Sky High (the Knight): Finally, a fight. I was getting bored.
ACTION 1 + WAR + ACTION 2:
The Knight pulls out WAR and spins until he becomes a massive fire tornado. Then, he tears through the Mook Ground Crew, sending them flying every which way.
"Automatic ones are the more problematic ones. I'll take care of them."
I pulled up my Multivariate Calculator, and modify the structural build of the semi-automatics. When they try to fire, this modification will make the bullet fly out in the back instead of the front.
[[OOC: Sorry I've been gone for so long - college kinda does that to you.]]
Now then... let's get back into things, shall we? Torix, though he's been quiet and not attracting stealth to himself, brushes off the dust and stealthily draws the Hurricane Pistol.
[Action 1, Hurricane Pistol]
Without a word, Torix fires once - and a bullet composed of wind and electricity is fired directly at the back of an Automatic weapon wielder's skull. There's a good point to knocking them down early, considering they've got the most dangerous attacks... other than the Anti-Acolytes, of course. "You forget that we have a few more automatic weapons on our side too - one of which, I wield."
Returning his attention to the Mooks on the field, he fires two more bullets in quick succession. The wind around them forms a interesting helix pattern between the two bullets before they both split off, simultaneously choosing to aim at two more, separate Automatic weapon wielders among the Mooks' side. Now then - hopefully it won't take long before the remainder of them are completely obliterated as well.
[Action 2]
Realizing the fact that the combat he just encouraged with the others has totally blown stealth, Torix goes ahead and once again, ducks into the shadows behind some spontaneously placed boxes within the flight deck. The longer stealth is maintained for at least someone, the better - and hey, with the others providing a distraction, it shouldn't prove difficult at all for him to maintain the ability to sneak around.
Charge Gauge - 0/35
[IIIII IIIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,174
[LVL 1] Malachite, Rust - 175
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0
Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack, -10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack, +5% Accuracy (effective 80%, 75%, 70% chances to hit)
[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 - [0/3 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 - [2/4 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.
Torix looks at the others and the abnormal lack of Grist that these things have not dropped.
"... odd. They don't drop Grist. They... they definitely still deal damage though."
Claiming the +3 to the Charge Gauge that was not explicitly stated, Torix sighs and readies the chain still wrapped around his wrist.
"They can still die, too."
[Action 1, Length of Demonic Chain]
With nothing but a flick of the player's wrist, the length of chain is gone before it rapidly reforms around all remaining Sword Mooks and the two remaining Rifle Mooks at 2/8 HP. Doesn't matter which one it crits on, cause they're all going to be gone anyways.
[Action 2]
"I'm going to continue ahead, since there's only an equivalent of 12 HP left here. See you guys in the next room." He then proceeds into the next room, initiating the next combat encounter without a turn break and keeping the momentum going.
Charge Gauge - 3/35
[|||II IIIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,174
[LVL 1] Malachite, Rust - 175
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0
Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack, -10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack, +5% Accuracy (effective 80%, 75%, 70% chances to hit)
[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 - [0/3 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 - [2/4 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.
The Knight turns to the Rifle Mooks. He swings WAR again, causing a spray of unholy fire to consume most of them.
Hopefully for some continuation:
As the world is becoming unstable, I typed anything into the Calculator for some random effects to happen on the Mooks, especially on the Rifle Team.
[Both Actions, Hurricane Pistol, Stalwart Valved Chestplate]
Rushing into the filled next room, the fighter quickly takes a moment to regard the situation before the others rush in. Realizing the cover available in the center of the room, he quickly dashes behind the open half-cover before anyone has the chance to stop him and shouts a warning to the actual Homestuck players and Ninjatwist, along with his fellow allies. "Focus on the veterans first! They're going to get some more cover up if we don't do anything about it soon!"
Focusing back on his own attacks, he proceeds to launch an attack on the Veteran Assualt Rifle Mooks! Not drawing any weapons immediately, he instead utilizes the valves on his chestplate as one of them near his hand turns on. After a brief build-up, he launches a very large blast of water into the general area that the veterans occupy, knocking most of them over and getting both them and their portable cover soaking wet. Despite being soaked now, they don't seem damaged in the slightest and their confusion over the attack allows the perfect opportunity for what's next.
Now then - water is an excellent conductor, and taking advantage of the fact, he proceeds to fire the Hurricane Pistol three times consecutively into the ranks of the Veteran Assault Rifle Mooks. However, as the small bolts of electricity hit them, they seem to prove drastically more effective than before! Now that both they and the entire floor surrounding them are wet, the electricity not only courses through them but also through their water-clogged armor and clothes, drastically increasing the damage they take and reducing them into... well, not their component Grist, but at least some pretty twitchy corpses.
TL; DR:
- As a free action, claim the remaining open Half Cover.
- Use the Stalwart Valved Chestplate and the Hurricane Pistol to get things wet, then use the conductivity of water to throughly electrocute the Veteran Assault Rifle Mooks.
