Update XVII
The stickfigure decides to head out to the blasted pass but not before previewing: pogo stick && teleporter
The Blasted Pass is not a valid place to currently travel to, so you end up at the Trailhead instead. Still no active fights there, and it's close enough. As for your alchemy...
Pogo Stick && Teleporter == Warp Bouncer [3/3 Uses] [LVL 2 Consumable]
- Because a Teleporter taped to the bottom of the pogo stick is surely not a terrible idea.
- When used, warps the user somewhere else currently explored on the field! An unreliable way to completely bypass combat, maybe?
This would cost you 200 Build Grist, 120 Talc, and 60 Gallium... but you previewed it. Just a heads up - I'm not keeping track of your Grist. It's on you to keep an accurate amount of how much you have, and I'm pretty sure I can't just grant stuff for free without infringing some Arbiter law or another. You also charge up 2 CP, due to your actions not costing much in that aspect.
I finish dancing, before attempting to leave the base and run as much as I can towards the forest transition, taking the shortest path, before jumping towards the Scouts with my Airy Sword and putting all my actions into a barrage of hits to the shins with the hilt.
You finish your neat little dance before you dash off to the Forest Transition, connecting a flurry of slashes into a Scout's shin with the Airy Sword and essentially one-shotting it! ... You really don't like those guys' shins, huh?
Never the less, 150 Build Grist and 50 Talc is dropped from him. Not bad!
CP:7
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90
(x1)I make sure the Loot chest isn't actually a Mimic in disguise before opening it
(x1)I take a gander around the entire area on this summit with the aid of the Telescope...maybe starting with that Broken Power Anchor ??
(x1)CHARGE!!
(Orders)The Trap ticks upwards and the Drone, spotting Xorm, flees to explore the West and North Transition Room, remaining in the North one since West seems to be PG Territory and it does not wish to stay there for longer than needed to explore the place superficially.
You stab the loot chest to test if it's a Mimic! Considering the fact that the chest bursts open without a second passing, it's not a Mimic. Inside, you find 30 Bismuth, along with a +1 Broadsword! Seems... somewhat generic but at least it's loot.
You look around with the Telescope and end up focusing on Xorm, who's examining the Broken Power Anchor. It seems pretty thoroughly thrashed after what you guys did to it, the former reddish glow it had dimmed to nothing and the entire top half of it being reduced to scrap and broken glass... yet there still does seem to be some vestige of power left in it. Certainly nothing able to hinder you guys, but still interesting.
CHARGE!!!... +1 CP. The Drone will do as you say.
> I pop out of my nondetectability state, possibly even with an actual pop, and take my share of loot from the chest, too. If the chest only had 1 share of loot I just... store a CP, or something, and don't pop out of nondetectability.
> I alchemize the Heaven Comms Router, that is, the level 2 'passive' item that lets me connect my wifi to heaven, which I previewed earlier.
> +1 CP.
><alright uh... message sent on discord, I guess. this free action is only delivered to the terminal a minute after the message is actually sent.
><You know, arbiter, I don't think you should worry much about this guy getting to veterans. Based on the records of the last war, most of the competent players only became competent After they died the first time. no clue why, but assuming that's not some statistical anomaly, the Godmodders actually making a mistake by killing all these players.
><I log back into the heaven comms, and say "yeah hi sorry the router I was using exploded. I'm back to not being in immediate risk of life and limb, though, and this router is probably less vulnerable to spontaneous destruction."
I then continue "say, could you load up the webpage 'forums.spacebattles.com/threads/defeat-the-godmodder.568723/post-45079648' on a monitor next to you? I have a good reason, promise.", then tab into the drone control interface. (which consists of me mashing keys while thinking about what I want to happen, and works by the same logic as perfect coding.)
