The Acolyte's War: Postnoctis

Build:1098
Lv 1:50
Lv 2:10
Charge:0/10

(25 Charge) I expend 25 charge points and Summon the Centre of Brilliance !!
Centre of Brilliance
60 HP
7x1 BH/BD, cannot repeat on same target

(x1)(VoidStaff)I surround a Smash Mook, recently trapped in the pit and now just escaped from it, with Total Darknesss from the Voidstaff as I invoke beings from the Outside, shapes and limbs, the wild flailing of a Monkey's paw before it dissolves back into the ether... and a Dragon of the End. I call it to my side as i blows dark dragonfire at the Smash Mook, causing it to round this way and that way as a burst of flame, a flash of scales, fangs the size of daggers and eyes the size of a man reveal themselves in sudden bursts. The Smash Mook than runs into a corridor with no end, running away from the dragon as it runs up to it at a leisurely pace, being just a bit faster than the Smash Mook.

The Mook finds a dark wooden door in the side of the Corridor and runs into it before barring it with as many items as possible. But before they sigh in relief, they hears a snort of warm, moist air above him. They turn around slowly, before a sudden rush, a flash of teeth and a Limb of the Smash Mook is missing before they could escape from the room screaming and into the Corridor.

Of course, the other Dragon chasing the Mook in the Corridor hasn't stopped being a thing. It's far, far too close for comfort but it seems to be slowing down, mocking the Mook by giving them a headstart to run from it. As the Smash Mook runs and runs, they turns around and does not see the Dragon chasing them. But than, they feels something wet and slimy falling onto him. He looks up, and it's the Dragon of the End. A bite and their other Limb is missing, there's a terrible scream as the Mook runs and runs, and finally escapes from the Darkness of the Voidstaff...straight into me in Dragon form.

I look down, say "boo" and they faints. I than fly up, carrying the Smash Mook, before throwing them down from way up in the sky.

(x1)(Staff of Creation Magics) Now for one of the other Uninjured Smash Mooks. Wielding the Staff of Creation magics, i call forth the transistional Aspect of Dreams, that rare Aspect only found in special sessions. It's the Aspect of doing something once, and doing it well.
Invoking the Aspect of Dreams, I create a Rainbow Cloud that rains down combustible melons that explode into combustible lemons when they hit something, like a Smash Mook for example. The combustible lemons, of course also violently detonate. Thus, the Smash Mook is visited by a rain of explosions that surround them as well as the nasueous combined scent of melons, lemons and gunpowder.

The scent gives me a new idea, once again calling upon Creation, i create a fan made out of surströmming, and with a though it begins creatin wind straight at the Smash Mook , flooding it's nostrils with it's horrible smell. As the fan blows harder and harder, it rips itself apart and blows it at the Smash Mook who has opened their mouth at a most unfortunate time. A piece of fish enters his mouth, and is forced into his gullet by the sheer force of the winds.

Needless to say, he's disorienated by the nasuea for my final attack. With my final attack, i create a gigantic mirror shine hemisphere, receiving light from Skaia and storing it, before pointing at the Smash Mook, with a thought, it fires a huge laser that burns through them. And thus, my attack concludes.

(ORDERS)CA heals itself.QH heals the Steel Golem
 
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"This is it. I can't stay awake anymore. but I can't leave during the battle..."

The Player rubs his tired eyes. He has his phone in his hand. And a thought sleepily occurs to him.

The Avatar responds to the Command line. How thorough can this go?

And as he types, he notices that there's an option to add a song link to the command. Blearily, the player says fuck it, links a Youtube video, then promptly goes to sleep.

> [ S ] Alastair1: Stop the Mooks, Save Your Allies

At first, the minecraft avatar doesn't move. Then, slowly, it raises and lowers its sword, then ax, then gun.

It swaps its items, equipment, and everything several times. It crouches... and then it jumps.

It takes a step forward.

Alastair1:
Alastair1:
Alastair1: Stop the Mooks, Save My Allies.

Its head turns up, surveying the battlefield. It quickly finds its target: The Mook Armored Personnel Carriers. They hovered menacingly for a drawn out moment.

And then it moves.

Alastair1 raises its Grist Forged Shotgun and fires at the Carrier repeatedly, drawing its attention. It keeps firing, forcing the enemy to unleash their minigun fire. Switching to the Tiger Ax, it drops to all fours and begins evading the constant fire. The Mooks have loaded the Minigun well, but it could only fire for so long lest it overheat. The instant it stopped firing, Alastair1 began firing upon it again.

This back and forth kept forcing it to move around to get into position near one of the Mesas that was above the battlefield. Once it was close enough, the avatar stopped runnign randomly... and began to scale the cliffside. This made it an easy shot, so they slowly rose up to keep up.

-1 Damage to Alastair1!

-1 Damage to Alastair1!

-1 Damage to Alastair1!

-1 Damage to Alastair1!

But there was a plateau above it, and at the last second, during a lull in the barrage, they used a potion of swiftness and climbed the rest of the way. Unable to quite move out of the way, the Carrier lurched as the Minecraft Avatar embedded its ax into its hull before a greater lurch indicated that it was on them!

The Pilot, furious, began spinning in erratic patterns to throw off their would be boarder. Then they heard several loud, sharp slams into the hull the second the Pilot let up even a second. Furious, he yelled at his 'cargo' to get up there and 'do something!'

So they opened the doors to do just that... Only to eat more Shotgun. Alastair1 jumped in doing a roll, coming out of it to shoot at the mooks. It didn't matter if it hit or not - it just needed some distance. it bolted for the pilot's area, but it was surrounded by 15 mooks.

But the Minecraft knew no fear. it only knew one thing, deep in its soul.

It had a mission. It would do as it always did, and see it through until it could no more.

Drawing the Tiger Ax, Alastair1 batted away several weapons aimed at its body, smacking their trajectory into other mooks. If it could, it'd sidestep and duck under more attacks, forcing the enemy to fall back as they took more harm than their foe did. The second it had room, the Minecraft avatar charged forward only to roll at the last second as the ranged enemies began firing upon it. It returned fire in kind with the Grist-Forged Shotgun, and its scattershot pellets proved to be too much, forcing yet another retreat.

One more shot, only this time the ammo was the Ax. It flew at blistering speeds into the door, tearing it open and slaying the pilot. The mooks were stunned, but Alastair1 was unphased and ran in. Grabbing the controls, it let the System guide it now, as it always did when its player couldn't. The controls responded.

He turned the ship around, aiming it at... its compatriot. Charging forward with the ship's minigun suicidally blazing, heedless of the return fire, the Minecraft Avatar noticed that it was in more pain.

-2 Damage to Alastair1!

-2 Damage to Alastair1!

But that didn't matter. It had a mission. And the first step was to prevent reinforcements from coming in.

The enemy aircraft, to its credit, tried to evade, but a few lucky shots to its propulsion slowed it just enough for Alastair1 to crash into it. And then he kept going, the minigun still firing despite the warnings about the overheating. The two wrestled with each other, trying to gain control of the other.

Then the minigun exploded. Lightening both aircraft and damaging the enemy just as much as his own hijacked craft, Alastair1 pressed the throttle, forcing them both to speedfaster and faster. Another attempt was made to try and kill him.

-4 damage! -4 damage!

But it was futile.

With a horrific screech, the Mook Armored Personnel Carriers slammed into another Mesa's clifface, and both of them crumpled. Somewhere in one of them, the crumpled metal pierced a fuel source and sparked. The enemy aircraft, one after the other, had their engines explode violently, causing both of them to hit the ground and collapse in on themselves.

-8 damage to Alastair1!

The Cleric and Stone Mason looked on with bated breath.

From the wreckage, Alastair1 dragged its battered body out before standing again.

As long as it could hold its weapons... as long as it could still breath... it would do its duty.

The Cleric, panicking, dragged the wounded man over to the outer wall to receive coverage. It began swiftly brewing up a potion to tend to its wounds while the Stone Mason continued ensuring that the wall wasn't destroyed int he coming retaliation...

=======================================================

No summary this time. Consider this a focus Action involving 2 Actions, voluntarily taking 24 damage, using both the Tiger Ax and Grist Forged Shotgun, and copious amounts of shenanigans to try and accomplish something big. The interpretation and results I leave to you.
 
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Charge Gauge: 35/35.
Grist: 728 Build Grist, 10 Malachite, 10 Copper.

-----

I expend my entire charge gauge to summon a 35-point entity, the Master Alchemist. It will have 92 HP, 8 Attack, and can throw <0> Potions, gaining 1 random Potion per turn, to a maximum of 8. Each Potion is an attack that does no damage but inflicting a status effect on its target.

Potion of Poison - 1 damage DoT for 3 turns
Potion of Blindness - -40% accuracy for 3 turns
Potion of Slowness - -1 Speed for 3 turns
Potion of Weakness - -1 attack for 3 turns
Potion of Regeneration - 1 HP regen for 3 turns (targets allies, can't self target)
Potion of Fragility - Take 20% more damage from direct attacks for 3 turns

-----

Action 1:
"Alexa, give me a potion of healing to drink."
"Got it. Giving you a notion of healing to think."
"...Sure, good enough."
Through sheer force of mind over matter, I think myself into being healed.

-----

Action 2 + Cursed Void Sword: Man, I stayed up too late writing this. I need to go to sleep. I close my eyes. Oh, hey, everything's dark now. I gather that omnipresent darkness into the Cursed Void Sword and stab an Elite Battle Rifle Mook. Its eyes close for the last time as it sleeps the sleep of the dead.
 
Act 3: Episode 1: Battle Post 19
Sky High? sighs as he realizes things work differently here - no sword for him, put simply. He decides to spend his first action looking for a Sword blueprint and then his second for an Essence of Fear. He then makes Fear, for REAL this time.

Then, he uses his Charge Gauge for real this time to summon a tortured soul from a far-away universe:

Max HP = 50
Base Damage = 11
Speed Value = 1
Martyr: Entity who destroys Agyxos instantly dies. If Agyxos died to a boss or the Acolyte, the last non-boss, non-Acolyte entity who damage Agyxos dies instead.

CP: 0/35 (-20)
Inventory:
156 Build Grist (-20)
10 Malachite (-10)

Agyxos the Martyr added! From running through the formulas, this seems pretty balanced for a 20-post entity, if a bit minmaxed.

You also create an Essence of Fear! Thankfully, a Sword Template already exists in the fault. It's a Level 1 ingredient, since I remember you wanting to make FEAR start at level 1.

Sword Template + Essence of Fear = FEAR [Lvl.1]
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)

You craft FEAR! It's a sinister-looking sword that looks like it's made out of pure darkness. Although it's probably still not at its full potential, you can change that.

Build:1098
Lv 1:50
Lv 2:10
Charge:0/10

(25 Charge) I expend 25 charge points and Summon the Centre of Brilliance !!
Centre of Brilliance
60 HP
7x1 BH/BD, cannot repeat on same target

(x1)(VoidStaff)I surround a Smash Mook, recently trapped in the pit and now just escaped from it, with Total Darknesss from the Voidstaff as I invoke beings from the Outside, shapes and limbs, the wild flailing of a Monkey's paw before it dissolves back into the ether... and a Dragon of the End. I call it to my side as i blows dark dragonfire at the Smash Mook, causing it to round this way and that way as a burst of flame, a flash of scales, fangs the size of daggers and eyes the size of a man reveal themselves in sudden bursts. The Smash Mook than runs into a corridor with no end, running away from the dragon as it runs up to it at a leisurely pace, being just a bit faster than the Smash Mook.

The Mook finds a dark wooden door in the side of the Corridor and runs into it before barring it with as many items as possible. But before they sigh in relief, they hears a snort of warm, moist air above him. They turn around slowly, before a sudden rush, a flash of teeth and a Limb of the Smash Mook is missing before they could escape from the room screaming and into the Corridor.

Of course, the other Dragon chasing the Mook in the Corridor hasn't stopped being a thing. It's far, far too close for comfort but it seems to be slowing down, mocking the Mook by giving them a headstart to run from it. As the Smash Mook runs and runs, they turns around and does not see the Dragon chasing them. But than, they feels something wet and slimy falling onto him. He looks up, and it's the Dragon of the End. A bite and their other Limb is missing, there's a terrible scream as the Mook runs and runs, and finally escapes from the Darkness of the Voidstaff...straight into me in Dragon form.

I look down, say "boo" and they faints. I than fly up, carrying the Smash Mook, before throwing them down from way up in the sky.

(x1)(Staff of Creation Magics) Now for one of the other Uninjured Smash Mooks. Wielding the Staff of Creation magics, i call forth the transistional Aspect of Dreams, that rare Aspect only found in special sessions. It's the Aspect of doing something once, and doing it well.
Invoking the Aspect of Dreams, I create a Rainbow Cloud that rains down combustible melons that explode into combustible lemons when they hit something, like a Smash Mook for example. The combustible lemons, of course also violently detonate. Thus, the Smash Mook is visited by a rain of explosions that surround them as well as the nasueous combined scent of melons, lemons and gunpowder.

The scent gives me a new idea, once again calling upon Creation, i create a fan made out of surströmming, and with a though it begins creatin wind straight at the Smash Mook , flooding it's nostrils with it's horrible smell. As the fan blows harder and harder, it rips itself apart and blows it at the Smash Mook who has opened their mouth at a most unfortunate time. A piece of fish enters his mouth, and is forced into his gullet by the sheer force of the winds.

Needless to say, he's disorienated by the nasuea for my final attack. With my final attack, i create a gigantic mirror shine hemisphere, receiving light from Skaia and storing it, before pointing at the Smash Mook, with a thought, it fires a huge laser that burns through them. And thus, my attack concludes.

You create the Centre of Brilliance! It's been added into the battlefield as shown, with a Speed Value of three.

Your first attack deals 13 damage to the stunned Smash Mook!

Your second attack deals 14 damage to one of the healthy Smash Mooks! You also succeed in Blinding it for the turn!

"This is it. I can't stay awake anymore. but I can't leave during the battle..."

The Player rubs his tired eyes. He has his phone in his hand. And a thought sleepily occurs to him.

The Avatar responds to the Command line. How thorough can this go?

And as he types, he notices that there's an option to add a song link to the command. Blearily, the player says fuck it, links a Youtube video, then promptly goes to sleep.

