Wow, I need to watch more Antvenom!
- ninjatwist321
- Registered Member
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Member for 9 years, 8 months, and 28 days
Last active Fri, Sep, 1 2017 20:38:13
- 3 Followers
- 854 Total Posts
- 72 Thanks
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Apr 16, 2015ninjatwist321 posted a message on How High Can You Launch (in Vanilla Minecraft)?Posted in: News
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Apr 1, 2015ninjatwist321 posted a message on Snapshot 15w14a Ready For Testing!Posted in: News
Happy April fool's day!
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Mar 2, 2015ninjatwist321 posted a message on Screenshot Sunday: A City by the WaterOh. My God. This thing is completely, 111% amazing.Posted in: News
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Dec 16, 2013ninjatwist321 posted a message on Saturday with Sach: Whats In a NameMy IGN:Posted in: News
I was 9. I was gearing a catchy song, and I was greatly inspired by it, like all other 9 year olds. I smashed a combo in my mind, and since I was inspired by video games and ninjas (like all other 9 year olds), and since as a 9 year old, I thought numbers were the coolest username trend back then. So, when the majestic combo had finished, it came out as "ninjatwist321". Now that i'm older, and things have changed, that i realize numbers are unoriginal, I'd change it to Ninjatwist or Ninjatwist_, but the downside is that my old friends, such as bmxer2001 or ARavinMadMonkey won't recognize me, which is why I'm forced to stay as ninjatwist321, a childish, unoriginal username. On any MMO with a medieval theme, you'll see me as Brutishace. However, on any other game, I am, as almost always, ninjatwist321 or Ninjatwist, since the name rang out in my head.
PS: If you see bmxer2001, or ARavinMadMonkey, tell them I have my greatest condolences. -
Aug 11, 2013ninjatwist321 posted a message on Community Creations: Epic Ghast Cannon Tower - Survival ModeHoly smokes!Posted in: News
Just walking along a road, and then... Hey, what's that tower in the distance?
No intended advertisment.
EDIT: Images, Y U No Upload? -
Jun 29, 2013ninjatwist321 posted a message on Community Creations - 1.6 Update, In a NutshellWonderfully derpy, that's all I can say.Posted in: News
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0
You find yourself an Omega Ω Party Hat from the gift bag!
The helicopter drops you off close to where Revan is. You two proceed to go sidequesting together!
Well, which attack do you want to execute?
I'm guessing the latter one. You deal unravel the spiral with the lowest health with your majestic hamds, irrevocably tearing through its integrity! This action results in the "death" of the Spiral.
Well, I'd guess you could follow in on Revan's lead- after all, it's his sidequest.
You get yet another Omega Ω Party Hat from the Gift Bag!
The Mooks hear out on your monologue, but they seem unaffected! Maybe they serve the Acolyte for reasons other than money, but regardless, their backstory is a backstory for another time, but the Acolyte probably wants to augment his manpower to, well, more than one man by summoning Mooks.
You search around the hill for anything, but all you end up finding is a caribou wandering around in the chilly woods. Maybe you could follow it and it could reveal something?
====[End-of-Turn Events]====
The Djinnis deal 8 damage to the Artillery Boat!
The Spirals deal 8 damage to Michael Jackson!
Michael Jackson uses his Anti-Gravity Lean! The stunningness of the move Paralyzes one of the Lightly Armored Shotgun Mooks and also restores 20 HP to him! He has one more turn before he can perform his Tophat Toss!
The Elemental of Light and the Heat Elemental deal a total of 6 damage to the Artillery Boat!
The Player Archers, unable to deal melee damage from their perch, opt to crouch behind the wall to charge their shot!
The Lightly Armored Hammer Mooks deal 12 damage to Michael Jackson, negating his heal!
The Lightly Armored Shotgun Mook that's still capable of a lot of movement takes aim at the Player Archers! However, them hiding behind the wall, this deals 3 damage to the Front Wall!
The Sword Mooks deal 6 damage to Michael Jackson again! This attack gets him into ORANGE HEALTH (40%)!
