GoldenReady
Terrarian
HEY! LISTEN!
While DTG: Terraria and DTG0 are indeed related to each other (both in canon and in gameplay), and me and Crystal (DTG: Terraria's GM) do know each other well, this doesn't mean that they're basically the same game on two different threads. DTG0's setting is different from that of DTG: Terraria, both spatially and temporally; as such, items from one game DO NOT effect the other, and events/entities on one thread. In addition, DTG0 and DTGT: Terraria do in fact have different rules and mechanics-subtle, but existent, so for any interested players of one game that are already playing the other, PLEASE, read the rules!
#itsalljustajoke
While DTG: Terraria and DTG0 are indeed related to each other (both in canon and in gameplay), and me and Crystal (DTG: Terraria's GM) do know each other well, this doesn't mean that they're basically the same game on two different threads. DTG0's setting is different from that of DTG: Terraria, both spatially and temporally; as such, items from one game DO NOT effect the other, and events/entities on one thread. In addition, DTG0 and DTGT: Terraria do in fact have different rules and mechanics-subtle, but existent, so for any interested players of one game that are already playing the other, PLEASE, read the rules!
#itsalljustajoke
One day-you’re not quite sure when-you decide to get onto Minecraft Multiplayer and scroll your listed games, when something catches your eye-a server that seemed to just glitch in and out of existence right in front of your face. Out of curiosity, you selected it and logged into it while it was there.
The result kind of screwed with your computer’s clock a bit, setting it to sometime in Novemer, 2011, but that was practically a footnote (at the time) as you could change that whenever: You found yourself in one of the most heavily modded servers of all time! A quick look at everything told you that this place was quite unlike anything else. Your X/Y/Z coordinates told you that you were approximately 5000 in the Z direction (whichever that was). Off in the distance, you can see a beautiful and absolutely massive tree, at the absolute fringe of your view distance.
The other thing is, two figures were kind of staring each other down. Both are the basic player skins modified: One is a Steve? Skin with washed out clothes, an impressive beard, and a tattered red Minecon cape. The other is an Alex? Skin with a red shirt, red eyes, a black jacket, and a lot of bloodstains and a smirk. Both of them wore gloves: The Steve? Skinned one wore a blue glove with a lowercase gamma on it, while the Alex? Skin wore one with a golden Omega on it, as well as one with a red Alpha on the other hand. Above the head of Steve was the username Godmodder477; above the head of Alex? Was the name of UserZero.
UserZero: ah, yes, the typical n00b cavalry!
UserZero: you’ll be dead soon enough, be a bit patient on the imminent demise, but first, this joke!
Godmodder477: I am NOT a joke!
Godmodder477: I witnessed the war against Psi!
Godmodder477: I’ve been around before even you have, learning the trade!
Godmodder477: I've battled Notch head-on!
Godmodder477: And I’ve been ranking up as well!
Godmodder477: I'm not just some joke, I'm the absolute best in the world, and all that's between me and glory is YOU!
UserZero: talk talk talk, and yet who’s wearing the omega plus glove?!
UserZero: who’s the only one here!?
UserZero: first.
UserZero: last.
UserZero: and ONLY.
At least some of you decide that this is quite frankly not your business and attempted to log off immediately. Of course, as it turned out, your attempts to log off of this server immediately failed.
UserZero: ah, thinking of leaving, were you? yeah, can’t let word get out that easily!
UserZero: anyone who gets on stays on until i say otherwise, and i can do quite a bit more than you’d think with a few mc avatars!
UserZero: soooooo, just sit tight there and we’ll get this trash all worked out in a jiffy, and then i get to find where you live and add to my corpse collection!
UserZero: seriously i need a few more anti-godmodders to round out the collection right now!
She can’t possibly be serious.
Godmodder477: You think I’m that weak?!
UserZero: well, you are challenging someone twice your rank’s strength, so i really do think you are over your head!
UserZero: plus, even if you won you wouldn’t get omega plus, you have to go about killing the other godmodders with the imminently higher rank! killing me gets you nothing!
Godmodder477: Wait, what? You, you're just-but, wait-augh!
UserZero: but of course, you clearly didn’t know that's what that old rule actually meant until right about now, so the instant you saw me log onto here, you couldn’t help but try to ‘ambush,’ me, right?
UserZero: of course you couldn’t!
UserZero: you’re just so dumb!
UserZero: i have been on here a long while, plotting out defenses and the like, just for this moment!
UserZero: And of course, there’s what I’m doing in the big tree, but that’s not important!
OK, whatever is going on, the big tree in the distance is important.
UserZero: what IS important is that this is MY WORLD!
UserZero: YOU are NOT WELCOME in MY WORLD!
UserZero: and the price for trespassing is death, haha!
Godmodder477 backs up.
UserZero: so, yeah!
UserZero: i’m gonna reckon you’re pretty dead!
UserZero: you have no friends, no allies, and mano-a-mano i am straight-up better than you!
UserZero: now, i know the answer already, but are we going to do this the EASY way…
UserZero: or the HARD way?!
You swear that the Minecraft Avatar is grinning like a psycho killer menace, when previously she was only smirking. That really shouldn't be possible, this is just Minecraft (though some of you already know better than that). Certainly it's all just a game and this is some kind of weird RP server, right?
Right?
Godmodder477 looks around wildly, trying to think of a way out of this one as far as you can tell. That’s when he notices you all, clustered together.
Godmodder477: Well, you just heard what she said, right?
Godmdoder477: She’s going to honestly just gut us!
Godmodder477: I mean, seriously, you must have already noticed how many mods there are on here and how they just got magically installed onto your computer without a second of lag!
Godmodder477: OK, the real truth of the matter’s kind of complicated, but you realize that she is trying to ACTUALLY kill you all, right?!
Godmodder477: She can certainly find out where you live with her skills!
Godmodder477: She can certainly go there and do you in! Can’t respawn from that much!
UserZero: waitaminute, you’re not seriously-oh, you ARE seriously?!
UserZero: hahaha! man, I never thought you’d stoop this low, tuba boy!
Godmodder477: …Don’t let her get to you, Richard…
Huh. So his name is Richard.
UserZero: seriously, is this what it’s gonna come to?
Godmodder477: YES! Yes it has! Desperate times call for desperate measures, and I will not back down!
Godmodder477: I can’t log off anyways! And all that aside, even you knew I was gonna go for the hard way!
Godmodder477: Did you THINK I was going to make it easy!?
