The Acolyte's War: Postnoctis

Action 1, Sword of Flaming Wind -
"I really shouldn't have used all the flashy fire attacks at once. I'm outta ideas with them." Sighing, I ponder as I guard myself against attacks from whatever entities may be left on the field... but thinking about it, I look towards the Rust Lich. The entities will finish the Basilisk off this turn, but what about it?...

Liches, as a general rule, are almost always evil undead wizards that have become extraordinarily powerful through achieving undeath and immortality. In order to obtain it, they need to have a phylactery to contain the souls they've captured to sustain their life. Without that, they can't really exist... so, therefore, if I destroy the phylactery, there should be no more Lich! The only problem here is that... well, phylacteries are notoriously hard to destroy without knowing the precise method that they can be destroyed by. Guess I'll just try and throw a bunch of things at it with this sword!

First thing's first - using the powers of wind, I move the lich and the phylactery close together - therefore, even if this barrage of strange attacks doesn't work to actually damage the phylactery, the lich should take damage as well. I'll start off by dropping the phylactery on top of the lich, just for the irony of it - and then from there, I'll smash through it with the metal shards, fire, an actual sword, a decent amount of wind, and maybe, just because I can, kicking the thing. In the aftermath, though? The lich is very crushed, but the shards of metal, fire, the sword itself, wind, and kicking it didn't seem to do much of anything. The last one just hurt my foot, but at least the Lich got hit by all the various attacks.


Action 2, Stalwart Valves Chestplate
Annoyed that none of those things worked, I proceed to charge up the waterworks within the chest plate and create an arm cannon similar to the one I had before. Pressure raised to the maximum, I unleash a torrent of water at both the Lich and its phylactery - and similar to Mario's special, both of them are pushed back out of the arena and directly into the metal spikes and shrapnel on the opposite side of it all. The Lich, unfortunately, impaled and unable to move, is actually accelerated faster as well... and damage VIA his own soul-sustaining life container seems to be a consistent theme as the container, pushed along with the water's torrent, is again shoved directly into the Lich.

Entity Orders -
Undamaged Hovering Turrets - Finish off the Copper Basilisk!
Arcanist - Damage the Rust Lich: it needs to get taken down soon!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,254
[LVL 1] Malachite, Rust - 245
[LVL 2] Copper - 315
[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 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.
 
Action 1-2: I go to the Copper Basilisk and instead of poking him with one finger, I do it with two, with the impact of an atom being split in half.
 
Act 3: Episode 2: Battle Post 20
Action 1, Sword of Flaming Wind -
"I really shouldn't have used all the flashy fire attacks at once. I'm outta ideas with them." Sighing, I ponder as I guard myself against attacks from whatever entities may be left on the field... but thinking about it, I look towards the Rust Lich. The entities will finish the Basilisk off this turn, but what about it?...

Liches, as a general rule, are almost always evil undead wizards that have become extraordinarily powerful through achieving undeath and immortality. In order to obtain it, they need to have a phylactery to contain the souls they've captured to sustain their life. Without that, they can't really exist... so, therefore, if I destroy the phylactery, there should be no more Lich! The only problem here is that... well, phylacteries are notoriously hard to destroy without knowing the precise method that they can be destroyed by. Guess I'll just try and throw a bunch of things at it with this sword!

First thing's first - using the powers of wind, I move the lich and the phylactery close together - therefore, even if this barrage of strange attacks doesn't work to actually damage the phylactery, the lich should take damage as well. I'll start off by dropping the phylactery on top of the lich, just for the irony of it - and then from there, I'll smash through it with the metal shards, fire, an actual sword, a decent amount of wind, and maybe, just because I can, kicking the thing. In the aftermath, though? The lich is very crushed, but the shards of metal, fire, the sword itself, wind, and kicking it didn't seem to do much of anything. The last one just hurt my foot, but at least the Lich got hit by all the various attacks.


Action 2, Stalwart Valves Chestplate
Annoyed that none of those things worked, I proceed to charge up the waterworks within the chest plate and create an arm cannon similar to the one I had before. Pressure raised to the maximum, I unleash a torrent of water at both the Lich and its phylactery - and similar to Mario's special, both of them are pushed back out of the arena and directly into the metal spikes and shrapnel on the opposite side of it all. The Lich, unfortunately, impaled and unable to move, is actually accelerated faster as well... and damage VIA his own soul-sustaining life container seems to be a consistent theme as the container, pushed along with the water's torrent, is again shoved directly into the Lich.

Entity Orders -
Undamaged Hovering Turrets - Finish off the Copper Basilisk!
Arcanist - Damage the Rust Lich: it needs to get taken down soon!

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

Your attack with the Sword of Flaming Wind deals 14 damage to the Rust Lich!

Your second attack deals a further 10 damage to the Rust Lich!

+3 to your current Charge Gauge.

Action 1-2: I go to the Copper Basilisk and instead of poking him with one finger, I do it with two, with the impact of an atom being split in half.

Your attack deals 10 damage to the Copper Basilisk!

+3 to your current Charge Gauge.

Sky High said:
Sky High?'s staff turns gray in his hand. Immediately, his metal attachments begin twisting and contorting. Soon, they stop, and they seem to have returned to peak condition.

Your heal serves to restore 6 HP to yourself!

Post-Player Battle:

Ninjatwist_ switches targets to the Rust Lich, dealing 8 damage to it!

Luke takes aim at the Rust Lich and fires, dealing 9 damage!
Lyra misses a critical shot on the Copper Basilisk!
The Hovering Turrets deal 14 damage to the Copper Basilisk, finishing the thing off!

The Rust Lich casts Animate Material! Some of its own material crumbles and it takes 12 damage, but four Rust Skeletons rise from the Rust dust!

