The Acolyte's War: Postnoctis

Sky High? comes out swinging, and tears through both liches with WAR.

Then, he turns right around and impales the weaker one with PESTILENCE.


~~~
CP: 35/35
Inventory:
2150 Build Grist
140 Malachite
395 Copper
110 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]
 
Last edited:
Build Grist [Lv. 0]: 3068
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 515
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 80

-----

Action 1: I craft Cursed Orange Warp Sword ++ Blue Warp Particles

-----

Action 2 + Magitech Redstone Staff: I wave the staff, and an array of pistons folds out of the ground, pushing four blocks of Soul Sand and three black skulls into a familiar shape. The Copper Liches panic, thinking a Wither is about to spawn... but then they realize the skulls aren't Wither Skulls, they're just the skulls of some of the Mooks defeated earlier that have been painted black. Unfortunately, while they were distracted, a much larger array of dispensers was constructed behind them, which now activates and pelts them with arrows.

-----

The Poltergeist uses Kinesis on FAMINE. It sees some nearby plants. They don't look like they're doing so good... the soil around here is poor in nutrients. Plants need to eat too, right? And what do plants eat? Bone meal. It slashes an arm off one of the Copper Liches with FAMINE, then crushes and grinds the bones into bone meal to feed the plants.
 
Action 1, Paingale Splash Potion -
Changing up my strategy a little bit, I quickly pull out the Paingale Splash Potion and a brewing stand - let's make this one a bit more potent! Salvaging some of the redstone machinery from Splash's build, I quickly grab some glowstone and redstone before enhancing this potion to an extended Splash Potion of Paingale II! Immediately afterward, I lob the potion at the Copper Lich at greater health - who knows, that 10% miss chance could come in handy soon!

Action 2, Storm Pistol -
Alright - I don't wanna get too fancy with the bullet patterns just yet - so let's actually go the other way, and just have two, really really hard to dodge bullets! This might be a stretch, but if I go ahead and use the correct battle system - let's say D&D 5E for this example - it should be a no-brainer to hit. Backing away to a distance that is more than 5 feet so I don't get disadvantaged, I fire using a +4 dexterity bonus, +6 proficiency modifier, +2 bonus due to these Bracers of Archery I found, and... well, the gun itself is a +1 weapon, so a +13 bonus. Assuming average luck and a 10 on my attack rolls, that adds up to 23 - enough to pierce the strongest dragon hide and more than enough to damage some liches.

Defensively, it's not like the weakened Copper Lich I've hit with the multiattack can dodge using this ruleset! Even with Legendary Resistance, Evasion, or Uncanny Dodge, or resistance to piercing damage (which the lich has none of), the best it could do is taking quarter damage by stacking Uncanny Dodge with piercing resistance. It has neither of those traits, so if this hits, I've just gotten really dang unlucky or it's using some sort of sorcery.

Entity Orders -
Arcanist -
Frost Ray the weakest Copper Lich that remains.
Hovering Turrets - Assist in further damaging whatever's left on the field!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,214 [+80]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 235
[LVL 3] Lead - 155 [+40]
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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 31
Emergency Patch: Semi-automatic ranged weapons will do 67% of base damage per shot instead of 75% after this battle.

Sky High? comes out swinging, and tears through both liches with WAR.

Then, he turns right around and impales the weaker one with PESTILENCE.


~~~
CP: 35/35
Inventory:
2150 Build Grist
140 Malachite
395 Copper
110 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 WAR attack deals 4 damage to both Liches! No misses, but no bleeds or crits, either.

Your attack with PESTILENCE deals 8 damage, as you manage to get a crit! You also get lucky extending the duration of Curse on the targeted Lich, and you Poison it! No Scared, however.

Build Grist [Lv. 0]: 3068
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 515
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 80

-----

Action 1: I craft Cursed Orange Warp Sword ++ Blue Warp Particles

-----

Action 2 + Magitech Redstone Staff: I wave the staff, and an array of pistons folds out of the ground, pushing four blocks of Soul Sand and three black skulls into a familiar shape. The Copper Liches panic, thinking a Wither is about to spawn... but then they realize the skulls aren't Wither Skulls, they're just the skulls of some of the Mooks defeated earlier that have been painted black. Unfortunately, while they were distracted, a much larger array of dispensers was constructed behind them, which now activates and pelts them with arrows.

-----

The Poltergeist uses Kinesis on FAMINE. It sees some nearby plants. They don't look like they're doing so good... the soil around here is poor in nutrients. Plants need to eat too, right? And what do plants eat? Bone meal. It slashes an arm off one of the Copper Liches with FAMINE, then crushes and grinds the bones into bone meal to feed the plants.

Cursed Orange Warp Sword ++ Blue Warp Particles == Cursed Linked Warp Sword

Cursed Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)

You create the Cursed Linked Warp Sword! The addition of the Blue Warp Particles doesn't increase the damage much, but it does greatly increase the chance to teleport the target into a disadvantageous position.

Your attack with the Magitech Redstone Staff deals 13 damage to one of the Copper Liches! No stun, however.

The Poltergeist will do as you say.

Action 1, Paingale Splash Potion -
Changing up my strategy a little bit, I quickly pull out the Paingale Splash Potion and a brewing stand - let's make this one a bit more potent! Salvaging some of the redstone machinery from Splash's build, I quickly grab some glowstone and redstone before enhancing this potion to an extended Splash Potion of Paingale II! Immediately afterward, I lob the potion at the Copper Lich at greater health - who knows, that 10% miss chance could come in handy soon!

Action 2, Storm Pistol -
Alright - I don't wanna get too fancy with the bullet patterns just yet - so let's actually go the other way, and just have two, really really hard to dodge bullets! This might be a stretch, but if I go ahead and use the correct battle system - let's say D&D 5E for this example - it should be a no-brainer to hit. Backing away to a distance that is more than 5 feet so I don't get disadvantaged, I fire using a +4 dexterity bonus, +6 proficiency modifier, +2 bonus due to these Bracers of Archery I found, and... well, the gun itself is a +1 weapon, so a +13 bonus. Assuming average luck and a 10 on my attack rolls, that adds up to 23 - enough to pierce the strongest dragon hide and more than enough to damage some liches.

Defensively, it's not like the weakened Copper Lich I've hit with the multiattack can dodge using this ruleset! Even with Legendary Resistance, Evasion, or Uncanny Dodge, or resistance to piercing damage (which the lich has none of), the best it could do is taking quarter damage by stacking Uncanny Dodge with piercing resistance. It has neither of those traits, so if this hits, I've just gotten really dang unlucky or it's using some sort of sorcery.

Entity Orders -
Arcanist -
Frost Ray the weakest Copper Lich that remains.
Hovering Turrets - Assist in further damaging whatever's left on the field!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,214 [+80]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 235
[LVL 3] Lead - 155 [+40]
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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.

Crafting takes up an action, but you succeed in lobbing your Paingale Splash Potion at the healthy Copper Lich, and manage to successfully splash it onto the weaker one! 6 damage and Aching applied to both!

Also, there's only Redstone in the Crafting Ingredients Index...

Damn, that's a lot of bonuses... so that's how come high-level monsters get away with having such high AC!

Just as predicted, both of your shots strike true! Just one shot is enough to bring down the injured Copper Lich! You would have done an absolutely devastating 29 damage in total if it wasn't complete overkill. Maybe I should add an option to make shots more accurate in exchange for damage...

+120 Build Grist acquired.
+60 Copper
[Lvl.2] acquired.

Post-Player Battle:

Ninjatwist_ slices through the remaining Copper Lich, dealing 8 damage!

Luke swings his Fire Demon Mace again, dealing 8 damage to the Copper Lich!
Lyra activates the Aperture-Brand Not-Wrangler to give the Hovering Turrets Wranglersight, pointing it at the last Copper Lich!
The Hovering Turrets focus on the Copper Lich to deal 18 damage!
The Arcanist casts Frost Ray, focusing the frigid beam on the Copper Lich, dealing 12 damage and applying Frost!

The Poltergeist activates FAMINE, dealing 8 damage to the Copper Lich! No extra effects activate, though.

The Copper Lich uses Soulblast to blast Sky High, who takes 13 damage and is afflicted with Weakened!

The Hovering Turrets cease being boosted with Wranglersight!
The Copper Lich is suffering from Aching and Frost!
Sky High is still Cursed!
The Poltergeist's curse is lifted.

