The Master Alchemist will Daze the 4 full-HP Assault Rifle Mooks and 1 un-Dazed Powered Pistol Mook. Then it will attack the Mook Heavy Machine Gun Teams, or if none survive, the two injured Assault Rifle Mooks, or if those are dead too, an Elite Battle Rifle Mook.
-----
Action 1: I increase the force of gravity in the area. A Heavy Machine Gun becomes too heavy for the Heavy Machine Gun Team and crushes them under their weight. Then I crank up the gravity even more, and the Machine Gun becomes so Heavy that it pulls out a Minigun and Sandvich. I quickly paint it blu(e) and paint the squashed Mook Machine Gun Team red, and the Heavy mows them down.
----
Action 2 + Cursed Void Sword: I slash at an Elite Battle Rifle Mook. It dodges. I slash again. Another dodge. I unleash a furious whirlwind of strikes, my edge parting the air itself as it whistles towards the Mook, but not a single blow strikes home. The sword flickers darkly like a gaping purple-black maw, and yet it has not tasted blood this round.
Then the Mook drops dead.
When I said my edge parted the very air itself, I wasn't kidding. Each sword strike created a vacuum (sustained by Void magics), until the air in the area around the Mook was so thin that it suffocated.
[OOC: Saw an Assets snip in an earlier dop - don't worry about including that in the future. I edit from my post last turn.]
Quickly going through his inventory, Torix notices a few discrepancies and fixes them. This mainly involves gaining 10 missed Copper, cause he didn't pick it up earlier.
[Action 1, Fire Caster Sword] The spellcaster realizes that for the last few turns, his attacks have been rather predictable. He always attacked with the lightning and fire sword, then the fire caster sword... well, it's time to change it up!
Rushing towards the Heavy Machine Gun Mook Team that Splashcat already fired upon, Torix finally decides to employ a little bit of unpredictability within his attacks and actually change up his tactics a bit! As he does so, something seems to click from his avatar and as a faint whirring sound is heard through his mic, Torix's hotbar begins to switch items at a rapid pace - and though most of it is fairly empty, the various spellblades within the inventory rapidly switching out and interspersed with the odd potion seem to be enough to confuse the Mook teams. Unsure what they're being attacked with and already slowed by the splash potion earlier thrown at them, they're confusion leaves them unable to set up a proper defense to the weaponry they are being attacked with.
Finally stopping the unbound scroll wheel and landing on the Fire Caster Sword, Torix uses the sudden shock of the Mooks that they can actually see the weapon he's attacking with to their advantage. As the Mooks scramble to prep their fire defenses, Torix gives them a look before just unleashing a Fireball spell on the place to an unusual degree of effectiveness. Without being properly equipped, what's the point in using a higher level spell slot when the lower one will still get the job done anyways?
[Action 2, Firebolt Sword, Alastair X-Post]
Seemingly sharing a moment of unknown conversation with a fellow Player in the battle, Torix proceeds to... well, be flashy. Electricity racing from the sword, the un-altered Heavy Machine Gun suddenly finds itself in a strange situation. The mage, running at near the speed of a lightning bolt himself towards these Mooks, closed the distance in mere seconds and begins occupying crew and fun of the group. Pulling out the sword for actual combat, he soon manages to hit every single Mook on the team exactly once... yet at this stage the damage, although there, seems minimal.
Yet... The real effect of the attacks becomes drastically clear as Torix activates their full brunt. Electricity still coursing through their veins, Torix uses the superficial hits on them to gain access to it. And with the brain operating on electrical signals, with precise enough control you can change what they think... or see. As they all succumb to a massive migrane, dealing considerable damage to them all, Torix stands back before projecting a clear mental image out to all of them... in which they see a baseball field ingrained in their minds, playing the positions of a team. A group of strange shadowy individuals, playing the other side of the battle, warps into place - and as the ball is pitched and hit, the crowd cheers. They feel great, and they're famous!
What they don't see through this illusion, is Alastair. And he is quite literally in the left field, ready to strike. "And now for the play of a century. You got this!"
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.
[Action 2, Firebolt Sword, Alastair X-Post]
Seemingly sharing a moment of unknown conversation with a fellow Player in the battle, Torix proceeds to... well, be flashy. Electricity racing from the sword, the un-altered Heavy Machine Gun suddenly finds itself in a strange situation. The mage, running at near the speed of a lightning bolt himself towards these Mooks, closed the distance in mere seconds and begins occupying crew and fun of the group. Pulling out the sword for actual combat, he soon manages to hit every single Mook on the team exactly once... yet at this stage the damage, although there, seems minimal.
Yet... The real effect of the attacks becomes drastically clear as Torix activates their full brunt. Electricity still coursing through their veins, Torix uses the superficial hits on them to gain access to it. And with the brain operating on electrical signals, with precise enough control you can change what they think... or see. As they all succumb to a massive migrane, dealing considerable damage to them all, Torix stands back before projecting a clear mental image out to all of them... in which they see a baseball field ingrained in their minds, playing the positions of a team. A group of strange shadowy individuals, playing the other side of the battle, warps into place - and as the ball is pitched and hit, the crowd cheers. They feel great, and they're famous!
What they don't see through this illusion, is Alastair. And he is quite literally in the left field, ready to strike. "And now for the play of a century. You got this!"
Seeing the Mooks succumb to what appears to be Baseball themed hallucinations, Alastair1 decides to step up to the plate. The unseen ball reaches a certain point, and the Mooks are about to win the game...
When, from their eyes, it stops. It then slowly turns around, changing colors. From red stitching and white leather... to orange leather and black Stitching? What the-?
"ROAAAAAR!"
The Baseball, now the size of a Tiger, charges them, burying its loud claws as it mauls the team. The umpire is swiftly eaten even as he calls foul on the play. The Tiger Ball, while it still hasn't technically hit the ground, has long since eaten the runners, foiling their efforts at a grand slam and a place in next year's tourney!
By the time the decimated team recovers, they 'hear' a voice mock them.
Alastair1: That was grrrrrrreat!
This pisses off one of the Mooks, and they come in for angry revenge, despite not being able to see past the illsuion. It's no use.
The Heavy Machine Gun Team isn't able to see Alastair1 pick up and equip a Smash Mook body. He comes in, stands in place and winds up, then performs a sickeningly strong Smash attack from the left field. The Heavy Machine Gun Mook Team flies out of the 'baseball' field, exploding the second they leave the right side's boundaries!
Alastair1: And they are out of here!
The Smith Armors the Cleric First, since they are in need of defenses. The Cleric decides to heal Ninja and Luke with its brewed potion. Stone Mason does what Stone Mason does best and heals the wall.
Action 1 + Tiger Axe: Use the 'sounds like a tiger on crit' to scare the Heavy Machine Gun Mook team into thinking the ball turned into a monstrous Tiger Baseball that mauls them.
Action 2: Use a pun + Smash Mook Body + FSmash to finish them off with an attack from out of left field.
(x1)(Voidstaff) I perform a Necromantic Ritual as I use the Voidstaff to create a Skaian Eclipse. As the time of Total Eclipse approaches, skeletons of dead consorts arise from the Land to fight the Well Armoured Mooks with their grasping claws and slavering maws. The Total Eclipse comes and with it, an Earth-Shattering Kaboom as a Huge Skeletal Creature comes forth, a Leviathan Skeleton resurrected with the Void and hungering for the blood of the Well-Armoured Mooks in which it sinks it's manifold maws into.
(x1)(Staff of Creation Magics) Invoking the feeling of that Volcano that erupts every thousand years and being ruin to civilisation, I conjure forth a huge super volcano to appear from the Land, it pours out Thick Smoke which blinds the Well Armoured Mooks as lighting jumps from within the toxic smog, suffocation and electrocuting them as well. Asthe smoke lifts, a random empty plane flying by ha site sensors blown out and it crashes into the Well Armoured Mooks Earthquakes rumble and huge crevices are formed from into the Skeletal Monsters fall into, some with a Mook clutched in their arms as they return to the Earth.
Than all is still...before the Supervolcano erupts, blowing outhot boiling lava all across the Well-Armoured Mooks and Burning them all, as they are drenched in Lava.
(ORDERS)The Centre of Brilliance heals itself, the injured Villagers and the Master Alchemist and poke at the Mook Heavy Machine Gun Teams
Sky High? uses his action to gather up an Essence of Blood, which is literally just a jar of blood. But hey, thematic consistency is important! Then, combining it with a Sword Template, he crafts:
BLOOD
Base Damage: +1
30% chance to inflict Bleeding for two turns.
~~~
Agyxos the Martyr attacks the Malachite Ogre if both of them are still alive. Otherwise he attacks the target with the most HP.
The Master Alchemist will Daze the 4 full-HP Assault Rifle Mooks and 1 un-Dazed Powered Pistol Mook. Then it will attack the Mook Heavy Machine Gun Teams, or if none survive, the two injured Assault Rifle Mooks, or if those are dead too, an Elite Battle Rifle Mook.
-----
Action 1: I increase the force of gravity in the area. A Heavy Machine Gun becomes too heavy for the Heavy Machine Gun Team and crushes them under their weight. Then I crank up the gravity even more, and the Machine Gun becomes so Heavy that it pulls out a Minigun and Sandvich. I quickly paint it blu(e) and paint the squashed Mook Machine Gun Team red, and the Heavy mows them down.
----
Action 2 + Cursed Void Sword: I slash at an Elite Battle Rifle Mook. It dodges. I slash again. Another dodge. I unleash a furious whirlwind of strikes, my edge parting the air itself as it whistles towards the Mook, but not a single blow strikes home. The sword flickers darkly like a gaping purple-black maw, and yet it has not tasted blood this round.
Then the Mook drops dead.
When I said my edge parted the very air itself, I wasn't kidding. Each sword strike created a vacuum (sustained by Void magics), until the air in the area around the Mook was so thin that it suffocated.
[OOC: Saw an Assets snip in an earlier dop - don't worry about including that in the future. I edit from my post last turn.]
Quickly going through his inventory, Torix notices a few discrepancies and fixes them. This mainly involves gaining 10 missed Copper, cause he didn't pick it up earlier.
[Action 1, Fire Caster Sword] The spellcaster realizes that for the last few turns, his attacks have been rather predictable. He always attacked with the lightning and fire sword, then the fire caster sword... well, it's time to change it up!
Rushing towards the Heavy Machine Gun Mook Team that Splashcat already fired upon, Torix finally decides to employ a little bit of unpredictability within his attacks and actually change up his tactics a bit! As he does so, something seems to click from his avatar and as a faint whirring sound is heard through his mic, Torix's hotbar begins to switch items at a rapid pace - and though most of it is fairly empty, the various spellblades within the inventory rapidly switching out and interspersed with the odd potion seem to be enough to confuse the Mook teams. Unsure what they're being attacked with and already slowed by the splash potion earlier thrown at them, they're confusion leaves them unable to set up a proper defense to the weaponry they are being attacked with.
