Update XXIX
FCP 56(!) CP (53 + 3)
churgicate, for the last time
Since I am leaving this game, all my CP and Grist are hereby formally added to the overall AG pool, for anyone to draw upon as desired.
5800 Build Grist
1675 Talc Grist
680 Gallium Grist
200 Bismuth
60 Cerium
Understood. I hope to see you again soon, but good luck out there, alright?
CP:3
Build:3390
Lv 1:1265
Lv 2:680
Lv 3:240
Lv 4:0
(x3)(Wand of Contradictions) The Dragon slips past the Barricade and behind the Scouts with his Stealth. Invoking the power of paradoxes with the Wand of Contradictions, he turns them from Scouts into Stoucs, or Stouts or touts. Apparently they are now salesmen touting the benefits of PG-hood. Unfortunately the Dragon is unmoved and proceeds to expel them from the barricade by indicating the paradoxicality of their situation. After all, salesmen in a fortress ?? Are they selling weapons ??
Actually it's rather likely they are. Thus the Wand of Contradictions contracts "Barricade" into a "Bar" and the with a wave of green sparkles, the Barricade(and guns) becomes a Bar(with Bottles of Wine). The dragon now enters a drunken brawl with them, overpowers them and tosses them outside, left for dead while he considers the properties of a "Bar"
He sips on some wine, perhaps it might go well with the fish his Drone has discovered. Perhaps not. He muses on this for the rest of the turn.
(Orders)He commands the Drone to explore the place above the Riverside, just north it's direction, leaving the Fisher in peace, on its way there, it shoots the Log Dam just a bit, turning it into a Log Bridge as the waters gush beneath it. The Fisher should be allowed to fish in peace after all, and not worry about its water drying up or anything.
The Hospital generates its first Alchemy, an Armour Alchemy it seems like. Something about a Cloak of Green Dragon Scales that would make your form indistinct from the background, increasing your dodge and being generally sturdy, increasing your DR.
It Moves to the Not Campfire and consumes it, swallowing it whole into itself in a cleansing burst of flame and heat as it fuses with it's Master's power and the healing power of the Flame, which allows it to open the Loot square in the area and gets rid of a Paradoxical Fire Hazard. Also maybe a slight buff to it's healing capabilities, who knows ??
Using the Wand of Contradictions, you promptly proceed to mess with the entire area, making the Barricade into a completely pointless bar and dealing damage to both of the Touts, and leaving them at 200/250 HP! They... can still attack you with bombardments of advertisements, but hey, at least you can get through now.
Murai: Well, that handled that well.
Your entities will do as you say.
>next- wait, they found a power anchor?... alright change of plans. I put all my items in my inventory, then focus. one of my hairs is now stupidly long. and now the end of that hair is a thorny plant. and did I say it was my hair? well, I'm the plant, so really it's the base of the hair that's the plant, and the end is just dangling somewhere in a cave. I absorb the hair back into my planty self.
> I place one metaphysical attack shield on myself without any visible manifestation.
> and, most likely, the next thing I do is store 1 CP. I'm not going to try anything tricky until I'm sure the ranger is occupied by fighting, you see. I really shouldn't be trying this so soon anyway, but... if it works, it'll be really, really worth it. and I am at full health... assuming the players even have a chance in the first place, I should be mostly safe. that's a lot less garunteed then I'd like, though... if only ranger's stats weren't invisible, then I'd be able to actually tell if it was a mind-numbingly stupid idea to do this.
You exit your cave, leaving the Lightmantle and Mana wellspring be! An attack shield and +1 CP round out your turn as you emerge in the Slated Cliffs. You manage to find yourself temporarily placed in the Radio Zone - you're pretty sure the Hidden Cave or the Resistance Base wouldn't be the best areas to stay stealthy in and Radio!Xorm's just jamming out and hardly notices you. Where'd you like to go from here?
[Build] Build Grist: 4610
[LVL 1] Talc: 765
[LVL 2] Gallium: 860
[LVL 3] Bismuth: 140
[LVL 4] Cerium: 120
-----
Action 1 + Texter's Rifle: I snipe the R off of the Ranger's name, turning her at least temporarily into the Anger. Hopefully that'll disrupt her focus and make it harder for her to counter.