Total Grist gains for this round are:
+120 Build Grist
+0 Rust [Lvl.1]
+60 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: 7/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks, 1/2), Weakened (+25% direct damage taken, 2/2)
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 Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% 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).
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] (2/3 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). Wranglersight(+50% damage bonus, Effects of Ranged Training 3, 0/1)
-Hovering Turret HP: 24/30. (x1) Wranglersight(+50% damage bonus, Effects of Ranged Training 3, 0/1)
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, 0/1)
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 Lich [SB] HP: 71/144. / BD: 9. / SV: 2. (x1) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage. Aching (1 damage taken per turn, 10% chance to miss, 1/2), Frost (-1 Speed Value, 1/2)
-Copper Lich HP: 0/144. (x1) Cursed (+10% damage taken from direct attacks, 1/2), Poison (1 damage taken per turn, 3/3), Aching (1 damage taken per turn, 10% chance to miss, 2/2)

[========] 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? impales the last Copper Lich with DEATH, and quickly uses a healing salve to patch up his wounds. ...Maybe this isn't the best idea, but whatever.

~~~
CP: 35/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
110 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]
 
Build Grist [Lv. 0]: 2868
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 415
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

Action 1 + Cursed Linked Warp Sword: Splashcat unleashes a blistering flurry of blows on the Copper Lich, teleporting its bones around and impeccably reassembling its skeleton into the shape of a Triceratops. He then publishes a scientific paper on his accomplishment, postulating that Copper Liches are in fact a close relative of ceratopsian dinosaurs. The paper attracts widespread renown in the Tyrannosaurus Rex scientific community, and one of them shows up to eat the Copper Lich as a snack.

-----

Action 2: Splashcat crafts Rocket Tube Template ++ Tarnished Valve ++ Mini-Grenades ++ Essence of Creation, attempting to create some sort of weapon whose projectiles explode into large amounts of matter. As an ability, maybe it could create a sort of small fixed-HP buffer around the target it would have to break through to damage anything else, to represent it being buried in stuff?

-----

Entity Orders: The Poltergeist takes up the Tiger-Patterened Stone Axe and chops through the Copper Lich shouting "heeeeere's Johnny!" Cliché, I know, but some ghosts have an appreciation for the classics.
 
Last edited:
Action 1, Storm Pistol -
... Well... despite the above attacks, the Lich still has some HP. I see that balance patch's incoming - as soon as this battle's over, the damage on my gun's gonna drop dramatically. I might as well give it a proper sendoff - so here we go!

Preparing my magic reserves once again for this attack, I quickly cast Mirror Image on the Storm Pistol - I'll need it, and although each one of them only gets one "round" now, I can convert that potential energy into something far more. Preparing a sort of counter on my own attack, I fire both bullets out as the counter activates. The bullets are converted into pure lightning energy and then fed back into the Storm Pistol's weaponry, allowing for a much more direct magic output...

And that's where the fun begins. To make it fair for the Lich, I begin to make small indicators on the ground of where my attacks will land, forcing the Lich into an evasive maneuver combo as bolts of arcane lightning begin to be fired. Though at first going based off solely location relative to the Lich, it finds itself forced into ever more complex patterns - dodging between the bolts as I fire them to either side, forcing it across the battlefield as an electric wall is formed, and eventually combos of the above as well. As one last finale, I throw the replica out, where it launches that same moving slate of electrical energy...

Right into the wall present on the battlefield. Nowhere left to dodge, the Lich is finally forced into the electricity, taking the last full-force attack this thing will ever fire. No seriously, I'm pretty sure the gun's slightly damaged now - I should take a look at that.

Action 2 -
Let's complete my trilogy of consumables, while I've got the time...
Orange Warp Particles ++ Blue Warp Particles ++ Gun Template == Warp Device [LVL 3 Consumable]
- Hey, I wanted my own portal gun. Seems like the charge on it's got some working out to do, with the limited uses...
- Can use to either give 2 allies Advantage or 2 enemies Disadvantage for a turn.

Let me know if this works! I'll replace the Jar of Liquid Food with it, regardless of what happens.

Entity Orders -
Arcanist -
Just basic attack the Copper Lich, if it's still up by your turn. No point in wasting Chain Lightning on a single enemy.
Hovering Turrets - Again, just damage the Copper Lich if it's still standing.

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,334 [+120]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 295 [+60]
[LVL 3] Lead - 155
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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 3] Warp Device - [?/? Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to apply either Advantage to 2 allies or Disadvantage to 2 enemies for a turn??
 
Last edited:
Act 3: Episode 2: Battle Post 32
Sky High? impales the last Copper Lich with DEATH, and quickly uses a healing salve to patch up his wounds. ...Maybe this isn't the best idea, but whatever.

~~~
CP: 35/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
110 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 Copper Lich, and take 2 damage from DEATH, but you heal back 3 HP with your next action!

Build Grist [Lv. 0]: 2868
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 415
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

Action 1 + Cursed Linked Warp Sword: Splashcat unleashes a blistering flurry of blows on the Copper Lich, teleporting its bones around and impeccably reassembling its skeleton into the shape of a Triceratops. He then publishes a scientific paper on his accomplishment, postulating that Copper Liches are in fact a close relative of ceratopsian dinosaurs. The paper attracts widespread renown in the Tyrannosaurus Rex scientific community, and one of them shows up to eat the Copper Lich as a snack.

-----

Action 2: Splashcat crafts Rocket Tube Template ++ Tarnished Valve ++ Mini-Grenades ++ Essence of Creation, attempting to create some sort of weapon whose projectiles explode into large amounts of matter. As an ability, maybe it could create a sort of small fixed-HP buffer around the target it would have to break through to damage anything else, to represent it being buried in stuff?

-----

Entity Orders: The Poltergeist takes up the Tiger-Patterened Stone Axe and chops through the Copper Lich shouting "heeeeere's Johnny!" Cliché, I know, but some ghosts have an appreciation for the classics.

Your attack with the Cursed Linked Warp Sword and the subsequent munching by the Tyrannosaurus Rex community deals 15 damage to the Copper Lich! No Disadvantage gets applied, unfortunately.

Rocket Tube Template ++ Tarnished Valve ++ Mini Grenades ++ Essence of Creation == Clutter Bomb Launcher [Lvl.3]

Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))

You create the Clutter Bomb Launcher! It's an improvised-looking rocket launcher that can bury its targets in rubble if it gets a direct hit. I've replaced the Void Sword in your inventory with it!

The Poltergeist will do as you say.

Action 1, Storm Pistol -
... Well... despite the above attacks, the Lich still has some HP. I see that balance patch's incoming - as soon as this battle's over, the damage on my gun's gonna drop dramatically. I might as well give it a proper sendoff - so here we go!

Preparing my magic reserves once again for this attack, I quickly cast Mirror Image on the Storm Pistol - I'll need it, and although each one of them only gets one "round" now, I can convert that potential energy into something far more. Preparing a sort of counter on my own attack, I fire both bullets out as the counter activates. The bullets are converted into pure lightning energy and then fed back into the Storm Pistol's weaponry, allowing for a much more direct magic output...

And that's where the fun begins. To make it fair for the Lich, I begin to make small indicators on the ground of where my attacks will land, forcing the Lich into an evasive maneuver combo as bolts of arcane lightning begin to be fired. Though at first going based off solely location relative to the Lich, it finds itself forced into ever more complex patterns - dodging between the bolts as I fire them to either side, forcing it across the battlefield as an electric wall is formed, and eventually combos of the above as well. As one last finale, I throw the replica out, where it launches that same moving slate of electrical energy...

Right into the wall present on the battlefield. Nowhere left to dodge, the Lich is finally forced into the electricity, taking the last full-force attack this thing will ever fire. No seriously, I'm pretty sure the gun's slightly damaged now - I should take a look at that.

Action 2 -
Let's complete my trilogy of consumables, while I've got the time...
Orange Warp Particles ++ Blue Warp Particles ++ Gun Template == Warp Device [LVL 3 Consumable]
- Hey, I wanted my own portal gun. Seems like the charge on it's got some working out to do, with the limited uses...
- Can use to either give 2 allies Advantage or 2 enemies Disadvantage for a turn.

Let me know if this works! I'll replace the Jar of Liquid Food with it, regardless of what happens.

Entity Orders -
Arcanist -
Just basic attack the Copper Lich, if it's still up by your turn. No point in wasting Chain Lightning on a single enemy.
Hovering Turrets - Again, just damage the Copper Lich if it's still standing.

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,334 [+120]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 295 [+60]
[LVL 3] Lead - 155
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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 3] Warp Device - [?/? Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to apply either Advantage to 2 allies or Disadvantage to 2 enemies for a turn??

Your attack with the Storm Pistol deals a very devastating 24 damage to the last Copper Lich!

After using it a lot, it could benefit from a bit less heavy use... Maybe I should codify rules for the Curse of Repetitiveness?

