Update XIX
I dash over to the Northern Blockade, making a level 1 alchemy of (Double Barreled Shotgun && Yo-Yo), before using my remaining two actions to shoot a tribesman in both of his shins with my Six-Color Shooter, the Red and Yellow crayons specifically.
Double-Barreled Shotgun && Yo-Yo = Returning Shot [LVL 1 Weapon]
- A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
You alchemize this for 30 Talc and 50 Build Grist, but... uh, there's far more powerful stuff out there than a Level 1 Weapon. I'd really recommend making a more powerful one when you get the chance.
Never the less, you continue the trend of targeting shins as you inflict both Bleed and Paralysis on a Tribesman, dealing 50 damage in the process. That's... not that much, but at least the latter of those status effects should prove helpful!
FCP 32 CP (29 + 3)
churge
4050 Build Grist
1075 Talc Grist
360 Gallium Grist
180 Bismuth
You attain 3 CP, leaving the ever-cryptic note of "churge!" Whatever this is, the multiverse may never know...
"Gods above, why do you always confuse those two, O Player mine?" Xorm mutters under his breath. Those twin scythes were already in his hands, temporarily replacing his own shotguns - Until some strange skill procs, and they fuse together into a strange, boomerang/glaive-like weapon in one hand, and his Octuple-Barrel Shotgun returned to in the other.
He weighed his odds.
He did the math.
2 AGs and 1 N, against what mathematically amounted to 1.7 PGs, if he counted Kama according to their power. In addition, two of the opposing Players had those damn +1 Broadswords - With their inherent accuracy boost, which negated Kama's dodge. He had confidence he could block his own aggro... But not enough to block for Kama, too.
Sooo he knew he needed to run, but not before inconveniencing his opponents.
"Kama! I had hoped this first fight would have been a decent one, but I'm afraid we'll be merely stab-and-dashing. I need to get your Core Crystal fixed, before something happens to you I can't bring you back from."
He needed to put something messy between him and the AGs, at least...
[Action 1 - A Great, Great Wall]
[And many apologies for even referencing the dumpster fire of American politics.]
Blades had elements, which in turn influenced their Arts. This he knew - but he had neglected to check Kama's elemental affinity. So he glanced at the Twinned Scythe in his left hand, to determine its element...
[[Roll=2. Result: Ice]]
It was cold and calculating in his hands - colored with pastel blues and snowy whites. He tossed his Shotgun into the air, Pocketing it with a sharp PING. A swift flick of the wrist separates the scythes again, and he takes a moment to center himself. A slow, elegant spin, like a ballerina through molasses... A mist flows forth, covering the field and thickening in a line between him and the Player opposition.
And then with a sudden claw upward of the Dual Scythes, it hardens, a crystalline wall erupting from the ground, from AA16 to AA20. It would hardly hold for long, but it would keep a distance between the Driver and his Blade and their mighty foes.
[Another Message?]
[[For the record, the Element list I rolled for corresponds to the little box on the Blades page of the Xenoblade wiki. When the dice get involved, I obey - Even if the element I had rolled was something hard to make a wall from, like Wind or Water... Or outright another "Hey! Why's that Common Blade got that?" ...Namely Light.
[[In any case, I count myself lucky, Ice is a well-rounded element in my opinion. I, eh... Never actually played a Xenoblade... So all my info is kinda ripped from the Wiki, actually. Forgive me if I miss any nuances that make the actual lore of the game good!]]
Well, that happened.
[Action 2: Protect Me!]
Xorm didn't actually know how smart this Junk Bunnit was, but it had to be sharp to pick up a chunk of scrap metal and use it like a weapon, with its tail no less! So it had to be smart enough to understand what Xorm was doing - Giving it a better weapon, his outdated Quadruple-Barrel Shotgun. Whether the adorable thing knew how to fire a gun was the real question, but even if it used it like a hitting-stick instead of a boom-stick, it would hit just a bit harder than the hunk of metal it held now.
[TL;DR - Sacrifice Quadruple-Barrel Shotgun and spend an Action to buff Junk Bunnit, hopefully convincing it to hurt me last at worst.]
[Action 3 (+Free Movement): RUN.]
Well. Distractions and inconveniences were set. That meant it was time to SKEDOODLE. So with another smooth wave of the Dual Scythes, the soles of his boots were coated in a thin layer of hyper-slick ice. Kama already danced as though she were a skater on ice, and indeed - Xorm leaned into the frosty combination, meeting her halfway for a pirouette, then skating RIGHT out of the picture to the west. Accounting for the Archival of the Run Down Fort, he then maintained his direction, winding up West of that!