{{{ooc: link. couldn't make the text a link because it'll replace it with the words 'defeat the godmodder' if I do.}}}
E> The drone is now receiving commands from me again! Its next command is to return to the Mana Gathering Rune, and carve a lowercase italics bold Book Antiqua 'p' into the middle. for very good reasons.
<I also look up news about real Players who are not currently fighting Godmodders. Like, ones in sidequests or something. I'm thinkin' I want to trade comparative advantages with a player, and sidequesters are more likely to be neutral, I think? also, ones in active combat with Godmodders might risk my actions being noticed.
CP: 14->15
Grist: 3230->3030
Talc: 955->835
Galium: 240->180
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
new: Heaven Comms Router
Alchemiter (Backup)
You exit the state of non-detectability, most likely startling Paradox! Finding a second +1 Broadsword in the chest, you pick it up as well, since... well, hey, it's a free LVL 3 item. Why wouldn't you?
You alchemize the Heaven Comms Router, costing you 200 Build Grist, 120 Talc, and 60 Gallium. At least the connection's back now! Charging 1 CP as well, you proceed to resume your conversations, sending me a nicely in-depth explanation on how you were doing your invisibility trick, and talking to the voice on the other end of the line...
"Welcome back. Good to see you're not dead, at least." You tell him about your request to open up the page. "Alright... opening it up now - this is an archive of the last bits of the Godmodding War against Verradd... specifically, one of JOEbob's action logs on glyphs? I mean, it's here and opened for you, so... yeah."
You cause the drone to engrave a "p" in the center of the glyph it's been carving outside, allowing it to receive and absorb Player aid more easily... hm. Yeah, seems like a solidly good reason to me. While browsing the internet, it seems like there are a couple of Players around still trying to contain the Godmodder in the Himalayas... and somewhat failing. There're a couple of side-questing Neutrals documented, but the question is how are you going to let them aid you all the way from there? This library is not in the Himalayas.
[Build] 950 Build Grist
[LVL 1] 160 Talc
[LVL 2] 0 Gallium
[LVL 3] 90 Bismuth
Well. He said not to get lost, and he did anyways. Good job. He just HAD to invoke the first law of comedy: Murphy's Statement. "Anything that will easily go without a hitch WILL go without a hitch... Unless some wiseass says that 'It'll be EASY!'" But then again... What was this thing? The A.I. overlay decreed it as a "Broken Power Anchor..." Wait! A POWER ANCHOR? Though nonfunctional, it was an important asset to the PGs... Or rather, the functioning ones were. But this one... He could experiment with it, get a glimpse at how they worked... Not to mention salvage it to get parts to potentially repair another one, or perhaps create something with a similar power. Power-Sapping ammunition, an amulet that weakened players around him, an outright Micro-Anchor to pester his foes... The application methods were limitless!
[Focus 3x] Inspect the Broken Power Anchor, figure out what we can learn of Power Anchors (Such as the repair of, functional methods of, operation of) from it, then see if there's anything of use/salvageable from it.
Was it... A Room Transition, somehow? The map said that light blue was a Room Transition, so...
Oh. Right. I suppose I should...
[COUNTER]
Xorm chuckled. The Reactive Bat was flawed - It called upon a powerful group of beings, certainly - The legendary SMASH MOUTH. But its aura was weak, compared to their true ritual.
"Somebody once told me..." he growled, beginning the chant that could end the world. His skin turned an... Ogreish Green as he began the chant.
"The world was gonna roll me."
A flicker of a moment where his head is replaced with... I'm sorry, a bowling ball with a skull in it?
"I ain't the sharpest tool in the shed."
A shovel appeared in his hands, and he twirls it with deadly efficency.
"She was lookin' kinda dumb..."
He could feel his anger rising. All that really meant was he was reaching superhuman levels of angry - Anger itself didn't bestow any powers.
"With her finger and her thumb..."
He raises a hand to his head, a whole lot of forks clenched in his fist. One flick of his wrist, and many, many forks and spoons go flying at the remnant force from Splashcat.
