first, the dead bodies were absorbed, so the super hellkite enderdragon did not see them.
second, it has the mind of an endermancer, not a dragon, so it does not care about dead dragons.
third, it absorbed the dragons' immunity to emotional damage, such as depression.
However, the tank still takes the damage from accidentaly getting stepped on. the tank flies up to the moon and then rebuilds the healing systems with a summoned nanobot swarm.
PS: the supertank actually took 10 turns to build.
I use anti terror technology and give anti terror weapons to all anti godmodders. Anti terror technology behaves the same as standard weapons in every way but does 1.5x damage to terror mobs. It requires 3 posts to be added to a weapon.
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
@Crusher: I thought that the tank took 1 turn... Whatever, nerf HP down to 250,000 or so.
Also, objection to your objection! You simply can't summon something with 5 million HP in a single turn, no matter how good of an explaination you have.
@MadScientist: I think I know what your trying to summon! Tell me if I'm right.
You are trying to summon Nidhug, the mythological Norse dragon that lives at the bottom of their tree of life. Or you are trying to cause the event of Ragnarok. The Norse believed that when this happened, everyone, even gods, would die in a final battle.
I spawn in an army of 750 Dronox, 400 Insectrox and 325 DynaMites to attack the Terrors. They're all Anti-Godmodder and can't be turned into the Godmodder's side.
Each Dronox HP: 500
Each Insectrox HP: 450
Each DynaMite HP: 250 (Note: DynaMites explode. Much like a Creeper copy indeed, which means they share a rivality with Creepers, Standard and Terror alike)
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
Just before I complete the relic, I try to prevent the godmodder from noticing by telling him that there is a really great party over in that general direction.
Elemental relic: COMPLETE!!!!!!!1!!!1!!
Now let me see if I can rummage up the stats from the past few pages...
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.
@MadScientist: I think I know what your trying to summon! Tell me if I'm right.
You are trying to summon Nidhug, the mythological Norse dragon that lives at the bottom of their tree of life. Or you are trying to cause the event of Ragnarok. The Norse believed that when this happened, everyone, even gods, would die in a final battle.
Thank you Google...
Elemental relic: 9/10
Second, because at this point I do not care anymore
Rollback Post to RevisionRollBack
Would you like to know the atomic structure of a piece of bread?
I reveal that the godmodder is standing on a stone pressure plate set to blow up 50 nukes right under him and the terrors, and then I use /home right before the explosion.
The godmodder travels back in time and deletes the pressure plate, then moves all the nukes immediately under the area where you /home to... and puts a stone pressure plate there as well.
I whack the Level 7 Sentry with my Golden Wrench again, healing it.
Afterwards, I pull out a blackboard out of nowhere, and proceed to write random math and some square roots, and a sketch of a Sentry as big than the almighty Level 7 Sentry Gun. I then throw the blackboard away, and proceed to erect the almighty Level 8 Sentry Gun, even better than the Level 7!
Level 8 Sentry Gun attributes:
+ 500000 health
+ Unsappeable
+ Unhackable(this means that it is Anti-Godmodder, and can't be hacked by the Godmodder)
+ Humongous, slightly bigger even than the Level 7 Sentry Gun!
+ Infinite Ammo(Bullets and Rockets alike)
+ Regenerates health in a slow pace
+ Regenerates health very fast when next to an allied Level 6 or higher Dispenser is next to it
+ Automatic, doesn't needs a Wrangler, unlike the Level 7 Sentry Gun
+ Teleportation device: The Sentry is able to teleport around places, in order to get new points of view, or to simply change locations. However, teleportation is slightly slow, so it can't be used to evade attacks unless the attack is REALLY slow.
• Rockets may destroy surrounding terrain, and in some cases, structures.
