The Acolyte's War: Postnoctis

Action 1: Seeing one Copper imp in group A is almost dead, I spawn in massive gloves, and start punching the crap out of it. I then do a firey uppercut to finish him off.

Action 2: I look at the 2 imps in Group B and start to float. 2 Giant books appear and face them. The books open up to reveal blank pages. Then, words start shooing out of it like bullets at the two. Then, the books close and slam into the two, exploding into a bunch of words. Those words then circle around and slam into the two.
 
[Action 1, Sword of Flaming Wind]
Seeing Bill Nye's firey attack with the gloves, I nod in response to his choice.

Torix - "Fire, huh? Not a bad element to work with!"
Torix - "That's bound to deal at least some overkill damage, though - here, allow me to assist ya there."


Drawing the Sword of Flaming Wind, I perform an impromptu combo attack by taking that fire from the uppercut - and continuing it by bringing the sword up and around it all, harnessing the flame and guiding it with some of the winds that the sword controls. The blade now very clearly on fire, I proceed by building the attack up further, stoking the fire with the winds and accelerating towards my end target - namely, the Copper Ogre on lower health. Nearing absurd levels of speed, the inferno of flame and wind is refocused into the blade, stabbing the target with all of the power of a wildfire and a lot more precision than one.

Torix - "That's how you work with this stuff."
And... he's onto his next attack already. Welp. I'll talk to him a bit later...

[Action 2, Goldenspark Sword]
Right now, I gotta focus on this next attack. Pulling the sword out of that hopefully dead Copper Ogre, I realize that there's quite a bit left to do on here - namely, the remainder of the Copper Imps! Though they've certainly been weakened a fair amount by that attack with the purple-looking books, there's a lot left to do... and so that I will. Switching inventory slots to the golden sword, I turn and face the new adversaries.

You know, for all my fancy DnD attacks, I've never actually used the Lightning Bolt spell! Charging up the sword, I point it forwards and proceed to do so in an oddly simple attack: a simple lightning bolt sent forward and intersecting two of the Copper Imps, hoping the lightning will splinter off and attack the third. Sometimes, an attack doesn't need to be flashy to be effective, does it?

... Yet there's still that voice in the back of my head. That one saying that I could do so much more if I just put a bit into it...

No, it'll be alright. Unintentionally speaking out loud, I calm myself.
Torix - Next round. Next round I'll go all out on these things.

Ally Suggestions -
Doesn't mean the turn's up, though. Quite a few people still have actions to take.

Torix - "Luke, Lyra! Focus in on anything at low HP!"
Torix - "We attack before them in the round order. If we can kill stuff off, we'll take less damage this turn!"
Torix - "The robot and I have been getting a lot of stuff down too - so just finish them off, please!"


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 28/35
Grist -

[LVL 0] Build Grist - 2,154 [+30]
[LVL 1] Malachite, Rust - 285
[LVL 2] Copper - 215 [+15]
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Act 3: Episode 2: Battle Post 14
Sky High? gathers two more Essences: Essence of Flame and Essence of Ice. (Both are also level one ingredients.)

~~~
CP: 15/35
Inventory:
1740 Build Grist
220 Malachite
195 Copper
30 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]

You do so, costing 20 Build Grist and 20 Lvl.1 Grist.

Action 1: Seeing one Copper imp in group A is almost dead, I spawn in massive gloves, and start punching the crap out of it. I then do a firey uppercut to finish him off.

Action 2: I look at the 2 imps in Group B and start to float. 2 Giant books appear and face them. The books open up to reveal blank pages. Then, words start shooing out of it like bullets at the two. Then, the books close and slam into the two, exploding into a bunch of words. Those words then circle around and slam into the two.

Your first attack does more than enough damage to destroy Group A's surviving Copper Imp!

Your next attack deals 5 damage to two of the healthiest of Group B's Copper Imps!

+3 to your current Charge Gauge.

+10 Build Grist acquired.
+5
Copper [Lvl.2] acquired.

[Action 1, Sword of Flaming Wind]
Seeing Bill Nye's firey attack with the gloves, I nod in response to his choice.

Torix - "Fire, huh? Not a bad element to work with!"
Torix - "That's bound to deal at least some overkill damage, though - here, allow me to assist ya there."


Drawing the Sword of Flaming Wind, I perform an impromptu combo attack by taking that fire from the uppercut - and continuing it by bringing the sword up and around it all, harnessing the flame and guiding it with some of the winds that the sword controls. The blade now very clearly on fire, I proceed by building the attack up further, stoking the fire with the winds and accelerating towards my end target - namely, the Copper Ogre on lower health. Nearing absurd levels of speed, the inferno of flame and wind is refocused into the blade, stabbing the target with all of the power of a wildfire and a lot more precision than one.

Torix - "That's how you work with this stuff."
And... he's onto his next attack already. Welp. I'll talk to him a bit later...

[Action 2, Goldenspark Sword]
Right now, I gotta focus on this next attack. Pulling the sword out of that hopefully dead Copper Ogre, I realize that there's quite a bit left to do on here - namely, the remainder of the Copper Imps! Though they've certainly been weakened a fair amount by that attack with the purple-looking books, there's a lot left to do... and so that I will. Switching inventory slots to the golden sword, I turn and face the new adversaries.

You know, for all my fancy DnD attacks, I've never actually used the Lightning Bolt spell! Charging up the sword, I point it forwards and proceed to do so in an oddly simple attack: a simple lightning bolt sent forward and intersecting two of the Copper Imps, hoping the lightning will splinter off and attack the third. Sometimes, an attack doesn't need to be flashy to be effective, does it?

... Yet there's still that voice in the back of my head. That one saying that I could do so much more if I just put a bit into it...

No, it'll be alright. Unintentionally speaking out loud, I calm myself.
Torix - Next round. Next round I'll go all out on these things.

Ally Suggestions -
Doesn't mean the turn's up, though. Quite a few people still have actions to take.

Torix - "Luke, Lyra! Focus in on anything at low HP!"
Torix - "We attack before them in the round order. If we can kill stuff off, we'll take less damage this turn!"
Torix - "The robot and I have been getting a lot of stuff down too - so just finish them off, please!"


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 28/35
Grist -

[LVL 0] Build Grist - 2,154 [+30]
[LVL 1] Malachite, Rust - 285
[LVL 2] Copper - 215 [+15]
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

A fantastic first attack! You deal 15 damage to the weaker Copper Ogre, weakening it severely! No Downwind procs, unfortunately.

Your attack with the Goldenspark Sword deals more than enough damage to bring down the weakest Copper Imp! Chain lightning arcs to another Copper Imp for 3 damage.

+3 to your current Charge Gauge.

+10 Build Grist acquired.
+5
Copper [Lvl.2] acquired.

Post-Player Battle:

Ninjatwist_ looks up at Waste Hill and wonders what enemies are on it.

On Scrap Valley Island...

Luke Ingram smacks the weaker of Group B's Copper Imps for 8 lethal damage!
Lyra Xandine shoots the healthier of Group B's Copper Imps, dealing 10 lethal damage!

The Master Alchemist inflicts Weakened on the Ogres, and finishes off the weaker one for 8 lethal damage!
They also roll for Weakened again next turn!

The Copper Ogre continues to pummel the Master Alchemist, dealing 4 damage due to its plethora of status conditions!

Torix regenerates the last of his HP.
The Copper Ogre is still Slowed and Weakened!
The Copper Ogre is Burning!

(Check out the map below if you need any further information!)

Total Grist gains for this round are:
+80 Build Grist
+0 Rust [Lvl.1]
+40 Copper [Lvl.2]
+0 Lead [Lvl.3]

[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Click here to view the map of the area.

Current Areas: Scrap Valley, Scrap Valley Island.
Access To: Waste Hill, Monster Hunting Platform.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Torix, in Scrap Valley Island)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 14/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Bill Nye, in Scrap Valley Island)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)

Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 100% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 40% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

(Luke Ingram, in Scrap Valley Island)

(Lyra Xandine, in Scrap Valley Island)

Ninjatwist_ [AA] HP: 96/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 22/30. Regeneration (1 HP restored per turn, 3/3)

(Master Alchemist, in Scrap Valley Island)

----

Combat: Scrap Valley Island

Torix [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve) Regeneration (2 HP gain per turn, 0/2)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)

Luke Ingram [AA] Health Vial: 97%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 93%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Weakened! Potion targets: 6! Healblock (Cannot regain health)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

Copper Imp (Group A) [SB] HP: 0/12. / BD: 2. / SV: 2. Weakness (-50% damage dealt, 2/2)

Copper Imps (Group B) [SB] HP: 0/12. / BD: 2. / SV: 2. (x3)

Copper Ogre [SB] HP: 30/48. / BD: 9. / SV: 2. Burning (50% melee damage penalty, 1 damage taken per turn, 2/2), Slowed (-1 Speed Value, 2/3), Weakened (-1 Base Damage, 3/3)
-Copper Ogre HP: 0/48. Stunned (Misses attacks, 0/1), Slowed (-1 Speed Value, 2/3)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Action 1-2: I create a giant pot full of boiling water and dump the last Copper Ogre inside. There, I turned the heat up, burning him as I add salt and pepper. I then create 5 giant fireballs and throw them into the pot, damaging the ogre. After that, the Pot starts wobbling and explodes in a giant explosion, and the explosion blasts a wave of healing aura, healing us.
 
Sky High? gathers two more Essences: Essence of Invisibility and Essence of Danger. (Both are also level one ingredients.)

