The Flaming Toast
Terrarian
Discussion/Orders:
Cool, Level 30 mirror shield. Don't forget to keep track of the cooldowns on Tahm Kench (Devour, Thick Skin active (not that I ever use it), Abyssal Voyage)! Wow. That was my longest post yet. EDIT: Fixed spoilers.
Crystal gave Mirror level 30 because of End Time in it apparently. If I need to make it a charge rather than an alchemy I will remove the searching for relic one. Although considering it's a shield, it's not exactly going to be the most OP gorilla ever. Shields are fairly limited to whacking things in terms of offence. Mainly planning to use it to bodyboock entities I like.
Tahm Kench uses Tongue Lash on a Bishop and Abyssal Voyage on Aetherderon (off cooldown because TK ate the Handsome Gambler)!
Alchemy!
Charges!
TBA 38/60 (+1 from crystal)
Handsome Gambler 10/10 DONE!
Tahm Kench eats the Handsome Gambler and gains some bonus maximum health, healing for the same amount. Abyssal Voyage on-use cooldown reduced to 4.
Searching for a chestplate... 1/10 (relic)
Dancing Swords 2/15 (+1 from crystal)
Tahm Kench
Souls
New soul that isn't to be confused with the late boss. Gonna destroy less popular souls after a certain time. R.I.P Fireworks and Logic.
Lucid Soul of the Creator (Creation): Level 3 - 52'000/52'000hp
Current Soul Level Count: 3 (max. 8)
Actions!
Inventory (ooh teal)
Support (if you are supported I will tag you)
1+ @GoldenReady 1+ the next poster 1+ @DarkSide
Ritual... (see Hand of the Archlich)
Master of Hell 1/4
Souls until next upgrade: 8
Cool, Level 30 mirror shield. Don't forget to keep track of the cooldowns on Tahm Kench (Devour, Thick Skin active (not that I ever use it), Abyssal Voyage)! Wow. That was my longest post yet. EDIT: Fixed spoilers.
Crystal gave Mirror level 30 because of End Time in it apparently. If I need to make it a charge rather than an alchemy I will remove the searching for relic one. Although considering it's a shield, it's not exactly going to be the most OP gorilla ever. Shields are fairly limited to whacking things in terms of offence. Mainly planning to use it to bodyboock entities I like.
Tahm Kench uses Tongue Lash on a Bishop and Abyssal Voyage on Aetherderon (off cooldown because TK ate the Handsome Gambler)!
Alchemy!
Inferno Fork || (Underworld Jadeblade || Demon Heart && Unholy Crown) = ?? (Level ?? - 4/?) (CANCELLED BECAUSE R.I.P JADEBLADE. CHARGES MOVED TO THE GREAT WORLD IN MY NEXT POST)
Soulcharge: Lucid Soul of the Pyromaniac 1/4
Helmet ++ Vine-Covered Essence Flask = Helm of Nature (Level 10) 1/1 DONE!
Reinforced Mirror && (Aegis of Zeonia || End Time && (Albiit && Denito Surrexit)) && Aldor Decree && Caeldonian Bulwark = Mirror Light (Level 30 - 2/31)
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 13/20)
This sword can change shape, and looks cool as hell while doing it. Also one of my most ill-defined alchemies.
((Confetti + Rocket Launcher || Shark Face Paint + Cobalt Blue) o<O Enlarger)l + ((BULLLLEEEETS + Cardboard Bunny Ears + Minigun || Bright Pink) o<O Enlarger) = Pow-Pow and Fishbones! (Level 20 - 12/21)
Get Jinxed!
Soulcharge: Lucid Soul of the Pyromaniac 1/4
Helmet ++ Vine-Covered Essence Flask = Helm of Nature (Level 10) 1/1 DONE!
Reinforced Mirror && (Aegis of Zeonia || End Time && (Albiit && Denito Surrexit)) && Aldor Decree && Caeldonian Bulwark = Mirror Light (Level 30 - 2/31)
(Greatsword || Essence of SPAAAACE! + Moonsteel) + Mechanical Spare Parts o>O Enlarger = Pseudo-Spacesword (Level 19 - 13/20)
This sword can change shape, and looks cool as hell while doing it. Also one of my most ill-defined alchemies.
((Confetti + Rocket Launcher || Shark Face Paint + Cobalt Blue) o<O Enlarger)l + ((BULLLLEEEETS + Cardboard Bunny Ears + Minigun || Bright Pink) o<O Enlarger) = Pow-Pow and Fishbones! (Level 20 - 12/21)
Get Jinxed!