UserZero: eh. good point.
UserZero: you’re too big of a coward and a wimp to actually fight me head on anyways, so i guess it could only make sense that you’re gonna team up with the wimpy anti-godmodders, after all!
Richard stands his ground, looking back angrily at UserZero. The fight was practically begging to start.
UserZero: …but i can appreciate getting both of you over and done with at the same time!
UserZero: ok i would prefer it if we did this one at a time but who cares!?
UserZero: let’s rock, n00bs!
-WE'RE HAVING BANNER ISSUES, PLEASE BE PATIENT-
(credit to TT2K and TwinBuilder for making these games, as well as TwinBuilder for the to-be-present banner! You guys rock!)
#adinfinitum
DESTROY THE GODMODDER 0RIGINS RULES:
A: GENERAL
0: In order to ultimately win, you must do the titular and Destroy the Godmodder.
1: Godmodders can block nearly every attack, but an attack that is creative enough is bound to do damage to them. You could also counter-godmod one of his/her blocks, but if that stretches on it will become ineffective.
2: If the godmodder is damaged by something, the godmodder will do something to make sure it never works again. This is known as the Curse of Repetitiveness™. This applies most obviously to attacking the godmodder, but it also works on attempts to do anything else.
3: You don’t have to just attack the godmodder to defeat him/her; you can summon Entities, Weapons, extreme attacks, and more, from almost any source you can think of. More on that is below in other sections.
4: You get two posts per round. A round is counted as a GM post that includes all the attack responses and the End-of-turn Battle, or EoTB.
5: If you only post once, your action will be considered ‘Focused’ and have much greater impact on the field. However, doing multiple actions in a single post will make every action weaker.
6: Please follow the forum rules. I mean, this should be obvious.
7: Do not argue with the GM. You can critique me and you can point out flaws and errors, but please do not argue with the GM.
8: This game is NOT a Roleplay. Hop in whenever you would feel like, there’s no need to sign up.
9: Have any questions? Ask the GM! I don't bite. Want to discuss something in private? PM me, and we'll see what's up.
10: Any post made before the EoTB is finished and announced is now null.
11: Rule 10 is unconstitutional. Ignore Rule 10.
12: You can do almost anything in this game-exceptions will be made clear as they come. Granted, most of what you'll need to do something amazing requires Great Effort and henceforth cooperation between players, so be prepared if you want to really shake up the status quo.
1: Godmodders can block nearly every attack, but an attack that is creative enough is bound to do damage to them. You could also counter-godmod one of his/her blocks, but if that stretches on it will become ineffective.
2: If the godmodder is damaged by something, the godmodder will do something to make sure it never works again. This is known as the Curse of Repetitiveness™. This applies most obviously to attacking the godmodder, but it also works on attempts to do anything else.
3: You don’t have to just attack the godmodder to defeat him/her; you can summon Entities, Weapons, extreme attacks, and more, from almost any source you can think of. More on that is below in other sections.
4: You get two posts per round. A round is counted as a GM post that includes all the attack responses and the End-of-turn Battle, or EoTB.
5: If you only post once, your action will be considered ‘Focused’ and have much greater impact on the field. However, doing multiple actions in a single post will make every action weaker.
6: Please follow the forum rules. I mean, this should be obvious.
7: Do not argue with the GM. You can critique me and you can point out flaws and errors, but please do not argue with the GM.
8: This game is NOT a Roleplay. Hop in whenever you would feel like, there’s no need to sign up.
9: Have any questions? Ask the GM! I don't bite. Want to discuss something in private? PM me, and we'll see what's up.
11: Rule 10 is unconstitutional. Ignore Rule 10.
12: You can do almost anything in this game-exceptions will be made clear as they come. Granted, most of what you'll need to do something amazing requires Great Effort and henceforth cooperation between players, so be prepared if you want to really shake up the status quo.
B: THE DUEL.
0: This game is a prequel to Destroy the Godmodder and Destroy the Godmodder 2, and it is about how the current Godmodder, Godmodder477/Richard, achieved his ultimate rank of Omega Plus from UserZero, the first Godmodder. Hence, there are four sides a player can join: Anti-Zero, the default alignment and those allied with Richard; Pro-Zero, given to those who would ally with UserZero (willingly or otherwise), and Neutral, for those not interested in either. There has also been a new faction, made to oppose both Richard and UserZero: The Gottestoters, or Godslayers (I know that's not precisely correct spelling in the translation, German-speakers).
1: The default alignment is Anti-Zero, because UserZero wants all of you kicked out of the Staying Alive club. You can join the other factions, but Richard is your best bet to survive this war. Let's be clear: Yeah, she really CAN kill you.
2: Picking a side means you have to stick with it. To change sides, you have to do something sufficiently surprising. You also can't switch sides willy-nilly, as having Chronic Backstabbing Disorder wouldn't make betrayal very surprising.
3: The godmodders cannot stop you from betraying them, but they can take countermeasures.
4: The titular says to destroy the Godmodder. The question is, which godmodder? Anti-Zero players want to see UserZero destroyed, while Pro-Zero players want to see Richard destroyed. The Godslayers want BOTH of them dead. If one of those three are accomplished the game ends.
1: The default alignment is Anti-Zero, because UserZero wants all of you kicked out of the Staying Alive club. You can join the other factions, but Richard is your best bet to survive this war. Let's be clear: Yeah, she really CAN kill you.
2: Picking a side means you have to stick with it. To change sides, you have to do something sufficiently surprising. You also can't switch sides willy-nilly, as having Chronic Backstabbing Disorder wouldn't make betrayal very surprising.
3: The godmodders cannot stop you from betraying them, but they can take countermeasures.
4: The titular says to destroy the Godmodder. The question is, which godmodder? Anti-Zero players want to see UserZero destroyed, while Pro-Zero players want to see Richard destroyed. The Godslayers want BOTH of them dead. If one of those three are accomplished the game ends.
C: GODMODDERS.
0: UserZero and Richard/Godmodder477 are not the only two godmodders, though they ARE two of the most potent. Others can and will appear, either as unfortunate independents or lackeys of UserZero.
1: Godmodders are tough customers. Their one limitation is that they cannot be healed by any player-attempted means, period. However, they are stronger and more evasive than any other type of enemy, and more unpredictable at that.
