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!
It appears my charge for charging a charge is done charging. Now that my charge for charging a charge is done charging, I can charge a charge. I charge my charge, and then charge, using my charged charge, straight into the Ancient Hermit
Wow, this is excellent posting turnout! Expect a post to come tomorrow after I finish hiking. I was going to add another phase to the Ancient Hermit, but I just want this to end so that we can migrate over to Terraria. With that said, it's coming down hard!
Be sure to get in any last-minute posts within 20 hours!
Well, there were no more posts, which I expected. The update is here as promised.
/!\ IMPORTANT! All items (that aren't a Spoil of War) will be deleted when we migrate to Terraria instead of after the end of the Act! This is to give the newer players joining on even ground.
It appears my charge for charging a charge is done charging. Now that my charge for charging a charge is done charging, I can charge a charge. I charge my charge, and then charge, using my charged charge, straight into the Ancient Hermit
Such extravagant wordplay! You deal 17 damage to the Ancient Hermit after the damage reduction and Creativity Bonus (in that order) are taken into account. The Ancient Hermit is now officially in the ORANGE!
I summon more lightning on the Ancient Hermits head.
Sponges:11/10
(Will dry up the water around the Ancient Hermit; hopefully making it slower and exposing it to other attacks)
More Whirlpools:6/5
(Will act like my previous Whirlpool; disabling them for at least a couple of rounds)
Helped by and helping pricey
You combo with Pricey's attack to deal an additional 5 damage!
Your sponge renders the Ancient Hermit more vulnerable to damage! It has become Dry for 3 turns!
========[End-of-Turn Events]========
Batman tries to use his Grappling Hook to escape the Ancient Hermit's wrath!
The Dalek hits, despite its Blindness! Its disintegration beam deals a devastating 12 damage to the Ancient Hermit! This blast puts the Ancient Hermit into critical RED HEALTH (40%)!
The Ancient Hermit dispels the whirlpools and lets out an ear-piercing screech! It raises an array of tentacles to defend itself and dish out some more physical punishment!
The Ancient Hermit uses Deep Sea Drag on Batman! It pulls Batman into a watery grave, never to be seen again.
The Ancient Hermit is no longer burning.
====[engie_ninja's sidequest]====
Currently in stasis.
The two Trickster Spirits immediately lunge at the Ro-Class Destroyer, dealing 8 damage total to it!
bmxer2001 and 75fires both deal 7 damage each to the Trickster Spirits!
The Ro-Class destroyer retaliates and deals 4 damage to one of the Trickster Spirits!
The I-Class Destroyer follows up and finishes off the Trickster Spirit with 3 damage!
====[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 bay area seemingly the haunt of something big. You have pursued the Acolyte here and caught him unprepared.
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)
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)
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: 16/20.
Inventory:
Headless Horsemann Harmer's Howitzer §¶ (13/16 Souls) (Shotgun, Base Damage: +2, 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%), Deals +1 base damage for every 6 Souls kept in the gun)
Cape of the Heirophants (Can be nominated as armor to allow a 50% dodge chance for the turn)
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 P [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 S (16/20 HP) (Tanks 50% of damage, inflicts Wither (1 damage over time, DoT damage unhealable until effects are over) for 2 turns to attackers, sacrifices user HP to heal itself if below 10 HP)
Staff of the Heirophants P [Energy: IIII] (Base Damage: 4, 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)
Bundle of Fireworks [Bundles: 1/3] (Picking up an item/completing a charge shoots out 6 fireworks that deal 6 damage each to a random enemy target)
Pogo Hammer [Uses: IIIII] (Base Damage: +2, 50% chance to Stun on hit, 50% chance to stun the user on a failure)
Pricey12345 [AA] HP: 20/20.
