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!
Action 1, Fire Caster Sword-
The No-Longer-Blight Bomb, still set in a lobbing arc, might be impossible to hit back by Alastair's group of entities. They're already focused on reducing its damage and the Sickened status that comes with it. Despite everything, the current bomb is still set to explore directly in the midst of the Villagers and Alastair - which... could be bad.
Torix, seeing this turn of events, breaks his set of preparation and studying various arcane magics, scrolling through his inventory and eventually settling on the Fire Caster Sword. Now standing, the avatar rushes forward and intercepts the bomb with the flat edge of the sword, deflecting and again playing - and now continuing - the standard game of boss tennis, as the bomb launches directly back at Belial. Sure, it could be impossible for them, but I've already gotten a decent vantage and he sure wasn't expecting it. The imp roars in outrage, hitting the explosive back with a swipe of its claws. And so the game continues...
Until Torix sets the sword alight, igniting and accelerating this thing's fuse. Before, the bomb was set for impact with the ground, and sure, that's still there, but now, no matter how long this thing is kept in the air? It will explode. The game of now superheated tennis continues, more and more fire energy being added to the projectile until eventually, one of Belial's desperate swings with the parking knife proves the last one. The bomb, in a marvelous explosion of pure, untainted fire, detonates against the demon's rough skin, dealing large damage to him.
Time to deal with this foe - and what better way than by combining the two aspects that he currently has under his control? Torix, looking at the Firebolt Sword, realizes that the blade truly can control both fire and lightning at the same time. And yet... he's never actually used the sword to its fullest potential before. Let's maybe try that now, shall we?
Torix starts with a lightning bolt aimed directly at Belial, quite simply to get it to dodge and begin its own sort of movement after being stunned from the bomb parried directly back at it, which the imp dodges effortlessly. The mage follows with a hand gesture upwards, and yet more lightning bolts off to the side that he dodged in: gradually forming an arc of electrical devastation, yet Belial has never been hit. Where the fiend makes his mistake is not looking in the other direction - the one he's being forced in. That proves to be his mistake, as he trips indirectly into a Wall of Fire that has been conjured. What catches him off guard is that he finds himself genuinely injured by this wall of flame, which he should normally be resistant to - and that's concerning. Looking closer, the devil sees small flickers of static electricity within the flame, and in some cases, actual electricity walls that are somehow coated in wisps of flame. Bewildered by this strange, unknown magic, he begins to analyze it, all the while dodging the arrangement of energy.
The mage regards the encounter, and the demon soon finds himself up against a flurry of magical energy of similar typing: not fire or lightning, but a mix of both with properties of its own. Fire and lightning combined, the spells themselves take on different effects as well: these new bolts of the energy have the properties of a lightning bolt, but explode like a fireball on the end of their reach: also known as Belial. As he finds himself hit by a few of these from the rapid succession, he's subject to these: and yet they're still minor damage. Belial laughs, thinking himself superior to this seemingly improvised and amateur magic. Torix seems ready to prove him wrong: and so that he does. As Belial's gloating in his self-assumed invulnerability, he finds himself stuck. Not physically restrained, but... encapsulated, within a strange sphere of the energetic substance that Torix had summoned before - a seeming mix between Wall of Fire and a... Chain Lightning effect, maybe? Before he really has time to comment on this happenstance, the sphere begins shrinking.
"Belial. If I was being fair, I'd leave you with a way out of this. Some way to dodge the damage." The mage shakes his head. "However, I'm afraid you'll find no such reprieve here. Feel free to try whatever you have, but know that escaping this damage is meaningless." With Belial effectively trapped for a moment, the entities and fellow Players on the field finally have a breather. Torix speaks yet again. "Yet as much as I'd love to keep you here forever, Concentration and a spell duration are a thing. Along with the other Player's actions: Paradox has yet to act, and if I kept this up, his attack would be merely incinerated."
"Tell you what - let's play a game. I'll give you a minute to escape this energy sphere. After that? Well, guess who's taking the damage here..." And with that, a timer begins. 60 seconds. Belial uses Portal Drop, only to find the portal vaporized by the energy before it can even hit a solid surface for him to drop through. Daggers similarly are merely vaporized, and through his knife proves slightly more resistant, it too can only penetrate through the barrier for a short time before nearly being superheated or cut in two by the sheer energy. The laser is also repelled by the sphere's energy... and with that, time is up. All attacks wasted, Belial has no choice as time hits zero... and the sphere of combined fire and lightning collapses inwards, all dealing profound damage to Belial.
"Hm. I just got an idea for my next attack. Perhaps you should try and stop me before it goes through, dealing with another massive chunk of your HP? Actually, let's make that a challenge. Do your worst, fiend. I'm waiting."
---
Summary -
Action 1, Fire Caster Sword - 1-Up Alastair's defenses by continuing the tennis of the not-Blight Bomb, and parrying it directly back at Belial. Action 2, 8 Charge, Firebolt Sword - Combine fire and lightning to create strange magic, able to hurt Belial. Proceed to encapsulate and enrage him, dealing massive damage as he cannot escape. Finish with a taunt, hopefully making him attack me... and lead into my next action.
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.
(x1)(2Charge)(Void Staff) Circling Belial above, Paradox invokes the Question of the Light of Souls, and brings forth a Sacred Power.
Invoking his Voidstaff, he merges the Darkness of the Great Beyond and the Sacred Power, and invokes his name in creating a paradox.
He than crashes into Belial at mach speeds as fire and lightning ravages his form and unleash the paradoxical power at point blank range.
A transcendental moment passes...
Belial erupts into Unquenchable Holyfire as he instinctively absorbs the Darkness of the Sacred Power, as like calls to like. Yet upon doing so, the Holy nature of it burns at his body. But it is of his body. Now he's ravaged by a spiritual cancer, draining his power and converting it into more of itslf, and burning away at his flesh, searing it with it's Holy Nature.
Finally, after a long eternity, Belial manages to overpowers the Holy flame that had taken over his body, but it is too late for him now. He has taken a huge amount of damage from this attack and is struck by immense pain leading to...
(x1)(2 Charge)(Staff of Creation Magics) As i raise the Staff of Creation Magics, Belial flinches, for Creation is the domain of everything. Creation is Existence and Meaning, that is, for an object to be in Creation, it must exist, and it must mean something, no matter how little.
I stand in front of him, invoking a true power of the staff. A shape takes form, a sword that is Royalty. Calling upon the domains of Existence and Meaning i invoke their truths, that for a thing to exist is to be bound to the rules of Creation, for a thing to exist it must accept the possibilty of non-existence and for a thing to exist, is to engrave it's mark upon Creation forever.
The sword takes shape, a thin, sharp line that perfectly divides.
It swings.
Belial takes no damage, but yet damage has been done. The sword disappears without a trace, yet a terrible loss is felt by Belial.
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.
Your duo of attacks deal 16 damage to Belial! While he's immune to the attacks that FEAR might inflict, he is vulnerable to Bleeding... which unfortunately doesn't get applied anyway.
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.
-----
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.
-----
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
Your attack with the Iron Boots-Embossed Sword and synergy with the two Villagers deals 18 damage in total to Belial! This also puts him on Orange Health (40%)! He doesn't have a source of healing anyways, so Sick wouldn't do much against him.
Action 1, Fire Caster Sword-
The No-Longer-Blight Bomb, still set in a lobbing arc, might be impossible to hit back by Alastair's group of entities. They're already focused on reducing its damage and the Sickened status that comes with it. Despite everything, the current bomb is still set to explore directly in the midst of the Villagers and Alastair - which... could be bad.
Torix, seeing this turn of events, breaks his set of preparation and studying various arcane magics, scrolling through his inventory and eventually settling on the Fire Caster Sword. Now standing, the avatar rushes forward and intercepts the bomb with the flat edge of the sword, deflecting and again playing - and now continuing - the standard game of boss tennis, as the bomb launches directly back at Belial. Sure, it could be impossible for them, but I've already gotten a decent vantage and he sure wasn't expecting it. The imp roars in outrage, hitting the explosive back with a swipe of its claws. And so the game continues...
Until Torix sets the sword alight, igniting and accelerating this thing's fuse. Before, the bomb was set for impact with the ground, and sure, that's still there, but now, no matter how long this thing is kept in the air? It will explode. The game of now superheated tennis continues, more and more fire energy being added to the projectile until eventually, one of Belial's desperate swings with the parking knife proves the last one. The bomb, in a marvelous explosion of pure, untainted fire, detonates against the demon's rough skin, dealing large damage to him.
Time to deal with this foe - and what better way than by combining the two aspects that he currently has under his control? Torix, looking at the Firebolt Sword, realizes that the blade truly can control both fire and lightning at the same time. And yet... he's never actually used the sword to its fullest potential before. Let's maybe try that now, shall we?
Torix starts with a lightning bolt aimed directly at Belial, quite simply to get it to dodge and begin its own sort of movement after being stunned from the bomb parried directly back at it, which the imp dodges effortlessly. The mage follows with a hand gesture upwards, and yet more lightning bolts off to the side that he dodged in: gradually forming an arc of electrical devastation, yet Belial has never been hit. Where the fiend makes his mistake is not looking in the other direction - the one he's being forced in. That proves to be his mistake, as he trips indirectly into a Wall of Fire that has been conjured. What catches him off guard is that he finds himself genuinely injured by this wall of flame, which he should normally be resistant to - and that's concerning. Looking closer, the devil sees small flickers of static electricity within the flame, and in some cases, actual electricity walls that are somehow coated in wisps of flame. Bewildered by this strange, unknown magic, he begins to analyze it, all the while dodging the arrangement of energy.
The mage regards the encounter, and the demon soon finds himself up against a flurry of magical energy of similar typing: not fire or lightning, but a mix of both with properties of its own. Fire and lightning combined, the spells themselves take on different effects as well: these new bolts of the energy have the properties of a lightning bolt, but explode like a fireball on the end of their reach: also known as Belial. As he finds himself hit by a few of these from the rapid succession, he's subject to these: and yet they're still minor damage. Belial laughs, thinking himself superior to this seemingly improvised and amateur magic. Torix seems ready to prove him wrong: and so that he does. As Belial's gloating in his self-assumed invulnerability, he finds himself stuck. Not physically restrained, but... encapsulated, within a strange sphere of the energetic substance that Torix had summoned before - a seeming mix between Wall of Fire and a... Chain Lightning effect, maybe? Before he really has time to comment on this happenstance, the sphere begins shrinking.
"Belial. If I was being fair, I'd leave you with a way out of this. Some way to dodge the damage." The mage shakes his head. "However, I'm afraid you'll find no such reprieve here. Feel free to try whatever you have, but know that escaping this damage is meaningless." With Belial effectively trapped for a moment, the entities and fellow Players on the field finally have a breather. Torix speaks yet again. "Yet as much as I'd love to keep you here forever, Concentration and a spell duration are a thing. Along with the other Player's actions: Paradox has yet to act, and if I kept this up, his attack would be merely incinerated."
