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!
"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.
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.