Inventory:
Cloak of Regeneration (75% chance to heal 1 HP after action)
Life Force Drain Pistol (Generation +2, Pistol, Base Damage: +4, Heals 50% of damage dealt)
Anti-Acolyte Armor (44/50 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)
Antiquated Health Potion (Restores 20 HP)
Plastic Party Cone Helm [HP: 8/10] (Blocks 25% of damage meant for the wearer)
Scepter of Health Switching SP (Can switch health between the user and their entities, and also deposit health into friendly entities)
High-Powered Shielder's Laser Gunblade SP (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (10/Entity Max HP) 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 target with Sword mode causes it to be knocked out of melee range (requiring it to make a Speed Value test to return to the field) and has a (5/Entity Max HP) 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 (20/Attack Damage) 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)
Infernomoite Incinestaff SP (Base Damage: +2, deals Heat-based damage, Heat mode applies 2-turn 2-damage Burning, increases Burning time by 1 Turn and Burning damage by 1 (up to 4-damage Burning), has a 1/8th chance to harm the user for half its original damage when used)
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.)
TNT Charge (Can damage terrain, deals 10 damage to an enemy and 6 to any surrounding enemies when thrown)
Luxhearterite Ingot (Crafting Ingredient?)
Frozen Memory Orb (Crafting Ingredient?)
Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges)
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)
Dream Reaver 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, heals damage if the target is Unconscious)
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 SP [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)
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)
Zyngard [AA] HP: 16/20.
Inventory:
Zyngard's Sword (Base Damage: +4)
Scrambling Eggs (x4) (Deals 4 damage 6 times to an enemy or group of enemies when used)
Shield Module §¶ [Cooldown: III] (Grants Shielded (50% damage mitigation) for one turn on any unit of entities once used)
micbs [N] HP: 20/20.
Inventory: Party Beach Ball (Base Damage: 4, has an 80% chance to bounce to another entity in the target's group, can stack)
Itinerary Objectives:
Slay the Ancient Hermit!
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 have been dropped.
Curse: Charge Impotency (Charge cap temporarily at 10)
Ninjatwist_ [AA] HP: 20/20. Plot Armor: 0% Reduction. Left the battle!
Inventory:
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))
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:
This entity has a default 50% dodge chance against ranged and melee attacks.
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% when at RED HEALTH.
Can target and damage the Acolyte.
Dalek [AA] HP: 97/120. Base Damage: 8. | Speed Value: 1. Can only attack once every two turns. Blinded (60% chance to miss attacks, 1/2)
Batman [AA] HP: 0/60. 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. Blinded (60% chance to miss attacks, 1/2)
Stats
Base Damage: 6
Speed Value: 4
Can use one of four Gadgets to buff his effects for the turn.
Shock Gauntlets: +4 to Base Damage and has a 75% chance to induce Shocked (50% chance to miss attacks) for 1 turn.
Batarang: Can use a ranged attack twice.
Grappling Hook: 60% chance to dodge attacks.
Sonic Screecher: 40% chance to Stun (Misses actions) all enemies in the target's group.
Ancient Hermit [BONUS-BOSS]: HP: 44/250. Towering Pillar: II. Deep Sea Drag: IIII. Immune to critical damage. Always hits attacks. Burning (1 damage over time, 0/2), Dry (Lowers Speed Value to 1, takes 50% more damage, 2/3)
Stats
Base Damage: 6
Speed Value: 2
Special Actions: Land Sweep: Deals 6 damage to three enemies.
Towering Pillar: Deals 16 damage to a single enemy. Deep Sea Drag: Deals lethal damage instantly to the targeted entity. It also instantly destroys Buildings.
Passives:
Armored Shell: Takes normal damage from critical attacks.
Colossus: Immune to stunning effects which cause it to miss attacks.
Crippling Rage: All attacks have a 50% chance to Paralyze. Basic attacks always paralyze.
The Acolyte [AC] HP: 84/100.Dark Magic Meter: 100%. Kills: 20. Left the battle!
====[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].
Location: The Monastery.
Currently In: The Doorway.
Forward To: The Courtyard.
Back To: The Aperture.
Items of Interest: Enchanted Pouch.
engie_ninja [AA] HP: 20/20.
Inventory:
Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage)
ZEUS Suit (Absorbs 25% of damage. HP: 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)
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)
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.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 12/20.
Stats
Base Damage: 4
Speed Value: 2
Trickster Sprite [H] Presence: 0/20 Burning (2 damage over time, 1/1), 13/20.
Stats
Base Damage: 4
Speed Value: 4
Special Actions
Dark Prism can only be activated once, but it triggers a hallucination which absorbs half of the attacks targeted against the user.