Charge Gauge - 6/35
[||||| |IIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184 [+10]
[LVL 1] Malachite, Rust - 180 [+5]
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0
Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [l|||] 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 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack, +5% Accuracy (effective 80%, 75%, 70% chances to hit)
[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 - [0/3 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 - [2/4 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.
10 Build
5 Level 1
0 Level 2
0 Level 3
0 Level 4
0 Level 5
The Knight is about to use WAR again when time suddenly freezes.
The Knight: ...What the?
A mysterious cloaked entity approaches The Knight. A 7 is emblazoned on the head of its bright cloak.
???: Knight... have you forgotten?
The Knight: What? Who are you?
???: Who I am is not important. You may call me #7.
The Knight: So, #7... what is it I have forgotten?
#7: Your continued insistence on using those swords... you're not reaching your full potential. You need something more.
The Knight: Well, what else do I have!? My staff is at only a fraction of its power after Xor robbed me of most of the Ruby's abilities.
#7: ...Have you truly forgotten?
The Knight: I don't have any time for games. Just tell me what I've forgotten!
#7: Such impatience.
#7: No matter. Just take this and you will understand within time.
#7 opens a snow-white hand and reveals a small white fire. The Knight reaches out and grabs it, feeling it fill his body.
Time suddenly resumes. The Knight remembers. A hidden ability long forgotten.
2 ACTIONS + WAR
The Knight grabs WAR with both hands. Space bends and shifts, and the massive sword transforms into a massive flamethrower. The Knight unleashes a pillar of unholy fire on the Veteran Assault Rifle Mooks.
Free Action:
I move to the Teleporter Hallway, and orders my Handheld Potion Generator to make Instant Damage potions.
Action 1 & 2: Multivariate Calculator
Seeing Torix's attack, I quickly plugged a set of equations that alters the fundamental reality within the teleporter room, causing the Mook's body to have a lower ohm value than they usually have. With lower resistance means that more electricity will flow thru the Mooks. Hope them enjoy a inside-out instant cook process.
Inventory:
390 Lvl 0 Build Grist (+10)
235 Lvl 1 Rust (+5)
120 Lvl 2 Copper
165 Lvl 3 Lead
40 Lvl 4 Cobalt
1x Lvl 1 Essence of Fire
1x Lvl 1 Essence of Danger
1x Lvl 1 Essence of Invisibility
1x Lvl 1 Potion Template
1x Lvl 2 Gold Ore
1x Lvl 3 Fulmigold Ore
1x Lvl 4 Metallic Command Block Scrap
Multivariate Calculator [Lvl.4]
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: 1/3]
Charge Gauge: 35/35 (0 in reserve)
10 Build
5 Level 1
0 Level 2
0 Level 3
0 Level 4
0 Level 5
I'll probably go back at some point and grab my old Grist counts but I don't feel like it right now.
ACTION 1 + PESTILENCE
The Knight leaps behind one of the Powered Pistol Mooks and stabs it through the chest with PESTILENCE. Then, he swings PESTILENCE to sling the Powered Pistol Mook into its cohorts.
ACTION 2 + WAR
The Powered Pistol Mooks, now in a pile, are easy targets. Using WAR, The Knight conjures a wall of white fire. Then, he calls this fire to himself and uses it to shape the Powered Pistol Mooks into a cube, coagulating them and mixing them like two colors of fondant.
[Action 1, Inferno Blade]
Finally following up after far too long (once again, college is time-consuming), I launch myself out from behind cover to take full advantage of the Evasion bonus that my scarf grants - and to possibly give some more cover to the various NPCs we have traveling with us. Regardless of that, it also doesn't change the fact that I can now take the coagulated Powered Pistol Mook Cube... that's a mouthful - and then slice at it with the Inferno Sword, hitting it with the flat of the blade to launch it directly at the Rifle Mooks.
The cube, already probably unable to act and defend itself from the act, now becomes the Immolated Powered Pistol Mook Cube Projectile as it catches fire and is launched directly towards the Rifle Mooks. Now then - since fire does count as a plasma, and plasma conducts electricityl... we now have a very deadly projectile that is aimed directly at the Rifle Mooks - and it's partially fire, so I still can use the Inferno Blade to control it! Therefore, about the time it reaches the epicenter of the Rifle Mook's location, I promptly cause that fire to explode outwards, burning a good chunk of the Rifle Mooks and putting the Powered Mooks out of their misery.
[Action 2, Hurricane Pistol]
After coming back to this attack, I soon realize it doesn't seem like it's dealing maximal damage - and then I realize that fire can conduct electricity, but needs to be in a high-voltage environment in order to do so anywhere close to effectively. That can be fixed.