Finally stopping the unbound scroll wheel and landing on the Fire Caster Sword, Torix uses the sudden shock of the Mooks that they can actually see the weapon he's attacking with to their advantage. As the Mooks scramble to prep their fire defenses, Torix gives them a look before just unleashing a Fireball spell on the place to an unusual degree of effectiveness. Without being properly equipped, what's the point in using a higher level spell slot when the lower one will still get the job done anyways?
[Action 2, Firebolt Sword, Alastair X-Post]
Seemingly sharing a moment of unknown conversation with a fellow Player in the battle, Torix proceeds to... well, be flashy. Electricity racing from the sword, the un-altered Heavy Machine Gun suddenly finds itself in a strange situation. The mage, running at near the speed of a lightning bolt himself towards these Mooks, closed the distance in mere seconds and begins occupying crew and fun of the group. Pulling out the sword for actual combat, he soon manages to hit every single Mook on the team exactly once... yet at this stage the damage, although there, seems minimal.
Yet... The real effect of the attacks becomes drastically clear as Torix activates their full brunt. Electricity still coursing through their veins, Torix uses the superficial hits on them to gain access to it. And with the brain operating on electrical signals, with precise enough control you can change what they think... or see. As they all succumb to a massive migrane, dealing considerable damage to them all, Torix stands back before projecting a clear mental image out to all of them... in which they see a baseball field ingrained in their minds, playing the positions of a team. A group of strange shadowy individuals, playing the other side of the battle, warps into place - and as the ball is pitched and hit, the crowd cheers. They feel great, and they're famous!
What they don't see through this illusion, is Alastair. And he is quite literally in the left field, ready to strike. "And now for the play of a century. You got this!"
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.
Seeing the Mooks succumb to what appears to be Baseball themed hallucinations, Alastair1 decides to step up to the plate. The unseen ball reaches a certain point, and the Mooks are about to win the game...
When, from their eyes, it stops. It then slowly turns around, changing colors. From red stitching and white leather... to orange leather and black Stitching? What the-?
"ROAAAAAR!"
The Baseball, now the size of a Tiger, charges them, burying its loud claws as it mauls the team. The umpire is swiftly eaten even as he calls foul on the play. The Tiger Ball, while it still hasn't technically hit the ground, has long since eaten the runners, foiling their efforts at a grand slam and a place in next year's tourney!
By the time the decimated team recovers, they 'hear' a voice mock them.
Alastair1: That was grrrrrrreat!
This pisses off one of the Mooks, and they come in for angry revenge, despite not being able to see past the illsuion. It's no use.
The Heavy Machine Gun Team isn't able to see Alastair1 pick up and equip a Smash Mook body. He comes in, stands in place and winds up, then performs a sickeningly strong Smash attack from the left field. The Heavy Machine Gun Mook Team flies out of the 'baseball' field, exploding the second they leave the right side's boundaries!
Alastair1: And they are out of here!
The Smith Armors the Cleric First, since they are in need of defenses. The Cleric decides to heal Ninja and Luke with its brewed potion. Stone Mason does what Stone Mason does best and heals the wall.
Action 1 + Tiger Axe: Use the 'sounds like a tiger on crit' to scare the Heavy Machine Gun Mook team into thinking the ball turned into a monstrous Tiger Baseball that mauls them.
Action 2: Use a pun + Smash Mook Body + FSmash to finish them off with an attack from out of left field.
Wow, your set of attacks deals a total of 20 damage to the Mook Heavy Machine Gun Team, easily wiping them out with Torix's help and overkilling them into oblivion!
Like Torix, I'm going to give you an extra charge point for this kind of teamwork.
+5 to your Charge Gauge. +16 Build Grist acquired.
(x1)(Voidstaff) I perform a Necromantic Ritual as I use the Voidstaff to create a Skaian Eclipse. As the time of Total Eclipse approaches, skeletons of dead consorts arise from the Land to fight the Well Armoured Mooks with their grasping claws and slavering maws. The Total Eclipse comes and with it, an Earth-Shattering Kaboom as a Huge Skeletal Creature comes forth, a Leviathan Skeleton resurrected with the Void and hungering for the blood of the Well-Armoured Mooks in which it sinks it's manifold maws into.
(x1)(Staff of Creation Magics) Invoking the feeling of that Volcano that erupts every thousand years and being ruin to civilisation, I conjure forth a huge super volcano to appear from the Land, it pours out Thick Smoke which blinds the Well Armoured Mooks as lighting jumps from within the toxic smog, suffocation and electrocuting them as well. Asthe smoke lifts, a random empty plane flying by ha site sensors blown out and it crashes into the Well Armoured Mooks Earthquakes rumble and huge crevices are formed from into the Skeletal Monsters fall into, some with a Mook clutched in their arms as they return to the Earth.
Than all is still...before the Supervolcano erupts, blowing outhot boiling lava all across the Well-Armoured Mooks and Burning them all, as they are drenched in Lava.
(ORDERS)The Centre of Brilliance heals itself, the injured Villagers and the Master Alchemist and poke at the Mook Heavy Machine Gun Teams
Your Voidstaff attack deals 3 damage to one of the Well-Armored Hammer Mooks, as its armor blocks the hit! However, that's all it needs. One Mook down!
Your second attack manages to pierce the Mooks' armor, dealing the full 12 damage it would apply! One Mook is killed, while another gets their health halved.
+4 to your current Charge Gauge. +24 Build Grist acquired.
Sky High? uses his action to gather up an Essence of Blood, which is literally just a jar of blood. But hey, thematic consistency is important! Then, combining it with a Sword Template, he crafts:
BLOOD
Base Damage: +1
30% chance to inflict Bleeding for two turns.
~~~
Agyxos the Martyr attacks the Malachite Ogre if both of them are still alive. Otherwise he attacks the target with the most HP.
Essence of Blood crafted and added to list of Level 1 ingredients!
Sword Template + Essence of Blood = BLOOD
BLOOD[Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)
You craft up Blood and add it to your inventory taking fresh advantage of the fourth Weapon slot which I recently implemented.
Post-Player Battle:
This is last turn's post-player battle and will be updated tonight or tomorrow morning.
Ninjatwist_ finishes off the Sniper Rifle Mook by firing at it again with his pistol, dealing 3 damage!
Luke Ingram gulps down one of his two Potions of Lead Skin +, gaining the Lead Skin effect for the next couple of turns!
The Stone Mason Villager keeps healing the Outer Wall, restoring 2 HP to it, since it got targeted last turn!
The Desert Cleric Villager heals up Ninjatwist_ and Luke with a healing potion, restoring 2 HP to both of them! Ninjatwist_ gives the villager a thumbs-up of approval.
The Center of Brilliance heals up the Villagers and the Master Alchemist, but can't self-target with its heals and attacks some random Mooks instead.
The Master Alchemist dazes the healthy Assault Rifle Mooks as well as one of the Powered Pistol Mooks, and splashes one of the weaker Assault Rifle Mooks for 8 lethal damage!
The Tundra Blacksmith Villager armors up the Cleric, giving them Armored for the next two turns!
The Rifle Mooks take some shots at Agyxos the Martyr, dealing 4 lethal damage! As Agyxos falls, one of the Rifle Mooks dies suddenly and mysteriously.
The Elite Battle Rifle Mook keeps shooting at the Center of Brilliance, dealing 3 damage to it!
The Elite Sword Mook attacks Ninjatwist_, dealing 4 damage with a Crit!
The Lightly Armored Hammer Mooks attack the Master Alchemist, dealing 4 damage to them!
The Assault Rifle Mooks try shooting at Luke Ingram, but he is protected by Lead Skin and takes 0 damage!
The Well-Armored Axe Mooks continue to assault the Outer Wall! One of them crits, making them deal 4 damage in total!
The Powered Pistol Mooks keep continue to try focusing down the Desert Cleric Villager, but their damage is limited slightly thanks to the Armored effect and the influence of the Outer Wall. The Outer Wall takes 1 point of damage, while the Desert Cleric Villager takes 4!
The last Malachite Ogre keeps pounding on the Center of Brilliance, dealing another 8 damage to it!
The Assault Rifle Mooks are Dazed!
The Powered Pistol Mooks mostly regain their sight, although one of them is still Dazed.
The Tundra Blacksmith Villager is still covered in a protective set of armor.
Luke is still blessed with Lead Skin!
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) BLOOD[Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)
Luke Ingram [AA]Health Vial: 80%. (80/100 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 1/2) 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] (3/4 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: 73/100. / 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)
Center of Brilliance [AA - The Paradoxical Dragon] HP: 16/60. 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.
Desert Cleric Villager [AA- Alastair1] HP: 9/24. / 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. Armored (-25% damage taken from direct attacks, 1/2)
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.
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: 0/50. 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.
Alastair1 took a look at the field and determined swiftly that the healers were taking a pounding. Rapidly, the Minecraft Avatar began using every last block it could on the Center of Brilliance, giving it a charming, if blocky, aesthetic and healing it by patching up critical infrastructure.
As for the Cleric, it opened the buying menu. After some intense haggling, Alastair used up the stack of emergency Zombie Flesh to trade for 5 emerald, and then used the 5 emerald to buy healing items. It then immediately used the healing items on the Desert Cleric, immediately leaving the poor thing hopeless confused.
Rather than cope with the feeling, the Cleric brews another potion. The Stone Mason, frustrated, begins to realize that at this rate it'll have made an entirely new wall by the time it's finished dutifully patching the holes and responds accordingly by using matching stone blocks instead of random, emergency brands of stone.
The Blacksmith immediately went to work making a set of chainmail armor, buffing the Master Alchemist's defenses!
(x1)(Staff of Creation Magics) Reaching out with the Staff of Creation magics, i form a pathway to Heaven, and ascend it to the clouds. I return, some time later with a Ball of Glowing Energy which i promptly push into the Centre of Brilliance's Centre and heal it up to the best of my ability.
"Hey Ninja and Luke!! Can one of you help Heal back this Healer on track ??"
(x1)(Voidstaff) Invoking the Aspect of Void with the Voidstaff, I imbue the very ground beneath the Well Armoured Axe Mooks with Nothingness, turning it intangible and causing them to fall, deeper, deeper and yet deeper. With a twist of my Staff, i reveal a glorious Sword that shines in the Darkness of the Void and jump into the pit as well. I than hack and slice the Mooks before i fly back out and reverse the Imbuement, causing them to be trapped, suffocating in the rock of the Land.
(Orders) CoB heals the 2 Villagers injured as well as the Master Alchemist. It than harms the remaining Mooks at 4 or below HP
The Master Alchemist will perform a science experiment to find the melting point of Malachite on the Malachite Ogre. And also hit it with a Splash Potion of Poison, along with the three Hammer Mooks, the 2/8 Assault Rifle Mook, and the Dazed (2/3) Powered Pistol Mook.