-----
Action 2 + Particle Wand: I make a quick trip over to the Riverside zone and start electrolyzing some water. This splits it into hydrogen and oxygen atoms. I leave the oxygen floating in the air and take the hydrogen with me back to the Arena. There, with a wave of the wand, I bombard the Ranger with high-velocity hydrogen atoms, fusing them with the oxygen in her body. Most oxygen is oxygen-16, 8 protons and 8 neutrons. So adding the extra proton from a hydrogen atom gets you fluorine-17, 9 protons and 8 neutrons. For starters, this is fluorine. Its acute toxicity makes chlorine gas look friendly, and that's when inhaled, not when nuclear fused directly into your tissues. And on top of that, this isn't fluorine-19, which is at least only hostile on a chemical level. I didn't have the budget for those extra two neutrons, so this is fluorine-17, a radioactive isotope with an extremely unstable nucleus and a half-life of... about 64 seconds. I hope the Ranger isn't too attached to her DNA, because it's probably getting quite irradiated right now.
-----
Action 3: I charge 1 CP.
-----
The Mirror Golem detaches one of its fingers and fires it like a bullet at the Ranger. It shatters on impact, stabbing them with shards of broken glass... But wait! It's even worse! The Ranger broke a mirror, that means seven years of bad luck!
The Ranger herself dodges the bullet, but her name does not, and she becomes the Anger! In a fit of rage, she pulls out a complicated-looking crossbow and prepares to counterstrike when her turn comes around!
You target the Ranger, who currently does not - no, that'd be unfair even as the Arbiter. Realizing the radiation you've just inflicted on her, the Anger promptly dispels the radioactive decay using Greater Restoration on herself, and countering science with magic! Still doesn't dispel the fact that the first letter of her name is missing, though.
+1 CP charged. The Mirror Golem will do as you say!
Xorm looked at the Conglomerate Mess... And understood.
"Listen, Congo... I know what you're going through." he says, calmly. It's more relaxed now that the war outside has calmed down somewhat.
LIES. drones a thousand voices in his mind.
"No, no, it's the truth," Xorm insists. "You're sort of... the collective suffering of unnecessary deaths, right? A thousand souls done wrong, in their final moments?"
JUST BECAUSE YOU KNOW WHAT I AM DOES NOT MEAN- it rebutes, before being stopped by Xorm raising a finger.
"Three hundred and eighty-seven. That's how many I've lost." He says solemnly. "And I'd bet good money that there's a few of them in there right now. I guess what I'm trying to say, is...
You are mourned."
The beast reels from the statement like a punch to the gut. NO, it cries. THEY HATED ME/FEARED ME/FORGOT ME/BETRAYED ME- drone a thousand dissonant voices.
"And in every world you come from, there's someone who misses you. And if there isn't, then I'll be them. Come on. Just... tell me."
And in an act of STUPIDITY bravery, Xorm gives the formless monstrosity a hug. And it can't help but shudder as if it was crying. One by one, the voices speak alone.
I was killed by my advisors, my closest allies.
Heist gone sour, when the cops showed up they turned me into a scapegoat.
He left me there, alone, after he played my heart like a fiddle.
I was left to die on a forgotten, barren planet. I waited for him to come back, you know. He never did.
Xorm blinked at the familiar voice.
Burned for being too smart for my own good.
"Ballyhoo: Callback." He muttered.
My children weren't with me when I took my last breath... All I had was the cold hospital bed.
All I wanted was to unite the kingdom!
Why did I have to die, then, like that?
"That's it..." Xorm says, tears in his own eyes. "I'll cry for you. Just... Let me do this for you, OK?"
The struggling mass stills, and seems to... Hug Xorm back, calmly.
"The [AG] had no right to do this to you. To make you feel all this pain again. I can help you through it, though. We can help you. There are so many stories inside you that still need told. And I can be your narrator. You don't have to fight so wildly any more. Just... Rest, for a little. Ok?" Xorm says softly.
1000 voices speak in... not a rage of incoherence, or even a rage at all. Just... 1000 voices, all at the same time and in a variety of inflections, say... okay. Their will to fight has been reduced dramatically as they allow you to give their stories a close.