The SMG Mooks sit there and take a moment to take in ConsumerOfAll's speech, but then realize that they are powerless to do anything, being Mooks!
The Paralyzed Lightly Armored Shotgun Mook's attack fails, since he can't pull the trigger of his gun due to the paralysis!
The Acolyte, with an excess of Dark Magic coming in and not wanting to let it go to waste, decides to Empower the two Sword Mooks! However, this only being 2% of the Meter, he can only buff the ones on lower health. Get them taken out quickly and they can't deal their increased damage!
Blinky1001's Amulet rolls a 4.
The Spirals suffer the last of their poison damage.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every 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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (28 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (2/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
MerryKirisame [AA] HP: 20/20
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!
Gift Bag [N]: Free for the taking! Each bag contains one of two items in the spoiler below. (x4)
Party Popper: This will Daze (40% chance to miss attacks) its target for 1 turn.
Omega (Ω) Party Hat: This will take 25% of damage dealt to its wearer and has 2 health.
Base Damage: 2 (Melee)
Speed Value: 3
Charged Shot deals 8 damage to a single target. Has a 20% chance to miss.
Available Services:
Michael Jackson [AA-BOSS] HP: 61/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII.
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Regeneration Angel [AA] HP: 0/20. Immune to melee attacks, heals Anti-Acolyte entities or players for 4 HP every turn.
Lightly Armored Hammer Mook [PA] HP: 2/16, 8/16, 7/16, 5/16.
Lightly Armored Shotgun Mook [PA] HP: 11/16 Paralyzed (40% chance for attacks to fail, Speed Value decreased by 2, 1/2), 10/16.
Sword Mook [PA] HP: 4/16, 9/16. Empowered (Next attack deals 150% increased damage)
Submachine Gun Mook [PA] HP: 0/16 (x1), 5/16 (x1), 10/16 (x2).
Spiral [PA] HP: 0/16 (x1),4/16 (x2) Poisoned (1 damage over time, 0/2)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 12.
Inventory: Portable Spirograph (11/21 Spirals left, DONE, 4/7 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: 250/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 22 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
Elemental of Light [AA] HP: 7/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Stunned (Misses attacks, 0/1) Anti-Djinni: 22/40 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.
Heat Elemental [AA] HP: 16/20
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.
♀ [AA] HP: 0/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 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.
Artillery Boat [N] HP: 38/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
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)
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) Wielding Bows and Stone Swords.
Base Damage: 4
Speed Value: 2
====[The Taiga]====
A refreshing clime with spruce trees in abundance. The biome gives off a natural and alive yet still wintery vibe.
Caribou [N] HP: ??/??. Far away, should be followed to get a closer look.
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Here's a little something not-battle related!
So, I've gotten into digital art very recently and I think I've found a medium for me to do it on! Using the medium, I've went ahead and made this print to get my bearings...
Well, it's not exactly perfect. It's stretched out a bit, and the brush I used is a bit too opaque to be camouflage. Oh, well, this is a prototype that I used to get my bearings (since I'm used to pen-and-paper art instead of digital art), and I'd really love to get pictures up for DTGS and advance the plot (Like TwinBuilder did, and DTG2 was all the more awesome with them!).
I had other prints in mind like this one (These are designed to be backgrounds, so if I make one for you then you could use it as yours)! I've had some in mind for...
In case anyone wanted to know what media I used, it's Pixlr.
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<null>
Welp, I'm going to the forge! I've got some artwork up that I'd love to put on display.
More info coming on the forge soon!
0
You're currently not in the same zone as the Tower and thus can't strike it! Try hitting an entity that's in your zone and then you can build Futility.
The Regeneration Angel heals up from your gift! The Regeneration Angel heals 8 HP and keeps it in the fight, you nice person.
Since it's so trivial an action, I'm going to let you multitask just this once.
You get an Omega (Ω) Party Hat! The TNT Cannon fires off at the Mooks!
You gain 8 HP on your Small Iron Shield! The factory gets +2 Material!
The current maximum charge limit is 25.
You deal 4 damage to the Spiral that's on the lowest health!
You make your communication... Let's see if Revan answers.