Orange Warp Particles ++ Blue Warp Particles ++ Pistol Template == Warp Device [Lvl.3]

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)

You craft up the Warp Device! While it can't warp multiple people, it could give a critical buff or debuff to a single entity in the right situation.

Post-Player Battle:

Ninjatwist_ blasts the Copper Lich with a round of Burstfire, dealing 12 damage to it!

Luke fires off the Alternator SMG at the Copper Lich, dealing 6 damage! One shot misses.
Lyra fires at the Copper Lich with her iRifle, dealing 11 damage!
The Hovering Turrets deal 6 damage to the Copper Lich! Not a good round of shooting for one of them.
The Arcanist finishes off the Copper Lich with a basic cast, which deals 7 damage, which is enough to kill it!
The Poltergeist would have acted, but there are no living targets anymore!

You've beaten this encounter! Now do you head on to try to get to Sky Pipe or progress to the final battle at Mercury Summit?

Sky High's curse is lifted!

Total Grist gains for this round are:
+120 Build Grist
+0 Rust [Lvl.1]
+60 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: 8/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks, 0/2), Weakened (+25% direct damage taken, 1/2)
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)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
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 Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% 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)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
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).
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] (2/3 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)
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.
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 Lich [SB] HP: 0/144. / BD: 9. / SV: 2. (x1) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage. Aching (1 damage taken per turn, 10% chance to miss, 1/2), Frost (-1 Speed Value, 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
 
Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

Action 1 + Clutter Bomb Launcher: "I've got a plan to get to the Sky Pipe. Lyra, would you be able to put portals on the south wall of V17 and the north wall of AB24, then pass me the portal gun? I'm going to run at the portal as fast as I can. Torix... is the Sword of Flaming Wind able to do wind without the flaming part? When I jump through the portal, can you give me a tailwind boost? That should help get me extra speed to carry me over the gap to the Sky Pipe, and to make sure I don't fall down, I'm going to rocket jump. Once I'm there I can use the portal gun to put a portal on AB22 to come back, then I can hand it right back to you."

Then I, well, execute the aforementioned plan. Once the portals are up, I run full tilt at the portal, portal gun in one hand and Clutter Bomb Launcher in the other. As soon as I pass through the portal, I shoot the Clutter Bomb Launcher down and backwards at the lower lip of the AB24 wall, just below the portal, the resulting rapidly expanding pile of junk launching me forwards backed by whatever assistance Torix is able to provide. Hopefully that's enough to clear the gap and open the treasure box beyond.

-----

Action 2: I craft Modern Helmet Replica ++ Virtuous Plates ++ Onyx Scales. I bet Basilisk scales make some pretty good armor.
 
Action 1, Sword of Flaming Wind -
"Torix... is the Sword of Flaming Wind able to do wind without the flaming part? When I jump through the portal, can you give me a tailwind boost?"
Torix - "Yeah, I can give it a shot. You seem to have downward momentum covered, so... let's try this out!"
Torix - "I'll help you recover if things go wrong - we're not gonna engage the boss immediately, anyways. Let's do this!"

Alright, new plan. Focusing internally on the blade, the winds of flame that normally surround the blade die down, becoming harmless on their own - though still about as warm as a breeze in the middle of a desert or something, at least it's not on fire. With that prepped, I move onwards and begin to assist however I can as Splash preps their maneuvers!

Focusing on the run-up at first, Splashcat finds themselves aided by the winds as subdued energy aids their strides and allows them to get through the portal itself far faster than normal - and then they're suspended over a rather large gap. The piles of scrap metal brown to mere shrapnel as Splash fires the Clutter Bomb Launcher, I begin to find a better way to use this sword - why not provide a few platforms instead of just a tailwind?

Detritus mixed with debris rising up, I rapidly begin to compress the thing into a solid pillar using winds and flame, melding and melting the platform together using the wind as additional scaffolding. Splash finds themselves under semi-solid footing as I combine something along the lines of engineering and Sburb logic to make this platform stable enough to hold their weight... and although the upwards wind making everything more floaty probably let them clear the jump anyway, there's that backup just in case. Maintaining the wind to support my makeshift structure until Splash portals out, I let the thing collapse as I do the same from the sustained concentration.


Action 2, Potion of Mechanical Healing -
Torix - "Hey, Sky High. You took a bit of a beating in that last battle..."
Torix - "I'd rather not see what happens when one of us goes down. This... should work on you?"
Torix - "(Are you even considered mechanical at all?) Eh, whatever."

As such, I proceed to throw a dose of the Potion of Mechanical Healing at Sky High! The Metalboon effect it provides will be slightly wasted, but... at least it'll put them on something more than 7 HP.

Bonus Action Roleplay -
One last thing for this turn... moving over to Lyra after everything's said and done, I strike up a conversation.

Torix - Hey, Lyra - quick question for you. Do you think that with some help, you might be able to create another Hovering Turret?
Torix - You seemed to have made quite a few of them on your own before, so... it might be worth a shot at building another.
Torix - It'd be more damage against... well, whatever's ahead.


Entity Orders -
Arcanist -
Keep recharging your spells. We'll need them when we come to the boss encounter.
Hovering Turrets - Stay on standby. We're gonna need both of you alive...


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,334 [+120]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 295 [+60]
[LVL 3] Lead - 155
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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 3] Warp Device - [?/? Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to apply either Advantage to 2 allies or Disadvantage to 2 enemies for a turn??
 
Last edited:
Sky High the Knight simply lays down for a while. His digital eye shuts off - he must be sleeping to heal up.
 
Act 3: Episode 2: Exploration Post 5
Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

Action 1 + Clutter Bomb Launcher: "I've got a plan to get to the Sky Pipe. Lyra, would you be able to put portals on the south wall of V17 and the north wall of AB24, then pass me the portal gun? I'm going to run at the portal as fast as I can. Torix... is the Sword of Flaming Wind able to do wind without the flaming part? When I jump through the portal, can you give me a tailwind boost? That should help get me extra speed to carry me over the gap to the Sky Pipe, and to make sure I don't fall down, I'm going to rocket jump. Once I'm there I can use the portal gun to put a portal on AB22 to come back, then I can hand it right back to you."

Then I, well, execute the aforementioned plan. Once the portals are up, I run full tilt at the portal, portal gun in one hand and Clutter Bomb Launcher in the other. As soon as I pass through the portal, I shoot the Clutter Bomb Launcher down and backwards at the lower lip of the AB24 wall, just below the portal, the resulting rapidly expanding pile of junk launching me forwards backed by whatever assistance Torix is able to provide. Hopefully that's enough to clear the gap and open the treasure box beyond.

-----

Action 2: I craft Modern Helmet Replica ++ Virtuous Plates ++ Onyx Scales. I bet Basilisk scales make some pretty good armor.

LYRA: Alright, I'll see what I can do.

Lyra fires of two portals- one on the wall right beside her, and one reaching up to the Sky Pipeline, then hands her portal device to you. With that, your plan is set into motion! With a rocket jump provided by your Clutter Bomb Launcher and Torix's wind-boosting assist, you manage to make it over to the Sky Pipeline! You also place down a portal at your feet once you reach Sky Pipeline on the available portal platform.

You take 4 damage from the rocket jump as a consequence of your plan, but the rewards are hopefully worth the effort! You claim a Tough Mechanical Frame from the loot capsule, which is a Lvl.4 ingredient! Hopefully you and the rest of the team can put this to good use.

Modern Helmet Replica ++ Virtuous Plates ++ Onyx Scales == Brave Onyx Helmet [Lvl.3]

Brave Onyx Helmet [Lvl.3] (30% chance to negate 50% of incoming damage, +2 Base Damage when HP is at or below 60%)

You craft the Brave Onyx Helmet! Aside from the decent chance to reduce your incoming damage, it'll also buff your Base Damage if you've taken damage significantly, encouraging "brave" actions.

Action 1, Sword of Flaming Wind -

Torix - "Yeah, I can give it a shot. You seem to have downward momentum covered, so... let's try this out!"
Torix - "I'll help you recover if things go wrong - we're not gonna engage the boss immediately, anyways. Let's do this!"

Alright, new plan. Focusing internally on the blade, the winds of flame that normally surround the blade die down, becoming harmless on their own - though still about as warm as a breeze in the middle of a desert or something, at least it's not on fire. With that prepped, I move onwards and begin to assist however I can as Splash preps their maneuvers!

Focusing on the run-up at first, Splashcat finds themselves aided by the winds as subdued energy aids their strides and allows them to get through the portal itself far faster than normal - and then they're suspended over a rather large gap. The piles of scrap metal brown to mere shrapnel as Splash fires the Clutter Bomb Launcher, I begin to find a better way to use this sword - why not provide a few platforms instead of just a tailwind?

