The Acolyte's War: Postnoctis

Act 3: Episode 3: Battle Post 5
Xorm was easily and reasonably considered suicidal. But a Heavy such as he was didn't fear bullets. There were two others behind him? They could take cover? Perfect. He didn't need cover...

He was the cover.

Spinning up the Heater, Xorm did a classically ridiculous maneuver - He pointed the barrel behind him, started firing, and used the recoil to power a flaming shoulder charge into the phalanx maneuver those poor Spear Mooks were all bundled up in.

"IN RUSSIA, MACHINEGUN NOT NEED TO SHOOT YOU TO KILL."

Your roundabout body-slam with the Huo-Long Heater barrels into three of the Spear Mooks, dealing 8 damage to all three of them! Asluck would have it, their armor fails to protect them from the slamming maneuver, and all three bridge guards are sent sprawling to the floor!

+3 to your current Charge Gauge.
Your Creative Aftershock rises to +6!

A being appear out of the shadows. And falls onto the ground.

zzzzzzz. Asleep.

Action 1: GO TO SLEEP( MEMORIES)

Action 2: DREAM ŏ̶̖͐̓̄̇͘͝f̷̢̢͕̰̝̯̝̗̱̞̗̟͚̻̻̭̋ ̵̹̬̖̦̝̞̀̿̀̄͛̋̚̕͘̕͝ơ̴̹͙̾̆̈͐͊͐̊́́̾̽͊l̸̡̧̗͓͉̦̙̜̠̖͂̆̄́̋͋͒̈̋̒̕d̴̬̆͛̇͒ ̷̬͛̄̏̅͘̕͘͝͝͠d̷̞̎̏́̌̄̐̌͘͠͝e̵̪̿̅͐͆̀̀̎̾̈́̏͠͠ä̶̧̫́̇̓̍̍̐̚d̷̛̰̞̬͖͇͈͂́̀̊̌̈́̾́̎̀̕͝͝ ̴̡̨̛͓͕̭̻̀̕͠g̷̢̧̧̛̦͍̞̲̫̞̺̹̩̓͗̾͒͊͑͆͌͜͝͝͝͝ͅǫ̷̘̝̻͚̺͔̪̰͖̞͚̯̥̤̩͒́͊̎͂̐̈̈́̊̀̈́̔͆d̶͕͋̾͗̐͊̋͛͛̾͂̾͘͘̕͝͠s̵̢͍̙͖̪̤̟͚͚̙̹̼̝̬͛̿͜͠ͅ

Welcome back to the game! You've been taken out of the inactive PC roster and into the active pool!

You dream of long-dead deities from aeons long since past this one... and they bestow you with whatever visions you think appropriate. Given the combat situation ahead, though, hopefully they give you at least one vision of a weapon idea.

You alone have been bestowed with 480 Build Grist, 90 Rust [Lvl.1 Grist], 160 Amber [Lvl.2 Grist], 45 Sandstone [Lvl.3 Grist], and 80 Sulfur [Lvl.4 Grist]! This is enough to make one Lvl.4 Alchemy and one Lvl.3 Alchemy. If you need any walkthrough on the Alchemy process, let me know and I'd be more than glad to assist!

I decide to target the Command Crew and weaken them first as they (probably) would be competent enough to know some details around here and know some controls?

Action 1) I use my loaded Gloves of Fireball, aim at their cover and throw a ball of fire at their "cover", which is just desks of controls and stuff. Seeing as their panels are suddenly red hot, they panick, only to…

Action 2) I pull out my Multivariate Calculator and reduce the heat conductivity around the panels. Floor is Lava, mooks!

You explode the cover belonging to two of the Mook Command Personnel using your Gloves of Fireball, leaving them Exposed for a couple of rounds! That is your shot with the item, though, and you'll need to spend an action charging it up to use it again.

You pull out your Multivariate Calculator, and while it doesn't critical hit, you do manage to deal 6 damage to two of the enemy Command Personnel! They're badly injured, and their panic worsens!

+3 to your current Charge Gauge.
Your Creative Aftershock rises to +6!