The Fallen Angel
Charges!
TBA 38/60 (+1 from crystal)
Handsome Gambler 10/10 DONE!
Tahm Kench eats the Handsome Gambler and gains some bonus maximum health, healing for the same amount. Abyssal Voyage on-use cooldown reduced to 4.
Searching for a chestplate... 1/10 (relic)
Dancing Swords 2/15 (+1 from crystal)
Tahm Kench
Tahm Kench (the River King) [AG BOSS] I may still refer to it as TK.
250'000 max hp
Passive:
An Aquired Taste: Whenever Tahm Kench deals damage to an entity, add an An Aquired Taste counter. At 3 counters (maximum), Tahm Kench heals for 25'000, deals 25'000 bonus damage (on enemies) and resets the counters on that entity to 0.
Thick Skin (Passive): Damage taken becomes Thick Skin health instead. If Tahm Kench does not take damage for one turn, this health will be consumed and Tahm Kench will heal for 55% of the Thick Skin health.
Active:
Bargain: Heal an entity for 15'000 and put 2 An Acquired Taste counters on it. Can be cast in conjunction with other attacks.
Tongue Lash: Deal 10'000 damage to an entity and give it a 60% chance to miss it's next attack.
Devour (Ally): Eat an allied entity. It will remain in TK's stomach for one turn making it immune to damage but unable to attack. TK gains 40% chance to dodge attacks during this time. Afterwards, he will spit out the entity and heal himself and that entity for 20'000hp.
Shares a cooldown with Devour (Enemy). Cooldown: 3
Devour (Enemy): Eat an entity. It will remain in TK's stomach for one turn. Afterwards, he will spit out the target and deal damage to it and nearby targets. The target will not take damage in TK's stomach, but will take 60'000 afterwards, up to 2 other targets taking minor damage. TK and the entity cannot attack for one turn after ACTIVATING it. Requires at least one stack of An Aquired Taste. Applies An Aquired Taste to all targets hit. Cannot be used on Bosses
Shares cooldown with Devour (Ally). Cooldown: 3
Thick Skin (Active): If Tahm Kench activates this ability, all Thick Skin health becomes a shield to absorb damage for one turn. Thick Skin is then reduced to 0 and Thick Skin is disabled for one turn after expiry.
Abyssal Voyage: Pick an allied entity. Tahm Kench and target entity are immune to damage for one turn. Cooldown: 5
Spoil of War:
Two-Coat's Waistcoats - Give an entity Thick Skin until it dies or this is unequipped. The passive portion is reduced to 20% healing. Cooldown: 3 after entity dies or Waistcoat is unequipped.
250'000 max hp
Passive:
An Aquired Taste: Whenever Tahm Kench deals damage to an entity, add an An Aquired Taste counter. At 3 counters (maximum), Tahm Kench heals for 25'000, deals 25'000 bonus damage (on enemies) and resets the counters on that entity to 0.
Thick Skin (Passive): Damage taken becomes Thick Skin health instead. If Tahm Kench does not take damage for one turn, this health will be consumed and Tahm Kench will heal for 55% of the Thick Skin health.
Active:
Bargain: Heal an entity for 15'000 and put 2 An Acquired Taste counters on it. Can be cast in conjunction with other attacks.
Tongue Lash: Deal 10'000 damage to an entity and give it a 60% chance to miss it's next attack.
Devour (Ally): Eat an allied entity. It will remain in TK's stomach for one turn making it immune to damage but unable to attack. TK gains 40% chance to dodge attacks during this time. Afterwards, he will spit out the entity and heal himself and that entity for 20'000hp.
Shares a cooldown with Devour (Enemy). Cooldown: 3
Devour (Enemy): Eat an entity. It will remain in TK's stomach for one turn. Afterwards, he will spit out the target and deal damage to it and nearby targets. The target will not take damage in TK's stomach, but will take 60'000 afterwards, up to 2 other targets taking minor damage. TK and the entity cannot attack for one turn after ACTIVATING it. Requires at least one stack of An Aquired Taste. Applies An Aquired Taste to all targets hit. Cannot be used on Bosses
Shares cooldown with Devour (Ally). Cooldown: 3
Thick Skin (Active): If Tahm Kench activates this ability, all Thick Skin health becomes a shield to absorb damage for one turn. Thick Skin is then reduced to 0 and Thick Skin is disabled for one turn after expiry.