"Tell you what - let's play a game. I'll give you a minute to escape this energy sphere. After that? Well, guess who's taking the damage here..." And with that, a timer begins. 60 seconds. Belial uses Portal Drop, only to find the portal vaporized by the energy before it can even hit a solid surface for him to drop through. Daggers similarly are merely vaporized, and through his knife proves slightly more resistant, it too can only penetrate through the barrier for a short time before nearly being superheated or cut in two by the sheer energy. The laser is also repelled by the sphere's energy... and with that, time is up. All attacks wasted, Belial has no choice as time hits zero... and the sphere of combined fire and lightning collapses inwards, all dealing profound damage to Belial.
"Hm. I just got an idea for my next attack. Perhaps you should try and stop me before it goes through, dealing with another massive chunk of your HP? Actually, let's make that a challenge. Do your worst, fiend. I'm waiting."
---
Summary -
Action 1, Fire Caster Sword - 1-Up Alastair's defenses by continuing the tennis of the not-Blight Bomb, and parrying it directly back at Belial. Action 2, 8 Charge, Firebolt Sword - Combine fire and lightning to create strange magic, able to hurt Belial. Proceed to encapsulate and enrage him, dealing massive damage as he cannot escape. Finish with a taunt, hopefully making him attack me... and lead into my next action.
Inventory - Weaponry - Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack, -15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to a second foe] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - Jar of Liquid Food - [3/4 Uses] -A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants Regen (+1 HP, 2 Turns) when consumed.
Your first attack with the Fire Caster Sword deals 11 damage to Belial!
Good taste in music for your second attack, which made it even more of a joy to read! Your devastating fire and lightning assault deals a massive 18 damage to Belial!
Chain lightning doesn't proc because Belial's the only opponent in his group (and the only foe on the map).
(x1)(2Charge)(Void Staff) Circling Belial above, Paradox invokes the Question of the Light of Souls, and brings forth a Sacred Power.
Invoking his Voidstaff, he merges the Darkness of the Great Beyond and the Sacred Power, and invokes his name in creating a paradox.
He than crashes into Belial at mach speeds as fire and lightning ravages his form and unleash the paradoxical power at point blank range.
A transcendental moment passes...
Belial erupts into Unquenchable Holyfire as he instinctively absorbs the Darkness of the Sacred Power, as like calls to like. Yet upon doing so, the Holy nature of it burns at his body. But it is of his body. Now he's ravaged by a spiritual cancer, draining his power and converting it into more of itslf, and burning away at his flesh, searing it with it's Holy Nature.
Finally, after a long eternity, Belial manages to overpowers the Holy flame that had taken over his body, but it is too late for him now. He has taken a huge amount of damage from this attack and is struck by immense pain leading to...
(x1)(2 Charge)(Staff of Creation Magics) As i raise the Staff of Creation Magics, Belial flinches, for Creation is the domain of everything. Creation is Existence and Meaning, that is, for an object to be in Creation, it must exist, and it must mean something, no matter how little.
I stand in front of him, invoking a true power of the staff. A shape takes form, a sword that is Royalty. Calling upon the domains of Existence and Meaning i invoke their truths, that for a thing to exist is to be bound to the rules of Creation, for a thing to exist it must accept the possibilty of non-existence and for a thing to exist, is to engrave it's mark upon Creation forever.
The sword takes shape, a thin, sharp line that perfectly divides.
It swings.
Belial takes no damage, but yet damage has been done. The sword disappears without a trace, yet a terrible loss is felt by Belial.
I'm going to count your two charges as one large attack, dealing 22 damage to Belial and knocking him down to Red Health (20%)!
Your first attack deals 10 damage to Belial, and your second deals 11!
Post-Player Battle:
Ninjatwist_ jumps into the air, twirls his Shortsaber around, then dives down and slices Belial down his back, before turning around and doing another wide horizontal slash, dealing 16 damage in total! Belial stops levitating and slumps to the ground in defeat.
Belial clambers back to his feet, with a few words for you and the party.
BELIAL: Such a monstrous fight... it's honestly not something I was prepared for.
BELIAL: Thankfully, I'm much more resilient than I would appear.
NINJATWIST_: Which means you're an annoying little punk?
BELIAL: You could say that from your perspective, yes.
BELIAL: I'd be more sporty about the fight if I were you, though.
LUKE: We took you down easily.
BELIAL: Tch, that's kind of rude of you; I did everything I could.
BELIAL: I'm done talking here, since I've gotta run.
BELIAL: However, I trust that the Acolyte will send me your way again soon.
BELIAL: I kind of hope you're not dead by the time we reunite, provided your manners improve.
BELIAL: Until then, toodles!
Belial then opens up a portal under his feet, and jumps through it! Luke tries to fire a few rounds down the portal, but it's no use. Thankfully, he appears to have left a length of the red chain he used at some points in the fight... in addition to a rather hefty amount of Grist, which both you and Luke can make use of:
Before you can indulge in your spoils, you overhear Belial on the opposite side of the battlefield, directing his troops.
BELIAL: This is as much damage as we can do.
BELIAL: Call off the attack! We must retreat back to our dropships and leave this place.
BELIAL: No matter if we won or lost, the Worldforger is waiting for us.
BELIAL: I will have us receive further orders once we arrive there.
BELIAL: Now, onwards!
And with that, the Mooks withdraw their assault, leaving you, Ninjatwist_, and Luke in peace.
Episode complete! Belial has been defeated!
I'll be releasing a story post, hopefully with art, hopefully sometime this week. Please stay tuned!
I'll also be running some numbers and seeing who among the group is deserving of a Spoil of War!
Total Grist gains for this round are: +216 Build Grist +160 Malachite [Lvl.1] +80 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: 31/35. (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.3]
Could manifest [Lvl.3] ingredients if given: 320/320 Build Grist 80/80 Lvl.1 Grist (Includes: Malachite) 80/80 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
Belial [PA-BOSS] HP: 0/222. 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)
[Action 1] Torix celebrates the end of the battle by promptly congratulating everyone, and then noticing...
There is Grist in this pile. Grist is usable for alchemy.
Torix - "Okay. Good job everyone! I would like to do some more right now..."
Torix - "But there is one thing more urgent than mere celebration." He regards the Alchemiter with a strange glance, holding his share of 80(!) Copper and a lot of Malachite... and then realizing. It'd probably be best to hold back a little bit for doing loads - the Alchemiter's recently leveled up from all the ambient Grist, and a Level 3 Alchemy sounds awfully enticing.
Despite this? Torix figures it could never hurt to do a bit. Grabbing a bunch of Grist from his stores, he walks up to the Alchemiter and preforms the following alchemies:
Cyan Scarf ++ (Essence of Air ++ Jar of Magic Water) == Sylphic Scarf (??) [LVL 2] Staff Template ++ (Jar of Fire Energy ++ Essence of Earth) ==Magmatic Staff (??) [LVL 2]
[Action 2, Firebolt Sword, 17 Charge]
Torix -==> Commemorate... and Summon.
Torix would charge, but there isn't much of a point right now. His current charge gauge, which is full anyway, won't ever be able to do something due to the Episode and this prolonged phase of battle being over. So instead... he ponders. He has an idea, but is it possible in the first place?
Ehh, if not: well, the Charge is gonna dissipate anyways. It's worth a shot. Torix - Hey, I'll be right back.
Torix - I'm gonna go burn off some inventory clutter...
Torix - I think you guys will like this, though. Hold on a sec.
Torix walks away from the congregation of Minecraftian villagers and various Players, out into the battlefield... and checks his inventory. Using the full extent of it, Torix finds a few dozen rockets he had in the back pockets of his avatar, along with a bit of Redstone circuitry and some dispensers... so he figures why not? Quickly imbuing the innate and excess magic of fire and lightning from the Firebolt Sword into the rockets to make them even better, he ends up heading quite far out before beginning to place some wire down. A couple of misplaced fireworks jetting into the air and quite a bit of redstone confusion later, he quite simply leaves the war-torn battlefield covered in various circuitry. Making sure the Dispensers are far enough away from the tower of Luke's base, he quickly wires the array of wire and repeaters back to the base, where he places down a lever leading to this complete mess of circuitry.
Torix - To say the least, I'm not good at redstone.
Torix - But anyways... I figured we should at least celebrate the victory somehow. That could've been bad!
Torix - So please - sit back and enjoy the show.
Gesturing for everyone to climb up onto the Outer Wall, or one of Luke's various balconies, Torix walks over to the lever and flicks it. Running up back to the wall, he turns around just in time to watch a short, but dazzling display of fireworks light up the starless night of Sburb. Various shades of red and yellow villager faces and other fireworks are launched up, and there were even a few in the shape of an iron golem or the Center of Brilliance (somehow), along with the other fallen entities reflected in firework form as a brief memorial for the entire battle so far. These light up the sky for a good five minutes before the empty clicking sound of dispensers echoes through the battlefield.
Torix - Hey, I had to spend the charge gauge somehow.
Torix - What do you guys think? A genuine smile comes across his face as the last few fireworks fade out, and he goes to flick the lever.
-=+=-
From the ashes of a firework, a small elemental made of flame and lightning emerges. Appending energy to solidify its form, it soon becomes a small humanoid form, seemingly made of a form of strange arcane energy. It looks at the firework show above it... and it decides that it likes the show! It wants to be able to do that when it gets older.
For now... we'll call it the Pyro Elemental. It wanders towards it's unintentional creator, wanting to show him what it can do and say high. It's a bit rude of him to summon them so far away, in its opinion, but everyone makes mistakes. Either way, it needs instructions from him! It'd be a terrible elemental if it didn't obey the summoner.
Stats: Pyro Elemental. 17 Charge:
47/47 HP, Speed Value 3
Inflicts Burning (3 Damage per Turn, 3 turn duration) instead of standard attack stat.
Summary:
Action 1: ALCHEMYYY
Action 2: Celebrate, and Summon a thing by complete accident using the remaining 25 Charge. Seriously, Torix doesn't know this exists yet.
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.
Welcome to Episode 2's Story Post! This has been too long in the making, taking a good ten days to complete. I hope it find everyone well!
<STORY POST>
As you return to Luke's home, you notice some heavy construction being undergone to reach Luke's second Gate. Luke looks up at you from his laptop.
LUKE: Oh, you guys are coming at the right time.
LUKE: My server player Lyra is building up to reach the second Gate with the Grist we gathered.
LUKE: I'm glad fending off all those Mooks was good for something!
NINJATWIST_: Sounds like a plan, but where does this gate lead?
LUKE: It'll head right to Lyra's house. From there, we'd be able meet up with her to plan our next course of action.
LUKE: It'd get really expensive to have to meet everyone up like this on just one planet, so we might have to keep planet-hopping like this in the future.
LUKE: Hey, that means you get to meet more of my friends!
NINJATWIST_: I'd be glad to do that, but how do we get through the Gate?
LUKE: Good question, considering we have to travel into it from above, not below.
LUKE: Once we climb the tower Lyra's built for us, Headcrabsprite will throw us up into the Gate.