Passive Effects
Ethereal Strikes: Attacks have a 1/3 chance to pass through armor.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Hmm....
I wait for a bit longer.
Night comes.
The Ancient Hermit was tired after the immense fighting with Blinky and Pricey. Ancient Hermit may think me as a newbie, not knowing how to move, and disregard me. But I then surprise him by drilling a lasting hole right in the body from the back to the front using the High-Powered Shielder's Laser Gunblade.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Backing down and see the Ancient Hermit in this stage, having a few HPs left,
If the Ancient Hermit is alive,
I activate Power Up, which boost this attack. I then raise my Infernomite Incinestaff, and say to the Hermit, "Rest In Peace. I wish I were you." , and shoot a bolt of fire, boosted by [Power Up], into the hole inside of the Ancient Hermit that I created earlier.
The Ancient Hermit was tired after the immense fighting with Blinky and Pricey. Ancient Hermit may think me as a newbie, not knowing how to move, and disregard me. But I then surprise him by drilling a lasting hole right in the body from the back to the front using the High-Powered Shielder's Laser Gunblade.
Power Up 4/5
Transcode 4/10
I'm assuming you're using Sniper Rifle mode for this.
You double-tap the Ancient Hermit, dealing a devastating 12 damage due to Dry!
I poke the Ancient Hermit in the hope that it dies in humiliation.
More Whirlpools:6/5
(Will act like my previous Whirlpool; disabling them for at least a couple of rounds)
There are no more whirlpools, so this will function as a normal attack.
I can't check the formula, but I'm pretty sure that your whirlpool attack does lethal damage, since the Ancient Hermit had 8 HP! The boss has been downed!
Backing down and see the Ancient Hermit in this stage, having a few HPs left,
If the Ancient Hermit is alive,
I activate Power Up, which boost this attack. I then raise my Infernomite Incinestaff, and say to the Hermit, "Rest In Peace. I wish I were you." , and shoot a bolt of fire, boosted by [Power Up], into the hole inside of the Ancient Hermit that I created earlier.
If he is not alive,
I turn Power Up into a boost item.
Power Up 5/5
Transcode 7/10 +1 Zyn, +1 Pricey
Bullet Hell 2/15 +1 Zyn, +1 Pricey
The item wipe and overhaul will take place as the Migration happens, so your item is pretty moot.
========[End-of-Turn Events]========
BOSS DEFEATED!
The force of the whirlpools that the Ancient Hermit once commanded strikes it with unrelenting force! The victim thrashes its mighty tentacles in pain. The Ancient Hermit slithers back to the sea, unwilling to continue this engagement. Mortal wounds mar its hulking body, and chips and scrapes riddle its once flawless shell. The beast retreats back to the sea to recover from its injuries... if it even can.
The crown of the Ancient Hermit's shell appears to have come to rest on the beach, as Pricey12345 investigates.
Pricey gains the Bonus Spoil of War Helm of the Juggernaut §¶! I'll update this when the items get reworked and purged. Spoils of War will stay with you!
/!\ IMPORTANT! The next post will be an invitation to the migration to TCF. Buckle down, everyone!
====[engie_ninja's sidequest]====
Currently in stasis.
The two Trickster Spirits immediately lunge at the Ro-Class Destroyer, dealing 8 damage total to it!
bmxer2001 and 75fires both deal 7 damage each to the Trickster Spirits!
The Ro-Class destroyer retaliates and deals 4 damage to one of the Trickster Spirits!
The I-Class Destroyer follows up and finishes off the Trickster Spirit with 3 damage!
====[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 bay area seemingly the haunt of something big. You have pursued the Acolyte here and caught him unprepared.
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)
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)
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: 16/20.
Inventory:
Headless Horsemann Harmer's Howitzer §¶ (13/16 Souls) (Shotgun, Base Damage: +2, 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%), Deals +1 base damage for every 6 Souls kept in the gun)
Cape of the Heirophants (Can be nominated as armor to allow a 50% dodge chance for the turn)
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 P [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 S (16/20 HP) (Tanks 50% of damage, inflicts Wither (1 damage over time, DoT damage unhealable until effects are over) for 2 turns to attackers, sacrifices user HP to heal itself if below 10 HP)
Staff of the Heirophants P [Energy: IIII] (Base Damage: 4, 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)
Bundle of Fireworks [Bundles: 1/3] (Picking up an item/completing a charge shoots out 6 fireworks that deal 6 damage each to a random enemy target)
Pogo Hammer [Uses: IIIII] (Base Damage: +2, 50% chance to Stun on hit, 50% chance to stun the user on a failure)
Pricey12345 [AA] HP: 20/20.