- Bullets may be easy to dodge(Rockets are far harder, though. And you can still be smashed by a giant bullet)
- Conflicts with Level 2 and 5 Sentry Guns(they will attack each other)
+10000 health to the l7 sentry gun... and, about the l8 sentry, there appears to be an extremely small weak spot on it. Don't worry, it's really unlikely that anything would hi-(random leaf blows off random tree and touches the weak spot)(l8 sentry explodes)
I think that the relic should have around 500,000 HP at a minimum. That's about 3.3 times as much HP as the supertank and that was summoned in 1 turn
In general, charged attacks at the 10-turn level have 100000-150000 HP only, but in exchange, their attacks actually do half-effective damage, and they take a lot less damage than things like the super tank.
first, the dead bodies were absorbed, so the super hellkite enderdragon did not see them.
second, it has the mind of an endermancer, not a dragon, so it does not care about dead dragons.
third, it absorbed the dragons' immunity to emotional damage, such as depression.
However, the tank still takes the damage from accidentaly getting stepped on. the tank flies up to the moon and then rebuilds the healing systems with a summoned nanobot swarm.
PS: the supertank actually took 10 turns to build.
You have to actually say these things in order for them to be effective, and I do not recall you saying anything about 1 or 3(no, the godmodder is not and never will be bound by this restriction), and as for 2, it wasn't about the fact that the allies were dead, it is just that there were SO MANY.
I use anti terror technology and give anti terror weapons to all anti godmodders. Anti terror technology behaves the same as standard weapons in every way but does 1.5x damage to terror mobs. It requires 3 posts to be added to a weapon.
@Crusher: I thought that the tank took 1 turn... Whatever, nerf HP down to 250,000 or so.
Also, objection to your objection! You simply can't summon something with 5 million HP in a single turn, no matter how good of an explaination you have.
@MadScientist: I think I know what your trying to summon! Tell me if I'm right.
You are trying to summon Nidhug, the mythological Norse dragon that lives at the bottom of their tree of life. Or you are trying to cause the event of Ragnarok. The Norse believed that when this happened, everyone, even gods, would die in a final battle.
I spawn in an army of 750 Dronox, 400 Insectrox and 325 DynaMites to attack the Terrors. They're all Anti-Godmodder and can't be turned into the Godmodder's side.
Each Dronox HP: 500
Each Insectrox HP: 450
Each DynaMite HP: 250 (Note: DynaMites explode. Much like a Creeper copy indeed, which means they share a rivality with Creepers, Standard and Terror alike)
A thunderstorm begins. Lightning kills them all, probably due to someone nearby using a finite probability drive.
Just before I complete the relic, I try to prevent the godmodder from noticing by telling him that there is a really great party over in that general direction.
Elemental relic: COMPLETE!!!!!!!1!!!1!!
Now let me see if I can rummage up the stats from the past few pages...
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.
Relic added. I'm going to assume that you are controlling the relic, and it doesn't fire automatically.
Second, because at this point I do not care anymore
Three of the terrors attack and finish off the l7 sentry gun! Three more finish the three ghosts! The last 2 and the godmodder smash the tank, doing a finisher and destroying it! Then, Steve, the only one left who attacks automatically, pwns the skeleton for 30000 damage, before upgrading to eff 2 unbr 1 d pick level.
Seeing both of the L7 and L8 Sentries being taken down, I throw the Building PDA on the ground, and almost step on it, before having an idea. I quickly pick up the Building PDA, and proceed to buld an apprimorated version of the Level 8 Sentry gun -- The ultimate, extreme and nigh impossible to kill without Godmodding powers(that doesn't means the Godmodder can 1-hit kill it, it just makes it a tad easier to kill it) and that is not weak to leaves, nor any other item: The mighty Level 9 Sentry Gun!
Level 9 Sentry Gun building progress: 1/9
Note: Unlike the Levels 4 to 8 Sentry Guns, the Level 9 Sentry isn't huge. However, it still packs a huge punch and it's health is of Two Level 8 Sentries combined. It looks approximatedly like this:
(Ignore the 'Level 4 Sentry' text, consider it a Level 9 one instead)
first, the dead bodies were absorbed, so the super hellkite enderdragon did not see them.
second, it has the mind of an endermancer, not a dragon, so it does not care about dead dragons.
third, it absorbed the dragons' immunity to emotional damage, such as depression.
However, the tank still takes the damage from accidentaly getting stepped on. the tank flies up to the moon and then rebuilds the healing systems with a summoned nanobot swarm.
PS: the supertank actually took 10 turns to build.