Abyssal Voyage: Pick an allied entity. Tahm Kench and target entity are immune to damage for one turn. Cooldown: 5
Spoil of War:
Two-Coat's Waistcoats - Give an entity Thick Skin until it dies or this is unequipped. The passive portion is reduced to 20% healing. Cooldown: 3 after entity dies or Waistcoat is unequipped.
Souls
New soul that isn't to be confused with the late boss. Gonna destroy less popular souls after a certain time. R.I.P Fireworks and Logic.
Lucid Soul of the Creator (Creation): Level 3 - 52'000/52'000hp
Current Soul Level Count: 3 (max. 8)
Actions!
Calan returned from the Arena and starts accompanying Aayla for a song.
Listen. All this takes a lot of getting used to.
But you do get used to it... After a while.
There's three things I'll always miss though.
One. Not having to watch my step all the time.
Two.
Ah, forget about two.
And three, I'll miss the songs. Folks in Caelondia knew how to carry a tune. Sure, we got some songs on the old grammarphone, but imagine how they sound, played into a room full of fine people. Unwinding at the Sole Regret after a hard day's work. Those were the days.
Aayla once more grabs OST, playing a rousing tune known as A Proper Story. As this happened, The Underworld Jadeblade cracked and shattered. Rather than Calan disappearing and fading into the Underworld, his form solidified and the darkness faded. The visage of a hammer appeared in his hand.
Did... Did you do that?
I swear I did nothing.
Calan looked at his hands. He reached out for the shadows, but nothing happened.
I'm cured? Was this just some kind of death trauma? Or something deeper...?
Wait, you said Caelondians. Where is Caelondia? I haven't heard of any such place in any realm.
It's in the Country.
...
You have to give me more info than that! And what's with the hammer?
I'm done talking. Thanks anyway.
...
The orange and yellow hammer faded away. Calan started stretching his wrists, a luxury he could not gain relief from until now.
Listen. All this takes a lot of getting used to.
But you do get used to it... After a while.
There's three things I'll always miss though.
One. Not having to watch my step all the time.
Two.
Ah, forget about two.
And three, I'll miss the songs. Folks in Caelondia knew how to carry a tune. Sure, we got some songs on the old grammarphone, but imagine how they sound, played into a room full of fine people. Unwinding at the Sole Regret after a hard day's work. Those were the days.
Aayla once more grabs OST, playing a rousing tune known as A Proper Story. As this happened, The Underworld Jadeblade cracked and shattered. Rather than Calan disappearing and fading into the Underworld, his form solidified and the darkness faded. The visage of a hammer appeared in his hand.
Did... Did you do that?
I swear I did nothing.
Calan looked at his hands. He reached out for the shadows, but nothing happened.
I'm cured? Was this just some kind of death trauma? Or something deeper...?
Wait, you said Caelondians. Where is Caelondia? I haven't heard of any such place in any realm.
It's in the Country.
...
You have to give me more info than that! And what's with the hammer?
I'm done talking. Thanks anyway.
...
The orange and yellow hammer faded away. Calan started stretching his wrists, a luxury he could not gain relief from until now.
Inventory (ooh teal)
Souls now have 15-20x their level as hp (based on level)
Level 1 - 20'000hp - Small effect on alchemies
Level 2 - 38'000hp - Low effect on alchemies
Level 3 - 52'000hp - Moderate effect on alchemies, may be difficult to hit
Level 4 - 66'000hp - High effect on alchemies, may have a negative effect on the killer's next action or be difficult to hit.
Level 5 - 75'000hp - Massive effect on alchemies, will have a negative effect on the killer's next action or be difficult to hit.
Souls will still spawn during my first post each round, but now I will be using a RNG to determine what level Soul will spawn. There can only be up to 8 soul levels *alive* at any given moment. E.g. 8 Level 1 Souls, 2 Level 4 Souls etc. So, if a level 5 soul currently exists, I will only be determining which one spawns out of level 3, 2 and 1. Soul Alchemies can go past level 25, but only 3 past the cap.
Only one of your charging alchemies can be a soul alchemy. Charge time is back to 1-to-1 with the level.
Each soul has a special effect or element associated with it. Use $$ and purple text to show you are adding a captured soul to the alchemy.
I will still get an uncharged copy of each soul killed, but I will need to have an additional charge equal to the soul's level to use them. People that assist in the kill of a soul will not recieve it, nor can souls be copied.