LUKE: And good news- looks like construction's done already.
NINJATWIST_: I'm sorry, but did you say… Headcrabsprite?
Headcrabsprite, who has by now appeared by Luke's side, growls in indignation.
LUKE: Look, it was a last-minute decision, alright?
LUKE: Besides, Headcrabsprite's been a good helper throughout my adventure.
LUKE: The Imps don't get anything good out of the prototyping, either…
NINJATWIST_: Wait, the Imps here get features from your... sprite, do you call it?
NINJATWIST_: Well, I shouldn't complain, then, since they haven't been much of a threat.
NINJATWIST_: I'm ready to get a move on towards your friend's house.
LUKE: Alright, glad to hear. Let's get a move on.
LUKE: Headcrabsprite, let's head up to the top of the tower and meet everybody else there.
Headcrabsprite gurgles in agreement, and both him and Luke take the long trip up Lyra's tower. You take a few steps towards the structure, but Ninjatwist_ has a few words for you before you depart.
NINJATWIST_: I just wanted to say… I'm really glad to have everyone here as teammates.
NINJATWIST_: Without everyone here, Belial would have had this place overrun, and any resistance against the Acolyte would vanish.
NINJATWIST_: I couldn't get through this battle without you guys, and I'd like to thank you for being such a great team.
NINJATWIST_: I'm so glad I joined up with everyone back at that castle.
With Ninjatwist_'s words said, he ascends the tower, and you follow suit. It's a fairly long climb, but it ends only a few stories below the Gate. Luke's first Gate, which leads to elsewhere within the Land of Lead and Mesas, as well as his home, lies below you.
LUKE: Alright, this is it, everyone.
LUKE: Step right up and Headcrabsprite should toss you up to the gate telepathically.
LUKE: I'll go first!
Luke, true to his word, steps up to the second Gate, and Headcrabsprite lets out a short gurgle before launching Luke up towards the portal! Luke cheers enthusiastically as he enters, before he enters the ring signifying the Gate and it whisks him away to Lyra's world.
Ninjatwist_ volunteers to go last and takes a few last looks at the Land of Lead and Mesas, peering into the vast black sky as Headcrab tosses you, one-by-one, through the Gate and into the next world that awaits you. As Torix is about to go through, however, Ninjatwist_ stops him and passes him.
NINJATWIST_: Hey, I liked your gusto when we were fighting Belial off. You did great!
NINJATWIST_: Belial dropped this when he was escaping down that portal of his. I figure you should keep it.
NINJATWIST_: You earned it!
As Torix takes hold of the Length of Demonic Chain, Headcrabsprite levitates him upwards to meet the rest of the players on the opposite side of the Gate.
</Episode 1>
<Episode 2="Reorganizing">
The Gate drops you off near Lyra's front door. Her home looks stark, boxy, with square windows peeking out from a rectangular home that almost looks as if it was made out of shipping containers. Some thin blue lights illuminate the surroundings, including the area near the door. The surrounding landscape is even less colorful- it's a mess of pipes, square areas, spheres held up by support beams which embed themselves into an artificial, cubic landscape, and perfectly horizontal or vertical crisp-white platforms. This isn't even geometric the way Minecraft is- every metallic gray structure in this place seems derelict, decaying, irregular and unorganized. A faint blue haze clouds everything on the ground, without hiding the oppressive black sky above. The name of Lyra's planet hovers far above the surface:
Land of Steel and Platforms
As you take in the bleak sights of the land (and Torix inspects the Length of Demonic Chain), a slender female with oddly pale hair emerges from the house. Luke turns and recognizes her as his friend...
LYRA: Oh, Luke, there you are! Although who are these people? LUKE: Glad to see you, Lyra. these guys landed on my planet… somehow.
LUKE: They're here to help us stop whoever's trying to kill us and ruin our session, since he seems to give them a hard time too. LYRA: That's more people than I've seen over the past few months... but they should be easy to get along with.
LYRA: I'm glad you and your friends arrived, Luke.
LYRA: Hmm, do we have a plan for what to do next? LUKE: Not beyond "get everyone in one place."
LUKE: When I fell asleep, I couldn't really get anything from the clouds of Skaia.
LUKE: I feel like we should just try to get to Cody's planet and group up with him, then see what he and Kate have found out. LYRA: I like your plan. I remember Kate telling me that she's a Prospit dreamer, like you are. LUKE: If she sleeps at all, she'd probably tell whatever she saw in Skaia's clouds to Cody.
LUKE: Any information at all would be really useful for taking this… Acolyte, as the people with me call him, down. LYRA: Good idea. We really should get to Cody's planet in the first place, though, since he's my server player.
LYRA: Seeing as how the same plan we used to get here worked, I'd say we repeat it with Cody.
Lyra then turns her head over to your party:
LYRA: You shouldn't be any stranger to beating out the monsters Sburb throws at us, right? NINJATWIST_: Nope, Luke had a few on his world. We took them out without any issues! LYRA: I like your enthusiasm. We should head out as soon as possible. LUKE: You're right. Nothing good's gonna happen if we wait. LYRA: I'll head back inside and pack some stuff up.
LYRA: It's time for a monster hunt!
</STORY POST>
Aand that's the story post! A battle post with the updated battleground, everyone's postings, and a new item in Torix's inventory tomorrow. Please stay tuned!
Alright, I'm getting a move on with the battle post.
Lyra heads back out of her house armed with a futuristic-looking sniper rifle and an improvised-looking quarterstaff.
LYRA: Great, thanks for being patient.
LYRA: This place hasn't been exactly rife with monster activity, though, since it gave me a bunch of puzzles to explore. LUKE: We'll find some monsters if we go further, right? LYRA: Of course. I've marked out an area where I tend to do my Grist hunting, so let's head there.
The party moves carefully across the metallic wastes to an open cube. Four dormant turrets lie on the ground. As if on cue, some monsters start stomping towards your location- including one mini-boss-looking fellow. At the sight of these monsters, the four turrets rise off the ground and beep with an alarm tone. Lyra snaps her head over to the monsters, and cocks her rifle.
LYRA: Alright, everyone, time to fight!
Battle Start!
You are equipped with 1 Charge Gauge for this engagement.
[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the . Lyra's home is here, and while it hasn't seen hostility in a while,
Itinerary:
-Defeat as many monsters as you can, but stay safe!
-Give out orders to the turrets so that they can focus their fire! They won't be very accurate if their fire is uncoordinated!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to:[Lvl.3]
Can manifest [Lvl.4] ingredients if given: 0/1280 Build Grist 0/120 Lvl.1 Grist (Includes: Malachite, Rust) 0/120 Lvl.2 Grist (Includes: Copper) 0/120 Lvl.3 Grist (Includes: Lead)
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) Length of Demonic Chain[Unique][Cooldown: IIII](Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)
Alastair1: Iron Boot-Embossed Sword[Lvl.1] (Bladed Weapon, Base Damage: +2) Tiger-Pattern Stone Axe[Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn) Build Grist-Forged Shotgun[Lvl.1] (Semi-Automatic, Base Damage: +2) Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%) Tiger-Pattern Helmet[Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn) Tiger-Pattern Pants[Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat: Cursed 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: 100%. (HV:HP Ratio: 1:1). / BD: 6. / SV: 3. Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2, Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns) Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)
Lyra Xandine [AA]Health Vial: 100%. (HV:HP Ratio: 1:1). / BD: 6. / SV: 3. Weapons:
-iRifle[Lvl.3]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff)
-Shower Curtain Rod Staff[Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group) Consumables:
-Team Warp Device [Lvl.3](4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3](3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3](2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)
Ninjatwist_ [AA] HP: 100/100. / 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)
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
Torix celebrates the end of the battle by promptly congratulating everyone, and then noticing...
There is Grist in this pile. Grist is usable for alchemy.
Torix - "Okay. Good job everyone! I would like to do some more right now..."
Torix - "But there is one thing more urgent than mere celebration." He regards the Alchemiter with a strange glance, holding his share of 80(!) Copper and a lot of Malachite... and then realizing. It'd probably be best to hold back a little bit for doing loads - the Alchemiter's recently leveled up from all the ambient Grist, and a Level 3 Alchemy sounds awfully enticing.
Despite this? Torix figures it could never hurt to do a bit. Grabbing a bunch of Grist from his stores, he walks up to the Alchemiter and preforms the following alchemies:
Cyan Scarf ++ (Essence of Air ++ Jar of Magic Water) == Sylphic Scarf (??) [LVL 2] Staff Template ++ (Jar of Fire Energy ++ Essence of Earth) ==Magmatic Staff (??) [LVL 2]
[Action 2, Firebolt Sword, 17 Charge]
Torix -==> Commemorate... and Summon.
Torix would charge, but there isn't much of a point right now. His current charge gauge, which is full anyway, won't ever be able to do something due to the Episode and this prolonged phase of battle being over. So instead... he ponders. He has an idea, but is it possible in the first place?
Ehh, if not: well, the Charge is gonna dissipate anyways. It's worth a shot. Torix - Hey, I'll be right back.
Torix - I'm gonna go burn off some inventory clutter...
Torix - I think you guys will like this, though. Hold on a sec.
Torix walks away from the congregation of Minecraftian villagers and various Players, out into the battlefield... and checks his inventory. Using the full extent of it, Torix finds a few dozen rockets he had in the back pockets of his avatar, along with a bit of Redstone circuitry and some dispensers... so he figures why not? Quickly imbuing the innate and excess magic of fire and lightning from the Firebolt Sword into the rockets to make them even better, he ends up heading quite far out before beginning to place some wire down. A couple of misplaced fireworks jetting into the air and quite a bit of redstone confusion later, he quite simply leaves the war-torn battlefield covered in various circuitry. Making sure the Dispensers are far enough away from the tower of Luke's base, he quickly wires the array of wire and repeaters back to the base, where he places down a lever leading to this complete mess of circuitry.
Torix - To say the least, I'm not good at redstone.
Torix - But anyways... I figured we should at least celebrate the victory somehow. That could've been bad!
Torix - So please - sit back and enjoy the show.
Gesturing for everyone to climb up onto the Outer Wall, or one of Luke's various balconies, Torix walks over to the lever and flicks it. Running up back to the wall, he turns around just in time to watch a short, but dazzling display of fireworks light up the starless night of Sburb. Various shades of red and yellow villager faces and other fireworks are launched up, and there were even a few in the shape of an iron golem or the Center of Brilliance (somehow), along with the other fallen entities reflected in firework form as a brief memorial for the entire battle so far. These light up the sky for a good five minutes before the empty clicking sound of dispensers echoes through the battlefield.
Torix - Hey, I had to spend the charge gauge somehow.
Torix - What do you guys think? A genuine smile comes across his face as the last few fireworks fade out, and he goes to flick the lever.
-=+=-
From the ashes of a firework, a small elemental made of flame and lightning emerges. Appending energy to solidify its form, it soon becomes a small humanoid form, seemingly made of a form of strange arcane energy. It looks at the firework show above it... and it decides that it likes the show! It wants to be able to do that when it gets older.