... This is too straight forward! Or so his body keeps saying as Winks warily looks at their surroundings with his mind whirling with warning signals bouncing off his skull...
Calming himself, Winks did a bit of mental exercise before coming to the conclusion that his body is used to dealing with bosses and event fights with trickery or backstabbing afoot... Geez, what did he went through when participating in the past Godmodding war?
Asides from that, not discarding his instincts, he plays a bit out of the box and aim most of his focus on the Thorny Barrier for that succulent upgrade!
So calling upon the dogs' actions this turn, Winks hold onto Snow as he would a RPG... Then pull out a jerry canister of liquid nitrogen.
Making sure that the heavy-duty mittens were secured, he opened the icy boi's mouth and carefully unscrewing the jerry's top. He poured a bit to watch the curious dog lap at the liquid... before wholeheartedly giving out a belch/bark that froze the patch of grass in front of them before turning around with his tail wagging in excitement.
Oh yes, this will do.
With not many fears of side effects, Winks poured the frozen fuel into the soon-to-be ice bazooka before hefting the boi onto his shoulder. Facing the thorny obstacle, Winks tugged on the front legs and let loose the Nitrogen-fueled Snowstorm. The Freezing bark/belch of wind slammed into the thorns guarding the the Power anchor causing them to feel a terrible cold snap that kills the plants into crystalline husks... that's then exploited to be shattered by the blunt impact of an approaching Iceberg, Aurora, and Icicle Dogpile!
CP: 0
Grist Count:
[Build] 4140 Build Grist
[LVL 1] 1160 Talc
[LVL 2] 740 Gallium
[LVL 3] 210 Bismuth
[LVL 4] 180 Cerium
Utilizing a fair amount of creativity and your 2 CP, you feed snow some literal liquid nitrogen and proceed to freeze the entirety of the thorny barrier! That thing has nowhere near enough HP to survive a Dogpile, but how will the Range - Err, Anger, react to this?
Alright, time to destroy that Power Anchor- but first, the Anger's in the way!
I'm going to spend my three actions attacking her. Using my Hunter's Longbow, I fire off a trio of arrows above her head! She notices how they're much too high to hit her very effectively, or doesn't, but the point is, she's probably not worried about those arrows. However, I take out my Retreating Spear and perform a short wave in the arrows' direction- this causes them to magically robotech towards the Ranger's position, meaning that she'll have to either avoid my attack or the trio of arrows headed for her! I jab at the Anger with the Retreating Spear, snap my fingers, and backflip out of reach, just in time for the arrows to turn into MIRAs, or Multiple Independent-target Re-entry Arrows! They shower the Anger with Hunter's Longbow arrows while she's still reacting to my Retreating Spear strike, hopefully overwhelming her and causing her to take damage.
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow [Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)
Charge: 12 CP
Grist Stores:
5870+500=6370 Build Grist
1125+380=1505 Talc
710 Gallium
180+30=210 Bismuth
120+60=180 Cerium
The Anger promptly reacts to the flurry of attacks by pulling out a flurry of her own! Using the Compound Bow and stepping backward in the arena to stay out of the reach of your spear, she knocks several arrows in the bow and proceeds to rapid-fire shoot the crossbow at many of the arrows in the sky, knocking them off balance and ruining their flight path towards her to render them harmless! Switching weapons with nothing but the flick of a palm, she then pulls out a dark green whip and slashes the rest of the arrows out of the sky.
Despite not doing any damage, you've forced her to use an action this turn to counter your attacks! That's one less counter than she would have later, so well done!
-=+=-
Slated Cliffs -
Not too many interesting things happen here! Sdieve's setup generates 10 Mana, but that's about it.
Woodgrave -
The exploratory drone ventures upwards, shooting the dam open to provide the river ways to flow again (yet still keeping the bridge structurally sound, somehow), and ends up finding themselves at a cliff face and a sheer waterfall upwards! There's not too much else to say about here, but there is a small entry into a cave to the drone's left...
The Outpost Hospital moves to the Not Campfire's generalized zone and finishes producing the alchemy it was making, adding the Draconic Plate to Paradox's inventory! @paradoxdragon needs to decide which item to get rid of to make room for it, though. Despite that, the Hospital cannot put out the Not Campfire due to already having moved and activated its special this turn. (The loot chest was also looted already, my bad.)