Inventory:
Cloak of Regeneration (75% chance to heal 1 HP after action)
Life Force Drain Pistol (Generation +2, Pistol, Base Damage: +4, Heals 50% of damage dealt)
Anti-Acolyte Armor (44/50 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)
Antiquated Health Potion (Restores 20 HP)
Plastic Party Cone Helm [HP: 8/10] (Blocks 25% of damage meant for the wearer)
Scepter of Health Switching SP (Can switch health between the user and their entities, and also deposit health into friendly entities)
High-Powered Shielder's Laser Gunblade SP (Generation +1 Item, Sniper Rifle, Shield or Sword, Base Damage: +2 (Sword only), Has a (10/Entity Max HP) 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 target with Sword mode causes it to be knocked out of melee range (requiring it to make a Speed Value test to return to the field) and has a (5/Entity Max HP) 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 (20/Attack Damage) chance to apply Shocked (60% chance to miss attacks) for 2 turns)
Infernomoite Incinestaff SP (Base Damage: +2, deals Heat-based damage, Heat mode applies 2-turn 2-damage Burning, increases Burning time by 1 Turn and Burning damage by 1 (up to 4-damage Burning), has a 1/8th chance to harm the user for half its original damage when used)
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.)
TNT Charge (Can damage terrain, deals 10 damage to an enemy and 6 to any surrounding enemies when thrown)
Luxhearterite Ingot (Crafting Ingredient?)
Frozen Memory Orb (Crafting Ingredient?)
Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges)
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)
Dream Reaver 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, heals damage if the target is Unconscious)
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 SP [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)
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)
Zyngard [AA] HP: 16/20.
Inventory:
Zyngard's Sword (Base Damage: +4)
Scrambling Eggs (x3) (Deals 4 damage 6 times to an enemy or group of enemies when used)
Shield Module §¶[Cooldown: III] (Grants Shielded (50% damage mitigation) for one turn on any unit of entities once used)
micbs [N] HP: 20/20.
Inventory: Party Beach Ball (Base Damage: 4, has an 80% chance to bounce to another entity in the target's group, can stack)
Itinerary Objectives:
Slay the Ancient Hermit!
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 have been dropped.
Curse: Charge Impotency (Charge cap temporarily at 10)
Ninjatwist_ [AA] HP: 20/20. Plot Armor: 0% Reduction. Left the battle!
Inventory:
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))
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:
This entity has a default 50% dodge chance against ranged and melee attacks.
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% when at RED HEALTH.
Can target and damage the Acolyte.
Dalek [AA] HP: 97/120. Base Damage: 8. | Speed Value: 1. Can only attack once every two turns. Blinded (60% chance to miss attacks, 1/2)
Batman [AA] HP: 0/60. 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. Blinded (60% chance to miss attacks, 1/2)
Stats
Base Damage: 6
Speed Value: 4
Can use one of four Gadgets to buff his effects for the turn.
Shock Gauntlets: +4 to Base Damage and has a 75% chance to induce Shocked (50% chance to miss attacks) for 1 turn.
Batarang: Can use a ranged attack twice.
Grappling Hook: 60% chance to dodge attacks.
Sonic Screecher: 40% chance to Stun (Misses actions) all enemies in the target's group.
Ancient Hermit [BONUS-BOSS]: HP: 0/250. Towering Pillar: II. Deep Sea Drag: IIII. Immune to critical damage. Always hits attacks.
Stats
Base Damage: 6
Speed Value: 2
Special Actions: Land Sweep: Deals 6 damage to three enemies.
Towering Pillar: Deals 16 damage to a single enemy. Deep Sea Drag: Deals lethal damage instantly to the targeted entity. It also instantly destroys Buildings.
Passives:
Armored Shell: Takes normal damage from critical attacks.