For now... we'll call it the Pyro Elemental. It wanders towards it's unintentional creator, wanting to show him what it can do and say high. It's a bit rude of him to summon them so far away, in its opinion, but everyone makes mistakes. Either way, it needs instructions from him! It'd be a terrible elemental if it didn't obey the summoner.
Stats: Pyro Elemental. 17 Charge:
47/47 HP, Speed Value 3
Inflicts Burning (3 Damage per Turn, 3 turn duration) instead of standard attack stat.
Summary:
Action 1: ALCHEMYYY
Action 2: Celebrate, and Summon a thing by complete accident using the remaining 25 Charge. Seriously, Torix doesn't know this exists yet.
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.
Cyan Scarf ++ (Essence of Air ++ Jar of Magic Water) == Sylphic Scarf[Lvl.2] Sylphic Scarf[Lvl.2][Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Staff Template ++ (Jar of Fire Energy ++ Essence of Earth) == Magmatic Staff[Lvl.2] Magmatic Staff[Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn)
I'm working these two up from "no stats," so if you want anything specific, just ask me and I'll have these replaced.
I'm also getting your Pyro Elemental summoned onto the field, and it'll be brought over to this next encounter.
I also read what you wrote for the celebration- it was a fun read!
I'm just accounting for these posts and editing into the battle above- please use that post for reference!
SLICE + FURY = EXECUTION
Base Damage: +2, and +1 for every additional entity targeted (max 5 total)
Chance to miss increased by 5% for every additional entity targeted
The Villagers stayed behind to mourn. To decide. To build.
Alastair1 didn't. But they weren't sure why.
The enemies were dead. The allies had either survived or died, leading a mixed mission success.
How long? What was the end point?
It notices the current enemy group... and could no longer care. But it had to continue.
So... it decided to beef up the equipment it had. First it began to use a Workbench to see about getting soem higher tier items for Alchemy. It began with something simple. Gold and the Jar of Lightning Energy should make for something of an excellent conductor or a computer part, despite it being not Redstone.
Next, it scoured the nearby area, looking for anything and everything that looked like good Alchemy ingredients.
Alastair1 was a character without a player. It was lost. And it wondered...
How much time has passed? It rubbed its black, Goku Spikey hair in confusion and frustration.
Ninjatwist_ volunteers to go last and takes a few last looks at the Land of Lead and Mesas, peering into the vast black sky as Headcrab tosses you, one-by-one, through the Gate and into the next world that awaits you. As Torix is about to go through, however, Ninjatwist_ stops him and passes him.
NINJATWIST_: Hey, I liked your gusto when we were fighting Belial off. You did great!
NINJATWIST_: Belial dropped this when he was escaping down that portal of his. I figure you should keep it.
NINJATWIST_: You earned it!
As Torix takes hold of the Length of Demonic Chain, Headcrabsprite levitates him upwards to meet the rest of the players on the opposite side of the Gate.
Torix - "Oh. Err... thanks. I'm glad you think I did well enough to earn this!"
Torix - "Seriously though, I could've sworn Splash actually did more damage... but still."
Torix - "I'll use it well!"
As the party travels through to the Land of Steel and Platforms and eventually travels to the fortified platform we're currently on, Torix again looks at the chain. Though he wrapped it around his wrist, the thing still glows with the red energy that signifies it's power... and what do you know, there's a group of four Imps approaching. It almost seems too convenient, in his eyes... but either way, he supposes it couldn't hurt to give this thing a test run.
[Action 1, Length of Demonic Chain] Torix, after experimenting a little bit with this, cautiously raises his wrist... and watches as the chain's glow intensifies and small links of chain seem to pop out of the ground, almost as an indicator of the attack. Lowering it, the lines disappear... and he realizes though unconventional, the chain can indeed be wielded this way as a weapon. This seems like it could be useful!
At this point, Torix then does an upwards motion with his entire arm, causing a red chain to erupt from the ground and pierce directly through one of the Rust Imp's arm. The chain, continuing it's direction, disappears into a temporary Brimstone Portal, and reappears in another, going further and striking a second Rust Imp... and then repeating the process for the third and fourth, exploding upon the last hit and completely destroying the fourth imp. Additionally, Torix seems to have struck the third to a crippling degree on purpose as he'd experimented with the chain. Seems neat!
Torix - "... Huh. I suppose this thing still has a lot of power behind it."
Torix - "Though I'm not the biggest fan of its source, I can't argue with the effectiveness..."
Torix - "And it's still far better than it is in that fiend's hands. I'll take it."
[Action 2]
A far more easy action, Torix walks over and simply places roughly a half stack of Redstone on the same crafting table that Alastair was working with. Though perhaps a bit lower level, it'll still do!
Summary -
[Action 1, Length of Demonic Chain] - Torix decides to test the new Unique out... and fires on all four Rust Imps! I apply Weakness to one of the not-dead ones... if there are any. [Action 2] - Seeing Alastair's lament of lack of Redstone, I pull out some Redstone as a Level 2(3?) Crafting Ingredient from my back pocket, placing it with the rest of the ingredients. Easy enough.
Entity Orders -
Pyro Elemental - Begin a Burning effect on the Ogre!
Hovering Turrets - Finish off the Rust Imps!
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] Ready! - A length of chain dropped by Belial. Glows with dark-red energy.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] 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.
Essence of Paradox Dragon crafted! It's a Level 3 Ingredient, since you can make those now.
Sure thing, but it won't use up any of the items you put into it- although if you wanna boot any of them out of your inventory later to make new items, go ahead.
(Void Staff ++ Essence of Pain) ++ (Staff of Creation Magics ++ Essence of Metabolic Healing ++ Essence of Paradox Dragon) == Schrodinger's Twinstaffs Schrodinger's Twinstaffs[Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
You gain Schrodinger's Twinstaffs! Your enemies won't even know if they exist or not until after they've been hit by one of them. Its damage and blind chances habe been increased by a fair amount, but its healing potential is somewhat lower.
Turquoise Vapor Plate[Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)
You gain the Turquoise Vapor Plate! It's an odd-looking formation of water vapor in the shape of a chestplate, but it should provide a good amount of protection.
These alchemies set you back 50 Lvl. 1 Grist, 20 Lvl. 2 Grist, 30 Lvl. 3 Grist, and 400 Build Grist.
SLICE + FURY = EXECUTION
Base Damage: +2, and +1 for every additional entity targeted (max 5 total)
Chance to miss increased by 5% for every additional entity targeted
SLICE ++ FURY == EXECUTION [Lvl.2] EXECUTION [Lvl.2] (Bladed Weapon, Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first)
You craft up EXECUTION, your latest sword in your ever-expanding collection of swords.
This alchemy costs 20 Lvl. 2 Grist, 20 Lvl. 1 Grist, and 80 Build Grist, which thankfully you have.
The Villagers stayed behind to mourn. To decide. To build.
Alastair1 didn't. But they weren't sure why.
The enemies were dead. The allies had either survived or died, leading a mixed mission success.
How long? What was the end point?
It notices the current enemy group... and could no longer care. But it had to continue.
So... it decided to beef up the equipment it had. First it began to use a Workbench to see about getting soem higher tier items for Alchemy. It began with something simple. Gold and the Jar of Lightning Energy should make for something of an excellent conductor or a computer part, despite it being not Redstone.
Next, it scoured the nearby area, looking for anything and everything that looked like good Alchemy ingredients.
Alastair1 was a character without a player. It was lost. And it wondered...
How much time has passed? It rubbed its black, Goku Spikey hair in confusion and frustration.
Torix - "Oh. Err... thanks. I'm glad you think I did well enough to earn this!"
Torix - "Seriously though, I could've sworn Splash actually did more damage... but still."
Torix - "I'll use it well!"
As the party travels through to the Land of Steel and Platforms and eventually travels to the fortified platform we're currently on, Torix again looks at the chain. Though he wrapped it around his wrist, the thing still glows with the red energy that signifies it's power... and what do you know, there's a group of four Imps approaching. It almost seems too convenient, in his eyes... but either way, he supposes it couldn't hurt to give this thing a test run.
[Action 1, Length of Demonic Chain] Torix, after experimenting a little bit with this, cautiously raises his wrist... and watches as the chain's glow intensifies and small links of chain seem to pop out of the ground, almost as an indicator of the attack. Lowering it, the lines disappear... and he realizes though unconventional, the chain can indeed be wielded this way as a weapon. This seems like it could be useful!
At this point, Torix then does an upwards motion with his entire arm, causing a red chain to erupt from the ground and pierce directly through one of the Rust Imp's arm. The chain, continuing it's direction, disappears into a temporary Brimstone Portal, and reappears in another, going further and striking a second Rust Imp... and then repeating the process for the third and fourth, exploding upon the last hit and completely destroying the fourth imp. Additionally, Torix seems to have struck the third to a crippling degree on purpose as he'd experimented with the chain. Seems neat!
Torix - "... Huh. I suppose this thing still has a lot of power behind it."
Torix - "Though I'm not the biggest fan of its source, I can't argue with the effectiveness..."
Torix - "And it's still far better than it is in that fiend's hands. I'll take it."
[Action 2]
A far more easy action, Torix walks over and simply places roughly a half stack of Redstone on the same crafting table that Alastair was working with. Though perhaps a bit lower level, it'll still do!
Summary -
[Action 1, Length of Demonic Chain] - Torix decides to test the new Unique out... and fires on all four Rust Imps! I apply Weakness to one of the not-dead ones... if there are any. [Action 2] - Seeing Alastair's lament of lack of Redstone, I pull out some Redstone as a Level 2(3?) Crafting Ingredient from my back pocket, placing it with the rest of the ingredients. Easy enough.
Entity Orders -
Pyro Elemental - Begin a Burning effect on the Ogre!
Hovering Turrets - Finish off the Rust Imps!
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] Ready! - A length of chain dropped by Belial. Glows with dark-red energy.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] 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 see that I haven't properly added your new alchemies yet. This has been rectified!
Your attack with the Length of Demonic Chain strikes true, dealing 6 damage to three of the Rust Imps, Weakening one of the survivors, and dealing 12 lethal damage to another! It stops glowing after the attack- it seems like it'll need to cool down for a while.
You also add some Minecraftian Redstone to the ingredients pool as a Level 3 Ingredient!
The Hovering Turrets and the Pyro Elemental will also do as you say.
+3 to your current Charge Gauge. (I'm gonna codify Charge Gauge rules more properly soon in preparation for the latest run)
Ninjatwist_ slices into the Copper Ogre with his Shortsaber, dealing 8 damage to it!
Luke Ingram deals 6 damage to the Lead Basilisk with his Alternator SMG!
Lyra Xandine also shoots the Lead Basilisk with her iRifle, dealing 10 damage to the Lead Basilisk!
The Hovering Turrets, directed by Torix, deal 16 damage in total to the Rust Imps, enough to wipe them out completely!
The Master Alchemist splashes the Copper Ogre with a splash potion of poison, dealing 8 damage and applying Poisoned!