Edit: Got directions wrong. Again.
You weigh your odds, and immediately go on the defensive! Creating an ice wall to at least put some distance between you and your foes, which will protect you and Kama from attacks in this zone for this turn! Man, you got fairly lucky that you rolled an Ice Blade...
You also grant the Junk Bunnit your Quadruple Barreled Shotgun, buffing its HP and Attack, before promptly skedoodling with Kama out and away! You end up in a seemingly barren corner of the Slated Cliffs... but also, one that's already been to, based off the strangely staticy radio towers set up throughout the small area. Kama seems to be taking an interest in them, experimentally tapping one of them to see what it might do. "I wonder what these Radio Towers are here from. They don't seem to fit with the rest of the area."
((OOC: Seriously, though? For Xenoblade 2 lore, I'd highly recommend Chuggaaconroy's ongoing let's play of the game. He's through and has already taught me a lot of neat stuff, and is where most of my knowledge on the series comes from. He's about 20 hours of content in right now and seems to have comprehensively covered a good chunk of the early game. Plus, he's just a good Youtuber in my opinion!))
Orders:The Drone zips back and heads to the Broken Power Anchor to see what is up with it. If it's nothing, it continues zipping to the south room.
The Dragon warily considers Xorm and his Blade. But he does not act yet. He mutters something along the lines of "Jeez, a lot of Xenoblade stuff here, is this like, the Xenoblade Biome ??"
When Xorm makes his Ice Wall and Buffs the Junk Bunnit, he makes his move. Nodding at the SFG to continue pursuit of Xorm he begins his own actions.
(x2)(Microscopic Needles) While it cannot be known how much the Junk Bunnit is buffed, it can be said that it is highly unlikey it's Health is going to be increased by a lot due to the main buff being seemingly a Weapon.
Therefore, the Dragon takes out his Needles and pierces the Bunnit into so many pieces, piercing all of it's weak points. The weakness sensing needles really helps with targetting when there's an Ice Wall blocking the way.
(x1)(Paradoxic Wand)Speaking of Ice Walls, that would be an issue for the Stick Figure Guy from making a straight run after Xorm. So he turns the Ice Wall from Obaque to Crystal Clarity. He than performs a Perspective trick by maintaining that since he can clearly see through the Ice like it's not there, it actually isn't there at all. Making it effectively disappear.
He than attempts to give chase as best he can
... Yeah, this specific zone does have a lot of Xenoblade stuff, doesn't it? Either way, it doesn't matter much to you, as you proceed to completely destroy the Junk Bunnit! It drops 100 Build Grist, 30 Talc, and 30 Gallium, due to its buffs and Xorm's item attached to it.
You damage the Ice Wall for 150 damage before realizing you can walk around it pretty easily, and do that instead! Catching up to Xorm, you manage to find him and Kama somewhat easily - they're only a couple zones away, after all.
The Drone will do as you say!
><with the junk bunnit distracted, I sneak past it, also leaving the two other players possibly oncoming battle much less likely to involve me as collateral damage.
> I buy a sky banner ad as described.
> hm. it needs to be extended into the fourth dimen... Ok, so first of all obviously I could make it in person because, well. player and the thing I used in order to not be here. But I don't Want to make it in person, because the whole point is for it to not be in person.
...I think I have a solution, but the drone isn't properly outfitted for it. I could make it make a 3D formation on the forest floor, but for 4-D... Well, I do still have a bit of player influence, so I'll just upgrade the drone with what it needs. with an expenditure of player energy, one of the drones legs has the ability to magically store material, and then deposit it- into the air, such that it floats! Now it can build things up into the air without needing to build supports beneath them (and build slightly faster besides, by using the magic to help transfer materials, but that's a more minor point.).
> I store 1 CP.