"In the shape/Of an "L"/On her forehead."
The starting line finished, he makes the "loser" ssymbol on his forehead with the other hand, points fingerguns, and spins around before bringing down the hammer on... DEAR GODS ABOVE AND GODMODDERS BELOW WHAT WAS THAT STENCH?
...
...
...
...
...
Ugh... What happened... Oh. Right. Xorm cut one so brute-force nasty it knocked me out through the 4th wall. Back to narrating- Wait. What do you mean there's nothing to narrate now? He just did the entry to the ritual? Doesn't he know it's dangerous to leave the Mystery Men unsatisfied? Let alone... HIM. Ah well. It's his funeral...
You go and inspect the Broken Power Anchor, gaining a set of insights into their creation and such! Although they're incredibly costly to construct, maintaining them is somewhat easy - just store it somewhere incredibly obscure and let it sit there for a while, and it should do its job just fine as long as no Players come by and destroy it. Repair doesn't quite seem plausible either with the current tools and Grist you have at your disposal, either...
Never the less, you do gain some insight into how you could possibly make something with this! If you do try and do something like that down the line, it could function rather effectively - even to the point where you could create it for less Grist. Remind me if and when you want to do that.
As for your counter though, what the heck was that? Attack very clearly dodged (although the Reactive Shield did take a bit of the blow), but... uh, Xorm's clearly somewhere else. They're most likely still somewhere in the Slated Cliffs, at least... I hope. Until we find him, Xorm's location is more or less nowhere...
FCP 26 CP
3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth
+3 CP it is!
What? an AG? of course not! I'm 99% Neutral... That 1% was when he was... grouped up with... the other AGs at the end?
An... Arbiter? Winks KNOWS he's been through this before... But its clearer then the last time?
He's dead... again? That explains being a veteran... something still missing from all this.
(Action 1 & 2)(Game spelunking and Powering up Doggos!)
Winks grimace and shake his head from the stray thoughts to focus more in his round of combat. Eying the Hunter with a worried look as he spells trouble for the dogs, Winks sets up a TV set along with a old Dintendog console. Booting up the old thing, Winks breezes through the first couple levels of Super Dogio and instead focused on the grabbing all the Power Up Treats! Upon reaching end of world 1-4 and beating Queen Catsers, Winks pause the game right as Catsers was about fall into the deep fishtank right below, gaining access to the debug room!
Knowing as the glitch doesn't last for long, Winks pounced into the TV set as he find himself into the code of the game. With a few test strokes in the coding, along with grabbing a few and shoving them into his robes, Winks swam through the codes as he reaches the area of the Power Treat counter that keeps track of all the power up gained in the game. As the time of glitches is about to time out. He Plunges his hand into the counter, grabbing what's in there and pluck himself out of the TV. Just in time as the game resets and the TV closes once again.
Laughing after that rush and escaping game entrapment, Winks pulls the treats his robes as the huskies perk up from the smell alone. Examining the the now revealed Icey Bones, Winks wonders of the effect it give the dogs... will it allow the dogs to actually form cold enough breaths to use to freeze/slow enemies like in the game? will it increase their ability to freeze more things in their presence alone?
He smiles inwardly at the thoughts of his good boys getting stronger, cherishing this part of him as gives the dogs their new treat before they engage in battle.
(Action 3)(I'm not trapped here with you, you're trapped here WITH ME)(Create sub-zone)
Knowing the Hunter would do grievous damage to his dogs, Winks solos him out, there's no way he's letting him run scot free!
Giving one last order to take the Scouts out, Winks appears in front of the Hunter, landing on the grass before unleashing the code he snagged in the debug room! Immediately, the code expanded and revealed to be a miniboss challenge room! Bricks surrounds us both, blocking the line of sight from the other entities so as to be unable to target them. Can't let rip that skill if you're in a different zone after all!