The Arcanist casts a thunderbolt at the Rust Lich, dealing 7 damage!

The Arcanist breaks free from the coils!

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:
+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, 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)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
(Splashcat, in Scrap Valley Island)
Sky High? [AA] HP: 18/25. 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)

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: 42/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3
Rust Skeletons [SB] HP: 8/8. / BD: 2. / SV: 3. (x4)

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

----

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
 
Action 1, Sword of Flaming Wind -
Alright! The Rust Lich is on low-ish health - enough so that anyone could really finish it off if I decide to target it this turn - and frankly, it's skeletons are a bit less of a threat. Therefore, channeling the winds in the sword yet again, I begin to push the Rust Lich into the air, creating a decently strong updraft that causes him to essentially float. Using the firey aspect of the sword, I then proceed to set the metallic surface of the arena on fire... and according to Breath of the Wild's physics, fires create an updraft. The Rust Lich is carried higher and higher, with no damage given during his ascent. It looks around, confused.... how is this supposed to help his attack?

Well, now - that's where I come in! Rising up due to the powerful updraft myself, I glide up - and then simply shift the winds a little bit so that the Lich falls off of the updraft, which also promptly ceases. Fall damage is definitely a thing, and the ground below? Not like it's going to provide a soft landing anyways. As the Lich hits the floor, he finds himself surrounded on all sides by the Arcanist and the remaining Hovering Turrets. "Fire at will, everyone!"

Action 2, Paingale Splash Potion -
Landing firmly on the ground and directing my descent due to the winds still present, I then proceed to throw the splash potion over at the group of Rust Skeletons, landing firmly on one's ribcage and then shattering, encompassing a bit more of the group, hopefully. With everyone else's help, I'm pretty sure this can't last much longer - so let's finish this off!

Entity Orders -
The Arcanist -
Update your stat block! You should be at 73/80 HP, and all your Specials should be at 3/4 or 3/3 charge depending on what they are. Other than that though, cast Frost Ray on the Rust Lich.
Hovering Turrets - Fire upon the Rust Lich to hopefully finish it off!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,334 [+80]
[LVL 1] Malachite, Rust - 245
[LVL 2] Copper - 355 [+40]
[LVL 3] Lead - 60

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.
 
ACTION 1 + WAR

Sky High? returns to the battlefield, slicing through the remaining Rust Skeletons with WAR.

ACTION 2 + PESTILENCE

He then channels his power through PESTILENCE and hits the Rust Lich with a powerful magic blast.

Sky High?: I could get used to using my swords like this.

~~~
CP: 21/35
Inventory:
1990 Build Grist
200 Malachite
315 Copper
25 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
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Alright some other time I should really dig through catching up on Grist but for now a quick post:

-----

Action 1 + Enchanted Redstone Staff: I conjure a slimeblock-piston flying machine, ride it over to Waste Hill so I can get back in the battle, and then dismount. The machine keeps going, of course, and pushes a Skeleton straight off the edge of the hill!

-----

Action 2 + Fulmigold Laser Burner: Undead are weak to radiant damage in D&D, and holy symbols in a bunch of miscellaneous media. I use the Fulmigold Laser Burner to etch a cross on the Lich's forehead, and a Star of David and a Cancer symbol (this *is* a SBURB land, so Troll Jegus might be worth invoking) for good measure.
 
Act 3: Episode 2: Battle Post 21
Action 1, Sword of Flaming Wind -
Alright! The Rust Lich is on low-ish health - enough so that anyone could really finish it off if I decide to target it this turn - and frankly, it's skeletons are a bit less of a threat. Therefore, channeling the winds in the sword yet again, I begin to push the Rust Lich into the air, creating a decently strong updraft that causes him to essentially float. Using the firey aspect of the sword, I then proceed to set the metallic surface of the arena on fire... and according to Breath of the Wild's physics, fires create an updraft. The Rust Lich is carried higher and higher, with no damage given during his ascent. It looks around, confused.... how is this supposed to help his attack?

Well, now - that's where I come in! Rising up due to the powerful updraft myself, I glide up - and then simply shift the winds a little bit so that the Lich falls off of the updraft, which also promptly ceases. Fall damage is definitely a thing, and the ground below? Not like it's going to provide a soft landing anyways. As the Lich hits the floor, he finds himself surrounded on all sides by the Arcanist and the remaining Hovering Turrets. "Fire at will, everyone!"

Action 2, Paingale Splash Potion -
Landing firmly on the ground and directing my descent due to the winds still present, I then proceed to throw the splash potion over at the group of Rust Skeletons, landing firmly on one's ribcage and then shattering, encompassing a bit more of the group, hopefully. With everyone else's help, I'm pretty sure this can't last much longer - so let's finish this off!

Entity Orders -
The Arcanist -
Update your stat block! You should be at 73/80 HP, and all your Specials should be at 3/4 or 3/3 charge depending on what they are. Other than that though, cast Frost Ray on the Rust Lich.
Hovering Turrets - Fire upon the Rust Lich to hopefully finish it off!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,334 [+80]
[LVL 1] Malachite, Rust - 245
[LVL 2] Copper - 355 [+40]
[LVL 3] Lead - 60

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.

Your attack with the Sword of Flaming Wind not only strikes true, but it also mini-crits, dealing a massive 22 damage!

Your attack with the Paingale Splash Potion deals 6 damage to one of the Rust Skeletons! The splash damage gets dodged, however- you can't win everything. You do apply Aching to the one Skeleton that was hit, however.

ACTION 1 + WAR

Sky High? returns to the battlefield, slicing through the remaining Rust Skeletons with WAR.

ACTION 2 + PESTILENCE

He then channels his power through PESTILENCE and hits the Rust Lich with a powerful magic blast.

Sky High?: I could get used to using my swords like this.