~~~
CP: 15/35
Inventory:
1800 Build Grist
200 Malachite
235 Copper
30 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
 
Action 1, Sword of Flaming Wind -
Torix, seeing the secondary effect of Bill Nye's attack, nods - but I'm pretty sure that there's gonna be a bit more HP on this thing than that. Let's solve that! Pulling out the Sword of Flaming Wind, I pull out the sword and slash out, but not at the Copper Ogre. A line of yellow-hot metal fragments splinters off a near bit of one of those scrap-metal fragments, splitting it in two and leaving a triangular plate of metal, coming up to a rather sharp point at one of the tips. Pointing the sword at the Copper Ogre, the shard of metal plating then proceeds to accelerate and embed itself in the Copper Ogre's chest, punching a solid hole through and coming out cleanly the other end.


Torix - "Alright, that should be enough with some support! Luke, Lyra: let's finish this off.
Torix - "Now then... what else to do?


Action 2 -
You know what? Let's charge up the last bit of this charge gauge. I've had an idea for when it's full for a while!


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 31/35
Grist -

[LVL 0] Build Grist - 2,234 [+80]
[LVL 1] Malachite, Rust - 285
[LVL 2] Copper - 255 [+40]
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Act 3: Episode 2: Battle Post 15
Action 1-2: I create a giant pot full of boiling water and dump the last Copper Ogre inside. There, I turned the heat up, burning him as I add salt and pepper. I then create 5 giant fireballs and throw them into the pot, damaging the ogre. After that, the Pot starts wobbling and explodes in a giant explosion, and the explosion blasts a wave of healing aura, healing us.

Your heal/attack combo deals 9 damage to the Copper Ogre and heals 3 of Torix's HP, restoring him to full health!

+3 to your current Charge Gauge.

Sky High? gathers two more Essences: Essence of Invisibility and Essence of Danger. (Both are also level one ingredients.)

~~~
CP: 15/35
Inventory:
1800 Build Grist
200 Malachite
235 Copper
30 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]

-20 Lvl.1 Grist and -20 Build Grist extracted from your reserves.

Action 1, Sword of Flaming Wind -
Torix, seeing the secondary effect of Bill Nye's attack, nods - but I'm pretty sure that there's gonna be a bit more HP on this thing than that. Let's solve that! Pulling out the Sword of Flaming Wind, I pull out the sword and slash out, but not at the Copper Ogre. A line of yellow-hot metal fragments splinters off a near bit of one of those scrap-metal fragments, splitting it in two and leaving a triangular plate of metal, coming up to a rather sharp point at one of the tips. Pointing the sword at the Copper Ogre, the shard of metal plating then proceeds to accelerate and embed itself in the Copper Ogre's chest, punching a solid hole through and coming out cleanly the other end.


Torix - "Alright, that should be enough with some support! Luke, Lyra: let's finish this off.
Torix - "Now then... what else to do?


Action 2 -
You know what? Let's charge up the last bit of this charge gauge. I've had an idea for when it's full for a while!


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 31/35
Grist -

[LVL 0] Build Grist - 2,234 [+80]
[LVL 1] Malachite, Rust - 285
[LVL 2] Copper - 255 [+40]
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

I'm not going to let that charge boost go through since you already influenced the battlefield outside of yourself, but I will add some bonus damage on to your attack.
Yes, I should probably state charging rules more clearly.

Your attack with the Sword of Flaming Wind deals 12, and coupled with the extra 5 damage from your second attack, that amounts to 17 damage in total to the Copper Ogre!

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ waits for the party to regroup at the base of Waste Hill.

On Scrap Valley Island...

Luke Ingram clubs the Cooper Ogre upside the head for 8 lethal damage, defeating it and ending the engagement!

LUKE: That was a straightforward victory.
LYRA: And that's that.

You have conquered the battle at Scrap Valley Island! Feel free to claim your prize and proceed to Waste Hill. You can spend a turn patching up, conversing, and scouting out the battle, if you wish.

(Check out the map below if you need any further information!)

Total Grist gains for this round are:
+40 Build Grist
+0 Rust [Lvl.1]
+20 Copper [Lvl.2]
+0 Lead [Lvl.3]

[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Click here to view the map of the area.

Current Areas: Scrap Valley, Scrap Valley Island.
Access To: Waste Hill, Monster Hunting Platform.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Torix, in Scrap Valley Island)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 14/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Bill Nye, in Scrap Valley Island)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)

Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 100% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 40% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

(Luke Ingram, in Scrap Valley Island)

(Lyra Xandine, in Scrap Valley Island)

Ninjatwist_ [AA] HP: 96/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 22/30. Regeneration (1 HP restored per turn, 3/3)

(Master Alchemist, in Scrap Valley Island)

----

Combat: Scrap Valley Island

Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)

Luke Ingram [AA] Health Vial: 97%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 93%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Weakened! Potion targets: 6! Healblock (Cannot regain health)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

Copper Ogre [SB] HP: 0/48. / BD: 9. / SV: 2. Burning (50% melee damage penalty, 1 damage taken per turn, 1/2), Slowed (-1 Speed Value, 1/3), Weakened (-1 Base Damage, 2/3)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Sky High? feels vaguely annoyed for some reason. No matter, he's finished gathering ingredients now.

Sky High? alchemizes the following:

Essence of Fear ++ Essence of Fury ++ Essence of Pain ++ Essence of Blood ++ Essence of Slice ++ Essence of Shadow ++ Essence of Curse ++ Essence of Grief ++ Essence of Poison ++ Essence of Envy ++ Essence of Brainwash ++ Essence of Maddening ++ Essence of Fire ++ Essence of Ice ++ Essence of Invisibility ++ Essence of Danger ++ Virtuous Plates == ??? [Lvl. 3 Equipment]

and the following:

((Essence of Creation ++ Essence of Metabolic Healing) ++ ((Essence of Poison ++ Essence of Pain ++ Essence of Danger) ++ Essence of Invisibility)) ++ Essence of Air == ??? [Lvl. 2 Consumable]