Level 1 - 20'000hp - Small effect on alchemies
Level 2 - 38'000hp - Low effect on alchemies
Level 3 - 52'000hp - Moderate effect on alchemies, may be difficult to hit
Level 4 - 66'000hp - High effect on alchemies, may have a negative effect on the killer's next action or be difficult to hit.
Level 5 - 75'000hp - Massive effect on alchemies, will have a negative effect on the killer's next action or be difficult to hit.
Souls will still spawn during my first post each round, but now I will be using a RNG to determine what level Soul will spawn. There can only be up to 8 soul levels *alive* at any given moment. E.g. 8 Level 1 Souls, 2 Level 4 Souls etc. So, if a level 5 soul currently exists, I will only be determining which one spawns out of level 3, 2 and 1. Soul Alchemies can go past level 25, but only 3 past the cap.
Only one of your charging alchemies can be a soul alchemy. Charge time is back to 1-to-1 with the level.
Each soul has a special effect or element associated with it. Use $$ and purple text to show you are adding a captured soul to the alchemy.
I will still get an uncharged copy of each soul killed, but I will need to have an additional charge equal to the soul's level to use them. People that assist in the kill of a soul will not recieve it, nor can souls be copied.
Anarc Cook (Spoil of War - Deal damage to 3 random entities of an allignment.) 2/3
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 4/4
Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Magickal Flute (Level 5) (Music)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirits)
Albiit (Level 10) (Void)
Pages (collectively Tome) of Reality (Level 10) (Reality)
Spyglass of Space (Level 10) (Space)
Helm of Mount Zan (Level 10)
Denito Surrexit (Level 10) (Time)
Aftershock (Level 15) (Force/Earth knucklebusters)
Shards of the Underworld Jadeblade (Unusable) (Dark/Spirit)
The Fallen (Level 17) (It's a gun?)
Divine Godblade (Level 20) (Divine)
Anima (Level 20) (Spirit shirt)
Resonance (Level 25) (Air/Sound samurai type sword)
End Time (Level 25) (Oblivion/Void/Time armguard. It has an eye on the palm)
OST (Level 25) (Music keyboard)
Hand of the Archlich (Level 25) (Ice/Death) Current Souls: 32
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap.
Scythe of (Eardrum) Death - (Spoil of War - Deal very high damage to an entity.) 4/4
Physics Inducer (Level 18 - Relic) (Purely Defensive)(Reality/Physics)
Magickal Flute (Level 5) (Music)
Sunstone (Level 5) (Light/Mind artefact)
Spiritblade (Level 7) (Spirits)
Albiit (Level 10) (Void)
Pages (collectively Tome) of Reality (Level 10) (Reality)
Spyglass of Space (Level 10) (Space)
Helm of Mount Zan (Level 10)
Denito Surrexit (Level 10) (Time)
Aftershock (Level 15) (Force/Earth knucklebusters)
Shards of the Underworld Jadeblade (Unusable) (Dark/Spirit)
The Fallen (Level 17) (It's a gun?)
Divine Godblade (Level 20) (Divine)
Anima (Level 20) (Spirit shirt)
Resonance (Level 25) (Air/Sound samurai type sword)
End Time (Level 25) (Oblivion/Void/Time armguard. It has an eye on the palm)
OST (Level 25) (Music keyboard)
Hand of the Archlich (Level 25) (Ice/Death) Current Souls: 32
Current Abilities: Soul Collection, Blizzard, Life Drain, Ice Barrier, Lich Slap.
NOT TO BE CONFUSED WITH THE KILLABLE ENTITIES
Here are the abilities for Hand of the Archlich, which are gradually gained while entities die. Every time an entity dies, it grants one Soul. For smaller entities, the gain is decreased to 0.5 souls per attack that kills many of them (e.g. worker or the late Mechafish) and 2 Souls are gained on boss kill. Pseudo-deaths such as Aetherderon's Dead Yet Dreaming do not provide souls. Non-living entities still provide a soul for the sake of convenience.
Soul bonuses cannot be gained when a previous ritual has not been performed, however souls can be. This staff is meant to be weak for a level 25 (still fairly powerful), but can scale up massively over time.
Abilities require rituals to gain, which can take 1-5 charges, the amount will tell you about how powerful it will be (generally). Rituals cannot be charged with support, but do not count as a charge for the 3-charge cap.