2: Richard is only so strong, but killing stronger godmodders allows him to rank up, which is kind of part of the game's plot; if he kills a godmodder who is exactly a rank above him, he will gain that godmodder’s rank. Anti-Zero players need to be on the ball on this, because…
3: If Richard ranks up, he gets 10 Max and current HP on top of more godmodding power. This is really important to keeping him alive. UserZero's veritable amounts of defense on-server means that, if Richard goes, even for a second, you are almost certainly doomed.
4: Richard and UserZero are particularly skilled/powerful godmodders. The others are nowhere near as hard to injure, but they can still be dangerous.
5: Beware! Godmodders are prone to doing INSANE maneuvers upon hitting low HP. This can run the gamut from an ultra attack to a full heal to mass summons to outright fleeing to mass brainwashing, or all of that at once, and more. Make sure you finish them off quickly!
6: Small bit of exposition for your sake: There are ten godmodding ranks plus an unofficial one. In order of weakest to strongest, the official ranks are Alpha, Alpha Plus, Beta, Beta Plus, Gamma, Gamma Plus, Delta, Delta Plus, Omega, and Omega Plus. The ranks are symbolized by a greek letter, with the regular ranks getting the lowercase letter and the Plus ranks getting the uppercase letter. This letter will be beside the godmodder's allegiance so you know what you're up against. The exception is UserZero: As the only Omega Plus godmodder in existence (right now), she has the special title of Godmodder, proper noun.
1: Godmodders are tough customers. Their one limitation is that they cannot be healed by any player-attempted means, period. However, they are stronger and more evasive than any other type of enemy, and more unpredictable at that.
2: Richard is only so strong, but killing stronger godmodders allows him to rank up, which is kind of part of the game's plot; if he kills a godmodder who is exactly a rank above him, he will gain that godmodder’s rank. Anti-Zero players need to be on the ball on this, because…
3: If Richard ranks up, he gets 10 Max and current HP on top of more godmodding power. This is really important to keeping him alive. UserZero's veritable amounts of defense on-server means that, if Richard goes, even for a second, you are almost certainly doomed.
4: Richard and UserZero are particularly skilled/powerful godmodders. The others are nowhere near as hard to injure, but they can still be dangerous.
5: Beware! Godmodders are prone to doing INSANE maneuvers upon hitting low HP. This can run the gamut from an ultra attack to a full heal to mass summons to outright fleeing to mass brainwashing, or all of that at once, and more. Make sure you finish them off quickly!
6: Small bit of exposition for your sake: There are ten godmodding ranks plus an unofficial one. In order of weakest to strongest, the official ranks are Alpha, Alpha Plus, Beta, Beta Plus, Gamma, Gamma Plus, Delta, Delta Plus, Omega, and Omega Plus. The ranks are symbolized by a greek letter, with the regular ranks getting the lowercase letter and the Plus ranks getting the uppercase letter. This letter will be beside the godmodder's allegiance so you know what you're up against. The exception is UserZero: As the only Omega Plus godmodder in existence (right now), she has the special title of Godmodder, proper noun.
D: THE JOURNEY TO YGGDRASIL.
0: Yggdrasil is a massive tree at the center of any and every Minecraft world. No, really. It’s there. You just need to open your third eye all the way. That’s kind of hard. But in any case, UserZero has nefarious designs going on in there, secretive in nature and presumably evil in design. Anti-Zero and Godslayer Players have it as a secondary goal to get there, while Pro-Zero players want to keep them away.
1: In order to change the distance to Yggrdasil, you must do well in the battle: Every entity kill and hitpoint of damage on the godmodders will change the distance-closer for Anti-Zero and Godslayer players, and farther for Pro-Zero players. (Well, except when you damage Richard; He’s invested all too heavily in knockback protection for that.)
2: If one side has a glaring entity advantage, they can use this to push the other side back bit-by-bit every turn. the AZ and GS sides push forwards while the PZ side pushes back, natch.
3: UserZero wasn’t lying about having a huge amount of defenses here. Aside from a wave of entities that will surely come to her aid if she is in need of them, there are a series of powerful bosses beyond all reason known as the Gatekeepers. They will block all progress towards Yggdrasil at a certain point until they are defeated. Be wary, the Gatekeepers are insanely powerful!
4: This game is about freedom and creativity, but there is a noteworthy exception: Do NOT try to skip the Gatekeepers. UserZero will react…Badly if you somehow manage it, and that's gonna be complicated no matter how you dice it anyways.
1: In order to change the distance to Yggrdasil, you must do well in the battle: Every entity kill and hitpoint of damage on the godmodders will change the distance-closer for Anti-Zero and Godslayer players, and farther for Pro-Zero players. (Well, except when you damage Richard; He’s invested all too heavily in knockback protection for that.)
2: If one side has a glaring entity advantage, they can use this to push the other side back bit-by-bit every turn. the AZ and GS sides push forwards while the PZ side pushes back, natch.
3: UserZero wasn’t lying about having a huge amount of defenses here. Aside from a wave of entities that will surely come to her aid if she is in need of them, there are a series of powerful bosses beyond all reason known as the Gatekeepers. They will block all progress towards Yggdrasil at a certain point until they are defeated. Be wary, the Gatekeepers are insanely powerful!
4: This game is about freedom and creativity, but there is a noteworthy exception: Do NOT try to skip the Gatekeepers. UserZero will react…Badly if you somehow manage it, and that's gonna be complicated no matter how you dice it anyways.
E: TERRAIN AND WEATHER.
0: As you are not on a static battlefield and you need to get somewhere while you're doing all of this fighting, this means you will inevitably traverse various locations in order to progress.
1: Yes, you can alter the general area’s terrain, either through player-induced antics or just moving the battle somewhere else. It appears that the Biome settings for this world make them somewhat small…
2: No, you cannot stay in a certain terrain if the fight moves to a different one-you must stay where the main fight is, and that will have one terrain on it. There are no zone mechanics in DTG0.
3: The various Terrains each have different effects on the battlefield and its inhabitants, and the Terrain itself is extremely varied, ranging from the tame plains biome to the extreme weirdness that are anti-gravity temples with spikes and lemonade channels.
4: Weather can also get involved, and yes, it can stack with Terrain. Most rules that apply to Terrain also apply to Weather.
5: If you want an Entity to NOT be affected by Terrain, slap on an Airborn passive! It'll nullify any terrain shenanigans, positive or negative. On the other hand, weather can still effect Airborn entities.