~~~
CP: 15/35
Inventory:
1780 Build Grist
200 Malachite
235 Copper
0 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
 
Sky High? feels vaguely annoyed for some reason. No matter, he's finished gathering ingredients now.

Sky High? alchemizes the following:

Essence of Fear ++ Essence of Fury ++ Essence of Pain ++ Essence of Blood ++ Essence of Slice ++ Essence of Shadow ++ Essence of Curse ++ Essence of Grief ++ Essence of Poison ++ Essence of Envy ++ Essence of Brainwash ++ Essence of Maddening ++ Essence of Fire ++ Essence of Ice ++ Essence of Invisibility ++ Essence of Danger ++ Virtuous Plates == ??? [Lvl. 3 Equipment]

and the following:

((Essence of Creation ++ Essence of Metabolic Healing) ++ ((Essence of Poison ++ Essence of Pain ++ Essence of Danger) ++ Essence of Invisibility)) ++ Essence of Air == ??? [Lvl. 2 Consumable]

~~~
CP: 15/35
Inventory:
1780 Build Grist
200 Malachite
235 Copper
0 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]

Torix - Er... that just seems excessive, but okay?
Torix - Have fun with that.


Action 1 - All the Battlefield Interaction!
Since an action is required to do any and everything battlefield related, I'll go ahead and decide to try and do it all! Opening the loot chest and salvaging its contents, I hop back through the portal and meet up with Ninjatwist over at the base of Waste Hill... despite there being four different people in the way. Once there, I'll go ahead and strike up a conversation with him as well!

Torix - Alright, sorry for the delay! Curiosity got the better of us there...
Torix - Anyways. I'll follow your lead to go up there and initiate an actually important and required fight.
Torix - Let me alchemize something and I'll be ready to go!


Action 2 -
I then decide that some alchemy might be nice to try and figure out... let's see here, what can I make today?
(
Virtuous Plates && Tarnished Valve) || Chestplate Template == ??? [LVL 3 Armor]


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 34/35 (So close...)
Grist -
[LVL 0] Build Grist - 2,274 [+40]
[LVL 1] Malachite, Rust - 285
[LVL 2] Copper - 275 [+20]
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 2/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Act 3: Episode 2: Exploration Post 3
Sky High? feels vaguely annoyed for some reason. No matter, he's finished gathering ingredients now.

Sky High? alchemizes the following:

Essence of Fear ++ Essence of Fury ++ Essence of Pain ++ Essence of Blood ++ Essence of Slice ++ Essence of Shadow ++ Essence of Curse ++ Essence of Grief ++ Essence of Poison ++ Essence of Envy ++ Essence of Brainwash ++ Essence of Maddening ++ Essence of Fire ++ Essence of Ice ++ Essence of Invisibility ++ Essence of Danger ++ Virtuous Plates == ??? [Lvl. 3 Equipment]

and the following:

((Essence of Creation ++ Essence of Metabolic Healing) ++ ((Essence of Poison ++ Essence of Pain ++ Essence of Danger) ++ Essence of Invisibility)) ++ Essence of Air == ??? [Lvl. 2 Consumable]

~~~
CP: 15/35
Inventory:
1780 Build Grist
200 Malachite
235 Copper
0 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]

I'll let your crafting go through, but you're not making this easy on me.

Essence of Fear ++ Essence of Fury ++ Essence of Pain ++ Essence of Blood ++ Essence of Slice ++ Essence of Shadow ++ Essence of Curse ++ Essence of Grief ++ Essence of Poison ++ Essence of Envy ++ Essence of Brainwash ++ Essence of Maddening ++ Essence of Fire ++ Essence of Ice ++ Essence of Invisibility ++ Essence of Danger ++ Virtuous Plates == Multiessence Virtue Armor [Lvl.3]

Multiessence Virtue Armor [Lvl.3]
(Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

((Essence of Creation ++ Essence of Metabolic Healing) ++ ((Essence of Poison ++ Essence of Pain ++ Essence of Danger) ++ Essence of Invisibility)) ++ Essence of Air == Essential Healing Vapors [Lvl.2]

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Your Essential Healing Vapors and Multiessence Virtue Armor are completed! They've been added to your inventory at the total cost of 240 Build Grist, 30 Lvl.3 Grist, 20 Lvl.2 Grist, and 60 Lvl. 1 Grist... and you're missing 30 Lead. The Multiessence Virtue armor isn't added to your inventory, but the cost is reduced to 20 Lvl.1 Grist, 20 Lvl.2 Grist, and 80 Build Grist. after some rectification, you gain the Multiessence Virtue Armor!

Torix - Er... that just seems excessive, but okay?
Torix - Have fun with that.


Action 1 - All the Battlefield Interaction!
Since an action is required to do any and everything battlefield related, I'll go ahead and decide to try and do it all! Opening the loot chest and salvaging its contents, I hop back through the portal and meet up with Ninjatwist over at the base of Waste Hill... despite there being four different people in the way. Once there, I'll go ahead and strike up a conversation with him as well!

Torix - Alright, sorry for the delay! Curiosity got the better of us there...
Torix - Anyways. I'll follow your lead to go up there and initiate an actually important and required fight.
Torix - Let me alchemize something and I'll be ready to go!


Action 2 -
I then decide that some alchemy might be nice to try and figure out... let's see here, what can I make today?
(
Virtuous Plates && Tarnished Valve) || Chestplate Template == ??? [LVL 3 Armor]


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 34/35 (So close...)
Grist -
[LVL 0] Build Grist - 2,274 [+40]
[LVL 1] Malachite, Rust - 285
[LVL 2] Copper - 275 [+20]
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 2/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

You loot the chest on Scrap Valley Island, yielding a Lvl.3 Ingredient in the Normal Mechanics Part! It's been added to the list of ingredients.