Charge Crystal given! Welcome back to the game. There's quite a battle going on, but you missed most of it...
It seems you have answered to Nullitor's request.
Sure, you guys can go on the same sidequest, as long as it's not some ploy to garner favor to the a particular side. I'd hate for sidequests to be skewed by the factions, unless they have something to do with them.
You converse with Nullitor! I've given my approval on him joining you (see above).
Not allying, they're just going to go on a sidequest together.
You do feel the Dark Magic from the Acolyte, but the Acolyte has such a grip on his magic capabilities that you can't harness it for yourself!
♀ will follow your orders.
====[End-of-Turn Events]====
The TNT Cannon blows up on top of the Lightly Armored Hammer Mooks! This leaves one of them critically injured, even though their armor absorbed a large percentage of the blast!
The Anti-Djinni deals 4 damage to the Artillery Boat while the Djinni deals 4 damage to the Tower!
The Spirals deal 4 damage to all of the Anti-Acolyte entities!
Michael Jackson, grabs a quick stop at the Player Fort to pick up some food! He quickly gulps all of it down and restores 10 HP to himself! He then performs a choreographed kick towards the burning Lightly Armored Shotgun Mook, which lands in a vital spot! The 8 damage kick is enough to down the target.
The Elemental of Light and the Heat Elemental deal a total of 6 damage to the Tower of Futility!
The Wind Elemental summons projects a ball of air at one of the Sword Mooks, which deals 3 damage on its impact! The blast from the ball of air depletes the Sword Mook's health to 0, killing him!
♀ keeps projecting its damaging ability towards the Tower of Futility, dealing another 6 damage to it!
The Regeneration Angel casts a healing beam towards Michael Jackson! He heals 4 damage!
The Lightly Armored Hammer Mooks deal 6 damage to the Player Fort and 6 more to Michael Jackson!
The Lightly Armored Shotgun Mooks deal 4 damage to the Regeneration Angel!
The Sword Mooks deal 6 damage to Michael Jackson!
The SMG Mooks deal 7 damage to the Regeneration Angel!
The Artillery Boat fires its shell that it has spent so long loading! The shell careens into ♀, obliterating it and dealing 14 damage! The explosive power of the shell registers as 4 splash damage on the Elemental of Light and the Heat Elemental!
The Acolyte uses 2% of the Dark Magic Meter to shoot the medic first, sending a flurry of dark flechettes towards the Regeneration Angel! This downs said creature! The Acolyte regenerates his losses and gets another Spiral.
Blinky1001's Amulet rolls a 9. The Archers from previous seem to have regenerated enough! Two Archers climb to the top of the Wall and take aim at the invaders!
The Spirals suffer poison damage!
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every 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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (28 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (2/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage)
MerryKirisame [AA] HP: 20/20
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!
Gift Bag [N]: Free for the taking! Each bag contains one of two items in the spoiler below. (x6)
Party Popper: This will Daze (40% chance to miss attacks) its target for 1 turn.
Omega (Ω) Party Hat: This will take 25% of damage dealt to its wearer and has 2 health.
Base Damage: 2 (Melee)
Speed Value: 3
Charged Shot deals 8 damage to a single target. Has a 20% chance to miss.
Available Services:
Michael Jackson [AA-BOSS] HP: 67/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII.
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Regeneration Angel [AA] HP: 0/20. Immune to melee attacks, heals Anti-Acolyte entities or players for 4 HP every turn.
Lightly Armored Hammer Mook [PA] HP: 2/16, 8/16, 7/16, 5/16.
Lightly Armored Shotgun Mook [PA] HP: 11/16, 0/16 Burning (1 damage over time, 1/2), 10/16.
Sword Mook [PA] HP: 0/16, 4/16, 0/16, 9/16, 0/16.
Submachine Gun Mook [PA] HP: 0/16 (x1), 5/16 (x1), 10/16 (x2).
Spiral [PA] HP: 4/16 (x1), 5/16 (x2) Poisoned (1 damage over time, 1/2)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 12.
Inventory: Portable Spirograph (11/21 Spirals left, DONE, 4/7 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: 250/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 22 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
Elemental of Light [AA] HP: 7/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Stunned (Misses attacks, 0/1) Anti-Djinni: 22/40 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.