Post-Player Phase:

Ninjatwist_ strikes first at the Spear Bridge Guard formation, but the armor protects his target from much of his pistol's damage! Nonetheless, he deals 4 damage to the target Spear Bridge Guard!
Kate follows up with a fired rocket into the rest of the Spear Mook formation, taking care not to hit Xorm, dealing a devastating 19 damage to one of the Spear Bridge Guards and instantly obliterating them! The splash damage from her rocket hits two other Spear Mooks, dealing enough damage to kill the one Ninjatwist_ shot at, and slaying another with 9 damage!

Luke takes some cover and fires upon the Assault Rifle Bridge Guards, with his weapon piercing through their armor! Two shots hit, dealing 8 damage to them and taking them out of the fight!
Lyra takes use of another piece of cover and fires an attempted lucky shot at another Assault Rifle Bridge Guard! The shot hits the guard's armor and deals 3 damage to the target!
Cody moves into the open and blasts his Mars-Pattern Shotgun at two of the Assault Rifle Bridge Guards, using Mark for Doom! One of them hits for 4 damage, while another bounces off the target's armor and hits for 2 damage. They are both struck with Doom, however!

The Assault Rifle Bridge Guards split their shots among two targets:
One group fires a hail of bullets at Cody Crimson, dealing 14 damage to him and knocking out 28% of his Health Vial!
The other blasts Kate Mabufu, dealing 17 damage in total and knocking out 34% of her Health Vial due to her lack of protection compared to Cody, causing her a serious injury!
The two Spear Bridge Guards attack Xorm in desperation, dealing 8 damage to them!
Two of the Command Personnel find pistols hidden in their desks! They hastily fire upon Yvonne, dealing 4 damage to her!
The rest of the Command Personnel are in panic, in or out of cover or are frantically searching for weapons.

Two of the Assault Rifle Bridge Guards succumb to the lethal 6 damage of their Doom!
Two of the Mook Command Personnel are still Exposed and helpless!

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.

Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +0 Base Damage (0/2 turns)
Sky High/The Knight [AA] HP: 16/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +0 Base Damage (0/2 turns)
Yvonne [AA] HP: 12/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +6 Base Damage (2/2 turns)
KitRougard/Xorm [AA] HP: 13/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +6 Base Damage (2/2 turns)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +0 Base Damage (0/2 turns)
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 inventories of some idle players have been recently cut, and are awaiting in a document of mine or the top of Page 17 should they rejoin.

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)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +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 (30% 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] (0/3 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 a random foe for 100% more damage dealt, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Sky High/The Knight:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 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 1-damage 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)

Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Gloves of Fireball [Loaded: O] [Lvl.3] (Single-shot ranged weapon, Base Damage: +6, Must be reloaded with an action to use again)

Phasing Gold Armor [Evasion: O] [Lvl.3] (Equipment, wearer gains a 30% Evasion chance until they get hit, which reactivates after they aren't hit with an attack for one full turn)

Handheld Potion Generator [Lvl.4] (Potion Power: 3/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

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)

Ninjatwist_ [AA] HP: 44/50.
Base Damage: 4
Speed Value: 3+1 (from Trainee's Teal Belt)

Weapons:
Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Taking Cover (60%).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Taking Cover (60%).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to mini-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)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 72% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 54% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +8, Must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Full Cover (60% block chance) Inhabitants (Max: 2): Luke Ingram, Lyra Xandine

Assault Rifle Mook Bridge Guard [PA] HP: 8/8. (x6)
Subgroup A HP: 0/8 (x1).
Subgroup B HP: 5/8 (x1).
Subgroup C HP: 0/8 (x2). Doom (6 damage taken per turn, effect cannot be extended, 0/1)
Powered (Base Damage: 4.). Armor (60% chance, 65% effectiveness)

Spear Mook Bridge Guard [PA] HP: 8/8. (x2)
Subgroup A HP: 0/8 (x6).
Powered (Base Damage: 4.). Armor (60% chance, 65% effectiveness)

Mook Bridge Command Personnel [PA] HP: 8/8. (x4).
Subgroup A HP: 8/8 (x2). Armed with Pistols!
Subgroup B HP: 2/8 (x2) Exposed (Cannot gain cover benefits, 1/2)
Taking Cover (60% chance to dodge ranged attacks).

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
They say that somewhere in a far away land known as Earth there resides a portal to a subterranean kingdom. This is, perhaps, the plot of many C-list movies, but we're going to continue anyway.