NINJATWIST_: Ah, welcome back!
NINJATWIST_: I don't think it's much harm done, since it yielded something useful and cleared out some of the monsters lurking here.
NINJATWIST_: But yeah, I'll definitely scout the coming battle and let you know what's going on.


(Virtuous Plates && Tarnished Valve) || Chestplate Template == Stalwart Valves Chestplate [Lvl.3]

Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

You craft the Stalwart Valves Chestplate for 160 Build Grist, 40 Lvl.1 Grist and 30 Lvl.3 Grist! It unique plumbing-related properties could help you out if you decide to use water in your freeform attacks.

Too easy.

Action 1-2: I hop through the portal and go to Ninja

Your place on the map has been updated!

NINJATWIST_: Hey, welcome back!
NINJATWIST_: I'm not sure if we met, but you mighta talked to Luke or Lyra earlier.
NINJATWIST_: Once I'm done scouting the area ahead, I'd be glad to have a chat.


Post-Player Battle:

Ninjatwist_ moves forward into Waste Hill, scouting out the recent battle.

NINJATWIST_: Just a heads up, there are three powerful enemies up ahead, flanked by six weaker ones. Once you guys see an opportunity, let me know and we'll strike.

On Scrap Valley Island...

Luke and Lyra have a chat as they move back towards the portal- it could be strategizing, talking about their mutual friends on the other planets, or just small talk.

(Check out the map below if you need any further information!)

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]

[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Click here to view the map of the area.

Current Areas: Scrap Valley, Scrap Valley Island, Waste Hill.
Access To: Monster Hunting Platform.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 14/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 100% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 40% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 97%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 93%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 96/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 22/30. Regeneration (1 HP restored per turn, 3/3)

(Master Alchemist, in Scrap Valley Island)

Rust Lich [SB] HP: 120/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3

Copper Basilisks [SB] HP: 92/92. Grist Tierage. Binding Body. / BD: 7. / SV: 3. (x2)

Lead Imps [SB] HP: 14/14. Grist Tierage. / BD: 3. / SV: 2.

----

After Combat: Scrap Valley Island

Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Weakened! Potion targets: 6! Healblock (Cannot regain health)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Sky High? looks at his Essential Healing Vapors with some distrust. There's an Essence of Poison somewhere in there, how essential can they really be?

Regardless, he's not going to worry about that for now. Instead, he speeds off to Waste Hill.

~~~
CP: 15/35
Inventory:
1780 Build Grist
200 Malachite
235 Copper
0 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
Action 1 -
I'll go ahead and follow everyone else to Waste Hill. I don't have much else to do...

Action 2 -
But as I enter Waste Hill, I get an idea. I just got a weapon to manipulate water, in the form of my new chestpiece... Ironically enough, the valves and such aren't quite apparent at first glance, hidden beneath the plating. Looking at the arm gauntlet of the piece, though, there seems to be a few switches here. Nervously, I flick one of them - and suddenly, the other gauntlet seems to turn into some sort of cannon-like structure! Raising that arm, I aim it at one of the isolated Lead Imps and a jet of water nearly knocks the thing into one of the spiked walls of the arena's borders. Not bad!


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 34/35 (aaaaaaaa)
Grist -
[LVL 0] Build Grist - 2,114 [-160]
[LVL 1] Malachite, Rust - 245 [-40]
[LVL 2] Copper - 275
[LVL 3] Lead - 30 [-30]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 2/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Act 3: Episode 2: Battle Post 16
Sky High? looks at his Essential Healing Vapors with some distrust. There's an Essence of Poison somewhere in there, how essential can they really be?

Regardless, he's not going to worry about that for now. Instead, he speeds off to Waste Hill.

~~~
CP: 15/35
Inventory:
1780 Build Grist
200 Malachite
235 Copper
0 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

You head into Waste Hill, but don't join the fight just yet.

Action 1 -
I'll go ahead and follow everyone else to Waste Hill. I don't have much else to do...

Action 2 -
But as I enter Waste Hill, I get an idea. I just got a weapon to manipulate water, in the form of my new chestpiece... Ironically enough, the valves and such aren't quite apparent at first glance, hidden beneath the plating. Looking at the arm gauntlet of the piece, though, there seems to be a few switches here. Nervously, I flick one of them - and suddenly, the other gauntlet seems to turn into some sort of cannon-like structure! Raising that arm, I aim it at one of the isolated Lead Imps and a jet of water nearly knocks the thing into one of the spiked walls of the arena's borders. Not bad!


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 34/35 (aaaaaaaa)
Grist -
[LVL 0] Build Grist - 2,114 [-160]
[LVL 1] Malachite, Rust - 245 [-40]
[LVL 2] Copper - 275
[LVL 3] Lead - 30 [-30]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 2/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

You head over to Waste Hill and engage the enemies there!

Your water-based freeform attack blasts the Lead Imp for 12 damage!

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ starts the battle with a bang, finishing off the injured Lead Imp and dealing 4 damage to another with his pistol!

Luke opens the fight with 6 damage dealt to the Rust Lich!
Lyra activates her Team Warp Device, and Luke, Ninjatwist_, and her pop up on the other side of the battlefield, surprising the enemy! Their position gives them an Advantage for the next few rounds!

The Rust Lich blasts Luke with some malevolent magic for 8 damage!
The Copper Basilisks bind both Torix and Ninjatwist_, dealing 6 damage and applying Coilbound to both!

The Lead Imps mob Luke and Lyra, dealing 9 damage to both of them!

Luke, Lyra and Ninjatwist_ will reap the rewards of Advantage next turn!

On Scrap Valley Island...

The Master Alchemist stands idle and rolls for Dazed this turn!

(Check out the map below if you need any further information!)

Total Grist gains for this round are:
+10 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+5 Lead [Lvl.3]

[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Click here to view the map of the area.

Current Areas: Scrap Valley, Scrap Valley Island, Waste Hill.
Access To: Monster Hunting Platform.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve) Coilbound (-1 Speed Value, cannot evade or block attacks, 1/1)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 14/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 100% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 40% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 80%. (HV:HP Ratio: 1:1). Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 2/2)
Base Damage: 6
Speed Value: 3

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 84%. (HV:HP Ratio: 1:1). Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 2/2)
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (3/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 90/100. Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 2/2), Coilbound (-1 Speed Value, cannot evade or block attacks, 1/1)
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 25/30.

(Master Alchemist, in Scrap Valley Island)

Rust Lich [SB] HP: 114/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3

Copper Basilisks [SB] HP: 92/92. Grist Tierage. Binding Body. / BD: 7. / SV: 3. (x2)

Lead Imps [SB] HP: 14/14. Grist Tierage. / BD: 3. / SV: 2. (x4)
-Lead Imp HP: 10/14.
-Lead Imp HP: 0/14.

----

After Combat: Scrap Valley Island

Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Dazed! Potion targets: 6! Healblock (Cannot regain health)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
ACTION 1:

Sky High?: Finally, a good fight! I haven't fought in a while.

Sky High? readies WAR, and stabs a nearby Lead Imp with it before swinging it in every direction, slamming the Lead Imp into all of its cohorts. (its cohorts being the Lead Imps, not the entire group.)