Knowing that the code will last for two turns, Winks grins and puts up his arms to get into a fisticuff with this here Hunter.
That makes sense - glad I asked. Alignment changed to Neutral!... but do you seriously not remember the last fight we had? I know it was 10 years ago, but still... what about Disco-Chan or your other entities from back then? Does that ring a bell?
Well... at least you still seem to have the gist of how to fight here. You proceed to set up a small gaming setup and go game spelunking, grabbing a few bits of code from within the debug room! One of these is a small series of Icey Bones, which you feed to the all four of the Glacier Huskies! This boosts their attack significantly, also giving it a secondary Frost effect to enemies they hit. They're honestly just happy that they're good dogs.
You then proceed to create a miniboss challenge room for yourself and the Hunter, preparing for a fight! It expands out into a proper arena, causing the entire area to be created as a subzone! It's still located in the Forest Transition, so you'll be able to find stuff for it there.
I join up with Winkins in the Forest Transition, staying in the backline and trying to assess the coming situation.
I also charge up 2 CP just to get my count to a nice round number.
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
Charge: 20 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth
You move to the Forest Transition, assessing the coming situation - long story short, you guys have this in the bag. Winks seems to have the Hunter under control, and with all the entities on the field here? It should wrap up within the next round.
Other than that, you charge 2 CP and prepare for a fight!
-=+=-
Slated Cliffs -
At the Forest Transition, the battle ensues! The Glacier Wolves and Mirror Golem team up to knock out a Scout, who drops 150 Build Grist and 50 Talc! Meanwhile, the Wicked Witch of the Wavelength deals 50 damage and Weakness to the one still alive!
The Scout that remains inflicts Trap Shot on the Wicked Witch of the Wavelength, dealing 40 damage, and the Hunter fires Horde Breaker on Winkins, forcing 60 damage on him if he doesn't do something!
At the Trailhead, Paradox's trap continues to grow stronger as the Bunnits remain oblivious of their impending doom. Whatever works, I guess!
Elsewhere, Paradox's Drone moves off and flies northward, revealing an area that seems significantly colder than the rest of the Slated Cliffs you've been through so far. Unfortunately, it seems like this is another blockade of some of the Formation soldiers, though yet again - these look different than the generic ones you've seen around here... and pretty strong, if basic.
Jake charges 3 CP and moves to join the battle at the Forest Transition, only to realize it's mostly been wrapped up already. Murai remains at the base, seeming to be working and pondering designs for some occasion later down the line... still charges 3 CP though.
General/Miscellaneous -
Winkins will take 60 damage from the Hunter if he doesn't counter the attack!
Xorm's Reactive Shield increments in power, and Splash charges 3 CP due to being busy!
I said this a while ago, but figured I'd remind people because it's been a bit - the Alchemiter doesn't obtain its own share of Grist anymore! Upgrading it requires a decent amount of Grist to be donated to the effort. When it's fully upgraded, enemies will begin dropping the new kind of Grist required for the next level of items, essentially unlocking the next tier of alchemy. Oddly enough, it seems that all Players share the Alchemiter's capabilities and are on the same playing field there. Huh.
Additionally, the Frazzled Inventor has been marked as AFK for the time being. Last note - due to the lack of anything of interest except the Broken Power Anchor in the Run-Down Fort, it's being archived as an area.
Total Grist Attained -
[Build] +300 Build Grist
[LVL 1] +100 Talc
[LVL 2] +0 Gallium
[LVL 3] +30 Bismuth
-=+=-
Soul Orb - Slated Cliffs
A region of cliff-like areas and mountains, all a slate gray color. Despite this, life still seems to hang about in some places...
The overall map of this place can be found linked here:
DefTG 2: Alchemiquest - Maps & Miscellany (XVII)
Landing Page Alchemiquest Maps Sheet Rules of advice: Golden sheets are ones that are currently being used. Bronze sheets are archived sheets, or one that nobody is at right now.