Colossus: Immune to stunning effects which cause it to miss attacks.
Crippling Rage: All attacks have a 50% chance to Paralyze. Basic attacks always paralyze.
The Acolyte [AC] HP: 84/100.Dark Magic Meter: 100%. Kills: 20. Left the battle!
====[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].
Location: The Monastery.
Currently In: The Doorway.
Forward To: The Courtyard.
Back To: The Aperture.
Items of Interest: Enchanted Pouch.
engie_ninja [AA] HP: 20/20.
Inventory:
Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage)
ZEUS Suit (Absorbs 25% of damage. HP: 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)
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)
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.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 12/20.
Stats
Base Damage: 4
Speed Value: 2
Trickster Sprite [H] Presence: 0/20 Burning (2 damage over time, 1/1), 13/20.
Stats
Base Damage: 4
Speed Value: 4
Special Actions
Dark Prism can only be activated once, but it triggers a hallucination which absorbs half of the attacks targeted against the user.
Passive Effects
Ethereal Strikes: Attacks have a 1/3 chance to pass through armor.
The link is here! Just say that you'll join in, the OP for that thread is quite simple, but I'll update it when I'm better. I will no longer be updating this thread.
Chargy Charge: 5/5
Stabby Stab: 5/10
CHARGY CHARGE [EXPANDING]
It appears my charge for charging a charge is done charging. Now that my charge for charging a charge is done charging, I can charge a charge. I charge my charge, and then charge, using my charged charge, straight into the Ancient Hermit
Hmm...
I use the Infernomoite Incinestaff to fire up the boss.
Power Up 1/5
Transcode 1/10
My games.
Hmm...
I use the High-Powered Shielder's Laser Gunblade to slice up the boss.
Power Up 3/5 +1 Blinky
Transcode 3/10 +1 Blinky
My games.
Wow, this is excellent posting turnout! Expect a post to come tomorrow after I finish hiking. I was going to add another phase to the Ancient Hermit, but I just want this to end so that we can migrate over to Terraria. With that said, it's coming down hard!
Be sure to get in any last-minute posts within 20 hours!
An alternate timeline emerges.
However, we must first start from the beginning...
Well, there were no more posts, which I expected. The update is here as promised.
/!\ IMPORTANT! All items (that aren't a Spoil of War) will be deleted when we migrate to Terraria instead of after the end of the Act! This is to give the newer players joining on even ground.
Such extravagant wordplay! You deal 17 damage to the Ancient Hermit after the damage reduction and Creativity Bonus (in that order) are taken into account. The Ancient Hermit is now officially in the ORANGE!
You hose down the Ancient Hermit with a volley of shots, but only about half of those shots hit their mark. You deal 10 damage to the Hermit!
What boss? You could be referring to anything. Be more specific next time!
Your attack deals 20 damage to the Ancient Hermit!
Again, I can't tell what boss you're targeting. Be more specific with your attacks.
Is that really creative enough? Eh, I'll give you the benefit of the doubt. You deal 5 damage to the Ancient Hermit!
You combo with Pricey's attack to deal an additional 5 damage!
Your sponge renders the Ancient Hermit more vulnerable to damage! It has become Dry for 3 turns!
========[End-of-Turn Events]========
Batman tries to use his Grappling Hook to escape the Ancient Hermit's wrath!
The Dalek hits, despite its Blindness! Its disintegration beam deals a devastating 12 damage to the Ancient Hermit! This blast puts the Ancient Hermit into critical RED HEALTH (40%)!
The Ancient Hermit dispels the whirlpools and lets out an ear-piercing screech! It raises an array of tentacles to defend itself and dish out some more physical punishment!
The Ancient Hermit uses Deep Sea Drag on Batman! It pulls Batman into a watery grave, never to be seen again.
The Ancient Hermit is no longer burning.
====[engie_ninja's sidequest]====
Currently in stasis.
The two Trickster Spirits immediately lunge at the Ro-Class Destroyer, dealing 8 damage total to it!
bmxer2001 and 75fires both deal 7 damage each to the Trickster Spirits!
The Ro-Class destroyer retaliates and deals 4 damage to one of the Trickster Spirits!
The I-Class Destroyer follows up and finishes off the Trickster Spirit with 3 damage!