ACTION 2:

Sky High? leaps into the air and lands on top of the Rust Lich with a THUMP, then stabs it in the face with PESTILENCE. He then leaps out of harm's way because he doesn't want to risk taking more damage right now.

~~~
CP: 15/35
Inventory:
1780 Build Grist
200 Malachite
235 Copper
0 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
It's finally full - perfect. Let's turn this battle around a bit!

Action 1, 35 Charge -
And... immediately, out of all of the things I'll ever do, this is probably one of the stranger ones. I reach into the far distances of my inventory and seem to pull out an... Evoker spawn egg from Minecraft's realm back there. Placing it down, it's... still and Evoker, and immediately, it begins to attack me as I'm the only Minecraft player around, and that's what it does!

Except not for long. As I blast a force of pure mana and magic towards it, the Evoker's template seems to shift as it gives rise to an entirely different form - one more refined and even a good amount more friendly towards us! Though no less blocky, a somewhat silly pointy wizard hat adorns itself on the former Evoker's head, and his robes detach from the blocky exterior. Though still voxel-based, the model has much more depth as it all changes - and eventually, the purple glow that's been surrounding it this whole time coalesces and fades into a cube floating above the tip of his staff.

The Arcanist opens his eyes, glowing purple with the arcana he learned over the years. Raising his staff and assuming a battle-ready position, he awaits the orders of the group and prepares his magical reserves to destroy the enemy.


Action 2, Sword of Flaming Wind -
... And then I get hit by the Basilisk, realizing that there's a bit of a problem there now that I actually have some decent Evasion stuff and armor. Centering around myself, I use the Sword of Flaming Wind and begin to center a large amount of wind in my person, gradually pushing outwards against the Basilisk's coils and getting myself free... but hey, since I'm here, why not continue?

Stabbing the blade through the ground, a large shockwave of fire is then sent out and slams into the inner coils of the Basilisk, further forcing it outwards and even outright reversing them from the sheer force of the wind behind the shockwave - try coiling me again, why don't ya? I'm more than happy to reverse it anyways, as is proven by the coils being shoved completely against a wall of the arena and then uncoiled before the wall falls over due to another mixture of the wind and the sheer weight slamming against it.

Entity Orders -
Arcanist - Finish off any low HP entities!
Hovering Turrets - Focus fire on the Lead Imps!


The Arcanist - 80/80 HP, 7 Base Attack, 3 Speed Value
[llll] Firestorm - Inflicts Burning(4 damage, 2 turns) on up to three enemies.
[lll] Frost Ray - Deals 12 damage to 1 foe, inflicting Frost (-1 Speed Value) as well?
[lll] Chain Lightning - 10 Attack, with two 60% chances to deal 5 damage to another foe of the group.
[llll] Cure Wounds - Heals 15 HP to one ally.

This is not final at all. Ninja, feel free to edit or tweak stats in the update!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,114 [-160]
[LVL 1] Malachite, Rust - 245 [-40]
[LVL 2] Copper - 275
[LVL 3] Lead - 30 [-30]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Last edited:
Act 3: Episode 2: Battle Post 17
ACTION 1:

Sky High?: Finally, a good fight! I haven't fought in a while.

Sky High? readies WAR, and stabs a nearby Lead Imp with it before swinging it in every direction, slamming the Lead Imp into all of its cohorts. (its cohorts being the Lead Imps, not the entire group.)

ACTION 2:

Sky High? leaps into the air and lands on top of the Rust Lich with a THUMP, then stabs it in the face with PESTILENCE. He then leaps out of harm's way because he doesn't want to risk taking more damage right now.

~~~
CP: 15/35
Inventory:
1780 Build Grist
200 Malachite
235 Copper
0 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

...Following a nerf to your arsenal to keep them in line with other Lvl.3 weapons...

Your attack with WAR deals 2 damage to most of the Lead Imps- you miss the least healthy one- and you inflict Bleeding on one of them!

Your attack with PESTILENCE deals a fortunate crit, dealing 12 damage to the Rust Lich! You roll low for Cursed, and you don't get Poisoned, or Scared, unfortunately. Thankfully, you don't apply Cursed to yourself.

+3 to your current Charge Gauge.

It's finally full - perfect. Let's turn this battle around a bit!

Action 1, 35 Charge -
And... immediately, out of all of the things I'll ever do, this is probably one of the stranger ones. I reach into the far distances of my inventory and seem to pull out an... Evoker spawn egg from Minecraft's realm back there. Placing it down, it's... still and Evoker, and immediately, it begins to attack me as I'm the only Minecraft player around, and that's what it does!

Except not for long. As I blast a force of pure mana and magic towards it, the Evoker's template seems to shift as it gives rise to an entirely different form - one more refined and even a good amount more friendly towards us! Though no less blocky, a somewhat silly pointy wizard hat adorns itself on the former Evoker's head, and his robes detach from the blocky exterior. Though still voxel-based, the model has much more depth as it all changes - and eventually, the purple glow that's been surrounding it this whole time coalesces and fades into a cube floating above the tip of his staff.

The Arcanist opens his eyes, glowing purple with the arcana he learned over the years. Raising his staff and assuming a battle-ready position, he awaits the orders of the group and prepares his magical reserves to destroy the enemy.


Action 2, Sword of Flaming Wind -
... And then I get hit by the Basilisk, realizing that there's a bit of a problem there now that I actually have some decent Evasion stuff and armor. Centering around myself, I use the Sword of Flaming Wind and begin to center a large amount of wind in my person, gradually pushing outwards against the Basilisk's coils and getting myself free... but hey, since I'm here, why not continue?

Stabbing the blade through the ground, a large shockwave of fire is then sent out and slams into the inner coils of the Basilisk, further forcing it outwards and even outright reversing them from the sheer force of the wind behind the shockwave - try coiling me again, why don't ya? I'm more than happy to reverse it anyways, as is proven by the coils being shoved completely against a wall of the arena and then uncoiled before the wall falls over due to another mixture of the wind and the sheer weight slamming against it.

Entity Orders -
Arcanist - Finish off any low HP entities!
Hovering Turrets - Focus fire on the Lead Imps!


The Arcanist - 80/80 HP, 7 Base Attack, 3 Speed Value
[llll] Firestorm - Inflicts Burning(4 damage, 2 turns) on up to three enemies.
[lll] Frost Ray - Deals 12 damage to 1 foe, inflicting Frost (-1 Speed Value) as well?
[lll] Chain Lightning - 10 Attack, with two 60% chances to deal 5 damage to another foe of the group.
[llll] Cure Wounds - Heals 15 HP to one ally.

This is not final at all. Ninja, feel free to edit or tweak stats in the update!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,114 [-160]
[LVL 1] Malachite, Rust - 245 [-40]
[LVL 2] Copper - 275
[LVL 3] Lead - 30 [-30]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Aaah, excellent! The Arcanist is being summoned into the game as is since I think he's balanced, although Cure Wounds has been nerfed to 12 HP restored.

Your attack with the Sword of Flaming Wind both frees yourself and scores a crit, dealing 12 damage to the offending Basilisk! No Downwind, however.