Detritus mixed with debris rising up, I rapidly begin to compress the thing into a solid pillar using winds and flame, melding and melting the platform together using the wind as additional scaffolding. Splash finds themselves under semi-solid footing as I combine something along the lines of engineering and Sburb logic to make this platform stable enough to hold their weight... and although the upwards wind making everything more floaty probably let them clear the jump anyway, there's that backup just in case. Maintaining the wind to support my makeshift structure until Splash portals out, I let the thing collapse as I do the same from the sustained concentration.


Action 2, Potion of Mechanical Healing -
Torix - "Hey, Sky High. You took a bit of a beating in that last battle..."
Torix - "I'd rather not see what happens when one of us goes down. This... should work on you?"
Torix - "(Are you even considered mechanical at all?) Eh, whatever."

As such, I proceed to throw a dose of the Potion of Mechanical Healing at Sky High! The Metalboon effect it provides will be slightly wasted, but... at least it'll put them on something more than 7 HP.

Bonus Action Roleplay -
One last thing for this turn... moving over to Lyra after everything's said and done, I strike up a conversation.

Torix - Hey, Lyra - quick question for you. Do you think that with some help, you might be able to create another Hovering Turret?
Torix - You seemed to have made quite a few of them on your own before, so... it might be worth a shot at building another.
Torix - It'd be more damage against... well, whatever's ahead.


Entity Orders -
Arcanist -
Keep recharging your spells. We'll need them when we come to the boss encounter.
Hovering Turrets - Stay on standby. We're gonna need both of you alive...


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,334 [+120]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 295 [+60]
[LVL 3] Lead - 155
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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 3] Warp Device - [?/? Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to apply either Advantage to 2 allies or Disadvantage to 2 enemies for a turn??

Splashcat assisted! Your help has been noted in their action. Good teamwork!

You assist Sky High with a Potion of Mechanical Healing, restoring 8 of his HP! You also grant him Metalboon for the time being, but I'm unsure if it'll have an effect currently.

(Also, I think I forgot to account for one of your uses of the Potion of Mechanical Healing, so it's at one use for now.)

Sky High the Knight simply lays down for a while. His digital eye shuts off - he must be sleeping to heal up.

You successfully restore 7 HP to yourself! You should be in good condition to continue fighting.

Post-Player Battle:

Ninjatwist_ looks down at the platform leading to Mercury Summit and gauging whether or not he could make the jump.

Luke and Lyra chat amongst each other, discussing their mutual friends stranded elsewhere and wondering where they are.
The Hovering Turrets hover at attention, looking for new targets.
The Arcanist and the Poltergeist wait for more orders.

You've beaten this encounter! Now do you head on to try to get to Sky Pipe or progress to the final battle at Mercury Summit?

Sky High returns to full strength, and he is also blessed with Metalboon!

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: 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: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 16/25. Charge Gauge Spent: 0/35. (0 in reserve) Metalboon (-20% direct damage taken, 1/2), Weakened (+25% direct damage taken, 0/2)
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)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (1/3 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 Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% 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)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
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)
Brave Onyx Helmet [Lvl.3] (Equipment, 30% chance to negate 50% of incoming damage, +2 Base Damage when HP is below 60%)

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).
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] (2/3 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)
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.
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.

[========] 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 the Knight (henceforth referred to simply as The Knight) summons a bridge of bones using DEATH and uses it to cross to the Mercury Summit.

~~~
CP: 35/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
110 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]
 
Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

I equip the Brave Onyx Helmet and return from the Sky Pipe via the portal on the ground.

-----

Action 1 + Magitech Redstone Staff: I dig a small distance into the ground and put pistons into place, extending them and moving them over until I've shifted the entire top layer of the U18 tile one space to the left, forming a bridge over to Mercury Summit.

-----

Action 2: I switch the Clutter Bomb Launcher to Beggar's Bazooka mode and attempt a shenanigan to charge up a barrage for when the boss makes an appearance, then begin scaling the summit after it.
 
Act 3: Episode 2: Exploration Post
Sky High the Knight (henceforth referred to simply as The Knight) summons a bridge of bones using DEATH and uses it to cross to the Mercury Summit.

~~~
CP: 35/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
110 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]

DEATH has no such bone-shifting properties, at least as of now, unfortunately, but you do manage to make a bone bridge anyways through player power! It's more of a staircase than a bridge because of how low the platform is, but it has enough structural integrity to support you on your trip downwards.

Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

I equip the Brave Onyx Helmet and return from the Sky Pipe via the portal on the ground.

-----

Action 1 + Magitech Redstone Staff: I dig a small distance into the ground and put pistons into place, extending them and moving them over until I've shifted the entire top layer of the U18 tile one space to the left, forming a bridge over to Mercury Summit.

-----

Action 2: I switch the Clutter Bomb Launcher to Beggar's Bazooka mode and attempt a shenanigan to charge up a barrage for when the boss makes an appearance, then begin scaling the summit after it.

You travel back through the portal and group up with everyone else.

You manage to manipulate the Redstone Staff to move a portion of Platform Highway, but the platform to Mercury Summit is significantly lower in elevation than Platform Highway, so you just kind of end up shifting the top layer of the space slightly to the right, only shifting the ledge.

A risky venture! You load up a rocket into the Clutter Bomb Launcher, which will either fire next turn or explode in the chamber. You'll also take a pretty steep accuracy penalty to both shots once you fire them.

Post-Player Battle:

Lyra summons a blue portal to the bottom of Mercury Summit and walks through it, summoning everyone to follow her.

Luke The Hovering Turrets, and Ninjatwist_ follow suit, readying their weapons for the upcoming encounter.
The Arcanist and the Poltergeist wait for more orders as they enter through the portal and ascend Mercury Summit.

The encounter at Mercury Summit reveals itself...

At the top of Mercury Summit, the Impervious Cobalt Lich reveals itself, with some other scattered, high-powered ground troops. This is going to be a tough fight- give it absolutely everything you've got!

Sky High's Metalboon wears off.

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: 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: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 16/25. Charge Gauge Spent: 0/35. (0 in reserve) Metalboon (-20% direct damage taken, 0/2)
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)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (1/3 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 Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% 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)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
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)
Brave Onyx Helmet [Lvl.3] (Equipment, 30% chance to negate 50% of incoming damage, +2 Base Damage when HP is below 60%)

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).
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] (2/3 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)
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.
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.

Impervious Cobalt Lich [SB-BOSS] HP: 384/384. Grist Tierage. MVP. Command. Rage Charge (40%, 1 Charge). Sickening Scratch: II. Soul Blast: III. Swift Animate Material: IIII. Empowering Ray: IIIII. Circle Of Death: IIIIII.
Base Damage: 13
Speed Value: 3

Special Actions:
Sickening Scratch: Deal 13 damage to a target and apply Sick (Cannot regain health) for one round.
Soul Blast: Deal 16 damage to a target, and inflict Weakened (+25% direct damage taken) for two rounds. Starts empty.
Swift Animate Material: Take damage equal to 10% of this entity's Max HP, summon four Cobalt Skeletons, then take another action. Can't be used if it would kill the user.
Empowering Ray: Deal 20 damage to a target, and grant 5 HP worth of overheal to up to four Skeletons.
Circle Of Death: Deal 20 damage to five targets.

Passives:
MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive.
Command: Combined effects of Tenacity, Surefoot, and Fortitude. Boss exclusive.
Rage Charge (40%, 1 Charge): Upon reaching or going below the HP threshold, the entity instantly gains the amount of charges specified to its Special Actions.

Cobalt Ogres [SB] HP: 64/64. Grist Tierage. / BD: 13. / SV: 2. (x2)

Lead Imps [SB] HP: 14/14. Grist Tierage. / BD: 3. / SV: 2. (x6)

[========] 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 the Knight: Let's do this, then...