1: Yes, you can alter the general area’s terrain, either through player-induced antics or just moving the battle somewhere else. It appears that the Biome settings for this world make them somewhat small…
2: No, you cannot stay in a certain terrain if the fight moves to a different one-you must stay where the main fight is, and that will have one terrain on it. There are no zone mechanics in DTG0.
3: The various Terrains each have different effects on the battlefield and its inhabitants, and the Terrain itself is extremely varied, ranging from the tame plains biome to the extreme weirdness that are anti-gravity temples with spikes and lemonade channels.
4: Weather can also get involved, and yes, it can stack with Terrain. Most rules that apply to Terrain also apply to Weather.
5: If you want an Entity to NOT be affected by Terrain, slap on an Airborn passive! It'll nullify any terrain shenanigans, positive or negative. On the other hand, weather can still effect Airborn entities.
F: CHARGING.
0: In this game, a staple mechanic is the ability to charge actions as well as do a regular action in a post. Charged actions are generally more powerful than regular ones. Summons become stronger, attacks become stronger, and so on.
1: The charge cap is 50. You can’t make the charges’ maximum value top that alone. Attempts to loophole this will fail-if something is charged it cannot be stronger than 50. The lone exception is if others help you.
2: You can have three charges at once.
3: You can only raise a charge by 1 every post, unless you got assists. Trying to raise it more than one per turn will nerf it.
4: You can give out three assists per post. An assist is basically an extra plus one. You cannot assist yourself, however, only other players, and you have to specify who gets the assists (IE, +3 to Tazz; +2 to TT2K, +1 to TwinBuilder; +1 to NumberSoup, +1 to crystalcat, +1 to Tabbune).
5: Nothing and no-one can subtract or nullify your charges.
6: Spamming charges over and over again will nerf them as per the Curse of Repetitiveness™. You counter this by not spamming them.
7: You cannot ‘store’ charges for later. You must use them within three rounds after you have completed them to use them, otherwise the charge goes stale and won’t work. (If you can’t/don’t post for a turn I won’t count that turn for purposes of staleness, because that would be rude to make your charge be worthless if you’re not there.)
8: In all of their myriad forms, Charges do have a weakness: Charged attacks have a much lower chance to damage godmodders than a regular one-shot attack would.
9: In addition, every-so-often you can find Charge Tokens! Each Charge Token equates to a 10-post charge, and can be applied to whatever charge you wish! However, one charge token is one-use, can’t break the charge cap, and they aren’t very common either!
10: If anything crops up that requires Great Effort, the best way to kickstart the herculean task ahead of you is to pair up with buddies to charge up something. this can SERIOUSLY shake the status quo and get you VERY far ahead.
11: Due to the Curse of Pact Preventation, you cannot charge beyond 200 points of charge for any entity unless you are a member of the PZ or Neutral faction. Any entity beyond 200 points of charge in this manner is always a boss, and while they may not be a member of your faction, they cannot be a member of the AZ or GS faction, period.
1: The charge cap is 50. You can’t make the charges’ maximum value top that alone. Attempts to loophole this will fail-if something is charged it cannot be stronger than 50. The lone exception is if others help you.
2: You can have three charges at once.
3: You can only raise a charge by 1 every post, unless you got assists. Trying to raise it more than one per turn will nerf it.
4: You can give out three assists per post. An assist is basically an extra plus one. You cannot assist yourself, however, only other players, and you have to specify who gets the assists (IE, +3 to Tazz; +2 to TT2K, +1 to TwinBuilder; +1 to NumberSoup, +1 to crystalcat, +1 to Tabbune).
5: Nothing and no-one can subtract or nullify your charges.
6: Spamming charges over and over again will nerf them as per the Curse of Repetitiveness™. You counter this by not spamming them.
7: You cannot ‘store’ charges for later. You must use them within three rounds after you have completed them to use them, otherwise the charge goes stale and won’t work. (If you can’t/don’t post for a turn I won’t count that turn for purposes of staleness, because that would be rude to make your charge be worthless if you’re not there.)
8: In all of their myriad forms, Charges do have a weakness: Charged attacks have a much lower chance to damage godmodders than a regular one-shot attack would.
9: In addition, every-so-often you can find Charge Tokens! Each Charge Token equates to a 10-post charge, and can be applied to whatever charge you wish! However, one charge token is one-use, can’t break the charge cap, and they aren’t very common either!
10: If anything crops up that requires Great Effort, the best way to kickstart the herculean task ahead of you is to pair up with buddies to charge up something. this can SERIOUSLY shake the status quo and get you VERY far ahead.
11: Due to the Curse of Pact Preventation, you cannot charge beyond 200 points of charge for any entity unless you are a member of the PZ or Neutral faction. Any entity beyond 200 points of charge in this manner is always a boss, and while they may not be a member of your faction, they cannot be a member of the AZ or GS faction, period.
G: ALCHEMITER WEAPON SYSTEM
0: Returning from DTG2 is the marvelous machine known as the Alchemiter! The Alchemiter is an incredible device that allows the combination of multiple items into a singular item, without consuming anything. It holds vast creative potential.
1: The Alchemiter works in two relatively simple ways at its basic form: && and ||. && Combines two items together into a new item (IE: Spoon && Fork = Spork) , while || Takes the form of the item on the LEFT side and gives it the functions of the item on the RIGHT side (IE: Broken Glass Bottle && Steel Sword = Broken Steel Bottle).
2: You can name and describe whatever goes into and out of the Alchemiter. If it's not obvious as to what it is or fall under a non-indicative name, it might help to do this for GM convenience. However, I am obligated to give you a name and description for whatever goes in if you don't give it one.
3: The Alchemtier works on a Level system. The bigger the level, the bigger the Alchemy, but it also takes more time to make a higher-level Alchemy. An Alchemy's creation time is it's level divided by two (rounded down), then +1 (so a Level 5 alchemy would take 3 turns to make). Unlike regular Charges, the creation of Alchemy CANNOT be boosted by assists or otherwise sped up. In addition, if an Alchemy goes over the Level cap, it can't be made. You CANNOT determine an Alchemy's level, that is strictly the GM's business. The Alchemiter's current level cap is 20.
4: The Alchemiter can be upgraded with player made modules, allowing for even more complicated Alchemies. In addition, you can upgrade the Level of the Alchemy, but you can't use Charges for that; every-so-often you will find a rare Alchemiter upgrade. They're usually hoarded by powerful beasts for whatever reason, so look for those.
5: Alchemies are fairly powerful. Each one comes with a damage bonus: +200 damage per attack per level of the Alchemy.
