The Acolyte's War: Postnoctis

Sky High? prepares WAR and DARKNESS.

Sky High?: Fall before my almighty blades.

Action 1 + WAR

Sky High? picks up WAR and swings it around and around, creating a fiery vortex which sucks in all four Lead Ogres, whipping them around in a frenzy of blades before slamming them against a nearby platform. Ouch!

Action 2 + DARKNESS

He then picks up DARKNESS and stabs it through the chest of one of the Rust Basilisks, before whirling it around and hitting the other Rust Basilisk.

~~~
CP: 3/35
Inventory:
1380 Build Grist
80 Malachite
60 Copper
40 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]
 
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(ORDERS) Paradox commands the Turrets to damage a Lead Ogre unless countermanded otherwise.


Build:1852
Lv 1:
Lv 2:100
Lv 3:10
Charge:9/35

(x1)Alchemised Paradox Circuitry Wyrmcannon to replace voidstaff

(x1)(Wyrmcannon) Paradox fires off the Wyrmcannon to unleash a gigantic small big tiny ball of Paradoxes at the Copper Imps. Invoking the nature of Paradoxes, he somehow causes the Copper to take on the properties of being Corroded instantaneously, which also causes the Imp to be set on fire due to the energy released from being corroded instantly into a beautiful sea-green Colour. However, corroded materials are still weaker then their pure counterparts and thus when the Ball of Paradoxes hits the Imp again, somehow activating its effect before the cause(the Ball of Paradoxes hitting the Imps) arrived, another paradox. The shot thus hits the Corroded Imp and it's weaker construction prevents it from resisting as well as it could and thus, it is blown to smithereens, which also hit the rest of the Copper Imps in its group.
 
Taking a moment to sort out and rearrange the inventory he has, Torix proceeds to get a plan wrapped around his head - and also figures out a way to execute it out. Coordination is key, though - and to everyone who hasn't acted yet, he gives a generalized suggestion/order.

Torix - Focus your fire on the Lead Ogres, guys!
Torix - They can deal the most damage out of everything here!


Action 1, Sword of Flaming Wind -
Focusing out onto the targets he just outlined, Torix grabs the Sword of Flaming Wind and proceeds to manipulate the winds further using it... though the Ogres, more build around pure strength rather than dexterity, are far more capable than the mage had hoped... and bulky. Finding himself unable to move them the same way he did the basilisk, he begins to focus on the other methods he can use...

And then, he gets an idea. Though lead is pretty dense stuff, it's melting point is pretty low - so why not try and melt it? I do exactly that, using the flaming wind to basically speed ovenize one of them and cause it to melt. It's toxic vapors that it produces fly off into the air, which I promptly blow off in an unrelated direction from the battle. Lead poisoning is nasty stuff.

After maybe 30 seconds of melting and confusion by the ogre, it passes the point where the Lead Ogre can no longer be reasonably classified as a Lead Ogre. It is now a Lead Puddle instead, meaning it's just about useless for actual attacking!

Action 2,
Goldenspark Sword -
Proceeding to turn to the Copper Imps (not the oxidized one), I remember some basic chemistry lessons: namely, that copper is a really good conductor for electricity. As Paradox has proved, these Copper Imps are indeed copper - so why not abuse one of their other chemical properties? I proceed to use the Goldenspark Sword to electrocute the rest of the Copper Imp's internal systems - which are presumably very weak to electricity - and soon, the whole thing poofs into a pile of Grist.

Several smaller sparks have also gone off and hit some of the thing's buddies, to boot. Not bad!

Entity Orders -
Pyro Elemental - Inflict Burning on the Lead Ogre with the most HP!

Hovering Turrets - Paradox was right. Fire on the Ogres!

Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 9/35
Grist -

[LVL 0] Build Grist - 1,434 [-240]
[LVL 1] Malachite, Rust - 110 [-100]
[LVL 2] Copper - 60 [-20]
[LVL 3] Lead - 10 [-30]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

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 2] Instant Digestion Meal Replacement - [3/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.
 
Act 3: Episode 2: Battle Post 5
Sky High? prepares WAR and DARKNESS.

Sky High?: Fall before my almighty blades.

Action 1 + WAR

Sky High? picks up WAR and swings it around and around, creating a fiery vortex which sucks in all four Lead Ogres, whipping them around in a frenzy of blades before slamming them against a nearby platform. Ouch!

Action 2 + DARKNESS

He then picks up DARKNESS and stabs it through the chest of one of the Rust Basilisks, before whirling it around and hitting the other Rust Basilisk.

~~~
CP: 3/35
Inventory:
1380 Build Grist
80 Malachite
60 Copper
40 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]

Your slashes deal 3 damage three of the Lead Ogres, and 4 damage to the fourth, without a single miss! Three of the four Lead Ogres start suffering Bleeding damage! That was a pretty lucky attack for you.