Sky High empties his charge gauge and fills up with near-unlimited power. He picks up DEATH, and blue flames begin spouting out of it. Then, suddenly, he's behind the Impervious Cobalt Lich. With one powerful swoop, he brings DEATH down on the Impervious Cobalt Lich and tears it cleanly in two.

~~~
CP: 0/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
110 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]
 
Action 1, Length of Demonic Chain -
Despite having idled for the last round, I've been awaiting this area - and thankfully, seeing Sky High's charge, I realize the inherent problems with the attack. Due to the Impervious Cobalt Lich's MVP ability, there's currently a 100% chance that the attack will be blocked or deflected in some manner... so the best thing I can do to ensure that this 77 damage from Sky High (Command would lower it to that if it hits) goes through is lowering the chances of MVP activating!

While The Knight finishes emptying the charge gauge, time seems to slow down as the Length of Demonic Chain unravels around my wrist in grand fashion, creating arcs as the seemingly infinite length begins to arc forward. Yet again burying itself into the ground, the chain begins to dissipate before it strikes out, reappearing through one of the barriers of junk separating Mercury Summit from the platform we all started on. Piercing through a Lead Imp's core, it skewers them and renders them stuck on the spiked chain.

It keeps going, the loop repeating itself as a second imp is skewered through the arm. The chain erupts out of the wall again, pinning the third one through... something critical, and effectively weakening it. However, the chain, despite hitting the fourth with an explosive end of fire and brimstone, doesn't dissipate, and instead hits the ground shortly after... pinning all four of them down as the chain, stretched taut between wall and floor, finally slips from my grasp and effectively restrains the four Lead Imps it hit.

Torix - Now's your chance! Let's get some attacks in while the forces are still sidetracked!
... Yet even still, the chance of hitting was only decreased to a 50/50 chance. It's still rather likely that one of the Ogres or the Imps I missed could get through to stop or body-block the attack... but hey, it's a 50/50 as compared to a 100/0. We'll see what happens.

Action 2, Sword of Flaming Wind -
The 50/50 chance that I currently would have to even hit the Lich is concerningly high, and Splash seems to be ready to completely annihilate the Imps - assuming that the grenade doesn't blast him back instead... hm. Actually, you know what, let's try something.

Waiting until Splashcat fires the Clutter Bomb Launcher, I begin to focus and internally control the aspects of both wind and fire within the launcher itself - after all, the wind and fire can't ignite or set off the Clutter Bombs if I'm attempting to control it already, can it? Even if it does explode, there are still things I can do to redirect the attack - namely, utilizing wind walls and powerful gusts to basically make the grenade into one continuous beam of various holiday-related clutter and loot boxes.

The intent here is to prevent the attack from backfiring as easily while boosting its power as well. Though definitely some shenanigans, this could be interesting and also cover our backsides a bit from any misfires.

Entity Orders -
Arcanist -
Use
Firestorm to inflict Burning on both Cobalt Ogres and the Impervious Cobalt Lich.
Hovering Turrets - Finish off however many Lead Imps you can! If they're somehow all destroyed, get the Cobalt Ogres!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,174 [-160]
[LVL 1] Malachite, Rust - 165 [-90]
[LVL 2] Copper - 295
[LVL 3] Lead - 110 [-45]
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - 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 - [3/4 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 - [1/3 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 3] Warp Device - [4/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.
 
Last edited:
Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

Action 1 + Clutter Bomb Launcher: I release the charged shots all at once, targeting the barrage at the large group of Lead Imps. The Clutter Bombs explode into huge piles of junk... which is mostly holiday cosmetic and warpaint cases. Seeing how many of those cluttered up my inventory space with no keys to open them, I am entirely unsurprised.

-----

Action 2 + Magitech Redstone Staff: I jab an Ogre with the end of the staff, which extends a slime-block-tipped piston. The Ogre is sent bouncing into the air, and by the time it lands, more slime pistons have sprouted up under it. The resulting contraption juggles it back and forth through the air, eventually dropping it on the other Ogre once it's thoroughly dizzy.

-----

The Poltergeist holds off activating Possession until it's seen the Cobalt Lich act, as right now it's not sure how to make use of its capabilities. Instead, it uses Kinesis and slashes into an Ogre with Famine, infusing it with a hunger for that sweet sweet Tier 4 Grist. Isn't that other Ogre looking awfully shiny right now? All that Grist could be yours with one well-placed rock...
 
Act 3: Episode 2: Battle Post 33
Sorry the last update has taken so long, everyone... college and an unstable sleep schedule have taken their toll.

Sky High the Knight: Let's do this, then...

Sky High empties his charge gauge and fills up with near-unlimited power. He picks up DEATH, and blue flames begin spouting out of it. Then, suddenly, he's behind the Impervious Cobalt Lich. With one powerful swoop, he brings DEATH down on the Impervious Cobalt Lich and tears it cleanly in two.

~~~
CP: 0/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
110 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 unload the full 35-charge gauge into the Impervious Cobalt Lich, easily hitting the maximum damage allowed by its passives! The Cobalt Lich takes a massive 77 damage from your attack.

(On a second thought, maybe I should change some of the rules after this episode...)

Just an FYI, using a charge is its own action, so you can do another two actions after you unleash a charge.

Assuming you wanted to do a freeform attack and then attack with DEATH afterwards, you deal an additional 15 damage to the Cobalt Lich, at the cost of 2 damage to yourself!

Action 1, Length of Demonic Chain -
Despite having idled for the last round, I've been awaiting this area - and thankfully, seeing Sky High's charge, I realize the inherent problems with the attack. Due to the Impervious Cobalt Lich's MVP ability, there's currently a 100% chance that the attack will be blocked or deflected in some manner... so the best thing I can do to ensure that this 77 damage from Sky High (Command would lower it to that if it hits) goes through is lowering the chances of MVP activating!

While The Knight finishes emptying the charge gauge, time seems to slow down as the Length of Demonic Chain unravels around my wrist in grand fashion, creating arcs as the seemingly infinite length begins to arc forward. Yet again burying itself into the ground, the chain begins to dissipate before it strikes out, reappearing through one of the barriers of junk separating Mercury Summit from the platform we all started on. Piercing through a Lead Imp's core, it skewers them and renders them stuck on the spiked chain.

It keeps going, the loop repeating itself as a second imp is skewered through the arm. The chain erupts out of the wall again, pinning the third one through... something critical, and effectively weakening it. However, the chain, despite hitting the fourth with an explosive end of fire and brimstone, doesn't dissipate, and instead hits the ground shortly after... pinning all four of them down as the chain, stretched taut between wall and floor, finally slips from my grasp and effectively restrains the four Lead Imps it hit.

Torix - Now's your chance! Let's get some attacks in while the forces are still sidetracked!
... Yet even still, the chance of hitting was only decreased to a 50/50 chance. It's still rather likely that one of the Ogres or the Imps I missed could get through to stop or body-block the attack... but hey, it's a 50/50 as compared to a 100/0. We'll see what happens.

Action 2, Sword of Flaming Wind -
The 50/50 chance that I currently would have to even hit the Lich is concerningly high, and Splash seems to be ready to completely annihilate the Imps - assuming that the grenade doesn't blast him back instead... hm. Actually, you know what, let's try something.

Waiting until Splashcat fires the Clutter Bomb Launcher, I begin to focus and internally control the aspects of both wind and fire within the launcher itself - after all, the wind and fire can't ignite or set off the Clutter Bombs if I'm attempting to control it already, can it? Even if it does explode, there are still things I can do to redirect the attack - namely, utilizing wind walls and powerful gusts to basically make the grenade into one continuous beam of various holiday-related clutter and loot boxes.

The intent here is to prevent the attack from backfiring as easily while boosting its power as well. Though definitely some shenanigans, this could be interesting and also cover our backsides a bit from any misfires.

Entity Orders -
Arcanist -
Use
Firestorm to inflict Burning on both Cobalt Ogres and the Impervious Cobalt Lich.
Hovering Turrets - Finish off however many Lead Imps you can! If they're somehow all destroyed, get the Cobalt Ogres!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,174 [-160]
[LVL 1] Malachite, Rust - 165 [-90]
[LVL 2] Copper - 295
[LVL 3] Lead - 110 [-45]
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - 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 - [3/4 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 - [1/3 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 3] Warp Device - [4/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.

You sacrifice the damage potential and weakening of the Length of Demonic Chain to deal a bit less damage and apply Restrained to all your targets, which is a pretty powerful effect, as the chain pins them to the platform!

Assuming Splashcat fires the launcher this turn, you also use the Sword of Flaming Wind to buff its accuracy, removing the penalty it faces!

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

Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 40

-----

Action 1 + Clutter Bomb Launcher: I release the charged shots all at once, targeting the barrage at the large group of Lead Imps. The Clutter Bombs explode into huge piles of junk... which is mostly holiday cosmetic and warpaint cases. Seeing how many of those cluttered up my inventory space with no keys to open them, I am entirely unsurprised.

-----

Action 2 + Magitech Redstone Staff: I jab an Ogre with the end of the staff, which extends a slime-block-tipped piston. The Ogre is sent bouncing into the air, and by the time it lands, more slime pistons have sprouted up under it. The resulting contraption juggles it back and forth through the air, eventually dropping it on the other Ogre once it's thoroughly dizzy.