6: You can have three Alchemies going at the same time as three Charges. However, as described above, Alchemies cannot gain assists and must be done one post at a time.
7: I will keep a list of Alchemies available, but it should be practical to say that you should also keep a list for your own purposes. Not a hard rule, but it would be preferable to you and I.
8: You can raise the level of an Alchemy outside of the Alchemiter with charging, but you can't funnel more than 50 points of Charge into it, and the Level will NEVER breach Level 25, the maximum.
9: In case you have Alchemies from previous games: No, they are not valid. At BEST they are random pieces of flavor text that I won't heed for damage bonuses. If you want the damage bonus from an Alchemy, you have to make it yourself, in this game.
10: You can use Charges to summon Alchemies as well. Granted, because they can be assisted, a 5-post charge might not generate a level 5 Alchemy.
11: A note. The Alchemiter is not unlimited. Any weapon exceeding its level cap straight-up cannot be created under any circumstance.
1: The Alchemiter works in two relatively simple ways at its basic form: && and ||. && Combines two items together into a new item (IE: Spoon && Fork = Spork) , while || Takes the form of the item on the LEFT side and gives it the functions of the item on the RIGHT side (IE: Broken Glass Bottle && Steel Sword = Broken Steel Bottle).
2: You can name and describe whatever goes into and out of the Alchemiter. If it's not obvious as to what it is or fall under a non-indicative name, it might help to do this for GM convenience. However, I am obligated to give you a name and description for whatever goes in if you don't give it one.
3: The Alchemtier works on a Level system. The bigger the level, the bigger the Alchemy, but it also takes more time to make a higher-level Alchemy. An Alchemy's creation time is it's level divided by two (rounded down), then +1 (so a Level 5 alchemy would take 3 turns to make). Unlike regular Charges, the creation of Alchemy CANNOT be boosted by assists or otherwise sped up. In addition, if an Alchemy goes over the Level cap, it can't be made. You CANNOT determine an Alchemy's level, that is strictly the GM's business. The Alchemiter's current level cap is 20.
4: The Alchemiter can be upgraded with player made modules, allowing for even more complicated Alchemies. In addition, you can upgrade the Level of the Alchemy, but you can't use Charges for that; every-so-often you will find a rare Alchemiter upgrade. They're usually hoarded by powerful beasts for whatever reason, so look for those.
5: Alchemies are fairly powerful. Each one comes with a damage bonus: +200 damage per attack per level of the Alchemy.
6: You can have three Alchemies going at the same time as three Charges. However, as described above, Alchemies cannot gain assists and must be done one post at a time.
7: I will keep a list of Alchemies available, but it should be practical to say that you should also keep a list for your own purposes. Not a hard rule, but it would be preferable to you and I.
8: You can raise the level of an Alchemy outside of the Alchemiter with charging, but you can't funnel more than 50 points of Charge into it, and the Level will NEVER breach Level 25, the maximum.
9: In case you have Alchemies from previous games: No, they are not valid. At BEST they are random pieces of flavor text that I won't heed for damage bonuses. If you want the damage bonus from an Alchemy, you have to make it yourself, in this game.
10: You can use Charges to summon Alchemies as well. Granted, because they can be assisted, a 5-post charge might not generate a level 5 Alchemy.
11: A note. The Alchemiter is not unlimited. Any weapon exceeding its level cap straight-up cannot be created under any circumstance.
H: ENTITIES.
0: Entities have been a staple of DTG games. These are, in essence, beings from any source you could feasibly grasp, with no exceptions-ranging from Pop culture to amazing literature to historical figures to your own imagination, and anything in between!
1: There are a few exceptions to the above: You can’t use stuff from other forum games as entities. A few reasons why: It’s shameless advertising for the other forum game, it won’t make sense without playing that forum game, and it makes it extremely complicated to try to use other forum games as canon in the world of DTG in general. Plus, helps you be a bit more original. Any entity which breaks this rule will be banned from existence forever.
2: Entities can be instantly summoned or charged. Godmodders can brainwash uncharged entities, but this isn’t a guarantee, especially not early on.
3: If an Entity leaves the battlefield, either through an order, death or something else, it cannot come back, ever. It is dead for good. Exceptions are extremely rare.
4: It’s important that you keep up the Entity game! The godmodders are easier to hit with an entity advantage, and if you don’t’ have enough then the godmodder (and their entities) can start causing your attacks to fail! And of course, the godmodders can summon Entities of their own, sometimes much more powerful than a regular Player could.
5: Entities can be as complicated and creative as you can think of, with whatever crazy mechanics you can slap on being legal as long as they can be understood. Complicated/creative entities are usually more powerful, in fact, but THIS refers mostly to their mechanics.
6: Creativity goes beyond the summon! If your entity’s actions are creative enough, they can get damage boosts just like players!
7: Barring unusual mechanics, Entities can only act during the EoTB, and thus can act only once per Round.
8: In addition, there are other entities that don’t belong to the standard player alignments: [H] Hostile Entities are chaotic, powerful forces that are not aligned to any side and will attack anything on the field (if this sounds like Neutral, Hostile entities will ONLY ever attack others) while [???] Unaffiliated Entities have simply chosen no stance in this war, or may be part of some mysterious new side altogether.
9: You can summon an entity of any alignment, even one opposing yours if you feel like it. Your actual alignment won't matter (though it would still be counterproductive to summon PZ entities if you are AZ). These include entity-only allegiances. The Exception is bosses: They must be in the faction who has the most summoners. The exceptions to this will be handled on a case-by-case basis.
1: There are a few exceptions to the above: You can’t use stuff from other forum games as entities. A few reasons why: It’s shameless advertising for the other forum game, it won’t make sense without playing that forum game, and it makes it extremely complicated to try to use other forum games as canon in the world of DTG in general. Plus, helps you be a bit more original. Any entity which breaks this rule will be banned from existence forever.
2: Entities can be instantly summoned or charged. Godmodders can brainwash uncharged entities, but this isn’t a guarantee, especially not early on.
3: If an Entity leaves the battlefield, either through an order, death or something else, it cannot come back, ever. It is dead for good. Exceptions are extremely rare.
4: It’s important that you keep up the Entity game! The godmodders are easier to hit with an entity advantage, and if you don’t’ have enough then the godmodder (and their entities) can start causing your attacks to fail! And of course, the godmodders can summon Entities of their own, sometimes much more powerful than a regular Player could.