E> now that its been upgraded, drone orders! The drone is to start making the 4D formation.
yep, you heard me. Oh, I should probably explain how. See, Mana is a very interesting... substance? lets call it a substance. It generally behaves something like a liquid or plasma, though of course there are exceptions like crystalline mana. Carving with mana is also a special case; the Mana fills the carving, but it's... much more viscous then in normal use, I suppose? This, combined with proper shaping of the carvings, allows different parts of a rune to have unique 'depths' of mana. Depth of carving is usually a term for their mana density, because magic users can't standardise their terms to save their lives. Putting more Mana into a glyph-or parts of a glyph- changes its effects power, and varying the amount of mana in glyphs in a series can alter the final outcome. This effect is similar in its effects on runes vs formations to the effect of physical carving-depth on glyphs vs runes- glyphs are affected, runes require only the symbol, likewise here runes are affected, while formations require only the proper arrangement... At least, if you have the right number of dimensions. Back to the central point, I'm using Mana Depth (which is actually Mana Density) as a proxy method for fourth-dimensional distance, so that the 'deeper' a carving is, the further along on the w axis the instructions say it has to be. This means that the formation Is actually affected by the depth of the mana in the carvings, unfortunately for me. This is unfortunate because, remember, 'depth' is actually Density. the further into the 4th dimension each line is, the more Mana it'll take, and in a multiplicative manner.
Another problem is that the 'deeper' a carving is, the more trouble a human- er, biological- glyphmaker will have stabilising the Mana Density at that point, and even faster increases the amount of trouble they have maintaining that mana level when they continue to carve. This affects my drone, but to a lesser extent; the autopilot is a 'spirit', which has the same issues as a biological would, but now that I've got a wifi hotspot, I can keep it on manual control for everything the control API understands, so the autopilot is only needed for the magical store/deposit process, something which it should be able to do without issue.
er... how do I know all this? well... Steffan spent a round reading about it from a book. out loud. at a rather exceptional volume. kinda sounded like he wanted to make sure something heard him? it looks like on the terminal level this equated to him pasting summary text from his book in in courier new with italics, and like the rest of his read-along was skipped (good for you; it was mostly boring math.). The use of Mana 'depth' as a 4th-dimensional axis is... admittedly a bit of conjecture, but it seems to be theoretically valid as long as only the Lines need to be carved in that fourth dimension.
...and how do I know he spent a round reading about it when I hadn't been hired yet? The other guy he hired was so bored pressing (the same)buttons(over and over again) that he recorded it on a lark, and I was so bored (he didn't provide free wifi so I had nothing to do) that I listened to it. Lucky me, I guess.
CP:15->16
Grist: 2730->3460
Talc: 835->885
Galium: 120->240
Bismuth: 160
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [0->1/3 Chargeup]
Heaven Comms Router
Alchemiter (Backup)
The Junk Bunnit is dead, and the Trailhead seems like a pretty safe zone for the time being. For now, it seems like the safest place to be - and so you stay there. No point in running when the conflict's already moved away, is there?
You buy an ad! This will inevitably have some sort of consequences later down the line, though it does cost you $60 of your hard earnt cash. After charging up 1 CP, you begin to get into the meat of your action...
And so, you upgrade the drone to provide it with the capability... to somehow, draw in the fourth dimension. Reading through your small lecture, which... thankfully, got recorded on the Update Terminal because otherwise, I'd need you to repeat that once or twice. Anyways - it seems like the way you set it up should be able to work with the drone! The main problem now seems to be with mana collection - due to your method of density, it's gonna take quite a while, even at the current rate of your formation outside. If you didn't do anything, it'd take about 5 turns to complete as time passes in here.
The Mirror Golem will attack the injured Tribesman, slashing it with sharpened glass. In Soviet Alchemiquest, mirror breaks you?
-----
Action 1 + Texter's Rifle: I snipe the b out of the injured Tribesman's name. He Triesman, he really tries, man... But sometimes, it just isn't enough. He suffers a mid-battle breakdown, taking severe emotional damage!
-----
Action 2 + Chemist's Wand: I infuse the ground with ammonia, fixating nitrogen in the soil and stimulating plant growth. A tree begins to grow... a chemistree. It springs from the ground at high speed, impaling one of the Tribesmen on its branches!
-----
Action 3: I charge 1 CP.
The Mirror Golem will do as you say!
Your attack with the Texter's Rifle makes the Tribesman a Triesman, dealing 144 damage to his health and even lowering his attack a slight amount due to the name change! He'll be listed as such in the EoTB as well, for what it's worth - I'll make sure attacks hit their intended target still, though. Don't worry there.
The Chemistree erupts from the fertilized soil, impaling the Triesman for another 130 damage, and even getting the Chemical Confliction off on the earlier debuffed Tribesman!