-----
Action 1: I point out that the Malachite Ogre's faction tag is [SB], which *obviously* stands for SpaceBattles. The Ogre is swarmed by SufficientVelocity purists furious at the intrusion of an inferior forum into the game.
-----
Action 2 + Cursed Void Sword: I perform emergency surgery on the Master Alchemist to restore its HP. I carefully poke the tip of the sword into a vein, then activate its Void powers to delete a very precise amount of blood. Why? Well, because the alchemist's humours were unbalanced, of course. Now that its blood is no longer grossly outweighing its black bile, yellow bile and phleghm, well, the Alchemist should be much healthier than before.
What's that, you say? Poor health isn't caused by unbalanced humours? Well, then, it must be caused by the presence of evil spirits within the body! And wouldn't an evil spirit much rather live within a cursed void than in some poor sap's veins? That's right, come on out, just get in the sword and leave the Master Alchemist alone.
...No? It's not evil spirits either? Well, it must be miasmatic vapors, then. I do the vacuum-creating trick again, except instead of deleting all the air, I only delete the stuff that smells bad, leaving behind miasma-free air. I've now healed the Alchemist three times using three different methods of medicine, so he must be really, really healthy.
BLOODSHED [Lvl. 2]
Base Damage: +1
Armor is 15% less effective.
30% chance to inflict Bleeding for 2 turns.
ACTION 2 +BLOODSHED
Sky High? picks up BLOODSHED and coldly approaches the Powered Pistol Mooks. His calmness is unnerving. Then, one by one, he walks up to them and stabs them with BLOODSHED. They're all too frightened to do anything about it.
Action 1 + Firebolt Sword -
Torix seems unsure of what to entirely do here. The previous task with Alastair's AI was a resounding success, and although it did leave behind a lot of unfocused damage, it proved rather successful and seems to have even left a little bit of extra "charge" from the creative efforts. Either way - looking out around onto the field, he notices several lower power, yet low health enemies - and additionally, the Malachite Ogre is getting a little bit low on health.
He gets an idea, but it's definitely gonna require some setup from him. Figuring it best to get started, he cracks his knuckles and then draws the Firebolt Sword, having mastered between switching between the two blades. However, for a difference in pace and also seeming to prefer not closing into melee for the 15th time in a row, he stays back and begins to draw on a franchise he knows and loves - Zelda.
Slashing the sword in the air, the blade proceeds to leave behind a sweeping arc of electricity, sent forward at a fairly rapid speed directly into the Malachite Ogre. As the electric arc connects with the green brute, it finds itself increasingly constricted by muscular spasms and eventually, effectively unable to move. As the overabundance of electricity begins to damage the game construct's internal systems, the ogre topples over to the ground in a fetal position, unable to move from it.
Action 2, Fire Caster Sword -
Yet there's still one last step of preparation we need to do for this trick to work. I use the internal heat baked deep into the ground to eventually rise up the cracked earth and form a shell of this scorched earth over the Malachite Ogre... essentially, baking the entirety of the ball, including the ogre, into a strong, earthen sphere of sorts that's capable of rolling - and crushing - over this battlefield's inhabitants.
To get the ball rolling, I again focus on the power of fire to create a rather large explosion behind the ball of Malachite (the ogre's dead by now, probably) and earth, this time, directing it towards the remainder of the Powered Pistol Mooks. As they see the so here of death rolling towards them, I finish off the deed by again using the Walls of Fire for area control - forcing their numbers in between a rock and not so hard, but very, very firey-death -like place.
Goal for this whole thing: kill Malachite Ogre and deal the remainder of the damage to the Powered Pistol Mooks.
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.
Alastair1 took a look at the field and determined swiftly that the healers were taking a pounding. Rapidly, the Minecraft Avatar began using every last block it could on the Center of Brilliance, giving it a charming, if blocky, aesthetic and healing it by patching up critical infrastructure.
As for the Cleric, it opened the buying menu. After some intense haggling, Alastair used up the stack of emergency Zombie Flesh to trade for 5 emerald, and then used the 5 emerald to buy healing items. It then immediately used the healing items on the Desert Cleric, immediately leaving the poor thing hopeless confused.
Rather than cope with the feeling, the Cleric brews another potion. The Stone Mason, frustrated, begins to realize that at this rate it'll have made an entirely new wall by the time it's finished dutifully patching the holes and responds accordingly by using matching stone blocks instead of random, emergency brands of stone.
The Blacksmith immediately went to work making a set of chainmail armor, buffing the Master Alchemist's defenses!
(x1)(Staff of Creation Magics) Reaching out with the Staff of Creation magics, i form a pathway to Heaven, and ascend it to the clouds. I return, some time later with a Ball of Glowing Energy which i promptly push into the Centre of Brilliance's Centre and heal it up to the best of my ability.
"Hey Ninja and Luke!! Can one of you help Heal back this Healer on track ??"
(x1)(Voidstaff) Invoking the Aspect of Void with the Voidstaff, I imbue the very ground beneath the Well Armoured Axe Mooks with Nothingness, turning it intangible and causing them to fall, deeper, deeper and yet deeper. With a twist of my Staff, i reveal a glorious Sword that shines in the Darkness of the Void and jump into the pit as well. I than hack and slice the Mooks before i fly back out and reverse the Imbuement, causing them to be trapped, suffocating in the rock of the Land.
(Orders) CoB heals the 2 Villagers injured as well as the Master Alchemist. It than harms the remaining Mooks at 4 or below HP
Ninjatwist_ also volunteers to share a piece of Cooked Salmon with the Center of Brilliance, although he's not sure how it'll ingest the fish- plus, he wants to be ready to confront the enemy commander when he shows up.
You restore 2 HP to the Center of Brilliance, since it was already healed by a player this turn!
Your attack with the Voidstaff deals 10 damage to the Well-Armored Axe Mooks, dropping one of them through their armor! The survivor of your attack gets Blinded for the turn!
+4 to your current Charge Gauge. +12 Build Grist acquired.
The Master Alchemist will perform a science experiment to find the melting point of Malachite on the Malachite Ogre. And also hit it with a Splash Potion of Poison, along with the three Hammer Mooks, the 2/8 Assault Rifle Mook, and the Dazed (2/3) Powered Pistol Mook.
-----
Action 1: I point out that the Malachite Ogre's faction tag is [SB], which *obviously* stands for SpaceBattles. The Ogre is swarmed by SufficientVelocity purists furious at the intrusion of an inferior forum into the game.
-----
Action 2 + Cursed Void Sword: I perform emergency surgery on the Master Alchemist to restore its HP. I carefully poke the tip of the sword into a vein, then activate its Void powers to delete a very precise amount of blood. Why? Well, because the alchemist's humours were unbalanced, of course. Now that its blood is no longer grossly outweighing its black bile, yellow bile and phleghm, well, the Alchemist should be much healthier than before.
What's that, you say? Poor health isn't caused by unbalanced humours? Well, then, it must be caused by the presence of evil spirits within the body! And wouldn't an evil spirit much rather live within a cursed void than in some poor sap's veins? That's right, come on out, just get in the sword and leave the Master Alchemist alone.
...No? It's not evil spirits either? Well, it must be miasmatic vapors, then. I do the vacuum-creating trick again, except instead of deleting all the air, I only delete the stuff that smells bad, leaving behind miasma-free air. I've now healed the Alchemist three times using three different methods of medicine, so he must be really, really healthy.
Your first attack deals 8 damage to the Malachite Ogre!
While you heal up the Master Alchemist successfully, the Cursed Void Sword doesn't contribute to the healing gained. It is a pretty well-thought-out healing move though. 6 HP restored!
BLOODSHED [Lvl. 2]
Base Damage: +1
Armor is 15% less effective.
30% chance to inflict Bleeding for 2 turns.
ACTION 2 +BLOODSHED
Sky High? picks up BLOODSHED and coldly approaches the Powered Pistol Mooks. His calmness is unnerving. Then, one by one, he walks up to them and stabs them with BLOODSHED. They're all too frightened to do anything about it.
BLOODSHED[Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns)
You craft BLOODSHED from the combination of BLOOD and PAIN! You also ditch PAIN, since your weapon inventory would be full otherwise, and you can sacrifice BLOOD's inventory slot for a later weapon.
Your next attack with the newly-forged BLOODSHED deals 8 damage to one of the Powered Pistol Mooks, slaying one of them easily!
+2 to your current Charge Gauge. +10 Build Grist acquired.
Action 1 + Firebolt Sword -
Torix seems unsure of what to entirely do here. The previous task with Alastair's AI was a resounding success, and although it did leave behind a lot of unfocused damage, it proved rather successful and seems to have even left a little bit of extra "charge" from the creative efforts. Either way - looking out around onto the field, he notices several lower power, yet low health enemies - and additionally, the Malachite Ogre is getting a little bit low on health.
He gets an idea, but it's definitely gonna require some setup from him. Figuring it best to get started, he cracks his knuckles and then draws the Firebolt Sword, having mastered between switching between the two blades. However, for a difference in pace and also seeming to prefer not closing into melee for the 15th time in a row, he stays back and begins to draw on a franchise he knows and loves - Zelda.
Slashing the sword in the air, the blade proceeds to leave behind a sweeping arc of electricity, sent forward at a fairly rapid speed directly into the Malachite Ogre. As the electric arc connects with the green brute, it finds itself increasingly constricted by muscular spasms and eventually, effectively unable to move. As the overabundance of electricity begins to damage the game construct's internal systems, the ogre topples over to the ground in a fetal position, unable to move from it.
Action 2, Fire Caster Sword -
Yet there's still one last step of preparation we need to do for this trick to work. I use the internal heat baked deep into the ground to eventually rise up the cracked earth and form a shell of this scorched earth over the Malachite Ogre... essentially, baking the entirety of the ball, including the ogre, into a strong, earthen sphere of sorts that's capable of rolling - and crushing - over this battlefield's inhabitants.
To get the ball rolling, I again focus on the power of fire to create a rather large explosion behind the ball of Malachite (the ogre's dead by now, probably) and earth, this time, directing it towards the remainder of the Powered Pistol Mooks. As they see the so here of death rolling towards them, I finish off the deed by again using the Walls of Fire for area control - forcing their numbers in between a rock and not so hard, but very, very firey-death -like place.
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.
Goal for this whole thing: kill Malachite Ogre and deal the remainder of the damage to the Powered Pistol Mooks.
Nice, that's a pretty impressive slew of damage! Your first attack deals 14 damage to the Malachite Ogre, taking it out easily! Your second attack also deals 12 damage to the Pistol Mooks, downing one of them and halving another's health!
+4 to your current Charge Gauge. +50 Build Grist acquired. +20 Malachite [Lvl.1] acquired.
Post-Player Battle:
This is last turn's post-player battle and will be updated tonight or tomorrow morning.
Ninjatwist_ slashes at the last Rifle Mook with his Shortsaber, finishing them off!
Luke Ingram smashes the last Elite Battle Rifle Mook with his Fire Demon Mace, dealing 8 lethal damage!