> [ S ] Alastair1: Stop the Mooks, Save Your Allies

At first, the minecraft avatar doesn't move. Then, slowly, it raises and lowers its sword, then ax, then gun.

It swaps its items, equipment, and everything several times. It crouches... and then it jumps.

It takes a step forward.

Alastair1:
Alastair1:
Alastair1: Stop the Mooks, Save My Allies.

Its head turns up, surveying the battlefield. It quickly finds its target: The Mook Armored Personnel Carriers. They hovered menacingly for a drawn out moment.

And then it moves.

Alastair1 raises its Grist Forged Shotgun and fires at the Carrier repeatedly, drawing its attention. It keeps firing, forcing the enemy to unleash their minigun fire. Switching to the Tiger Ax, it drops to all fours and begins evading the constant fire. The Mooks have loaded the Minigun well, but it could only fire for so long lest it overheat. The instant it stopped firing, Alastair1 began firing upon it again.

This back and forth kept forcing it to move around to get into position near one of the Mesas that was above the battlefield. Once it was close enough, the avatar stopped runnign randomly... and began to scale the cliffside. This made it an easy shot, so they slowly rose up to keep up.

-1 Damage to Alastair1!

-1 Damage to Alastair1!

-1 Damage to Alastair1!

-1 Damage to Alastair1!

But there was a plateau above it, and at the last second, during a lull in the barrage, they used a potion of swiftness and climbed the rest of the way. Unable to quite move out of the way, the Carrier lurched as the Minecraft Avatar embedded its ax into its hull before a greater lurch indicated that it was on them!

The Pilot, furious, began spinning in erratic patterns to throw off their would be boarder. Then they heard several loud, sharp slams into the hull the second the Pilot let up even a second. Furious, he yelled at his 'cargo' to get up there and 'do something!'

So they opened the doors to do just that... Only to eat more Shotgun. Alastair1 jumped in doing a roll, coming out of it to shoot at the mooks. It didn't matter if it hit or not - it just needed some distance. it bolted for the pilot's area, but it was surrounded by 15 mooks.

But the Minecraft knew no fear. it only knew one thing, deep in its soul.

It had a mission. It would do as it always did, and see it through until it could no more.

Drawing the Tiger Ax, Alastair1 batted away several weapons aimed at its body, smacking their trajectory into other mooks. If it could, it'd sidestep and duck under more attacks, forcing the enemy to fall back as they took more harm than their foe did. The second it had room, the Minecraft avatar charged forward only to roll at the last second as the ranged enemies began firing upon it. It returned fire in kind with the Grist-Forged Shotgun, and its scattershot pellets proved to be too much, forcing yet another retreat.

One more shot, only this time the ammo was the Ax. It flew at blistering speeds into the door, tearing it open and slaying the pilot. The mooks were stunned, but Alastair1 was unphased and ran in. Grabbing the controls, it let the System guide it now, as it always did when its player couldn't. The controls responded.

He turned the ship around, aiming it at... its compatriot. Charging forward with the ship's minigun suicidally blazing, heedless of the return fire, the Minecraft Avatar noticed that it was in more pain.

-2 Damage to Alastair1!

-2 Damage to Alastair1!

But that didn't matter. It had a mission. And the first step was to prevent reinforcements from coming in.

The enemy aircraft, to its credit, tried to evade, but a few lucky shots to its propulsion slowed it just enough for Alastair1 to crash into it. And then he kept going, the minigun still firing despite the warnings about the overheating. The two wrestled with each other, trying to gain control of the other.

Then the minigun exploded. Lightening both aircraft and damaging the enemy just as much as his own hijacked craft, Alastair1 pressed the throttle, forcing them both to speedfaster and faster. Another attempt was made to try and kill him.

-4 damage! -4 damage!

But it was futile.

With a horrific screech, the Mook Armored Personnel Carriers slammed into another Mesa's clifface, and both of them crumpled. Somewhere in one of them, the crumpled metal pierced a fuel source and sparked. The enemy aircraft, one after the other, had their engines explode violently, causing both of them to hit the ground and collapse in on themselves.

-8 damage to Alastair1!

The Cleric and Stone Mason looked on with bated breath.

From the wreckage, Alastair1 dragged its battered body out before standing again.

As long as it could hold its weapons... as long as it could still breath... it would do its duty.

The Cleric, panicking, dragged the wounded man over to the outer wall to receive coverage. It began swiftly brewing up a potion to tend to its wounds while the Stone Mason continued ensuring that the wall wasn't destroyed int he coming retaliation...

=======================================================

No summary this time. Consider this a focus Action involving 2 Actions, voluntarily taking 24 damage, using both the Tiger Ax and Grist Forged Shotgun, and copious amounts of shenanigans to try and accomplish something big. The interpretation and results I leave to you.

...Wow. This really is something special! As in, really something special!

Your first barrage with the Grist-Forged Shotgun deals 6 damage to both of the Armored Personnel Carriers! Your first shots goes wide, but your second barrage hits true.

Your second assault with the Tiger-Pattern Stone Axe deals 18 more damage to the Mook APC!

You also take 24 damage as a result, as per your request, but deal 12 damage to one of the Armored Personnel Carriers as a result.

+6 to your current Charge Gauge.
(Just as a side note, I'm not going to start giving these out like candy.)

Charge Gauge: 35/35.
Grist: 728 Build Grist, 10 Malachite, 10 Copper.

-----

I expend my entire charge gauge to summon a 35-point entity, the Master Alchemist. It will have 92 HP, 8 Attack, and can throw <0> Potions, gaining 1 random Potion per turn, to a maximum of 8. Each Potion is an attack that does no damage but inflicting a status effect on its target.

Potion of Poison - 1 damage DoT for 3 turns
Potion of Blindness - -40% accuracy for 3 turns
Potion of Slowness - -1 Speed for 3 turns
Potion of Weakness - -1 attack for 3 turns
Potion of Regeneration - 1 HP regen for 3 turns (targets allies, can't self target)
Potion of Fragility - Take 20% more damage from direct attacks for 3 turns

-----

Action 1:
"Alexa, give me a potion of healing to drink."
"Got it. Giving you a notion of healing to think."
"...Sure, good enough."
Through sheer force of mind over matter, I think myself into being healed.

-----

Action 2 + Cursed Void Sword: Man, I stayed up too late writing this. I need to go to sleep. I close my eyes. Oh, hey, everything's dark now. I gather that omnipresent darkness into the Cursed Void Sword and stab an Elite Battle Rifle Mook. Its eyes close for the last time as it sleeps the sleep of the dead.

Master Alchemist summoned! Although I'll tweak around some of how the potions work to make it easier to plan around.

You heal yourself up for 4 HP! The Imps targeted you last turn, so your healing isn't as effective.

You deal 10 damage to the current group of Imps with the Cursed Void Sword! You also inflict Cursed on the survivor.
I've also tweaked your alchemies so that Cursed procs less, but it shouldn't be debilitating,

+10 Build Grist acquired.
+5 Malachite [Lvl.1] acquired.
+5 Copper [Lvl.2] acquired.

Irritated at himself, Torix charges for the turn. Should have done something sooner.

Whups, sorry for assuming you had a full Charge Gauge prior. I'll compensate you for it this turn:

+8 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ charges towards the Spear Mooks, intending to help finish them off, hacking at one of them with his Shortsaber for 8 lethal damage!

Luke Ingram finishes off the last Copper Imp by striking it with his Fire Demon Mace, dealing 9 lethal damage to it!
The Combat Apothecary attacks one of the Elite Battle Rifle Mooks for 4 lethal damage!
The Quiet Healer heals the Desert Cleric Villager for 4 HP!
The Stone Mason Villager heals up the Outer Wall for 4 HP!
The Desert Cleric Villager is brewing up another potion when he notices Alastair1 in trouble!

The Spear Mooks keep trying to attack the Malachite Ogres, dealing 4 damage!
The Rifle Mooks try shooting the Quiet Healer down, dealing 4 damage to it!
The Lightly Armored Sword Mooks continue to fight the Steel Golem, dealing 4 damage to it!
The Elite Sword Mooks also attack the Steel Golem, dealing 6 damage! One of the attackers crits! This puts the Steel Golem on Orange Health (40%)!
The Elite Battle Rifle Mooks shoot at Ninjatwist_, dealing 6 damage to him!
The Sniper Rifle Mooks keep targeting the Combat Apothecary, dealing 10 damage! One of the attacks crits! The Combat Apothecary goes down!
The healthy Mook APC tries shooting down the Stone Mason Villager, dealing 6 damage to him, even over the Outer Wall!
The injured Mook APC unleashes its cargo! Out of the badly damaged APC come a small squad of six Grenade Launcher Mooks, and a larger squad of Lightly Armored Mooks led by a Mook Lieutenant! The Mook Lieutenant declares an Everybody Attack! order!
However, some of these reinforcements are worse for wear due to the damage sustained in Alastair1's massive attack.

The Malachite Ogres clobber the Spear Mooks, dealing 8 lethal damage to two of them! Only one survivor among them remains...

The Smash Mook that can attack tries to keep dismantling the Outer Wall, dealing 4 damage to it!

The Steel Golem, enraged, switches targets to the Elite Sword Mooks, flattening one for 10 lethal damage!

Splashcat regenerates a bit more health before their regeneration fades.
The Smash Mook regains sight!
The Smash Mook stops bleeding and regains focus!

Agyxos the Martyr, the Center of Brilliance, and the Master Alchemist make their way onto the field.

Total Grist gains for this round are:
+48 Build Grist
+10 Malachite [Lvl.1]
+10 Copper [Lvl.2]

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 1/25. Charge Gauge Spent: 11/35. (1 in reserve)
Splashcat [AA] HP: 24/25. Charge Gauge Spent: 0/35. (0 in reserve) Regeneration (1 HP gain per turn, 0/2)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 20/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
20/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)

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)
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)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (3/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, 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)
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, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict 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] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 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 pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 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)

Outer Wall [AA] HP: 54/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Alastair1, Quiet Healer.

Combat Apothecary [AA - The Paradoxical Dragon] HP: 0/20. / BD&H: 4. / SV: 3. Combat Healer. Autohealer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 22/52. / BH: 7. / SV: 3. Healer.

Center of Brilliance [AA - The Paradoxical Dragon] HP: 60/60. Extra Actions (6). Combat Healer.
Max HP: 60/60
Base Damage & Healing: 1
Speed Value: 3
Extra Actions (6): This entity can act six additional times.
Cannot heal/attack the same target in one turn.

Steel Golem [AA - Torix] HP: 43/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 18/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 12/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used once.

Master Alchemist [AA - Splashcat] HP: 92/92. Next potion: Regeneration! Potion targets: 1!
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

Agyxos the Martyr [AA - Sky High?] HP: 50/50. Martyr.
Max HP: 50
Base Damage:11
Speed Value: 1
Martyr: On death, the last non-boss/elite enemy to damage this entity instantly dies.

Malachite Ogre [SB] HP: 40/40. / BD: 8. / SV: 2. (x1). Grist Tierage.
-Malachite Ogre HP: 24/40. (x1)

Copper Imp [SB] HP: 0/12 (x2). / BD: 2. / SV: 2. Grist Tierage. Cursed (+10% damage taken from direct attacks, 1/1)

Spear Mooks [PA] HP: 8/8. (x1). Chivalry.
-Spear Mook HP: 0/8. (x3)

Rifle Mooks [PA] HP: 8/8. (x4). Chivalry.

Lightly-Armored Sword Mook [PA] HP: 6/8. (x1) Chivalry.
-Lightly Armored Sword Mooks HP: 5/8. (x2)
-Lightly Armored Sword Mooks HP: 3/8. (x1)

Elite Battle Rifle Mooks [PA] HP: 8/8. (x3). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mook HP: 4/8. (x1)

Elite Sword Mooks [PA] HP: 8/8. (x1). Melee Training 2.
-Elite Sword Mook HP: 4/8. (x1)
-Elite Sword Mook HP: 0/8. (x1)

Sniper Rifle Mooks [PA] HP: 8/8. (x6). Sniper.
-Sniper Mooks HP: 6/8. (x2)
-Sniper Mooks HP: 4/8. (x2)

Grenade Launcher Mooks [PA] HP: 8/8. (x4)
-Grenade Launcher Mooks HP: 4/8. (x2)

Lightly-Armored Hammer Mooks [PA] HP: 8/8. (x6)
-Lightly-Armored Hammer Mooks HP: 4/8. (x2)
-Mook Lieutenant [PA] HP: 14/14. VIP. Next Orders: Everybody Attack!.
Max HP: 14
Base Damage: 3
Speed Value: 3
VIP: When in a group with other entities, one of these entities can take a hit for this entity if it is targeted. Chance is (Attached entity group HP / (Attached entity group HP + 28))
Orders: This entity can issue one of the following orders every turn. They take effect the turn after they are declared, and only last for that turn.
Everybody Attack!: This entity's attached group can attack twice if they have Chivalry, or four times if they have Chivalry+.
Strike Carefully!: This grants Melee/Ranged Training 2 to the entity's attached group, or add +1 to the group's existing Melee/Ranged Training.
Move with Haste!: This entity and its attached group can act as if it had +1 to its Speed Value
Take Cover!: This entity and its attached group gains the Cover (40% dodge chance) buff for one turn.

Smash Mooks [PA] HP: 32/32. / BD: 8. / SV: 2. Dueler. Giant Body.
-Smash Mook HP: 18/32. Blind (50% miss chance, 0/1)
-Smash Mook HP: 9/32. Bleeding (1 damage taken per turn, 0/2), Stun (Misses attacks, 0/1)

Mook Armored Personnel Carriers [PA] HP: 54/60. / BD: 4. / SV: 3. Mook Transport (15).
Armed with: Heavy Machine Gun (Automatic).
-Mook Armored Personnel Carrier HP: 24/60. Mook Transport (15, Unloaded).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Roleplay - Holy crud Alastair oh god oh frick
Deciding to not put anything off further, Torix moves first this turn. Beginning to draw my sword, the mage goes - wait crud Alastair's at 1 HP, why is Alasdair at 1 HP!? Immediately, he quickly changes his plans for the turn - telling the Steel Golem to bodyguard him and realizing there's still a threat to be dealt with in the field.
Torix - Look, what you did was effective but really, really reckless.