You then charge 1 CP to round off your turn - but not a bad turn, overall! Hopefully, some of the Tribesmen will fall soon thanks to your help.
Neat, a combat victory under my own and Winkins' belt!
I charge up 2 CP and decide to conjure up a second alchemy...
I spend 200 Build Grist, 60 Gallium, and 120 Talc to manufacture myself a new weapon...
Light Lance && Move Stone == Retreater's Spear [Lvl.2]
I craft the Retreater's Spear! It's a pretty neat-looking weapon, but it trades some of its power for utility. Whenever I jab something with it, I move back a space after the attack! Is this legal? If it is, then I put all the extra power from the alchemy into this extra effect at the cost of however much damage is necessary.
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (Stats pending!)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
Charge: 20+2=22 CP
Grist Stores: 3360-200=3160 Build Grist, 1015-120=895 Talc, 300-60=240 Gallium, 210 Bismuth
You charge up 2 CP, bringing your total to 22! For some reason, I had it listed as 18 before in the Player List - sorry about that.
Anyways, as for your alchemy:
Light Lance && Move Stone == Retreater's Spear [LVL 2 Weapon]
- A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
This could be an interesting weapon, actually! I'm not entirely sure what you'd do with it, but the ability to move its user on the map without any sort of Free Action could be used in some stranger ways. That, and the fact that it moves them in a very specific direction... hm. This could get interesting, depending on how creative you are. The only problem is that it's only able to move you one tile... for now. Who knows what upgrades could do?
Picking up the grist from the ground and noticing the extra grist appearing from thin air, Winks finally get's around to noting his grist count before tossing it in a pouch for future grist and alchemies.
Grist Count:
[Build] 1030 Build Grist
[LVL 1] 150 Talc
[LVL 2] 120 Gallium
[LVL 3] 30 Bismuth
Alchemies:
None!
(Movement Action)
Finished with some organization, He calls out to the huskies before making his way to the wall off a bit from the forest path.
(3 Actions)(Specializing doggos: Iceberg!)
As Winks walk over to the wall, he approaches one of the doggos before finally Naming one of them. Naming a relative generic entity is the act of giving them something similar to an aspect as they gain relevance in being somewhat unique... Generally, its seen as a rank up, in this case one of the good dogs which will be named Iceberg from now on! Instantly, changes appears on the doggo as its frost coating his fur magnifies into actual ice plating, looking very much like a ice knight. Not all that bothered from the change, he wags its tail from the attention he's now receiving from his brothers and sister as they continue to their walk to the Wall.
You move to the Wall before you gather the Glacier Huskies, granting one of the dogs - Iceberg, as he will now be known - a name and a massive HP boost to boot, even throwing some damage resistance in there from the ice plating! The rest of the dogs are still just happy to be here, but somewhat disappointed that they don't get neat ice armor.
As you examine the wall, you realize that it might be somewhat tough to breach, but... there might be a way around or through it if you're creative enough. This could be interesting.
A man with black hair and purple eyes in a tux suddenly appeared. "Ah, I didn't think I would find this place".
Charge(x3)
... Err, I'm glad you're here, sure, but you really probably shouldn't be here. The fact that you are here kinda means... you died to the Godmodder's hands... wait, Gold? Is that you?
Either way, you emerge into the Soul Orb here at the Trailhead. Welcome, and try not to die!
-=+=-
Slated Cliffs -
Forest Transition -
At the Forest Transition, Jake joins Winks in pondering at the wall, before charging 2 CP and using an action to pet all the Huskies at the same time. Yes, this took an action, and no, I'm not sure why. Other than that, the huskies take a break to play with each other, wrestling a slight bit and in general, be cute.
Trailhead -
Combat ceases at the Trailhead, and nothing much of note happens here.
Northern Transition -
The Mirror Golem slashes at the most injured Tribesmen, dealing 120 damage to it and gaining yet more base attack! Mirai follows up with a three-hit combo using some magical flames, the last engulfing the injured Triesman and disintegrating him into his component Grist of 200 Build Grist and 20 Bismuth!
On the other end of the field, the Mirror Golem again takes the brunt of the attacks as the pristine Tribesman deals another 100 damage to its core! This would be followed up by the other, but thankfully, Paralysis kicks in and causes it to lose its turn!