Hmm, maybe I should set some sort of rules around weapons being used in freeform attacks.

Also, your Scarf's evasion boost has procced due to the Basilisk's attack, although admittedly it's been shut down due to Coilbound. Not anymore!

The Hovering Turrets weren't active before, but I should have clarified that. It'll take them a turn to get to the field!

Action 1-2: I just poke the lead imp with the power of the atom bomb.

You deal 10 lethal damage to one of the Lead Imps with such atomic might!

+3 to your current
+10 Build Grist acquired.
+5 Lead [Lvl.3] acquired.

Post-Player Battle:

Ninjatwist_ uses Burstfire on one of the Copper Basilisks, dealing 12 damage to it!
Luke sprays bullets at the same Copper Basilisk, dealing 9 damage to it!
Lyra lines up a shot with her iRifle, but doesn't score a crit, dealing 10 damage to the same Copper Basilisk!

The Rust Lich switches up targets to Torix, who unfortunately fails to dodge the blast of magic, and takes 6 damage! His armor blocked part of the hit.
The Copper Basilisks bind Ninjatwist_ and Lyra, dealing 7 damage to both of them and inflicting Coilbound!

The Lead Imps mob Sky High and Luke, dealing 8 damage to the first and 6 damage to the second! Sky High is in dire straits!

The Arcanist has arrived to the battlefield!
At Torix's request, Lyra maneuvers the Hovering Turrets into position!

Luke, Lyra and Ninjatwist_ are still in Advantage!
Lyra and Ninjatwist_ are still Coilbound, but Torix has broken free from his coils!

On Scrap Valley Island...

The Master Alchemist stands idle and rolls for Dazed this turn!

(Check out the map below if you need any further information!)

Total Grist gains for this round are:
+10 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+5 Lead [Lvl.3]

[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Click here to view the map of the area.

Current Areas: Scrap Valley, Scrap Valley Island, Waste Hill.
Access To: Monster Hunting Platform.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 12/25. Charge Gauge Spent: 0/35. (0 in reserve) Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1), Evasion (25% chance to dodge attacks, 1/1)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 6/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 20% chance to inflict Scared (40% chance for attacks to miss), 1/2 chance to upgrade that to Terrified (Misses attacks), both for one turn)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 74%. (HV:HP Ratio: 1:1). Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 1/2)
Base Damage: 6
Speed Value: 3

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 77%. (HV:HP Ratio: 1:1). Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 1/2), Coilbound (-1 Speed Value, cannot evade or block attacks, 1/1)
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (3/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 83/100. Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 1/2), Coilbound (-1 Speed Value, cannot evade or block attacks, 1/2)
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 25/30.

The Arcanist [AA - Torix]: HP: 80/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

(Master Alchemist, in Scrap Valley Island)

Rust Lich [SB] HP: 102/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3

Copper Basilisks [SB] HP: 92/92. Grist Tierage. Binding Body. / BD: 7. / SV: 3. (x1)
-Copper Basilisk HP: 49/92.

Lead Imps [SB] HP: 12/14. Grist Tierage. / BD: 3. / SV: 2. (x3)
-Lead Imp HP: 12/14. (x1) Bleeding (1 damage taken per turn, 2/2)
-Lead Imp HP: 0/14.

----

After Combat: Scrap Valley Island

Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Dazed! Potion targets: 6! Healblock (Cannot regain health)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Sky High? turns to the remaining Lead Imps.

ACTION 1 + WAR

Sky High? slams WAR into the ground, and its cursed power seems to spread through the ground. An army of tiny tanks appears from seemingly nowhere and begins blasting all of the Lead Imps. The attacks are mostly harmless, but distract the Lead Imps long enough for Sky High? to build up enough momentum to slice through the entire group.

ACTION 2

Sky High? then pulls out an Essence of Invisibility and absorbs it, making him disappear. He backs away from the fight to heal up.

~~~
CP: 18/35
Inventory:
1790 Build Grist
200 Malachite
235 Copper
5 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
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Action 1, Length of Demonic Chain -
Immediately after Sky High's attack, I realize the timing on these encounters - and also realize that Belial's chain should be ready for use - and so immediately as it begins glowing for another time, I launch the length of chain out to fight the group in general, piercing through all the remaining Imps and most likely killing one of them as well - perfect! Weakness is also applied to one of them as well, for what it matters - and the entities should wrap up that area for now. Not bad!

Action 2, Sword of Flaming Wind -
Alright - new idea, then! If I can do stuff like dispelling status effects on myself with this sword, what about applying them? Forcing the flames and wind around my being, I create a sort of... ability utilizing them, and enhance my own abilities using the new capabilities that these powers surrounding me provide. Along with my weaponry being coated in a thin layer of fire, boosting my offensive capabilities, dexterity and evasion have also gone up even further. Not bad at all...

This state of battle readiness probably won't last for long, but while it does, I'll call it a
Tailwind, which boosts attack and evasion. It's similar to Advantage, but it gives the evasion buff as opposed to speed. Let's see how it works out, shall we?

Entity Orders -

Hovering Turrets - Destroy all remaining Lead Imps! If there's any damage overflow, target the Copper Basilisk that's been damaged already.
Arcanist - Focus damage on the more damaged Copper Basilisk!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist - [Retroactively added from 2 turns ago as well.]
[LVL 0] Build Grist - 2,134 [+20]
[LVL 1] Malachite, Rust - 245
[LVL 2] Copper - 275
[LVL 3] Lead - 40 [+10]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 0/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
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Action 1-2: I go to another lead imp and instead of poking it, I poke it with a tack taped to my finger, stabbing it with the force of an asteroid hitting the earth at light speed.
 
Act 3: Episode 2: Battle Post 18
Sky High? turns to the remaining Lead Imps.

ACTION 1 + WAR

Sky High? slams WAR into the ground, and its cursed power seems to spread through the ground. An army of tiny tanks appears from seemingly nowhere and begins blasting all of the Lead Imps. The attacks are mostly harmless, but distract the Lead Imps long enough for Sky High? to build up enough momentum to slice through the entire group.

ACTION 2

Sky High? then pulls out an Essence of Invisibility and absorbs it, making him disappear. He backs away from the fight to heal up.

~~~
CP: 18/35
Inventory:
1790 Build Grist
200 Malachite
235 Copper
5 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your attack with WAR deals 3 damage to each of the Lead Imps, as none of your swings miss! You also manage to inflict Bleeding on two of the Lead Imps before disengaging from the fight.

+3 to your current Charge Gauge.

Action 1, Length of Demonic Chain -
Immediately after Sky High's attack, I realize the timing on these encounters - and also realize that Belial's chain should be ready for use - and so immediately as it begins glowing for another time, I launch the length of chain out to fight the group in general, piercing through all the remaining Imps and most likely killing one of them as well - perfect! Weakness is also applied to one of them as well, for what it matters - and the entities should wrap up that area for now. Not bad!