~~~
CP: 21/35
Inventory:
1990 Build Grist
200 Malachite
315 Copper
25 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

You return to combat, and your first action with WAR cuts through the Rust Skeletons, dealing 3 damage to each of them and slaying the weakest one! The Grist it drops seems too broken down and crude to be usable, unfortunately. None of the survivors bleed, mostly because skeletons don't bleed.

Your attack with Pestilence applies both Cursed and Poisoned to the unlucky Rust Lich and deals 6 damage to the thing!

+3 to your current charge gauge.

Alright some other time I should really dig through catching up on Grist but for now a quick post:

-----

Action 1 + Enchanted Redstone Staff: I conjure a slimeblock-piston flying machine, ride it over to Waste Hill so I can get back in the battle, and then dismount. The machine keeps going, of course, and pushes a Skeleton straight off the edge of the hill!

-----

Action 2 + Fulmigold Laser Burner: Undead are weak to radiant damage in D&D, and holy symbols in a bunch of miscellaneous media. I use the Fulmigold Laser Burner to etch a cross on the Lich's forehead, and a Star of David and a Cancer symbol (this *is* a SBURB land, so Troll Jegus might be worth invoking) for good measure.

Welcome back!

You and the Master Alchemist join up with the battle on Waste Hill, closing up the combat on Scrap Valley Island and KOing one of the Rust Skeletons in the process!

Your Fulmigold Laser Burner deals 18 damage to the Rust Lich, finishing it off!

+3 to your current Charge Gauge.
+120 Build Grist acquired.
+60 Rust [Lvl.1] acquired.

Bill Nye said:
So, my turn will be me making a giant fridge full of very cold knives, and I rain down the knives on the enemy that is still alive.

Your attack with the giant fridge full of knives showers the Remaining Rust Skeletons with the blades, dealing 5 lethal damage to both of them!

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ puts his weapons away and dusts himself off.

Luke and Lyra share a high-five over the amount of tag-team combos they did singling out one target with both of their guns! Luke subdues a bashful laugh after the event.

The Arcanist and Master Alchemist await their summoners' next commands.

The areas adjacent to the Empty Basin have revealed themselves! You can also access the Empty Basin itself through the portalable wall at the north of Waste Hill and the portal platforms within the Basin. The last encounter is within reach.
However, beware the Southern Pipelines- there's an exceptionally dangerous enemy lurking within. However, with great risk has to come great rewards... right?
Do you try to challenge the strong enemy, or advance forward with the plot? The choice is yours to make.

Total Grist gains for this round are:
+120 Build Grist
+60 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)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 18/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks)
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)

The Arcanist [AA - Torix]: HP: 73/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1)
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 [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

Rust Lich [SB] HP: 0/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3. Cursed (+10% damage taken from direct attacks, 1/1), Poisoned (1 damage taken per turn, 3/3)
-Rust Skeletons HP: 0/8. (x4)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Action 1 -
Looking around and getting my bearings after the fight, I recover and switch off of my sword from my hotbar. Come to think of it, this old Minecraft getup seems to be getting a bit old... perhaps a visual upgrade might be in order, soon?

For right now, though, let's take the opportunity to heal everyone up while I still have the chance. Channeling one of the best ways to heal I know how, I place a Brewing Stand from my inventory and quickly grab some Blaze Powder, Gunpowder, Glowstone, Nether Wart, a Water Bottle, and a Glistening Melon. Placing the water bottle and brewing it to make an awkward potion, I... wait a few seconds patiently, and then recycle it through to make a Potion of Healing. Up the potency a little bit using Glowstone, and then make it a Splash Potion using the Gunpowder - and then from there, just gather everyone together!

The Arcanist and I move together, where I splash the potion at our feet to heal both of us. Not bad!

Action 2 -
Let's also interact with the map a small bit!
"Hey, Lyra - mind opening some portals down to the Basin? Seems like we're gonna need to move down there eventually, no matter where we go from there... plus, there's some loot I'd like to get my hands on."

*Insert Lyra's response here.*

"Thanks!" Hopping through the portal, I move down to the Empty Basin and kick open the chest, obtaining whatever may be inside (come on, LVL 4 Grist/Silicon) and then proceeding to the Southern Pipelines, hoping for some backup soon. In the meantime, I'll scout around for the enemies within those marked encounters - doesn't hurt to try and check, right?

Entity Orders -
The Arcanist -
Keep charging up your specials! You should actually have all of them ready after this turn, which'll be neat.
Hovering Turrets - So we don't have to spend a turn getting you to the battle, stick with Lyra!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,454 [+120]
[LVL 1] Malachite, Rust - 305 [+60]
[LVL 2] Copper - 355
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - 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.
 
On the battlefield, a singular clang is heard, as if from an incredible distance, with a sense of force coming from the clang in spite of the distance.
-------
Far off, back in the Minecraft server the Acolyte had left, one of those he fled from has just slammed a hammer onto shattered parts of a sword, now finally reforged into one upon an anvil of obsidian, with an ender eye attached to it. The blade is of an onyx black, with a shape akin to a katana, but instead of having a distinct hilt and guard, it all seems to be one piece, with the guard forming two spikes to either side, and the pommel also forming a spike. Somehow, an iridescent flame seems to be visible deep inside the blade, although muted, as if covered with a black paint. The maker is Jet, the Minecraft Avatar who had crafted an enormous iron golem mech last he was seen on the field. He then checks his inventory, looking at his count of Eyes of Ender, with intent to go through the portal once he has enough.
0/35
(For the record, any grist I would get for arriving goes to the sword. Also, for stats on the sword, it can shapeshift however he feels like, and is stupidly sharp, to the point of bisecting neutrinos if he aims correctly. It's not complicated, just strong, and versatile in weapon type for my flavortext.)
 