Torix - I know you're playing through an avatar and can respawn, but still - not dying would be good.
Torix - Who knows what the other consequences are here?
Torix - Either way... if this is the AI thing that Alastair's set up, New orders.
Torix - Defeat the Mooks, Save your Friends, and DON'T DIE! Okay!?

All Actions, 10 Charge Gauge, Firebolt Sword - Torix looks at the entity Mooks before him, and quicksand to grow tired of their shenanigans. No matter how much of a grand attack you seem to have, you never quite succeed in killing them all. It's a bit frustrating.

Yet... well, what nobody's ever tried before is a charged attack. Sure, people can do some incredible things without any charge but the two actions they have a turn, but... well, hm. The mage supposed it'd be worth a shot. And so... Taking a part of his Charge Gauge and breaking it off, he absorbs the power built up. Immediately, a flare of mana and power comes off him, though it will soon be used up. He grins, realizing this power - and meanwhile, the Mooks in their Armed Personnel Carriers realize just how dead they are.

Not wasting any time to monologue or say something equally edgy, Torix gets straight into it and draws the Firebolt Sword, crackling with electricity. He doesn't do a standard slash with it, however - instead, pulling it back and throwing it, blade forward, at the APC. As it leaves his hand, the blade is forced into a pure shape of energy as naught but a bolt of arcane lightning strikes the vehicle from where it was decidedly not built to handle it... but Torix won't let it stop there. He wants this thing gone. Channeling some sort of arcane control, he forces the lightning to channel through the car's electrical systems, first trying the radio, communications, and any other electronics the car may have. It superheated the engine, causing the oil to boil over and making a mess of the car's internal syste me - essentially, ruining the vehicle. As Torix focuses, he realizes something - control over electricity and fire are wielded within this blade. Again, why refrain from using it?

Drawing the Fire Caster Sword as well, Torix again channels the energy through the sword and begins to influence the other's elemental affinity - it begins coursing through the car as a strange form of electrical fire, wreaking havoc and making the car yet more unusable. Then, with the fire still wreaking havoc under the hood and now the rest of the car, it's fully converted to an elemental flame, which has spread through the passengers and the remainder of the car. It's nothing more than a burning death trap at this point - so the mage decides to show a little bit of mercy. Ending the attack quickly is far better than letting all the Mooks inside burn slowly and painfully - so forcing his hands outwards, he expands the flames and causes the entirety of the car to explode as the rampant forces of elements hit the car's breaking point.

Collapsing on the ground, Torix leans back on the Outer Wall and exhales.

Torix - Okay, maybe that was too much.
Torix - Note to self, don't use charges on attacks. I'm drained.


Charge Gauges -
Charge Gauge 2: [:::::|:::::][:::::|:::::|:::::|:::::|:::::] 9/25 [-10 this turn]
Grist -

[LVL 0] Build Grist - 762
[LVL 1] Malachite - 30
[LVL 2] Copper - 10

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to second foe]
Fire Caster Sword - A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack,
-10% Armor Effectiveness

Armor -
Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. Looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on attacker

Consumables -
Jar of Liquid Food - [3/4 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.
 
(ORDERS) CoB attacks 5 Injured Mooks that aren't the APCs or the Smash Mooks, and heals up Alastair and the Quiet Healer. QH to heal the Desert Cleric

(x1)(Staff of Creation Magics) I entice the Malachite Ogres to attack the Injured Smash Mooks by dousing the Smash Mooks in Malachite Ogre Attractant and subtle Mind Magics to make them more angry at the Smash Mooks, hey didn't one of them taunt the ogres some time ago ??

(x1)(Voidstaff)Conjuring forth a Sea of Dark Liquid, i surround the two Injured Smash mooks with carnivorous Algae that are ready to consume their flesh. But first, to make them grow into a formidable eater.

I entice their appetite by blocking out the sky in Darkness, causing them to become more hungry as they can no longer photosynthesise their own food out. Following that, i stir up their hunger by putting in meat for them to gain a taste for it. I toss first a rat, than a cat, than a wolf than a deer and finally a tiger for them to sharpen their taste and acclimate them to the taste of blood, As they food is devoured, the algae grows more and more, till they become the size of an island, drifting among the Dark Ocean.

Now, i unleash them onto the Smash Mook by separating the thin barrier between the Algae and the Smash Mooks, there is a dreadful sound of tearing flesh, screams of the injured Smash Mook which are quickly ended as the algae feasts till there is nothing left but bone… and than it turns it's sights to the less injured Smash Mook and pounces onto it with a wet slurp sound.

The algae sucks away the Blood, but it will eventually die before the Smash Mook is killed, as alas in doing so, it has separated itself from the life-giving Dark Liquid and thus soons wither, but the Blood drunken has prevented this from happening as fast as it should and when it finally withers into nothing, there is not a lot left for the Ogres to finish off...
 
Sky High? turns his mechanical eye to the Mook Lieutenant. He readies his blade and his staff.

Sky High?: If you want to inspire FEAR in the people... show them your power knows no bounds.

ACTIONS 1 + 2 + FEAR

Sky High? draws his blade and strikes the Smash Mook with the most HP. He then withdraws his staff with the other hand and presses it lightly on the Smash Mook's head, overloading the Mook's body with intense magic and scrambling, frying, boiling, grilling, and poaching its brain before serving it over easy with bacon. When its brain returns to normal, it's unable to tell friend from foe.

~~~
Agyxos the Martyr attacks the Mook Lieutenant.

CP: 0/35
Inventory:
156 Build Grist
10 Malachite
 
Last edited:
Roleplay - Holy crud Alastair oh god oh frick
Deciding to not put anything off further, Torix moves first this turn. Beginning to draw my sword, the mage goes - wait crud Alastair's at 1 HP, why is Alasdair at 1 HP!? Immediately, he quickly changes his plans for the turn - telling the Steel Golem to bodyguard him and realizing there's still a threat to be dealt with in the field.
Torix - Look, what you did was effective but really, really reckless.

Torix - I know you're playing through an avatar and can respawn, but still - not dying would be good.
Torix - Who knows what the other consequences are here?
Torix - Either way... if this is the AI thing that Alastair's set up, New orders.
Torix - Defeat the Mooks, Save your Friends, and DON'T DIE! Okay!?

All Actions, 10 Charge Gauge, Firebolt Sword - Torix looks at the entity Mooks before him, and quicksand to grow tired of their shenanigans. No matter how much of a grand attack you seem to have, you never quite succeed in killing them all. It's a bit frustrating.

Yet... well, what nobody's ever tried before is a charged attack. Sure, people can do some incredible things without any charge but the two actions they have a turn, but... well, hm. The mage supposed it'd be worth a shot. And so... Taking a part of his Charge Gauge and breaking it off, he absorbs the power built up. Immediately, a flare of mana and power comes off him, though it will soon be used up. He grins, realizing this power - and meanwhile, the Mooks in their Armed Personnel Carriers realize just how dead they are.

Not wasting any time to monologue or say something equally edgy, Torix gets straight into it and draws the Firebolt Sword, crackling with electricity. He doesn't do a standard slash with it, however - instead, pulling it back and throwing it, blade forward, at the APC. As it leaves his hand, the blade is forced into a pure shape of energy as naught but a bolt of arcane lightning strikes the vehicle from where it was decidedly not built to handle it... but Torix won't let it stop there. He wants this thing gone. Channeling some sort of arcane control, he forces the lightning to channel through the car's electrical systems, first trying the radio, communications, and any other electronics the car may have. It superheated the engine, causing the oil to boil over and making a mess of the car's internal syste me - essentially, ruining the vehicle. As Torix focuses, he realizes something - control over electricity and fire are wielded within this blade. Again, why refrain from using it?

Drawing the Fire Caster Sword as well, Torix again channels the energy through the sword and begins to influence the other's elemental affinity - it begins coursing through the car as a strange form of electrical fire, wreaking havoc and making the car yet more unusable. Then, with the fire still wreaking havoc under the hood and now the rest of the car, it's fully converted to an elemental flame, which has spread through the passengers and the remainder of the car. It's nothing more than a burning death trap at this point - so the mage decides to show a little bit of mercy. Ending the attack quickly is far better than letting all the Mooks inside burn slowly and painfully - so forcing his hands outwards, he expands the flames and causes the entirety of the car to explode as the rampant forces of elements hit the car's breaking point.

Collapsing on the ground, Torix leans back on the Outer Wall and exhales.

Torix - Okay, maybe that was too much.
Torix - Note to self, don't use charges on attacks. I'm drained.


*snip*
Alastair1: ...
Alastair1: AI?

This made the Avatar... for a moment there was uncertainty. It disregarded what was irrelevant and considered what was. What was relevant was an external order. Yet it didn't come from the player it knew. It had no means nor metric for judgement.

After some contemplation, it decided to go with it as a matter of optimization. Less time spent being dead or recovering from being dead, the more it can accomplish the main orders.

To that end it used one of its Actions and 2 of its charge to self heal via a potion of healing in its inventory.

Upon seeing the effectiveness of the Charge Attack and the exhaustion, it decides to spend a smaller amount - 2 again - on an attack of its own. Since the Smash Mooks were effectively handled and the Charge Attack was being unleashed upon the ACPs, it decided to target...

The Spear Mooks that had pre-maturely unloaded from the damaged ACP! For this one, simply raises its Iron-Boots Embossed Sword up hihg. To the point the light reflects off fo it funny- wait a second, that's not reflected light! That's energy running up to the tip of the blade!

The second it shines off the tip, Alastair1 swings his sword, performing a Skyward Strike and attacking the Mooks from afar.

The Cleric, still seeing some wounds, heals Alastair1! The Stone Mason... checks its own stat block? Then it sees that the Steel Golem isn't a fortification anymore(?) and goes back to healing up the Outer Wall.

==========================================================================================================================

Action Summary:

Action 1 + 2 charge - Self Heal

Action 2 + 2 Charge + Iron-Boots Embossed Sword -Skyward Strike on the 'fresh off the ACP' Spear Mooks.

Entity Orders:

Stone Mason Villager: Heal Outer Wall

Cleric Villager: Heal Alastair1

Resources:

Charge - 20/20
Build Grist - 1062
Lvl 1 Grist - 50
Lvl 2 Grist - 40
 
Charge Gauge 2: 0/35.
Grist: 776 Build Grist, 20 Malachite, 20 Copper.

-----

The Master Alchemist will use its Regeneration potion on the Steel Golem, then attack a Grenade Launcher Mook with its main attack by throwing a potion of harming.

-----

Action 1 + Cursed Void Sword: I disarm a Sniper Rifle Mook. By which I of course mean that I cut its arm off. If possible, I add the arm to the repository of available crafting ingredients. You see, I would like to create a firearm at some point in the future, and we have fire, but we are rather lacking in arm.

-----

Action 2: I steal the pins from the Grenade Launcher Mooks' grenades... wait, I don't think grenade launcher grenades even have pins, only hand grenades. In that case, I push pins into their grenades, then pull the pins back out, somehow causing the grenades to explode.
 
Act 3: Episode 1: Battle Post 20
Roleplay - Holy crud Alastair oh god oh frick
Deciding to not put anything off further, Torix moves first this turn. Beginning to draw my sword, the mage goes - wait crud Alastair's at 1 HP, why is Alasdair at 1 HP!? Immediately, he quickly changes his plans for the turn - telling the Steel Golem to bodyguard him and realizing there's still a threat to be dealt with in the field.
Torix - Look, what you did was effective but really, really reckless.

Torix - I know you're playing through an avatar and can respawn, but still - not dying would be good.
Torix - Who knows what the other consequences are here?
Torix - Either way... if this is the AI thing that Alastair's set up, New orders.
Torix - Defeat the Mooks, Save your Friends, and DON'T DIE! Okay!?

All Actions, 10 Charge Gauge, Firebolt Sword - Torix looks at the entity Mooks before him, and quicksand to grow tired of their shenanigans. No matter how much of a grand attack you seem to have, you never quite succeed in killing them all. It's a bit frustrating.

Yet... well, what nobody's ever tried before is a charged attack. Sure, people can do some incredible things without any charge but the two actions they have a turn, but... well, hm. The mage supposed it'd be worth a shot. And so... Taking a part of his Charge Gauge and breaking it off, he absorbs the power built up. Immediately, a flare of mana and power comes off him, though it will soon be used up. He grins, realizing this power - and meanwhile, the Mooks in their Armed Personnel Carriers realize just how dead they are.

Not wasting any time to monologue or say something equally edgy, Torix gets straight into it and draws the Firebolt Sword, crackling with electricity. He doesn't do a standard slash with it, however - instead, pulling it back and throwing it, blade forward, at the APC. As it leaves his hand, the blade is forced into a pure shape of energy as naught but a bolt of arcane lightning strikes the vehicle from where it was decidedly not built to handle it... but Torix won't let it stop there. He wants this thing gone. Channeling some sort of arcane control, he forces the lightning to channel through the car's electrical systems, first trying the radio, communications, and any other electronics the car may have. It superheated the engine, causing the oil to boil over and making a mess of the car's internal syste me - essentially, ruining the vehicle. As Torix focuses, he realizes something - control over electricity and fire are wielded within this blade. Again, why refrain from using it?

Drawing the Fire Caster Sword as well, Torix again channels the energy through the sword and begins to influence the other's elemental affinity - it begins coursing through the car as a strange form of electrical fire, wreaking havoc and making the car yet more unusable. Then, with the fire still wreaking havoc under the hood and now the rest of the car, it's fully converted to an elemental flame, which has spread through the passengers and the remainder of the car. It's nothing more than a burning death trap at this point - so the mage decides to show a little bit of mercy. Ending the attack quickly is far better than letting all the Mooks inside burn slowly and painfully - so forcing his hands outwards, he expands the flames and causes the entirety of the car to explode as the rampant forces of elements hit the car's breaking point.

Collapsing on the ground, Torix leans back on the Outer Wall and exhales.

Torix - Okay, maybe that was too much.
Torix - Note to self, don't use charges on attacks. I'm drained.


Charge Gauges -
Charge Gauge 2: [:::::|:::::][:::::|:::::|:::::|:::::|:::::] 9/25 [-10 this turn]
Grist -

[LVL 0] Build Grist - 762
[LVL 1] Malachite - 30
[LVL 2] Copper - 10

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to second foe]
Fire Caster Sword - A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack,
-10% Armor Effectiveness

Armor -
Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. Looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on attacker

Consumables -
Jar of Liquid Food - [3/4 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.

10 of your Charge Gauge spent! Your attack does 40 damage base! Oh yeah, and it seems like you're putting both attacks into this afterwards, so I've gotta buff its effort gain similarly.

Your charged attack deals 56 damage in total to the healthiest Mook APC, destroying it! It also adds 4 to the overkill damage needed to proc an explosion!

+60 Build Grist acquired.

(ORDERS) CoB attacks 5 Injured Mooks that aren't the APCs or the Smash Mooks, and heals up Alastair and the Quiet Healer. QH to heal the Desert Cleric

(x1)(Staff of Creation Magics) I entice the Malachite Ogres to attack the Injured Smash Mooks by dousing the Smash Mooks in Malachite Ogre Attractant and subtle Mind Magics to make them more angry at the Smash Mooks, hey didn't one of them taunt the ogres some time ago ??

(x1)(Voidstaff)Conjuring forth a Sea of Dark Liquid, i surround the two Injured Smash mooks with carnivorous Algae that are ready to consume their flesh. But first, to make them grow into a formidable eater.

I entice their appetite by blocking out the sky in Darkness, causing them to become more hungry as they can no longer photosynthesise their own food out. Following that, i stir up their hunger by putting in meat for them to gain a taste for it. I toss first a rat, than a cat, than a wolf than a deer and finally a tiger for them to sharpen their taste and acclimate them to the taste of blood, As they food is devoured, the algae grows more and more, till they become the size of an island, drifting among the Dark Ocean.

Now, i unleash them onto the Smash Mook by separating the thin barrier between the Algae and the Smash Mooks, there is a dreadful sound of tearing flesh, screams of the injured Smash Mook which are quickly ended as the algae feasts till there is nothing left but bone… and than it turns it's sights to the less injured Smash Mook and pounces onto it with a wet slurp sound.

The algae sucks away the Blood, but it will eventually die before the Smash Mook is killed, as alas in doing so, it has separated itself from the life-giving Dark Liquid and thus soons wither, but the Blood drunken has prevented this from happening as fast as it should and when it finally withers into nothing, there is not a lot left for the Ogres to finish off...

One of the Malachite Ogres and one of the Smash Mooks gets into a brawl! However, the other ones don't seem affected.
Also, keep in mind that you or an allied entity have to kill the Malachite Ogre to access its Grist stock! If the Smash Mook gets the kill, it'll disappear.

Hmm, spooky attack. You deal 13 damage to the injured Smash Mooks, which is split between 7 and 6 damage for the weaker and healthier one, respectively! This winds up critically wounding the weakest Smash Mook!
No blindness inflicted, however.

The Center of Brilliance and the Quiet Healer will do as you say.

+4 to your current Charge Gauge.

Sky High? turns his mechanical eye to the Mook Lieutenant. He readies his blade and his staff.

Sky High?: If you want to inspire FEAR in the people... show them your power knows no bounds.

ACTIONS 1 + 2 + FEAR

Sky High? draws his blade and strikes the Smash Mook with the most HP. He then withdraws his staff with the other hand and presses it lightly on the Smash Mook's head, overloading the Mook's body with intense magic and scrambling, frying, boiling, grilling, and poaching its brain before serving it over easy with bacon. When its brain returns to normal, it's unable to tell friend from foe.