The Stone Mason Villager keeps healing the Outer Wall, restoring 2 HP to it, since it got targeted last turn!
The Desert Cleric Villager starts brewing another potion!
The Center of Brilliance can't self-target with its healing, but it heals both of the injured Villagers and the Master Alchemist, and deals some chip damage to the Mook populace!
The Master Alchemist splashes one of Lightly-Armored Hammer Mooks with poison, dealing lethal damage to them regardless of armor! It also unleashes some poison among the Mook army, making them take tons of damage in the future!
The Tundra Blacksmith Villager armors up the Master Alchemist!
The Elite Sword Mook keeps slicing at Ninjatwist_, dealing 4 damage with yet another crit!
The Lightly Armored Hammer Mooks keep fighting the Master Alchemist, dealing 2 damage!
The Assault Rifle Mooks give up on shooting Luke Ingram and go for the Master Alchemist instead! 3 damage dealt!
The Well-Armored Axe Mooks attack the Center of Brilliance, dealing 4 damage!
The Powered Pistol Mooks focus on the Center of Brilliance, dealing 12 damage to it!
A red swirling portal appears on the far side of the field... out of which erupts a small demon figure, with a large head in porportion to the rest of his body, and rounded, stubby features. Under other circumstances, he could be called cute. However, he pulls from the portal a medium-length paring knife, which he immediately brandishes against you. A mark of three sixes that create a rough spiral on the imp's forehead glow...
BELIAL: Greetings, Anti-Acolyte players.
BELIAL: I am Belial, sent here by the Acolyte to vanquish his foes and command his underlings.
BELIAL: I must ensure that your fight ends here and now!
Luke spits at Belial, as if telling him to do his worst, and loads his SMG.
Boss battle, START!
The Assault Rifle Mooks are still Dazed!
The Powered Pistol Mook is still Dazed!
The Desert Cleric Villager's armor degrades to uselessness.
The Master Alchemist is protected by a set of armor!
Luke's Lead Skin effect wears off.
Total Grist gains for this round are: +100 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 Belial, the boss of the level!
--You'll have to kill the surrounding enemies first! If you don't, they'll soak up hits for him due to his MVP passive!
--Make your entities focus on damage! Belial has a plethora of status effects he can use to negate defensive play options!
--Additionally, his Command passive makes him highly resistant to most status effects!
--Be sure to look at his stats and abilities to make sure you know what to face!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
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) BLOODSHED[Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns) BLOOD[Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)
Luke Ingram [AA]Health Vial: 80%. (80/100 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/2) 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] (3/4 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: 69/100. / 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)
Center of Brilliance [AA - The Paradoxical Dragon] HP: 6/60. 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.
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. Armored (-25% damage taken from direct attacks, 0/2)
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: 49/92. Next potion: Regeneration! Potion targets: 6! Armored (-25% damage taken from direct attacks, 1/2)
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
Powered Pistol Mooks [PA] HP: 8/8. (x2)
-Powered Pistol Mook HP: 8/8. (x1). Poisoned (1 damage taken per turn, 3/3), Dazed (40% miss chance, 1/3)
-Powered Pistol Mook HP: 3/8. (x1). Poisoned (1 damage taken per turn, 3/3)
-Powered Pistol Mooks HP: 0/8. (x2).
Belial [PA-BOSS] HP: 222/222. Command. MVP. Extra Action. Impish Figure.
Healthlocked Passives: Demonic Exile (<60%), Extra Actions (2) (<30%). Special Actions: Soul Shackle: [II]. Mark Laser: [II]. Dagger Frenzy: [III]. Portal Drop: [III]. Blight Bomb:[III]. Cyclone of Chains: [IIII].
Max HP: 222
Base Damage: 12
Speed Value: 4
Special Actions: Soul Shackle: Deal 8 damage a foe and inflict Stun for the rest of the round. Starts empty. Mark Laser: Deal 16 damage to a foe. Negate dodge chances. 50% chance to ignore bodyguards. Starts full. Dagger Frenzy: Deal 12 damage twice and apply Bleeding (2 damage taken per turn) for two turns, which stacks to 4 damage per turn if used on the same foe twice. Starts empty. Portal Drop: Deal 8 damage to a foe and apply Exposed (+25% damage taken, cannot be bodyguarded) for three rounds. Negate damage resistances and bodyguards. Starts full. Blight Bomb: Deal 12 damage to a foe and 6 damage to two other foes. Apply Sick (Cannot be healed by entities, items, abilities or status effects) to all targets hit for two turns. Starts empty. Cyclone of Chains: Deal 20 damage to four enemy entities. Guaranteed critical on one of the hits. Inflict Weakness (-50% damage dealt) for two turns. Stall. Starts empty.
Global Passives: Command: Combined effects of Tenacity, Surefoot and Fortitude. Boss exclusive. MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive. Extra Action: This entity can act an additional time after it makes its first action. Extra Actions (2): This entity can act two additional times after it makes its first action. (Replaces Extra Action when entity falls to or below 30% health)
Personal Passives: Impish Figure: Belial can dodge attacks from foes with a lower Speed Value than him. He gains +20% dodge chance per Speed Value difference between him and the attacker. Demonic Exile: Belial can summon a Brimstone Portal in place of a normal attack, which he can only do once per round. (Applied when Belial falls to or below 60% health)
Sky High? looks at Belial and his excessive amount of HP.
Sky High?: Time to even the playing field.
ACTION 1 + FURY
Twirling FURY like a baton, Sky High? sweeps through the Assault Rifle Mooks before turning his attention to Belial himself.
ACTION 2 + BLOODSHED
Sky High sweeps through the rest of the Mooks at blinding speeds before delivering a powerful slice to Belial from in front, from the left, from the right, and from behind all at the same time.
Torix, beginning to prepare for the next attack, is rather violently interrupted by Belial entering the field and brandishing his knife. Realizing that we're up against a real threat, he forces a grimace and prepares to take down the remainder of those entities, knowing what's coming next if he doesnt.
Action 1, Firebolt Sword -
Right as Torix begins his assault on the Mooks this turn, he begins to notice something. The Firebolt Sword itself seems to have built up a rather sizable amount of damage in the Chain Lightning feature it posesses, yet it never got used! Assuming roughly 10 decent, 14 damage attacks and includes this one, with the sword since he got it, roughly half of those should have activated the Chain Lightning feature - and yet it seems to have never occured.
This can easily be explained with the fact that the sword's just been building up static all this time, waiting for it to be unleashed. Now, calculating the damage for said static, we can assume roughly 140 damage dealt with the sword. 50% of that, which is the chance for it to take effect, still equates to 70 damage. Finally, we can divide by 4 to get the total damage the sword should have additionally dealt, giving us 17 total static damage that never got applied!
The blade,still crackling with pent-up static electricity as Torix did all the mental math, begins to flare to life with an electric aura as Torix finally wields it and begins another series of electrical slashes at the Powered Pistol Mooks. As the blade crackles through each and every one of them, leaving them all just barely standing, the static electricity from the blade, unleashed during the series of attacks, takes it's toll on their systems as they all did from sudden, overwhelming electrical shock.
Torix - Huh, I was wondering when that would eventually kick in.
Torix - Seems it dealt a bit more damage than usual, though.
Torix - I guess it's a way to make up for not ever activating before.
Action 2, Fire Caster Sword -
Finally, for his second action, Torix... again, pauses for a moment. Though there aren't any unseen advantages to take part in this time, there are a few spells to try still... so he supposes there should be at least some usage for them. These are higher level than anything he's cast before,
Fire Storm is one of these spells, and though the sword is debatably not powerful enough to cast it, it can serve as a focus for the greater caster to do so. Using a greater amount of energy than before, a strange indicator - seeing to take the form of an epheremal cube frame - pops up directly centered on one of the Well Armored Axe Mooks.
Though armor may protect from individual attacks, area of effect things can go straight through it... and this definitely qualifies as Area of Effect. As the indicator expands, soon spreading in a manner of cubes to encompass more of the Well Armored Axe Mooks, it appears the attack is poised to set all four of the ones that remain evenly injured, and as they scramble, the indicator seems to move around - almost like some strange slide puzzle - to accurately track them all.
Yet realizing that the attack won't work nearly as well if he targets all four, the mage soon rearranged the indicator to merely target the two on lower levels of health before dispelling the indicator entirely and summoning a strange shape and amalgamation of the cubes to injure and reach the two lower health Armored Mooks, both of which are promptly disintegrated.
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.
The Master Alchemist will throw Regeneration potions on Alastair1, Luke Ingram, Ninjatwist_, the Outer Wall, the Center of Brilliance, and the Desert Cleric Villager. Then it will dissolve one of the non-debuffed Powered Pistol Mooks in Aqua Regia for its attack.
-----
Action 1 + Cursed Alloy Sword: I go up to the non-debuffed Well-Armored Axe Mooks and chop the head of one of their axes off with my sword. Then I duct tape it to my sword, creating an axesword. I pull out the word "word", using it to fuel the very wordplay with which I do so. This leaves behind "axes". I laugh at the mooks, because I have two axes and they only have one axe - half an axe, if they're the one I took the axe head from. I hack at them with my axes, then follow it up by removing the e, using it as the symbol for an electron in a chemical equation, and delivering a powerful electric shock. I put the remaining "ax s" back together backwards, forming a sax. I then play the sax, which, being 1/3rd derived from a Cursed Alloy weapon, produces an unearthly, hair-raising note. So hair-raising, in fact, that the Axe Mooks are dragged up into the air as their hair rapidly ascends. I further amplify the sound by expending the a to produce an earsplitting scream of "aaaaaaaaaaaa!", then interpret the s as a wasd input for a 2-d side view game to slam the mooks rapidly back down. Where do they land? Why, on the x, of course. And x marks the spot, so they crash right into pirate treasure, and are promptly accosted by angry pirates, who make them walk the plank.
-----
Action 2 + Cursed Void Sword: Belial is a demon, right? And demons love sacrifices. Using my Cursed Void Sword as a suitably demonic sacrificial weapon, I sacrifice a horse to him, offering up the horse's soul for eternity. But when the soul reaches Belial, he discovers an unfortunate surprise: It's filled with several hundred spectral Greek warriors, all armed to the teeth! These soul-diers are the ghosts of those who took Troy, and have only mastered the technique in death. They rush out of the soul and start laying into Belial. Somehow, after they rough him up enough, Belial coughs up the ghost of Helen of Troy, and the soul-diers return triumphantly to Elysium with her in tow.
Orders: Centre of Brilliance: hit all enemies with 1 HP remaining as your final Mission
(x1)(2 Charge)(Voidstaff) I invoke the dark powers of the Shade Blossom and create a field of Poisonous Flowers, all in that deep purple shade. As a wind picks up, the petals scatter, filling the assualt Rifle Mooks vision with nothing but choking purple petals of poison. When the storm of petals ends, they suffer from the sheer Poison assualting their systems.