The Pyro Elemental splashes the Lead Basilisk with Fire, causing it to suffer heavy Burning!
The Lead Basilisk wraps itself around the Master Alchemist, dealing 8 damage and inflicting Coilbound on it with Binding Body!
The Copper Ogre smashes one of the Hovering Turrets for 10 damage!
LYRA: Protect those turrets! They should last us this entire hunt if we're careful with them!
30 units of Lead[Lvl.3] time-warp into existence from Belial's defeat, covering any Level 3 Alchemies that were recently made.
Total Grist gains for this round are: +40 Build Grist +20 Rust [Lvl.1] +30 Lead [Lvl.3]
[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the . Lyra's home is here, and while it hasn't seen hostility in a while,
Itinerary:
-Defeat as many monsters as you can, but stay safe!
-Give out orders to the turrets so that they can focus their fire! They won't be very accurate if their fire is uncoordinated!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to:[Lvl.3]
Can manifest [Lvl.4] ingredients if given: 40/1280 Build Grist 20/120 Lvl.1 Grist (Includes: Malachite, Rust) 0/120 Lvl.2 Grist (Includes: Copper) 0/120 Lvl.3 Grist (Includes: Lead)
The Paradoxical Dragon: Aether Chestplate[Lvl.1] (Equipment, 10% chance to dodge an attack completely) Magic Aqua Helm[Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down) Turquoise Vapor Plate[Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down) Voidstaff[Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Staff of Creation Magics[Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Schrodinger's Twinstaffs[Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
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) Magmatic Staff[Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn) Sylphic Scarf[Lvl.2][Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown) Tiger Patterned Jacket[Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
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) Length of Demonic Chain[Unique][Cooldown: IIII](Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)
Alastair1: Iron Boot-Embossed Sword[Lvl.1] (Bladed Weapon, Base Damage: +2) Tiger-Pattern Stone Axe[Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn) Build Grist-Forged Shotgun[Lvl.1] (Semi-Automatic, Base Damage: +2) Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%) Tiger-Pattern Helmet[Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn) Tiger-Pattern Pants[Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat: Cursed 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) EXECUTION[Lvl.2] (Bladed Weapon, Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first)
Luke Ingram [AA]Health Vial: 100%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2, Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns) Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)
Weapons:
-iRifle[Lvl.3]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff)
-Shower Curtain Rod Staff[Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group) Consumables:
-Team Warp Device [Lvl.3](4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3](3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3](2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)
Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4
Weapons:
-Beretta 93R [Lvl.3][Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber[Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits 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)
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
Pyro Elemental [AA - Torix] HP: 47/47.
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.
Rust Imps [SB] HP: 0/10. Grist Tierage. (x4)
Copper Ogre [SB] HP: 32/48. / BD: 10. / SV: 3. Grist Tierage. Poisoned (1 damage taken per turn)
Lead Basilisk [SB] HP: 96/112. / BD: 8. / SV: 3. Grist Tierage. Binding Body. Burning (3 damage over time, 3/3)
Acolyte [AC] Progress:36/100 HP Acolyte Kills: 28[/SPOILER]
Uncertain of what to do, Alastair1 starts off by grabbing the Basilisk and prying it off of the Master Alchemist. Any resistance is met with a sharp stab from sharp, stabby swords. Once it's backed off, the Master Alchemist is no longer coiled!
Knowing that if Ninjatwist_Luke, and Lyra all focused their attacks on the Copper Ogre, they'd have a shot at taking it out with the help of the Turrets...
Well almost.
Alastair1: Turrets! Fire on the Copper Ogre!
As the Ogre was distracted by fire, Alastair1 sneaks up on it...
And plants the Tiger Ax into its back!
Alastair1: If we gang up on this now, we'll only have the Basilisk left! Come on!
Torix... decides to do a few things this turn, all without drawing any of the various weapons he's accumulated. In fact, he realizes - technically, he shouldn't even be able to carry this many. 2 swords, a staff, and a chain is already pretty ridiculous... let alone adding a third one. As such, though the Simple Sword was nice to have and certainly was decent for its basic critical chance, it's been outclassed.
He would drop the blade, but... something curious appears to have caught his notice. The small Pyro Elemental, currently tormenting and burning the basilisk, seems to have a link to him - and it certainly doesn't fit in with the remainder of the enemies on the field, or any of the Mooks - the closest thing it could've been related to was Belial, but even that's a bit of a stretch... not to mention the link to the player. Tentatively, he reaches out to the connection between them... and orders the entity to quite simply wait. This... is interesting, considering Torix didn't even know it was summoned. Certainly worth more investigation in the future.
For now, he decides to put the blade in Sky High(?)'s increasing collection of them. Seems like it'd fit there best, honestly.
[Action 1] - Torix looks at the alchemy table and the collection of ingredients surrounding it and Alastair's crafting table. Though there are a plethora of ingredients, some do seem a bit weaker than the others... which is a bit of a shame. Then again, Torix and the remainder of the Players have grown in power and capabilities since the break when he and Paradox actually created those vials of elemental energy. The lightning one, though slightly more capable, still seems underpowered compared to the Fulmigold Ore or Tarnished Valve. And though originally the plan for these essences was to use them all in a sword, they've grown far out of balance with the current level.
Let's change this fact, then. Torix, taking the Essence of Air off the various shelves of the crafting ingredients, unbottles it. The self-contained winds proceed to attempt and disperse into the remainder of the air around it, yet is blocked by Torix using some basic force walls to contain it. Channeling more power within the area, the winds begin to rotate faster and more violently, ascending to a new level of power! As it all escalates, Torix proceeds to use the now empty bottle to re-contain the windstorm, where it self-sustains with a far greater deal of power!
[Action 2] - With that done, Torix decides to engage in some alchemy using the new amounts of Grist! Specifically, he decides to try the following alchemies for this upcoming turn, having attained a few ideas for it.
Tiger Striped Mesa Rock ++ Jar of Lightning Energy == Thunder Tiger Stones [LVL 2]
Recalling the Preview that was accidentally conjured back on the Land of Mesas and Bullets, Torix decides to actually alchemize the thing. Looking closer at the small rocks, he sees they're akin to a flashbang of sorts, unleashing a small burst of intense lightning energy to blind opponents. Could be useful!
Firebolt Sword ++ Sustained Windstorm == ??? [LVL 3] Torix, though he doesn't know quite what this will produce, seems to have an idea. The blade is already imbued with the essence of lightning, so what would the Sustained Windstorm add to its capabilities? It already has some thematic consistencies between lightning and air...
Summary:
[Free Action] Realizing he's over the weapon limit, Torix discard the Simple Sword. Also, roleplay/exposition involving the Pyro Elemental. [Action 1] Torix takes the Essence of Air and empowers the thing into the Sustained Windstorm using the gained power! [Action 2] Alcheizing occurs, creating the Thunder Tiger Stones and a new sword!
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] 0/4 - A length of chain dropped by Belial. Glows Glowed with dark-red energy.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn. [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] 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.
(x1)(Staff of Creation magics) Invoking the Machine Spirits, a plethora of mage hands appear with spare parts arrive and fix up the damaged Hovering Turret by a fair amount as the power of Creation flows through it, fixing any nicks and scratches it received.
(x1)(Schrodinger's Twinstaffs) Paradox leaps into the Air bearing a Staff in Both hand, he then extends it's field of Improbability to himself and promptly disappears. The Copper Ogre has a moment of Confusion before a sudden rush of Air behind it alerts it to a presence: that of a Dragon...Paradox in his draconic shape breathes at the Ogreand promptly unleashes a Bout of Paradoxical Dragonfire before going back into a humanoid form to smack the Ogre down at Blinding Speeds with the Twinstaffs, teleporting around it at random due to the field surrounding Paradox as he invokes the uncertainty principle, meaning that as soon as the Ogres locks onto Paradox's Position, he immediately gains or loses and uncertain amount of momentum, meaning he strikes multiple times confusingly with a single blow and when the ogre tries to ascertain his Speed, he immediately splits up into Quantum Duplicates that attack from multiple vectors. This continues until the Ogre is swarmed by a Pile of Paradoxes of Unknown but Large Quantities hitting the Ogre at Unknown but Painful speeds.
Paradox than takes pity on the Ogre and pokes both Staves into it's eyes and collapse the effect, returning into a singular form
Uncertain of what to do, Alastair1 starts off by grabbing the Basilisk and prying it off of the Master Alchemist. Any resistance is met with a sharp stab from sharp, stabby swords. Once it's backed off, the Master Alchemist is no longer coiled!
Knowing that if Ninjatwist_Luke, and Lyra all focused their attacks on the Copper Ogre, they'd have a shot at taking it out with the help of the Turrets...
Well almost.
Alastair1: Turrets! Fire on the Copper Ogre!
As the Ogre was distracted by fire, Alastair1 sneaks up on it...
And plants the Tiger Ax into its back!
Alastair1: If we gang up on this now, we'll only have the Basilisk left! Come on!
Torix... decides to do a few things this turn, all without drawing any of the various weapons he's accumulated. In fact, he realizes - technically, he shouldn't even be able to carry this many. 2 swords, a staff, and a chain is already pretty ridiculous... let alone adding a third one. As such, though the Simple Sword was nice to have and certainly was decent for its basic critical chance, it's been outclassed.
He would drop the blade, but... something curious appears to have caught his notice. The small Pyro Elemental, currently tormenting and burning the basilisk, seems to have a link to him - and it certainly doesn't fit in with the remainder of the enemies on the field, or any of the Mooks - the closest thing it could've been related to was Belial, but even that's a bit of a stretch... not to mention the link to the player. Tentatively, he reaches out to the connection between them... and orders the entity to quite simply wait. This... is interesting, considering Torix didn't even know it was summoned. Certainly worth more investigation in the future.
For now, he decides to put the blade in Sky High(?)'s increasing collection of them. Seems like it'd fit there best, honestly.
[Action 1] - Torix looks at the alchemy table and the collection of ingredients surrounding it and Alastair's crafting table. Though there are a plethora of ingredients, some do seem a bit weaker than the others... which is a bit of a shame. Then again, Torix and the remainder of the Players have grown in power and capabilities since the break when he and Paradox actually created those vials of elemental energy. The lightning one, though slightly more capable, still seems underpowered compared to the Fulmigold Ore or Tarnished Valve. And though originally the plan for these essences was to use them all in a sword, they've grown far out of balance with the current level.
Let's change this fact, then. Torix, taking the Essence of Air off the various shelves of the crafting ingredients, unbottles it. The self-contained winds proceed to attempt and disperse into the remainder of the air around it, yet is blocked by Torix using some basic force walls to contain it. Channeling more power within the area, the winds begin to rotate faster and more violently, ascending to a new level of power! As it all escalates, Torix proceeds to use the now empty bottle to re-contain the windstorm, where it self-sustains with a far greater deal of power!
[Action 2] - With that done, Torix decides to engage in some alchemy using the new amounts of Grist! Specifically, he decides to try the following alchemies for this upcoming turn, having attained a few ideas for it.