Bar/Elsewhere -
At the Bar, the two Touts don't do much of anything useful, except for picking on Murai for some reason and drunkenly attempting to sell him some stuff. Murai promptly counters the attacks by repeatedly manifesting the Skip Ad button from Youtube.
The Arena -
The other three Glacier Huskies slam into the now frozen Thorny Barrier, shattering it entirely and leaving the Power Anchor exposed! Before the Anger has any time to focus on that, the Mirror Golem launches a shard at the Anger, who ignores it as it deals only trivial damage!
The Anger - Gah! Luck's nothing but some construct anyways!
The Anger - Thank the Godmodder that I have more than one action...
The Anger - Cause it means I can do this!
The Anger proceeds to use one of her actions by boosting the Power Anchor's HP itself to a whopping 1500! Even with everyone focusing on it, her counterattacks might make it a bit difficult to get it down this upcoming turn.
Even beyond that, she uses a second action to call for help!
The Anger - I'm getting overwhelmed here - they're gonna break the Anchor if I can't fend them off!
The Anger - Calling all forces into the Arena! We need to stop these freaks!
Luke and the Akimbo Sniper focus on the Power Anchor, dealing 540 damage with their combined actions! Every turn, a bit more of the Ranger's stats reveals themselves as well - I'll let you know when we finally have all of it. Good luck, guys!
The Lodestar -
The raging battle continues as the minor AG forces collectively destroy the remaining 2 Infantry and deal 200 damage to the weakest Soldier!
The Conglomerate Mess does not attack. The Arcane Archer destroys the CP Containers with another Bursting Arrow, granting 10 CP to Xorm!... it realizes it may have made a mistake by doing that, though.
Although the corrupted Soldier deals another 150 damage to his damaged, former friend, the three uncorrputed Soldiers and the now uncorrupted Banneret focus their fire on completely getting rid of the Strike Troops, leaving the battle between the big guys on the battlefield! Jets begins to drive in evasive circles around the Arcanic Archer, realizing he's lost some of the protection on his vehicle!
Jets - Uh, Xorm, he's breaking through the armor here! Whatever you're doing, maybe try to finish it up fast before this thing gets destroyed?
A total of 300 Build Grist and 240 Talc is dropped from the crossfire!
General/Miscellaneous -
Due to TRG and Plague leaving the game, their alchemies and CP are currently up for grabs by any AG! This equates to 68 CP and Plague's various alchemies. Although I don't know Plague's current amount of Grist, TRG's is added up in the Alchemiter upgrade fund.
Across the Soul Orb (and outside of it), everything upticks!
A whole heck of a lot of stuff has also been archived to cut down on clutter and make editing these things slightly easier. Namely, AFK players have had their inventories and general presence removed from the maps and info below until their return, if they decide to do so.
This update was completed in a bit of a rush, so please let me know if I missed anything!
Total Grist Attained -
[Build] +300 Build Grist
[LVL 1] +240 Talc
[LVL 2] +0 Gallium
[LVL 3] +0 Bismuth
[LVL 4] +0 Cerium
-=+=-
The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.
The maps of the world can be found linked here:
DefTG 2: Alchemiquest - Maps & Miscellany (XXIX)
Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...
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 5] -
5,800/12,000 Build Grist, 680/960 Gallium, 200/480 Bismuth, 60/480 Cerium
Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[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 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 3 Armor] Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.
[LVL 3 Armor] Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.
[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 - 9/8 Inventory Slots used.
[LVL 4 Weapon] Wand of Contradictions - A slender wand made of dark oak. Flecks of green scales hint at the nature of the wand.
- When used as a part of an attack, deals 40 extra damage per action to the target's Max HP. Also has a 10% chance to double the damage dealt.
[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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 10% dodge chance and deducts 10 damage from attacks that go through.
[LVL 3 Armor] Draconic Plate - A cloak of green dragon scales that seems to blend in with the forested background.
- Grants 5% dodge chance and automatically deducts 20 damage from attacks that 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 - 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 0/3] - A lightweight laptop with 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 has 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) - 8/8 Inventory Slots used.
[LVL 3 Weapon] Thunder Mirror - A mirror rimmed with magically infused copper. Seems to hold back immense levels of sound.