Itinerary -
[AG] - Destroy the Godmodder!
[AG/N] - Increase Player Power by destroying the Power Anchors!
[N] - Find your own goals!
[PG] - Stop the AG effort to increase Player Power!
[PG] - Reconvene with the Godmodder somewhere a bit more PG Biased...?
Player List - Player Power set to 100.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
1700/3200 Build Grist, 400/720 Talc, 120/360 Gallium, 180/360 Bismuth
Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!
Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 Armor] Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.
Paradox - 7/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 2 Weapon] Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within.
[LVL 2 Weapon] Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack.
[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.
[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.
[LVL 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.
[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.
Sdieve - 4/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.
[LVL 1 Consumable] Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.
[LVL 2 Passive] Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?
- Backup Alchemiter
- $200
Shin Kicker (Plague) - 6/8 Inventory Slots used.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.
[LVL 1 Armor] Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give Slowed (-10% Attack Damage) on the attacker in return.
[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
[LVL 1 Consumable] Six-Color Shooter [6/6 Uses]
- A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors: Red, Orange, Yellow, Green, Blue, Purple
Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered.
[LVL 3 Weapon] Texter's Rifle - A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.
[LVL 3 Armor] Warded Dress - A nice dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too!
[LVL 1 Armor] Bulletproof Dress - A rather nice looking dress! You'd never guess it was infused with kevlar at first glance.
- Deducts 2 damage from the total you take every attack.
[LVL 2 Consumable]Capcharoid Camera [4/5 Uses] - A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.
Stick Figure Guy (GAWR) - 1/8 Inventory Slots used.
[LVL 2 Weapon] CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
Winkins - 0/8 Inventory Slots used.
Nothing yet!
Xorm - 5/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.
[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [6/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.
[AFK] Alastair(?) - 0/8 Inventory Slots used.
Nothing yet!
[AFK] Mr. Reception - 4/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.
[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.
[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
[AFK] Wondertainment - 1/8 Inventory Slots used.
[LVL 2 Weapon] Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
1700/3200 Build Grist, 400/720 Talc, 120/360 Gallium, 180/360 Bismuth
Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!
Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 Armor] Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.
Paradox - 7/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 2 Weapon] Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within.
[LVL 2 Weapon] Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack.
[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.
[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.
[LVL 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.
[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.
Sdieve - 4/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.
[LVL 1 Consumable] Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.
[LVL 2 Passive] Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?
- Backup Alchemiter
- $200
Shin Kicker (Plague) - 6/8 Inventory Slots used.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.
[LVL 1 Armor] Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give Slowed (-10% Attack Damage) on the attacker in return.
[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
[LVL 1 Consumable] Six-Color Shooter [6/6 Uses]
- A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors: Red, Orange, Yellow, Green, Blue, Purple
Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered.
[LVL 3 Weapon] Texter's Rifle - A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.
[LVL 3 Armor] Warded Dress - A nice dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too!
[LVL 1 Armor] Bulletproof Dress - A rather nice looking dress! You'd never guess it was infused with kevlar at first glance.
- Deducts 2 damage from the total you take every attack.
[LVL 2 Consumable]Capcharoid Camera [4/5 Uses] - A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.
Stick Figure Guy (GAWR) - 1/8 Inventory Slots used.
[LVL 2 Weapon] CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
Winkins - 0/8 Inventory Slots used.
Nothing yet!
Xorm - 5/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.
[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [6/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.
[AFK] Alastair(?) - 0/8 Inventory Slots used.
Nothing yet!
[AFK] Mr. Reception - 4/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.
[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.
[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
[AFK] Wondertainment - 1/8 Inventory Slots used.
[LVL 2 Weapon] Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.
[AG] Foodstuff Coloration Person - 500/500 HP - 26 CP
[AG] Ninjatwist_ - 500/500 HP - 18 CP
[AG] Paradox - 500/500 HP - 7 CP (Has 1 Attack Shield!)