Act 3: Episode 2: Exploration Post 4
Action 1 -
Looking around and getting my bearings after the fight, I recover and switch off of my sword from my hotbar. Come to think of it, this old Minecraft getup seems to be getting a bit old... perhaps a visual upgrade might be in order, soon?

For right now, though, let's take the opportunity to heal everyone up while I still have the chance. Channeling one of the best ways to heal I know how, I place a Brewing Stand from my inventory and quickly grab some Blaze Powder, Gunpowder, Glowstone, Nether Wart, a Water Bottle, and a Glistening Melon. Placing the water bottle and brewing it to make an awkward potion, I... wait a few seconds patiently, and then recycle it through to make a Potion of Healing. Up the potency a little bit using Glowstone, and then make it a Splash Potion using the Gunpowder - and then from there, just gather everyone together!

The Arcanist and I move together, where I splash the potion at our feet to heal both of us. Not bad!

Action 2 -
Let's also interact with the map a small bit!
"Hey, Lyra - mind opening some portals down to the Basin? Seems like we're gonna need to move down there eventually, no matter where we go from there... plus, there's some loot I'd like to get my hands on."

*Insert Lyra's response here.*

"Thanks!" Hopping through the portal, I move down to the Empty Basin and kick open the chest, obtaining whatever may be inside (come on, LVL 4 Grist/Silicon) and then proceeding to the Southern Pipelines, hoping for some backup soon. In the meantime, I'll scout around for the enemies within those marked encounters - doesn't hurt to try and check, right?

Entity Orders -
The Arcanist -
Keep charging up your specials! You should actually have all of them ready after this turn, which'll be neat.
Hovering Turrets - So we don't have to spend a turn getting you to the battle, stick with Lyra!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,454 [+120]
[LVL 1] Malachite, Rust - 305 [+60]
[LVL 2] Copper - 355
[LVL 3] Lead - 60

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - 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.

Your heal restores 3 HP to yourself and 3 HP to the Arcanist!

LYRA: Sure, let's head down to the basin! There's a bit of a challenge on the Southern Pipelines, but I'd expect it to be nothing you can't handle.

Lyra fires a portal to the Empty Basin and allows you access, letting you access to the Loot Capsule within it!

Within, you find a prize of 90 Lead [Lvl.3]! It seems like the Level 4 Grist of this place will come in later.

The most dangerous enemy in the Southern Pipelines seems to be some form of Basilisk, but you'll have to get through a small contingent of enemies that shouldn't provide much of a roadblock.

Action 1-2: I wait near the entrance to the strong enemy for anybody else to join in

You maneuver over to the Southern Pipelines, waiting for Lyra to establish another portal connection. Keep in mind that she can keep the Empty Basin passageaway open through the use of a Portal Projector!

There are some enemies that you'll need to vanquish in order to fight the strong enemy, but they should be easy to take care of.

On the battlefield, a singular clang is heard, as if from an incredible distance, with a sense of force coming from the clang in spite of the distance.
-------
Far off, back in the Minecraft server the Acolyte had left, one of those he fled from has just slammed a hammer onto shattered parts of a sword, now finally reforged into one upon an anvil of obsidian, with an ender eye attached to it. The blade is of an onyx black, with a shape akin to a katana, but instead of having a distinct hilt and guard, it all seems to be one piece, with the guard forming two spikes to either side, and the pommel also forming a spike. Somehow, an iridescent flame seems to be visible deep inside the blade, although muted, as if covered with a black paint. The maker is Jet, the Minecraft Avatar who had crafted an enormous iron golem mech last he was seen on the field. He then checks his inventory, looking at his count of Eyes of Ender, with intent to go through the portal once he has enough.
0/35
(For the record, any grist I would get for arriving goes to the sword. Also, for stats on the sword, it can shapeshift however he feels like, and is stupidly sharp, to the point of bisecting neutrinos if he aims correctly. It's not complicated, just strong, and versatile in weapon type for my flavortext.)

Welcome back to the game! Your PC has been added... now. The Draco Blade and some Eyes of Ender are in your inventory!

You arrive at the portal with 10 Eyes of Ender, with two of the portal's frames having been serendipitously filled already! The End awaits your arrival.

Post-Player Battle:

Ninjatwist_ heads towards the Northern Pipelines, looking up at Mercury Summit.

Lyra moves over towards the Southern Pipelines, seeing as that's where the party is gathering, and Luke follows close behind her.

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+90 Lead [Lvl.3]

Sidequest Events:

None yet!

[========] 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: 15/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 18/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks)
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)

The Arcanist [AA - Torix]: HP: 76/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1)
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 [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

Rust Lich [SB] HP: 0/120. Grist Tierage. Soul Blast: [III]. Animate Material: [IIII]. / BD: 8. / SV: 3. Cursed (+10% damage taken from direct attacks, 1/1), Poisoned (1 damage taken per turn, 3/3)
-Rust Skeletons HP: 0/8. (x4)

[========] Ender's Sidequest [========]
A buried stronghold in some forgotten corner of the world, unaware of the changes brought upon it.

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

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)
Eye of Ender [Quest] (Can be used to activate an End Portal) (x10)

End Portal [???]: 2/12 Eyes of Ender.