5: Entities can be as complicated and creative as you can think of, with whatever crazy mechanics you can slap on being legal as long as they can be understood. Complicated/creative entities are usually more powerful, in fact, but THIS refers mostly to their mechanics.
6: Creativity goes beyond the summon! If your entity’s actions are creative enough, they can get damage boosts just like players!
7: Barring unusual mechanics, Entities can only act during the EoTB, and thus can act only once per Round.
8: In addition, there are other entities that don’t belong to the standard player alignments: [H] Hostile Entities are chaotic, powerful forces that are not aligned to any side and will attack anything on the field (if this sounds like Neutral, Hostile entities will ONLY ever attack others) while [???] Unaffiliated Entities have simply chosen no stance in this war, or may be part of some mysterious new side altogether.
9: You can summon an entity of any alignment, even one opposing yours if you feel like it. Your actual alignment won't matter (though it would still be counterproductive to summon PZ entities if you are AZ). These include entity-only allegiances. The Exception is bosses: They must be in the faction who has the most summoners. The exceptions to this will be handled on a case-by-case basis.
I: BOSSES AND SPOILS OF WAR.
0: Bosses are special entities, and usually cannot be summoned by players. They are MUCH stronger than regular Entities and can unleash devastating attacks! However, if they are defeated, they will damage the godmodder they are allied to! (If a Neutral boss bites it, the killer decides which godmodder gets damaged). The death of a boss is a method of damaging either godmodder 100% of the time, and the Curse of Repetetiveness™ can’t stop it as well!
1: If a boss dies, it drops a Spoil of War, given to whoever killed it.
2: A Spoil of War is a powerful artifact that can be used to turn the tide of battle! Their effects are extremely powerful. However, they all have recharge periods, where they cannot be used.
3: A Spoil of War can do anything, from straight-up damage to buffing entities to debuffing entities to healing entities to doing something insane. You get the idea.
4: Spoils of War cannot be traded except at special opportunities. They can’t be stolen either.
5: A comprehensive list of Spoils and who owns them is below, in Spoilers.
1: If a boss dies, it drops a Spoil of War, given to whoever killed it.
2: A Spoil of War is a powerful artifact that can be used to turn the tide of battle! Their effects are extremely powerful. However, they all have recharge periods, where they cannot be used.
3: A Spoil of War can do anything, from straight-up damage to buffing entities to debuffing entities to healing entities to doing something insane. You get the idea.
4: Spoils of War cannot be traded except at special opportunities. They can’t be stolen either.
5: A comprehensive list of Spoils and who owns them is below, in Spoilers.
The Colegmerate: The Power Cleaner. Wielder: Bomber57.
A wooden mop that cackles with electricity. It was the mop of the late Colegmerate, but no more. Upon activation, it becomes the epicenter of a massive orb of lightning which you can then direct onto a single entity for massive damage. Cooldown: [||||]
Charles Barkley: The Zeroth Ball. Wielder: Insert_Generic_Username.
A pure-blue Basketball, made of pure Slamicite and Jamicite. its powers make it so incredible that every dribble produces substantial B-ball energies. However, Basketball is a TEAM sport, so it's best used with a team. Upon activation, the user and four other entities/players of choices can minicrit for that turn only! Cooldown: [|||||]
The Soul of the Core: Traho. Wielder: The_Topazian.
A chestplate with the image of the stars in the night sky brilliantly. It feels of unmatched gravity majjyks, and its wearer can sustain almost any blow through deflection or density...Assuming they can wear it for an extended period of time. Using this, a Player can face-tank all damage for up to 3 entities for one turn, and gain extreme amounts of armor to do so! They can still die, however. Cooldown: [||||]
Phantom Walker: Mask of Agony. Wielder: Hezetor.
A mask worn by the late Phantom Walker, worn and torn, with black stains running down from the eyelids...Wearing this makes you feel like you're being tortured, ever so slightly. Activating this Spoil will cause you to go into a frenzy, allowing every attack you make to activate Agony stacks! Agony Stacks up to 3 times; the 1st and 2nd stack lower Damage and Defense by 10% each, while the 3rd expends them all for a massive damage attack! This lasts for 3 turns, whereupon all existing Agony Stacks will wear off )dealing small damage). Until then, Agony Stacks do not decay. Cooldown: [|||||||]
The Chief: Decaying Heart. Wielder: crystalcat.
A greenish heart locked in a state of near-rot by various machinery dotted along it, this was ripped from the chest of the late Chief. It stinks, BAD. This spoil will temporarily change the Terrain to Decayed Land, which will cause any entity killed while it persists to turn into an allied Tombstone, which will persist until death. Decayed Land overrides any other Terrain types. Decayed Land lasts for 2 turns, whereupon it changes to Purified Land, which has no effect. Tombstones will last until death. Kills by UserZero and Richard do not create Tombstones. Cooldown: [|||||||]
Twitchy, the Hivemind Incarnate: Alchemical Symbol. Wielder: insert_generic_username.
A black symbol glowing a dim red, this ever-shifting symbol rapidly switches between every alchemical symbol ever to exist, a reminder of Twitchy's ever-changing and ever-random form and power. The use of this spoil summons a Disembodied Heart, a powerful entity that can also summon weaker entities as well as attack! It will last until killed, at which point any summonlings will also expire. The Disembodied Heart's cooldown does not resume until it's dead. Cooldown: [|||||||||| ||||||||||]
The Hyperstorm: Weath Ray. Wielder: battlefury13.
A sleek black, simplistic space cannon-looking thing, between its barrels lies a maelstrom of spatial energies. When fired, a tight cylindrical stream of microscopic portals is ripped open, cutting through almost anything like a hot knife through butter. Upon use, this spoil will deal very high damage to a singular entity, ignoring all defensive passives it may posses, except Evasion. It has a 5% chance to do five times its total damage on hit. If the action to use it is Focused, it jumps up to 20%.
Cooldown: [|||||||]
Chef-Class Imperator Titan: Cutlery of the Cooking gods. Wielder: battlefury13.
A set of cutlery, brimming with the brilliant force of the trifecta of cooking gods: Gordon Ramsay, Alton Brown, and Emril Lagasse. They give whoever wields them an unnaturally savvy insight into all things cooking. Upon use, the wielder will create a divine feast, granting not only a moderate amount of healing to two entities, but also giving them the well-fed buff, which improves damage by 10,000 points.
Cooldown: [||||]
Omega Flowey: The Golden Aster. Wielder: Jyanpu.