Super tank anti terror: 1/3
Also, objection to your objection! You simply can't summon something with 5 million HP in a single turn, no matter how good of an explaination you have.
@MadScientist: I think I know what your trying to summon! Tell me if I'm right.
You are trying to summon Nidhug, the mythological Norse dragon that lives at the bottom of their tree of life. Or you are trying to cause the event of Ragnarok. The Norse believed that when this happened, everyone, even gods, would die in a final battle.
Thank you Google...
Elemental relic: 9/10
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.
The tank sits on the moon and spams its devastating main gun at the earth while it continues to repair.
Each Dronox HP: 500
Each Insectrox HP: 450
Each DynaMite HP: 250 (Note: DynaMites explode. Much like a Creeper copy indeed, which means they share a rivality with Creepers, Standard and Terror alike)
Progress: ██████████ 80%
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Elemental relic: COMPLETE!!!!!!!1!!!1!!
Now let me see if I can rummage up the stats from the past few pages...
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.
Kukukukuuuu... *with free arm, aims RPG at godmodder and fires*
Professional mincebag
Second, because at this point I do not care anymore
TT2000, you are genius.
The godmodder travels back in time and deletes the pressure plate, then moves all the nukes immediately under the area where you /home to... and puts a stone pressure plate there as well.
The godmodder realizes that cuteness is distracting him and swears off cuteness forever!
+10000 health to the l7 sentry gun... and, about the l8 sentry, there appears to be an extremely small weak spot on it. Don't worry, it's really unlikely that anything would hi-(random leaf blows off random tree and touches the weak spot)(l8 sentry explodes)
Level 3 teleporter entrance added.
2000 damage to the terror skeleton!
5000 damage to the terror wither skeleton!
In general, charged attacks at the 10-turn level have 100000-150000 HP only, but in exchange, their attacks actually do half-effective damage, and they take a lot less damage than things like the super tank.
You have to actually say these things in order for them to be effective, and I do not recall you saying anything about 1 or 3(no, the godmodder is not and never will be bound by this restriction), and as for 2, it wasn't about the fact that the allies were dead, it is just that there were SO MANY.
Repair systems were destroyed, all of the shots miss because you didn't aim them.
Which one? The now-defunct l8 or the current l7?
A thunderstorm begins. Lightning kills them all, probably due to someone nearby using a finite probability drive.
Relic added. I'm going to assume that you are controlling the relic, and it doesn't fire automatically.
Three of the terrors attack and finish off the l7 sentry gun! Three more finish the three ghosts! The last 2 and the godmodder smash the tank, doing a finisher and destroying it! Then, Steve, the only one left who attacks automatically, pwns the skeleton for 30000 damage, before upgrading to eff 2 unbr 1 d pick level.
Large bacon acidic creepy dummy: 16/20
Mystery gate: 937500/1000000(neutral)
Steve: 10/10(anti-godmodder)(respawn ability)(at diamond pickaxe eff 2 unbr 1 level)
Terror skeleton: 24000/75000(bodyguard)
Terror blaze: 132000/150000(bodyguard)
Terror enderman: 243000/250000(bodyguard)
Terror Spider: 14000/40000
Terror wither skeleton: 63000/80000
Terror Zombie Pigman: 90000/100000(bodyguard)
Terror Ghast: 224000/250000(total boss)
Terror magma cube: 64000/94000
Level 6 dispenser: 50000/50000(healer)(anti-godmodder)
l3 teleporter entrance: 10000/10000(anti-godmodder)
Relic: 150000/150000(anti-godmodder)
Godmodder HP: 25/80
Check out my bad CTM map reviews here.
And as I can't format the chart properly right now, I'll just say
1 earth charge
Also, Steve seems to be dealing a ton of damage, so I hand him a strength potion and tell him to drink it.
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.
4/10 Ragnarok complete.
TT2000, you are genius.
Level 9 Sentry Gun building progress: 1/9
Note: Unlike the Levels 4 to 8 Sentry Guns, the Level 9 Sentry isn't huge. However, it still packs a huge punch and it's health is of Two Level 8 Sentries combined. It looks approximatedly like this:
(Ignore the 'Level 4 Sentry' text, consider it a Level 9 one instead)
Progress: ██████████ 90%
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!