(x1)(Staff of Creation Magics) I than follow it up with a Bolt from the Blue, a Sudden strike of Lightning conjured by my Staff of Creation Magics that hits the Assualt Rifle Mooks, the Lightning than turns into a hurricane of Plasma as more Bolts join and the wind continues to intensify. As it reaches it's apex, i gesture with the Staff, and compress all the Lightning down into an Orb and with a thunderous shockwave, a star is born...and promptly collapses into a Black Hole sucking the assualt Rifle Mooks too weak to hold on into it's all devouring grasp
Alastair1, noting the dire situation, throws out yet another Villager Egg. This time... A Plains Farmer! Due to the healing properties of Minecraft food, this 5 charge summon is a pure healer! But... with that boss, it wasn't enough. Two more Eggs.
The Mountain Leather-worker and the Swamp Butcher. Both also have 5 charges invested in each of them. The Butcher is another Attacker/Healre combo, and the Leatherworker takes the Armored Status and focuses exclusively on it.
In one go, the Villager population doubled. Indeed, this is beginning to look like a Village. Orders are given:
The Cleric needs to heal that Center of Brilliance. Leather-worker will use its leather-working to also reinforce it.
The Butcher and Farmer will heal the Desert Cleric to curb that damage dealt. The Blacksmith will, since the Farmer is a pure healer and likely has the strongest healing capabilities, pre-emptively armor it.
The Stone Mason continues to heal that Outer Wall. The Wall will not only not fall, but it will also look lovely with the new decorative stone focus the Stone Mason has got going on.
The Minecraft avatar, satisfied with the Villager's orders, then notices the sheer damage the Center of Brilliance has undergone, and decides: Not today. As the Center of Brilliance goes out to finish off various Mooks, Alastair1 notices its block supplies running low. In fact, across the board its inventory was nearly depleted. However, the Center's abilities are just too valuable. And so it begins to place the last of its wood, the last of its stone... and begins to plop down things like gold and diamond. The most valuable resources of players are laid out in block form, all to keep the Center of Brilliance going for that bit longer.
With sheer, dogged, absolute focus, the Minecraft Avatar performed this task. It had a thought, once. Why. It had failed its mission to prevent anyone from dying. So why pursue that now, over the murdering of the mooks? Then again, its allies had killed plenty, as had the SBURB enemies. It had technically failed across the board. But neither mission was complete until the battle was won. Perhaps it was that threshold that kept Alastair1 going.
In the end... All that Alastair1 had left were a few more summon eggs and its gear. It was spent. Whatever happened from here would be under its own power and ingenuity.
Sky High? looks at Belial and his excessive amount of HP.
Sky High?: Time to even the playing field.
ACTION 1 + FURY
Twirling FURY like a baton, Sky High? sweeps through the Assault Rifle Mooks before turning his attention to Belial himself.
ACTION 2 + BLOODSHED
Sky High sweeps through the rest of the Mooks at blinding speeds before delivering a powerful slice to Belial from in front, from the left, from the right, and from behind all at the same time.
I'm assuming you're going for maximum damage, so that's targeting five enemies with a 80% chance to miss.
Your attack deals 2 damage to five of the Assault Rifle Mooks! That was some pretty good luck. You also cause one of them to perish, as it was on low HP.
Due to Belial's MVP passive, one of the five living Mook squads takes the hit for him! Thankfully, it hits the 7 HP Elite Sword Mook, who you've easily built up enough damage to kill!
+4 to your current Charge Gauge. +18 Build Grist acquired.
Torix, beginning to prepare for the next attack, is rather violently interrupted by Belial entering the field and brandishing his knife. Realizing that we're up against a real threat, he forces a grimace and prepares to take down the remainder of those entities, knowing what's coming next if he doesnt.
Action 1, Firebolt Sword -
Right as Torix begins his assault on the Mooks this turn, he begins to notice something. The Firebolt Sword itself seems to have built up a rather sizable amount of damage in the Chain Lightning feature it posesses, yet it never got used! Assuming roughly 10 decent, 14 damage attacks and includes this one, with the sword since he got it, roughly half of those should have activated the Chain Lightning feature - and yet it seems to have never occured.
This can easily be explained with the fact that the sword's just been building up static all this time, waiting for it to be unleashed. Now, calculating the damage for said static, we can assume roughly 140 damage dealt with the sword. 50% of that, which is the chance for it to take effect, still equates to 70 damage. Finally, we can divide by 4 to get the total damage the sword should have additionally dealt, giving us 17 total static damage that never got applied!
The blade,still crackling with pent-up static electricity as Torix did all the mental math, begins to flare to life with an electric aura as Torix finally wields it and begins another series of electrical slashes at the Powered Pistol Mooks. As the blade crackles through each and every one of them, leaving them all just barely standing, the static electricity from the blade, unleashed during the series of attacks, takes it's toll on their systems as they all did from sudden, overwhelming electrical shock.
Torix - Huh, I was wondering when that would eventually kick in.
Torix - Seems it dealt a bit more damage than usual, though.
Torix - I guess it's a way to make up for not ever activating before.
Action 2, Fire Caster Sword -
Finally, for his second action, Torix... again, pauses for a moment. Though there aren't any unseen advantages to take part in this time, there are a few spells to try still... so he supposes there should be at least some usage for them. These are higher level than anything he's cast before,
Fire Storm is one of these spells, and though the sword is debatably not powerful enough to cast it, it can serve as a focus for the greater caster to do so. Using a greater amount of energy than before, a strange indicator - seeing to take the form of an epheremal cube frame - pops up directly centered on one of the Well Armored Axe Mooks.
Though armor may protect from individual attacks, area of effect things can go straight through it... and this definitely qualifies as Area of Effect. As the indicator expands, soon spreading in a manner of cubes to encompass more of the Well Armored Axe Mooks, it appears the attack is poised to set all four of the ones that remain evenly injured, and as they scramble, the indicator seems to move around - almost like some strange slide puzzle - to accurately track them all.
Yet realizing that the attack won't work nearly as well if he targets all four, the mage soon rearranged the indicator to merely target the two on lower levels of health before dispelling the indicator entirely and summoning a strange shape and amalgamation of the cubes to injure and reach the two lower health Armored Mooks, both of which are promptly disintegrated.
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.
I worked this out with you prior, so I'm definitely letting that first attack go off as it should.
Part 1 of your first attack easily deals 12 damage to the Powered Pistol Mooks, dropping one of them and halving the health of one of the others!
Triggering the lightning attack nine times yields... exactly 5 attacks! This deals 20 damage, easily more than enough to incinerate the remaining Powered Pistol Mooks!
I'm probably going to nerf the chain lightning effect after this takes place, since it is still a Level 2 weapon after all.
As for the second attack, you deal 13 damage base to the Well-Armored Mooks, spending 7 of that to kill the one on 3 HP and dealing 3 damage to the one on 6 HP!
+5 to your current Charge Gauge. +52 Build Grist acquired.
The Master Alchemist will throw Regeneration potions on Alastair1, Luke Ingram, Ninjatwist_, the Outer Wall, the Center of Brilliance, and the Desert Cleric Villager. Then it will dissolve one of the non-debuffed Powered Pistol Mooks in Aqua Regia for its attack.
-----
Action 1 + Cursed Alloy Sword: I go up to the non-debuffed Well-Armored Axe Mooks and chop the head of one of their axes off with my sword. Then I duct tape it to my sword, creating an axesword. I pull out the word "word", using it to fuel the very wordplay with which I do so. This leaves behind "axes". I laugh at the mooks, because I have two axes and they only have one axe - half an axe, if they're the one I took the axe head from. I hack at them with my axes, then follow it up by removing the e, using it as the symbol for an electron in a chemical equation, and delivering a powerful electric shock. I put the remaining "ax s" back together backwards, forming a sax. I then play the sax, which, being 1/3rd derived from a Cursed Alloy weapon, produces an unearthly, hair-raising note. So hair-raising, in fact, that the Axe Mooks are dragged up into the air as their hair rapidly ascends. I further amplify the sound by expending the a to produce an earsplitting scream of "aaaaaaaaaaaa!", then interpret the s as a wasd input for a 2-d side view game to slam the mooks rapidly back down. Where do they land? Why, on the x, of course. And x marks the spot, so they crash right into pirate treasure, and are promptly accosted by angry pirates, who make them walk the plank.
-----
Action 2 + Cursed Void Sword: Belial is a demon, right? And demons love sacrifices. Using my Cursed Void Sword as a suitably demonic sacrificial weapon, I sacrifice a horse to him, offering up the horse's soul for eternity. But when the soul reaches Belial, he discovers an unfortunate surprise: It's filled with several hundred spectral Greek warriors, all armed to the teeth! These soul-diers are the ghosts of those who took Troy, and have only mastered the technique in death. They rush out of the soul and start laying into Belial. Somehow, after they rough him up enough, Belial coughs up the ghost of Helen of Troy, and the soul-diers return triumphantly to Elysium with her in tow.
Woah, that first attack is really quite exceptional! You deal 15 damage base to the Well-Armored Axe Mooks, defeating one of them right through their armor and dealing 3 damage to another!
While your second attack is well-executed, one of the Mook groups take the hit for Belial in due to his MVP passive. This happens to be the Well-Armored Axe Mooks- starting out with 11 damage, you manage to pass both of the affected Mooks' armor, killing two of them!
+5 to your current Charge Gauge. +36 Build Grist acquired.
Orders: Centre of Brilliance: hit all enemies with 1 HP remaining as your final Mission
(x1)(2 Charge)(Voidstaff) I invoke the dark powers of the Shade Blossom and create a field of Poisonous Flowers, all in that deep purple shade. As a wind picks up, the petals scatter, filling the assualt Rifle Mooks vision with nothing but choking purple petals of poison. When the storm of petals ends, they suffer from the sheer Poison assualting their systems.
(x1)(Staff of Creation Magics) I than follow it up with a Bolt from the Blue, a Sudden strike of Lightning conjured by my Staff of Creation Magics that hits the Assualt Rifle Mooks, the Lightning than turns into a hurricane of Plasma as more Bolts join and the wind continues to intensify. As it reaches it's apex, i gesture with the Staff, and compress all the Lightning down into an Orb and with a thunderous shockwave, a star is born...and promptly collapses into a Black Hole sucking the assualt Rifle Mooks too weak to hold on into it's all devouring grasp
Alastair1, noting the dire situation, throws out yet another Villager Egg. This time... A Plains Farmer! Due to the healing properties of Minecraft food, this 5 charge summon is a pure healer! But... with that boss, it wasn't enough. Two more Eggs.
The Mountain Leather-worker and the Swamp Butcher. Both also have 5 charges invested in each of them. The Butcher is another Attacker/Healre combo, and the Leatherworker takes the Armored Status and focuses exclusively on it.
In one go, the Villager population doubled. Indeed, this is beginning to look like a Village. Orders are given:
The Cleric needs to heal that Center of Brilliance. Leather-worker will use its leather-working to also reinforce it.