Utilizing the Hurricane Pistol, I launch a different type of shot, and the air seemingly becomes charged as an electrified field blankets the section of the room. Due to the now significantly higher voltage, that tidbit about fire being electric comes to life as any and everything that was previously being on fire in that range now suddenly is hit with a strong jolt of electricity as well. Quickly ending both the electric pulse and the fire, I end my turn quickly assessing the battlefield and preparing for any oncoming hits.
Summary:
- Following up on Sky High's attack, I set the Powered Pistol Mook Cube on fire and launch it directly into the Rifle Mooks, where it promptly explodes and deals significant damage to everything in the area, using the odd information that fire conducts electricity.
- Realizing that fire only conducts electricity effectively in high-voltage environments, I use the Hurricane Pistol to project an electrified field over the area and drastically increase the voltage. Electrocution ensues.
Charge Gauge - 9/35
[||||| |lllI IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184
[LVL 1] Malachite, Rust - 180
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0
Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [lll|] 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 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack, +5% Accuracy (effective 80%, 75%, 70% chances to hit)
[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 - [0/3 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 - [2/4 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.
Free Action: I back off from the heat and retreat to a nearby wall in order to make me less susceptible to Mook Fire.
Action 1: Given the damages I sustained, I brew some standard issue Health Potions using my Handheld Potion Generator. I also obtain some Warp Particles of both the Orange and Blue variants.
Action 2: Essence of Fire + Fulmigold Ore + Metallic Command Block Scrap = Plasmagic Inductor (Ranged Fire Staff, Lvl 3) ; Essence of Invisibility + Gold Ore + Orange Warp Particles + Blue Warp Particles = Phasing Gold Armor (Armor Lvl 3)
Inventory:
70 Lvl 0 Build Grist (-160, -160)
155 Lvl 1 Rust (-40, -40)
120 Lvl 2 Copper
165 Lvl 3 Lead
40 Lvl 4 Cobalt
1x Lvl 1 Essence of Danger
1x Lvl 1 Potion Template
Multivariate Calculator [Lvl.4]
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: 1/3]
Plasmagic Inductor [Lvl.3] (???)
Phasing Gold Armor [Lvl.3] (???)
Charge Gauge: 35/35 (0 in reserve)
Out of nowhere, Xorm trudged into the mess, lifted up the Huo-Long heater, and turned the high-HP rifle Mook into burning Swiss cheese.
Russian stealth, baby.
He also boldly assumes the plot will just let him waltz in like this.
[Action 1, Inferno Blade]
Still very out in the open, Torix re-equips the Inferno Blade and seems very pleased with the synergy it has with the Huo-Long Heater. Burning is a nice status effect, too - so hey, why not take a few more things out with it?
Using the last of the effects from the Sylphic Scarf, Torix dashes up to the two remaining Lightly Armored Spear Mooks, and boldly smiles. Two basic spears against a sword is not a fair matchup, especially when they're at 1 HP - and both sides know it. With a quick slash of flame, he cuts both down, allowing the sword to be raised up - and then, channeling a bit of the inner Zelda he has, he lets the sword charge before unleashing a whirling strike of flame at the remaining Rifle Mooks - specifically, the one with higher HP before the flame presumably carries through to KO the other.
[Action 2, Hurricane Pistol]
Still holding his position, Torix then proceeds to pull out the Hurricane Pistol before firing three consecutive shots in quick succession. The first two, using air-based propulsion and automatic correction, fire at both of the Hammer Mooks who are most likely unable to dodge. The remaining bullet, however, is aimed towards the Teleporter's core control system... and assuming it hits, that should be enough to deal significant damage to it if not outright destroy the thing.
Summary:
- Using the Inferno Blade, kill four Mooks with 1 Action - specifically, the two Rifle Mooks and the two Lightly Armored Spear Mooks.
- To wrap combat up here, hit the 2 remaining Hammer Mooks and the Teleporter with the Hurricane Pistol. If a shot misses, then just let someone else take care of the Teleporter and re-fire at the Hammer Mooks.
Charge Gauge - 12/35
[||||| |llll llIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184
[LVL 1] Malachite, Rust - 180
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0
Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack, -10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack, +5% Accuracy (effective 80%, 75%, 70% chances to hit)
[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] 1/3 - 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 - [0/3 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 - [2/4 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.
Sky High via Discord DM said:The Knight pierces the base of the teleporter with REAPER, filling it with black ooze that corrodes it from the inside. Then, he uses PESTILENCE to cut away at the teleporter's outer layers.
Action 1: I'm making the Gloves of Fireball as a Lvl 3 item as discussed.
Action 2: Yeah, I'm not gonna give a good time to the Rifle Mooks. I train my Calculator at them, and reverse their blood flow.
"I think we'll find more out going to the Bridge, we might also find solutions and information to the Worldforger! If you all think it's better, let's go there~"
I'll go to the entrance of the Bridge, taking care to not being seen by enemies.
OOC:
I do want the crafts done, and please list my name on the tally as Yvonne only, please~