Heat Elemental [AA] HP: 16/20
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.
♀ [AA] HP: 0/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 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.
Artillery Boat [N] HP: 38/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
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)
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) Wielding Bows and Stone Swords.
Base Damage: 4
Speed Value: 2
====[The Taiga]====
A refreshing clime with spruce trees in abundance. The biome gives off a natural and alive yet still wintery vibe.
An alcove provides quiet shelter and a
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Action 2/2
Shock Trooper Part A: 36/50
Shock Trooper Part B: 11/50
Snow Tank: 11/15
Xia-Li Polyslayer [Lvl.8 Assault Rifle]: 4/9
Super Prototype Medigun [Lvl.6 Medigun] 4/7
Night Edge [Lvl.6 Axe] 4/7
I +Assist The_Topazian's charges.
If you steal a meme from the Super Cool Ski Instructor, you're gonna have a bad time.
I use my Refined Regnerator to heal up the friendly entity closest to the tree that I'm in the top of.
Support: 44/100
0
Thanks!
The three Spirals will be Poisoned for 2 turns! However, the damage will be standard 1 damage over time.
Oh, alright. Enchant removed!
You do not succeed in making your automatic firing mechanism! However, you do succeed in loading the cannon.
Yay!
You toss out 7 Gift Bags which can be claimed by anyone! These contain Party Horns and Omega Party Hats, which are joke items that don't have much effect.
I am appeased! You march forth to begin your journey within these regions...
...After some marching to the north, you come across a taiga forest with spruce trees to provide. The refreshing atmosphere and tree coverage provide an ample ambience for you to settle your nerves. A small hill with a small alcove appears to be in the distance. What will you do?
Alright. You didn't specify how many shots you wanted to shoot, so I'm randomizing it!
You fire 4 shots! Unfortunately, only one of them hits its mark, but one of the missed shots hits a target to the side! You deal 6 damage to two of the Sword Mooks each! Your injured mark fries from the heat energy given off by the blast!
I'm pretty sure he is...
Since you don't have a specific amount of fire you'd like to lay down, I'll randomize it.
You fire 10 shots, 7 of which hit! You deal 7 damage to one of the Sword Mooks, and two other ones take 1 damage from your missed shots!
♀ will do as you say.
Oh, alright. That'll be changed up quickly! The Artillery Boat will become Neutral.
====[End-of-Turn Events]====
The Anti-Djinni and the Djinni deal 8 damage together to the Artillery Boat!
The trio of Spirals deals 8 damage to Michael Jackson and 4 damage to the Regeneration Angel!
Michael Jackson, seeing as how healing for this turn would be inefficient, decides to deal out his attack power among multiple Mooks! He performs an energetic little ditty and then directs its power! This deals 9 damage to a Sword Mook and 9 damage to an SMG Mook! The blast takes out both targets!
The Elemental of Light and the Heat Elemental deal 6 damage to the Tower of Futility!
The Wind Elemental summons projects a ball of air at one of the Sword Mooks, which deals 3 damage on its impact! The blast from the ball of air depletes the Sword Mook's health to 0, killing him!
♀ focuses its attack energy towards the Tower of Futility, dealing 6 damage to it!
The Regeneration Angel projects its healing energy towards
The Lightly Armored Hammer Mooks deal 9 damage to the Wind Elemental, pummeling it thoroughly!
The Lightly Armored Shotgun Mooks target the Regeneration Angel They deal 7 damage to it!
The Sword Mooks are shocked, as three of their fellow kind have been slain in a single turn they deal 6 damage to Michael Jackson!
The SMG Mooks launch a small volley of accurate shots! This deals 3 damage to the Regeneration Angel!
The Acolyte uses 2% of the Dark Magic Meter to cast a dark energy bolt! He takes aim at Michael Jackson and launches it at him, dealing 14 damage to him in the process! He regenerates his losses quickly!
Blinky1001's Amulet rolls a 4.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every 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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (20 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (2/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage)
MerryKirisame [AA] HP: 20/20
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!