~~~
Agyxos the Martyr attacks the Mook Lieutenant.

CP: 0/35
Inventory:
156 Build Grist
10 Malachite

Items can only boost one action with their added effects. Using two items for each action is fair game, however.

You deal 11 damage to the healthiest Smash Mook and inflict Confused on it! It has a small chance to attack a random entity this turn. You don't proc FEAR's special effect, however.

+4 to your current Charge Gauge.

Agyxos the Martyr will do as you say, but take into account that there's a chance for the Mook Lieutenant to bodyguard the attack.

Alastair1: ...
Alastair1: AI?

This made the Avatar... for a moment there was uncertainty. It disregarded what was irrelevant and considered what was. What was relevant was an external order. Yet it didn't come from the player it knew. It had no means nor metric for judgement.

After some contemplation, it decided to go with it as a matter of optimization. Less time spent being dead or recovering from being dead, the more it can accomplish the main orders.

To that end it used one of its Actions and 2 of its charge to self heal via a potion of healing in its inventory.

Upon seeing the effectiveness of the Charge Attack and the exhaustion, it decides to spend a smaller amount - 2 again - on an attack of its own. Since the Smash Mooks were effectively handled and the Charge Attack was being unleashed upon the ACPs, it decided to target...

The Spear Mooks that had pre-maturely unloaded from the damaged ACP! For this one, simply raises its Iron-Boots Embossed Sword up hihg. To the point the light reflects off fo it funny- wait a second, that's not reflected light! That's energy running up to the tip of the blade!

The second it shines off the tip, Alastair1 swings his sword, performing a Skyward Strike and attacking the Mooks from afar.

The Cleric, still seeing some wounds, heals Alastair1! The Stone Mason... checks its own stat block? Then it sees that the Steel Golem isn't a fortification anymore(?) and goes back to healing up the Outer Wall.

==========================================================================================================================

Action Summary:

Action 1 + 2 charge - Self Heal

Action 2 + 2 Charge + Iron-Boots Embossed Sword -Skyward Strike on the 'fresh off the ACP' Spear Mooks.

Entity Orders:

Stone Mason Villager: Heal Outer Wall

Cleric Villager: Heal Alastair1

Resources:

Charge - 20/20
Build Grist - 1062
Lvl 1 Grist - 50
Lvl 2 Grist - 40

I'm guessing you're targeting the Lightly-Armored Hammer Mooks, because any mention of Spear Mooks was an error of mine.

You use up four Charge Points, restoring 8 HP to yourself and dealing 16 damage to the Lightly Armored Hammer Mooks! Thankfully, two Mooks die as the attack bypasses their armor.

You also restore an additional 4 HP to yourself through your first action, and your second action deals an additional 10 damage to the Lightly Armored Hammer Mooks! Another one goes down, while another takes a single point of damage as their armor tanks the hit.

The Villagers will do as you say.

+30 Build Grist acquired.

Charge Gauge 2: 0/35.
Grist: 776 Build Grist, 20 Malachite, 20 Copper.

-----

The Master Alchemist will use its Regeneration potion on the Steel Golem, then attack a Grenade Launcher Mook with its main attack by throwing a potion of harming.

-----

Action 1 + Cursed Void Sword: I disarm a Sniper Rifle Mook. By which I of course mean that I cut its arm off. If possible, I add the arm to the repository of available crafting ingredients. You see, I would like to create a firearm at some point in the future, and we have fire, but we are rather lacking in arm.

-----

Action 2: I steal the pins from the Grenade Launcher Mooks' grenades... wait, I don't think grenade launcher grenades even have pins, only hand grenades. In that case, I push pins into their grenades, then pull the pins back out, somehow causing the grenades to explode.

The Master Alchemist will do as you say.

I'll let you add an ingredient and- you deal 10 damage to said Sniper Rifle Mook, which is oddly lethal! I never knew amputation killed this quickly, although maybe Mook biology is different enough from human ones that dismemberment is more life-threatening to them. You also gain a Mook Arm from your spoils!

You also deal 8 damage to one of the Grenade Launcher Mooks, blowing them to pieces!

+4 to your current Charge Gauge.
+18 Build Grist acquired.

Post-Player Battle:

Ninjatwist_ slices through the last Spear Mook, dealing 8 lethal damage!

Luke Ingram blasts one of the Lightly-Armored Sword Mooks, dealing 9 lethal damage to them!
The Quiet Healer heals up the Desert Cleric Villager for 7 HP!
The Stone Mason Villager keeps healing the Outer Wall, but only manages to recover 2 HP!
The Desert Cleric Villager splashes Alastair1 with a Splash Potion of Healing, restoring 6 HP!
The Center of Brilliance heals Alastair1 and the Quiet Healer, then chips the HP off five disorganized Mooks because of its wide targeting area!
The Master Alchemist splashes a Grenade Launcher Mook with a Potion of Harming for 8 lethal damage, and applies Regeneration to the Steel Golem!
It also rolls for Slowed as its next effect!

The Rifle Mooks start targeting the Center of Brilliance, dealing 2 damage to it! One of them manages to miss.
The Lightly Armored Sword Mooks keep slashing at the Steel Golem, dealing 4 damage! None of them crit!
The Elite Sword Mooks switch targets over to the Master Alchemist, dealing 2 damage to it! The Mooks are rather short on troops.
The Elite Battle Rifle Mooks switch targets to the Quiet Healer, dealing a single point of damage! Miraculously, the two attackers miss most of their shots.
The Sniper Rifle Mooks keep switch their targets to the Quiet Healer, aiming to cause it more damage! They deal 12 damage to it, as one of their shots crit!
The Grenade Launcher Mooks fire grenades at the Steel Golem! Miraculously, it dodges one of the grenades, taking 5 damage instead of 10!
The Mook Lieutenant orders the squad of Lightly Armored Hammer Mooks to trash the Outer Wall, dealing 4 damage to it! The Mook Lieutenant also attacks, dealing 2 additional damage! His next orders are Move with Haste!
The healthy Mook APC fires at Agyxos the Martyr, dealing 4 damage!
The destroyed Mook APC, disappointingly, does not explode and the crew makes it out safely.
A Mook Leader emerges, with a large squad of Assault Rifle Mooks in tow!

The Malachite Ogres smack one of the Smash Mooks for 8 damage, while another strikes the Master Alchemist, dealing 8 damage!

One of the Smash Mooks strikes back at the Malachite Ogre, dealing 8 damage, while another attacks Agyxos the Martyr, dealing 8 damage!
Miraculously, one gets Confused and punches out one of the Elite Battle Rifle Mooks for 8 damage!

The Steel Golem stomps on one of the Lightly Armored Sword Mooks, dealing enough damage to kill it (at least 5)- armor or not!
Agyxos the Martyr hacks away at the Mook Lieutenant, dealing 11 damage to him and leaving him on critical health!

The Steel Golem regenerates a bit of health.
The Smash Mook snaps out of confusion!

Total Grist gains for this round are:
+144 Build Grist
+0 Malachite [Lvl.1]
+0 Copper [Lvl.2]

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 25/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 10/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 15/35. (1 in reserve)
Splashcat [AA] HP: 24/25. Charge Gauge Spent: 0/35. (0 in reserve) Regeneration (1 HP gain per turn, 0/2)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 20/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
20/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)

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)
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)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (3/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, 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)
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, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict 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] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 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 pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 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)

Outer Wall [AA] HP: 50/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Alastair1, Quiet Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 10/52. / BH: 7. / SV: 3. Healer.

Center of Brilliance [AA - The Paradoxical Dragon] HP: 58/60. Extra Actions (6). Combat Healer.
Max HP: 60/60
Base Damage & Healing: 1
Speed Value: 3
Extra Actions (6): This entity can act six additional times.
Cannot heal/attack the same target in one turn.

Steel Golem [AA - Torix] HP: 29/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges). Regeneration (1 HP restored per turn, 2/3)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 18/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 19/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used once.

Master Alchemist [AA - Splashcat] HP: 82/92. Next potion: Slowed! Potion targets: 2!
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

Agyxos the Martyr [AA - Sky High?] HP: 38/50. Martyr.
Max HP: 50
Base Damage:11
Speed Value: 1
Martyr: On death, the last non-boss/elite enemy to damage this entity instantly dies.

Malachite Ogre [SB] HP: 32/40. / BD: 8. / SV: 2. (x1). Grist Tierage.
-Malachite Ogre HP: 24/40. (x1)

Spear Mook [PA] HP: 0/8. (x1). Chivalry.

Rifle Mooks [PA] HP: 8/8. (x4). Chivalry.

Lightly-Armored Sword Mooks [PA] HP: 5/8. (x1) Chivalry.
-Lightly Armored Sword Mook HP: 2/8. (x1)
-Lightly Armored Sword Mook HP: 0/8. (x2)

Elite Battle Rifle Mooks [PA] HP: 8/8. (x2). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mook HP: 3/8. (x1)
-Elite Battle Rifle Mook HP: 0/8. (x1)

Elite Sword Mooks [PA] HP: 8/8. (x1). Melee Training 2.
-Elite Sword Mook HP: 3/8. (x1)

Sniper Rifle Mooks [PA] HP: 8/8. (x5). Sniper.
-Sniper Rifle Mooks HP: 6/8. (x2)
-Sniper Rifle Mooks HP: 3/8. (x2)
-Sniper Rifle Mook HP: 0/8. (x1)

Grenade Launcher Mooks [PA] HP: 8/8. (x2)
-Grenade Launcher Mooks HP: 4/8. (x2)
-Grenade Launcher Mooks HP: 0/8. (x2)

Lightly-Armored Hammer Mooks [PA] HP: 8/8. (x2)
-Lightly-Armored Hammer Mook HP: 7/8. (x1)
-Lightly-Armored Hammer Mooks HP: 4/8. (x2)
-Lightly-Armored Hammer Mooks HP: 0/8. (x3)
-Hammer Mook Lieutenant [PA] HP: 3/14. VIP. Next Orders: Move with Haste!.
Max HP: 14
Base Damage: 3
Speed Value: 3
VIP: When in a group with other entities, one of these entities can take a hit for this entity if it is targeted. Chance is (Attached entity group HP / (Attached entity group HP + 28))
Orders: This entity can issue one of the following orders every turn. They take effect the turn after they are declared, and only last for that turn.
Everybody Attack!: This entity's attached group can attack twice if they have Chivalry, or four times if they have Chivalry+.
Strike Carefully!: This grants Melee/Ranged Training 2 to the entity's attached group, or add +1 to the group's existing Melee/Ranged Training.
Move with Haste!: This entity and its attached group can act as if it had +1 to its Speed Value for the turn.
Take Cover!: This entity and its attached group gains the Cover (40% dodge chance) buff for one turn.

Assault Rifle Mooks [PA] HP: 8/8. (x14). Chivalry. Ranged Training 2.
-Battle Rifle Mook Leader [PA] HP: 14/14. VIP. Attached squad has Ranged Training 2. Attached squad with Chivalry can attack twice.