The Butcher and Farmer will heal the Desert Cleric to curb that damage dealt. The Blacksmith will, since the Farmer is a pure healer and likely has the strongest healing capabilities, pre-emptively armor it.
The Stone Mason continues to heal that Outer Wall. The Wall will not only not fall, but it will also look lovely with the new decorative stone focus the Stone Mason has got going on.
The Minecraft avatar, satisfied with the Villager's orders, then notices the sheer damage the Center of Brilliance has undergone, and decides: Not today. As the Center of Brilliance goes out to finish off various Mooks, Alastair1 notices its block supplies running low. In fact, across the board its inventory was nearly depleted. However, the Center's abilities are just too valuable. And so it begins to place the last of its wood, the last of its stone... and begins to plop down things like gold and diamond. The most valuable resources of players are laid out in block form, all to keep the Center of Brilliance going for that bit longer.
With sheer, dogged, absolute focus, the Minecraft Avatar performed this task. It had a thought, once. Why. It had failed its mission to prevent anyone from dying. So why pursue that now, over the murdering of the mooks? Then again, its allies had killed plenty, as had the SBURB enemies. It had technically failed across the board. But neither mission was complete until the battle was won. Perhaps it was that threshold that kept Alastair1 going.
In the end... All that Alastair1 had left were a few more summon eggs and its gear. It was spent. Whatever happened from here would be under its own power and ingenuity.
Farmer summoned, its healing is equal to that of the Mason Villager's.
Leatherworker has been summoned, although its armor will be of lesser quality than the Blacksmith's.
Butcher Villager summoned- it'll be more focused on damage, and but it can heal for the 50% of damage it would normally deal.
The villagers that can act this turn will do as you say.
You also restore 6 HP to the Center of Brilliance, restoring it to the cusp of Red Health!
Post-Player Battle:
Ninjatwist_ takes aim at Belial with Burstfire, but the burst of shots whiffs! NINJATWIST_: Son of a-
Belial runs up to the Center of Brilliance, floats in midair, then slashes a vicious gouge in it with his paring knife, dealing 12 lethal damage to it!
Belial then uses Mark Laser! The Mark of the Beast atop his head begins to glow, and Belial raises his arms to the symbol, then he throws his head forwards, lancing through the Desert Cleric Villager with a chaotic laser beam! The Desert Cleric Villager takes 16 lethal damage from the attack, as the Outer Wall fails to block it.
Belial's Soul Shackle Special Ability will be available next turn!
Luke Ingram shoots at Belial with the Alternator SMG, dealing 6 damage to him!
The Stone Mason Villager heals the Outer Wall for 4 HP!
The Master Alchemist applies Regeneration to its allies that can get it, namely Luke Ingram, Ninjatwist_, and the two surviving Villagers! They then splash Belial with a toxic Splash potion, as all of the Powered Pistol Mooks are dead! It manages to hit, dealing 8 damage to Belial! Despite Impish Figure, Belial fails to dodge the attack!
The Tundra Blacksmith Villager armors itself, since the Desert Cleric Villager is dead!
The Assault Rifle Mook keeps on fighting, dealing 3 damage to the Master Alchemist!
The Well-Armored Axe Mook tries to go for the Tundra Blacksmith Villager, but the wall blocks the attack and takes 1 damage!
A Plains Farmer Villager, Mountain Leatherworker Villager, and Swamp Butcher Villager arrive onto the field.
The Stone Mason Villager is wearing some protective armor!
The Master Alchemist's set of armor wears out.
Luke's, Ninjatwist_'s, and two of the Villagers have Regeneration, but they won't start regenerating until next turn.
Total Grist gains for this round are: +146 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 Belial, the boss of the Episode!
--You'll have to kill the surrounding enemies first! If you don't, they'll soak up hits for him due to his MVP passive!
--Make your entities focus on damage! Belial has a plethora of status effects he can use to negate defensive play options!
--Additionally, his Command passive makes him highly resistant to most status effects!
--Be sure to look at his stats and abilities to make sure you know what to face!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 27/35. (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 (Max of 3 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) BLOODSHED[Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns) BLOOD[Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)
Luke Ingram [AA]Health Vial: 80%. (80/100 HP). / BD: 6. / SV: 3. Regeneration (1 HP restored per turn, 3/3) 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] (3/4 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: 69/100. / BD: 6. / SV: 4. Regeneration (1 HP restored per turn, 3/3) 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)
Center of Brilliance [AA - The Paradoxical Dragon] HP: 0/60. 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.
Stone Mason Villager [AA - Alastair1] HP: 24/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively. Armored (-25% damage taken from direct attacks, 1/2), Regeneration (1 HP restored per turn, 3/3)
Desert Cleric Villager [AA- Alastair1] HP: 0/24. / 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. Regeneration (1 HP restored per turn, 3/3)
Master Alchemist [AA - Splashcat] HP: 46/92. Next potion: Regeneration! Potion targets: 6! Armored (-25% damage taken from direct attacks, 0/2)
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
Elite Sword Mook [PA] HP: 0/8. (x1). Melee Training 2.
Lightly-Armored Hammer Mooks [PA] HP: 2/8. (x2) Poisoned (1 damage taken per turn, 3/3)
Belial [PA-BOSS] HP: 208/222. Command. MVP. Extra Action. Impish Figure.
Healthlocked Passives: Demonic Exile (<60%), Extra Actions (2) (<30%). Special Actions: Soul Shackle: [II]. Mark Laser: [II]. Dagger Frenzy: [III]. Portal Drop: [III]. Blight Bomb:[III]. Cyclone of Chains: [IIII].
Max HP: 222
Base Damage: 12
Speed Value: 4
Special Actions: Soul Shackle: Deal 8 damage a foe and inflict Stun for the rest of the round. Starts empty. Mark Laser: Deal 16 damage to a foe. Negate dodge chances. 50% chance to ignore bodyguards. Starts full. Dagger Frenzy: Deal 12 damage twice and apply Bleeding (2 damage taken per turn) for two turns, which stacks to 4 damage per turn if used on the same foe twice. Starts empty. Portal Drop: Deal 8 damage to a foe and apply Exposed (+25% damage taken, cannot be bodyguarded) for three rounds. Negate damage resistances and bodyguards. Starts full. Blight Bomb: Deal 12 damage to a foe and 6 damage to two other foes. Apply Sick (Cannot be healed by entities, items, abilities or status effects) to all targets hit for two turns. Starts empty. Cyclone of Chains: Deal 20 damage to four enemy entities. Guaranteed critical on one of the hits. Inflict Weakness (-50% damage dealt) for two turns. Stall. Starts empty.
Global Passives: Command: Combined effects of Tenacity, Surefoot and Fortitude. Boss exclusive. MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive. Extra Action: This entity can act an additional time after it makes its first action. Extra Actions (2): This entity can act two additional times after it makes its first action. (Replaces Extra Action when entity falls to or below 30% health)
Personal Passives: Impish Figure: Belial can dodge attacks from foes with a lower Speed Value than him. He gains +20% dodge chance per Speed Value difference between him and the attacker. Demonic Exile: Belial can summon a Brimstone Portal in place of a normal attack, which he can only do once per round. (Applied when Belial falls to or below 60% health)
Sky High? looks towards Belial, then to the straggling Mooks guarding him.
Sky High?: Let's make this more interesting.
ACTIONS 1 + 2 +FURY
As Sky High? focuses his power into FURY, it lights ablaze. He holds his staff into the air, and everything slows down, stops, and turns gray... except FURY. With a blinding strike, Sky High? stabs the Lightly Armored Hammer Mooks. This reintroduces color into them, but the only color they are now is orange, and they become horrible fire, their previous existence as horrible fire erased by the flames. With another swing, Sky High flings the horrible fire at the Well-Armored Axe Mook, and he himself becomes horrible fire. As the fire spreads, it licks at Belial and shrouds the battlefield in smoke. The fire seems to have no effect, but then Sky High? leaps out of it and delivers a powerful uppercut with FURY! In the end, all the horrible fire on the battlefield are dead, leaving only Belial to oppose the AGs. The battlefield regains its color.
The Master Alchemist will hand out potions of Regeneration to Torix, Alastair1, Splashcat, Luke Ingram, Ninjatwist_, and the Outer Wall. Then it will whip up a vial of Holy Water and pour it on Belial. Finally, with the Desert Cleric Villager dead, the Master Alchemist will take its place taking cover behind the Outer Wall.
-----
Action 1 + Cursed Void Sword: Holding my sword aloft, I call up the angry spirits which Belial's actions have consigned to the void! The ghosts of all the Mooks he's sacrificed to guard himself return with a vengeance, dragging Belial down with them to oblivion.
-----
Action 2: I hire a cleric to exorcise Belial. However, due to a cleric-al error, Belial gets exercised instead. He's put through a rigorous training program, with the cleric as his trainer...
First, the treadmill. It's on high speed, and he's got to run on it. Pretty simple. After several hours of exhausting running, Belial finally finishes his assigned program and goes to turn the treadmill's speed down to 0... But he presses the "decrease speed" notification one too many times, and decreases the speed below 0. This causes an integer underflow error, and the treadmill sets its speed to 4,294,967,295, flinging Belial off the back and into a mesa with such speed that he goes right through, leaving a cartoonish Belial-shaped hole.
Second, the elliptical machine. Once more, Belial has to run on it, but he is also assigned to listen to an audiobook presentation on the physics of elliptical motion to help him exercise more intelligently. He initially ignores the fun fact about how planets orbit in elliptical motions, but comes to regret his inattention when his running on the elliptical machine flings him into outer space, where he suffocates, freezes, and explosively decompresses.
Third, weightlifting. Belial lifts ten pounds. Twenty pounds. Fifty pounds. A hundred pounds. Two hundred pounds. Five hundred pounds. A thousand pounds. And then he blows Hafthor Bjornsson's 1,104.52 pound deadlift record out of the water and lifts TWO. THOUSAND. POUNDS!
...and then Belial's trainer realizes that Belial is still in outer space, and as such all those weights were weightless. He quickly casts Gate and summons him back to the Land of Lead and Mesas so he can train properly. Belial, of course, is still holding the two thousand pound weight over his head, and when gravity returns, he is promptly squashed flat.
The trainer pronounces his training complete... For this dop, at least. I'm sure there will be more training later.
Alastair1 sees the Cleric topple over. All of the Villagers do. They as one reach out, but only the Stone Mason gets there fast enough.
"I'm sorry," he says.
"You did what you could. May you be guided to something greater."
And then the cleric was gone. Vanished in a puff of smoke as his body turned bright red and then into ash in an instant.
The Stone Mason stood up. He turned to Alastair1. No words were needed. The Blacksmith came forth too, solemn and grave in purpose. They turned to Belial.
A player can only do so much damage to this boss. But the thing is...
Alastair1 had no intentions of doing this alone. Symbols from them flash forth, tapping into a technique from the Sburb that surrounded them.