Gift Bag [N]: Free for the taking! Each bag contains one of two items in the spoiler below. (x7)
Party Popper: This will Daze (40% chance to miss attacks) its target for 1 turn.
Omega (Ω) Party Hat: This will take 25% of damage dealt to its wearer and has 2 health.
Player Fort [AA] : Front Wall HP: 181/200. Structural. Factory: 3/10 [IIIIIIIIII] Material. Farm: 10/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Loaded! Ender Chest HP: 30/30.
Available Services:
Michael Jackson [AA-BOSS] HP: 65/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII.
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Wind Elemental [AA] HP: 0/20
Stats
Base Damage: 3
Speed Value: 3
Takes 0% damage from Wind-based attacks.
Regeneration Angel [AA] HP: 6/20. Immune to melee attacks, heals Anti-Acolyte entities or players for 4 HP every turn.
Lightly Armored Hammer Mook [PA] HP: 10/16 (x2), 9/16, 5/16.
Lightly Armored Shotgun Mook [PA] HP: 11/16, 3/16 Burning (1 damage over time, 1/2), 10/16.
Sword Mook [PA] HP: 0/16, 4/16, 0/16, 9/16, 0/16.
Submachine Gun Mook [PA] HP: 0/16 (x1), 5/16 (x1), 10/16 (x2).
Spiral [PA] HP: 5/16 (x1), 6/16 (x2) Poisoned (1 damage over time, 2/2)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 11.
Inventory: Portable Spirograph (12/21 Spirals left, DONE, 3/7 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: 266/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 22 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
Elemental of Light [AA] HP: 9/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Stunned (Misses attacks, 0/1) Anti-Djinni: 22/40 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.
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.
♀ [AA] HP: 10/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 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.
Artillery Boat [N] HP: 42/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
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)
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) Wielding Bows and Stone Swords.
Base Damage: 4
Speed Value: 2
====[The Taiga]====
A refreshing clime with spruce trees in abundance. The biome gives off a natural and alive yet still wintery vibe.
There is a hill with an alcove in the distance that could use some examining.
0
Welp, let's be on our guard. Sans seems like a sympathetic enough character, so I won't be targeting him.
However, I will be dodging that attack of his...
Action 1/2
Shock Trooper Part A: 35/50
Shock Trooper Part A: 10/50
Snow Tank: 10/15
Xia-Li Polyslayer [Lvl.8 Assault Rifle]: 3/9
Super Prototype Medigun [Lvl.6 Medigun]: 3/7
Night Edge [Lvl.6 Axe]: 3/7
I +Assist TwinBuilder.
I, not wishing to fall victim to Sans's attack, perform a graceful backflip into the branches of a tree! I climb up the tree and opt to stay in its top until next turn.
Support: 45/100 [IIIIIIIIIIIIIIIIIIII]
0
I've removed all the links from the Adware I'm getting and cleaned up my own mess.
Also, today's my birthday, so as a little birthday present, everyone's PC is getting healed to full health!
You deal 4 damage to the Hat Storm! The thrown hat ricochets off of other hats and causes a small chain reaction!
Alright then. You add an enchantment to the High-Powered Laser Gunblade! It will now knock enemies out of melee range while it is in Sword Mode!
You deal another 4 damage to the Hat Storm!
Regeneration Angel added! It turns to pocket Michael Jackson!
Alright then. Your actions cancel each other out! Currently, the person with the highest Futility is Blinky1001, but I haven't been keeping track of it all that much.
Also, does summoning a bonus enemy whenever it loses 100 HP count as 5 life bars?
You deal 3 damage to the most injured Lightly Armored Shotgun Mook! It will take 1-damage Burning for 2 turns!
You don't manage to get anything, but I've buffed your Lightning Coil.
I'm going to remind you that you have the option of leaving the immediate surroundings to go explore the region, in search of more items that could help you on your quest.
You deal another 4 damage to the Hat Storm!
Welp, sorry about holding up your charge for that long! I work best when finished charges are highlighted so I can see them better. Anti-Acolyte Armor added!