Since multitargeting for melee weapons was removed, I'll just have you focus your efforts on one Rust Basilisk. 7 damage dealt, and no crit, but you manage to inflict Terrified on the beast! I have no clue what kind of luck you had this round, but it's working in your favor.

+3 to your current Charge Gauge.

(ORDERS) Paradox commands the Turrets to damage a Lead Ogre unless countermanded otherwise.


Build:1852
Lv 1:
Lv 2:100
Lv 3:10
Charge:9/35

(x1)Alchemised Paradox Circuitry Wyrmcannon to replace voidstaff

(x1)(Wyrmcannon) Paradox fires off the Wyrmcannon to unleash a gigantic small big tiny ball of Paradoxes at the Copper Imps. Invoking the nature of Paradoxes, he somehow causes the Copper to take on the properties of being Corroded instantaneously, which also causes the Imp to be set on fire due to the energy released from being corroded instantly into a beautiful sea-green Colour. However, corroded materials are still weaker then their pure counterparts and thus when the Ball of Paradoxes hits the Imp again, somehow activating its effect before the cause(the Ball of Paradoxes hitting the Imps) arrived, another paradox. The shot thus hits the Corroded Imp and it's weaker construction prevents it from resisting as well as it could and thus, it is blown to smithereens, which also hit the rest of the Copper Imps in its group.

You craft the Paradox Circuitry Wyrmcannon! It's a pretty intimidating hand-held cannon with a Paradox Dragon's head at the front of the tube. I've nerfed the chain damage effect, however. Because of Weapon Slot #4, it has free space in the inventory!

The thing also sets you back 160 Build Grist, 40 Lvl.1 Grist, and 30 Lvl. 3 Grist.

Your attack deals 15 damage to one of the Copper Imps, enough to shred it instantly! You also deal 3 damage to one of its compatriots.

+3 to your current Charge Gauge.
+10 Build Grist acquired.
+5
Copper [Lvl.2] acquired.

The Turrets will do as you command.

Taking a moment to sort out and rearrange the inventory he has, Torix proceeds to get a plan wrapped around his head - and also figures out a way to execute it out. Coordination is key, though - and to everyone who hasn't acted yet, he gives a generalized suggestion/order.

Torix - Focus your fire on the Lead Ogres, guys!
Torix - They can deal the most damage out of everything here!


Action 1, Sword of Flaming Wind -
Focusing out onto the targets he just outlined, Torix grabs the Sword of Flaming Wind and proceeds to manipulate the winds further using it... though the Ogres, more build around pure strength rather than dexterity, are far more capable than the mage had hoped... and bulky. Finding himself unable to move them the same way he did the basilisk, he begins to focus on the other methods he can use...

And then, he gets an idea. Though lead is pretty dense stuff, it's melting point is pretty low - so why not try and melt it? I do exactly that, using the flaming wind to basically speed ovenize one of them and cause it to melt. It's toxic vapors that it produces fly off into the air, which I promptly blow off in an unrelated direction from the battle. Lead poisoning is nasty stuff.

After maybe 30 seconds of melting and confusion by the ogre, it passes the point where the Lead Ogre can no longer be reasonably classified as a Lead Ogre. It is now a Lead Puddle instead, meaning it's just about useless for actual attacking!

Action 2,
Goldenspark Sword -
Proceeding to turn to the Copper Imps (not the oxidized one), I remember some basic chemistry lessons: namely, that copper is a really good conductor for electricity. As Paradox has proved, these Copper Imps are indeed copper - so why not abuse one of their other chemical properties? I proceed to use the Goldenspark Sword to electrocute the rest of the Copper Imp's internal systems - which are presumably very weak to electricity - and soon, the whole thing poofs into a pile of Grist.

Several smaller sparks have also gone off and hit some of the thing's buddies, to boot. Not bad!

Entity Orders -
Pyro Elemental - Inflict Burning on the Lead Ogre with the most HP!

Hovering Turrets - Paradox was right. Fire on the Ogres!

Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 9/35
Grist -

[LVL 0] Build Grist - 1,434 [-240]
[LVL 1] Malachite, Rust - 110 [-100]
[LVL 2] Copper - 60 [-20]
[LVL 3] Lead - 10 [-30]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

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 2] Instant Digestion Meal Replacement - [3/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.

Your attack with the Sword of Flaming Wind deals 15 damage to the Lead Ogre! The secondary Speed Value debuff doesn't take place, unfortunately.

Your second attack with the Goldenspark Sword deals 10 damage to one of the Copper Imps, satisfyingly frying the weakest one! You also deal... no chain lightning damage, disappointingly.

Hey, at least your Length of Demonic Chain will be available for use next turn!