Tiger Striped Mesa Rock ++ Jar of Lightning Energy == Thunder Tiger Stones [LVL 2]
Recalling the Preview that was accidentally conjured back on the Land of Mesas and Bullets, Torix decides to actually alchemize the thing. Looking closer at the small rocks, he sees they're akin to a flashbang of sorts, unleashing a small burst of intense lightning energy to blind opponents. Could be useful!
Firebolt Sword ++ Sustained Windstorm == ??? [LVL 3] Torix, though he doesn't know quite what this will produce, seems to have an idea. The blade is already imbued with the essence of lightning, so what would the Sustained Windstorm add to its capabilities? It already has some thematic consistencies between lightning and air...
Summary:
[Free Action] Realizing he's over the weapon limit, Torix discard the Simple Sword. Also, roleplay/exposition involving the Pyro Elemental. [Action 1] Torix takes the Essence of Air and empowers the thing into the Sustained Windstorm using the gained power! [Action 2] Alcheizing occurs, creating the Thunder Tiger Stones and a new sword!
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] 0/4 - A length of chain dropped by Belial. Glows Glowed with dark-red energy.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn. [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] 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.
You upgrade the Essence of Air into the Sustained Windstorm, which is a Level 3 crafting ingredient! It's been added to the index to use as you see fit.
Tiger Striped Mesa Rock ++ Jar of Lightning Energy == Thunder Tiger Stones
You successfully create some Thunder Tiger Stones! They're electrically-charged rocks with a cool, bolder tiger pattern.
Firebolt Sword ++ Sustained Windstorm == Sword of Flaming Wind [Lvl.3] Sword of Flaming Wind[Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
You add the Sword of Flaming Wind to your arsenal, replacing the Simple Sword with it! It trades in the chain-lightning effect for additional damage, armor piercing, and the chance to reduce the Speed Value of targeted foes.
(x1)(Staff of Creation magics) Invoking the Machine Spirits, a plethora of mage hands appear with spare parts arrive and fix up the damaged Hovering Turret by a fair amount as the power of Creation flows through it, fixing any nicks and scratches it received.
(x1)(Schrodinger's Twinstaffs) Paradox leaps into the Air bearing a Staff in Both hand, he then extends it's field of Improbability to himself and promptly disappears. The Copper Ogre has a moment of Confusion before a sudden rush of Air behind it alerts it to a presence: that of a Dragon...Paradox in his draconic shape breathes at the Ogreand promptly unleashes a Bout of Paradoxical Dragonfire before going back into a humanoid form to smack the Ogre down at Blinding Speeds with the Twinstaffs, teleporting around it at random due to the field surrounding Paradox as he invokes the uncertainty principle, meaning that as soon as the Ogres locks onto Paradox's Position, he immediately gains or loses and uncertain amount of momentum, meaning he strikes multiple times confusingly with a single blow and when the ogre tries to ascertain his Speed, he immediately splits up into Quantum Duplicates that attack from multiple vectors. This continues until the Ogre is swarmed by a Pile of Paradoxes of Unknown but Large Quantities hitting the Ogre at Unknown but Painful speeds.
Paradox than takes pity on the Ogre and pokes both Staves into it's eyes and collapse the effect, returning into a singular form
Shadow has been crafted! It's a pretty simple weapon, and the stats are the same as the one we talked about.
I also added the Essence of Shadow for you, since I assume you'd want to do that.
Post-Player Battle:
Ninjatwist_ takes a swing at the Lead Basilisk with his Shortsaber, landing a devastating 16-damage critical hit!
Luke Ingram keeps shooting at the Lead Basilisk, dealing 9 damage to it!
Lyra Xandine keeps her sights on the Lead Basilisk, dealing 10 damage with the iRifle!
The Hovering Turrets, directed by Alastair1, redirect their fire to the Lead Basilisk, dealing 22 damage to it!
The Master Alchemist deals 8 damage to the Lead Basilisk and applies Fragile to it! Now's the best time to finish it off!
The Pyro Elemental tries attacking the Lead Basilisk, but it's already burned!
The Lead Basilisk attacks the Pyro Elemental, dealing 8 damage to it and inflicting Coilbound!
The Lead Basilisk's Burning ticks down!
Total Grist gains for this round are: +40 Build Grist
+20 Copper [Lvl.2]
[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Itinerary:
-Defeat as many monsters as you can, but stay safe!
-Give out orders to the turrets so that they can focus their fire! They won't be very accurate if their fire is uncoordinated!
-Keep the turrets alive! They'll be able to help deal heavy damage to enemies you might otherwise struggle with!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to:[Lvl.3]
Can manifest [Lvl.4] ingredients if given: 40/1280 Build Grist 20/120 Lvl.1 Grist (Includes: Malachite, Rust) 0/120 Lvl.2 Grist (Includes: Copper) 0/120 Lvl.3 Grist (Includes: Lead)
The Paradoxical Dragon: Aether Chestplate[Lvl.1] (Equipment, 10% chance to dodge an attack completely) Magic Aqua Helm[Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down) Turquoise Vapor Plate[Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff[Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Staff of Creation Magics[Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Schrodinger's Twinstaffs[Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Torix: Sword of Flaming Wind[Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn) 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) Magmatic Staff[Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn)
Sylphic Scarf[Lvl.2][Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown) Tiger Patterned Jacket[Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker) 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)
Length of Demonic Chain[Unique][Cooldown: IIII](Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)
Alastair1: Iron Boot-Embossed Sword[Lvl.1] (Bladed Weapon, Base Damage: +2) Tiger-Pattern Stone Axe[Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn) Build Grist-Forged Shotgun[Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%) Tiger-Pattern Helmet[Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn) Tiger-Pattern Pants[Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat: Cursed 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) SHADOW[Lvl.1] (Bladed weapon, Base Damage: +1, +5% crit chance) BLOODSHED[Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns) EXECUTION[Lvl.2] (Bladed Weapon, Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first)
Luke Ingram [AA]Health Vial: 100%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2, Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns) Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)
Weapons:
-iRifle[Lvl.3]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff)
-Shower Curtain Rod Staff[Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group) Consumables:
-Team Warp Device [Lvl.3](4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3](3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3](2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)
Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4
Weapons:
-Beretta 93R [Lvl.3][Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber[Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits 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)
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
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.
Copper Ogre [SB] HP: 0/48. / BD: 10. / SV: 3. Grist Tierage. Poisoned (1 damage taken per turn)
Lead Basilisk [SB] HP: 28/112. / BD: 8. / SV: 3. Grist Tierage. Binding Body. Burning (3 damage over time, 2/3), Fragile (Take 20% more damage from direct attacks, 3/3)
[Action 1, Sword of Flaming Wind] -
Torix looks at the new sword that was alchemized from the windstorm and his previous blade. Seeming to be a fair bit lighter than the other blade, the blade itself has taken on a solid white color and seems to harness the power of the wind. The guard, now far less stylized than before in return for practicality, seems to have taken a light orange color, along with the hilt... but the more important bit to it all is that the blade seems to lack the essence of lightning that the Firebolt Sword had. It's a bit of a shame that it didn't carry over, but the player supposes that it could be worse - after all, the effect only worked with 2 or more targets, so... yeah.
Never the less, the new sword that Torix wields should prove fairly interesting - he's messed with the wind before, but it's a bit strange to have it directly under his control. Deciding to try it out, Torix turns to the basilisk that the party faces... and decides to quite simply get its attention with a quick burst of the wind to the creature's face, done through a quick sweep of the sword. The basilisk, now distracted from its target of the previous turn, looks around and finds itself staring at the mage. Instinctively shielding his eyes from its gaze, it realizes that despite sharing the name it can't actually do that... thankfully.
Torix - Hmm. That's... interesting.
Torix - I wonder... how much can I do with this?
Deciding to play around with the terrain a bit, the spellcaster quite simply uses the gusts of wind to his advantage. Staying away from the basilisk, he swings the sword from his left... translating to the left of the basilisk. A gust of wind builds, passing over everyone before developing into a rather large front of wind as it slams into the basilisk. The sword stops as the wind is blocked with the basilisk's body - and realizing what this means, the mage struggles to continue the swing of the blade, leading with the flat side of the sword. Controlling the wind through it, the wind also continues to push, forcefully moving the basilisk further, and closer to the edge of the platform... and with one final push, the basilisk falls into a section of jagged pipes, taking rather large damage before being able to climb up back onto the platform.
Torix - Huh. And this is why I always play the mage classes in the games.
Torix - Alchemy is pretty cool, though I do wonder how we're even messing with it.
Torix - ... Seriously. This is a Minecraft avatar, which I myself am controlling through a VR set at home.
Torix - And after falling through a portal in said Minecraft world, we're here.
Torix - In... I believe SBurb, if what I read of Homestuck taught me anything.
Torix - Whatever the Acolyte did, it's pretty impressive from a tech standpoint. I'm surprised my PC hasn't overheated at all yet.
[Action 2, Jar of Liquid Food] -
With far less energy used, Torix quite simply tosses one of the three remaining vials at the slightly damaged Hovering Turret. Despite the fact that it clearly is a robot and food should do nothing for it, the visible health vial of the thing goes up as the vial breaks and the Regen effect is applied onto the thing.
Alchemies are weird.
Summary -
[Action 1, Sword of Flaming Wind] - Utilize the new element under my control to attack the Basilisk. [Action 2, Jar of Liquid Food] - Somehow, heal the damaged turret using this.
Entity Orders -
Hovering Turrets - Fire on the Lead Basilisk.
Pyro Elemental - Never hurts to re-apply the Burning effect. Do that.
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 3] Sword of Flaming Wind -A light sword with a warm wind constantly burning around it.
+3 Attack, -20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to target and one random foe [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn. [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] Jar of Liquid Food - [2/4 Uses] -A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants Regen (+1 HP, 2 Turns) when consumed.
(x1)(Staff of Creation Magics) With a Swirl of the Staff, the Pyro Elemental is swarmed in a huge wave of Fire, a tornado of flame that reaches to the heavens as it consumes the Ultimate Fuel, raw Creation Magics Itself, consuming the Air, a Shockwave harmlessly passes over everyone as the Fire Tornado burns the Pyro Elemental, before it runs out of Oxygen. Yet, sustained by the Magics of Creation, the Fire Tornado condenses, into a Ball of Plasma, that surrounds the Pyro Elemental as it condenses...into a newborn Star, which than is absorbed by the Pyro Elemental as it is healed by flame and all things Hot after all. Thus the whole thing has healed it.
(x1)(Schrodinger's Staves)The Staves disappear and become Nothing. I wield Nothing; the Non-Existent Nightmare and bash into the Basilisk with Nothing. It experiences a horrible Nightmare in which it was eaten by a Giant Hawk made of Metal. Consumed and unable to do anything about it.
I breakdance on the Basilisk with Ballet Shoes of Nothing, it experiences a horrible Nightmare in which clowns are the fundemental building block of existence and everything is surreally horrifying as it's father is a Clown and it's Mother is a Clown, it's floor is a sleeping clown. It enters the toilet and turns on the tap, for the Clown Spit made of Clowns to rush out. It looks into the Funhouse Mirror to see that it is a clown before waking up again.