====[End-of-Turn Events]====
The Anti-Djinni deals 4 damage to the Artillery Boat! The Djinni targets the Tower of Futility for 4 damage.
The trio of Spirals deals 8 damage to Michael Jackson and 4 to the Wind Elemental!
Michael Jackson has his Moonwalk charged! He uses it, increasing the attack power of his next attack!
The Elemental of Light and the Heat Elemental deal 6 damage to the Tower of Futility!
The Wind Elemental deals 3 damage to the most injured Sword Mook!
♀ concentrates its noise on the Artillery Boat, dealing 6 damage to it!
The Lightly Armored Hammer Mooks deal 6 damage to Michael Jackson and 6 damage to the Wind Elemental!
The Lightly Armored Shotgun Mooks open fire on the Anti-Personell Turret, dealing 3 damage to it from a distance!
The Sword Mooks deal 9 damage to Michael Jackson and two of them go after the Anti-Personell Turret! However, one of the Sword Mooks scores a crit, dealing 9 damage and wrecking it!
The SMG Mooks deal 3 damage to the Wind Elemental, as they fire a lot of inaccurate bullets!
The Hat Storm deals 22 damage! The Hat Storm uses this to split damage between the Player Fort and Michael Jackson! The Hat Storm then blows itself out.
The Acolyte's Dark Magic Meter builds up to the maximum! He also gets another Spiral from his Portable Spirograph.
Blinky1001's Amulet can't roll this turn.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every 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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (20 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (3/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage)
MerryKirisame [AA] HP: 20/20
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]: Anti-Personnel Turret: 0/16 HP. (2 base damage, 40% chance to stun targets, 2 speed value). Defending the Player Fort.
Player Fort [AA] : Front Wall HP: 181/200. Structural. Factory: 3/10 [IIIIIIIIII] Material. Farm: 10/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not loaded. Ender Chest HP: 30/30.
Available Services:
Michael Jackson [AA-BOSS] HP: 83/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII. Moonwalking (Next attack deals 150% damage)
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Wind Elemental [AA] HP: 7/20
Stats
Base Damage: 3
Speed Value: 3
Takes 0% damage from Wind-based attacks.
Regeneration Angel [AA] HP: 20/20. Immune to melee attacks, heals Anti-Acolyte entities or players for 4 HP every turn.
Lightly Armored Hammer Mook [PA] HP: 10/16 (x2), 9/16, 5/16.
Lightly Armored Shotgun Mook [PA] HP: 11/16, 4/16 Burning (1 damage over time, 2/2), 10/16.
Sword Mook [PA] HP: 5/16, 10/16, 10/16 (x3)
Submachine Gun Mook [PA] HP: 9/16 (x1), 5/16 (x1), 10/16 (x2).
Spiral [PA] HP: 5/16 (x1), 6/16 (x2)
Stats
Base Damage: 4
Speed Value: 4
Hat Storm [PA] HP: 0/100.
Stats
Base Damage: Varies
Speed Value: 3
Will spend HP to attack. Lowers itself by 1/5 max HP/turn. HP/Damage ratio is 1/2.
Can divide its attack power among multiple targets.
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 11.
Inventory: Portable Spirograph (12/21 Spirals left, DONE, 3/7 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: 278/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 22 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
Elemental of Light [AA] HP: 9/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Stunned (Misses attacks, 0/1) Anti-Djinni: 22/40 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.
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.
♀ [AA] HP: 10/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 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.
Artillery Boat [PA] HP: 50/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
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)
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) Wielding Bows and Stone Swords.
Base Damage: 4
Speed Value: 2
0
Well, my alchemies escalated quickly.
/null, I'll use the info gained in the EOTB to more wisely make my decisions this turn.
0
Well, 9 of you have voted in the poll. 5 of you have voted for me to post on Mondays, while 4 of you have voted against it. While I really would like a break on Mondays, I feel like the game is going pretty slow. and I'd feel like posting on Mondays would speed it up, even a bit, and I'd like that. Thus, I will post on Mondays from now on! This was just to keep you informed and I will post tomorrow. So, post away!
