The Acolyte's War: Postnoctis

Sighing at the one point of HP that was left, Torix decides to rip off a piece of the turkey leg... before realizing that this is LVL 4 Grist he'd be consuming. Onyx is something that we haven't seen yet! "Err... Sky High, thanks for the turkey, but... I'm pretty sure that's Onyx that you just carved into the shape of a turkey. That's... unfortunately, not entirely edible."

Action 1, Stalwart Valves Chestplate -
Turning my attention to the Envenomated turret, I begin to ponder over how to remove that status effect. Leaving it on there is almost guaranteed to kill the turret... therefore, let's try something like this to save it! Acids can be neutralized by a base of some sort, so... with a surprising amount of water, I perform some basic chemistry and eventually end up summoning some kind of potassium hydroxide to act as a base to the acid.

Loading it into the chest plate, I then use one of the built-in fluid cannons and give the
Envenomated turret a very thorough spray-down, reaching even the innermost parts of its machinery. Thankfully, potassium hydroxide isn't harmful to machines and effectively neutralizes the acidic poison that the Cockatrice sprayed all over it. After carefully drying it off, the turret looks much better, and not absolutely drenched in poison! That should at least lessen the effect or duration of that status...

Action 2 -
... While we're here, I walk over to the loot chest and open it up to see what's inside! No harm in doing that.

Entity Orders -
Arcanist -
Use
Cure Wounds to heal the Envenomated Turret.
Hovering Turrets - Stand by, I guess. Either that or make healing you guys easier, somehow?


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

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 +1 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.
 
12/35 Charge
Jet looks at the Dragon, and then comes up with a fantastic idea. He quickly grabs a lava bucket from his inventory, spilling in some more if his powder stuff (how much of this stuff does this man have?), and proceeds to set out a slew of now golden looking dust lava, planting them almost like trees all around his fortifications, before hopping back into them, letting the lava do the heavy lifting for him. (Both actions used)
 
Act 3: Episode 2: Battle Post 27
Sky High?, furious at the Onyx Cockatrice's insistence on surviving, teleports behind it, pulls out all four swords, and slices it with one, the other, continuing onward with every sword (even DEATH, through sheer force of anger) until, about an hour later, there's nothing left but carved turkey.

Sky High?: Happy belated Thanksgiving!