Elsewhere -
Elsewhere in the Slated Cliffs, Paradox's drone enters into the Run-Down Fort, inspecting the Broken Power Anchor!... yeah, there's not much there to work with left. You guys very thoroughly trashed that thing. Either way, it then continues further south to one of the last areas left to explore... and the one you all started in. There does seem to be some kind of loot chest here that wasn't noticed before, at least, but... You all have come a long way, and yet we've barely started. There's so much left to do...
General/Miscellaneous -
All status effects and things that require up-ticking do so, taking effect and in the case of the Paralysis, wearing off!
From here on, I'll be attempting to update biweekly on Wednesdays and Saturdays for a little while as well!... wait, what do you mean we've only been in the Soul Orb for about an hour? Time out here in the Arbiter Plane is weird, darn it...
Total Grist Attained -
[Build] +300 Build Grist
[LVL 1] +30 Talc
[LVL 2] +30 Gallium
[LVL 3] +20 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 (XIX)
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] -
2200/3200 Build Grist, 500/720 Talc, 180/360 Gallium, 230/360 Bismuth
Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!
Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[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: 1/3] - 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
- $140
Shin Kicker (Plague) - 6/8 Inventory Slots used.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[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 [4/6 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: Orange, 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.
Winkins - 0/8 Inventory Slots used.
Nothing yet!
Xorm - 4/8 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] 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 [8/20 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.
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
[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] -
2200/3200 Build Grist, 500/720 Talc, 180/360 Gallium, 230/360 Bismuth
Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!
Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[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: 1/3] - 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
- $140
Shin Kicker (Plague) - 6/8 Inventory Slots used.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[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 [4/6 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: Orange, 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.
Winkins - 0/8 Inventory Slots used.
Nothing yet!
Xorm - 4/8 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] 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 [8/20 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.
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
[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 - 32 CP
[AG] Gold? - 500/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 22 CP
[AG] Paradox - 500/500 HP - 7 CP
[N] Sdieve - 500/500 HP - 13 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 6 CP
[AG] Splashcat - 335/500 HP - 10 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 8 CP
[N] Winkins - 465/500 HP - 0 CP
[PG] Xorm - 358/500 HP - 0 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 - Xorm, Paradox
[N - Xorm] Kama - 250/250 HP, 80 Attack(10% chance of critical, doubling damage), Dodges 15% of all attacks
[AG - Mr. Reception] Radio Towers (x3) - 30/30 HP, Radio Zone Broadcast [OFF]
[N - Xorm] Kama - 250/250 HP, 80 Attack(10% chance of critical, doubling damage), Dodges 15% of all attacks
[AG - Mr. Reception] Radio Towers (x3) - 30/30 HP, Radio Zone Broadcast [OFF]
Current Players - None
[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack
[N] Loot Chest - 1/1 HP, has something cool inside!
[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack
[N] Loot Chest - 1/1 HP, has something cool inside!
Current Players - Ninjatwist, Winkins
[N - Winkins] Iceberg - 400/400 HP, 10 DR, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Glacier Huskies (x3) - 110/110 HP, Frost Breath (x3) [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!
[RS] Jake - 500/500 HP, 7 CP
[N] Wall - 2000/2000 HP
Why is this here?
[N - Winkins] Iceberg - 400/400 HP, 10 DR, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Glacier Huskies (x3) - 110/110 HP, Frost Breath (x3) [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!
[RS] Jake - 500/500 HP, 7 CP
[N] Wall - 2000/2000 HP
Why is this here?
Current Players - Shin Kicker, Splashcat
[AG - Splashcat] Mirror Golem - 160/560 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (280) HP.
[RS] Murai - 500/500 HP, 9 CP
[PG - BR] Tribesman - 700/700 HP, 100 Attack
Tribesman - 630/700 HP, 100 Attack, Bleeding (-10 HP per turn) for 1 more turn!
[AG - Splashcat] Mirror Golem - 160/560 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (280) HP.
[RS] Murai - 500/500 HP, 9 CP
[PG - BR] Tribesman - 700/700 HP, 100 Attack
Tribesman - 630/700 HP, 100 Attack, Bleeding (-10 HP per turn) for 1 more turn!
Current Players: Foodstuff Coloration Person
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - None!
[N] Telescope - Usable to look at a faraway place!
[N] Telescope - Usable to look at a faraway place!
Current Players - Gold(?), Sdieve, Stick Figure
[N - Xorm] Ice Wall - 250/400 HP, was protecting Xorm & Kama from attacks!
[N - Xorm] Ice Wall - 250/400 HP, was protecting Xorm & Kama from attacks!
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