-----

The Poltergeist holds off activating Possession until it's seen the Cobalt Lich act, as right now it's not sure how to make use of its capabilities. Instead, it uses Kinesis and slashes into an Ogre with Famine, infusing it with a hunger for that sweet sweet Tier 4 Grist. Isn't that other Ogre looking awfully shiny right now? All that Grist could be yours with one well-placed rock...

You fire off your barrage with the Clutter Bomb Launcher, targeting the Lead Imps! Their Speed Value is reduced to 1, and Torix buffed up your accuracy, so you have a high chance of scoring direct hits! Fortunately, both of your shots hit directly!

These shots do 16 damage each to the Lead Imps, instantly killing two of them, and deal 8 damage to two survivors in the group!

As for your second attack, you deal 5 damage to both of the Cobalt Ogres! No luck on the stun, however.

The Poltergeist will do as you say.

Post-Player Battle:

Ninjatwist_ fires at the two surviving Copper Imps, who are restrained and cannot avoid the attacks, but Ninja misses one of his shots anyways! One of them takes a lethal 4-damage bullet to the face, however.

Luke saturates the Copper Imps, but one of his shots misses! His other shots kill the wounded Copper Imps and deal 3 damage to another one, however.
Lyra fires a Displacer at a Cobalt Ogre! This Cobalt Ogre becomes Exposed for two rounds!
The Hovering Turrets saturate the Lead Imps with a taste of their own medicine, dealing 8 lethal damage to one of them and 2 damage to the other!

The Arcanist uses Firestorm to afflict the Impervious Cobalt Lich and the two Cobalt Ogres with very heavy Burning for two turns!
The Poltergeist takes control of FAMINE and manages to score a lucky crit against the exposed Cobalt Ogre! The Cobalt Ogre takes 9damage and the Poltergeist recovers 3 HP.

The Impervious Cobalt Lich deals 13 damage to the Poltergeist!

The Cobalt Ogres deal 13 damage to the Arcanist and one of the Hovering Turrets!

The one surviving Lead Imp struggles against its restraints and deals 3 damage to a Hovering Turret!

The Impervious Cobalt Lich and the Cobalt Ogres take 4 points of Burning damage!
One of the Cobalt Ogres is still Exposed!
The Lead Imp continues to struggle against the Length of Demonic Chain!

Total Grist gains for this round are:
+50 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+25 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: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 14/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
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)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (1/3 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 Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% 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)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
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)
Brave Onyx Helmet [Lvl.3] (Equipment, 30% chance to negate 50% of incoming damage, +2 Base Damage when HP is below 60%)

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).
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] (2/3 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: 24/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 14/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 53/80.
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: 64/84. 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.

Impervious Cobalt Lich [SB-BOSS] HP: 288/384. Grist Tierage. MVP. Command. Rage Charge (40%, 1 Charge).
Special Actions: Sickening Scratch: II. Soul Blast: III. Swift Animate Material: IIII. Empowering Ray: IIIII. Circle Of Death: IIIIII.
Status Effects:
Burning (4 damage taken per turn, 1/2)
Base Damage: 13
Speed Value: 3

Special Actions:
Sickening Scratch: Deal 13 damage to a target and apply Sick (Cannot regain health) for one round.
Soul Blast: Deal 16 damage to a target, and inflict Weakened (+25% direct damage taken) for two rounds. Starts empty.
Swift Animate Material: Take damage equal to 10% of this entity's Max HP, summon four Cobalt Skeletons, then take another action. Can't be used if it would kill the user.
Empowering Ray: Deal 20 damage to a target, and grant 5 HP worth of overheal to up to four Skeletons.
Circle Of Death: Deal 16 damage to six targets.

Passives:
MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive.
Command: Combined effects of Tenacity, Surefoot, and Fortitude. Boss exclusive.
Rage Charge (40%, 1 Charge): Upon reaching or going below the HP threshold, the entity instantly gains the amount of charges specified to its Special Actions.

Cobalt Ogre [SB] HP: 55/64. Grist Tierage. / BD: 13. / SV: 2. (x1) Burning (4 damage taken per turn, 1/2)
-Cobalt Ogre HP: 46/64. Exposed (+20% direct damage taken, cannot be bodyguarded, 1/2), Burning (4 damage taken per turn, 1/2)

Lead Imps [SB] HP: 8/14. Grist Tierage. / BD: 3. / SV: 2. (x1) Restrained (Speed Value reduced to 1, cannot evade attacks, 20% chance to miss attacks, 1/2)
-Lead Imps HP: 0/14. (x5)

[========] 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:
Action 1, Warp Device -
And yet the Lich still stands. Figures, though: things like that certainly aren't powerful enough to go down in one turn. Turning to the others and wielding the Warp Device, I give both Splashcat and the Knight a quick grin before shouting out a plan of action.
Torix - "I'm going in for this! Try and keep these guys off of me, can ya?"
... Whether they follow that or not, I proceed... and using the Warp Device, cast a portal on one of the nearby walls - and directly behind the Impervious Cobalt Lich. Rolling into it, momentum follows - and I find myself directly behind the Lich, catching him off guard and gaining the Advantage for a couple of turns.

Action 2, Inferno Blade - (S) Showdown.
As I proceed to engage the enemy, music kicks in as the Advantage allows me a heightened strike! Considering everything, I would use the Storm Pistol (1.33x damage is still pretty good)... but the Inferno Blade, glowing red-hot even through the sheath, is... well. I let the thing build up for too long, so drawing the blade, I stand strong and prepare myself for yet another attack. This one's gonna hurt for both of us...
Torix - "Now then. Let's do this."

The blade flashes orange before the firey tempest within unifies with glee, forming a concentrated blade of yellow flames around the more physical version of it... and the inferno takes hold, clawing into everything around it to release the stored energy it built. That includes me, which is painfully evident to... pretty much everyone, as the yellow flames begin to circle around my arms and sear into them as I grimace, still holding my ground. Though the fire has a mind of its own, the sheer elemental will to burn all, I can't let that happen - I have to focus, darn it! Slamming the blade into the ground and projecting my own will on the fire, relatively harmless flames flicker across the ground and form a literal firewall to keep the Lich in here.

Of course, it's having none of it. Firing blast after blast of arcane energy at me and even striking directly with its claws, minor hits seem to be landed as the heat gets to me and it both. A lunge on one end is followed by a sidestep and a counter slash, neither of us letting up or letting the damage we've taken stop us. There's too much on the line here - it's life and ambitions for it, and the mission to actually defeat this dang Acolyte for me. As the flames whittle down at both of us, the realization becomes all too apparent - I can't keep this up forever. I've nearly hit orange health already and need to end this now before I take more damage.

Torix - "... Fine. This might not... oh, who am I kidding?
Torix - "This won't end well, but I've gone too far to stop this.
Torix - "It would've happened sooner or later anyway."

I grasp the sword's handle more tightly before releasing the hold I have on the blade's primal, elemental will to burn. It's been eating away at both of us already, and... well, 4 turns is far too long to leave it be. After this fight, I *need* to balance it out with *something*... but that doesn't matter now! As the blade realizes I've loosened my hold, the flames spread beyond just my arms and wreathe me in an aura of fire that I will not, cannot, dispel until it's taken its course. The metallic ground glows with solar-like heat as the wall of flames disappears and focuses inward, a beacon of flame converging and blazing high into the planet's atmosphere around the center of the platform, where the Lich and I were engaged.

The last thing it sees of me is a strange look of defeat on my face as the flames consume both of us.

... The sword clatters to the ground. The Lich, despite having taken hardly any damage compared to the thing's massive health bar, is charred and burnt. Though I'm alive, I'm at 1 HP. That doesn't matter though. Real heroes laugh at death.
Torix - "It's a bit too early for me to die just yet, right?"
Torix - "Your turn, guys. Use it well."


[Intent: deal all the damage I can with this attack, at the cost of almost all my HP.]

Entity Orders -
Arcanist -
Use
Chain Lightning on the Cobalt Ogres, targeting the more damaged one of the two.
Hovering Turrets - Finish off the last Lead Imp. The other one can fire on the more damaged Cobalt Ogre.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,234 [+50]
[LVL 1] Malachite, Rust - 165
[LVL 2] Copper - 295
[LVL 3] Lead - 135 [+25]
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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 - [1/3 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 3] Warp Device - [3/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.
 
Last edited:
ACTION 1 + WAR

Sky High the Knight comes in swinging and sweeps through the Cobalt Ogres with WAR.