- Adds 10 damage to an attack action, along with a 30% chance for Paralyzed (cannot switch squares) for 1 turn.
[LVL 3 Weapon] Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing Airbound (cannot change squares) for one turn.
[LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[LVL 2 Weapon] Laser Slugger - A metallic bat with a laser gun duct-taped onto the handle.
- When used as a part of an attack, deals 10 extra damage per action with a 15% chance of inflicting Stunned (Misses actions) for 1 turn.
[LVL 3 Armor] Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.
[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 restore their health.
- When used, restores 30 HP to anything on the field.
Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 3 Weapon] Particle Wand - A wand that looks more like a baton than anything, seeming to direct the very particles around it.
- Adds 20 damage per action to an attack, along with a 10% cumulative chance per action of a minor negative status effect being inflicted.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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 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 2 Consumable] Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!
[LVL 2 Consumable] Capcharoid Camera [4/5 Uses] - 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.
Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
Xorm - 3/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[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 [18/20 Shields] - A shield that builds up deflection energy over time, 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.
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 5] -
5,800/12,000 Build Grist, 680/960 Gallium, 200/480 Bismuth, 60/480 Cerium
Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[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 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 3 Armor] Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.
[LVL 3 Armor] Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.
[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 - 9/8 Inventory Slots used.
[LVL 4 Weapon] Wand of Contradictions - A slender wand made of dark oak. Flecks of green scales hint at the nature of the wand.
- When used as a part of an attack, deals 40 extra damage per action to the target's Max HP. Also has a 10% chance to double the damage dealt.
[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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 10% dodge chance and deducts 10 damage from attacks that go through.
[LVL 3 Armor] Draconic Plate - A cloak of green dragon scales that seems to blend in with the forested background.
- Grants 5% dodge chance and automatically deducts 20 damage from attacks that 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 - 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 0/3] - A lightweight laptop with 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 has 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) - 8/8 Inventory Slots used.
[LVL 3 Weapon] Thunder Mirror - A mirror rimmed with magically infused copper. Seems to hold back immense levels of sound.
- Adds 10 damage to an attack action, along with a 30% chance for Paralyzed (cannot switch squares) for 1 turn.
[LVL 3 Weapon] Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing Airbound (cannot change squares) for one turn.
[LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[LVL 2 Weapon] Laser Slugger - A metallic bat with a laser gun duct-taped onto the handle.
- When used as a part of an attack, deals 10 extra damage per action with a 15% chance of inflicting Stunned (Misses actions) for 1 turn.
[LVL 3 Armor] Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.
[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 restore their health.
- When used, restores 30 HP to anything on the field.
Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 3 Weapon] Particle Wand - A wand that looks more like a baton than anything, seeming to direct the very particles around it.
- Adds 20 damage per action to an attack, along with a 10% cumulative chance per action of a minor negative status effect being inflicted.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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 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 2 Consumable] Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!
[LVL 2 Consumable] Capcharoid Camera [4/5 Uses] - 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.
Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
Xorm - 3/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[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 [18/20 Shields] - A shield that builds up deflection energy over time, 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.
[AG] Ninjatwist_ - 500/500 HP - 12 CP
[AG] Paradox - 500/500 HP - 2 CP
[N] Sdieve - 4500/500 HP - 24 CP - Has 1 Attack Shield!
[AG] Splashcat - 448/500 HP - 18 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 1 CP
Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.
Current Players - Sdieve
[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 300/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.
Current Players - Sdieve
[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 300/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - None!
[N - Winkins] Talc Snail - 300/300 HP, 50 Attack, 100 Talc Eaten (Inventory: 60/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.
[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
[N - Winkins] Talc Snail - 300/300 HP, 50 Attack, 100 Talc Eaten (Inventory: 60/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.
[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - None
[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - None!
Current Mana Reserve - 30
[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack
[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
Current Mana Reserve - 30
[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack
[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
Current Players - Splashcat, Winkins, Ninjatwist
[AG - Splashcat] Mirror Golem - 230/580 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 (290) HP.
[AG - Ninjatwist_] Akimbo Sniper - 800/800 HP, 120x2 Attack
[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 250/250 HP, 30 Attack
[lll] 3/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!