====[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.
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)
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Blinky1001 [AA] HP: 16/20.
Inventory:
Pricey12345 [AA] HP: 20/20.
Inventory:
ConsumerOfAll [AA] HP: 20/20.
Inventory:
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)
Zyngard [AA] HP: 16/20.
Inventory:
Itinerary Objectives:
Slay the Ancient Hermit!
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 have been dropped.
Curse: Charge Impotency (Charge cap temporarily at 10)
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.
This entity has a default 50% dodge chance against ranged and melee 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% when at RED HEALTH.
Can target and damage the Acolyte.
Dalek [AA] HP: 97/120. Base Damage: 8. | Speed Value: 1. Can only attack once every two turns. Blinded (60% chance to miss attacks, 1/2)
Stats
Base Damage: 6
Speed Value: 4
Can use one of four Gadgets to buff his effects for the turn.
Ancient Hermit [BONUS-BOSS]: HP: 44/250. Towering Pillar: II. Deep Sea Drag: IIII. Immune to critical damage. Always hits attacks. Burning (1 damage over time, 0/2), Dry (Lowers Speed Value to 1, takes 50% more damage, 2/3)
Stats
Base Damage: 6
Speed Value: 2
Special Actions:
Land Sweep: Deals 6 damage to three enemies.
Towering Pillar: Deals 16 damage to a single enemy.
Deep Sea Drag: Deals lethal damage instantly to the targeted entity. It also instantly destroys Buildings.
Passives:
Armored Shell: Takes normal damage from critical attacks.
Colossus: Immune to stunning effects which cause it to miss attacks.
Crippling Rage: All attacks have a 50% chance to Paralyze. Basic attacks always paralyze.
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].
Location: The Monastery.
Currently In: The Doorway.
Forward To: The Courtyard.
Back To: The Aperture.
Items of Interest: Enchanted Pouch.
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.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 12/20.
Stats
Base Damage: 4
Speed Value: 2
Trickster Sprite [H] Presence: 0/20 Burning (2 damage over time, 1/1), 13/20.
Stats
Base Damage: 4
Speed Value: 4
Special Actions
Dark Prism can only be activated once, but it triggers a hallucination which absorbs half of the attacks targeted against the user.
Passive Effects
Ethereal Strikes: Attacks have a 1/3 chance to pass through armor.
====[EOTE END]====
An alternate timeline emerges.
However, we must first start from the beginning...
Hmm....
I wait for a bit longer.
Night comes.
The Ancient Hermit was tired after the immense fighting with Blinky and Pricey. Ancient Hermit may think me as a newbie, not knowing how to move, and disregard me. But I then surprise him by drilling a lasting hole right in the body from the back to the front using the High-Powered Shielder's Laser Gunblade.
Power Up 4/5
Transcode 4/10
My games.
RIP Batman
Stabby stab: 7/10
Kill them all: 2/4
I throw the Scrambling Eggs at the Ancient Hermit. Hopefully this will finish it off, factoring in Dry and auyen's attack
+1 auyen
Backing down and see the Ancient Hermit in this stage, having a few HPs left,
If the Ancient Hermit is alive,
I activate Power Up, which boost this attack. I then raise my Infernomite Incinestaff, and say to the Hermit, "Rest In Peace. I wish I were you." , and shoot a bolt of fire, boosted by [Power Up], into the hole inside of the Ancient Hermit that I created earlier.
If he is not alive,
I turn Power Up into a boost item.
Power Up 5/5
Transcode 7/10 +1 Zyn, +1 Pricey
Bullet Hell 2/15 +1 Zyn, +1 Pricey
My games.
After some time, the post count has come out, so I will be doing a post tomorrow! The sooner we can do the migrate, the better.
I haven't finished the artwork for the story post yet, though so don't expect it to come for a while!
An alternate timeline emerges.
However, we must first start from the beginning...
I'm assuming you're using Sniper Rifle mode for this.
You double-tap the Ancient Hermit, dealing a devastating 12 damage due to Dry!
You deal 24 damage to the Ancient Hermit! Anything will kill it now. Do items factor in Dry?
There are no more whirlpools, so this will function as a normal attack.