You also might have noticed that I have posted sooner than normal! This is a change I'm doing so that there hopefully aren't much more half-updates and more full-updates! This should also help the game speed along at a healthier pace.
0
You and your clones only manage to gather 4 vines! Regardless, it's a good day for vine-catching, seeing as how you alone can only gather 2 vines a turn.
I'm going to say that additive clone power gets halved for every clone after the first. For example, someone with 1 clone has 150% effectiveness (100% + 50%) but someone with 2 clones has 175% effectiveness (100% + 50% + 25%)
I dealt with your rant a while ago.
Your own entities will do as you say. sunnyau tried to control Blinky1001's Wither Storm, which is why it took a nap!
The Hat Storm is also doing a good job at clearing out the field! It would be doing a better job if it wasn't being pecked at by a load of other attacks.
Your attempt to straighten out the lowest-health Spiral harms its spiral shape, dealing 4 damage to it!
The players have taken their portions of iron and run off to get busy with metalworking. Ross8815 has stayed behind to help you in making a mech with your portion of the metal! You can assign Metal Points to certain attributes and such, it's in your sidequest.
The exploding football deals 3 damage to 2 of the Spirals! One of them is the most injured one which comes crashing down to the Earth!
Your recklessness with your attack would target Blinky1001, but the Cyanide Golem gets in your way! You would have taken splash damage, but you're too close and the explosive shell doesn't arm itself! However, the impact with the shell deals 5 damage to it.
Alright then! You craft a High-Powered Laser Gunblade out of your Power Sword and Laser Sniper Rifle!
♀ will do as you command.
I'm not sure what Spirals are made of!
You acquire Yankean's Mana Chain! This can summon any known weapon type to use, but it only has 3 uses.
====[End-of-Turn Events]====
The Anti-Djinni and Djinni deal 8 damage to the Tower!
The quadron of Spirals deals 8 damage to the Barricade and 8 damage to Michael Jackson!
Michael Jackson deals 8 damage to one of the injured Spirals! This unravels it.
The Elemental of Light and the Heat Elemental deal 6 damage to the Tower!
♀ deals 6 damage to the Tower!
This deals a total of 20 damage to the Tower!
The Lightly Armored Hammer Mooks deal 12 damage, smashing through the Barricade!
The Lightly Armored Shotgun Mooks stay put and play cards.
The Sword Mooks deal 12 damage to the Cyanide Golem and 3 damage to Michael Jackson!
The SMG Mooks spray down fire in the Cyanide Golem's direction, causing it to suffer the bullet-filled cherry tapping death of its brothers!
The Hat Storm deals a total of 34 damage to Michael Jackson!
The Acolyte lets the Dark Magic Meter build up! It's almost at maximum!
Blinky1001's Amulet rolls a 3, summoning a Cold Elemental to the aid of his side! The Hat Storm takes Withering damage!
The Tower of Futility issues a warning signal! The Artillery Boat comes to its aid! This entity will have a lot of health and deal out a lot of damage, but it takes a while to attack and has a speed value of 1.
====[engie_ninja's sidequest]====
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every 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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Long since idle.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful
shots on the same target
, up to a max of +6 base damage.)
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (20 HP, only blocks when entering a blocking stance), Sensible Staff (Base damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks, 1/1))
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (3/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage)
MerryKirisame [AA] HP: 20/20
GoldHero101 [PA] HP: 13/20.
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]: 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: 192/200. Structural. Factory: 3/10 [IIIIIIIIII] Material. Farm: 10/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not loaded. Ender Chest HP: 30/30.
Available Services:
Barricade [AA] HP: 0/30. Blocks attacks for the Player Fort.
Michael Jackson [AA-BOSS] HP: 106/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII.
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Cyanide Golem [AA] HP: 0/60
Stats
Base Damage: 4
Speed Value: 2
Attacks made by this entity have a 40% chance to cause Corroding (2 damage over time, 1/1)
Wind Elemental [AA] HP: 20/20
Stats
Base Damage: 3
Speed Value: 3
Takes 0% damage from Wind-based attacks.
Lightly Armored Hammer Mook [PA] HP: 10/16 (x2), 9/16, 5/16.