Abilities are permanent, but activated ones have a cooldown.
Soul Transfer ((R: x) means it requires a ritual to complete)
0 Souls: Soul Collection (R: 3) - Souls will now be able to be absorbed into the Hand of the Archlich, giving it new abilities.
3 Souls: Life Drain (R: 1) - Entities that die will heal a random owned (meaning I control it) entity equal to 5% of that entities' maximum health.
5 Souls: Blizzard (R: 3) - Create a blizzard for 2 turns, damaging ALL non-water/ice/flying/godmodder entities, and reducing hit chance to 40% (60% reduction) Cooldown: 5 turns
15 Souls: Ice Barrier (R: 3) - The Hand of the Archlich can create a barrier around a single target to reduce damage massively (65%) for two turns. The effect significantly lowers on the second turn (20%). Cooldown: 5
20 Souls: Lich Slap (R:2) - Do very high damage to an entity. Cooldown: 4
30 Souls: Master of Hell (R:4) - Hand of the Archlich now has the ability to manipulate infernal fire and summon skeletons.
40 Souls: Extended Life (R:1) Inflict Lich's Bargain on an entity. Lich's Bargain: Once target entity reaches 1hp, the entity is immune to death, debuffs, damage, healing and buffs for two turns. The entity can charge attacks, but if they only heal or kill itself, the charge will fail. After this ends, destroy it. Cooldown: 1 after expiry.
65 Souls: From the End of Time (R:5) Resummon an past entity for one turn. It cannot be targetted by attacks during this time. Cooldown: 3
Here are the abilities for Hand of the Archlich, which are gradually gained while entities die. Every time an entity dies, it grants one Soul. For smaller entities, the gain is decreased to 0.5 souls per attack that kills many of them (e.g. worker or the late Mechafish) and 2 Souls are gained on boss kill. Pseudo-deaths such as Aetherderon's Dead Yet Dreaming do not provide souls. Non-living entities still provide a soul for the sake of convenience.
Soul bonuses cannot be gained when a previous ritual has not been performed, however souls can be. This staff is meant to be weak for a level 25 (still fairly powerful), but can scale up massively over time.
Abilities require rituals to gain, which can take 1-5 charges, the amount will tell you about how powerful it will be (generally). Rituals cannot be charged with support, but do not count as a charge for the 3-charge cap.
Abilities are permanent, but activated ones have a cooldown.
Soul Transfer ((R: x) means it requires a ritual to complete)
0 Souls: Soul Collection (R: 3) - Souls will now be able to be absorbed into the Hand of the Archlich, giving it new abilities.
3 Souls: Life Drain (R: 1) - Entities that die will heal a random owned (meaning I control it) entity equal to 5% of that entities' maximum health.
5 Souls: Blizzard (R: 3) - Create a blizzard for 2 turns, damaging ALL non-water/ice/flying/godmodder entities, and reducing hit chance to 40% (60% reduction) Cooldown: 5 turns
15 Souls: Ice Barrier (R: 3) - The Hand of the Archlich can create a barrier around a single target to reduce damage massively (65%) for two turns. The effect significantly lowers on the second turn (20%). Cooldown: 5
20 Souls: Lich Slap (R:2) - Do very high damage to an entity. Cooldown: 4
30 Souls: Master of Hell (R:4) - Hand of the Archlich now has the ability to manipulate infernal fire and summon skeletons.
40 Souls: Extended Life (R:1) Inflict Lich's Bargain on an entity. Lich's Bargain: Once target entity reaches 1hp, the entity is immune to death, debuffs, damage, healing and buffs for two turns. The entity can charge attacks, but if they only heal or kill itself, the charge will fail. After this ends, destroy it. Cooldown: 1 after expiry.
65 Souls: From the End of Time (R:5) Resummon an past entity for one turn. It cannot be targetted by attacks during this time. Cooldown: 3
May as well.
Uncharged:
Lucid Soul of the Pyromancer: Level 3
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: Level 5
Charged:
"Nope. That's it. Time to go."
Uncharged:
Lucid Soul of the Pyromancer: Level 3
Eternal Soul of the Storm: Level 4
Immortal Soul of the Muse: Level 5
Charged:
"Nope. That's it. Time to go."
Support (if you are supported I will tag you)
1+ @GoldenReady 1+ the next poster 1+ @DarkSide
Ritual... (see Hand of the Archlich)
Master of Hell 1/4
Souls until next upgrade: 8
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