I throw Bowling Pins of Nothing at it and while it somehow managed to Dodge nothing. This of course means that Nothing; the Non-Existent Nightmare still hits it;as well as everything in existence, like a Rocket, a Relish Nuke, a Dancing Pineapple under the Sea and a Hydra. It than proceeds to experience the Nightmare that is Ultimate Custom Night with all AI set to their Maximum Levels. It continues getting Jumpscared over and over and over and over and over again. Until, it manages to beat it. It turns around and promptly gets killed by Golden Freddy, waking it up with a Heart Attack
WAR [Lvl. 3]
Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3)
5% miss chance for every entity targeted after the first
Ignores 15% of defense
25% chance to inflict Bleeding for 2 turns
ACTION 2
Sky High? then channels the flaming power of WAR to strike down the Lead Basilisk with incredible fury.
~~~
CP: 0/35
Inventory:
1380 Build Grist
130 Malachite
80 Copper
0 Lead FEAR [Lvl. 1] SHADOW [Lvl. 1] WAR [Lvl. 3]
[Action 1, Sword of Flaming Wind] -
Torix looks at the new sword that was alchemized from the windstorm and his previous blade. Seeming to be a fair bit lighter than the other blade, the blade itself has taken on a solid white color and seems to harness the power of the wind. The guard, now far less stylized than before in return for practicality, seems to have taken a light orange color, along with the hilt... but the more important bit to it all is that the blade seems to lack the essence of lightning that the Firebolt Sword had. It's a bit of a shame that it didn't carry over, but the player supposes that it could be worse - after all, the effect only worked with 2 or more targets, so... yeah.
Never the less, the new sword that Torix wields should prove fairly interesting - he's messed with the wind before, but it's a bit strange to have it directly under his control. Deciding to try it out, Torix turns to the basilisk that the party faces... and decides to quite simply get its attention with a quick burst of the wind to the creature's face, done through a quick sweep of the sword. The basilisk, now distracted from its target of the previous turn, looks around and finds itself staring at the mage. Instinctively shielding his eyes from its gaze, it realizes that despite sharing the name it can't actually do that... thankfully.
Torix - Hmm. That's... interesting.
Torix - I wonder... how much can I do with this?
Deciding to play around with the terrain a bit, the spellcaster quite simply uses the gusts of wind to his advantage. Staying away from the basilisk, he swings the sword from his left... translating to the left of the basilisk. A gust of wind builds, passing over everyone before developing into a rather large front of wind as it slams into the basilisk. The sword stops as the wind is blocked with the basilisk's body - and realizing what this means, the mage struggles to continue the swing of the blade, leading with the flat side of the sword. Controlling the wind through it, the wind also continues to push, forcefully moving the basilisk further, and closer to the edge of the platform... and with one final push, the basilisk falls into a section of jagged pipes, taking rather large damage before being able to climb up back onto the platform.
Torix - Huh. And this is why I always play the mage classes in the games.
Torix - Alchemy is pretty cool, though I do wonder how we're even messing with it.
Torix - ... Seriously. This is a Minecraft avatar, which I myself am controlling through a VR set at home.
Torix - And after falling through a portal in said Minecraft world, we're here.
Torix - In... I believe SBurb, if what I read of Homestuck taught me anything.
Torix - Whatever the Acolyte did, it's pretty impressive from a tech standpoint. I'm surprised my PC hasn't overheated at all yet.
[Action 2, Jar of Liquid Food] -
With far less energy used, Torix quite simply tosses one of the three remaining vials at the slightly damaged Hovering Turret. Despite the fact that it clearly is a robot and food should do nothing for it, the visible health vial of the thing goes up as the vial breaks and the Regen effect is applied onto the thing.
Alchemies are weird.
Summary -
[Action 1, Sword of Flaming Wind] - Utilize the new element under my control to attack the Basilisk. [Action 2, Jar of Liquid Food] - Somehow, heal the damaged turret using this.
Entity Orders -
Hovering Turrets - Fire on the Lead Basilisk.
Pyro Elemental - Never hurts to re-apply the Burning effect. Do that.
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 3] Sword of Flaming Wind -A light sword with a warm wind constantly burning around it.
+3 Attack, -20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to target and one random foe [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn. [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] Jar of Liquid Food - [2/4 Uses] -A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants Regen (+1 HP, 2 Turns) when consumed.
(x1)(Staff of Creation Magics) With a Swirl of the Staff, the Pyro Elemental is swarmed in a huge wave of Fire, a tornado of flame that reaches to the heavens as it consumes the Ultimate Fuel, raw Creation Magics Itself, consuming the Air, a Shockwave harmlessly passes over everyone as the Fire Tornado burns the Pyro Elemental, before it runs out of Oxygen. Yet, sustained by the Magics of Creation, the Fire Tornado condenses, into a Ball of Plasma, that surrounds the Pyro Elemental as it condenses...into a newborn Star, which than is absorbed by the Pyro Elemental as it is healed by flame and all things Hot after all. Thus the whole thing has healed it.
(x1)(Schrodinger's Staves)The Staves disappear and become Nothing. I wield Nothing; the Non-Existent Nightmare and bash into the Basilisk with Nothing. It experiences a horrible Nightmare in which it was eaten by a Giant Hawk made of Metal. Consumed and unable to do anything about it.
I breakdance on the Basilisk with Ballet Shoes of Nothing, it experiences a horrible Nightmare in which clowns are the fundemental building block of existence and everything is surreally horrifying as it's father is a Clown and it's Mother is a Clown, it's floor is a sleeping clown. It enters the toilet and turns on the tap, for the Clown Spit made of Clowns to rush out. It looks into the Funhouse Mirror to see that it is a clown before waking up again.
I throw Bowling Pins of Nothing at it and while it somehow managed to Dodge nothing. This of course means that Nothing; the Non-Existent Nightmare still hits it;as well as everything in existence, like a Rocket, a Relish Nuke, a Dancing Pineapple under the Sea and a Hydra. It than proceeds to experience the Nightmare that is Ultimate Custom Night with all AI set to their Maximum Levels. It continues getting Jumpscared over and over and over and over and over again. Until, it manages to beat it. It turns around and promptly gets killed by Golden Freddy, waking it up with a Heart Attack
WAR [Lvl. 3]
Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3)
5% miss chance for every entity targeted after the first
Ignores 15% of defense
25% chance to inflict Bleeding for 2 turns
ACTION 2
Sky High? then channels the flaming power of WAR to strike down the Lead Basilisk with incredible fury.
~~~
CP: 0/35
Inventory:
1380 Build Grist
130 Malachite
80 Copper
0 Lead FEAR [Lvl. 1] SHADOW [Lvl. 1] WAR [Lvl. 3]
WAR[LVL.3] (Bladed weapon, Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
You create WAR, a rather violent-looking blade with BLOODSHED and EXECUTION! BLOODSHED's effect is a bit diminished, bit it's still quite powerful.
Unfortunately, the Lead Basilisk is already dead, so you'll have to test WAR's mettle on something else.
+3 to your current Charge Gauge anyways.
Post-Player Battle:
Ninjatwist_, Luke and Lyra all put down their weapons for a bit.
NINJATWIST_: That was a bit of a warmup! Where are the next ones? LYRA: I'm sure they're on their way. That fighting probably attracted new monsters to the fight.
LYRA: In the meantime, you guys can run some last Alchemies, heal up, or just talk to us. LUKE: I'd be open to questions you might have about our plan, but Lyra probably has more to say on this place than I do.
The Pyro Elemental frees itself from its coils!
The Hovering Turret regenerates some of its HP!
Total Grist gains for this round are: +80 Build Grist +40 Lead [Lvl.3]
Additionally, the Inventory changes up some stuff to accomodate recent Grist formulas.
[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Itinerary:
-Defeat as many monsters as you can, but stay safe!
-Give out orders to the turrets so that they can focus their fire! They won't be very accurate if their fire is uncoordinated!
-Keep the turrets alive! They'll be able to help deal heavy damage to enemies you might otherwise struggle with!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to:[Lvl.3]
Can manifest [Lvl.4] ingredients if given: 160/640 Build Grist 20/120 Lvl.1 Grist (Includes: Malachite, Rust) 20/120 Lvl.2 Grist (Includes: Copper) 40/120 Lvl.3 Grist (Includes: Lead) 0/40 Lvl.4 Grist
The Paradoxical Dragon: Aether Chestplate[Lvl.1] (Equipment, 10% chance to dodge an attack completely) Magic Aqua Helm[Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down) Turquoise Vapor Plate[Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff[Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Staff of Creation Magics[Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Schrodinger's Twinstaffs[Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Torix: Sword of Flaming Wind[Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn) 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) Magmatic Staff[Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn)
Sylphic Scarf[Lvl.2][Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown) Tiger Patterned Jacket[Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker) Jar of Liquid Food [Lvl.1] (2/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Length of Demonic Chain[Unique][Cooldown: IIII](Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)
Alastair1: Iron Boot-Embossed Sword[Lvl.1] (Bladed Weapon, Base Damage: +2) Tiger-Pattern Stone Axe[Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn) Build Grist-Forged Shotgun[Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%) Tiger-Pattern Helmet[Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn) Tiger-Pattern Pants[Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat: Cursed 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) SHADOW[Lvl.1] (Bladed weapon, Base Damage: +1, +5% crit chance) WAR[LVL.3] (Bladed weapon, Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
Luke Ingram [AA]Health Vial: 100%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2, Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns) Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)
Weapons:
-iRifle[Lvl.3]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff)
-Shower Curtain Rod Staff[Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group) Consumables:
-Team Warp Device [Lvl.3](4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3](3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3](2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)
Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4
Weapons:
-Beretta 93R [Lvl.3][Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber[Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits 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)
Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -40% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 30/30. Regeneration (1 HP gain per turn, 1/2)
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
Torix, satisfied with the quick test-run he got in with his new sword, sheathes it and cracks his knuckles. That was a pretty solid victory! Proceeding to take a moment to grab a drink in reality, along with utilizing the restroom, he returns after a brief moment AFK and walks over to the group.
Torix - Good job out there, guys! That was a pretty good victory - no major injuries or anything.
Torix - Come to think of it, though: what exactly is the plan, here?
Torix - I know we're trying to meet up with your friends, Luke, but...
Torix - What comes after that?
The mage ponders for a moment, taking some time to figure out his goals here. Obviously, he wants to defeat the Acolyte and help out Luke, Lyra, and the other two of his friends... but that's mainly to get the Acolyte to stop messing with their session. How does gathering up the group help everyone eventually defeat the Acolyte, anyway?
Torix - The goal for us here is to eventually Defeat the Acolyte. He takes a moment to look at the other Players, indicating them as the other part of "us". Torix - ... At least that's mine, correct me if I'm wrong.
Torix - And I get that getting you all together would probably help that goal...
Torix - Anyways. So after we gather up the group here, what's next on the agenda?