A simple Aster, golden in petal color, that would appear totally ordinary to any other. However, within it resides the leftover residue of the powerful merger of six souls that was Omega Flowey. Upon use, the user becomes completely vulnerable and will take minicrit damage, but all damage they deal will be critical. When it wears out, the player returns to invulnerability even if they were wounded.
Cooldown: [|||]
Chara, the Angel of Genocide: The Locket. Wielder: Hezetor.
A very simple circular locket. A faded image is within of two figures, with the words 'Best Friend Forever' faintly engraved upon it. It carries the leftover DETERMINATION of its former owner, and with it their ability to defy death. Upon use, the user or Entity of choice will become ABSOLUTELY invincible for that turn only, capable of surviving ANY blow, no exceptions. It goes into effect immediately, but wears off at the end of the turn. However, any attacks that are instant-kill in nature will force the entity to take damage.
Cooldown: [|||]
The Paradox Casino: The Devouring Eight. Wielder: ConsumerOfAll.
A purple set of 8d8, possibly used in Gambling in the Paradox Casino-though since the Red handed these to you and you didn't find them in the Paradox Casino itself, who knows? They occasionally crackle with Paradox energies. The dice are activated upon rolling, and their effect is based upon the results rolled, with higher rolls having more beneficial effects. It might backfire if a roll is low. In addition, if used on the turn a Paradox is created by anyone other than the wielder, the potency of the effects is increased.
Cooldown: [||]
The Caster: The Spectral Bow. Wielder: Pionoplayer.
A bow that the Caster wielded; it is constructed entirely of an ethereal material. Magical power of a necromantic sort emits from it, but this bow shows no sign of impurity of purpose, making it safe to wield and command. Upon use, the user will fire a single arrow at the target, summoning a legion of Elite Skeletons; these skeletons will assault the target for high damage. They will then persist as an invincible summon for two turns, allied to the use and immune to brainwashing.
Cooldown: [|||||]
Flumpty Waalumpty: Waluigi Thyme. Wielder: Pionoplayer.
A simple cylindrical container, packed with a small sampling of Waluigi's secret spice. The scent of it is extraordinarily spicy for its origin, and the power of the Thyme itself is apparent even when not directly exposed. When used, it directly interferes with the Plot forces and causes a game-changing event to occur, typically by the infusement or ingestment of Thyme into another being to empower the entity to extreme heights. However, in most cases, the Thyme also causes extreme madness and/or uncontrollable surges of power-extensive preparation must be taken care of to make sure that the benefactor does not go insane, typically in the form of preparing it alongside a worthy meal.
This Spoil of War is different from the others. Instead of a cool-down period, this Spoil has 18 separate uses that do not replenish, which may be expended either individually or three at once. Each use must be applied to anything other than a Player or a previous beneficiary of the Thyme (for reasons of balance). A single use is temporary and weaker, while three is permanent. This Spoil of War fluctuates heavily with the creativity of the wielder; a failure to properly prepare for it will likely have your attempts with this spoil backfire, while a sufficiently creative post can control the powers of the Thyme successfully. Either way, the power is sufficient to elevate items and peoples to an extraordinarily powerful status, so be careful on who or what you use this on, and be doubly careful as to how you give it to them. Invincible super-Entities aren't fun if they're trying to kill you-and you have no way of knowing how, exactly, the Thyme will react to them. Once you run out of Thyme, you're never getting any more again. In other words, Waluigi Thyme will be over.
Uses: [|||]W[|||]A[|||]A[|||]A[|||]A[|||]A
A wooden mop that cackles with electricity. It was the mop of the late Colegmerate, but no more. Upon activation, it becomes the epicenter of a massive orb of lightning which you can then direct onto a single entity for massive damage. Cooldown: [||||]
Charles Barkley: The Zeroth Ball. Wielder: Insert_Generic_Username.
A pure-blue Basketball, made of pure Slamicite and Jamicite. its powers make it so incredible that every dribble produces substantial B-ball energies. However, Basketball is a TEAM sport, so it's best used with a team. Upon activation, the user and four other entities/players of choices can minicrit for that turn only! Cooldown: [|||||]
The Soul of the Core: Traho. Wielder: The_Topazian.
A chestplate with the image of the stars in the night sky brilliantly. It feels of unmatched gravity majjyks, and its wearer can sustain almost any blow through deflection or density...Assuming they can wear it for an extended period of time. Using this, a Player can face-tank all damage for up to 3 entities for one turn, and gain extreme amounts of armor to do so! They can still die, however. Cooldown: [||||]
Phantom Walker: Mask of Agony. Wielder: Hezetor.
A mask worn by the late Phantom Walker, worn and torn, with black stains running down from the eyelids...Wearing this makes you feel like you're being tortured, ever so slightly. Activating this Spoil will cause you to go into a frenzy, allowing every attack you make to activate Agony stacks! Agony Stacks up to 3 times; the 1st and 2nd stack lower Damage and Defense by 10% each, while the 3rd expends them all for a massive damage attack! This lasts for 3 turns, whereupon all existing Agony Stacks will wear off )dealing small damage). Until then, Agony Stacks do not decay. Cooldown: [|||||||]
The Chief: Decaying Heart. Wielder: crystalcat.
A greenish heart locked in a state of near-rot by various machinery dotted along it, this was ripped from the chest of the late Chief. It stinks, BAD. This spoil will temporarily change the Terrain to Decayed Land, which will cause any entity killed while it persists to turn into an allied Tombstone, which will persist until death. Decayed Land overrides any other Terrain types. Decayed Land lasts for 2 turns, whereupon it changes to Purified Land, which has no effect. Tombstones will last until death. Kills by UserZero and Richard do not create Tombstones. Cooldown: [|||||||]
Twitchy, the Hivemind Incarnate: Alchemical Symbol. Wielder: insert_generic_username.
A black symbol glowing a dim red, this ever-shifting symbol rapidly switches between every alchemical symbol ever to exist, a reminder of Twitchy's ever-changing and ever-random form and power. The use of this spoil summons a Disembodied Heart, a powerful entity that can also summon weaker entities as well as attack! It will last until killed, at which point any summonlings will also expire. The Disembodied Heart's cooldown does not resume until it's dead. Cooldown: [|||||||||| ||||||||||]
The Hyperstorm: Weath Ray. Wielder: battlefury13.