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
~~~
CP: 21/35
Inventory:
2110 Build Grist
260 Malachite
315 Copper
115 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
Jet seems surprised by the convenience of this. Then he just shrugs, and makes a note to make a pit stop in the Nether once he gets done with this. He still had some ghast tears to collect after all.
He then goes around the portal, placing every eye in its proper position, sparks of purple fire and a distant sound like a bell pop out with each eye placed. Once they are all situated, he stands before the portal, and then leaps into it, a wooshing sound occurring as he is transported to an obsidian platform in the middle of the Void, somewhere close to the island known as the End.
CP(however much Ninja says I get this turn)/35
 
Action 1 -
Hm. I have an idea, actually... so let's do some alchemy real quick since I have a neat idea. Though I'd have liked it to be a bow, I've never really used gun-like alchemies before, so... why don't I give those a try? I'll go ahead and alchemize the following:

Pistol Template && Sustained Windstorm && Fulmigold Ore == Storm Pistol [LVL 3 Weapon]

Looking over the newly-alchemized pistol, the gray and white alchemy appears to be a semi-automatic weapon, firing twice per action. The other odd thing about it is that it goes for... oddly above-average accuracy. Though I don't know the exact statistics, hopefully, it should work out well!

Action 2 -

"Alright, Lyra - thanks for everything, but... one more request. Can you use the Portal Extender things to extend that set between here and Waste Hill before making a new set to the Southern Pipelines? I'm pretty sure the plan is to get in there first."

After she does so, I'll move through with Bill Nye before wondering how the heck we're all gonna fit on this one pipeline. It might be limited to only one or two of us fighting here, for the time being... but here's hoping for the best in the meantime!

Entity Orders -
The Arcanist -
If there's room, enter onto the pipeline with us!
Hovering Turrets - You guys can hover, so join us on the Pipeline!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,454
[LVL 1] Malachite, Rust - 305
[LVL 2] Copper - 355
[LVL 3] Lead - 150 [+90]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - 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.
 
~~~
CP: 21/35
Inventory:
2110 Build Grist
260 Malachite
315 Copper
115 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Was this supposed to be something? I know you wanted to get some crafting off this turn, so I'll tell you what- I'll let you craft next turn and get your standard actions in at the same time next round.

Jet seems surprised by the convenience of this. Then he just shrugs, and makes a note to make a pit stop in the Nether once he gets done with this. He still had some ghast tears to collect after all.
He then goes around the portal, placing every eye in its proper position, sparks of purple fire and a distant sound like a bell pop out with each eye placed. Once they are all situated, he stands before the portal, and then leaps into it, a wooshing sound occurring as he is transported to an obsidian platform in the middle of the Void, somewhere close to the island known as the End.
CP(however much Ninja says I get this turn)/35

Alright, you enter the end portal and arrive close to the End island! Details of the fight are below...

Action 1 -
Hm. I have an idea, actually... so let's do some alchemy real quick since I have a neat idea. Though I'd have liked it to be a bow, I've never really used gun-like alchemies before, so... why don't I give those a try? I'll go ahead and alchemize the following:

Pistol Template && Sustained Windstorm && Fulmigold Ore == Storm Pistol [LVL 3 Weapon]

Looking over the newly-alchemized pistol, the gray and white alchemy appears to be a semi-automatic weapon, firing twice per action. The other odd thing about it is that it goes for... oddly above-average accuracy. Though I don't know the exact statistics, hopefully, it should work out well!

Action 2 -

"Alright, Lyra - thanks for everything, but... one more request. Can you use the Portal Extender things to extend that set between here and Waste Hill before making a new set to the Southern Pipelines? I'm pretty sure the plan is to get in there first."

After she does so, I'll move through with Bill Nye before wondering how the heck we're all gonna fit on this one pipeline. It might be limited to only one or two of us fighting here, for the time being... but here's hoping for the best in the meantime!

Entity Orders -
The Arcanist -
If there's room, enter onto the pipeline with us!
Hovering Turrets - You guys can hover, so join us on the Pipeline!

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,454
[LVL 1] Malachite, Rust - 305
[LVL 2] Copper - 355
[LVL 3] Lead - 150 [+90]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - 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.

Pistol Template && Sustained Windstorm && Fulmigold Ore == Storm Pistol [Lvl.3]
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +10% accuracy)

You craft up the Storm Pistol, costing you 160 Build Grist, 90 Lvl.1 Grist and 45 Lvl.3 Grist! This weapon is a boring but practical piece, trading some of its raw damage for a high degree of accuracy and consistency with its shots!

If you want to make a bow, that could follow the rules of single-shot ranged weapons- they don't necessarily have to be guns.

LYRA: Sure, I can use the portal projectors to make sure the portal stays open- just give me a moment and I'll open up the path to the Southern Pipelines too.

Lyra uses the Portal Projectors to maintain the link between Waste Hill and the Empty Basin, and at the same time makes a set of new portals leading towards the Southern Pipeline which are now marked out on the map!

Splashcat said:
Actions 1 and 2 + Cursed Void Sword + Fulmigold Laser Burner: I am writing this attack without looking at the update. But who needs to see? I close my eyes and echolocate, shouting so loudly that the my target is blown away by the sound waves!

(You know, my target? The dangerous enemy, the one with the... Deadly thing... And all the HP... Yeah, that target over there. Duh.)

At any rate, having found its position, I draw the Void Sword. Its natural element is the void, and since I can't see, everywhere looks like void! This obviously allows me to wield it with perfect accuracy somehow, so I stab my target in... The face? Yeah, sure, it probably has a face, that sounds like a safe bet. If it doesn't, I stab whatever other bodily feature looks most face-like instead.

Then I follow up the stab by firing the Fulmigold Laser Burner into a refractive crystal, sending light all over and flashbanging the enemy. But that doesn't affect me, because I can't see anyways!