The Pyro Elemental will also do as you say.

+3 to your current Charge Gauge.

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

Alastair1 said:
Alastair1 goes to work by going Ogreboard on the Ogres. He's an Ogreachiever and it really shows when he completely Shreks them. I mean, he just keeps coming and he just keeps coming and he don't stop coming! But as the enemy falls, he knows that shooting stars make the goal, so he finishes the move off with a flying elbow into the Ogre's Ogredrives, rendering their data irrecoverable.

...Wow, that is dangreously pun-packed. I winced while reading this, probably because I'm impressed.

Your attack deals 14 damage to one of the Lead Ogres!

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ goes first, using Burstfire to lay into the Lead Ogre for 12 damage!

Luke uses his Alternator SMG to fire at one of the Lead Ogres, dealing 6 damage!
Lyra fires a 10-damage shot at one of the Lead Ogres with her iRifle!
The Hovering Turrets organize their fire onto the Lead Ogres, dealing 14 damage!

The Master Alchemist splashes one of the Copper Imps for 8 damage, and applies Poisoned to its group!
The Pyro Elemental splashes the healthiest Lead Ogre with fire, incurring severe Burning!

The first Rust Basilisk is too terrified to act.
The second Rust Basilisk constricts the Pyro Elemental, dealing 6 damage and applying Coilbound!

The first group of Copper Imps attack Ninjatwist_, Luke, and Lyra, dealing 4, 2, and 4 damage to each, respectively!
The second group of Copper Imps smack the Paradoxical Dragon and Torix for 5 and 4 damage, respectively!
The Paradoxical Dragon's Magic Aqua helm reduces the damage slightly.
Torix's Evasion boost procs!
The first group of Lead Ogres smash up one of the Hovering Turrets for 16 damage!
The second group of Lead Ogres beat down the Master Alchemist and the Pyro Elemental, dealing 8 damage to both!

The Rust Basilisk gets over its terror.
The Master Alchemist stops regenerating!
The plethora of gradual damage effects on the Lead Ogres and Copper Imps will tick down next turn!
The Pyro Elemental's Coilbound will tick down when it can move next!

Total Grist gains for this round are:
+20 Build Grist
+10
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: 20/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve) Evasion (25% chance to dodge attacks, 1/1)
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)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

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, Can multitarget, +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: 98%. (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)

Lyra Xandine [AA] Health Vial: 96%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 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: 96/100.
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: 14/30.

Master Alchemist [AA - Splashcat] HP: 85/92. Next potion: Slowed! Potion targets: 6! Regeneration (1 HP gain per turn, 0/2)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

Pyro Elemental [AA - Torix] HP: 33/47. Coilbound (-1 Speed Value, cannot dodge attacks)
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.

Copper Imps [SB] HP: 12/12. (x3). / BD: 2. / SV: 2. Grist Tierage.
-Copper Imps [SB] HP: 0/12. (x2)

Copper Imps [SB] HP: 12/12. (x4). / BD: 2. / SV: 2. Grist Tierage. Poisoned (1 damage taken per turn, 3/3)
-Copper Imp [SB] HP: 4/12. Poisoned (1 damage taken per turn, 3/3)

Lead Ogre [SB] HP: 33/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Bleeding (1 damage taken per turn, 2/2)
-Lead Ogre [SB] HP: 28/46. (x1) Bleeding (1 damage taken per turn, 2/2)

Lead Ogre [SB] HP: 27/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Bleeding (1 damage taken per turn, 2/2)
-Lead Ogre [SB] HP: 52/56. Burning (3 damage taken per turn, 3/3)

Rust Basilisk [SB] HP: 80/80. (x1) / BD: 6. / SV: 3. Grist Tierage, Binding Body.
-Rust Basilisk [SB] HP: 71/80. (x1) Terrified (Misses attacks, 1/1)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Though Evasion is triggered on the Syphic Scarf, that still... really did kinda hurt Torix. As he's damaged, the chain on his arm seems to light up with an eerie red glow - signifying it's off cooldown. That could not have come at a better time - and though he regrets using the thing, it's... it's the optimal move here.

[Action 1, Length of Demonic Chain]
And so the mage opens up a series of chain, lengthening out from his wrist - yet the attack seems to differ this time. Aiming for the group of the 4 undamaged Copper Imps, he unleashes the chain and begins to wield it like a whip, striking at each Imp exactly once using the attack yet seeming to cut through as the strangely-shaped chain takes on the four foes. A slash, slash, slash, and a slash, followed by a poof of Imp into Grist, allows for the attack to go through - and yet another was hit in a debilitating spot yet again by the whip, inflicting Weakness.

... It almost seems like this thing has a mind of its own at times. Though it's own cooldown and safely wrapped around his wrist at this point, it unnerves Torix for a little bit before he remembers the task at hand. This amount of Grist will be well worth it!