ACTION 2

At the same time, he throws PESTILENCE at the Impervious Cobalt Lich to distract it from Torix's attack.

~~~
CP: 0/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
160 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]
 
Yvonne

"Let's see, I am in this world, and I would die if I don't have any weapons, definitely. I don't want to die now."

Seeing this platforms and the mountains of grey all around me, a weapon sprang out of my idea.

Action 1: Process 3748
"If it's grey scale, it usually has enough metal components for me to craft a magic wand. After all, one of my practical exam was to go to such a landscape and kill the dragon without carrying any gear in."

I craft a process and implant this in the world. Having no preparation, it looks like a ghost with 1 eye.

"Process 3748, listen. Your code word is "Beginning" said by Yvonne only,
1: start:
2: ore closest_mine = me.search(mine);
3: mining
4: me.mine(closest_mine);
5: if me.mine.previous(mined) is false then goto mining
6: if me.inventory.status == full then go back to Yvonne and await Yvonne's instructions;
7: goto start."

Then I gave Process 3748 a pickaxe and it goes away mining. As it has only 9 slots of inventory, it should return pretty quickly.

Action 2: Bare-Handed
I then see my process going to collect materials for me to craft my Staff. I then go to find or alchemizes a component that the process won't be able to mine, the "Impure Command Block fragment" (Lvl 3, Materials) - Left by the old builders who have world changing capabilities, it is a crucial ingredient in any manipulation magic items. Although in an Impure form, it is already powerful enough to plow through invaders if used by a expert Mage.
I then use all my second action to find a piece of the Impure Command Block fragment.
 
Last edited:
Act 3: Episode 2: Battle Post 34
Action 1, Warp Device -
And yet the Lich still stands. Figures, though: things like that certainly aren't powerful enough to go down in one turn. Turning to the others and wielding the Warp Device, I give both Splashcat and the Knight a quick grin before shouting out a plan of action.
Torix - "I'm going in for this! Try and keep these guys off of me, can ya?"
... Whether they follow that or not, I proceed... and using the Warp Device, cast a portal on one of the nearby walls - and directly behind the Impervious Cobalt Lich. Rolling into it, momentum follows - and I find myself directly behind the Lich, catching him off guard and gaining the Advantage for a couple of turns.

Action 2, Inferno Blade - (S) Showdown.
As I proceed to engage the enemy, music kicks in as the Advantage allows me a heightened strike! Considering everything, I would use the Storm Pistol (1.33x damage is still pretty good)... but the Inferno Blade, glowing red-hot even through the sheath, is... well. I let the thing build up for too long, so drawing the blade, I stand strong and prepare myself for yet another attack. This one's gonna hurt for both of us...
Torix - "Now then. Let's do this."

The blade flashes orange before the firey tempest within unifies with glee, forming a concentrated blade of yellow flames around the more physical version of it... and the inferno takes hold, clawing into everything around it to release the stored energy it built. That includes me, which is painfully evident to... pretty much everyone, as the yellow flames begin to circle around my arms and sear into them as I grimace, still holding my ground. Though the fire has a mind of its own, the sheer elemental will to burn all, I can't let that happen - I have to focus, darn it! Slamming the blade into the ground and projecting my own will on the fire, relatively harmless flames flicker across the ground and form a literal firewall to keep the Lich in here.

Of course, it's having none of it. Firing blast after blast of arcane energy at me and even striking directly with its claws, minor hits seem to be landed as the heat gets to me and it both. A lunge on one end is followed by a sidestep and a counter slash, neither of us letting up or letting the damage we've taken stop us. There's too much on the line here - it's life and ambitions for it, and the mission to actually defeat this dang Acolyte for me. As the flames whittle down at both of us, the realization becomes all too apparent - I can't keep this up forever. I've nearly hit orange health already and need to end this now before I take more damage.

Torix - "... Fine. This might not... oh, who am I kidding?
Torix - "This won't end well, but I've gone too far to stop this.
Torix - "It would've happened sooner or later anyway."

I grasp the sword's handle more tightly before releasing the hold I have on the blade's primal, elemental will to burn. It's been eating away at both of us already, and... well, 4 turns is far too long to leave it be. After this fight, I *need* to balance it out with *something*... but that doesn't matter now! As the blade realizes I've loosened my hold, the flames spread beyond just my arms and wreathe me in an aura of fire that I will not, cannot, dispel until it's taken its course. The metallic ground glows with solar-like heat as the wall of flames disappears and focuses inward, a beacon of flame converging and blazing high into the planet's atmosphere around the center of the platform, where the Lich and I were engaged.

The last thing it sees of me is a strange look of defeat on my face as the flames consume both of us.

... The sword clatters to the ground. The Lich, despite having taken hardly any damage compared to the thing's massive health bar, is charred and burnt. Though I'm alive, I'm at 1 HP. That doesn't matter though. Real heroes laugh at death.
Torix - "It's a bit too early for me to die just yet, right?"
Torix - "Your turn, guys. Use it well."


[Intent: deal all the damage I can with this attack, at the cost of almost all my HP.]

Entity Orders -
Arcanist -
Use
Chain Lightning on the Cobalt Ogres, targeting the more damaged one of the two.
Hovering Turrets - Finish off the last Lead Imp. The other one can fire on the more damaged Cobalt Ogre.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,234 [+50]
[LVL 1] Malachite, Rust - 165
[LVL 2] Copper - 295
[LVL 3] Lead - 135 [+25]
[LVL 4] Cobalt - 0

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

[LVL 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 - [3/4 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 - [1/3 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 3] Warp Device - [3/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.

You give yourself Advantage for the next two turns with the Warp Device!

Taking advantage of your, well, Advantage, you launch a devastating, self-sacrificial, but most of all, impressive and entertaining to read fireball attack at the Impervious Cobalt Lich! Thanks to Melee Training 2, you manage to score a mini-crit, bringing the damage of your strike up to an apocalyptic SIXTY DAMAGE!!!

You do deplete essentially all of your HP, however... with a hit like that, they're sure to try to take advantage of it.

The Arcanist and the Hovering Turrets will do as instructed.

ACTION 1 + WAR

Sky High the Knight comes in swinging and sweeps through the Cobalt Ogres with WAR.

ACTION 2

At the same time, he throws PESTILENCE at the Impervious Cobalt Lich to distract it from Torix's attack.

~~~
CP: 0/35
Inventory:
2270 Build Grist
140 Malachite
455 Copper
160 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 assault on the Cobalt Ogres with WAR deals 5 damage to both of the Ogres! The Exposed Ogre takes an additional point of damage!

You also deal 6 damage to the Impervious Cobalt Lich with Pestilence! No luck with status effects, except for Scared, which it's immune to!

Yvonne

"Let's see, I am in this world, and I would die if I don't have any weapons, definitely. I don't want to die now."

Seeing this platforms and the mountains of grey all around me, a weapon sprang out of my idea.

Action 1: Process 3748
"If it's grey scale, it usually has enough metal components for me to craft a magic wand. After all, one of my practical exam was to go to such a landscape and kill the dragon without carrying any gear in."

I craft a process and implant this in the world. Having no preparation, it looks like a ghost with 1 eye.

"Process 3748, listen. Your code word is "Beginning" said by Yvonne only,
1: start:
2: ore closest_mine = me.search(mine);
3: mining
4: me.mine(closest_mine);
5: if me.mine.previous(mined) is false then goto mining
6: if me.inventory.status == full then go back to Yvonne and await Yvonne's instructions;
7: goto start."

Then I gave Process 3748 a pickaxe and it goes away mining. As it has only 9 slots of inventory, it should return pretty quickly.

Action 2: Bare-Handed
I then see my process going to collect materials for me to craft my Staff. I then go to find or alchemizes a component that the process won't be able to mine, the "Impure Command Block fragment" (Lvl 3, Materials) - Left by the old builders who have world changing capabilities, it is a crucial ingredient in any manipulation magic items. Although in an Impure form, it is already powerful enough to plow through invaders if used by a expert Mage.
I then use all my second action to find a piece of the Impure Command Block fragment.

Welcome back to the game! Your PC has been added.

You manage to extract some Forgotten Metal Scraps from your environs! It's been added to the crafting ingredient list.

Your second creation, an Impure Command Block Fragment, has also been added to the crafting ingreidents list!

Both of these are Lvl.3 ingredients, but you can craft up to Lvl.4 Ingredients if you have the resources.

It costs you 45 Lead and 150 Build Grist, however... I'll just say you have it.

(I should probably codify how much Grist new players start out with...)



(This is for the previous update, sorry)

Build Grist [Lv. 0]: 3038
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 330
Cobalt [Lv. 4]: 40

-----

Action 1 + Fulmigold Laser Burner: I take aim at the Exposed Cobalt Ogre, using the laser to flash dizzying strobe lights at it until it falls over, allowing me to take as long as I need to line up a perfect headshot.