(Hopefully, it's clear that this attack isn't actually using all the swords. It's just for show.)

~~~
CP: 30/35
Inventory:
1790 Build Grist
80 Malachite
315 Copper
25 Lead
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your overkill sword attack deals 10 damage to the Onyx Cockatrice, more than enough to slice it to pieces!

+3 to your current Charge Gauge. The Onyx Cockatrice's defeat bestows a small fortune of Build Grist, as well as Tiered Grist from Levels 1 to 3, to your party!

Also, happy belated Thanksgiving to you too!

Charge Gauge 1: 30/35.

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

-----

Action 1 + Enchanted Redstone Staff: I repair the more damaged Hovering Turret by replacing its damaged circuitry with redstone wiring.

-----

Action 2 + Orange Warp Sword: I stab the sword through dimensions, the point vanishing into a thin orange rift... and emerging in the End, to stab the Ender Dragon Whelp in the back when it least expects it.

You restore 4 HP to the more damaged Hovering Turret!

I'd let you do this, but sidequests are kind of in a finicky area... if Ender wants to accept your help, I'll apply the damage next turn.

+3 to your current Charge Gauge.

Sighing at the one point of HP that was left, Torix decides to rip off a piece of the turkey leg... before realizing that this is LVL 4 Grist he'd be consuming. Onyx is something that we haven't seen yet! "Err... Sky High, thanks for the turkey, but... I'm pretty sure that's Onyx that you just carved into the shape of a turkey. That's... unfortunately, not entirely edible."

Action 1, Stalwart Valves Chestplate -
Turning my attention to the Envenomated turret, I begin to ponder over how to remove that status effect. Leaving it on there is almost guaranteed to kill the turret... therefore, let's try something like this to save it! Acids can be neutralized by a base of some sort, so... with a surprising amount of water, I perform some basic chemistry and eventually end up summoning some kind of potassium hydroxide to act as a base to the acid.

Loading it into the chest plate, I then use one of the built-in fluid cannons and give the
Envenomated turret a very thorough spray-down, reaching even the innermost parts of its machinery. Thankfully, potassium hydroxide isn't harmful to machines and effectively neutralizes the acidic poison that the Cockatrice sprayed all over it. After carefully drying it off, the turret looks much better, and not absolutely drenched in poison! That should at least lessen the effect or duration of that status...

Action 2 -
... While we're here, I walk over to the loot chest and open it up to see what's inside! No harm in doing that.

Entity Orders -
Arcanist -
Use
Cure Wounds to heal the Envenomated Turret.
Hovering Turrets - Stand by, I guess. Either that or make healing you guys easier, somehow?


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

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 +1 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.

Wow, that's a fairly in-depth attack! I'd normally just let you remove one tick of duration off of Envenomated, but it impressed me so much that I've taken off 2 ticks from the duration!

The Arcanist will do as you say.

The loot chest award you with 80 Cobalt- enough to make one Level 4 Alchemy!

+80 Cobalt [Lvl.4] acquired.

Action 1-2: when the onyx enemy dies, I just poke it in the forehead

Your attacks deal 8 damage of overkill to the Onyx Cockatrice!

+3 to your current Charge Gauge.

12/35 Charge
Jet looks at the Dragon, and then comes up with a fantastic idea. He quickly grabs a lava bucket from his inventory, spilling in some more if his powder stuff (how much of this stuff does this man have?), and proceeds to set out a slew of now golden looking dust lava, planting them almost like trees all around his fortifications, before hopping back into them, letting the lava do the heavy lifting for him. (Both actions used)

You increase the health of your fortification slightly, and give it a counterattack!

+3 to your current Charge Gauge.

Also, Splashcat wants to help out with your current sidequest- do you accept their offer?

Post-Player Battle:

Ninjatwist_ chows down on some of his Cooked Salmon, giving himself Regeneration for a time!

Luke helps himself to a newly-nerfed Black Mesa Standard Medkit! 20 HP restored!
Lyra manipulates her portals so that you have access to the mainland again!

LYRA: That was a bit of a tough fight, but I'm glad we got through it. I've got portals ready for when you want to proceed to Mercury Summit.

The Arcanist uses Cure Wounds on the damaged Turret, restoring 12 HP to it!

The Hovering Turret takes a bit more Envenomation damage before the poison settles down.
Ninjatwist_ regenerates some of his HP!

Total Grist gains for this round are:
+320 Build Grist
+20 Rust [Lvl.1]
+40 Copper [Lvl.2]
+45 Lead [Lvl.3]
+80 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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: 25/25. 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: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
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)
40/40 Lvl.4 Grist (Includes: Cobalt)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) 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)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

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)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

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

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (3/4 Uses) (Restore 20 HP to the user, or 10 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: 93/100. Regeneration (8 HP restored per turn, 2/3)
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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1) Envenomated (6 damage taken per turn, 0/4)
-Hovering Turret HP: 16/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 79/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

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

Onyx Cockatrice [SB-UNIQUE] HP: -17/400. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Status Effects: Burning (2 damage taken per turn, 0/1)
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.

[========] 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: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 6% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Sky High?: Cobalt? Hmm... I suppose my swords could use another upgrade...
Sky High?: I'll worry about that later, though. For now, let's look at getting an ingredient to make it happen.

ACTION 1

Sky High? spends 80 Cobalt and gathers a lingering sense of doom into a jar, creating the Essence of Calamity. It has an ominous aura to it.

ACTION 2

Sky High? then charges.

ROLEPLAY

Sky High? approaches Ninjatwist_.

Sky High?: Ninjatwist_, what happened to the Acolyte?
Sky High?: After he tried to kill us all with that crystal - Don't act so surprised, I may not look like the same person, but I was there.
Sky High?: How did we get here after that happened?
 
Charge Gauge 1: 33/35.

Build Grist [Lv. 0]: 2888
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 235
Copper [Lv. 2]: 475
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1: I craft Enchanted Redstone Staff ++ Normal Mechanics Part, aiming to create a staff that flavourfully can conjure more complex machines and mechanically probably just does the stuff this weapon already does but better.

-----

Action 2: It feels a bit weird only having orange Warp Particles in the crafting inventory, so I ask Lyra if she can make a blue portal so I can collect some blue ones as well.
 
Torix - "...Hm. The Essence of Calamity actually works rather well for my ideas."
Torix - "Thank you, Sky High. That thing will certainly come in handy!"


Action 1 -
Alright... alchemy time. Let's try out these level 4 weapons, and... yeah. Hopefully, this is good!

Sword of Flaming Wind && Essence of Calamity == Inferno Blade [LVL 4 Weapon]
The intent for this was in order to create a blade that focuses on dealing damage, along with a possible burning effect. Might as well stick with upgrading the sword first - at this point, it's kinda tradition.

Action 2 -
Continuing onwards, I'll use the portals to get back across the Waterways and eventually, upwards to the highway. From there, I'm gonna wait for everyone else - entering that combat encounter by myself would... suck.

Entity Orders -
Arcanist -
Stick with me here, and travel to the Platform Highway while you let your spells recharge. Let's wait for the others there.
Hovering Turrets - Stand by. Perhaps someone else could help heal since I'm... a bit out of action.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 355
[LVL 3] Lead - 105
[LVL 4] Cobalt - 80 [+80]

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 +1 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.
 
Sky High?: Cobalt? Hmm... I suppose my swords could use another upgrade...
Sky High?: I'll worry about that later, though. For now, let's look at getting an ingredient to make it happen.

ACTION 1

Sky High? spends 80 Cobalt and gathers a lingering sense of doom into a jar, creating the Essence of Calamity. It has an ominous aura to it.

ACTION 2

Sky High? then charges.

ROLEPLAY

Sky High? approaches Ninjatwist_.

Sky High?: Ninjatwist_, what happened to the Acolyte?
Sky High?: After he tried to kill us all with that crystal - Don't act so surprised, I may not look like the same person, but I was there.
Sky High?: How did we get here after that happened?

You create an Essence of Calamity, costing you 200 Build Grist and 80 Cobalt (Which is all of your cobalt)!

You also add +3 to your current Charge Gauge.

Ninjatwist_ responds to your question...

NINJATWIST_: I remember that the Acolyte got whisked away by a portal just before that Night Crystal exploded.
NINJATWIST_: Knowing that we were also flowing through some sort of portal-like vortex, I'd say he warped us away to this place using a portal.
NINJATWIST_: I'm not sure how he did it, though, or why, but I have some ideas.
NINJATWIST_: I'm also not sure where the Acolyte is at the moment, either...


Action 1-2: I Charge

Alright- +3 to your current Charge Gauge.

Charge Gauge 1: 33/35.

Build Grist [Lv. 0]: 2888
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 235
Copper [Lv. 2]: 475
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1: I craft Enchanted Redstone Staff ++ Normal Mechanics Part, aiming to create a staff that flavourfully can conjure more complex machines and mechanically probably just does the stuff this weapon already does but better.

-----

Action 2: It feels a bit weird only having orange Warp Particles in the crafting inventory, so I ask Lyra if she can make a blue portal so I can collect some blue ones as well.

Enchanted Redstone Staff ++ Normal Mechanics Part == Magitech Redstone Staff [Lvl.3]

Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

You craft the Magitech Redstone Staff! It has an increased chance to stun the foe, although I'm thinking of reworking this weapon in the future since stuns can be fairly powerful. This costs you 80 Cobalt, 160 Copper, and 320 Build Grist.

LYRA: Sure, I'll try whipping some warp particles up for you.

Lyra produces some Blue Warp Particles and adds them to the Crafting Ingredients Index!

Torix - "...Hm. The Essence of Calamity actually works rather well for my ideas."
Torix - "Thank you, Sky High. That thing will certainly come in handy!"


Action 1 -
Alright... alchemy time. Let's try out these level 4 weapons, and... yeah. Hopefully, this is good!

Sword of Flaming Wind && Essence of Calamity == Inferno Blade [LVL 4 Weapon]
The intent for this was in order to create a blade that focuses on dealing damage, along with a possible burning effect. Might as well stick with upgrading the sword first - at this point, it's kinda tradition.

Action 2 -
Continuing onwards, I'll use the portals to get back across the Waterways and eventually, upwards to the highway. From there, I'm gonna wait for everyone else - entering that combat encounter by myself would... suck.

Entity Orders -
Arcanist -
Stick with me here, and travel to the Platform Highway while you let your spells recharge. Let's wait for the others there.
Hovering Turrets - Stand by. Perhaps someone else could help heal since I'm... a bit out of action.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 355
[LVL 3] Lead - 105
[LVL 4] Cobalt - 80 [+80]

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 +1 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.

Sword of Flaming Wind && Essence of Calamity == Inferno Blade [Lvl. 4]

Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)

You create the Inferno Blade, an intensely powerful sword that trades off its wind-controlling ability and some of its armor-breaking effect for causing Burning on the enemy ranks! It's replaced the Sword of Flaming Wind in your inventory- if you'd like to get rid of something else in its stead, let me know.
This spends 80 Cobalt, 160 Copper, and 320 Build Grist.

You also head up to the Northern Highway, but don't head into the next encounter just yet.

Post-Player Battle:

Ninjatwist_ moves up to the Northern Highway to check out the next encounter.

Luke and Lyra move into the Empty Basin, chatting with each other and checking their Pesterchum accounts for any signals from Cody and Kate.

The Arcanist follows Torix around to the Platform Highway.

Ninjatwist_ regenerates to full HP!

The next encounter on the Platform Highway is a duo of high-level Liches and a trio of Basilisks of varying power. How will you approach the next encounter? Since most of you have a high Charge Gauge, feel free to spend it here if you need to- as long as you still have charges for the boss.

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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: 25/25. 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: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
0/1280 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite, Rust)
0/40 Lvl.2 Grist (Includes: Copper)
0/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) 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)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% 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)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

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)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

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

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (3/4 Uses) (Restore 20 HP to the user, or 10 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: 100/100. Regeneration (8 HP restored per turn, 1/3)
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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1) Envenomated (6 damage taken per turn, 0/4)
-Hovering Turret HP: 16/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 79/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

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

Rust Basilisk [SB] HP: 80/80. / BD: 6. / SV: 3. Grist Tierage. Binding Body.
Copper Basilisk [SB] HP: 96/96. / BD: 7. / SV: 3. Grist Tierage. Binding Body.
Lead Basilisk [SB] HP: 112/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body.

Copper Lich [SB] HP: 144/144. / BD: 9. / SV: 2. (x2) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage.

[========] 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: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% 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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Sky High? catches up with the group.