Dogpile: Deals (80*Huskies Involved) damage. Requires 2+ Huskies to function!
[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 500/500 HP, 30 Defense, 25 Attack
[PG] The Anger - 5/5 HP, 3 Player Actions [??? Player Power]
[PG - RN] Power Anchor - 960/1500 HP
[AG - Splashcat] Mirror Golem - 230/580 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 (290) HP.
[AG - Ninjatwist_] Akimbo Sniper - 800/800 HP, 120x2 Attack
[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 250/250 HP, 30 Attack
[lll] 3/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!
Dogpile: Deals (80*Huskies Involved) damage. Requires 2+ Huskies to function!
[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 500/500 HP, 30 Defense, 25 Attack
[PG] The Anger - 5/5 HP, 3 Player Actions [??? Player Power]
[PG - RN] Power Anchor - 960/1500 HP
Current Players - Paradox
[RS] Murai - 500/500 HP, 18 CP
[PG] Bar - 1445/1500 HP, doesn't do much of anything except being a tavern.
[PG] Tout - 200/250 HP, 40 Attack
- Tout - 200/250 HP, 40 Attack
[RS] Murai - 500/500 HP, 18 CP
[PG] Bar - 1445/1500 HP, doesn't do much of anything except being a tavern.
[PG] Tout - 200/250 HP, 40 Attack
- Tout - 200/250 HP, 40 Attack
Current Players - None!
[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions!
[lllll] 0/5 - Produce Item: Makes 1 LVL 3 Alchemy!
[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions!
[lllll] 0/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - None
[N] Fisher - 700/700 HP, 40 Attack
[lll] 3/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
[N] Fisher - 700/700 HP, 40 Attack
[lll] 3/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
Current Players - None
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 2/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 2/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!
Current Players - Xorm
[PG - Xorm] Power Miner Combo Kit - 150/150 HP, 40 Attack, Piloted by Jets!
[N] CP Containers x2 - 200/200 HP, Each contains 5 CP that goes to Xorm when broken! Being used as armor!
[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist! Being used as armor!
[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!
[PG - F] Soldiers x2 - 900/900 HP, 100 Attack [10% chance to double damage] x2
Soldier - 450/900 HP, 100 Attack [10% chance to double damage]
[AG - F] Soldier - 750/900 HP, 150 Attack, Corrupted for 1 more turn!
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 1/3 - Rally Cry: Heals all members of it's faction for up to 300 HP!
[AG - ???] Conglomerate Mess - 30% Will, Corrupt [Deals 150 damage and inflicts Corrupt, changing an entity stat block for 2 turns!]
[AG - ???] Arcanic Archer - 510/1000 HP, Arcane Arrow [Chooses from Bursting, Grasping, and Beguiling arrows!]
[RS] Resistance Defender - 500/500 HP, 30 Defense, 100 Attack
[PG - Xorm] Power Miner Combo Kit - 150/150 HP, 40 Attack, Piloted by Jets!
[N] CP Containers x2 - 200/200 HP, Each contains 5 CP that goes to Xorm when broken! Being used as armor!
[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist! Being used as armor!
[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!
[PG - F] Soldiers x2 - 900/900 HP, 100 Attack [10% chance to double damage] x2
Soldier - 450/900 HP, 100 Attack [10% chance to double damage]
[AG - F] Soldier - 750/900 HP, 150 Attack, Corrupted for 1 more turn!
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 1/3 - Rally Cry: Heals all members of it's faction for up to 300 HP!
[AG - ???] Conglomerate Mess - 30% Will, Corrupt [Deals 150 damage and inflicts Corrupt, changing an entity stat block for 2 turns!]
[AG - ???] Arcanic Archer - 510/1000 HP, Arcane Arrow [Chooses from Bursting, Grasping, and Beguiling arrows!]
[RS] Resistance Defender - 500/500 HP, 30 Defense, 100 Attack
Current "Players" - Sdieve's Projection
Current Mana - 115
[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 3/5
[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Generators x3 - 60/60 HP, Gathers 5 Mana a turn! (x3)
Current Mana - 115
[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 3/5
[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Generators x3 - 60/60 HP, Gathers 5 Mana a turn! (x3)
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