-----

Action 2 + Cursed Linked Warp Sword: I take some of the Hovering Turrets' spare bullets, toss them into the air, and slash them out of the air with the sword, portaling them inside the Cobalt Ogre's body to bypass its tough hide and drop them directly in its heart.

-----

The Poltergeist, not wanting to wait around for the Lich to activate its special abilities, decides to go ahead and use Possession on it. The Cobalt Lich's limbs spasm, splaying out in all directions, and its head makes a full 360 degree revolution. It seems to regain control of itself after... but the Poltergeist is in the driver's seat. The Lich reaches down and unhooks its ribs one by one, hurling them down the side of the mountain to stick into the piles of jagged scrap beyond like stakes. It then leaps down the mountain after them, tumbling and banging itself on the slope until at last it reaches the bottom and impales itself on the ribs.

You deal 16 damage to the exposed Cobalt Ogre with your Fulmigold Laser Burner!

Targeting the other Cobalt Ogre, you deal 13 damage and apply Disadvantage to it with your unique Cursed Linked Warp Sword tactic!

The Poltergeist will do as you command.

Post-Player Battle:

Ninjatwist_ finishes off the last Lead Imp with his Shortsaber, dealing 8 lethal damage to the thing!

Luke fires his Alternator SMG into the Exposed Cobalt Ogre, dealing only 4 damage! His accuracy isn't the best this round...
Lyra shoots the same Cobalt Ogre with her iRifle, which is more successful than Luke's barrage of shots, dealing 13 damage!
The Hovering Turrets finish off the Exposed Cobalt Ogre with 7 lethal damage, and deal 4 damage to the other one!

The Arcanist uses Chain Lightning on the last Cobalt Ogre, dealing 11 damage to it due to Disadvantage!
The Poltergeist uses Possession on the Cobalt Lich, hijacking its body and going on a gruesome joyride for 22 damage!

The Impervious Cobalt Lich expels the Poltergeist from its body and uses Sickening Scratch on it! Not only does it take 13 damage, it gets afflicted with Sick and cannot recover HP for the next turn!

The surviving Cobalt Ogre deals 13 damage to the last Hovering Turret, leaving it with one hit point!

A lone Copper Lich who must have heard the trashing you gave to the others has arrived to Mercury Summit, probably eager to avenge its kin!

The Impervious Cobalt Lich and the Cobalt Ogre take more 4 points of Burning damage before their flames go out!
The Cobalt Ogre recovers from its disadvantage.
The Poltergeist will remain Sick until it has taken another turn!

Total Grist gains for this round are:
+50 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+5 Lead [Lvl.3]
+20 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: 1/25. Charge Gauge Spent: 35/35. (0 in reserve) Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2, 2/2)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 14/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
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)
Clary Au/Yvonne [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:
340/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
70/90 Lvl.3 Grist (Includes: Lead)
20/80 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)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or yourself or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (1/3 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 Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% 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)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
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)
Brave Onyx Helmet [Lvl.3] (Equipment, 30% chance to negate 50% of incoming damage, +2 Base Damage when HP is below 60%)

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).
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] (2/3 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: 24/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 1/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 53/80.
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: 51/84. Possession: [IIII]. Kinesis. Sick (Cannot regain health, 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.

Impervious Cobalt Lich [SB-BOSS] HP: 198/384. Grist Tierage. MVP. Command. Rage Charge (40%, 1 Charge).
Special Actions: Sickening Scratch: II. Soul Blast: III. Swift Animate Material: IIII. Empowering Ray: IIIII. Circle Of Death: IIIIII.
Status Effects:
Burning (4 damage taken per turn, 0/2)
Base Damage: 13
Speed Value: 3

Special Actions:
Sickening Scratch: Deal 13 damage to a target and apply Sick (Cannot regain health) for one round.
Soul Blast: Deal 16 damage to a target, and inflict Weakened (+25% direct damage taken) for two rounds. Starts empty.
Swift Animate Material: Take damage equal to 10% of this entity's Max HP, summon four Cobalt Skeletons, then take another action. Can't be used if it would kill the user.
Empowering Ray: Deal 20 damage to a target, and grant 5 HP worth of overheal to up to four Skeletons.
Circle Of Death: Deal 16 damage to six targets.

Passives:
MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive.
Command: Combined effects of Tenacity, Surefoot, and Fortitude. Boss exclusive.
Rage Charge (40%, 1 Charge): Upon reaching or going below the HP threshold, the entity instantly gains the amount of charges specified to its Special Actions.

Copper Lich [SB] HP: 96/96. Grist Tierage. / BD: 9. / SV: 3. Soul Blast: [III]. Animate Material: [IIII].

Cobalt Ogre [SB] HP: 19/64. Grist Tierage. / BD: 13. / SV: 2. (x1) Burning (4 damage taken per turn, 0/2), Disadvantage (+10% damage taken from direct attacks, -1 Speed Value, 0/1)
-Cobalt Ogre HP: 0/64. Exposed (+20% direct damage taken, cannot be bodyguarded, 1/2), Burning (4 damage taken per turn, 1/2)

Lead Imps [SB] HP: 0/14. Grist Tierage. / BD: 3. / SV: 2. (x1) Restrained (Speed Value reduced to 1, cannot evade attacks, 20% chance to miss attacks, 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
 
Last edited:
(This is for the previous update, sorry)

Build Grist [Lv. 0]: 3038
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 330
Cobalt [Lv. 4]: 40

-----

Action 1 + Fulmigold Laser Burner: I take aim at the Exposed Cobalt Ogre, using the laser to flash dizzying strobe lights at it until it falls over, allowing me to take as long as I need to line up a perfect headshot.

-----

Action 2 + Cursed Linked Warp Sword: I take some of the Hovering Turrets' spare bullets, toss them into the air, and slash them out of the air with the sword, portaling them inside the Cobalt Ogre's body to bypass its tough hide and drop them directly in its heart.

-----

The Poltergeist, not wanting to wait around for the Lich to activate its special abilities, decides to go ahead and use Possession on it. The Cobalt Lich's limbs spasm, splaying out in all directions, and its head makes a full 360 degree revolution. It seems to regain control of itself after... but the Poltergeist is in the driver's seat. The Lich reaches down and unhooks its ribs one by one, hurling them down the side of the mountain to stick into the piles of jagged scrap beyond like stakes. It then leaps down the mountain after them, tumbling and banging itself on the slope until at last it reaches the bottom and impales itself on the ribs.
 
Inventory:
200 Lvl 0 Build Grist - 160(A1) = 40 Build Grist
50 Lvl 3 Lead - 45(A1) = 5 Lead
20 Lvl 4 Cobalt

1x Impure Command Block Fragment Lvl 3
1x Forgotten Metal Scrap Lvl 3

Charge Gauge: 35/35 (0 in reserve)

Seeing Torix burns like this, she is compelled to
do something. Anything.

Action 1: Alchemy

After the process returns, it pulls itself out of the system and leave me with a Forgotten Metal Scrap.

"You have done well, Process 3748."

The Impure Command Block Fragment can be made better, by solidating some of it's brittle parts and increasing it's receptiveness to code being inputted.

I then do the following alchemy process:

Inpure Command Block Fragment ++ Forgotten Metal Scrap = Ingredient ?? (Lvl 4)

It requires 160 Build Grist and 45 Lead, and I used them to alchemizes the two.

Action 2: Magic
Seeing that I will not be able to craft the weapon soon due to insufficient Grists, I knew I wouldn't be able to use the staff to help Torix. I need to devise a better plan.

Then injection happened to me. Although I only knew Torix due to his name tag, I still don't know the actual ID that represents Torix. Yet, it doesn't matter.

I used a clean, smooth stone tablet and inscribed magical commands to return nothing when a gargantuan entity or such entity's teammate command themselves to attack anything. Whether the Liches attack Torix or not, they would have 1 more moment to fight.

I then elevated my permissions to administrator privileges and inserted this magical command into the runstack. If the Liches want to exist and fights, they would still need runstack permission to do so.

"Nope. In my watch, you don't get runstack permission."

Denying runstack permission via direct elevation of permission burns the mind and is a difficult task, and it is usually a last resort. But seeing anyone on fire and heavily wounded, I would do this all again.

"Quick! Take your chances and deal damages onto the Liches, for they can't attack or counterattack in this moment!"

[Intent: Via removing permission for the Liches to initiate an attack, Yvonne prevent them from making any attack at the cost of serious exertion and possible damages to her body.]
 
Last edited:
Back
Top