With both of our regular two eyes out of commission, I open my third, channeling ancient martial arts to pressure point its... nonspecific appendages... and block its chakra flow, before judo throwing its limp body off the edge of its location into one of the piles of sharp scrap metal that I'm sure are around here somewhere.

To finish off the attack, I call up the undisputed master of blind fighting, Toph Bei Fong, and we together metalbend the scrap surrounding the target into a giant ball, crushing it completely.

Your attack hits... just about nothing. There aren't any threats on the field at the moment, unfortunately.

I'll give you an A for effort, though, so since you were going to charge up anyways before you decided on making an attack, here's +3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ gathers at the entrance to the Southern Pipelines.

Lyra fires some portals, allowing you to access part of the Southern Pipelines! Luke and her retinue of Hovering Turrets continue to follow close behind her.

Through the portals, you can see four Rust Imps and a Rust Ogre to whet your appetite before the first challenge encounter!

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

Sidequest Events:

An Ender Dragon Whelp has flown to the island- it seems like this one has enough power from its parent to bar the portal to the Overworld. If you want to get back there, you'll have to go through it first.

Here's how the fight will work: The Whelp has a fairly high damage attack that can easily defeat you if you just let it attack. However, if it takes damage, it'll react with pain and fly away to attempt another strike. However, as you keep hitting it, it has a chance to power through the pain to try to damage you anyway! Once it does, though, it'll be vulnerable to damage as normal. Your task is to keep damage on the dragon, and to manage the damage that does get through when it eventually powers through your attack. You can do this by increasing your defensive abilities and allowing yourself to take the hit, or healing when the dragon does land a hit on you while continuing your attacks.

[========] 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: 15/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 18/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks)
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)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +10% accuracy)
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)

The Arcanist [AA - Torix]: HP: 76/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1)
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 [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

Copper Ogre [SB] HP: 40/40. / BD: 8. / SV: 2.

Rust Imps [SB] HP: 8/8. / BD: 2. / SV: 2. (x4)

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

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

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)
Eye of Ender [Quest] (Can be used to activate an End Portal) (x10)

Ender Dragon Whelp [???] HP: 120/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 100% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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((Essence of Ice ++ Sword Template) ++ (Essence of Invisibility ++ Sword Template)) ++ ((Essence of Brainwashing ++ Sword Template) ++ (Essence of Madness ++ Sword Template)) == FAMINE [Lv. 3]

((Essence of Flame ++ Sword Template) ++ (Essence of Danger ++ Sword Template)) ++ ((Essence of Grief ++ Sword Template) ++ (Essence of Envy ++ Sword Template)) == DEATH [Lv. 3]

Sky High?, two new swords in tow, follows the rest of the group.
~~~
CP: 21/35
Inventory:
1790 Build Grist (-320)
80 Malachite (-180)
315 Copper
25 Lead (-90)
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
Charge Gauge 1: 15/35.

Build Grist [Lv. 0]: 2488
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 175
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

-----

Action 1: I craft Cursed Void Sword ++ Orange Warp Particles.

-----

Action 2: After my furious assault on thin air, I rather sheepishly make my way over to the Southern Pipelines, where I spew unconnected Redstone Dust from my Enchanted Redstone Staff all over the Copper Ogre. Unconnected Redstone Dust, of course, is often used to make fake blood in builds, so the Ogre panics for a moment, thinking it's injured. While it's distracted, I have the staff enchant itself with Knockback (as until-end-of-turn flavour text) so I can poke it off the edge.
 
Action 1, Storm Pistol -
Alright - new weapon, time for some new and original attacks with it! First thing's first...

I'll go ahead and test the capabilities of this thing... namely, by its improved accuracy. Just how much improvement is there, actually? I proceed to fire the pistol, deciding for a trial by such - and so, the bullets start off in the completely wrong direction, actually behind me and not at all facing towards the enemy... only to be slightly pulled around by the wind, then gradually, they change their orientation further.

The Copper Ogre, still embedded in the scaffolding and other debris against the wall, looks curiously at the wielder of the pistol - though, in pain, it still manages a look of confusion as he fires the completely wrong way to test his gun - until the bullets circle back around, guided by the wind - and even though the scaffolding is in the way, make their mark on the target (most likely, at least.) Through the pain (since it's probably still alive, I'd guess), it sees the Player examing his weapon closely...


"Huh, so that's how this thing works. I'll have to try some more interesting stuff with this later!"

Action 2, Length of Demonic Chain
"... Okay. How many more times are these Imps going to come in groups of four? This is practically too easy... and although perhaps I should save this for the unique monster coming up, I'm pretty sure it'll be a single enemy. Let's just get this battle over with."

The red chain again glowing, it smashes through all four imps unspectacularly, exploding one into the component Rust it's made of... but at the same time, that's it... but wait a moment, they're still stuck in place due to it. The Hovering Turrets, under Torix's command and their basic programming, line up accordingly. "You know what to do. Let's finish these things off."

Entity Orders -
The Arcanist -
Use your basic attack on the Copper Ogre. No point in wasting skills when your allies will finish it off this turn anyways.
Hovering Turrets - Three Imps left for 3 Hovering Turrets. Pretty self explanatory there.

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294 [-160]
[LVL 1] Malachite, Rust - 215 [-90]
[LVL 2] Copper - 355
[LVL 3] Lead - 105 [-45]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - 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] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +2 weapon.
Semi-Auto Pistol - +3 Attack,
+10% Accuracy (effective 90% chance to hit, followed by 80% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +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!
Bladed Weapon - +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.
Blunt Weapon -
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece 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
Jet looks over the dragon whelp. "Huh. I'd figured I'd need to kill you and get the egg." He grins "Guess I was wrong."
He then pulls out his sword, and with his off hand, pulls out a packet of dust which he then puts next to his sword. The blade then opens up, and absorbs the dust, causing it to glow a light gold. "Old friend, you don't know me now, but you will remember soon."
Action 2
Jet then rushes straight at the dragon, sword out, before placing blocks, speed building up to it, and then slashing straight down in an arc. Where the blade hits, a rippling energy appears on the dragon, seeming to burn at the darkness that covers it.
Charge Gauge (whatever Ninja says, I think it's probably at least 9 if the charge rules haven't changed, but I am unsure)/35
 
Last edited:
Action 1-2: I used the lag from missing the last turn to making it rain that slows down the Rust Imps while also shooting them with a massive cannon that shoots explosive cannonballs.
 
Act 3: Episode 2: Battle Post 22
NOTICE: The Copper Ogre was actually supposed to be a Rust Ogre, since I adjusted the statline specifically to match that of a Rust Ogre! Any attacks specified against the Copper Ogre will be sent to the Rust Ogre accordingly.

((Essence of Ice ++ Sword Template) ++ (Essence of Invisibility ++ Sword Template)) ++ ((Essence of Brainwashing ++ Sword Template) ++ (Essence of Madness ++ Sword Template)) == FAMINE [Lv. 3]

((Essence of Flame ++ Sword Template) ++ (Essence of Danger ++ Sword Template)) ++ ((Essence of Grief ++ Sword Template) ++ (Essence of Envy ++ Sword Template)) == DEATH [Lv. 3]

Sky High?, two new swords in tow, follows the rest of the group.
~~~
CP: 21/35
Inventory:
1790 Build Grist (-320)
80 Malachite (-180)
315 Copper
25 Lead (-90)
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