[N] Sdieve - 500/500 HP - 12 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 3 CP
[AG] Splashcat - 335/500 HP - 9 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 8 CP
[N] Winkins - 500/500 HP - 0 CP [Taking 35 damage from the Hunter if not countered!]
[PG] Xorm - 358/500 HP - 2 CP
[AG] [AFK] Alastair??????? - 500/500 HP - 2 CP
[AG] [AFK] Mr. Reception - 500/500 HP - 0 CP
[AG] [AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG] [AFK] Wondertainment - 500/500 HP - 6 CP
Godmodder HP - 69/70
Current Players - Shin Kicker, Ninjatwist
[N - Winkins] Glacier Huskies (x4) - 110/110 HP, Frost Breath (x4) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[AG - Mr. Reception] Wicked Witch of the Wavelength - 300/300 HP, 25 HP Regen per turn, 5 10 damage Attacks + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack!
[AG - Splashcat] Mirror Golem - 520/520 HP, 10 HP Regen per turn, 80 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (260) HP.
[RS] Jake - 500/500 HP, 6 CP
[PG - RN] Scout - 250/300 HP, Trap Shot [Deals 40 Damage and inflicts Weakness (-10 Attack) for one turn. Cannot stack.], Moderately Weakened (-25 Attack) for two more turns!
[N] Wall - 2000/2000 HP
Why is this here?
Miniboss Challenge Arena - 300/300 HP - 2 Turns Remaining!
Current Players - Winkins
[PG - RN] Hunter - 450/500 HP, Horde Breaker [Deals 60 Damage to up to 5 foes], Moderately Weakened (-25 Attack) for two turns!
[N - Winkins] Glacier Huskies (x4) - 110/110 HP, Frost Breath (x4) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[AG - Mr. Reception] Wicked Witch of the Wavelength - 300/300 HP, 25 HP Regen per turn, 5 10 damage Attacks + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack!
[AG - Splashcat] Mirror Golem - 520/520 HP, 10 HP Regen per turn, 80 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (260) HP.
[RS] Jake - 500/500 HP, 6 CP
[PG - RN] Scout - 250/300 HP, Trap Shot [Deals 40 Damage and inflicts Weakness (-10 Attack) for one turn. Cannot stack.], Moderately Weakened (-25 Attack) for two more turns!
[N] Wall - 2000/2000 HP
Why is this here?
Miniboss Challenge Arena - 300/300 HP - 2 Turns Remaining!
Current Players - Winkins
[PG - RN] Hunter - 450/500 HP, Horde Breaker [Deals 60 Damage to up to 5 foes], Moderately Weakened (-25 Attack) for two turns!
Current Players - None
[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack
[PG - BR] Tribesmen x3 - 700/700 HP, 100 Attack
[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack
[PG - BR] Tribesmen x3 - 700/700 HP, 100 Attack
Current Players: Foodstuff Coloration Person, Splashcat
[RS] Murai - 500/500 HP, 6 CP
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
[RS] Murai - 500/500 HP, 6 CP
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - Sdieve, Paradox
[N] Telescope - Usable to look at a faraway place!
[N] Telescope - Usable to look at a faraway place!
Current Players - Stick Figure
[AG - Paradox] Needle Trap - 150 Attack, +50 attack per turn. Will strike the Bunnits down when combat starts!
[H] Small Bunnits x2 - 150/150 HP, 50 Attack
[H] Junk Bunnit - 350/350 HP, 120 Attack
Apparently, the Godmodder likes Xenoblade references in his Soul Orb.
[AG - Paradox] Needle Trap - 150 Attack, +50 attack per turn. Will strike the Bunnits down when combat starts!
[H] Small Bunnits x2 - 150/150 HP, 50 Attack
[H] Junk Bunnit - 350/350 HP, 120 Attack
Apparently, the Godmodder likes Xenoblade references in his Soul Orb.