Smash Mooks [PA] HP: 21/32. / BD: 8. / SV: 2. Dueler. Giant Body. Confused (25% chance to attack an a random entity, 0/1)
-Smash Mook HP: 4/32.
-Smash Mook HP: 2/32.

Mook Armored Personnel Carriers [PA] HP: -6/60. / BD: 4. / SV: 3. Mook Transport (15).
Armed with: Heavy Machine Gun (Automatic).
-Mook Armored Personnel Carrier HP: 24/60. Mook Transport (15, Unloaded).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Charge Gauge 2: 4/35.
Grist: 794 Build Grist, 20 Malachite, 20 Copper.

-----

Action 1 + Cursed Void Sword: Darkness drips from the sword like ink as I slash it at the Mook Lieutenant, tracing inky patterns on his armor. He ducks and weaves, parrying blows with his unspecified weapon (a hammer?) as he searches for an opening to counterattack. At last, he turns the tide, raising his hammer for a blow... Only to glimpse his reflection in a nearby puddle. The splashes of inky darkness have written "Haha mooks suk lol" on his armor. The SICK BURN he receives is so immense that he stops dead for a second, allowing me to run him through with my sword.

(The pen may be mightier than the sword, but who says you have to pick just one?)

-----

Action 2: In order to ensure it explodes, I pipe a truckload of feathers into the broken Mook Armored Transport Carrier. The Mooks freak out and start bailing out feathers, assuming this is some bizarre attack that's going to kill them all. But it's actually just a distraction to keep them from noticing that their gas tank has sprung a leak.
 
Sky High? regards the battlefield. It's chaos, obviously.

Sky High?: ...I want another sword.

With one action, he collects an Essence of Fury, and with it and a sword template he creates FURY.

FURY
Base Damage: +1, and +1 for every extra enemy this action targets (up to +4 total)
Blinding Rage: Every enemy an attack that FURY uses targets gives the attack a +5% chance to miss, including the first target

Sky High? then turns to the weakened Hammer Mooks.

Sky High?: Feel the wrath of my FURY!

ACTION 2 + FURY

Sky High? plows through all of the Hammer Mooks, wildly flailing FURY here and there and everywhere. Except in the direction of the Mook Lieutenant.

~~~
Agyxos the Martyr attacks the Mook Leader.

CP: 4/35
Inventory:
136 Build Grist
 
Build:1280
Lv 1:60
Lv 2:20
Charge:4/10

(x1)(Staff of Creation Magics)Invoking the Healing Principle, the power of the body's innate ability to regenerate from damage , i summon forth a Glut of Healing Energies and pump them into the Quiet Healer in the form of a Dart full of Liquid Green to heal them up by some.

(x1)( Voidstaff) Calling forth the Great Beast that lurks in the Darkness of Everyone's Hearts, i summon a Horde of Shadows to sweep away the Smash Mooks who are on Critical HP,a Great Tide of Darkness that blocks Skaia Light and consumes their Hearts, weakening them for when i srike them with a Dark Cobra Cane that gives them a Heart Attack in addition.

(ORDERS) QH to heal Steel Golem, CoB to heal QH, Steel Golem and the Stone Mason Villager while harming the Mooks closest to Death with the rest of it's attacks
 
Act 3: Episode 1: Battle Post 21
Charge Gauge 2: 4/35.
Grist: 794 Build Grist, 20 Malachite, 20 Copper.

-----

Action 1 + Cursed Void Sword: Darkness drips from the sword like ink as I slash it at the Mook Lieutenant, tracing inky patterns on his armor. He ducks and weaves, parrying blows with his unspecified weapon (a hammer?) as he searches for an opening to counterattack. At last, he turns the tide, raising his hammer for a blow... Only to glimpse his reflection in a nearby puddle. The splashes of inky darkness have written "Haha mooks suk lol" on his armor. The SICK BURN he receives is so immense that he stops dead for a second, allowing me to run him through with my sword.

(The pen may be mightier than the sword, but who says you have to pick just one?)

-----

Action 2: In order to ensure it explodes, I pipe a truckload of feathers into the broken Mook Armored Transport Carrier. The Mooks freak out and start bailing out feathers, assuming this is some bizarre attack that's going to kill them all. But it's actually just a distraction to keep them from noticing that their gas tank has sprung a leak.

(Yep, it's a hammer)

Your Cursed Void Sword attack deals 12 lethal damage to the Mook Lieutenant, sniping its way past his bodyguards! His attached squad will not benefit from Move With Haste this turn!

All the Mooks have departed from the active Mook APC, so it won't explode when it dies. However, you still deal 8 damage to it!

+4 to your current Charge Gauge.
+14 Build Grist acquired.

Sky High? regards the battlefield. It's chaos, obviously.

Sky High?: ...I want another sword.

With one action, he collects an Essence of Fury, and with it and a sword template he creates FURY.

FURY
Base Damage: +1, and +1 for every extra enemy this action targets (up to +4 total)
Blinding Rage: Every enemy an attack that FURY uses targets gives the attack a +5% chance to miss, including the first target

Sky High? then turns to the weakened Hammer Mooks.

Sky High?: Feel the wrath of my FURY!

ACTION 2 + FURY

Sky High? plows through all of the Hammer Mooks, wildly flailing FURY here and there and everywhere. Except in the direction of the Mook Lieutenant.

~~~
Agyxos the Martyr attacks the Mook Leader.

CP: 4/35
Inventory:
136 Build Grist

Crafting and finding ingredients are going to have to take up both of your actions, I'm afraid.

You gather an Essence of Fury and add it to the ingredients list!

Sword Template + Essence of Fury = FURY
FURY
[Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)

You create FURY and equip it to your inventory! I'll buff or nerf it as needed as it gets used.

Agyxos the Martyr will attack the newly-spawned Mook Leader, however.

It also sets you back 20 Build Grist and 10 Malachite, which you would have if you kept track of how much Grist dropped every round. You can get Grist from entities you haven't killed, as you might or might not know, so it's not a competition to see who can grab it all first.

Build:1280
Lv 1:60
Lv 2:20
Charge:4/10

(x1)(Staff of Creation Magics)Invoking the Healing Principle, the power of the body's innate ability to regenerate from damage , i summon forth a Glut of Healing Energies and pump them into the Quiet Healer in the form of a Dart full of Liquid Green to heal them up by some.

(x1)( Voidstaff) Calling forth the Great Beast that lurks in the Darkness of Everyone's Hearts, i summon a Horde of Shadows to sweep away the Smash Mooks who are on Critical HP,a Great Tide of Darkness that blocks Skaia Light and consumes their Hearts, weakening them for when i srike them with a Dark Cobra Cane that gives them a Heart Attack in addition.

(ORDERS) QH to heal Steel Golem, CoB to heal QH, Steel Golem and the Stone Mason Villager while harming the Mooks closest to Death with the rest of it's attacks

You restore 3 HP to the Quiet Healer, since it was targeted last turn!

You also deal 4 damage to the critically-injured Smash Mooks, killing them both!

Your entities will do as you say.

+4 to your current Charge Gauge.
+64 Build Grist acquired.

Alastair1 said:
Oh nertz. I am going to have my guy attack with his sword and axe any APCs left by grinding the Tiger Axe against the ship, and then by using the enemy as a sword pedastal. If no APCs exist, this happens to an enemy commander and/or any mooks foolish enough to bodyblock for them.

If I am not too late by then, I'll make a post tomorrow properly.

Your two attacks deal 16 damage to the Mook APC, just enough to deplete its health beyond repair!

+4 to your current Charge Gauge.
+60 Build Grist acquired.

Post-Player Battle:

Ninjatwist_ blasts a Rifle Mook with his Beretta 93R, dealing 8 lethal damage!

Luke Ingram calls down a Napalm Strike upon the Assault Rifle Mooks, Sniper Mooks, and Grenade Launcher Mooks, burning two of each to a crisp, and inflicting severe burning on two survivors from each group!
The Quiet Healer heals up the Steel Golem for 4 HP!
The Stone Mason Villager heals up the Outer Wall for 2 HP!
The Desert Cleric Villager readies another potion!
The Center of Brilliance heals the Quiet Healer, Steel Golem, and Stone Mason Villager, while damaging several highly injured Mooks!
The Master Alchemist splashes one of the Rifle Mooks with a lethal toxin for 8 lethal damage, and Slows two of the Elite Sword Mooks! It rolls Dazed for its next potion result!

The Rifle Mooks keeps shooting at the Center of Brilliance, dealing 1 damage to it!
The Lightly Armored Sword Mooks continue to slash the Steel Golem, dealing 2 damage! No critical hit is achieved.
The Elite Battle Rifle Mooks deal 4 damage to the Quiet Healer!
The Sniper Rifle Mooks snipe down the Quiet Healer, dealing 12 lethal damage to them! Two of the shots manage to crit, easily bringing them down!
The Grenade Launcher Mooks blast the Master Alchemist, but they manage to dodge the blast!
The Lightly Armored Hammer Mooks change their targets to the Steel Golem, dealing 6 damage to it!
The Assault Rifle Mooks split up their fire between the Center of Brilliance and the Steel Golem, dealing 13 damage to the first and 16 damage to the second! This brings the Steel Golem down to Red Health (20%)!

The Elite Sword Mooks switch targets to Agyxos the Martyr, dealing 2 damage!

One of the Malachite Ogres pummels the Smash Mook for 8 damage, while the other keeps attacking the Master Alchemist for 8 damage!

The Smash Mook strikes back at the Malachite Ogre, dealing 8 damage!

The Steel Golem smashes one of the Lightly Armored Hammer Mooks, but their armor tanks the hit! 5 damage dealt!
Agyxos the Martyr attacks the new Mook Leader, but one of the Assault Rifle Mooks takes the hit for them, taking 11 lethal damage!

The Elite Sword Mooks are suffering from their slow movements!
The Steel Golem regenerates a titch more health.
The Mooks hit by Luke's Napalm Strike take burning damage!

Two squads of Mooks enter the fray, consisting of Well-Armored Axe Mooks and Powered Pistol Mooks! Some heavier weapons seem to be inbound! Thankfully, it seems that their reinforcements are close to exhausted.

Total Grist gains for this round are:
+210 Build Grist
+0 Malachite [Lvl.1]
+0 Copper [Lvl.2]

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 25/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 10/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 15/35. (1 in reserve)
Splashcat [AA] HP: 24/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 20/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
20/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)

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)
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)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (3/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, 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)
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, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict 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] (4/4 Uses) (Restore 50 HP to the user, or 20 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) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 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 pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 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)

Outer Wall [AA] HP: 52/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Alastair1, Quiet Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 0/52. / BH: 7. / SV: 3. Healer.

Center of Brilliance [AA - The Paradoxical Dragon] HP: 44/60. Extra Actions (6). Combat Healer.
Max HP: 60/60
Base Damage & Healing: 1
Speed Value: 3
Extra Actions (6): This entity can act six additional times.
Cannot heal/attack the same target in one turn.

Steel Golem [AA - Torix] HP: 11/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges). Regeneration (1 HP restored per turn, 1/3)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 19/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 19/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used once.

Master Alchemist [AA - Splashcat] HP: 74/92. Next potion: Dazed! Potion targets: 3!
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

Agyxos the Martyr [AA - Sky High?] HP: 36/50. Martyr.
Max HP: 50
Base Damage:11
Speed Value: 1
Martyr: On death, the last non-boss/elite enemy to damage this entity instantly dies.

Malachite Ogre [SB] HP: 32/40. / BD: 8. / SV: 2. (x1). Grist Tierage.
-Malachite Ogre HP: 16/40. (x1)

Rifle Mooks [PA] HP: 8/8. (x2). Chivalry.
-Rifle Mooks HP: 0/8. (x2)

Lightly-Armored Sword Mooks [PA] HP: 5/8. (x1) Chivalry.
-Lightly Armored Sword Mook HP: 1/8. (x1)

Elite Battle Rifle Mooks [PA] HP: 8/8. (x2). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mook HP: 2/8. (x1)

Elite Sword Mooks [PA] HP: 8/8. (x1). Melee Training 2. Slowed (-1 Speed Value, 2/3)
-Elite Sword Mook HP: 2/8. (x1) Slowed (-1 Speed Value, 2/3)

Sniper Rifle Mooks [PA] HP: 8/8. (x3). Sniper.
-Sniper Rifle Mooks HP: 4/8. (x2) Burning (2 damage taken per turn, 2/2)
-Sniper Rifle Mooks HP: 3/8. (x2)
-Sniper Rifle Mooks HP: 0/8. (x2)

Grenade Launcher Mooks [PA] HP: 2/8. (x2) Burning (2 damage taken per turn, 2/2)
-Grenade Launcher Mooks HP: 0/8. (x2)

Lightly-Armored Hammer Mooks [PA] HP: 8/8. (x2)
-Lightly-Armored Hammer Mooks HP: 4/8. (x2)
-Lightly-Armored Hammer Mook HP: 1/8. (x1)
-Hammer Mook Lieutenant [PA] HP: 0/14. VIP. Next Orders: Move with Haste!.
Max HP: 14
Base Damage: 3
Speed Value: 3
VIP: When in a group with other entities, one of these entities can take a hit for this entity if it is targeted. Chance is (Attached entity group HP / (Attached entity group HP + 28))
Orders: This entity can issue one of the following orders every turn. They take effect the turn after they are declared, and only last for that turn.
Everybody Attack!: This entity's attached group can attack twice if they have Chivalry, or four times if they have Chivalry+.
Strike Carefully!: This grants Melee/Ranged Training 2 to the entity's attached group, or add +1 to the group's existing Melee/Ranged Training.
Move with Haste!: This entity and its attached group can act as if it had +1 to its Speed Value for the turn.
Take Cover!: This entity and its attached group gains the Cover (40% dodge chance) buff for one turn.

Assault Rifle Mooks [PA] HP: 8/8. (x9). Chivalry. Ranged Training 2.
-Assault Rifle Mooks HP: 6/8. (x2). Burning (2 damage taken per turn, 2/2)
-Assault Rifle Mooks HP: 0/8. (x3)
-Battle Rifle Mook Leader [PA] HP: 14/14. VIP. Attached squad has Ranged Training 2. Attached squad with Chivalry can attack twice.