Our story begins with the Celestial King and the Phantom, but we won't go into more detail about either of them for a few more centuries. What you need to know by the time our story really kicks off is that the Celestial King controls an army of snowy owls ten times the size of any living on the surface, and has access to the Belowstar, which can erase and modify the memories of any who see its light. The Phantom, on the other hand, is dead, or so everyone in the kingdom thinks. The last anyone saw of him, the Phantom was sealed within a cursed gauntlet.

It is at this point in our story a protagonist enters, a little boy no more than eleven. This little boy has discovered the hole to this kingdom in the playground where he and his schoolmates have recess. He enters this hole, seeking two of his friends who have gone in before him. It is in this hole that he discovers the Phantom Gauntlet, which turns him into a Phantom-like creature. Now, it is worth noting that the Phantom is not a ghost. It is a feral beast-like creature, with skin black as night, scales harder than diamond, and eyes like red lights in the night. The Phantom boy did not become a beast, but inherited these features. Using the Phantom Gauntlet, this boy dethroned the Celestial King, sealing the Belowstar and restoring the memories of his lost friends.

Unbeknownst to the boy, the Phantom was sealed away for good reason. Although the Celestial King was, in fact, a cruel despot, the sealing of the Belowstar allowed the Phantom to assume its true form, destroying the entire kingdom. It is at this point in the story we must ask ourselves: Where, now, is the Celestial King?

Why, he's here, of course. See, kings don't die. When someone is a ruler, they become immortal - but their soul and body are whisked away upon a fatal blow to a far distant, unknown location.

Now, here, the Celestial King does not have the Belowstar, but he has something he has always wanted... control of *real* stars.

With a wave of his staff, the Celestial King manifests one, here, in this ship. But it's too small to sustain itself, and so... quickly, it becomes a supernova. Extreme heat washes over the entire battlefield, melting through armor and burning away faces. But in it all, the Celestial King is unaffected... He just stares, awestruck, at the power he once sought to achieve before he was thwarted by a little boy. With this power, the Phantom would never rise again... he could destroy it entirely!

Unbeknownst to the Celestial King, however, the Phantom was not residing in the subterranean kingdom anymore. Elsewhere, not too far away, it was hatching a plan to destroy the stars, and plunge the world into eternal darkness...
 
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Action 1) I use my action to reload the Globes of Fireball. It deals good damage and make people explodes, so I'm all for it.

"Yvonne, take this!"

A voice somewhere voiced for my attention, and I see a patch of oil still burning from my past attack on the far side of the panels. Probably hydraulic fluid, I also charge that into the Gloves. If I throw them soon; it would probably be hotter?

Action 2) I realized that I might have walked too far trying to collect the burning stuff. As I noticed I'm in a mook's attack range; I decided to trick it.

"Attack me, Attack Yvonne! I'm soooo weak, aren't you trying to down me first?"

Meanwhile I charge up my Multivariate Calculator to bend space around me, trying to deflect their attacks.

At whom? The Mooks themselves.
 
Act 3: Episode 3: Battle Post 6?
They say that somewhere in a far away land known as Earth there resides a portal to a subterranean kingdom. This is, perhaps, the plot of many C-list movies, but we're going to continue anyway.

Our story begins with the Celestial King and the Phantom, but we won't go into more detail about either of them for a few more centuries. What you need to know by the time our story really kicks off is that the Celestial King controls an army of snowy owls ten times the size of any living on the surface, and has access to the Belowstar, which can erase and modify the memories of any who see its light. The Phantom, on the other hand, is dead, or so everyone in the kingdom thinks. The last anyone saw of him, the Phantom was sealed within a cursed gauntlet.

It is at this point in our story a protagonist enters, a little boy no more than eleven. This little boy has discovered the hole to this kingdom in the playground where he and his schoolmates have recess. He enters this hole, seeking two of his friends who have gone in before him. It is in this hole that he discovers the Phantom Gauntlet, which turns him into a Phantom-like creature. Now, it is worth noting that the Phantom is not a ghost. It is a feral beast-like creature, with skin black as night, scales harder than diamond, and eyes like red lights in the night. The Phantom boy did not become a beast, but inherited these features. Using the Phantom Gauntlet, this boy dethroned the Celestial King, sealing the Belowstar and restoring the memories of his lost friends.