~~~
CP: 30/35
Inventory:
1910 Build Grist
100 Malachite
355 Copper
70 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
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In exchange for the Inferno Blade, I'll discard the Magmatic Staff. Once we get some more Cobalt, I have ideas for a better replacement anyway. Aside from that, though - readying myself for combat, I'll go ahead and perform one last round of preparations - we might need them for this upcoming fight.

Action 1, Potion of Mechanical Healing -
"Let's heal these turrets in a way that actually makes some sense, shall we?"
Tossing a Potion of Mechanical Healing at the Turret with lower health, I watch - pleased at the progress it's making at restoring the circuitry and such to restore the Turret to near-prime fighting condition. These entities can dish out a lot of damage, so the sooner we knock down their DPS the faster we don't have to worry about them.

Action 2 -
Additionally, I'll go ahead and... well, I would charge, but I can't exactly do that without a Charge Gague to fill up. Let's try something vaguely shenanigan-like, how about it? Slashing a piece of ground with the Goldenspark Sword, cause I can, I quickly grab the potential energy that seems to be generated by any such attack... but it doesn't go anywhere, because at least in my case, there's nowhere to go. This leaves me in a potentially dangerous situation because I am holding volatile potential energy given form and will most likely take damage if it continues to be this way.

"... This was a mistake. Err... Sky High! Here!"
As Sky High enters into the Platform Highway, I quickly attempt to shove the potential energy directly into his Charge Gague before continuing with my actions. Hopefully, this goes according to plan, and fills it up a bit! "Sorry about that, I... wanted to try something and realized it would be a terrible idea if I didn't do that."

Roleplay -
Regardless... there are a few other ideas I'd like to address - namely, involving a strategy talk with the NPCs and the newly discovered Sky Pipe zone. Quickly, I gather all the SBURB Players, Ninjatwist, and most of us into one concentrated area...

"Alright... so, regarding the next encounter. Looking over it for a while, I think we might wanna try and attack the Basilisks first. Their relatively low amounts of HP will let us take them out quicker, meaning we'll sustain a bit less damage ourselves by doing so. If it's okay with everyone, let's try and focus on them first - sound good?"

I pause for a bit to let others get their piece in before continuing.
"Also, this may come a bit later - but if I could borrow your portal device for a turn, Lyra, I think I may be able to get to the container up on the Sky Pipe. If not, it's okay - I'm just thinking it'd be kinda fun to try and get it."

Entity Orders -
Arcanist -
Just continue charging your specials. We'll strike next round!
Hovering Turrets - Perhaps check on Lyra and Jake? You are her turrets, after all. (Why am I even controlling you guys?)


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 1,974 [-320]
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 195 [-160]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0 [-80]

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 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.
 
Sky High? catches up with the group.

~~~
CP: 30/35
Inventory:
1910 Build Grist
100 Malachite
355 Copper
70 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Sure thing! You proceed forwards, changing your position on the map.

In exchange for the Inferno Blade, I'll discard the Magmatic Staff. Once we get some more Cobalt, I have ideas for a better replacement anyway. Aside from that, though - readying myself for combat, I'll go ahead and perform one last round of preparations - we might need them for this upcoming fight.

Action 1, Potion of Mechanical Healing -
"Let's heal these turrets in a way that actually makes some sense, shall we?"
Tossing a Potion of Mechanical Healing at the Turret with lower health, I watch - pleased at the progress it's making at restoring the circuitry and such to restore the Turret to near-prime fighting condition. These entities can dish out a lot of damage, so the sooner we knock down their DPS the faster we don't have to worry about them.

Action 2 -
Additionally, I'll go ahead and... well, I would charge, but I can't exactly do that without a Charge Gague to fill up. Let's try something vaguely shenanigan-like, how about it? Slashing a piece of ground with the Goldenspark Sword, cause I can, I quickly grab the potential energy that seems to be generated by any such attack... but it doesn't go anywhere, because at least in my case, there's nowhere to go. This leaves me in a potentially dangerous situation because I am holding volatile potential energy given form and will most likely take damage if it continues to be this way.

"... This was a mistake. Err... Sky High! Here!"
As Sky High enters into the Platform Highway, I quickly attempt to shove the potential energy directly into his Charge Gague before continuing with my actions. Hopefully, this goes according to plan, and fills it up a bit! "Sorry about that, I... wanted to try something and realized it would be a terrible idea if I didn't do that."

Roleplay -
Regardless... there are a few other ideas I'd like to address - namely, involving a strategy talk with the NPCs and the newly discovered Sky Pipe zone. Quickly, I gather all the SBURB Players, Ninjatwist, and most of us into one concentrated area...

"Alright... so, regarding the next encounter. Looking over it for a while, I think we might wanna try and attack the Basilisks first. Their relatively low amounts of HP will let us take them out quicker, meaning we'll sustain a bit less damage ourselves by doing so. If it's okay with everyone, let's try and focus on them first - sound good?"

I pause for a bit to let others get their piece in before continuing.
"Also, this may come a bit later - but if I could borrow your portal device for a turn, Lyra, I think I may be able to get to the container up on the Sky Pipe. If not, it's okay - I'm just thinking it'd be kinda fun to try and get it."

Entity Orders -
Arcanist -
Just continue charging your specials. We'll strike next round!
Hovering Turrets - Perhaps check on Lyra and Jake? You are her turrets, after all. (Why am I even controlling you guys?)


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 1,974 [-320]
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 195 [-160]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0 [-80]

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 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.

Magmatic Staff discarded, and Sword of Flaming Wind reclaimed!

You apply the Potion of Mechanical Healing to the Hovering Turret, restoring 8 HP to it and applying Metalboon!

You also add +2 to Sky High's Charge Gauge!

Group huddle organized between the NPCs and yourself!

LYRA: That seems like a pretty good idea, Torix.
LYRA: Plus, taking out the Basilisks first will keep our Speed Value intact for when we try taking on those Liches.
LYRA: Is there any way we could reduce the damage output of the stronger enemies while we work on the weaker ones?

LUKE: My Fireball could work to hinder them, I think.
LYRA: Great, so you should keep using that whenever you can on the strongest Basilisk to reduce its damage output.
LUKE: I'll try my best.
LYRA: Alright, thanks for your help.
NINJATWIST_: I'll try doing what I do best- dishing out damage as much as I can.
LYRA: Good, good. The sooner we can get the lesser Basilisks out of the way, the better.
LYRA: Are we all in agreement?

LUKE: I am.
NINJATWIST_: Yep!
LYRA: Great, we should put this plan into action next turn. Your move, Torix.

Lyra also pulls you aside to discuss your plan with the portal device to try to get to Sky Pipe...

LYRA: What's your plan with the iRifle's portals? I'll see if I can get your plan to work, if you just describe it to me.

Post-Player Battle:

Ninjatwist_ moves to the forefront of the group, waiting to strike.

Luke and Lyra follow behind Ninjatwist_, waiting for him to move into the danger zone so they can follow.

The Arcanist awaits to follow Torix's orders.

Ninjatwist_'s regeneration peters out.
The Hovering Turret's Metalboon is still in effect!

The Liches and Basilisks continue to idle, lazily looking around for any foes.

The next encounter on the Platform Highway is a duo of high-level Liches and a trio of Basilisks of varying power. How will you approach the next encounter? Since most of you have a high Charge Gauge, feel free to spend it here if you need to- as long as you still have charges for the boss.

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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: 25/25. 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: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
0/1280 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite, Rust)
0/40 Lvl.2 Grist (Includes: Copper)
0/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
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)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) 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)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% 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)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

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)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

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

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (3/4 Uses) (Restore 20 HP to the user, or 10 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: 100/100. Regeneration (8 HP restored per turn, 0/3)
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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1)
-Hovering Turret HP: 24/30. (x1) Metalboon (20% damage reduction, 1/2)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 79/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

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

Rust Basilisk [SB] HP: 80/80. / BD: 6. / SV: 3. Grist Tierage. Binding Body.
Copper Basilisk [SB] HP: 96/96. / BD: 7. / SV: 3. Grist Tierage. Binding Body.
Lead Basilisk [SB] HP: 112/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body.

Copper Lich [SB] HP: 144/144. / BD: 9. / SV: 2. (x2) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage.

[========] 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: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28[
 
Last edited:
Sky High? silently nods to Torix.

ACTION 1 + DEATH

Sky High? uses his magic to grow DEATH to a massive size, then drops it on the Lead Basilisk like the blade of a guillotine.

ACTION 2

Sky High? then leaps over DEATH and presses his staff to the Lead Basilisk's head, sapping it of all its willpower and rendering it unable to move.