Smash Mooks [PA] HP: 13/32. / BD: 8. / SV: 2. Dueler. Giant Body. Confused (25% chance to attack an a random entity, 0/1)
-Smash Mooks HP: 0/32. (x2)

Well-Armored Axe Mooks [PA] HP: 8/8. (x8)

Powered Pistol Mooks [PA] HP: 8/8. (x8)

Mook Armored Personnel Carriers [PA] HP: 0/60. / BD: 4. / SV: 3. Mook Transport (15, Unloaded).
Armed with: Heavy Machine Gun (Automatic).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Sky High? picks up his swords.

Sky High?: Time to test these out... together.

ACTION 1 + FEAR

Sky High? appears behind the last Smash Mook and stabs straight through him with FEAR.

ACTION 2 + FURY

Sky High? then plows through all of the Hammer Mooks, wildly flailing FURY here and there and everywhere. Except in the direction of the Mook Lieutenant.

~~~
Agyxos the Martyr attacks the Mook Leader.

CP: 4/35
Inventory:
136 Build Grist
 
Alastair1 looks at the fallen body of the Quiet Healer. it is silent.

Alastair1: I failed?

It turns to its wounded companions. It throws a potion of splash healing to heal the Villagers.

And then, fromt he view of the Snipers? He vanishes. Unable to comprehend of find him, they make a note of it and retrain their targets...

Only for the Sniper with only 3 HP to scream in agony. A bucket of Lava had been dumped on him. Or, more specifically, the lava Pitfull Trap, instead of the Sniper being lured to it, had been brought to the Sniper.

Alastair1: I failed.
Alastair1: I failed... at protecting my allies.
Alastair1: I will not fail at destroying you.
 
Charge Gauge 2: 8/35.
Grist: 1004 Build Grist, 20 Malachite, 20 Copper.

-----

The Master Alchemist will attack a Powered Pistol Mook, then Daze three of them.

-----

Action 1 + Cursed Void Sword: I look at the Malachite Ogre. I realize it's an Ogre. I realize it's fighting a Smash Mook. And I start playing All Star by Smash Mouth. The Ogre immediately charges me to try to kill me before I can finish making a Shrek reference, but thanks to my sword's Void powers, it doesn't realize I'm holding it, so I just point it at the ogre and the ogre impales themself on it.

-----

Action 2: I anagram the OGRE, turning it into GORE. It suddenly manifests gruesome injuries. Then a TANK drives up and shoots the GORE. The two react and exchange letters, producing KART and GONE. The ogre disappears entirely, and then the KART blue shells the emptiness for good measure.
 
Action 1, Firebolt Sword -
Torix, finally having recovered from the charge action he did a few turns ago, looks out on the field. It seems like a fair bit of the lower-ranked Mooks are pretty low on health, or burning, or... well, yea. They seem ready to die, really.

Seeing all the discarded metallic objects on the field as of right now, Torix begins to get an idea. Though not directly controlling any sort of thing to control metal - like magnetism, he does possess both lightning and fire control - and those two could be useful individually to help him in that regard. Getting an idea from an article he read, Torix raises the Firebolt Sword within the air. Though at first, the sword does nothing, a searing bolt of electricity soon leaps out of the sky in a crackling arc towards the sword, supercharging it with a field of potential energy within the blade - and a whole lot of electricity for that matter as well.

Using the newly acquired electrical power, Torix decides to attempt and magnetize the discarded, charred vehicles - specifically, the gloms of metal that were the Mook Armored Personel Carriers. Discharging the electrical current through them, they become magnetized and seem to already be close to lifting off the ground from their magnetic pull to the Firebolt Sword. Reeling back the sword to get a stronger "grip" on the objects, the mage swings it towards the Battle Rifle Mook Leader, hoping to hit him instead of one of his crewmates.

Action 2, Fire Caster Sword -
Regardless of who the magnetized vehicles have hit, Torix realizes that the entire balled up structure still has a fair bit of magnetism left within it, and he can control the thing - it could be equated to some sort of twisted form of Magnesis, like from that one Zelda game, but he has an idea to make it better. Focusing on the Fire Caster Sword now, he superheats the ball of scrap until it's glowing red hot, and proceeds to lift the structure high into the air before dropping it within the center of the Assault Rifle Mook group, essentially creating a superheated shrapnel bomb that completely destroys both of the cars - along with some Mook's internal organ systems, most likely.

Entity Orders -

Steel Golem - Attempt to not die yourself! Get behind the Outer Wall - I'll repair ya next turn.

Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::] 9/25
Grist -

[LVL 0] Build Grist - 1,116
[LVL 1] Malachite - 30
[LVL 2] Copper - 10

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe]
Fire Caster Sword - A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack,
-10% Armor Effectiveness

Armor -
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 -
Jar of Liquid Food - [3/4 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 1: Battle Post 22
Sky High? picks up his swords.

Sky High?: Time to test these out... together.

ACTION 1 + FEAR

Sky High? appears behind the last Smash Mook and stabs straight through him with FEAR.

ACTION 2 + FURY

Sky High? then plows through all of the Hammer Mooks, wildly flailing FURY here and there and everywhere. Except in the direction of the Mook Lieutenant.

~~~
Agyxos the Martyr attacks the Mook Leader.

CP: 4/35
Inventory:
136 Build Grist

You deal 6 damage to the Smash Mook with FEAR! The secondary effect doesn't proc, unfortunately enough.

You also deal around 10 damage to the group of Hammer Mooks! At least that's the maximum...
Targeting 5 enemies, that means 2 damage each, with a 20% chance to miss...

You manage to kill one of the foes with Fury and deal 2 damage to most of their comrades! One of the attacks misses, and another gets blocked by the Mook's armor.

+4 to your current Charge Gauge.
+10 Build Grist acquired.

Alastair1 looks at the fallen body of the Quiet Healer. it is silent.

Alastair1: I failed?

It turns to its wounded companions. It throws a potion of splash healing to heal the Villagers.

And then, fromt he view of the Snipers? He vanishes. Unable to comprehend of find him, they make a note of it and retrain their targets...

Only for the Sniper with only 3 HP to scream in agony. A bucket of Lava had been dumped on him. Or, more specifically, the lava Pitfull Trap, instead of the Sniper being lured to it, had been brought to the Sniper.

Alastair1: I failed.
Alastair1: I failed... at protecting my allies.
Alastair1: I will not fail at destroying you.

You sacrifice the use of the Lava Pitfall Trap to burn the Sniper Mooks to a crisp, dealing 4 lethal damage to both critically-wounded Sniper Mooks!

You also restore 2 HP to both of the Villagers!

+4 to your current Charge Gauge. (Apparently your charge gauge is full)
+20 Build Grist acquired.

Charge Gauge 2: 8/35.
Grist: 1004 Build Grist, 20 Malachite, 20 Copper.

-----

The Master Alchemist will attack a Powered Pistol Mook, then Daze three of them.

-----

Action 1 + Cursed Void Sword: I look at the Malachite Ogre. I realize it's an Ogre. I realize it's fighting a Smash Mook. And I start playing All Star by Smash Mouth. The Ogre immediately charges me to try to kill me before I can finish making a Shrek reference, but thanks to my sword's Void powers, it doesn't realize I'm holding it, so I just point it at the ogre and the ogre impales themself on it.

-----

Action 2: I anagram the OGRE, turning it into GORE. It suddenly manifests gruesome injuries. Then a TANK drives up and shoots the GORE. The two react and exchange letters, producing KART and GONE. The ogre disappears entirely, and then the KART blue shells the emptiness for good measure.

The Master Alchemist will follow your commands.

Your duo of attacks deal 19 damage to the Malachite Ogre, killing it and allowing you to reap its Grist bounty!

+4 to your current Charge Gauge.
+40 Build Grist acquired.
+20 Malachite [Lvl.1] acquired.

Action 1, Firebolt Sword -
Torix, finally having recovered from the charge action he did a few turns ago, looks out on the field. It seems like a fair bit of the lower-ranked Mooks are pretty low on health, or burning, or... well, yea. They seem ready to die, really.

Seeing all the discarded metallic objects on the field as of right now, Torix begins to get an idea. Though not directly controlling any sort of thing to control metal - like magnetism, he does possess both lightning and fire control - and those two could be useful individually to help him in that regard. Getting an idea from an article he read, Torix raises the Firebolt Sword within the air. Though at first, the sword does nothing, a searing bolt of electricity soon leaps out of the sky in a crackling arc towards the sword, supercharging it with a field of potential energy within the blade - and a whole lot of electricity for that matter as well.

Using the newly acquired electrical power, Torix decides to attempt and magnetize the discarded, charred vehicles - specifically, the gloms of metal that were the Mook Armored Personel Carriers. Discharging the electrical current through them, they become magnetized and seem to already be close to lifting off the ground from their magnetic pull to the Firebolt Sword. Reeling back the sword to get a stronger "grip" on the objects, the mage swings it towards the Battle Rifle Mook Leader, hoping to hit him instead of one of his crewmates.

Action 2, Fire Caster Sword -
Regardless of who the magnetized vehicles have hit, Torix realizes that the entire balled up structure still has a fair bit of magnetism left within it, and he can control the thing - it could be equated to some sort of twisted form of Magnesis, like from that one Zelda game, but he has an idea to make it better. Focusing on the Fire Caster Sword now, he superheats the ball of scrap until it's glowing red hot, and proceeds to lift the structure high into the air before dropping it within the center of the Assault Rifle Mook group, essentially creating a superheated shrapnel bomb that completely destroys both of the cars - along with some Mook's internal organ systems, most likely.

Entity Orders -

Steel Golem - Attempt to not die yourself! Get behind the Outer Wall - I'll repair ya next turn.

Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::] 9/25
Grist -

[LVL 0] Build Grist - 1,116
[LVL 1] Malachite - 30
[LVL 2] Copper - 10

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe]
Fire Caster Sword - A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack,
-10% Armor Effectiveness

Armor -
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 -
Jar of Liquid Food - [3/4 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.

Your first attack with the Firebolt Sword deals 14 damage aimed at the Mook Leader! Miraculously, your attack connects, one-shotting the Mook Leader where they stand!

Your second attack with the Fire Caster Sword deals 12 damage to the group of Assault Rifle Mooks, lethally crushing one and dealing 4 damage to another!

The Steel Golem will take cover as you command.

+4 to your Charge Gauge.
+22 Build Grist acquired.

paradoxdragon said:
Actions: Paradox uses an action with the Voidstaff to unleash a Galloping Pegasus of the Night to charge at the Smash Mook and lift him up to the Stars before striking him back into the Earth. He than uses another action with the Staff of Creation Magics to summon a Huge Pink Elephant and lots of hallucinogens to be smash into the Battle Rifle Mook Leader, than he reveals the Pink Elephant...is a BO<B cue nuclear bomb clip
The Centre of brilliance heals up the Steel Golem and spread it's attack to the rest of the Injured Mooks

Build:1490
Lv 1:60
Lv 2:20
Charge:8/10

The Smash Mook is dead, but your attack with the Staff of Creation Magics deals 8 lethal damage to one of the Assault Rifle Mooks! The Mook Leader is also dead, so I passed the attack on to someone in their attached squad.

+4 to your current Charge Gauge.
+8 Build Grist acquired.

The Center of Brilliance will do as you say.

Post-Player Battle:

Ninjatwist_ activates Burstfire and blasts both one of the Lightly Armored Hammer Mooks, dealing 12 lethal damage!

Luke Ingram fires at one of the Lightly Armored Hammer Mooks with the Alternator SMG, but only hits one shot. 3 damage dealt!
The Stone Mason Villager keeps healing the Outer Wall, restoring 4 HP to it!
The Desert Cleric Villager throws a Splash Potion of Healing at the Steel Golem, restoring 4 of its HP!
The Center of Brilliance heals up the Steel Golem and hammers away at several injured Mooks, downing one of the Lightly Armored Sword Mooks!
The Master Alchemist splashes a Powered Pistol Mook with a toxin, dealing 8 lethal damage! They then inflict Daze on three other Powered Pistol Mooks!

The Rifle Mooks keep firing upon the Center of Brilliance, but the one attacker misses their shot!
The Lightly Armored Sword Mooks switch targets from the Steel Golem to Agyxos the Martyr, dealing 4 damage! The attacker manages to crit!
The Elite Battle Rifle Mooks fire upon Agyxos the Martyr, dealing 6 damage!
The Sniper Rifle Mooks pick out the Steel Golem and attack, dealing 6 damage to it!
The Grenade Launcher Mooks fire upon the Master Alchemist with a direct hit! 5 damage dealt!
The Lightly Armored Hammer Mooks try to batter the Center of Brilliance, dealing 4 damage!
The Assault Rifle Mooks try to attack the Steel Golem, dealing 4 damage to it and 3 damage to the Outer Wall!
The Well-Armored Axe Mooks attack Agyxos the Martyr, dealing 10 damage! One of the attackers crits! This leaves Agyxos on Orange Health (40%)!
The Powered Pistol Mooks target the Desert Cleric Villager, dealing 3 damage to it! The brunt of the attack hits the Outer Wall, dealing 8 damage to it!

The Elite Sword Mooks keep attacking Agyxos the Martyr, dealing 4 damage due to a crit!

The last Malachite Ogre punches out the last remaining Smash Mook, dealing 8 lethal damage!

The Steel Golem hides behind the Outer Wall and chucks a piece of rubble at one of the Sniper Rifle Mooks, dealing 10 lethal damage!
Agyxos the Martyr attacks the Assault Rifle Mooks, who were in the Mook Leader's squad, dealing 11 lethal damage to one of them!

The Elite Sword Mooks are suffering from their slow movements!
The Powered Pistol Mooks are still Dazed!
The two remaining Grenade Launcher Mooks gruesomely burn to death from Luke's Napalm Strike!

Two final teams of Mooks enter the fray, those being two Heavy Machine Gun Teams and two Anti-Tank Cannon Teams! Beware their high damage output, but weather them out and defeat them quickly and you'll be ready to fight this wave's boss!