Unbeknownst to the boy, the Phantom was sealed away for good reason. Although the Celestial King was, in fact, a cruel despot, the sealing of the Belowstar allowed the Phantom to assume its true form, destroying the entire kingdom. It is at this point in the story we must ask ourselves: Where, now, is the Celestial King?

Why, he's here, of course. See, kings don't die. When someone is a ruler, they become immortal - but their soul and body are whisked away upon a fatal blow to a far distant, unknown location.

Now, here, the Celestial King does not have the Belowstar, but he has something he has always wanted... control of *real* stars.

With a wave of his staff, the Celestial King manifests one, here, in this ship. But it's too small to sustain itself, and so... quickly, it becomes a supernova. Extreme heat washes over the entire battlefield, melting through armor and burning away faces. But in it all, the Celestial King is unaffected... He just stares, awestruck, at the power he once sought to achieve before he was thwarted by a little boy. With this power, the Phantom would never rise again... he could destroy it entirely!

Unbeknownst to the Celestial King, however, the Phantom was not residing in the subterranean kingdom anymore. Elsewhere, not too far away, it was hatching a plan to destroy the stars, and plunge the world into eternal darkness...

I welcome the Celestial King to the game, for what time we have left! The Knight has been replaced with him in your character entry.

Your grand entrance, filled with creative blossoming and potential, deals a devastating 20 damage right off the bat, aimed at the two Spear Bridge Guards! Neither of them block the hit, resulting in two very, very dead Spear Bridge Guards!

+4 to your current Charge Gauge.
Your Creative Aftershock soars to the maximum of +12!

Action 1) I use my action to reload the Globes of Fireball. It deals good damage and make people explodes, so I'm all for it.

"Yvonne, take this!"

A voice somewhere voiced for my attention, and I see a patch of oil still burning from my past attack on the far side of the panels. Probably hydraulic fluid, I also charge that into the Gloves. If I throw them soon; it would probably be hotter?

Action 2) I realized that I might have walked too far trying to collect the burning stuff. As I noticed I'm in a mook's attack range; I decided to trick it.

"Attack me, Attack Yvonne! I'm soooo weak, aren't you trying to down me first?"

Meanwhile I charge up my Multivariate Calculator to bend space around me, trying to deflect their attacks.

At whom? The Mooks themselves.

Your gloves of fireball are currently unloaded! You use your first action to reload them instead of landing an attack, however.

Your second attack with the Multivariate Calculator goes off without a hitch, however! You deal 15 damage to the affected Assault Rifle Bridge Guards! No critical hit happens, however, and while you manage to kill one, your other target is saved by their armor to live on low health.

Your Creative Aftershock rises to +8!
+3 to your current Charge Gauge.

Post-Player Phase:

Ninjatwist_ attacks the injured Assault Rifle Bridge Guard with his pistol, which deals lethal damage even through the target's armor! He takes another shot at another Bridge Guard, dealing 2 damage as armor nullifies the hit!
Kate tries to mitigate some of the burst damage the Assault Rifle Bridge Guards have inflicted and heals up herself, Yvonne and the Celestial King for 10, 5, and 5 HP respectively, with her Shoulder Mounted Medi-Gun!

Luke keeps shooting at the Assault Rifle Bridge Guards, dealing 7 damage to one of them! Armor blocks some of the hits, but its effectiveness is drastically reduced!
Lyra goes for the safe shot on the injured Assault Rifle Bridge Guard, dealing 3 damage with the Mook's armor!
Cody goes for the double kill with his Mars-Pattern Shotgun, going through the Mooks' armor for 6 lethal damage to both Bridge Guards!

The Assault Rifle Bridge Guards try to defend the Bridge Personnel to their dying breath, releasing a volley of shots:
One of them shoots Luke, dealing 2 damage! One of the shots hits wide, and another goes into Luke's cover.
Another tries wearing down Cody, dealing 3 damage to him through his armor!
The last fires upon Kate, dealing another 3 damage to her through her armor!