~~~
CP: 32/35
Inventory:
1910 Build Grist
100 Malachite
355 Copper
70 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]
 
His gun was still spinning, even after all this time had passed. He needed to unload literal dimensions-worth of stress...

And he did it with blind fire.

See, a Heavy's minigun isn't just good for DPS - It's good for scaring the heck out of anyone/anything it's aiming near... Good ol' Supressing Fire.

So even though his shots all went wide, the Basilisks as a whole were reasonably scared of the hail of bullets around them, and found it hard to move or attack for fear they'd get hit.

[Focus Action: Apply Debuff: Supressed to as many Basilisks as possible, starting with the strongest one and working down.]
 
Action 1 + Magitech Redstone Staff + Yin-Yang Cluster Bomb: I summon a dispenser which shoots out a dispenser which shoots out a dispenser which shoots out a dispenser which shoots out a bomb which shoots out a- oh wait, there was a bomb in that one. My attempt to build the world's longest dispenser chain is ruined! And so is the day of the Rust Basilisk it went off next to.

This should finish filling my charge gauge, so:

Action 2 + Full charge gauge: I summom the following entity:

Poltergeist [AA] HP: 84/84. Possession: [IIII]. Kinesis.
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will Stun the Poltergeist for the amount of actions required.

(Thanks for the help sorting out the stats)
 
LYRA: That seems like a pretty good idea, Torix.
LYRA: Plus, taking out the Basilisks first will keep our Speed Value intact for when we try taking on those Liches.
LYRA: Is there any way we could reduce the damage output of the stronger enemies while we work on the weaker ones?

LUKE: My Fireball could work to hinder them, I think.
LYRA: Great, so you should keep using that whenever you can on the strongest Basilisk to reduce its damage output.
LUKE: I'll try my best.
LYRA: Alright, thanks for your help.
NINJATWIST_: I'll try doing what I do best- dishing out damage as much as I can.
LYRA: Good, good. The sooner we can get the lesser Basilisks out of the way, the better.
LYRA: Are we all in agreement?

LUKE: I am.
NINJATWIST_: Yep!
LYRA: Great, we should put this plan into action next turn. Your move, Torix.

Torix - Sounds great, guys. I wouldn't say it's my move, though - after all, the others have beaten me to it.
Torix - Either way, let's do this! Just one second...


Lyra also pulls you aside to discuss your plan with the portal device to try to get to Sky Pipe...

LYRA: What's your plan with the iRifle's portals? I'll see if I can get your plan to work, if you just describe it to me.

Torix - To make a long story short, momentum, and timing.
Torix - If we set a portal link to the portal-able wall over there, I can step through and begin falling.
Torix - From there, we put the portal on the lower platform there, and then momentum can launch me onto the pipe!
Torix - Think we could make that work?


Action 1, Inferno Blade -
Regardless of that, I have an attack to write - and we're back to the basics, in a general sense. The only difference is that now, there's a lot more firepower to work with! Quickly, I begin to encompass this new power - and so slashing out with the sword, it extends and solidifies into a blade of fire... or more accurately, superheated metal due to the sword's own enchantments.

What happens if we take this further? Focusing the blade's heat back into itself, the glow goes from bright orange to a near-blinding white, even shifting to a star-like blue from the sheer heat behind it. And as it does so, the blade itself condenses into a rod-like cylinder - the hilt and handle also seemingly reshaped, although temporarily, into something more befitting of the lightsaber just created from pure heat energy. Since we're here, well... hey, it can't hurt to do one of the classic lightsaber tests, such as cutting through a metallic-like door object! Though a bit outdated, the Rust Basilisk will work great for this purpose - it's not only vaguely metallic, but is blocking our forwards progress - hence, it's a door to it, and good enough! Striking with the temporarily lightsaber-like sword, it cuts through like butter.

Long story short, although my hand is covered in molten metal and the sword will soon revert back to normal, the Inferno Blade makes for a very good makeshift lightsaber. I wonder what I can do with it in this state?

Action 2,
Length of Demonic Chain -
It's been a while since I used this, but... seems like a whole lot of the benefits might actually come in handy here! Focusing on the Basilisks, the chain pierces through all three before coming to capture the Lead Basilisk in chains and granting it the
Weakened status, hopefully further reducing the effectiveness of the thing's attack!

Entity Orders -
Arcanist -
Target the Rust Basilisk (or the Copper one, if it's dead) with
Chain Lightning!
Hovering Turrets - Target the Rust Basilisk (or the Copper one, if it's dead.)


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 1,974 [-320]
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 195 [-160]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0 [-80]

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 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Act 3: Episode 2: Battle Post 28
Sky High? silently nods to Torix.

ACTION 1 + DEATH

Sky High? uses his magic to grow DEATH to a massive size, then drops it on the Lead Basilisk like the blade of a guillotine.