Total Grist gains for this round are:
+140 Build Grist
+20 Malachite [Lvl.1]
+0 Copper [Lvl.2]

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 25/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 10/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 15/35. (1 in reserve)
Splashcat [AA] HP: 24/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 20/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
20/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)

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)
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)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (3/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, 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)
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, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict 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] (4/4 Uses) (Restore 50 HP to the user, or 20 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) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 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 pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 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)

Outer Wall [AA] HP: 45/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Alastair1, Steel Golem.

Center of Brilliance [AA - The Paradoxical Dragon] HP: 40/60. Extra Actions (6). Combat Healer.
Max HP: 60/60
Base Damage & Healing: 1
Speed Value: 3
Extra Actions (6): This entity can act six additional times.
Cannot heal/attack the same target in one turn.

Steel Golem [AA - Torix] HP: 6/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges). Regeneration (1 HP restored per turn, 1/3)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 21/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 18/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used twice.

Master Alchemist [AA - Splashcat] HP: 69/92. Next potion: Slowed! Potion targets: 4!
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

Agyxos the Martyr [AA - Sky High?] HP: 12/50. Martyr.
Max HP: 50
Base Damage:11
Speed Value: 1
Martyr: On death, the last non-boss/elite enemy to damage this entity instantly dies.

Malachite Ogre [SB] HP: 32/40. / BD: 8. / SV: 2. (x1). Grist Tierage.
-Malachite Ogre HP: 0/40. (x1)

Rifle Mooks [PA] HP: 8/8. (x2). Chivalry.

Lightly-Armored Sword Mooks [PA] HP: 5/8. (x1) Chivalry.
-Lightly Armored Sword Mook HP: 0/8. (x1)

Elite Battle Rifle Mooks [PA] HP: 8/8. (x2). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mook HP: 1/8. (x1)

Elite Sword Mooks [PA] HP: 8/8. (x1). Melee Training 2. Slowed (-1 Speed Value, 2/3)
-Elite Sword Mook HP: 1/8. (x1) Slowed (-1 Speed Value, 2/3)

Sniper Rifle Mooks [PA] HP: 8/8. (x2). Sniper.
-Sniper Rifle Mooks HP: 1/8. (x2) Burning (2 damage taken per turn, 0/2)
-Sniper Rifle Mooks HP: 0/8. (x3)

Grenade Launcher Mooks [PA] HP: 0/8. (x2) Burning (2 damage taken per turn, 1/2)

Lightly-Armored Hammer Mook [PA] HP: 5/8. (x1)
-Lightly-Armored Hammer Mooks HP: 2/8. (x2)
-Lightly-Armored Hammer Mooks HP: 0/8. (x2)

Assault Rifle Mooks [PA] HP: 8/8. (x5). Chivalry. Ranged Training 2.
-Assault Rifle Mooks HP: 4/8. (x2). Burning (2 damage taken per turn, 0/2)
-Assault Rifle Mook HP: 4/8. (x1).
-Assault Rifle Mook HP: 4/8. (x3).
-Battle Rifle Mook Leader [PA] HP: 0/14. VIP. Attached squad has Ranged Training 2. Attached squad with Chivalry can attack twice.

Smash Mooks [PA] HP: 0/32. / BD: 8. / SV: 2. Dueler. Giant Body.

Well-Armored Axe Mooks [PA] HP: 8/8. (x8)

Powered Pistol Mooks [PA] HP: 8/8. (x4)
-Powered Pistol Mooks HP: 8/8. (x3). Dazed (40% miss chance, 2/3)
-Powered Pistol Mook HP: 0/8. (x1).

Mook Heavy Machine Gun Teams [PA] HP: 16/16. (x2). / BD: 8. / SV: 2. Spotter.

Mook Anti-Tank Cannon Teams [PA] HP: 16/16. (x2). / BD: 8. / SV: 2. Spotter.

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Sky High? smiles at the amount of Malachite he's holding.

Sky High
?: More swords. More swords for me.

With Action 1, Sky High finds an Essence of Pain. With Action 2, he crafts...

PAIN
Base Damage: +0
An action that uses PAIN ignores 20% of a target's armor.

Another sword for the collection.

~~~
Agyxos the Martyr attacks the Malachite Ogre if both of them are still alive. Otherwise he attacks the target with the most HP.

CP: 8/35
Inventory:
1018 Build Grist (-20)
30 Malachite (-10)
20 Copper
FEAR [Lvl. 1]
FURY [Lvl. 1]
 
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Torix, looking at the field's current circumstances, seems to have a clear formula of what he's gotta do this turn. Unafraid in the face of danger, he looks at the Steel Golem - at a critical level of health - and then at the Mooks newly arrived in the field.

Torix - There's a reason Golems don't have emotions, or free will.
Torix - They live with only a faint spark of elemental intelligence, forming their body.
Torix - Many are no better than a robot - forced to follow their programming.


His voice, although slightly shaky and concerningly uncertain, continues in the statement. Clearing it up, a sense of resolve enters his mind before he accepts what is going to happen.

Torix - No matter what I do, the Golem's going to fall in these next turns.
Torix - But it's best for it to go out in a
blaze instead of just dying, right?
Torix - Golem. Get out from behind the wall and charge these new arrivals.


Granted with an unnatural speed from it's standard due to Torix's magic seeming to push it onwards, it barrels over the Outer Wall and towards the Anti-Tank Cannon Teams. The mage is charging directly behind it... and it becomes clear to the Mooks they're targeting: It's go time.

Action 1, Firebolt Sword, 5 Golem HP + 5 HP -
Torix - Golem! Guard me!
The Steel Golem does so, proceeding to intercede itself from the Anti-Tank Cannon and it's summoner. As the later circles around, the Golem takes any reactionary fire - though not swift, the Golem finally uses one of it's charges of Bodyguard to defend Torix in the process - and necessary it is. As other Mooks begin to fire inwards to reflect their intruders, the Golem takes some of the damage for Torix.

Plinks of "1 Damage!" indicators come from both the entity and it's summoner.

Torix plants several metal rods around the Cannon, eventually forming a hexagonal shape around it and it's crew, reluctant to leave their only weapon. Placing a seventh rod on the center of it, he calls down lightning into the blade yet again and watches as the lightning additionally creates a strange field of static and electricity across the cannon's area, electrocuting much of it's squad and dealing severe damage to the cannon itself...

Action 2,
Fire Caster Sword, Steel Golem -
Then a shot fires across the battlefield.


8 Damage. Enough to bring the construct to -7 HP.

A cannonball, tearing through the Golem's core, knocks it to the ground - permanently. It's last reserves of magical power seem to return to Torix, yet the mage refuses it and commands the power back in for one last order.

Torix - Goodbye, golem. You served us well.
Torix - One last order - initiate Self Destruct.


A collective look of confusion, then panic erupts among the crew of the remaining, undamaged cannon. The Steel Golem was guarding against their shots - and it fell in their base. This thing is about to explore - and they are definitely within the blast radius. Torix, realizing their logic and what will soon be an attempt to flee, quickly summons a circular wall of flames around the area - effectively trapping the opponents and forcing them to succumb to their fate.

The Golem's core begins to glow a bright red, then an ominous countdown clock begins. 30 seconds until self destruct. The Mook crew of the cannon attempts to escape over the fire, climbing on what they can - yet it's all in vain.

20 seconds. Torix supercharges the core, causing it to glow from red to orange, orange to yellow, yellow to a blinding white. The core seems ready to initiate a supernova. 10 seconds. The mage warps behind the Outer Wall to watch the explosion. 5. Standing up from the Misty Step, he looks over the wall. 3. He salutes, and watches. 2. 1.

The end of an entity, marked with a massive explosion, stands before the battlefield for all sides to watch. Blinding all for a second before combat slowly resumes and continues, it's truly impressive - and in the wake of it, naught but a charred corpse of the Cannon exists, wisps of smoke and scrap metal fading into the air. In his opinion, it's far better to have this be the Golem's end... and a sad smile comes across his face before he resumes looking for combat.


Torix - A worthy end...
Torix - Thank you for your service.


Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::] 13/25
Grist -

[LVL 0] Build Grist - 1,256
[LVL 1] Malachite - 50
[LVL 2] Copper - 10

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe]
Fire Caster Sword - A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack,
-10% Armor Effectiveness

Armor -
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 -
Jar of Liquid Food - [3/4 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.
 
Alastair, seeing the large amount of enemies, pulls out a new Villager Egg. With a toss, it spawns...

A Tundra Blacksmith! However, instead of healing fortifications like the Stone Mason, he helps his fellow entities survive harsh blows and dish them out harder by giving them equipment, making his Action basically a buff that buffs either defensive values or attack values.

In the meantime, Alastair continues to duel against the snipers. This time it busts out the Tiger Ax and uses it to initiate Tiger Mode! Now it's ambush predator against sniper. Long Range against melee. The Beast vs Man.

Wait, are the mooks even men? What IS a mook anyway? The focus of a sniper, while great, is not ironclad, and while they ponder such thoughts Alastair1 smashes his Tiger Ax into their backs.

However, this draws the attention of the last Lightly Armored Sword Mook. With no choice but to draw their own sword, the minecraft Avatar does lethal battle with the swordmook. Irritatingly, the enemy's armor seems to be a massive problem, so Alastair waits for a prime opportunity. The instant another player does something interesting, Alastair1 points to it. While the Sword Mook foolishly focuses on the Player Action, a few deft sword strikes cut the straps and joints of the armor, removing it from the Sword Mook and leaving them vulnerable for a lethal stab, which is promptly taken with utmost fury and comedic timing.

It doesn't return in time to get behind the Outer Wall, so it allows its Blacksmith to set up shop behind it instead. And due to having a lot of Grist but no need nor desire to upgrade yet, it donates 60 Lvl. 1 Grist and 40 Lvl 2 Grist to the Alchemiter for Upgrade purposes.

Meanwhile, the Blacksmith gets to work by crafting some armor for the Cleric, buffing their defense. The Cleric... well, there's lots of targets to heal, so the Cleric, if not brewing a potion, is going to heal the being with the lowest Health, not counting the heroically sacrificed Steel Golem. The Stone Mason revels in the simplicity of their job and heals the Outer Wall.

==========================================================================================================================

Base Actions:

Action 1 + Tiger Ax - use the duality of Man vs Beast via tiger ambush predator tactics to distract the Sniper mooks long enough to bury the ax in their backs.

Action 2 + Iron Boots embossed sword - get into a sword duel with the Lightly Armored Sword Mook, using the next Player's Action to distract them, rob them of their armor, and kill them in short order

Free Actions:

5 Charge - Summon the Tundra Blacksmith Villager, whose Attack is replaced with a Buff move that buffs either an entity's Attack or Defense.

Alastair1 - Leave the Outer Wall. Donate 60 Lvl. 1 Grist and 40 Lvl. 2 Grist to the Alchemiter

Blacksmith - Use the Outer Wall for Cover

Entity Actions:

Tundra Blacksmith - Buff the Cleric's Defense

Desert Cleric - Heal the entity with the Lowest health aside from the Steel Golem

Stone Mason - Keep that wall up.

------------

Resources:

Charge: 15/15
Build Grist - 1556
Lvl 1 Grist - 10
Lvl 2 Grist - 0
 
Charge Gauge 2: 12/35.
Grist: 1144 Build Grist, 40 Malachite, 20 Copper.

-----

The Master Alchemist will attack the Powered Pistol Mooks with a highly exothermic reaction. Then it will Slow the Mook Heavy Machine Gun Teams and Mook Anti-Tank Cannon Teams.

-----

Action 1 + Cursed Void Sword: I draw my sword, raise it for a strike at the not-on-fire Assault Rifle Mooks... and fumble it, dropping it on the ground. I let out a string of curses. Specifically, I say the S-word. In order to complete the trinity, a void appears, and the Assault Rifle Mooks fall into it.

-----

Action 2: I deploy a tank, which drives up to the Mook Anti-Tank Cannon Teams. They laugh, thinking their cannon is strong against it. Then my tank brings its own cannon to bear. Shooting the Anti-Tank Cannon with a Tank Cannon causes a matter-antimatter annihilation reaction to happen, blowing up the Cannon Teams.
 
Act 3: Episode 1: Battle Post 23
Sky High? smiles at the amount of Malachite he's holding.

Sky High?: More swords. More swords for me.

With Action 1, Sky High finds an Essence of Pain. With Action 2, he crafts...

PAIN
Base Damage: +0
An action that uses PAIN ignores 20% of a target's armor.

Another sword for the collection.

~~~
Agyxos the Martyr attacks the Malachite Ogre if both of them are still alive. Otherwise he attacks the target with the most HP.

CP: 8/35
Inventory:
1018 Build Grist (-20)
30 Malachite (-10)
20 Copper
FEAR [Lvl. 1]
FURY [Lvl. 1]

You add the Essence of Pain to the Ingredients list!

Sword Template + Essence of Pain = PAIN [Lvl.1]

PAIN [Lvl.1] (Bladed weapon, target's armor is 20% less effective)

You add PAIN to your arsenal! It's a thankfully simpler instrument than the other two which can help defeat armored units.

Alastair, seeing the large amount of enemies, pulls out a new Villager Egg. With a toss, it spawns...

A Tundra Blacksmith! However, instead of healing fortifications like the Stone Mason, he helps his fellow entities survive harsh blows and dish them out harder by giving them equipment, making his Action basically a buff that buffs either defensive values or attack values.

In the meantime, Alastair continues to duel against the snipers. This time it busts out the Tiger Ax and uses it to initiate Tiger Mode! Now it's ambush predator against sniper. Long Range against melee. The Beast vs Man.

Wait, are the mooks even men? What IS a mook anyway? The focus of a sniper, while great, is not ironclad, and while they ponder such thoughts Alastair1 smashes his Tiger Ax into their backs.

However, this draws the attention of the last Lightly Armored Sword Mook. With no choice but to draw their own sword, the minecraft Avatar does lethal battle with the swordmook. Irritatingly, the enemy's armor seems to be a massive problem, so Alastair waits for a prime opportunity. The instant another player does something interesting, Alastair1 points to it. While the Sword Mook foolishly focuses on the Player Action, a few deft sword strikes cut the straps and joints of the armor, removing it from the Sword Mook and leaving them vulnerable for a lethal stab, which is promptly taken with utmost fury and comedic timing.