The Command Personnel that managed to arm themselves with pistols fire upon Lyra, but are ineffective and can't do any damage! Lyra's cover blocks the hits.
The rest of the Command Personnel are in panic, in or out of cover or are frantically searching for weapons.

Some of the Command Personnel regain their cover benefits!

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.

Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +0 Base Damage (0/2 turns)
Sky High/The Celestial King [AA] HP: 21/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +12 Base Damage (2/2 turns)
Yvonne [AA] HP: 17/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +8 Base Damage (2/2 turns)
KitRougard/Xorm [AA] HP: 13/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +6 Base Damage (1/2 turns)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +0 Base Damage (0/2 turns)
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 inventories of some idle players have been recently cut, and are awaiting in a document of mine or the top of Page 17 should they rejoin.

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)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +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 (30% 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] (0/3 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 a random foe for 100% more damage dealt, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Sky High/The Celestial King:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 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 1-damage 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)

Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Gloves of Fireball [Loaded: O] [Lvl.3] (Single-shot ranged weapon, Base Damage: +6, Must be reloaded with an action to use again)

Phasing Gold Armor [Evasion: O] [Lvl.3] (Equipment, wearer gains a 30% Evasion chance until they get hit, which reactivates after they aren't hit with an attack for one full turn)

Handheld Potion Generator [Lvl.4] (Potion Power: 3/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

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)

Ninjatwist_ [AA] HP: 44/50.
Base Damage: 4
Speed Value: 3+1 (from Trainee's Teal Belt)

Weapons:
Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 96% (HV:HP Ratio: 1:2). Taking Cover (60%).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Taking Cover (60%).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to mini-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)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 66% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 68% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +8, Must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Full Cover (60% block chance) Inhabitants (Max: 2): Luke Ingram, Lyra Xandine

Assault Rifle Mook Bridge Guard [PA] HP: 8/8. (x3)
Subgroup A HP: 0/8 (x4).
Powered (Base Damage: 4.). Armor (60% chance, 65% effectiveness)

Spear Mook Bridge Guard [PA] HP: 0/8. (x2)
Powered (Base Damage: 4.). Armor (60% chance, 65% effectiveness)

Mook Bridge Command Personnel [PA] HP: 8/8. (x4).
Subgroup A HP: 8/8 (x2). Armed with Pistols!
Subgroup B HP: 2/8 (x2) Exposed (Cannot gain cover benefits, 0/2)
Taking Cover (60% chance to dodge ranged attacks).

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
The Celestial King remains unaware that the Phantom remains, following him even now. But for now, the Phantom is not doing anything interesting.

Let's look back in on the Celestial King. Now, perhaps you remember, which I hope you do, since I only just told you, that the Celestial King once commanded an army of dangerous, massive snowy owls. This is still true. However, when the Belowstar was destroyed, the Phantom eliminated every last one of these snowy owls, save for the King's most loyal owl servant, Ebeneezer, who fled to parts unknown. The Celestial King, of course, commanded it, and for one especially good reason. Namely, he knew his death would not truly kill him, and he would end up somewhere else. In this somewhere else, although he could rule alone, he wished for allies. After all, through no other method is it possible to conquer a kingdom.

The Celestial King pulls a whistle from a concealed pocket. When he blows into it, a powerful screech comes out the other end. At first, nothing seems to come of this, until in the distance the Mooks can hear a flapping noise, getting closer... closer... With a mighty shearring noise, a massive snowy owl bursts through the hull of the Worldforger, seemingly unscathed by this action, and flattens the remaining Mooks. This is, as you should hopefully recognize, our loyal Ebeneezer from the subterranean kingdom. But, just as the Mooks are getting back up again, they are torn to shreds by another incoming force; namely, a massive swarm of regular-sized snowy owls. Apparently Ebeneezer made some friends.

35 Charge Gauge is expended. 20 is used to summon Ebeneezer the Gigantic Snowy Owl. Ebeneezer is incredibly beefy, so 10 Charge goes into HP. His claws will pierce through even the strongest of armor, so 10 Charge goes into attack that ignores armor, shields, etcetera.

15 is used to summon the Swarm of Regular-Sized Snowy Owls. 5 Charge goes into HP, which is then augmented by the swarm taking double damage from AoE attacks. 10 charge goes into raw Attack.