ACTION 2

Sky High? then leaps over DEATH and presses his staff to the Lead Basilisk's head, sapping it of all its willpower and rendering it unable to move.

~~~
CP: 32/35
Inventory:
1910 Build Grist
100 Malachite
355 Copper
70 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your attack with DEATH deals 13 damage to the Lead Basilisk!

You also deal 4 damage to the Lead Basilisk, leaving it Exhausted (Speed Value reduced by 2) for the next turn!

+3 to your current Charge Gauge.

His gun was still spinning, even after all this time had passed. He needed to unload literal dimensions-worth of stress...

And he did it with blind fire.

See, a Heavy's minigun isn't just good for DPS - It's good for scaring the heck out of anyone/anything it's aiming near... Good ol' Supressing Fire.

So even though his shots all went wide, the Basilisks as a whole were reasonably scared of the hail of bullets around them, and found it hard to move or attack for fear they'd get hit.

[Focus Action: Apply Debuff: Supressed to as many Basilisks as possible, starting with the strongest one and working down.]

You deal 2 damage to the three Basilisks, and you also apply Suppressed (10% chance to miss attacks, Speed Value reduced by 1) to the three for the next two rounds!

+3 to your current Charge Gauge.

Action 1 + Magitech Redstone Staff + Yin-Yang Cluster Bomb: I summon a dispenser which shoots out a dispenser which shoots out a dispenser which shoots out a dispenser which shoots out a bomb which shoots out a- oh wait, there was a bomb in that one. My attempt to build the world's longest dispenser chain is ruined! And so is the day of the Rust Basilisk it went off next to.

This should finish filling my charge gauge, so:

Action 2 + Full charge gauge: I summom the following entity:

Poltergeist [AA] HP: 84/84. Possession: [IIII]. Kinesis.
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will Stun the Poltergeist for the amount of actions required.

(Thanks for the help sorting out the stats)

Your attack with the Magitech Redstone Staff deals 13 damage to the Rust Basilisk!
No Stun, unfortunately.

However, your use of the Yin-Yang Cluster Bomb deals 6 damage to all three Basilisks!

Charge Gauge spent! The Poltergeist has been added... now.

(Also, no problem)

Torix - Sounds great, guys. I wouldn't say it's my move, though - after all, the others have beaten me to it.
Torix - Either way, let's do this! Just one second...



Torix - To make a long story short, momentum, and timing.
Torix - If we set a portal link to the portal-able wall over there, I can step through and begin falling.
Torix - From there, we put the portal on the lower platform there, and then momentum can launch me onto the pipe!
Torix - Think we could make that work?


Action 1, Inferno Blade -
Regardless of that, I have an attack to write - and we're back to the basics, in a general sense. The only difference is that now, there's a lot more firepower to work with! Quickly, I begin to encompass this new power - and so slashing out with the sword, it extends and solidifies into a blade of fire... or more accurately, superheated metal due to the sword's own enchantments.

What happens if we take this further? Focusing the blade's heat back into itself, the glow goes from bright orange to a near-blinding white, even shifting to a star-like blue from the sheer heat behind it. And as it does so, the blade itself condenses into a rod-like cylinder - the hilt and handle also seemingly reshaped, although temporarily, into something more befitting of the lightsaber just created from pure heat energy. Since we're here, well... hey, it can't hurt to do one of the classic lightsaber tests, such as cutting through a metallic-like door object! Though a bit outdated, the Rust Basilisk will work great for this purpose - it's not only vaguely metallic, but is blocking our forwards progress - hence, it's a door to it, and good enough! Striking with the temporarily lightsaber-like sword, it cuts through like butter.

Long story short, although my hand is covered in molten metal and the sword will soon revert back to normal, the Inferno Blade makes for a very good makeshift lightsaber. I wonder what I can do with it in this state?

Action 2,
Length of Demonic Chain -
It's been a while since I used this, but... seems like a whole lot of the benefits might actually come in handy here! Focusing on the Basilisks, the chain pierces through all three before coming to capture the Lead Basilisk in chains and granting it the
Weakened status, hopefully further reducing the effectiveness of the thing's attack!

Entity Orders -
Arcanist -
Target the Rust Basilisk (or the Copper one, if it's dead) with
Chain Lightning!
Hovering Turrets - Target the Rust Basilisk (or the Copper one, if it's dead.)


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 1,974 [-320]
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 195 [-160]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0 [-80]

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 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.

Lyra responds to your plan for accessing the Sky Pipe:

LYRA: Portalable wall? I'm not sure, but I can't see anything of the sort.
LYRA: I might have seen one while we were going into Platform Highway, but making a portal between it and the platform on Mercury Summit would only get us to Mercury Summit, or gravity would make us fall back into Platform Highway.
LYRA: There might be other portalable elements that would let us get to Sky Pipe that I just can't see, though.


(The massive diagonal wall is blocking Lyra's and every other NPC's view of Sky Pipe, but you'll move past it as you clear out these foes)

As for your actions...

You impale the Rust Basilisk with your Inferno Blade, dealing 16 damage to it! You also apply Burning for two turns to it and the Copper Basilisk!

You also unleash the Length of Demonic Chain, which deals 6 damage to all three Basilisks, but you deal an extra 6 to the Lead Basilisk and Weaken it for the next two turns!

The Arcanist and Hovering Turrets will do as you say.

Post-Player Battle:

Ninjatwist_ unleashes Burstfire on the Rust Basilisk, firing off a three-round burst with his pistol and dealing 12 damage to it right off the bat!

Luke throws a Fireball at the Copper Basilisk, dealing 8 damage and applying his own brand of Burning to it! This merges neaty with the burn that Torix has applied to it.
Lyra plants a rifle shot on the Rust Basilisk, dealing 11 damage to it!
The Hovering Turrets open fire on the Rust Basilisk, dealing 14 damage- the bullet assault causes it to fly off in retreat and crash into a metal wall to the party's right! It's not getting back up from that.

The Arcanist casts Chain Lightning on the Copper Basilisk, which deals 10 damage and bounces off to the Lead Basilisk, dealing 5 damage to it!

The Copper Liches cast magic on the Arcanist and one of the Hovering Turrets, dealing 9 and 7 damage, respectively!

The Copper Basilisk coils around Lyra, dealing 3 damage to her, but most importantly, inflicting Coilbound on her for her next turn!

The Lead Basilisk does the same to the Arcanist, dealing 4 damage instead!

The Poltergeist has arrived onto the battlefield!

The Hovering Turret's Metalboon fades.
Lyra and the Arcanist struggle to escape their coils!
The two Basilisks suffer their plethora of debuffs:
-Both of them continue to feel the effects of suppressive fire!
-The Copper Basilisk suffers some heavy Burning!
-The Lead Basilisk is still Weakened! However, its Exhaustion runs out.

Total Grist gains for this round are:
+80 Build Grist
+40 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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: 25/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
0/1280 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite, Rust)
0/40 Lvl.2 Grist (Includes: Copper)
0/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
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)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) 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)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% 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)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

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)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

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

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (3/4 Uses) (Restore 20 HP to the user, or 10 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: 74%. (HV:HP Ratio: 1:1). Coilbound (-1 Speed Value, cannot evade or block attacks, 1/1)
Base Damage: 6
Speed Value: 3

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

Ninjatwist_ [AA] HP: 100/100.
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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1)
-Hovering Turret HP: 17/30. (x1) Metalboon (20% damage reduction, 1/2)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 66/80. 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.

Poltergeist [AA - Splashcat] HP: 84/84. Possession: [IIII]. Kinesis.
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will disable Kinesis for the amount of actions required.

Rust Basilisk [SB] HP: 0/80. / BD: 6. / SV: 3. Grist Tierage. Binding Body. Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 2/2), Burning (1 damage taken per turn, 2/2)
Copper Basilisk [SB] HP: 70/96. / BD: 7. / SV: 3. Grist Tierage. Binding Body. Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 1/2), Burning (50% melee damage dealt penalty, 2 damage taken per turn, 1/2)
Lead Basilisk [SB] HP: 70/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body. Exhausted (Speed Value reduced by 2, 0/1), Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 1/2), Weakness (-50% damage dealt, 1/2)

Copper Lich [SB] HP: 144/144. / BD: 9. / SV: 2. (x2) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage.

[========] 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: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Action 1, Inferno Blade -
As the Inferno Blade reverts to its base form, I begin to consider the blade's components. Electricity, wind, and fire have all been implemented and cast into this blade... along with the very essence of calamity. Although it's thankfully not like the weird magenta and black goop malice thing that Calamity Ganon is made out of, it still imbues the sword with a primal and wild front of disastrous energy, fighting to be let out...

If I let it build any longer, who knows what it could do? I need to let it out - and so it will. The sword again flares, but instead of keeping the firey energy within, it explodes outward and unleashes a stormy aura of fire, heat, and flame, drastically increasing the temperature in the battlefield. My hand and arm seemingly scorched by the fire, I grimace and fight through the pain... but am still incapacitated. The enemies are soon surrounded by this storm of heat and fire, taking damage... but that isn't even the real threat here. Finally recovering from the self-inflicted stun due to the sheer heat and pain, I force myself forward towards the Copper Basilisk.

The resulting attack isn't even that complicated. Desperate and watching my own HP rapidly decrease from the storm's unrestrained power, I let out one desperate slash that hits the Copper Basilisk's side. Everything seems to stop for a moment, the world registering what just happened before the entirety of the storm focuses around the Basilisk, expands a bit... and then implodes directly on its location, blasting me backward and heavily damaging the Copper Basilisk.