It doesn't return in time to get behind the Outer Wall, so it allows its Blacksmith to set up shop behind it instead. And due to having a lot of Grist but no need nor desire to upgrade yet, it donates 60 Lvl. 1 Grist and 40 Lvl 2 Grist to the Alchemiter for Upgrade purposes.

Meanwhile, the Blacksmith gets to work by crafting some armor for the Cleric, buffing their defense. The Cleric... well, there's lots of targets to heal, so the Cleric, if not brewing a potion, is going to heal the being with the lowest Health, not counting the heroically sacrificed Steel Golem. The Stone Mason revels in the simplicity of their job and heals the Outer Wall.

==========================================================================================================================

Base Actions:

Action 1 + Tiger Ax - use the duality of Man vs Beast via tiger ambush predator tactics to distract the Sniper mooks long enough to bury the ax in their backs.

Action 2 + Iron Boots embossed sword - get into a sword duel with the Lightly Armored Sword Mook, using the next Player's Action to distract them, rob them of their armor, and kill them in short order

Free Actions:

5 Charge - Summon the Tundra Blacksmith Villager, whose Attack is replaced with a Buff move that buffs either an entity's Attack or Defense.

Alastair1 - Leave the Outer Wall. Donate 60 Lvl. 1 Grist and 40 Lvl. 2 Grist to the Alchemiter

Blacksmith - Use the Outer Wall for Cover

Entity Actions:

Tundra Blacksmith - Buff the Cleric's Defense

Desert Cleric - Heal the entity with the Lowest health aside from the Steel Golem

Stone Mason - Keep that wall up.

------------

Resources:

Charge: 15/15
Build Grist - 1556
Lvl 1 Grist - 10
Lvl 2 Grist - 0

You summon a Tundra Blacksmith Villager! It'll hand out short temporary buffs to friendly entities.
The other two villagers will do as you say.

Your first attack deals 11 damage to the Sniper Mooks! This kills two of them, and deals 2 damage to another!

Your second attack deals 12 damage to the Lightly Armored Sword Mook, which kills them regardless of if armor procs or not.

Also, the Alchemiter gets Grist from the regular spoils of the field, so while your sacrifice is a good gesture, it already technically got the grist that you would have given it already. You should keep it for higher-level alchemies, since those costs are going to get significantly steeper.

+20 Build Grist acquired.

Charge Gauge 2: 12/35.
Grist: 1144 Build Grist, 40 Malachite, 20 Copper.

-----

The Master Alchemist will attack the Powered Pistol Mooks with a highly exothermic reaction. Then it will Slow the Mook Heavy Machine Gun Teams and Mook Anti-Tank Cannon Teams.

-----

Action 1 + Cursed Void Sword: I draw my sword, raise it for a strike at the not-on-fire Assault Rifle Mooks... and fumble it, dropping it on the ground. I let out a string of curses. Specifically, I say the S-word. In order to complete the trinity, a void appears, and the Assault Rifle Mooks fall into it.

-----

Action 2: I deploy a tank, which drives up to the Mook Anti-Tank Cannon Teams. They laugh, thinking their cannon is strong against it. Then my tank brings its own cannon to bear. Shooting the Anti-Tank Cannon with a Tank Cannon causes a matter-antimatter annihilation reaction to happen, blowing up the Cannon Teams.

Your Cursed Void Sword attack deals 10 damage to the Assault Rifle Mooks!

You also deal 9 damage to one of the Anti-Tank Cannon Teams, taking their Spotter out of action!

+4 to your current Charge Gauge.
+8 Build Grist acquired.

paradoxdragon said:
Actions: Paradox burns up and sends a Solar Flare at the Well Armoured Axe Mooks as well as sent an acid wave at them

Your attacks deal 9 damage in total to the Well-Armored Axe Mooks! Or well, it could have- their armor blocks both of the hits, reducing it to 3 damage.

+3 to your current Charge Gauge.

Torix, looking at the field's current circumstances, seems to have a clear formula of what he's gotta do this turn. Unafraid in the face of danger, he looks at the Steel Golem - at a critical level of health - and then at the Mooks newly arrived in the field.

Torix - There's a reason Golems don't have emotions, or free will.
Torix - They live with only a faint spark of elemental intelligence, forming their body.
Torix - Many are no better than a robot - forced to follow their programming.


His voice, although slightly shaky and concerningly uncertain, continues in the statement. Clearing it up, a sense of resolve enters his mind before he accepts what is going to happen.

Torix - No matter what I do, the Golem's going to fall in these next turns.
Torix - But it's best for it to go out in a
blaze instead of just dying, right?
Torix - Golem. Get out from behind the wall and charge these new arrivals.


Granted with an unnatural speed from it's standard due to Torix's magic seeming to push it onwards, it barrels over the Outer Wall and towards the Anti-Tank Cannon Teams. The mage is charging directly behind it... and it becomes clear to the Mooks they're targeting: It's go time.

Action 1, Firebolt Sword, 5 Golem HP + 5 HP -
Torix - Golem! Guard me!
The Steel Golem does so, proceeding to intercede itself from the Anti-Tank Cannon and it's summoner. As the later circles around, the Golem takes any reactionary fire - though not swift, the Golem finally uses one of it's charges of Bodyguard to defend Torix in the process - and necessary it is. As other Mooks begin to fire inwards to reflect their intruders, the Golem takes some of the damage for Torix.

Plinks of "1 Damage!" indicators come from both the entity and it's summoner.

Torix plants several metal rods around the Cannon, eventually forming a hexagonal shape around it and it's crew, reluctant to leave their only weapon. Placing a seventh rod on the center of it, he calls down lightning into the blade yet again and watches as the lightning additionally creates a strange field of static and electricity across the cannon's area, electrocuting much of it's squad and dealing severe damage to the cannon itself...

Action 2,
Fire Caster Sword, Steel Golem -
Then a shot fires across the battlefield.


8 Damage. Enough to bring the construct to -7 HP.

A cannonball, tearing through the Golem's core, knocks it to the ground - permanently. It's last reserves of magical power seem to return to Torix, yet the mage refuses it and commands the power back in for one last order.

Torix - Goodbye, golem. You served us well.
Torix - One last order - initiate Self Destruct.


A collective look of confusion, then panic erupts among the crew of the remaining, undamaged cannon. The Steel Golem was guarding against their shots - and it fell in their base. This thing is about to explore - and they are definitely within the blast radius. Torix, realizing their logic and what will soon be an attempt to flee, quickly summons a circular wall of flames around the area - effectively trapping the opponents and forcing them to succumb to their fate.

The Golem's core begins to glow a bright red, then an ominous countdown clock begins. 30 seconds until self destruct. The Mook crew of the cannon attempts to escape over the fire, climbing on what they can - yet it's all in vain.

20 seconds. Torix supercharges the core, causing it to glow from red to orange, orange to yellow, yellow to a blinding white. The core seems ready to initiate a supernova. 10 seconds. The mage warps behind the Outer Wall to watch the explosion. 5. Standing up from the Misty Step, he looks over the wall. 3. He salutes, and watches. 2. 1.

The end of an entity, marked with a massive explosion, stands before the battlefield for all sides to watch. Blinding all for a second before combat slowly resumes and continues, it's truly impressive - and in the wake of it, naught but a charred corpse of the Cannon exists, wisps of smoke and scrap metal fading into the air. In his opinion, it's far better to have this be the Golem's end... and a sad smile comes across his face before he resumes looking for combat.


Torix - A worthy end...
Torix - Thank you for your service.


Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::] 13/25
Grist -

[LVL 0] Build Grist - 1,256
[LVL 1] Malachite - 50
[LVL 2] Copper - 10

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe]
Fire Caster Sword - A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack,
-10% Armor Effectiveness

Armor -
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 -
Jar of Liquid Food - [3/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Wow, this really is quite the attack. I was kinda intimidated to look through it, so I did it last. No harm meant to you, though.

Your first attack deals 14 damage to one of the Mook Anti-Tank Cannon Emplacements, whittling it down to its last segment of health!

The Golem's destruction and the attack using it deal 16 damage- more than enough damage to wipe out the remaining Anti-Tank Cannon teams completely!

The Golem is a noble sacrifice to the guns' destruction as it loses the last of its hit points to blast the offending cannons and their crew to smithereens.

+5 to your current Charge Gauge.
+32 Build Grist acquired.

Post-Player Battle:

This is last turn's post-player battle and will be updated tonight or tomorrow morning.

Ninjatwist_ fires twice at the Sniper Mook with his pistol, but only one shot hits. 4 damage dealt!

Luke Ingram aims at the Well-Armored Hammer Mooks and fires his Alternator SMG, dealing 3 points of damage! Only one of the shots manages to hit.
The Stone Mason Villager keeps healing the Outer Wall, restoring 4 HP to it!
The Desert Cleric Villager works to concoct a potion!
The Center of Brilliance heals up several of its Anti-Acolyte allies before bumping off the critically-wounded Elite Battle Rifle Mook and Elite Sword Mook!
The Master Alchemist poisons another Powered Pistol Mook with 8 lethal damage, and applies Slowed to the Heavy Machine Gun Emplacements!

The Rifle Mooks keep trying to wear down the Center of Brilliance, dealing 2 damage to it!
The Elite Battle Rifle Mooks pick up on the Rifle Mooks' targeting and focus their fire on the Center of Brilliance, dealing another 3 damage!
The Sniper Rifle Mook shoots at Luke Ingram, dealing 2 damage to him!
The Lightly Armored Hammer Mooks attack Agyxos the Martyr, dealing 4 damage!
The Assault Rifle Mooks fire upon the Desert Cleric Villager, dealing 7 damage to them!
The Well-Armored Axe Mooks switch targets from Agyxos the Martyr and try damaging the Outer Wall, dealing 4 damage to it!
The Powered Pistol Mooks keep attacking the Desert Cleric Villager, but only manage to deal 3 damage! Two of them are dazed and miss their shots.

The Elite Sword Mook keeps attacking Agyxos the Martyr, dealing 4 damage due to a crit!

The last Malachite Ogre attacks the Center of Brilliance, dealing 8 damage to it!

Agyxos the Martyr takes a swing at the Malachite Ogre, dealing 11 damage to it!

The Heavy Machine Gun Emplacements focus their fire on the Master Alchemist, dealing 20 damage in total! Yikes, they don't pull any punches there.

The Desert Cleric Villager quickly scoots over to behind the Outer Wall after realizing they're taking heavy fire and didn't do it earlier, despite being told to!
The Elite Sword Mook finally speeds back up again!
The Powered Pistol Mooks are still Dazed!
The Heavy Machine Gun Emplacements are slowed down!

A Tundra Blacksmith Villager arrives on the field.

Total Grist gains for this round are:
+84 Build Grist
+0 Malachite [Lvl.1]
+0 Copper [Lvl.2]

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 25/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 10/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 20/35. (1 in reserve)
Splashcat [AA] HP: 24/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 20/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)

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)
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)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (3/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, 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)
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, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)
PAIN [Lvl.1] (Bladed weapon, target's armor is 20% less effective)

Luke Ingram [AA] Health Vial: 78%. (78/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict 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] (4/4 Uses) (Restore 50 HP to the user, or 20 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) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 75/100. / BD: 6. / SV: 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 pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 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)

Outer Wall [AA] HP: 45/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Desert Cleric Villager, Tundra Blacksmith Villager.

Center of Brilliance [AA - The Paradoxical Dragon] HP: 27/60. Extra Actions (6). Combat Healer.
Max HP: 60/60
Base Damage & Healing: 1
Speed Value: 3
Extra Actions (6): This entity can act six additional times.
Cannot heal/attack the same target in one turn.

Steel Golem [AA - Torix] HP: 0/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges). Regeneration (1 HP restored per turn, 1/3)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 22/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 12/24. / BD&H: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Tundra Blacksmith Villager [AA - Alastair1] HP: 24/24. / SV: 3. Applies Armored (-25% damage taken from direct attacks, 2/2) or Armed (+2 damage dealt bonus, 2/2) to an ally every turn, cannot buff already buffed allies.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used twice.

Master Alchemist [AA - Splashcat] HP: 50/92. Next potion: Dazed! Potion targets: 5!
Max HP: 92/92
Base Damage: 8
Speed Value: 3

Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns

Agyxos the Martyr [AA - Sky High?] HP: 4/50. Martyr.
Max HP: 50
Base Damage:11
Speed Value: 1
Martyr: On death, the last non-boss/elite enemy to damage this entity instantly dies.

Malachite Ogre [SB] HP: 21/40. / BD: 8. / SV: 2. (x1). Grist Tierage.

Rifle Mooks [PA] HP: 8/8. (x2). Chivalry.

Lightly-Armored Sword Mooks [PA] HP: 0/8. (x1) Chivalry.

Elite Battle Rifle Mooks [PA] HP: 8/8. (x2). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mook HP: 0/8. (x1)

Elite Sword Mook [PA] HP: 8/8. (x1). Melee Training 2. Slowed (-1 Speed Value, 0/3)
-Elite Sword Mook HP: 0/8. (x1) Slowed (-1 Speed Value, 0/3)

Sniper Rifle Mooks [PA] HP: 2/8. (x1). Sniper.
-Sniper Rifle Mooks HP: 0/8. (x2)

Lightly-Armored Hammer Mook [PA] HP: 5/8. (x1)
-Lightly-Armored Hammer Mooks HP: 2/8. (x2)

Assault Rifle Mooks [PA] HP: 8/8. (x4). Chivalry. Ranged Training 2.
-Assault Rifle Mooks HP: 4/8. (x2).
-Assault Rifle Mook HP: 2/8. (x1).
-Assault Rifle Mook HP: 0/8. (x1).

Well-Armored Axe Mooks [PA] HP: 8/8. (x7)
Well-Armored Axe Mook HP: 2/8. (x1)

Powered Pistol Mooks [PA] HP: 8/8. (x3)
-Powered Pistol Mooks HP: 8/8. (x3). Dazed (40% miss chance, 1/3)
-Powered Pistol Mook HP: 0/8. (x1)

Mook Heavy Machine Gun Teams [PA] HP: 16/16. (x2). / BD: 8. / SV: 2. Spotter. Slowed (-1 Speed Value, 2/3)

Mook Anti-Tank Cannon Teams [PA] HP: 0/16. (x2). / BD: 8. / SV: 2. Spotter.

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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