Action 2, Sword of Flaming Wind -
Alright - new idea, then! If I can do stuff like dispelling status effects on myself with this sword, what about applying them? Forcing the flames and wind around my being, I create a sort of... ability utilizing them, and enhance my own abilities using the new capabilities that these powers surrounding me provide. Along with my weaponry being coated in a thin layer of fire, boosting my offensive capabilities, dexterity and evasion have also gone up even further. Not bad at all...

This state of battle readiness probably won't last for long, but while it does, I'll call it a
Tailwind, which boosts attack and evasion. It's similar to Advantage, but it gives the evasion buff as opposed to speed. Let's see how it works out, shall we?

Entity Orders -

Hovering Turrets - Destroy all remaining Lead Imps! If there's any damage overflow, target the Copper Basilisk that's been damaged already.
Arcanist - Focus damage on the more damaged Copper Basilisk!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist - [Retroactively added from 2 turns ago as well.]
[LVL 0] Build Grist - 2,134 [+20]
[LVL 1] Malachite, Rust - 245
[LVL 2] Copper - 275
[LVL 3] Lead - 40 [+10]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 0/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

I admittedly haven't been tracking how much the Length of Demonic Chain's been charging, so I think you're right on its true charge status.

This being said, you deal 6 damage to three of the Lead Imps, and 12 damage to a fourth, killing it! You also apply Weakness to one of the survivors.

I haven't really set any good amount of rules for using freeform attacks with items, but this seems freeform enough, so I'll just treat it as a freeform action. Tailwind applied! Use the boosts wisely- it'll only affect you for the next turn!

The Hovering Turrets and the Arcanist will do as you say.

+10 Build Grist acquired.
+5 Lead [Lvl.3] acquired.

Action 1-2: I go to another lead imp and instead of poking it, I poke it with a tack taped to my finger, stabbing it with the force of an asteroid hitting the earth at light speed.

You deal massive overkill damage to that Lead Imp, so much so that the force deletes one more Lead Imp!

+3 to your current Charge Gauge.

+20 Build Grist acquired.
+10 Lead [Lvl.3] acquired.

Post-Player Battle:

Ninjatwist_ scores a mini-crit on the wounded Copper Basilisk, dealing 12 damage with his Shortsaber!
Luke sprays into the same Copper Basilisk, dealing 9 damage!

Lyra fires at the same Copper Basilisk with her iRifle, dealing 11 damage!
The Hovering Turrets finish off the last Lead Imp and deal 12 damage to the wounded Copper Basilisk!
The Arcanist finishes off the wounded Copper Basilisk with 7 lethal damage!

The Rust Lich blasts one of the Hovering Turrets for 8 damage! Its Soul Blast will be ready next turn!
The Copper Basilisk wraps around the same Hovering Turret, dealing 7 additional damage and applying Coilbound to it!

Luke, Lyra and Ninjatwist_ lose their Advantage
Lyra and Ninjatwist_ break free from their Coils!
Torix's evasion boost wears off!

On Scrap Valley Island...

The Master Alchemist stands idle and rolls for Slowed this turn!

(Check out the map below if you need any further information!)

Total Grist gains for this round are:
+120 Build Grist
+0 Rust [Lvl.1]
+40 Copper [Lvl.2]
+20 Lead [Lvl.3]

[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Click here to view the map of the area.

Current Areas: Scrap Valley, Scrap Valley Island, Waste Hill.
Access To: Monster Hunting Platform.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 12/25. Charge Gauge Spent: 35/35. (0 in reserve) Evasion (25% chance to dodge attacks, 0/1), Tailwind (+20% chance to dodge attacks, +20% damage dealt with the Sword of Flaming Wind (Up to +3 damage), 1/1)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 6/25. Charge Gauge Spent: 0/35. (0 in reserve) Out of combat!
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 20% chance to inflict Scared (40% chance for attacks to miss), 1/2 chance to upgrade that to Terrified (Misses attacks), both for one turn)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 74%. (HV:HP Ratio: 1:1). Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 0/2)
Base Damage: 6
Speed Value: 3

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 77%. (HV:HP Ratio: 1:1). Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 0/2), Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1)
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (3/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 83/100. Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 0/2), Coilbound (-1 Speed Value, cannot evade or block attacks, 0/2)
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 10/30. Coilbound (-1 Speed Value, cannot evade or block attacks, 1/1)

The Arcanist [AA - Torix]: HP: 80/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

(Master Alchemist, in Scrap Valley Island)

Rust Lich [SB] HP: 102/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3

Copper Basilisks [SB] HP: 92/92. Grist Tierage. Binding Body. / BD: 7. / SV: 3. (x1)
-Copper Basilisk HP: 0/92.

Lead Imps [SB] HP: 0/14. Grist Tierage. / BD: 3. / SV: 2. (x4)

----

After Combat: Scrap Valley Island

Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Slowed! Potion targets: 6! Healblock (Cannot regain health)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Sky High? opens an Essence of Healing and an Essence of Ice and chills his wounds before repairing the more troublesome ones.

~~~
CP: 21/35
Inventory:
1910 Build Grist
200 Malachite
275 Copper
25 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
Action 1, Sword of Flaming Wind -
Alright, then! Tailwind behind me, I realize a distant similarity between the sword I currently wield and the powers of one of the myths, in a faraway land of clouds and titans... perhaps I can take a page out of their book. I've definitely built up more than enough of a special gauge over this battle so far as well... so hey, why the heck not?

Focusing my gaze on the Copper Basilisk that restrains the Floating Turret, the Sword of Flaming Wind immediately ignites in a flame as I engage in an immense combo towards it's being! Charging up, I unleash a spin attack into its hide, launching it backward into the scrap in the nova of flame that the collision causes. Before it has a chance to even remotely recover from the first assault, I use the momentum from my spin and the wind to raise my sword over my head and plunge it into the ground in front of me. The ground responds by becoming molten beneath the Basilisk's feet, eventually revolting into a massive pillar of flame and scorching the creature whole yet again.

Even that's not the end of the combo here, though - after pulling the sword out of the metallic plating, a third attack comes as I determine that it will meet an end ablaze, concentrating the attack further as I throw the sword directly at it, forcing it to spin in the air and deliver slash after slash to the beast's side - hitting it's mark time and time again before it is completely and utterly burnt at the impact point... and so I grab the blade yet again. "You're not getting outta here just yet! I'll have to thank Rex for this one someday... but still. Time for you to be incinerated!" Grasping the blade more firmly, I begin to hold it back to the side, and the blade's flames become bolstered by the wind yet further and form a truly impressive flare - and slashing the beast in the same spot with the burning sword, watch the beast knocked over onto its side flounder.

Action 2, Goldenspark Sword -
And yet it still's standing with a large amount of health left despite my assault. Guess it's time to use the other side of the Xenoblade mechanics - namely, the fact that it's already been Toppled. Though I don't really have a good Launch idea right now, I can still use this to my advantage - and I have a great idea on how as well. That Hovering Turret, though low on health, can't currently retreat due to being Coilbound... and hey, I've already proven it's possible to break the status.

Let's do that again. Taking advantage of my environment, I look downwards again - and sure enough, the thing at my feet is a series of metallic plates and somewhat-safe scrap that we can stand on. Metal conducts electricity, and that's perfect - closing into closer quarters with the Basilisk while it's down, I slash at the floor and let the electricity course through the floor to its body - which also just happens to be made of one of the most conductive metals we know of. Leaving the sword on the ground to allow it to continue its shock, I leap upwards onto the thing - and become incredibly grateful for rubber soles. As its inner systems reel in shock from the blast, it inevitably loses the control it had over its coils - allowing me to grab the Hovering Turret from its grasp. Retreating quickly and picking up the sword, I release the turret and view the result of my series of attacks. I'd imagine that left quite the mark!


Entity Orders - [/COLOR]
Damaged Hovering Turret - Retreat from the battle for now. We don't have the charge gauge to rebuild you later...
Undamaged Hovering Turrets - Continue to focus fire down on the Copper Basilisk.
Arcanist - Focus damage on the more damaged Copper Basilisk!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,254 [+120]
[LVL 1] Malachite, Rust - 245
[LVL 2] Copper - 315 [+40]
[LVL 3] Lead - 60 [+20]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 2/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Act 3: Episode 2: Battle Post 19
Sky High? opens an Essence of Healing and an Essence of Ice and chills his wounds before repairing the more troublesome ones.