((Essence of Ice ++ Sword Template) ++ (Essence of Invisibility ++ Sword Template)) ++ ((Essence of Brainwashing ++ Sword Template) ++ (Essence of Madness ++ Sword Template)) == FAMINE [Lv. 3]

FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)

((Essence of Flame ++ Sword Template) ++ (Essence of Danger ++ Sword Template)) ++ ((Essence of Grief ++ Sword Template) ++ (Essence of Envy ++ Sword Template)) == DEATH [Lv. 3]

DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)

You craft up FAMINE and DEATH! Famine is a sustainable weapon for self-healing which can also spread a status effect, while Death is a selfish melee weapon that hurts you when used in exchange for extra damage. (I made some balance changes to Death, trading its random extra damage on user effects to increase the base damage dealt to the user)

This costs you a grand total of 320 Build Grist, 180 Lvl.1 Grist, and 90 Lvl.3 Grist, which has been calculated.

I know we worked out the stats prior to your post, but it'd be helpful if you laid out the final stats for these weapons in the post itself.

With both blades in hand, you catch up with the rest of the group, ready to enter the fight in the Southern Pipelines.

Charge Gauge 1: 15/35.

Build Grist [Lv. 0]: 2488
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 175
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

-----

Action 1: I craft Cursed Void Sword ++ Orange Warp Particles.

-----

Action 2: After my furious assault on thin air, I rather sheepishly make my way over to the Southern Pipelines, where I spew unconnected Redstone Dust from my Enchanted Redstone Staff all over the Copper Ogre. Unconnected Redstone Dust, of course, is often used to make fake blood in builds, so the Ogre panics for a moment, thinking it's injured. While it's distracted, I have the staff enchant itself with Knockback (as until-end-of-turn flavour text) so I can poke it off the edge.

Cursed Void Sword ++ Orange Warp Particles == Cursed Orange Warp Sword [Lvl.3]

Cursed Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)

You forge Cursed Orange Warp Sword! In addition to cursing its opponents, it lowers their Speed Value by 1 as well as it displaces them into a more disadvantageous position when they're struck.

Your attack with the Redstone Staff deals 11 damage to the Rust Ogre! No stun inflicted, however.

+3 to your current Charge Gauge.

Action 1, Storm Pistol -
Alright - new weapon, time for some new and original attacks with it! First thing's first...

I'll go ahead and test the capabilities of this thing... namely, by its improved accuracy. Just how much improvement is there, actually? I proceed to fire the pistol, deciding for a trial by such - and so, the bullets start off in the completely wrong direction, actually behind me and not at all facing towards the enemy... only to be slightly pulled around by the wind, then gradually, they change their orientation further.

The Copper Ogre, still embedded in the scaffolding and other debris against the wall, looks curiously at the wielder of the pistol - though, in pain, it still manages a look of confusion as he fires the completely wrong way to test his gun - until the bullets circle back around, guided by the wind - and even though the scaffolding is in the way, make their mark on the target (most likely, at least.) Through the pain (since it's probably still alive, I'd guess), it sees the Player examing his weapon closely...


"Huh, so that's how this thing works. I'll have to try some more interesting stuff with this later!"

Action 2, Length of Demonic Chain
"... Okay. How many more times are these Imps going to come in groups of four? This is practically too easy... and although perhaps I should save this for the unique monster coming up, I'm pretty sure it'll be a single enemy. Let's just get this battle over with."

The red chain again glowing, it smashes through all four imps unspectacularly, exploding one into the component Rust it's made of... but at the same time, that's it... but wait a moment, they're still stuck in place due to it. The Hovering Turrets, under Torix's command and their basic programming, line up accordingly. "You know what to do. Let's finish these things off."

Entity Orders -
The Arcanist -
Use your basic attack on the Copper Ogre. No point in wasting skills when your allies will finish it off this turn anyways.
Hovering Turrets - Three Imps left for 3 Hovering Turrets. Pretty self explanatory there.

