on it! He also has his Spirograph charged up, but he stores the resulting Spiral up! The Spirograph also has been tweaked for the better.
Blinky1001's Amulet remains silent.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
You move to take point for the team, allowing you to tank 2 HP's worth of Spider damage!
The Anonymous Medic moves in and heals you up to 16 health!
Ross8815 fires a shot, but he narrowly misses the disarmed Skeleton!
The Metal Scorpion backs off and fires 4 shots at the Spider with its mounted pistol! This does enough damage to finish it off. However, the disarmed Skeleton deals 1 damage to the Atronach!
The Metal Atronach fires a single accurate shot off at the disarmed Skeleton! This deals 2 damage!
The living, armed Spider takes burning damage!
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening other turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
Inventory: Enderdodge Token [Power: IIIIIIIIII], 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 §¶ (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))
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 19/20.
Inventory: Pendant of Power (18/100 Damage) (Base Damage: +4, will decrease effect if too much damage is dealt for too long, will shatter if too much damage is dealt, can cool down by not dealing damage), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 13/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Laser Sniper Rifle (Base Damage: 4, Ignores 100% of damage reduction, applies Burning (1 damage over time, 1/1)), Capacitor (For every charge completed, grant +1 to all charges and a preceding charge if any), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 8 points)
GoldHero101 [PA] HP: 20/20.
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Anti-Acolyte Camp Remnants [AA]: Class III Sentry: 0/20 HP (5 base damage, can repair Camp, 3 speed value) Sick (Cannot be healed, 1/2). Anti-Personnel Turret: 10/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 179/200. Structural. Factory: 0/10 [IIIIIIIIII] Material. Farm: 5/10 [IIIIIIIIII]
Available Services:
Base Damage: 4
Speed Value: 3
Takes 0% damage from Earth-based attacks.
Takes 50% damage from Cold-based attacks.
Takes 150% damage from Heat-based attacks.
Takes 150% damage from Nature-based attacks.
Water Elementals [AA]: Frank: 24/24 HP. Alfred: 24/24 HP.
Stats
Base Damage: 3
Speed Value: 3
Takes 0x damage from Water-based attacks.
Takes 0.5x damage from Nature-based attacks.
Takes 1.5x damage from Cold-based attacks.
Takes 1.5x damage from Heat-based attacks.
Heat Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Elemental Statue [AA] HP: 11/14. Heals up 2 Elementals each turn for 4 HP each.
Wither Storm [AA] HP: 51/60.
Stats
Base Damage: 6
Speed Value: 2
Can split attacks between up to 3 entities. However, this will also split the damage.
Damage will deal Withering (1 damage over time, unhealable until effects are over, 4/4)
Yankean [AA] HP: 56/70
Stats
Base Damage: 7
Speed Value: 2
Will assist an ally's charges upon killing an enemy.
Can attack all sorts of enemies effectively.
Djinni [AA] HP: 40/40 (x1), 40/40 (x1). Anti-Djinni: 40/40 HP.
Stats
Base Damage: 4
Speed Value: 4
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Lesser Mud Elemental [AA] HP: 15/15.
Stats
Base Damage: 3
Speed Value: 2
Takes 0x damage from Water and Earth-based attacks, but take 2x damage from Air and Heat-based attacks.
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 90%. Kills: 4. Acolyte Effect: Rising Light (Entities dying raise the Dark Magic Meter, 4/4)
Inventory: Portable Spirograph (20 Spirals left DONE, 1/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 450/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 16 Futility
auyuengyat: 2 Futility
Pricey12345: 8 Futility
Crusher48: 2 Futility
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Inefficient Bodyguard [PA] HP: 10/10.
Stats
Base Damage: 3
Speed Value: 3
Bunker [PA] HP: 40/50. Door: 4/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds nothing as of this turn.
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 5/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 9/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 14/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 18/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 10/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1), 20/20 (x1) Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
Hat factorization by infinity 9/25
Sending the technology master into another dimension until I want to
retrieve it 4/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Summoning an inefficient bodyguard for the technology master 3/3
After that I attempt to attack Blinky1001 by making an blast with a lot of flavorful neutrinos.
Of course the only thing that can hurt is the gigantic supernova 400 light years away creating the neutrinos and not the neutrinos themselves.
Im just wondering if i can have two charecters. not sure if that would be allowed, but if so i would roleplay as a really strong anti-acolyte charecter while cain is dormant.
you know that there is rules for changing side:
If you wish to do so you must warn people three turns in advance(something like that)
You might read the first post of this forum game for more about changing side./null
Where is the Farm?
+1 Pricey +1 Blinky
I then build a rechargeable shield around the Player Fort. 15/15 +1 Blinky +1 Pricey
I make a TNT Cannon in the Player Fort.3/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died,we get a boost) 15/24+1 Blinky +1 Pricey
My games.
Alright, you know what? I leave all my summons for other people, and absorb the clone for later.
"Mr acolyte, while i do respect what you are doing, i do beleive that you are too weak. you need more power, and you really cant just GET power. You need to absorb power, so i think im going to steal YOUR power."
(I may be switching teams soon.)
Hey guys, the post is up and running, so you should adjust your posts accordingly! Battles continue to escalate, although the battlefield is pretty much in control of the Anti-Acolytes.
I would also like to welcome the new year! I hope that all of your celebrations were magnificent.
HAPPY NEW YEAR!
An alternate timeline emerges.
However, we must first start from the beginning...
Moat 3/?
I'm going to seriously think how can I damage the Acolyte, even by 1 hp.
+1 Pricey +1 Blinky +1 Player Fort
I summon 1 more Class III Sentry. 9/10 +1 Blinky +1 Pricey +2 [email protected] Cannon(this post)&Shield(Previous post) +5 Pendant
I make a TNT Cannon in the Player Fort.6/6 +1 Blinky +1 Pricey
I create a SoulAmp in the Player Fort. (If somebody or some entities died,we get a boost) 18/24+1 Blinky +1 Pricey
My games.
WEPON: 1/10
I active the Kinetic Strike module, and punch the spider that has arms right in the face! I'm also still the most likely target due to my closeness to them.
The Scorpion charges in and tears the spider that I just punched in half, utilizing massive claws to deadly effect, before ducking back behind me.
The Metal Atronach sprays a withering hail of bullets at either the being-focused spider, or if it is dead, the skeleton - about 3 shots should be plenty.
The medic applies more medicine to me.
Ross is given the option of either killing a spider, or repairing the scorpion if a spider died this turn.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Hat factorization by infinity 10/25
Sending the technology master into another dimension until I want to
retrieve it 5/11(it costed only 11 charges to do(checked back))(while he is in another dimension he stops research)
Dissuasive strike 1/5
Then I tell blinky that by trying to kill my entities he is killing his own entities: the acolyte gains dark energy at each killed entity and he is currently very aggresive.
after that I ask the acolyte if he knows the curse of repetitiveness and if he could use it to weaken down that swarm of elementals and that repeated use of stabbing uncreatively with daggers of ice and fire and that attempt to repeat what have been done with the AA camp.
Clicking error.