~~~
CP: 21/35
Inventory:
1910 Build Grist
200 Malachite
275 Copper
25 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

You restore 6 HP to yourself, despite those ingredients not really doing much! Your Essential Healing Vapors would be better at healing you, but it could be wise to save them for when you're suffering a DoT effect.

Action 1, Sword of Flaming Wind -
Alright, then! Tailwind behind me, I realize a distant similarity between the sword I currently wield and the powers of one of the myths, in a faraway land of clouds and titans... perhaps I can take a page out of their book. I've definitely built up more than enough of a special gauge over this battle so far as well... so hey, why the heck not?

Focusing my gaze on the Copper Basilisk that restrains the Floating Turret, the Sword of Flaming Wind immediately ignites in a flame as I engage in an immense combo towards it's being! Charging up, I unleash a spin attack into its hide, launching it backward into the scrap in the nova of flame that the collision causes. Before it has a chance to even remotely recover from the first assault, I use the momentum from my spin and the wind to raise my sword over my head and plunge it into the ground in front of me. The ground responds by becoming molten beneath the Basilisk's feet, eventually revolting into a massive pillar of flame and scorching the creature whole yet again.

Even that's not the end of the combo here, though - after pulling the sword out of the metallic plating, a third attack comes as I determine that it will meet an end ablaze, concentrating the attack further as I throw the sword directly at it, forcing it to spin in the air and deliver slash after slash to the beast's side - hitting it's mark time and time again before it is completely and utterly burnt at the impact point... and so I grab the blade yet again. "You're not getting outta here just yet! I'll have to thank Rex for this one someday... but still. Time for you to be incinerated!" Grasping the blade more firmly, I begin to hold it back to the side, and the blade's flames become bolstered by the wind yet further and form a truly impressive flare - and slashing the beast in the same spot with the burning sword, watch the beast knocked over onto its side flounder.

Action 2, Goldenspark Sword -
And yet it still's standing with a large amount of health left despite my assault. Guess it's time to use the other side of the Xenoblade mechanics - namely, the fact that it's already been Toppled. Though I don't really have a good Launch idea right now, I can still use this to my advantage - and I have a great idea on how as well. That Hovering Turret, though low on health, can't currently retreat due to being Coilbound... and hey, I've already proven it's possible to break the status.

Let's do that again. Taking advantage of my environment, I look downwards again - and sure enough, the thing at my feet is a series of metallic plates and somewhat-safe scrap that we can stand on. Metal conducts electricity, and that's perfect - closing into closer quarters with the Basilisk while it's down, I slash at the floor and let the electricity course through the floor to its body - which also just happens to be made of one of the most conductive metals we know of. Leaving the sword on the ground to allow it to continue its shock, I leap upwards onto the thing - and become incredibly grateful for rubber soles. As its inner systems reel in shock from the blast, it inevitably loses the control it had over its coils - allowing me to grab the Hovering Turret from its grasp. Retreating quickly and picking up the sword, I release the turret and view the result of my series of attacks. I'd imagine that left quite the mark!


Entity Orders - [/COLOR]
Damaged Hovering Turret - Retreat from the battle for now. We don't have the charge gauge to rebuild you later...
Undamaged Hovering Turrets - Continue to focus fire down on the Copper Basilisk.
Arcanist - Focus damage on the more damaged Copper Basilisk!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,254 [+120]
[LVL 1] Malachite, Rust - 245
[LVL 2] Copper - 315 [+40]
[LVL 3] Lead - 60 [+20]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
+3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.
[LVL 2] Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe, up to 3]

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chestplate with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 2/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Your decisive strike with the Sword of Flaming Wind deals a devastating 20 damage to the Copper Basilisk! Not only that, but it also suffers Downwind for its turn!

You also deal 10 additional damage to the Copper Basilisk at the same time, while also freeing the Hovering Turret!

+4 to your current Charge Gauge.

The Hovering Turrets and Arcanist will do as you say.

Post-Player Battle:

Ninjatwist_ slashes at the Copper Basilisk, dealing 8 damage!

Luke continues shooting at the Copper Basilisk, dealing 9 damage!
Lyra keeps her aim on the Copper Basilisk, dealing 11 damage!
Three of the Hovering Turrets blast the Copper Basilisk while the third prepares to retreat, dealing 16 damage!
The Arcanist uses harming magic on the Copper Basilisk, dealing 7 damage!

The Rust Lich casts Soulblast on the retreating Hovering Turret, dealing 10 lethal damage! Lyra winces slightly at the loss of one of the machines.
The Copper Basilisk wraps around the Arcanist, dealing 7 damage and applying Coilbound!

The Arcanist is still wrapped in the Copper Basilisk's coils!
Torix's Tailwind dies out.

On Scrap Valley Island...

The Master Alchemist stands idle and rolls for Slowed this turn!

(Check out the map below if you need any further information!)

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]

[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Click here to view the map of the area.

Current Areas: Scrap Valley, Scrap Valley Island, Waste Hill.
Access To: Monster Hunting Platform.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 12/25. Charge Gauge Spent: 35/35. (0 in reserve) Tailwind (+20% chance to dodge attacks, +20% damage dealt with the Sword of Flaming Wind (Up to +3 damage), 0/1)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 12/25. Charge Gauge Spent: 0/35. (0 in reserve) Out of combat!
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 20% chance to inflict Scared (40% chance for attacks to miss), 1/2 chance to upgrade that to Terrified (Misses attacks), both for one turn)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 74%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 77%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (3/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 83/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 0/30.

The Arcanist [AA - Torix]: HP: 80/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 1/1)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

(Master Alchemist, in Scrap Valley Island)

Rust Lich [SB] HP: 102/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3

Copper Basilisks [SB] HP: 11/92. Grist Tierage. Binding Body. / BD: 7. / SV: 3. (x1). Downwind (-1 Speed Value, 1/1)

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After Combat: Scrap Valley Island

Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Slowed! Potion targets: 6! Healblock (Cannot regain health)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

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Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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