I begin to move before looking at the Onyx Cockatrice, along with the rest of the Players... everyone seems unusually active recently, to be fair. Heck, three volleys of attack launched at the enemy seems like it would be more than enough... but what has me concerned is that thing's incredibly high attack stat. "... Well, seems like you guys have attacks covered. I'll manage the support and entities in the meantime, I suppose. We've got this!"
Action 1, Instant Digestion Meal Replacement -
To make sure that I'm not gonna die, I quickly patch myself up with the last dose of my Instant-Digestion Meal Replacements... dang. Guess I'll have to make some more of those soon.
Action 2, Stalwart Valves Chestplate -
Now then... let's actually attempt a defensive action for the rest of everyone! Using the water from the Stalwart Valves Chestplate, I begin to purify it... and keep purifying it... and keep purifying it even further... well, yeah. You get the gist, and eventually, I'm left with ultra-purified water: so purified that it should technically purify the insides of anyone who drinks it from some kind of disease or status ailment!
Realizing I should specify it further, and that this can't just be some sort of Panacea, I then proceed to put a fair amount of electrolytes in it. Not only does this make it more healthy somehow, but also... well, through the power of wordplay, it makes electric attacks have a much lighter effect on the user! Since Paralysis is not only a yellow-colored status (the color of many electric things), but is also heavily related to electric types in the world of Pokemon, this should drastically reduce the effectiveness of any paralytic status effect!
Storing the Paralysis Cure in a breakable splash potion, I'll go ahead and prepare to throw it at whoever is hit by that thing's Paralysis effect. That chance to miss is... somewhat nasty, and I'd rather not one of us get taken down by it!
Entity Orders -
The Arcanist - Fire Frost Ray at the Onyx Cockatrice! Lowering its speed value isn't against the rules, at least!
Hovering Turrets - Focus fire on the Onyx Cockatrice!
Action 1, Instant Digestion Meal Replacement -
To make sure that I'm not gonna die, I quickly patch myself up with the last dose of my Instant-Digestion Meal Replacements... dang. Guess I'll have to make some more of those soon.
Action 2, Stalwart Valves Chestplate -
Now then... let's actually attempt a defensive action for the rest of everyone! Using the water from the Stalwart Valves Chestplate, I begin to purify it... and keep purifying it... and keep purifying it even further... well, yeah. You get the gist, and eventually, I'm left with ultra-purified water: so purified that it should technically purify the insides of anyone who drinks it from some kind of disease or status ailment!
Realizing I should specify it further, and that this can't just be some sort of Panacea, I then proceed to put a fair amount of electrolytes in it. Not only does this make it more healthy somehow, but also... well, through the power of wordplay, it makes electric attacks have a much lighter effect on the user! Since Paralysis is not only a yellow-colored status (the color of many electric things), but is also heavily related to electric types in the world of Pokemon, this should drastically reduce the effectiveness of any paralytic status effect!
Storing the Paralysis Cure in a breakable splash potion, I'll go ahead and prepare to throw it at whoever is hit by that thing's Paralysis effect. That chance to miss is... somewhat nasty, and I'd rather not one of us get taken down by it!
Entity Orders -
The Arcanist - Fire Frost Ray at the Onyx Cockatrice! Lowering its speed value isn't against the rules, at least!
Hovering Turrets - Focus fire on the Onyx Cockatrice!
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, +5% Accuracy (effective 85% chance to hit, followed by 75% 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) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [0/3 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 - 2,294 [-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, +5% Accuracy (effective 85% chance to hit, followed by 75% 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) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [0/3 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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