A sleek black, simplistic space cannon-looking thing, between its barrels lies a maelstrom of spatial energies. When fired, a tight cylindrical stream of microscopic portals is ripped open, cutting through almost anything like a hot knife through butter. Upon use, this spoil will deal very high damage to a singular entity, ignoring all defensive passives it may posses, except Evasion. It has a 5% chance to do five times its total damage on hit. If the action to use it is Focused, it jumps up to 20%.
Cooldown: [|||||||]
Chef-Class Imperator Titan: Cutlery of the Cooking gods. Wielder: battlefury13.
A set of cutlery, brimming with the brilliant force of the trifecta of cooking gods: Gordon Ramsay, Alton Brown, and Emril Lagasse. They give whoever wields them an unnaturally savvy insight into all things cooking. Upon use, the wielder will create a divine feast, granting not only a moderate amount of healing to two entities, but also giving them the well-fed buff, which improves damage by 10,000 points.
Cooldown: [||||]
Omega Flowey: The Golden Aster. Wielder: Jyanpu.
A simple Aster, golden in petal color, that would appear totally ordinary to any other. However, within it resides the leftover residue of the powerful merger of six souls that was Omega Flowey. Upon use, the user becomes completely vulnerable and will take minicrit damage, but all damage they deal will be critical. When it wears out, the player returns to invulnerability even if they were wounded.
Cooldown: [|||]
Chara, the Angel of Genocide: The Locket. Wielder: Hezetor.
A very simple circular locket. A faded image is within of two figures, with the words 'Best Friend Forever' faintly engraved upon it. It carries the leftover DETERMINATION of its former owner, and with it their ability to defy death. Upon use, the user or Entity of choice will become ABSOLUTELY invincible for that turn only, capable of surviving ANY blow, no exceptions. It goes into effect immediately, but wears off at the end of the turn. However, any attacks that are instant-kill in nature will force the entity to take damage.
Cooldown: [|||]
The Paradox Casino: The Devouring Eight. Wielder: ConsumerOfAll.
A purple set of 8d8, possibly used in Gambling in the Paradox Casino-though since the Red handed these to you and you didn't find them in the Paradox Casino itself, who knows? They occasionally crackle with Paradox energies. The dice are activated upon rolling, and their effect is based upon the results rolled, with higher rolls having more beneficial effects. It might backfire if a roll is low. In addition, if used on the turn a Paradox is created by anyone other than the wielder, the potency of the effects is increased.
Cooldown: [||]
The Caster: The Spectral Bow. Wielder: Pionoplayer.
A bow that the Caster wielded; it is constructed entirely of an ethereal material. Magical power of a necromantic sort emits from it, but this bow shows no sign of impurity of purpose, making it safe to wield and command. Upon use, the user will fire a single arrow at the target, summoning a legion of Elite Skeletons; these skeletons will assault the target for high damage. They will then persist as an invincible summon for two turns, allied to the use and immune to brainwashing.
Cooldown: [|||||]
Flumpty Waalumpty: Waluigi Thyme. Wielder: Pionoplayer.
A simple cylindrical container, packed with a small sampling of Waluigi's secret spice. The scent of it is extraordinarily spicy for its origin, and the power of the Thyme itself is apparent even when not directly exposed. When used, it directly interferes with the Plot forces and causes a game-changing event to occur, typically by the infusement or ingestment of Thyme into another being to empower the entity to extreme heights. However, in most cases, the Thyme also causes extreme madness and/or uncontrollable surges of power-extensive preparation must be taken care of to make sure that the benefactor does not go insane, typically in the form of preparing it alongside a worthy meal.
This Spoil of War is different from the others. Instead of a cool-down period, this Spoil has 18 separate uses that do not replenish, which may be expended either individually or three at once. Each use must be applied to anything other than a Player or a previous beneficiary of the Thyme (for reasons of balance). A single use is temporary and weaker, while three is permanent. This Spoil of War fluctuates heavily with the creativity of the wielder; a failure to properly prepare for it will likely have your attempts with this spoil backfire, while a sufficiently creative post can control the powers of the Thyme successfully. Either way, the power is sufficient to elevate items and peoples to an extraordinarily powerful status, so be careful on who or what you use this on, and be doubly careful as to how you give it to them. Invincible super-Entities aren't fun if they're trying to kill you-and you have no way of knowing how, exactly, the Thyme will react to them. Once you run out of Thyme, you're never getting any more again. In other words, Waluigi Thyme will be over.
Uses: [|||]W[|||]A[|||]A[|||]A[|||]A[|||]A
…And that’s all I have in terms of rules! Now, are you ready to Destroy the Godmodder?
#heisunworthy
Terrain: Plains (No effects)
Weather: Clear (No effects)
[AZ-γ] Godmodder477: 50/50 HP
[GM] UserZero: 150/150 HP
Distance to Yggdrasil: 5000
|||| The Power Cleaner: READY. Owner: Bomber57 [AZ]
||||| The Zeroth Ball: READY. Owner: Insert_Generic_Username [AZ]
|||| Traho: READY. Owner: The_Topazian [/color][AZ]
||||||| Mask of Agony: READY. Owner: Hezetor [AZ]
||||||| Decayed Heart: READY. Owner: crystalcat [AZ]
|||||||||| |||||||||| |||||||||| Alchemical Symbol: READY. Owner: Insert_Generic_Username [AZ]
||||||| Weath Ray: READY. Owner: Battlefury13 [PZ]
|||| Cutlery of the Cooking Gods: READY. Owner: Battlefury13 [PZ]
||| Golden Aster: READY. Owner: Jyanpu. [AZ]
||| The Locket: READY. Owner: Hezetor [AZ]
||||| The Zeroth Ball: READY. Owner: Insert_Generic_Username [AZ]
|||| Traho: READY. Owner: The_Topazian [/color][AZ]
||||||| Mask of Agony: READY. Owner: Hezetor [AZ]
||||||| Decayed Heart: READY. Owner: crystalcat [AZ]
|||||||||| |||||||||| |||||||||| Alchemical Symbol: READY. Owner: Insert_Generic_Username [AZ]
||||||| Weath Ray: READY. Owner: Battlefury13 [PZ]
|||| Cutlery of the Cooking Gods: READY. Owner: Battlefury13 [PZ]
||| Golden Aster: READY. Owner: Jyanpu. [AZ]
||| The Locket: READY. Owner: Hezetor [AZ]
Terraria DTG Discussion Thread Lonk, for all your nullpost-worthy needs.
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