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294 [-160]
[LVL 1] Malachite, Rust - 215 [-90]
[LVL 2] Copper - 355
[LVL 3] Lead - 105 [-45]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - 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] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +2 weapon.
Semi-Auto Pistol - +3 Attack,
+10% Accuracy (effective 90% chance to hit, followed by 80% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +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!
Bladed Weapon - +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.
Blunt Weapon -
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece 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.

To answer your question about the Storm Pistol, it adds to the weapon's Base Damage, so considering the damage multiplier for semi-automatic weapons, that should result in an extra 2.25 damage per shot, which should amount to an extra 4.5 damage if both hits connect, and they'll definitely connect more often! Maybe I should scale that accuracy back a bit... which has been done. The accuracy bonus has been reduced, but it's still present.

Regardless, you deal 11 damage to the Rust Ogre with one of your shots! Unfortunately, the extra accuracy isn't enough to salvage your second shot.

Your second attack with the Length of Demonic Chain obliterates the Rust Imps and leaves them wide open for decimation, though! It kills one of the Rust Imps, deals 6 damage to the rest, and weakens one of those survivors!

+10 Build Grist acquired.
+5 Rust [Lvl.1] acquired.

Action 1
Jet looks over the dragon whelp. "Huh. I'd figured I'd need to kill you and get the egg." He grins "Guess I was wrong."
He then pulls out his sword, and with his off hand, pulls out a packet of dust which he then puts next to his sword. The blade then opens up, and absorbs the dust, causing it to glow a light gold. "Old friend, you don't know me now, but you will remember soon."
Action 2
Jet then rushes straight at the dragon, sword out, before placing blocks, speed building up to it, and then slashing straight down in an arc. Where the blade hits, a rippling energy appears on the dragon, seeming to burn at the darkness that covers it.
Charge Gauge (whatever Ninja says, I think it's probably at least 9 if the charge rules haven't changed, but I am unsure)/35

Your demonstration with the sword buffs up the damage of your next attack a little bit!

Your attack deals 11 damage to the Ender Dragon Whelp!

+3 to your current Charge Gauge.

Action 1-2: I used the lag from missing the last turn to making it rain that slows down the Rust Imps while also shooting them with a massive cannon that shoots explosive cannonballs.

You decimate the remaining Rust Imps, seeing as they're all on pitiful health!

+3 to your current Charge Gauge.
+30 Build Grist acquired.
+15 Rust [Lvl.1] acquired.

Post-Player Battle:

Ninjatwist_ shoots at the Rust Ogre with his pistol, dealing 8 damage to it!

Luke sprays into the Rust Ogre, dealing 9 damage!
Finally, Lyra finishes off the Rust Ogre with a fatal 10-damage shot!

All you need to do is get a portal to the other side of the pipelines, where the Onyx Cockatrice waits for you.

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

Sidequest Events:

The Ender Dragon Whelp has taken enough damage to ward off its attack!

[========] 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: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

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: 15/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 18/25. 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)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% 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?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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)

The Arcanist [AA - Torix]: HP: 76/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1)
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 [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

Onyx Cockatrice [SB-UNIQUE] HP: 240/240. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Base Damage: 18
Speed Value: 3

Special Actions:
Constricting Gaze: Apply Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks) for three turns. Starts full.
Venom Drench: Deal 6 damage to the target, and inflict Envenomated (6 damage taken per turn) for four turns. Starts empty.

Passives:
Tenacity: Entity is immune to status effects that make attacks miss, reduce attack damage, or skip actions. Enemy exclusive.
Binding Body: If this target lands a hit, inflicts Coilbound (-1 Speed Value, cannot evade or block attacks) on the target for one turn.

Rust Ogre [SB] HP: 0/40. / BD: 8. / SV: 2.

Rust Imps [SB] HP: 0/8. / BD: 2. / SV: 2. (x4)

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

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

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)
Eye of Ender [Quest] (Can be used to activate an End Portal) (x10)

Ender Dragon Whelp [???] HP: 109/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 89% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

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

Before peeling off to fight the Onyx Cockatrice, Sky High? sticks a pill down his throat. The gears in his head seem to whirr and pop, and he feels much better. (The pill was full of nanorobots if you're wondering.)

ACTION 2

Then, Sky High? pulls out his staff and waves it, growing a pair of magical wings that grant him immense speed. He takes off across the platforms and, holding DEATH in front of him, slams straight through the Onyx Cockatrice.

~~~
CP: 21/35
Inventory:
1790 Build Grist (-320)
80 Malachite (-180)
315 Copper
25 Lead (-90)
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
Charge Gauge 1: 18/35.

Build Grist [Lv. 0]: 2568
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 215
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

-----

Action 1: Craft Mini-Grenades ++ Jar of Ambient Light ++ Jar of Diluted Void ++ Tarnished Valve

-----

Action 2 + Cursed Orange Warp Sword: Drawing the Cursed Orange Warp Sword, I cut a hole in reality and step through, appearing on the platform with the Onyx Cockatrice and slashing at it. Then I withdraw to the corner of the platform with the loot box, where I slash open a portal below the box, dropping it on the Onyx Cockatrice's head.
 
A man comes out of a fog, he's wearing a black tuxedo and has purple eyes and black hair.

He sighs and scans his surrounding.
 
Action 1-2: I look over at the Onyx Cockatrice and I trap the entity in a giant book that shoots words at it. At the end of it, the book closes, and slams it onto the entity, exploding into tiny books. I then take the books and turn them into knives. I make them rain down on the entity, cutting it up. After all the knives have been rained down. I summon a bigger one, and throw it down in front of it, making it explode with the force of a thousand knives stabbing into the entity.
 
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