Being sure to keep listening, Torix goes onwards to actually do some stuff this turn.
[Action 1, Jar of Liquid Food] -
Despite it making only a slight amount more sense than chucking one of these things at a floating turret, Torix proceeds to use another one on the Master Alchemist... actually wait no, that makes perfect sense. Either way, that should take care of a bit of healing that needs to be done.
[Action 2] -
And then, further taking some advice from the other Players here, Torix proceeds to walk over to the Alchemiter. Thankfully, no new ingredients should be needed this time, but this could be pretty decent stuff coming out of this!
Firebolt Sword ++ Fulmigold Ore == ??? [LVL 3 Weapon] The chain lightning effect from this blade was completely lost within the effects of the Sword of Flaming Wind. What happens if instead, we try and increase it with a direct upgrade to the powers of electricity here? [Torix discards the Fire Caster Sword in preference of this.]
Jar of Liquid Food ++ Essence of Metabolic Healing == ??? [LVL 2 Consumable] Though it's proved useful in the past, the Jar of Liquid Food is... kinda gross and a bit outdated. Let's fix that, making it into a thing of more pure healing and such. Always good to have some healing stuff in your back pocket anyways.
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 3] Sword of Flaming Wind -A light sword with a warm wind constantly burning around it.
+3 Attack, -20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to target and one random foe [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn. [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] Jar of Liquid Food - [2/4 Uses] -A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants Regen (+1 HP, 2 Turns) when consumed.
(x1)(Staff of Creation Magics)Creation surrounds the Master Alchemist, infuses it, permeates it and binds it's world together by stitching all of its wounds together.
(x1) The Paradoxical Dragon that tries out:
(Minecraftian Redstone++Fulmigold Ore)++(Essence of Paradox Dragon++Rocket Tube Template)
I heard you like TACTICAL NUKES, so here's a Paradoxical variant that shoots electrified paradoxical material for Group Damage. Voidstaff Discarded.
Cyan Scarf++Essence of Air++Jar of Lightning Energy++Enchanting for Dummies
Discarding the aqua helm because it does occasionally block vision for a much better fitting scarf...
With a pair of ingredients down, you craft up WAR from your current duo of swords!
FEAR ++ SHADOW == DARKNESS [Lvl.2] DARKNESS[Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn)
You also add the Essence of Curse as a Lvl.1 Ingredient!
Torix, satisfied with the quick test-run he got in with his new sword, sheathes it and cracks his knuckles. That was a pretty solid victory! Proceeding to take a moment to grab a drink in reality, along with utilizing the restroom, he returns after a brief moment AFK and walks over to the group.
Torix - Good job out there, guys! That was a pretty good victory - no major injuries or anything.
Torix - Come to think of it, though: what exactly is the plan, here?
Torix - I know we're trying to meet up with your friends, Luke, but...
Torix - What comes after that?
The mage ponders for a moment, taking some time to figure out his goals here. Obviously, he wants to defeat the Acolyte and help out Luke, Lyra, and the other two of his friends... but that's mainly to get the Acolyte to stop messing with their session. How does gathering up the group help everyone eventually defeat the Acolyte, anyway?
Torix - The goal for us here is to eventually Defeat the Acolyte. He takes a moment to look at the other Players, indicating them as the other part of "us". Torix - ... At least that's mine, correct me if I'm wrong.
Torix - And I get that getting you all together would probably help that goal...
Torix - Anyways. So after we gather up the group here, what's next on the agenda?
Being sure to keep listening, Torix goes onwards to actually do some stuff this turn.
[Action 1, Jar of Liquid Food] -
Despite it making only a slight amount more sense than chucking one of these things at a floating turret, Torix proceeds to use another one on the Master Alchemist... actually wait no, that makes perfect sense. Either way, that should take care of a bit of healing that needs to be done.
[Action 2] -
And then, further taking some advice from the other Players here, Torix proceeds to walk over to the Alchemiter. Thankfully, no new ingredients should be needed this time, but this could be pretty decent stuff coming out of this!
Firebolt Sword ++ Fulmigold Ore == ??? [LVL 3 Weapon] The chain lightning effect from this blade was completely lost within the effects of the Sword of Flaming Wind. What happens if instead, we try and increase it with a direct upgrade to the powers of electricity here? [Torix discards the Fire Caster Sword in preference of this.]
Jar of Liquid Food ++ Essence of Metabolic Healing == ??? [LVL 2 Consumable] Though it's proved useful in the past, the Jar of Liquid Food is... kinda gross and a bit outdated. Let's fix that, making it into a thing of more pure healing and such. Always good to have some healing stuff in your back pocket anyways.
Inventory - Weaponry - [Unique]Length of Demonic Chain -[::::] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts Weakness (50% Attack Power, 2 Turns) to one foe of my choice. [LVL 3] Sword of Flaming Wind -A light sword with a warm wind constantly burning around it.
+3 Attack, -20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to target and one random foe [LVL 2] Magmatic Staff -A staff composed of volcanic stone, with the ability to summon magma plumes. -20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn. [LVL 2] 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] [LVL 1] Fire Caster Sword -A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack, -10% Armor Effectiveness
Armor - [LVL 2] Sylphic Scarf - [:::] Ready! -A translucent scarf with images of the sky. Seems to boost evasion.
Grants Evasion (25% chance to dodge) for a turn after being hit. [LVL 1] Tiger-Striped Jacket -A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts Scared for one turn on the attacker.
Consumables - [LVL 1] Jar of Liquid Food - [2/4 Uses] -A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants Regen (+1 HP, 2 Turns) when consumed.
LUKE: Aside from gather up the group, I'm not sure what else our plan is.
LUKE: The main reason the plan is to make sure everyone's in one spot so that we can plan more efficiently.
LUKE:That, and we can get more manpower if we need to move against the Acolyte, or the monsters in the game.
LUKE: Although if Cody or Kate give us any more information, we'll definitely change our plan accordingly.
LYRA: We'd also be glad to get you back to your homeworld.
LYRA: That seems like that's where the Acolyte came from, so if we can chase him down there to take him down, that'd put a lot less strain on us as well.
LYRA: Although we don't have a way to get to your homeworld yet, we'll definitely take advantage of it if one pops up.
As for your actions, you use up another Jar of Liquid food healing the Master Alchemist!
Goldenspark Sword[Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
You create the Goldenspark Sword! It has some further emphasis on the chain lightning effect, having a chance to dish out double the damage it once did!
Jar of Liquid Food ++ Essence of Metabolic Healing == Instant-Digestion Meal Replacement [Lvl.2]
Instant-Digestion Meal Replacement [Lvl.2] (3/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
You create the Instant-Digestion Meal Replacement! It's a lot cleaner-looking now, and while it still should be taken orally, it works a lot faster.
(x1)(Staff of Creation Magics)Creation surrounds the Master Alchemist, infuses it, permeates it and binds it's world together by stitching all of its wounds together.
(x1) The Paradoxical Dragon that tries out:
(Minecraftian Redstone++Fulmigold Ore)++(Essence of Paradox Dragon++Rocket Tube Template)
I heard you like TACTICAL NUKES, so here's a Paradoxical variant that shoots electrified paradoxical material for Group Damage. Voidstaff Discarded.
Cyan Scarf++Essence of Air++Jar of Lightning Energy++Enchanting for Dummies
Discarding the aqua helm because it does occasionally block vision for a much better fitting scarf...
Paradox Circuitry Wyrmcannon[Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 4 extra damage to a foe in the target's group)
Cyan Scarf ++ Essence of Air ++ Enchanting for Dummies ++ Jar of Lightning Energy == Enchanted Storm Scarf [Lvl.2]
Enchanted Storm Scarf [Lvl.2](Equipment, 10% chance to dodge an attack completely, deal 3 damage to the attacker if they hit you, triggers once per round)
These are just prototypes, so feel free to act on/craft them at your leisure.
Alastair1 said:
By the power of OOC Ability usage, I hereby have Alastair1 do a mass heal on the entire party! OOC, naturally, stands for Outofcharacter Overpowered Coolheal.
The only entity in need of healing is the Pyro Elemental, who you restore 3 HP to!
Post-Player Battle:
Luke and Lyra hear some noises from unfriendly figures coming into the area and re-arm themselves.
LYRA: Time for some more monsters to fight- ready up, everyone! There are a lot more than last time!
Two squads of Copper Imps, two duos of Lead Ogres, and two Rust Basilisks emerge!
The Hovering Turret stops regenerating.
The Master Alchemist would have regenerated some of its HP, but it's full already!
There are no Grist gains for this round.
Additionally, the Inventory changes up some stuff to accomodate recent Grist formulas.
[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Itinerary:
-Defeat as many monsters as you can, but stay safe!
-Give out orders to the turrets so that they can focus their fire! They won't be very accurate if their fire is uncoordinated!
-Keep the turrets alive! They'll be able to help deal heavy damage to enemies you might otherwise struggle with!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to:[Lvl.3]
Can manifest [Lvl.4] ingredients if given: 160/640 Build Grist 20/120 Lvl.1 Grist (Includes: Malachite, Rust) 20/120 Lvl.2 Grist (Includes: Copper) 40/120 Lvl.3 Grist (Includes: Lead) 0/40 Lvl.4 Grist
The Paradoxical Dragon: Aether Chestplate[Lvl.1] (Equipment, 10% chance to dodge an attack completely) Magic Aqua Helm[Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down) Turquoise Vapor Plate[Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff[Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Staff of Creation Magics[Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit) Schrodinger's Twinstaffs[Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Torix: Sword of Flaming Wind[Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn) Goldenspark Sword[Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice) 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) Magmatic Staff[Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn)
Sylphic Scarf[Lvl.2][Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown) Tiger Patterned Jacket[Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target) Instant-Digestion Meal Replacement [Lvl.2] (3/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Length of Demonic Chain[Unique][Cooldown: IIII](Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)
Alastair1: Iron Boot-Embossed Sword[Lvl.1] (Bladed Weapon, Base Damage: +2) Tiger-Pattern Stone Axe[Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn) Build Grist-Forged Shotgun[Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%) Tiger-Pattern Helmet[Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn) Tiger-Pattern Pants[Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat: Cursed 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?: DARKNESS[Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn) SHADOW[Lvl.1] (Bladed weapon, Base Damage: +1, +5% crit chance) WAR[LVL.3] (Bladed weapon, Base Damage: +2, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
Luke Ingram [AA]Health Vial: 100%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2, Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns) Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)
Weapons:
-iRifle[Lvl.3]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff)
-Shower Curtain Rod Staff[Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group) Consumables:
-Team Warp Device [Lvl.3](4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3](3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3](2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)
Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4
Weapons:
-Beretta 93R [Lvl.3][Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber[Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits 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)
Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -40% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 30/30. Regeneration (1 HP gain per turn, 0/2)
Master Alchemist [AA - Splashcat] HP: 92/92. Next potion: Poisoned! Potion targets: 6! Regeneration (1 HP gain per turn, 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
Pyro Elemental [AA - Torix] HP: 47/47.
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.