Ebeneezer attacks the entity with the most armor. The Swarm attacks the entity with the most HP, after Ebeneezer's attack.
 
I look at the items I got.

...

None of this is good enough for a bed.

Damnit and the noise of all the fighting is keeping me up.

Firstly, I see what weapons I can create with my current inventory.
 
//I hate that shitty stuff is happening to me but

Action 1) I use my Fireball Glove to launch another offensive at the Mooks. The Assault Rifle Mooks seems to be the ones that are hindering any kind of intel gathering, so I launch a fireball directly at the group of Mooks.

Action 2) I then realized that I need to disarm the Command Personnel in order to gather intel without a hitch. I use my Multivariate Calculator and make the ground under the Personnels unstable, forcing them to at least nonconcentrate to disarming.
 
Act 3: Episode 3: Battle Post 7
The Celestial King remains unaware that the Phantom remains, following him even now. But for now, the Phantom is not doing anything interesting.

Let's look back in on the Celestial King. Now, perhaps you remember, which I hope you do, since I only just told you, that the Celestial King once commanded an army of dangerous, massive snowy owls. This is still true. However, when the Belowstar was destroyed, the Phantom eliminated every last one of these snowy owls, save for the King's most loyal owl servant, Ebeneezer, who fled to parts unknown. The Celestial King, of course, commanded it, and for one especially good reason. Namely, he knew his death would not truly kill him, and he would end up somewhere else. In this somewhere else, although he could rule alone, he wished for allies. After all, through no other method is it possible to conquer a kingdom.

The Celestial King pulls a whistle from a concealed pocket. When he blows into it, a powerful screech comes out the other end. At first, nothing seems to come of this, until in the distance the Mooks can hear a flapping noise, getting closer... closer... With a mighty shearring noise, a massive snowy owl bursts through the hull of the Worldforger, seemingly unscathed by this action, and flattens the remaining Mooks. This is, as you should hopefully recognize, our loyal Ebeneezer from the subterranean kingdom. But, just as the Mooks are getting back up again, they are torn to shreds by another incoming force; namely, a massive swarm of regular-sized snowy owls. Apparently Ebeneezer made some friends.

35 Charge Gauge is expended. 20 is used to summon Ebeneezer the Gigantic Snowy Owl. Ebeneezer is incredibly beefy, so 10 Charge goes into HP. His claws will pierce through even the strongest of armor, so 10 Charge goes into attack that ignores armor, shields, etcetera.

15 is used to summon the Swarm of Regular-Sized Snowy Owls. 5 Charge goes into HP, which is then augmented by the swarm taking double damage from AoE attacks. 10 charge goes into raw Attack.

Ebeneezer attacks the entity with the most armor. The Swarm attacks the entity with the most HP, after Ebeneezer's attack.

35 Charge Gauge spent! I'm calculating Ebeneezer and his flock's statline, and it should be finished... now. Oddly enough, my charging stats don't work off of "buying" stats with specific charge points, but instead charges go towards building an entity's base stat total, which is then modified as you see fit. Regardless, Ebeneezer and his flock are added, and they'll attack on their next turn!

Utilizing your current Creative Aftershock-boosted attacks, however, you through Ebeneezer's initial swings deal a massive 32 base damage in total to the remaining Mook Bridge Guards! Assuming 10 damage is going into each... Ebeneezer's onslaught fells one of the Mooks, but the other two manage to survive through their armor, albeit with halved HP.

Your Creative Aftershock maintains at its current level!

I look at the items I got.

...

None of this is good enough for a bed.

Damnit and the noise of all the fighting is keeping me up.

Firstly, I see what weapons I can create with my current inventory.

There are plenty of weapons you can make... if you want a full list of Ingredients to use, click here to go to the Crafting Ingredients Index. Generally, Alchemies will equal the level of the highest Ingredient used in their creation, and these Ingredients aren't used upon crafting.

Weapons and Ingredients do cost Grist to create fresh, however, as a returning player, you've been granted quite a bit to use.

//I hate that shitty stuff is happening to me but

Action 1) I use my Fireball Glove to launch another offensive at the Mooks. The Assault Rifle Mooks seems to be the ones that are hindering any kind of intel gathering, so I launch a fireball directly at the group of Mooks.