As the two stood before the demon, it grinned a vile grin. It promised death, torment, and suffering eternal. All in the name of the Acolyte. As it raised a vile and wicked hand, the heroes set into motion.
The Stone Mason did as he always did. He laid down stone. He did so now with a fervor unseen before, for today, he was not just repairing. He was building... Creating.
The most sacred act of their world, not treated lightly.
As the Stone Mason built, Alastair1 ran interference. As demon of hell clashed against warrior of creation and the everyman built in the background, an ancient dance took step once more. The war of light and darkness, to whom the victor go the spoils that is the soul of man. Decorated in flashes of holy and brimstone fires while the fires of the forge burn bright and are surrounded by the stone hewn from the earth.
For ever that they live, this dance will continue. It must. The demons of hell desire an end, and the suffering that comes with its pain and grief. They refuse any other path. The everyman desire life, to perform their purpose, given or grown. And the heroes are the ones who either make or answer the call so that no others may bear their sacrifice.
They suffer pain and toil so no other may be dragged into the darkness they must tread.
As the veritable claw that was the Tiger Axe rakes against Belial's sickened knife, the Blacksmith pounds away at his creation. Sweat drips from his brow and infuses into his work, and the magic within is made all the stronger for it. The Stone Mason's own work becomes apparent. No wall, no building, no tower...
He's trapping himself and the Blacksmith into an enormous kiln. Putting their lives on the line for a single shot.
The iron is struck in the name of revenge. It is struck in the name of righteousness. And the iron is still hot.
The Blacksmith pours in his all as the heat is trapped. He pours in his strength and skill and gives it all he's got.
A power to change. A power to rise. A power to undo demons. A power to make their evil rot.
But he is not the one grieving the most. As the kiln is finished, the stone mason joins the balcksmith over the fire... and begins to work with melted stone.
The heat required for this is sheer brutality. Hands will often burn even with proper protection, due to the era the Villagers are in. The craft is not for the faint of heart.
But the Cleric, the Stone Mason's oldest friend and ally, and maybe the one he could have chosen as a soulmate, is gone. He hears darkness beckon, waiting for him to succumb. Though it hurts, he must carry on, stumbling through the darkness of the endless night.
As the stone is morphed and shaped, he knows that the dawn shall come. It shall never be the same, but with the help of the hero and the smith...
He can at least know his grief has purpose.
Belial screams in a wicked fury as the hero perfectly blocks every attack with savage fury. The hero does not move. The hero does not die. Will this ever end!?
The demon has a move though. It performs a cunning trick and feints in a way it hasn't before. Alastair1 stumbles and sees Belial prepare its Soul Shackles, bent on denying him power and movement.
It is at this moment that the kiln splits open, and out comes a Steel blade, plunging into Belial's chest! As the demon curses, Alastairgrips its stone hilt and wrenches the Imp into it's own ability!
The Blacksmith collapses after stepping out, his move spent to perform this play. But the Stone Mason is not done with the kiln. He goes around to the other side and begins to push, hoping to end the fiend's life. But his strength alone is not enough.
But then... the Farmer. The Butcher. The Leatherworker. They all lend their strength and together they push the kiln forward...
And Belial is soon surrounded by a whirlwind of heat and haze. Like home. But there was something inside.
The Blacksmith made the sword in whole. But the Stone Mason had made an alter. One whose perfection was blessed by the powers of the Minecraft world. From it poured forth a holy flame.
The Stone Mason reseals it, and allows the flames within to build ceaselessly. He collapses and is taken to safety.
Here's the thing about the story of the hero, the demon, and the everyman.
Every man has the potential to do something great. Bu no man can do it alone.
Belial screams, but Fortitude cannotsave him, nor command.
The power of Teamwork is a force beyond any charged attack.
Sky High? looks towards Belial, then to the straggling Mooks guarding him.
Sky High?: Let's make this more interesting.
ACTIONS 1 + 2 +FURY
As Sky High? focuses his power into FURY, it lights ablaze. He holds his staff into the air, and everything slows down, stops, and turns gray... except FURY. With a blinding strike, Sky High? stabs the Lightly Armored Hammer Mooks. This reintroduces color into them, but the only color they are now is orange, and they become horrible fire, their previous existence as horrible fire erased by the flames. With another swing, Sky High flings the horrible fire at the Well-Armored Axe Mook, and he himself becomes horrible fire. As the fire spreads, it licks at Belial and shrouds the battlefield in smoke. The fire seems to have no effect, but then Sky High? leaps out of it and delivers a powerful uppercut with FURY! In the end, all the horrible fire on the battlefield are dead, leaving only Belial to oppose the AGs. The battlefield regains its color.
Your attacks bypass the armor of the Lightly Armored Hammer Mooks, and deal sufficient damage with Fury in hand to take out the Well-Armored Axe Mook!
Unfortunately, the attack spent most of the damage wasting the Axe Mook, since the attack didn't go through its armor.
+4 to your current Charge Gauge. +32 Build Grist acquired.
The Master Alchemist will hand out potions of Regeneration to Torix, Alastair1, Splashcat, Luke Ingram, Ninjatwist_, and the Outer Wall. Then it will whip up a vial of Holy Water and pour it on Belial. Finally, with the Desert Cleric Villager dead, the Master Alchemist will take its place taking cover behind the Outer Wall.
-----
Action 1 + Cursed Void Sword: Holding my sword aloft, I call up the angry spirits which Belial's actions have consigned to the void! The ghosts of all the Mooks he's sacrificed to guard himself return with a vengeance, dragging Belial down with them to oblivion.
-----
Action 2: I hire a cleric to exorcise Belial. However, due to a cleric-al error, Belial gets exercised instead. He's put through a rigorous training program, with the cleric as his trainer...
First, the treadmill. It's on high speed, and he's got to run on it. Pretty simple. After several hours of exhausting running, Belial finally finishes his assigned program and goes to turn the treadmill's speed down to 0... But he presses the "decrease speed" notification one too many times, and decreases the speed below 0. This causes an integer underflow error, and the treadmill sets its speed to 4,294,967,295, flinging Belial off the back and into a mesa with such speed that he goes right through, leaving a cartoonish Belial-shaped hole.
Second, the elliptical machine. Once more, Belial has to run on it, but he is also assigned to listen to an audiobook presentation on the physics of elliptical motion to help him exercise more intelligently. He initially ignores the fun fact about how planets orbit in elliptical motions, but comes to regret his inattention when his running on the elliptical machine flings him into outer space, where he suffocates, freezes, and explosively decompresses.
Third, weightlifting. Belial lifts ten pounds. Twenty pounds. Fifty pounds. A hundred pounds. Two hundred pounds. Five hundred pounds. A thousand pounds. And then he blows Hafthor Bjornsson's 1,104.52 pound deadlift record out of the water and lifts TWO. THOUSAND. POUNDS!
...and then Belial's trainer realizes that Belial is still in outer space, and as such all those weights were weightless. He quickly casts Gate and summons him back to the Land of Lead and Mesas so he can train properly. Belial, of course, is still holding the two thousand pound weight over his head, and when gravity returns, he is promptly squashed flat.
The trainer pronounces his training complete... For this dop, at least. I'm sure there will be more training later.
Alastair1 sees the Cleric topple over. All of the Villagers do. They as one reach out, but only the Stone Mason gets there fast enough.
"I'm sorry," he says.
"You did what you could. May you be guided to something greater."
And then the cleric was gone. Vanished in a puff of smoke as his body turned bright red and then into ash in an instant.
The Stone Mason stood up. He turned to Alastair1. No words were needed. The Blacksmith came forth too, solemn and grave in purpose. They turned to Belial.
A player can only do so much damage to this boss. But the thing is...
Alastair1 had no intentions of doing this alone. Symbols from them flash forth, tapping into a technique from the Sburb that surrounded them.
As the two stood before the demon, it grinned a vile grin. It promised death, torment, and suffering eternal. All in the name of the Acolyte. As it raised a vile and wicked hand, the heroes set into motion.
The Stone Mason did as he always did. He laid down stone. He did so now with a fervor unseen before, for today, he was not just repairing. He was building... Creating.
The most sacred act of their world, not treated lightly.
As the Stone Mason built, Alastair1 ran interference. As demon of hell clashed against warrior of creation and the everyman built in the background, an ancient dance took step once more. The war of light and darkness, to whom the victor go the spoils that is the soul of man. Decorated in flashes of holy and brimstone fires while the fires of the forge burn bright and are surrounded by the stone hewn from the earth.
For ever that they live, this dance will continue. It must. The demons of hell desire an end, and the suffering that comes with its pain and grief. They refuse any other path. The everyman desire life, to perform their purpose, given or grown. And the heroes are the ones who either make or answer the call so that no others may bear their sacrifice.
They suffer pain and toil so no other may be dragged into the darkness they must tread.
As the veritable claw that was the Tiger Axe rakes against Belial's sickened knife, the Blacksmith pounds away at his creation. Sweat drips from his brow and infuses into his work, and the magic within is made all the stronger for it. The Stone Mason's own work becomes apparent. No wall, no building, no tower...
He's trapping himself and the Blacksmith into an enormous kiln. Putting their lives on the line for a single shot.
The iron is struck in the name of revenge. It is struck in the name of righteousness. And the iron is still hot.
The Blacksmith pours in his all as the heat is trapped. He pours in his strength and skill and gives it all he's got.
A power to change. A power to rise. A power to undo demons. A power to make their evil rot.
But he is not the one grieving the most. As the kiln is finished, the stone mason joins the balcksmith over the fire... and begins to work with melted stone.
The heat required for this is sheer brutality. Hands will often burn even with proper protection, due to the era the Villagers are in. The craft is not for the faint of heart.
But the Cleric, the Stone Mason's oldest friend and ally, and maybe the one he could have chosen as a soulmate, is gone. He hears darkness beckon, waiting for him to succumb. Though it hurts, he must carry on, stumbling through the darkness of the endless night.
As the stone is morphed and shaped, he knows that the dawn shall come. It shall never be the same, but with the help of the hero and the smith...
He can at least know his grief has purpose.
Belial screams in a wicked fury as the hero perfectly blocks every attack with savage fury. The hero does not move. The hero does not die. Will this ever end!?
The demon has a move though. It performs a cunning trick and feints in a way it hasn't before. Alastair1 stumbles and sees Belial prepare its Soul Shackles, bent on denying him power and movement.
It is at this moment that the kiln splits open, and out comes a Steel blade, plunging into Belial's chest! As the demon curses, Alastairgrips its stone hilt and wrenches the Imp into it's own ability!
The Blacksmith collapses after stepping out, his move spent to perform this play. But the Stone Mason is not done with the kiln. He goes around to the other side and begins to push, hoping to end the fiend's life. But his strength alone is not enough.
But then... the Farmer. The Butcher. The Leatherworker. They all lend their strength and together they push the kiln forward...
And Belial is soon surrounded by a whirlwind of heat and haze. Like home. But there was something inside.