Lightly Armored Shotgun Mook [PA] HP: 11/16, 7/16, 10/16.
Sword Mook [PA] HP: 8/16, 10/16, 10/16 (x3)
Submachine Gun Mook [PA] HP: 9/16 (x1), 5/16 (x1), 10/16 (x2).
Spiral [PA] HP: 5/16 (x1), 0/16, 0/16, 6/16 (x2)
Stats
Base Damage: 4
Speed Value: 4
Hat Storm [PA] HP: 19/100. Withering (1 damage over time, DoT damage unhealable until effects wear off, 1/4)
Stats
Base Damage: Varies
Speed Value: 3
Will spend HP to attack. Lowers itself by 1/5 max HP/turn. HP/Damage ratio is 1/2.
Can divide its attack power among multiple targets.
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 98%. Kills: 11.
Inventory: Portable Spirograph (13/21 Spirals left, DONE, 2/7 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: 288/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 20 Futility
auyuengyat: 2 Futility
Pricey12345: 12 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
Elemental of Light [AA] HP: 9/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Stunned (Misses attacks, 0/1) Anti-Djinni: 22/40 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.
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.
♀ [AA] HP: 10/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 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.
Artillery Boat [PA] HP: 60/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
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)
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) Wielding Bows and Stone Swords.
Base Damage: 4
Speed Value: 2
0
Action 2/2
Shock Trooper Part A: 34/50
Shock Trooper Part B: 9/50
Snow Tank: 9/15
I +Assist Twinbuilder.
Xia-Li Polyslayer [Lvl.7? Assault Rifle]: 2/8?
Super Prototype Medigun [Lvl.5? Medigun]: 2/6?
Night Edge [Lvl.5? Axe]: 2/6
I use my Manaticon Flamesprayer to pepper Twitchy with incendiary bullets from a safe distance! I be sure not to rack up enough recoil by firing in short bursts to conserve my accuracy.
Support: 48/100
0
Iii'm baaack! I'm not dead and I'm still punching.
Action 1/2
Shock Trooper Part A: 33/50
Shock Trooper Part B: 8/50
Snow Tank: 8/15
If anyone's +Assisting me, I'd be glad to know.
I just use the turn to identify a few alchemies...
Manaticon Flamesprayer [Lvl.6 Assault Rifle] && Hyper Ballistics [Ingredient] == Xia-Li Polyslayer [Lvl.? Assault Rifle] (Note: Designed to penetrate targets if possible.)
Refined Regenerator [Lvl.4? Medigun] && Advanced Tech [Ingredient] == Super Prototype Medigun [Lvl.? Medigun]
Linecutter Axe [Lvl.4? Axe] && Nyctometal [Ingredient] == Night Edge [Lvl.? Axe]
It'd help if you could confirm these levels.
0
Great news! The update is FINISHED! Now you guys can post at your leisure with the updated EOTE! I won't be posting later on to give people the chance to post, but I WILL be posting on Sunday. Stay very tuned, this EOTE was quite eventful.
0
Well, it's day two of the dry spell, and there's still not an update. However, thanks to the help of the forum admin, I've been able to identify what the problem is and I think I know what's causing it. I should get this fixed up quite soon, so get your hopes up!
GOOD NEWS! I have found out a way to edit posts, as said more on the update page (and should be evident right now!). This should work for me, at least for now, and stuff's getting up. Hooray!
BAD NEWS! I have an event to go to Friday and I'm staying after school, so I can make zero progress on Friday, which is usually a time where I make good progress. Please try to hang in there!
Well, after the rule that attacks won't target enemy players, it'd be extremely unlikely to hit the enemy players anyways if it did attack.
I'm not a math student, but the factorization by infinity would create a lot of hats, which by my logic would form into a storm...?
I'm also not meaning for it to be a total failure. It's still dealing quite some damage to the enemy, and it's only doing a lot less than it could is because it's being relentlessly targeted, which in turn keeps the Mooks alive to deal more damage.
Sorry about the whole misunderstanding. After this, I feel like buffing it to a 1:2 ratio instead of 2:3.