((Intent: Sacrifice HP to deal extra damage to the Copper Basilisk with the Inferno Blade. Realize that using the essence of pure, untamed calamity is probably not a good idea when you don't control it.))

Action 2, Storm Pistol -
As I get up, still somewhat charred from the somewhat backfired attack, I cant help but notice the sword... and although annoyed, I put it back in its sheath. Despite everything, it is a level 4 weapon... and I can't afford to lose it.

Drawing the Storm Pistol instead, I release a hail of bullets out from the gun in a rather different, but difficult to avoid pattern - namely, the entire thing fires three bullets at a time, which spread out at a slightly different angle - and then new bursts of four, which allows the Basilisk to not move in order to dodge them. Alternating between these few attacks, the Basilisk begins to get the hang of it - but as it gets faster and faster? Well, he can't dodge forever.

Entity Orders -
Arcanist -
Use
Firestorm on the Copper Basilisk, Lead Basilisk, and one of the two Liches! If a Basilisk is dead, target the other Lich in its place.
Hovering Turrets - Target the Copper Basilisk, or Lead Basilisk if the Copper one is dead.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,054 [+80]
[LVL 1] Malachite, Rust - 255 [+40]
[LVL 2] Copper - 195
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0

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

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 - [lll] 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.
 
Xorm smiled at the fearful blaze before him, and simply focused his aim. From suppression to straight-out death, that was his style.

...well, to be fair, his style was "inflict debuffs then make them hurt even more because of it," but close enough. In any case, it was nice never needing to reload~
 
Charge Gauge 2: 0/35.

Build Grist [Lv. 0]: 2948
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1 + Fulmigold Laser Burner: I laser-burn a holy symbol onto the Lich, consecrating its bones against the necromancy sustaining it.

Action 2 + Cursed Orange Warp Sword: I slash the Copper Basilisk, teleporting it several hundred feet into the air, where it falls.

-----

The Poltergeist will borrow PESTILENCE and use it to attack the Lead Basilisk. The scythe, seemingly moving on its own, slashes the Basilisk, injecting poisons into its veins. Or, wait, no... it's injecting an antidote to a poison? How is that supposed to hurt the Lead Basilisk... oh, I see, it's an antidote to lead poisoning. Yeah, that'd probably hurt a Lead Basilisk.
 
Act 3: Episode 2: Battle Post 29
Action 1, Inferno Blade -
As the Inferno Blade reverts to its base form, I begin to consider the blade's components. Electricity, wind, and fire have all been implemented and cast into this blade... along with the very essence of calamity. Although it's thankfully not like the weird magenta and black goop malice thing that Calamity Ganon is made out of, it still imbues the sword with a primal and wild front of disastrous energy, fighting to be let out...

If I let it build any longer, who knows what it could do? I need to let it out - and so it will. The sword again flares, but instead of keeping the firey energy within, it explodes outward and unleashes a stormy aura of fire, heat, and flame, drastically increasing the temperature in the battlefield. My hand and arm seemingly scorched by the fire, I grimace and fight through the pain... but am still incapacitated. The enemies are soon surrounded by this storm of heat and fire, taking damage... but that isn't even the real threat here. Finally recovering from the self-inflicted stun due to the sheer heat and pain, I force myself forward towards the Copper Basilisk.

The resulting attack isn't even that complicated. Desperate and watching my own HP rapidly decrease from the storm's unrestrained power, I let out one desperate slash that hits the Copper Basilisk's side. Everything seems to stop for a moment, the world registering what just happened before the entirety of the storm focuses around the Basilisk, expands a bit... and then implodes directly on its location, blasting me backward and heavily damaging the Copper Basilisk.

((Intent: Sacrifice HP to deal extra damage to the Copper Basilisk with the Inferno Blade. Realize that using the essence of pure, untamed calamity is probably not a good idea when you don't control it.))

Action 2, Storm Pistol -
As I get up, still somewhat charred from the somewhat backfired attack, I cant help but notice the sword... and although annoyed, I put it back in its sheath. Despite everything, it is a level 4 weapon... and I can't afford to lose it.

Drawing the Storm Pistol instead, I release a hail of bullets out from the gun in a rather different, but difficult to avoid pattern - namely, the entire thing fires three bullets at a time, which spread out at a slightly different angle - and then new bursts of four, which allows the Basilisk to not move in order to dodge them. Alternating between these few attacks, the Basilisk begins to get the hang of it - but as it gets faster and faster? Well, he can't dodge forever.

Entity Orders -
Arcanist -
Use
Firestorm on the Copper Basilisk, Lead Basilisk, and one of the two Liches! If a Basilisk is dead, target the other Lich in its place.
Hovering Turrets - Target the Copper Basilisk, or Lead Basilisk if the Copper one is dead.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,054 [+80]
[LVL 1] Malachite, Rust - 255 [+40]
[LVL 2] Copper - 195
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0

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

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 - [lll] 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[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.

That attack's pretty spectacular! The unwieldy power of the blade dealing 4 damage to you, you deal 22 damage to the unlucky Copper Basilisk! No Burning procs, however.

Your second attack with the Storm Pistol deals 24 damage to the Copper Basilisk!

The Arcanist and Hovering Turrets will do as you say.

Xorm smiled at the fearful blaze before him, and simply focused his aim. From suppression to straight-out death, that was his style.

...well, to be fair, his style was "inflict debuffs then make them hurt even more because of it," but close enough. In any case, it was nice never needing to reload~

Your attack with the Huo-Long Heater(?) deals 12 damage to the Copper Basilisk, and 5 damage to the Lead one!

+3 to your current Charge Gauge.

Charge Gauge 2: 0/35.

Build Grist [Lv. 0]: 2948
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1 + Fulmigold Laser Burner: I laser-burn a holy symbol onto the Lich, consecrating its bones against the necromancy sustaining it.

Action 2 + Cursed Orange Warp Sword: I slash the Copper Basilisk, teleporting it several hundred feet into the air, where it falls.

-----

The Poltergeist will borrow PESTILENCE and use it to attack the Lead Basilisk. The scythe, seemingly moving on its own, slashes the Basilisk, injecting poisons into its veins. Or, wait, no... it's injecting an antidote to a poison? How is that supposed to hurt the Lead Basilisk... oh, I see, it's an antidote to lead poisoning. Yeah, that'd probably hurt a Lead Basilisk.

You deal 9 damage to one of the Copper Liches with your Fumigold Laser Burner! Unfortunately, one of your shots goes wide.

Your attack on the Copper Basilisk deals 10 damage to the Copper Basilisk- just not enough to kill it!

The Poltergeist will do as you say.

Post-Player Battle:

Ninjatwist_ finishes off the Copper Basilisk by leaping up and stabbing it in the head with his Shortsaber, dealing 8 lethal damage!

Luke blasts the Lead Basilisk with his Alternator SMG, dealing... 3 damage! Two of his three shots miss...
The Hovering Turrets have apparently absorbed everyone's ballistic luck, dealing a full 18 damage to the Lead Basilisk!

The Poltergeist swings Pestilence at the Lead Basilisk! The Poltergeist not only gets a mini-crit, but it inflicts both Cursed and Poisoned to the foe! It also inflicts Cursed on itself...

The Copper Liches batter the same Hovering Turret, but also target the Poltergeist! 9 damage dealt to the Hovering Turret, and 10 damage dealt to the Poltergeist!

The Arcanist, struggling to move, casts Firestorm on the three remaining enemies, causing them to suffer Burning!
Lyra switches targets to the Lead Basilisk, dealing 12 damage!

The Lead Basilisk wraps Lyra in its coils, leaving her Coilbound and taking 5 damage!

The Arcanist breaks free from their coils! Lyra stays trapped!
The Lead Basilisk suffers through its plethora of debuffs!
-The Lead Basilisk breaks through its suppression!
-The Lead Basilisk's weakness subsides.
-The Lead Basilisk's curse is lifted!
-And finally, the Lead Basilisk suffers a deadly Fire and Poison combo!
The Copper Liches suffer through some more Burning!

Total Grist gains for this round are:
+80 Build Grist
+0 Rust [Lvl.1]
+40 Copper [Lvl.2]
+0 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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: 21/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
160/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
0/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
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)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) 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)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% 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)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

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)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

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

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (3/4 Uses) (Restore 20 HP to the user, or 10 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: 69%. (HV:HP Ratio: 1:1). Coilbound (-1 Speed Value, cannot evade or block attacks, 1/2)
Base Damage: 6
Speed Value: 3

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

Ninjatwist_ [AA] HP: 100/100.
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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1)
-Hovering Turret HP: 8/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 66/80. 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.

Poltergeist [AA - Splashcat] HP: 74/84. Possession: [IIII]. Kinesis. Cursed (+10% damage taken from direct attacks, 1/1)
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will disable Kinesis for the amount of actions required.

Copper Basilisk [SB] HP: 0/96. / BD: 7. / SV: 3. Grist Tierage. Binding Body. Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 1/2), Burning (50% melee damage dealt penalty, 2 damage taken per turn, 1/2)
Lead Basilisk [SB] HP: 19/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body., Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 0/2), Weakness (-50% damage dealt, 0/2), Cursed (+10% damage taken from direct attacks, 0/1), Poison (1 damage taken per turn, 2/3), Burning (4 damage taken per turn, 1/2)
Copper Lich [SB] HP: 140/144. / BD: 9. / SV: 2. (x1) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage. Burning (4 damage taken per turn, 1/2)
-Copper Lich HP: 131/144. (x1) Burning (4 damage taken per turn, 1/2)

[========] 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: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Sky High? brings down PESTILENCE and FAMINE on the weakened Copper Lich.