The Blacksmith made the sword in whole. But the Stone Mason had made an alter. One whose perfection was blessed by the powers of the Minecraft world. From it poured forth a holy flame.
The Stone Mason reseals it, and allows the flames within to build ceaselessly. He collapses and is taken to safety.
Here's the thing about the story of the hero, the demon, and the everyman.
Every man has the potential to do something great. Bu no man can do it alone.
Belial screams, but Fortitude cannotsave him, nor command.
The power of Teamwork is a force beyond any charged attack.
Wow, that's a spectacular attack! You deal 28 damage in total to Belial with the villager-powered onslaught!
+5 to your current Charge Gauge!
Post-Player Battle:
Ninjatwist_ challenges Belial with his Shortsaber, opening with an outwards slash, dealing 8 damage!
Belial casts Soul Shackle on the Master Alchemist! Belial throws a length of red chain at the Master Alchemist, which strikes them for 8 damage! The chains then extend to wrap around the Master Alchemist, binding them and inflicting Shackled on them!
Belial then slashes Ninjatwist_ across the chest with his paring knife, dealing 12 damage to him!
Belial's Mark Laser, Dagger Frenzy, and Blight Bomb special abilities will be available next turn!
Luke Ingram smacks Belial upside the head with his Fire Demon Mace, dealing 8 damage!
The Stone Mason Villager restores 4 HP to the Outer Wall!
The Master Alchemist is Shackled!
The Tundra Blacksmith Villager arms Ninjatwist_ with another melee weapon, buffing his damage for the next few rounds!
The Plains Farmer Villager heals up the Master Alchemist, restoring 3 damage to them!
The Swamp Butcher Villager slashes at Belial for 4 damage!
The Mountain Leatherworker Villager armors up the Swamp Butcher Villager, buffing their defense!
The Stone Mason Villager's armor wears out!
The Swamp Butcher Villager is protected by a set of leather armor!
The Master Alchemist breaks free from Soul Shackle!
The Master Alchemist also takes cover behind the Outer Wall!
Ninjatwist_ gets an extra weapon and will use it next turn!
Luke's, Ninjatwist_'s, and two of the Villagers regenerate!
Total Grist gains for this round are: +32 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 Belial, the boss of the Episode!
--You'll have to kill the surrounding enemies first! If you don't, they'll soak up hits for him due to his MVP passive!
--Make your entities focus on damage! Belial has a plethora of status effects he can use to negate defensive play options!
--Additionally, his Command passive makes him highly resistant to most status effects!
--Be sure to look at his stats and abilities to make sure you know what to face!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 27/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 10/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 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 (Max of 3 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) BLOODSHED[Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns) BLOOD[Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)
Luke Ingram [AA]Health Vial: 81%. (81/100 HP). / BD: 6. / SV: 3. Regeneration (1 HP restored per turn, 2/3) 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] (3/4 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: 58/100. / BD: 6. / SV: 4. Regeneration (1 HP restored per turn, 2/3), Armed (+2 melee damage dealt bonus, 2/2) 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)
Stone Mason Villager [AA - Alastair1] HP: 24/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively. Armored (-25% damage taken from direct attacks, 1/2), Regeneration (1 HP restored per turn, 2/3)
Tundra Blacksmith Villager [AA - Alastair1] HP: 24/24. / SV: 3. Applies Armored (-25% damage taken from direct attacks, 2/2) or Armed (+2 melee damage dealt bonus, 2/2) to an ally every turn, cannot buff already buffed allies. Regeneration (1 HP restored per turn, 2/3)
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
Lightly-Armored Hammer Mooks [PA] HP: 0/8. (x2) Poisoned (1 damage taken per turn, 3/3)
Well-Armored Axe Mook [PA] HP: 0/8. (x1)
Belial [PA-BOSS] HP: 136/222. Command. MVP. Extra Action. Impish Figure.
Healthlocked Passives: Demonic Exile (<60%), Extra Actions (2) (<30%). Special Actions: Soul Shackle: [II]. Mark Laser: [II]. Dagger Frenzy: [III]. Portal Drop: [III]. Blight Bomb:[III]. Cyclone of Chains: [IIII].
Max HP: 222
Base Damage: 12
Speed Value: 4
Special Actions: Soul Shackle: Deal 8 damage a foe and inflict Shackled (Misses attacks) for the rest of the round. Starts empty. Mark Laser: Deal 16 damage to a foe. Negate dodge chances. 50% chance to ignore bodyguards. Starts full. Dagger Frenzy: Deal 12 damage twice and apply Bleeding (2 damage taken per turn) for two turns, which stacks to 4 damage per turn if used on the same foe twice. Starts empty. Portal Drop: Deal 8 damage to a foe and apply Exposed (+25% damage taken, cannot be bodyguarded) for three rounds. Negate damage resistances and bodyguards. Starts full. Blight Bomb: Deal 12 damage to a foe and 6 damage to two other foes. Apply Sick (Cannot be healed by entities, items, abilities or status effects) to all targets hit for two turns. Starts empty. Cyclone of Chains: Deal 20 damage to four enemy entities. Guaranteed critical on one of the hits. Inflict Weakness (-50% damage dealt) for two turns. Stall. Starts empty.
Global Passives: Command: Combined effects of Tenacity, Surefoot and Fortitude. Boss exclusive. MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive. Extra Action: This entity can act an additional time after it makes its first action. Extra Actions (2): This entity can act two additional times after it makes its first action. (Replaces Extra Action when entity falls to or below 30% health)
Personal Passives: Impish Figure: Belial can dodge attacks from foes with a lower Speed Value than him. He gains +20% dodge chance per Speed Value difference between him and the attacker. Demonic Exile: Belial can summon a Brimstone Portal in place of a normal attack, which he can only do once per round. (Applied when Belial falls to or below 60% health)
Sky High? looks over the now-mostly-empty battlefield. Then he looks at Belial.
Sky High?: Looks like it's just you now. Prepare to die. ACTIONS1 + 2 + FEAR + BLOODSHED
Sky High? walks up to Belial. When he's a few yards away, Belial is suddenly struck from behind by FEAR. As Belial turns to face the real Sky High?, the other one strikes him from behind with BLOODSHED. The two continue their strikes in tandem, alternating attacking Belial from the front and back, until finally fusing together and landing the final blow with both swords.
500 feet away, the real Sky High? continues to project the two copies of himself, forged out of raw magic.
The Master Alchemist attempts to extract Belial's phlogiston by setting him on fire. Then they throw a Potion of Poison at him, and the other five in the trash.
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Action 1 + Cursed Void Sword: I impale Belial with the sword, then pull it out. It leaves behind a vacuum inside him, which sucks his innards inward, causing him to implode.
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Action 2: Belial's exercism program continues, with a focus on Olympic sports this time.
First, swimming. Belial easily masters doing lengths: Front crawl, back crawl, sidestroke, even butterfly. But when it comes to diving, he experiences rather less success. You see, in the middle ages, people sometimes tested to see if women were witches by throwing them in a pond. If they sunk, they weren't witches. If they floated, it must be because the Devil was in them. Why does the Devil float? No clue. But Belial, being a powerful demon, floats extremely well. So well, in fact, that when he dives off the diving board, he only penetrates a few inches into the water before stopping dead with a splat like it was solid concrete.
Next, pole vaulting. Belial again takes to this quite naturally: His small size makes him light, but he's still strong enough to get a good push. Also, the fact that he constantly cheats using magic in an attempt to prove himself in shape and get this exercise over with before he gets injured somehow helps him a great deal. He's able to not only break world vault records but propel himself for miles over the countryside. There's just one slight problem. He appears to have misunderstood the point of the sport. So, while his skill at Pole vaulting is unparalleled, Poland is less than impressed at his repeat violations of their airspace, and declares war. The entire Polish army marches on Belial.
Finally, figure skating. Belial once more displays great talent, leaping and gliding with unparalleled grace. He traces a circle on the ice. Then a figure eight. Then a pentagram. His demonic curiosity is piqued, and he begins to etch a litany of darkness into the face of the ice. His skates scream at the horrible words they are forced to record. The training cleric deploys a zamboni, but he leaps into a triple axel and severs its driveshaft with a spinning skate kick before it can mar his great work. He lands and prepares to complete the circle... When he hears a knocking on the bottom of the ice. He gazes down, and sees beyond the surface of the rink. The ice stretches down for miles upon miles, an abyss of translucent blue and white. And at the bottom... is Satan. Dante's Satan, to be precise, entombed in ice as punishment for his treachery against God. And Satan, as the prevalence of deals with the Devil in popular culture can attest, is the prince of lawyers. He carves a notice into the bottom of the icy abyss: A lawsuit, filed against Belial for infringement on his distinctive likeness and violation of the exclusive trademark on ice devils that he holds, and ordering immediate restitution. Paid in blood. Belial is magically exsanguinated, and the exercise cleric, shaking their head, calls an end to the training for the day.
Alastair1, seeing 3 abilities beginning to go live, swiftly hatches a plan with the Villagers. Immediately, the Leather-Worker begins to make something while the Farmer...
Hmms.
Hmm.
Hmm?
Hmm.
Hmn.
Hrn.
This Squidward-like sound is enough to drive the Imp crazy and turn to see the noise. And the sheer number of villagers. And how several of them could do healing.
Because demons are evil like that, it decides to enact a little 'dramatic irony' and uses his Blight Bomb! It tosses it straight at the group -
Bop!
Only for Alastair1, Iron Sword in tow, to hit it back, initiating an impromptu game of boss tennis! Belial, amused, returns the favor with their knife!
Bip!
Naturally, the minecraftian returns this with a right handed slice. The imp, ever a tricky foe, curves the shot with a left-handed backspin. Not one to be deterred, Alastair1 backhands the returning shot, though the pressure increases as the bomb's speed ramps up with each hit.
Eventually, Belial gets tired of this and lobs the shot, making it impossible to hit back! However, the lob is slow, and it suits the heroes just fine, for the Leather-Worker has finally finished his project! Alastair1 grabs a leather bomb and throws it at the Blight Bomb!
However, this is no ordinary leather bomb. No, the Leather-Worker needed the extra time because this was a Cured Leather Bomb!
The power of curatives collides with the power of Blight, negating the Blight Bomb's ability to inflict Sick on its targets!
The Stone Mason, meanwhile, brings the Outer Wall slowly closer to max health, with the Decorative stone starting to come together quite nicely. The Blacksmith armors the Master Alchemist while the Butcher heals him up due to how vulnerable it is.
Action 1 + 2 + Iron Boots embossed sword + Plains Farmer's Action + Mountain Leather-Worker's Action - Force Belial to use the Blight Bomb ability, then negate the Sick Status infliction with a Cured Leather Bomb. Excess amounts of success go towards reducing its damage.
Entity Orders:
Stone Mason - Heal the Outer Wall some more
Tundra Blacksmith - Apply Armored to the Master Alchemist