While the godmodder is not looking, Team Sonic captures the master emerald, uses it to activate hyper forms, then summons the omni-viewer to recapture and protect the master emerald. The Hyper forms are invincible, but will only last for 3 turns. Also, I still become Squirrel48, and distract the godmodder so he cannot prevent the master emerald recapture. Team Sonic was also slacking off on working for the godmodder, and each spindash only does 10 damage until they go back on the good team.
I release the SUPERMEGAUBERGIGARAY of twilight that I was charging since my last post(days ago...), it deals damage to all of godmodder's friends, my army has "created" more soldiers(we have a really high proceation and growing rate), now that they know Godmodder's power, I sent them to attack the GATE, but hide itself from anything else(hidden from all enemies and allies, only the protector of the Mystery Gate will notice them, my army now is STRONGER, and its shields ARE LARGER(all the people who died before become fallen(which can't attack, only defend)), Do your worse Mystery Gate(and protector...)
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The twilight warrior.
Master of darkness and light, bound to no element, this entity is ruthless, cruel, but fair, when he looks at you he sees your whole soul, and if your heart is tipped to the darkness, or to the light, run, and hope he doesn't think you're worthy....
Hyper Sonic uses his hyper flash on the terran army, destroying all of it. Hyper Tails creates a hurricane to blow the terror wither skeleton into the air, then crashes it into the ground. Kyper Knuckles glide smashes the terror zombie pigman for huge damage.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
Well, I've been gone for quite a while and I'm surprised my relic is untouched. As I've already used armegedon and flood before, time for a change in flavor text!
The relic summons a massive mudslide that slams into the godmodder team. They are soon buried in mud and it starts to harden over the combatent, disabling it. (This is Armageddon) ...........Air ............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
Before launching the next relic attack, I drill a small hole into the mystery gate. I then slip a small communicator gem though the hole. People can now contact Herobrine! The gem transmits messages though the end(like an enderchest), using the relic as a radio tower if needed. It also encyrpts/decrypts messages using a enigma machine system.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
Because Herobrine is actually an anti-godmodder entity, I remind him to use his firework spells that he used in Herobrine's return to blow stuff up. Gained clever-system-of-hiden,-timed-spawners-that-make-it-look-like-a-firework-spell ability!
Ps: about how long do you think this battle will last? Will I have enough time to make a new entity (charge of 10-15 posts)?
I summon Jesus along with the Holy Sheep, Holy Wolf, Holy Pig, Holy Cow, Holy Chicken, Holy Bat, Holy Ocelot, Holy Squid, Holy Villager and Pope Francis I to fight against the terror monsters with 50000 life each (Jesus haves 100000)
They all refuse to fight, because truly holy things aren't violent.
While the godmodder is not looking, Team Sonic captures the master emerald, uses it to activate hyper forms, then summons the omni-viewer to recapture and protect the master emerald. The Hyper forms are invincible, but will only last for 3 turns. Also, I still become Squirrel48, and distract the godmodder so he cannot prevent the master emerald recapture. Team Sonic was also slacking off on working for the godmodder, and each spindash only does 10 damage until they go back on the good team.
I release the SUPERMEGAUBERGIGARAY of twilight that I was charging since my last post(days ago...), it deals damage to all of godmodder's friends, my army has "created" more soldiers(we have a really high proceation and growing rate), now that they know Godmodder's power, I sent them to attack the GATE, but hide itself from anything else(hidden from all enemies and allies, only the protector of the Mystery Gate will notice them, my army now is STRONGER, and its shields ARE LARGER(all the people who died before become fallen(which can't attack, only defend)), Do your worse Mystery Gate(and protector...)
1000 damage to all godmodder allies, 8000 damage to the mystery gate!
Hyper Sonic uses his hyper flash on the terran army, destroying all of it. Hyper Tails creates a hurricane to blow the terror wither skeleton into the air, then crashes it into the ground. Kyper Knuckles glide smashes the terror zombie pigman for huge damage.
I use my Nicolas Cage charm, he starts to admire me, after 2-4 months of relationship he will invite me to his house, where I will turn off his computer.
Well, I've been gone for quite a while and I'm surprised my relic is untouched. As I've already used armegedon and flood before, time for a change in flavor text!
The relic summons a massive mudslide that slams into the godmodder team. They are soon buried in mud and it starts to harden over the combatent, disabling it. (This is Armageddon) ...........Air ............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
2000 damage to all godmodder allies, 5000 damage to the zombie pigman, ghast, and terran army! Wither skeleton killed!
Before launching the next relic attack, I drill a small hole into the mystery gate. I then slip a small communicator gem though the hole. People can now contact Herobrine! The gem transmits messages though the end(like an enderchest), using the relic as a radio tower if needed. It also encyrpts/decrypts messages using a enigma machine system.