~~~
CP: 32/35
Inventory:
2070 Build Grist
140 Malachite
395 Copper
70 Lead
0 Cobalt
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 2: *stops existing, because there's only one for this chapter, whoops*

Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 515
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1 + Action 2 + Magitech Redstone Staff + Fulmigold Laser Burner: I set up a complex alchemical apparatus, add an obscure selection of reagents, and produce the Draught of Midas: An alchemical concoction that turns lead into gold. I splash it on the Lead Basilisk, turning it into solid gold, then set off a piston underneath it to launch it into the air like a clay pigeon. I shoot it in midair with the Fulmigold Laser Burner, melting the gold, and the molten gold mass comes down directly on top of the Copper Lich.

-----

The Poltergeist animates the Huo-Long Heater. Did you know that some machine guns could, if the triggers were taped down, propel themselves through the air under the force of their own recoil? Their aerodynamics are terrible, of course, but with a few spectral nudges to keep them on course... ooh, and it looks like the Huo-Long Heater is one of those guns! Firing backwards, it careens wildly through the air, throwing off fire in every direction as it crashes... right... into... the Copper Lich! Oof, it's a heavy flaming gun, that's gotta hurt a lot.
 
Action 1, Inferno Blade -
Alright. Tenatively drawing the blade yet again, I find myself holding it out... but the waiting calamity within seems to be almost spent, for the time being. I think I can wield it safely for now, and the internal flame of the sword still seems to be active. Perhaps to prevent such a build-up of energy again, I should continue using it regularly... but will that really work?


There's no choice but to try, I suppose. Bracing myself for disaster, I decide to try something and stab the sword deep into the metallic floor. The surrounding metal glowing orange from the internal temperature, small lines of flame seem to draw themselves on the floor. Influenced by the electricity imbued in the blade and my focus on keeping it... restrained, the lines become circuit-like in design and begin to adventure outwards from the glowing center of the pattern. Directed to the Lead Basilisk, the flaming circuits form a tight circle around the creature before the entire thing erupts in a nova of fire. Picking up the Inferno Blade, I sheathe it again as the flames begin to overheat the Basilisk, enclosing in on the monster.

"Lead has a melting point of 620 something degrees, in Farenheight. The flames of this sword are much, much hotter than that. I wonder how long you'll be able to keep your physical form before dissolving?" By the time the fire finishes its job, there won't necessarily be too much but a puddle of Lead there - and if there is something more, the turret can easily finish it off.

Action 2, Storm Pistol -
This is still my second best weapon, by a long shot... so it stands to reason that I might want to pitch in with it. Pointing the barrel up, I fire one single round high into the air - and the bullet seems to morph under the form of magic fired. Growing, it takes the shape of a giant ball set alight in technological lights, the electricity innate to the gun powering the ball... and on it, the primary thing the technological light show displays is "Happy New Year."

A countdown seems to occur, as the weakened Copper Lich finds itself directly beneath the ball - a countdown to serious damage, at the bare minimum! "10!" Gravity takes hold. "9!" The lich looks desperately (8) for some kind of escape (7), but cannot find one (6) as the ball seems to (5) follow exactly where he's headed (4)! He cannot do anything (3) as the countdown comes (2) to a crescendo at "1!"

The Copper Lich proceeds to be crushed as the New Year occurs. With that and everyone cheering for the new year and the horrors of 2020 being over (hah, nope), how could he not take damage from that?