I can't check the formula, but I'm pretty sure that your whirlpool attack does lethal damage, since the Ancient Hermit had 8 HP! The boss has been downed!
There is no more hermit.
The item wipe and overhaul will take place as the Migration happens, so your item is pretty moot.
========[End-of-Turn Events]========
BOSS DEFEATED!
The force of the whirlpools that the Ancient Hermit once commanded strikes it with unrelenting force! The victim thrashes its mighty tentacles in pain. The Ancient Hermit slithers back to the sea, unwilling to continue this engagement. Mortal wounds mar its hulking body, and chips and scrapes riddle its once flawless shell. The beast retreats back to the sea to recover from its injuries... if it even can.
The crown of the Ancient Hermit's shell appears to have come to rest on the beach, as Pricey12345 investigates.
Pricey gains the Bonus Spoil of War Helm of the Juggernaut §¶! I'll update this when the items get reworked and purged. Spoils of War will stay with you!
/!\ IMPORTANT! The next post will be an invitation to the migration to TCF. Buckle down, everyone!
====[engie_ninja's sidequest]====
Currently in stasis.
The two Trickster Spirits immediately lunge at the Ro-Class Destroyer, dealing 8 damage total to it!
bmxer2001 and 75fires both deal 7 damage each to the Trickster Spirits!
The Ro-Class destroyer retaliates and deals 4 damage to one of the Trickster Spirits!
The I-Class Destroyer follows up and finishes off the Trickster Spirit with 3 damage!
====[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.
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)
PitTheAngel/Dark Pit [AA] HP: 20/20. Idle.
Blinky1001 [AA] HP: 16/20.
Inventory:
Pricey12345 [AA] HP: 20/20.
Inventory:
ConsumerOfAll [AA] HP: 20/20.
Inventory:
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)
Zyngard [AA] HP: 16/20.
Inventory:
Itinerary Objectives:
Slay the Ancient Hermit!
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 have been dropped.
Curse: Charge Impotency (Charge cap temporarily at 10)
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.
This entity has a default 50% dodge chance against ranged and melee 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% when at RED HEALTH.
Can target and damage the Acolyte.
Dalek [AA] HP: 97/120. Base Damage: 8. | Speed Value: 1. Can only attack once every two turns. Blinded (60% chance to miss attacks, 1/2)
Stats
Base Damage: 6
Speed Value: 4
Can use one of four Gadgets to buff his effects for the turn.
Ancient Hermit [BONUS-BOSS]: HP: 0/250. Towering Pillar: II. Deep Sea Drag: IIII. Immune to critical damage. Always hits attacks.
Stats
Base Damage: 6
Speed Value: 2
Special Actions:
Land Sweep: Deals 6 damage to three enemies.
Towering Pillar: Deals 16 damage to a single enemy.
Deep Sea Drag: Deals lethal damage instantly to the targeted entity. It also instantly destroys Buildings.
Passives:
Armored Shell: Takes normal damage from critical attacks.
Colossus: Immune to stunning effects which cause it to miss attacks.
Crippling Rage: All attacks have a 50% chance to Paralyze. Basic attacks always paralyze.
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].
Location: The Monastery.
Currently In: The Doorway.
Forward To: The Courtyard.
Back To: The Aperture.
Items of Interest: Enchanted Pouch.
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.
Stats
Base Damage: 3
Speed Value: 2
Ro-Class Destroyer [N] HP: 12/20.
Stats
Base Damage: 4
Speed Value: 2
Trickster Sprite [H] Presence: 0/20 Burning (2 damage over time, 1/1), 13/20.
Stats
Base Damage: 4
Speed Value: 4
Special Actions
Dark Prism can only be activated once, but it triggers a hallucination which absorbs half of the attacks targeted against the user.
Passive Effects
Ethereal Strikes: Attacks have a 1/3 chance to pass through armor.
====[EOTE END]====
An alternate timeline emerges.
However, we must first start from the beginning...
I've just moved this game!
The link is here! Just say that you'll join in, the OP for that thread is quite simple, but I'll update it when I'm better. I will no longer be updating this thread.
https://forums.terraria.org/index.php?threads/destroy-the-godmodder-acolyte-just-moved-in.60442/
An alternate timeline emerges.
However, we must first start from the beginning...