Because Herobrine is actually an anti-godmodder entity, I remind him to use his firework spells that he used in Herobrine's return to blow stuff up. Gained clever-system-of-hiden,-timed-spawners-that-make-it-look-like-a-firework-spell ability!
Ps: about how long do you think this battle will last? Will I have enough time to make a new entity (charge of 10-15 posts)?
Do you mean the full godmodder vs player battle? You should have more than enough time. It took 112 pages to get him down this far, I doubt he is going down anytime soon.
The terror zombie pigman and ghast attack Steve, but are blocked by the grace wolf, who takes 7000 damage. The terran army mobs the statue, dealing 10000 damage. The combatant and sonic group hit the relic for 15000 damage. All of the player allies attack the terror zombie pigman and manage to kill it, leaving the godmodder without bodyguards and totally open! The godmodder is enraged by this and flys over the field, sending fireballs into the battle and dealing 4000 damage to all player allies)Except Steve, who is bodyguarded by the grace wolf).
Mystery gate: 763500/1000000(neutral)(being destroyed by herobrine, -5000 health per turn)
Steve: 10/10(anti-godmodder)(respawn ability)(at stone pickaxe level)(immune to blazeballs)
Terror Ghast: 46000/250000(total boss)
Relic: 72750/150000(anti-godmodder)(full of water charges)
While the godmodder is not looking, Team Sonic captures the master emerald, uses it to activate hyper forms, then summons the omni-viewer to recapture and protect the master emerald. The Hyper forms are invincible, but will only last for 3 turns. Also, I still become Squirrel48, and distract the godmodder so he cannot prevent the master emerald recapture. Team Sonic was also slacking off on working for the godmodder, and each spindash only does 10 damage until they go back on the good team.
My HP: 10000/10000
Hyper Sonic: invincible/invincible
Hyper Tails: invincible/invincible
Hyper Knuckles: invincible/invincible
Level 11 Sentry Gun Repair progress: 0/5
TT2000, you are genius.
Grace Panda: 3/30
Oh no
I kill myself, but make sure to clone myself first.
The relic summons a massive mudslide that slams into the godmodder team. They are soon buried in mud and it starts to harden over the combatent, disabling it. (This is Armageddon)
...........Air
............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects.
If that was confusing, here is an example.
If the relic gains two air charges and two water charges, the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
1/10
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Ps: about how long do you think this battle will last? Will I have enough time to make a new entity (charge of 10-15 posts)?
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
I'm not sure about the wither skeleton thing, but you need a password to edit the server files.
Lol, 6000 damage to the l11 sentry!
They all refuse to fight, because truly holy things aren't violent.
Sure, why not?
Failed because the godmodder is ALWAYS looking.
It did not.
Sentry gun being repaired! As usual, it will take some permanent max health loss...
1000 damage to all godmodder allies, 8000 damage to the mystery gate!
1000 damage to the gate, +1000 damage to the gate per turn!
7000 damage to the terror zombie pigman!
The time machine created a paradox, eventually leading a bunch of future beings living in the paradox-twisted world to go back in time and stop you!
You do not control them!
Who?
Does nothing!
2000 damage to all godmodder allies, 5000 damage to the zombie pigman, ghast, and terran army! Wither skeleton killed!
Do you mean the full godmodder vs player battle? You should have more than enough time. It took 112 pages to get him down this far, I doubt he is going down anytime soon.
The terror zombie pigman and ghast attack Steve, but are blocked by the grace wolf, who takes 7000 damage. The terran army mobs the statue, dealing 10000 damage. The combatant and sonic group hit the relic for 15000 damage. All of the player allies attack the terror zombie pigman and manage to kill it, leaving the godmodder without bodyguards and totally open! The godmodder is enraged by this and flys over the field, sending fireballs into the battle and dealing 4000 damage to all player allies)Except Steve, who is bodyguarded by the grace wolf).
Mystery gate: 763500/1000000(neutral)(being destroyed by herobrine, -5000 health per turn)
Steve: 10/10(anti-godmodder)(respawn ability)(at stone pickaxe level)(immune to blazeballs)
Terror Ghast: 46000/250000(total boss)
Relic: 72750/150000(anti-godmodder)(full of water charges)
Terran army: 106000/165000
Level 11 sentry gun: 16000/125000(anti-godmodder boss)(being repaired)
Statue: 104000/160000(anti-godmodder)
Grace wolf: 22000/50000(anti-godmodder)
Combatant: 999997000/1000000000
Sonic,Tails, and Knuckles: 23000/25000
Godmodder HP: 22/80
Check out my bad CTM map reviews here.
TT2000, you are genius.