Entity Orders -
Arcanist -
Use
Cure Wounds on the Hovering Turret at lowest health.
Hovering Turrets - Finish off the Lead Basilisk. If I did so earlier, help with the most damaged Copper Lich.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,134 [+80]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 235 [+40]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0

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

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 - [lll] 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.
 
Act 3: Episode 2: Battle Post 30
Hope everyone had a merry Christmas/other winter holiday and a happy New Year! Let's hope this coming year is full of progress. The good kind.

Sky High? brings down PESTILENCE and FAMINE on the weakened Copper Lich.

~~~
CP: 32/35
Inventory:
2070 Build Grist
140 Malachite
395 Copper
70 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

You deal 10 damage to the targeted Copper Lich! You only apply Cursed to it and yourself, however.

+3 to your current Charge Gauge.

Charge Gauge 2: *stops existing, because there's only one for this chapter, whoops*

Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 515
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1 + Action 2 + Magitech Redstone Staff + Fulmigold Laser Burner: I set up a complex alchemical apparatus, add an obscure selection of reagents, and produce the Draught of Midas: An alchemical concoction that turns lead into gold. I splash it on the Lead Basilisk, turning it into solid gold, then set off a piston underneath it to launch it into the air like a clay pigeon. I shoot it in midair with the Fulmigold Laser Burner, melting the gold, and the molten gold mass comes down directly on top of the Copper Lich.

-----

The Poltergeist animates the Huo-Long Heater. Did you know that some machine guns could, if the triggers were taped down, propel themselves through the air under the force of their own recoil? Their aerodynamics are terrible, of course, but with a few spectral nudges to keep them on course... ooh, and it looks like the Huo-Long Heater is one of those guns! Firing backwards, it careens wildly through the air, throwing off fire in every direction as it crashes... right... into... the Copper Lich! Oof, it's a heavy flaming gun, that's gotta hurt a lot.

That's a pretty creative combination attack! You deal 20 damage in total to the Lead Basilisk, ending it swiftly!

The Poltergeist will do as you say.

+80 Build Grist acquired.
+40 Lead acquired.

Action 1, Inferno Blade -
Alright. Tenatively drawing the blade yet again, I find myself holding it out... but the waiting calamity within seems to be almost spent, for the time being. I think I can wield it safely for now, and the internal flame of the sword still seems to be active. Perhaps to prevent such a build-up of energy again, I should continue using it regularly... but will that really work?


There's no choice but to try, I suppose. Bracing myself for disaster, I decide to try something and stab the sword deep into the metallic floor. The surrounding metal glowing orange from the internal temperature, small lines of flame seem to draw themselves on the floor. Influenced by the electricity imbued in the blade and my focus on keeping it... restrained, the lines become circuit-like in design and begin to adventure outwards from the glowing center of the pattern. Directed to the Lead Basilisk, the flaming circuits form a tight circle around the creature before the entire thing erupts in a nova of fire. Picking up the Inferno Blade, I sheathe it again as the flames begin to overheat the Basilisk, enclosing in on the monster.

"Lead has a melting point of 620 something degrees, in Farenheight. The flames of this sword are much, much hotter than that. I wonder how long you'll be able to keep your physical form before dissolving?" By the time the fire finishes its job, there won't necessarily be too much but a puddle of Lead there - and if there is something more, the turret can easily finish it off.

Action 2, Storm Pistol -
This is still my second best weapon, by a long shot... so it stands to reason that I might want to pitch in with it. Pointing the barrel up, I fire one single round high into the air - and the bullet seems to morph under the form of magic fired. Growing, it takes the shape of a giant ball set alight in technological lights, the electricity innate to the gun powering the ball... and on it, the primary thing the technological light show displays is "Happy New Year."

A countdown seems to occur, as the weakened Copper Lich finds itself directly beneath the ball - a countdown to serious damage, at the bare minimum! "10!" Gravity takes hold. "9!" The lich looks desperately (8) for some kind of escape (7), but cannot find one (6) as the ball seems to (5) follow exactly where he's headed (4)! He cannot do anything (3) as the countdown comes (2) to a crescendo at "1!"

The Copper Lich proceeds to be crushed as the New Year occurs. With that and everyone cheering for the new year and the horrors of 2020 being over (hah, nope), how could he not take damage from that?

Entity Orders -
Arcanist -
Use
Cure Wounds on the Hovering Turret at lowest health.
Hovering Turrets - Finish off the Lead Basilisk. If I did so earlier, help with the most damaged Copper Lich.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,134 [+80]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 235 [+40]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0

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

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 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.

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 - [lll] 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 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

A glorious attack goes out against the unfortunately already-dead Lead Basilisk!

Happy New Year! Your festivity-boosted attack deals 15 damage! Unfortunately, not all of the attack hits, but if it did, it would have been utterly devastating!

The Arcanist and Hovering Turrets will do as you say.

Post-Player Battle:

Ninjatwist_ fires at the injured Copper Lich with his pistol, dealing 10 damage to it!

Luke slams his Fire Demon Mace down onto the Copper Lich's head, dealing 9 damage to it!
The Hovering Turrets focus on the Copper Lich, dealing 18 damage to it!
The Arcanist casts Cure Wounds on one of the Hovering Turrets, but it only heals 6 HP due to it being targeted last turn!
Cure wounds is also getting an independent nerf.

The Poltergeist fires off a Huo-Long Heater burst at the Copper Lich, dealing 12 damage to it due to its numerous damage vulnerabilities!

The Copper Liches team up to tear apart the weakest Hovering Turret, dealing 18 lethal damage in total!

Lyra fires at the weakened Copper Lich to avenge the Hovering Turret, dealing 12 damage to it!

Lyra breaks free from her coils!
The curse is lifted from the Copper Lich- although I'm not sure it'd help much.
The Copper Lichs' fires burn out.

Total Grist gains for this round are:
+80 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+40 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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: 21/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks, 1/1)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
240/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
40/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
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)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) 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)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% 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)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

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)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

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

Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (3/4 Uses) (Restore 20 HP to the user, or 10 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: 69%. (HV:HP Ratio: 1:1). Coilbound (-1 Speed Value, cannot evade or block attacks, 0/2)
Base Damage: 6
Speed Value: 3

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

Ninjatwist_ [AA] HP: 100/100.
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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1)
-Hovering Turret HP: 0/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 66/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 8 HP to one ally. Cooldown of 4 turns. Starts empty.

Poltergeist [AA - Splashcat] HP: 74/84. Possession: [IIII]. Kinesis. Cursed (+10% damage taken from direct attacks, 1/1)
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will disable Kinesis for the amount of actions required.

Lead Basilisk [SB] HP: 0/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body., Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 0/2), Weakness (-50% damage dealt, 0/2), Cursed (+10% damage taken from direct attacks, 0/1), Poison (1 damage taken per turn, 2/3), Burning (4 damage taken per turn, 1/2)
Copper Lich [SB] HP: 136/144. / BD: 9. / SV: 2. (x1) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage. Burning (4 damage taken per turn, 0/2)
-Copper Lich HP: 41/144. (x1) Burning (4 damage taken per turn, 0/2), Cursed (+10% damage taken from direct attacks, 0/1)

[========] 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: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% 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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