Action 2) I then realized that I need to disarm the Command Personnel in order to gather intel without a hitch. I use my Multivariate Calculator and make the ground under the Personnels unstable, forcing them to at least nonconcentrate to disarming.

I hope I can sympathize- life can be a bit overwhelming some times, can't it? Here's hoping whatever you're going through resolves itself quickly.

You blast the surviving Mook Bridge Guards with your Fireball Glove, aiming to hit both... thankfully, your shot hits true. Your shot deals the full 9 damage to one of the Bridge Guards and leaves the other with a single hit point!

You use your Multivariate Calculator to shake the ground beneath the armed Mook Command Personnel, forcing them to stabilize themselves and drop their weapons! You've got a good eye on them now, so they're effectively at your mercy.

Post-Player Phase:

Ninjatwist_ attacks the injured Assault Rifle Bridge Guard with his pistol, which is more than enough to fell his single-hitpoint target!
Kate reloads her Bazooka to be ready for the next encounter.

Luke, Lyra, and Cody immediately yell at the Command Personnel to surrender and avoid going for their weapons!

The Command Personnel surrender in unison! They're willing to give up information they know if their lives are spared and they know they'll be sent to a safe location.

Ebeneezer the Gigantic Snowy Owl and his swarm of regular-sized kin swoop onto the field!

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!
- Deal with the surrendered Mook Bridge Personnel! Either interrogate them for more info, get them off the ship, or execute them- although this might cause them to try fighting back.

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.

Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +0 Base Damage (0/2 turns)
Sky High/The Celestial King [AA] HP: 21/25. Charge Gauge Spent: 35/35.
Creative Aftershock: +12 Base Damage (1/2 turns)
Yvonne [AA] HP: 17/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +8 Base Damage (2/2 turns)
KitRougard/Xorm [AA] HP: 13/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +6 Base Damage (1/2 turns)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +0 Base Damage (0/2 turns)
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 inventories of some idle players have been recently cut, and are awaiting in a document of mine or the top of Page 17 should they rejoin.

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)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +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 (30% 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] (0/3 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 a random foe for 100% more damage dealt, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Sky High/The Celestial King:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 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 1-damage 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)

Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Gloves of Fireball [Loaded: O] [Lvl.3] (Single-shot ranged weapon, Base Damage: +6, Must be reloaded with an action to use again)

Phasing Gold Armor [Evasion: O] [Lvl.3] (Equipment, wearer gains a 30% Evasion chance until they get hit, which reactivates after they aren't hit with an attack for one full turn)

Handheld Potion Generator [Lvl.4] (Potion Power: 3/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

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)

Ninjatwist_ [AA] HP: 44/50.
Base Damage: 4
Speed Value: 3+1 (from Trainee's Teal Belt)

Weapons:
Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 96% (HV:HP Ratio: 1:2). Taking Cover (60%).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Taking Cover (60%).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to mini-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)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 66% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 68% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +8, Must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Full Cover (60% block chance) Inhabitants (Max: 2): Luke Ingram, Lyra Xandine

Ebeneezer the Gigantic Snowy Owl [AA] HP: 66/66. Armor Pierce (100%)
Swarm of Regular-Sized Snowy Owls [AA] HP: 38/38.
Max HP: 66
Base Damage: 4
Speed Value: 3
Armor Pierce (100%): Armor is 100% less effective against this entity's attacks.

Swarm Stats:
Max HP: 38
Base Damage: 7
Speed Value: 3

Assault Rifle Mook Bridge Guard [PA] HP: 0/8. (x3)
Powered (Base Damage: 4.). Armor (60% chance, 65% effectiveness)

Mook Bridge Command Personnel [PA] HP: 8/8. (x6). Surrendered!
Subgroup A HP: 2/8 (x2)

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
The Celestial King looks down upon the assembled command forces. "Hmph," he says. "Under my rule, any commander who surrendered information to an opposing force would be met with a painful, torturous death." He then bows slightly and laughs. "Luckily, you are not under my rule."

He then approaches one of the weaker Commanders with a piercing stare. "I wish to know the location of the Belowstar," he says. "I would be stunned to know if you were not aware of the existence of such an artifact... so please do tell me. Leave out no information, or your head will be on the line."
 
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