Torix - ... better me than Belial, I suppose.
Torix - Ugh... hey, guys? Is it wrong that I don't trust this chain thing?
Torix - It's only an item, but... it seems to almost have a will of its own at times.
Torix - It kinda creeps me out, to be honest.


[Action 2, Instant Digestion Meal Replacement]
Torix quite simply takes the role of healer and despite it making even less sense than the Jar of Liquid Food being used on a turret, somehow manages to use the Instant Digestion Meal Replacement on the damaged one. Don't ask me how it works, I have no clue - I just know that it works. Somehow.

Entity Orders -
Pyro Elemental - Inflict Burning on the Basilisk that's got you Coilbound! Teaches him right for holding a literal entity of fire.

Hovering Turrets - Keep fire on the Ogres, and take em down!

Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 12/35
Grist -

[LVL 0] Build Grist - 1,454 [+20]
[LVL 1] Malachite, Rust - 110
[LVL 2] Copper - 70 [+10]
[LVL 3] Lead - 10

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 0/4 - 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 0/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.
 
Alastair, due to a lack of ideas, T-Poses with the Iron sword and Tiger Axe, and just becomes a beyblade of metal and death. The Copper Imps, being a lower tier metal and quite weak to dying, never stand a chance.
 
ACTION 1 + WAR

Sky High? silently sweeps through the second group of Ogres and the first group of Basilisks, twirling WAR around and around.

ACTION 2 + DARKNESS

As he approaches the wounded Basilisk, he also unsheaths DARKNESS and impales it with both swords.

~~~
CP: 6/35
Inventory:
1400 Build Grist
80 Malachite
70 Copper
40 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]
 
Act 3: Episode 2: Battle Post 6
Though Evasion is triggered on the Syphic Scarf, that still... really did kinda hurt Torix. As he's damaged, the chain on his arm seems to light up with an eerie red glow - signifying it's off cooldown. That could not have come at a better time - and though he regrets using the thing, it's... it's the optimal move here.

[Action 1, Length of Demonic Chain]
And so the mage opens up a series of chain, lengthening out from his wrist - yet the attack seems to differ this time. Aiming for the group of the 4 undamaged Copper Imps, he unleashes the chain and begins to wield it like a whip, striking at each Imp exactly once using the attack yet seeming to cut through as the strangely-shaped chain takes on the four foes. A slash, slash, slash, and a slash, followed by a poof of Imp into Grist, allows for the attack to go through - and yet another was hit in a debilitating spot yet again by the whip, inflicting Weakness.

... It almost seems like this thing has a mind of its own at times. Though it's own cooldown and safely wrapped around his wrist at this point, it unnerves Torix for a little bit before he remembers the task at hand. This amount of Grist will be well worth it!


Torix - ... better me than Belial, I suppose.
Torix - Ugh... hey, guys? Is it wrong that I don't trust this chain thing?
Torix - It's only an item, but... it seems to almost have a will of its own at times.
Torix - It kinda creeps me out, to be honest.


[Action 2, Instant Digestion Meal Replacement]
Torix quite simply takes the role of healer and despite it making even less sense than the Jar of Liquid Food being used on a turret, somehow manages to use the Instant Digestion Meal Replacement on the damaged one. Don't ask me how it works, I have no clue - I just know that it works. Somehow.

Entity Orders -
Pyro Elemental - Inflict Burning on the Basilisk that's got you Coilbound! Teaches him right for holding a literal entity of fire.

Hovering Turrets - Keep fire on the Ogres, and take em down!

Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 12/35
Grist -

[LVL 0] Build Grist - 1,454 [+20]
[LVL 1] Malachite, Rust - 110
[LVL 2] Copper - 70 [+10]
[LVL 3] Lead - 10

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 0/4 - 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 0/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.

Your attack with the Length of Demonic Chain tears through the Copper Imps, dealing 6 damage to three of them, killing a fourth, and applying Weakness to one of the three!

You also- somehow- use the Instant Digestion Meal Replacement on the damaged Hovering Turret! Nevertheless, restore 6 of its HP and apply Regeneration to it.

The Pyro Elemental and the Hovering Turrets will do as you say.

+3 to your current Charge Gauge.
+10 Build Grist acquired.
+5
Copper [Lvl.2] acquired.

Alastair, due to a lack of ideas, T-Poses with the Iron sword and Tiger Axe, and just becomes a beyblade of metal and death. The Copper Imps, being a lower tier metal and quite weak to dying, never stand a chance.

Your attacks deal- rolling for crits- 8 damage each to two of the Copper Imps!

+3 to your current Charge Gauge.

ACTION 1 + WAR

Sky High? silently sweeps through the second group of Ogres and the first group of Basilisks, twirling WAR around and around.

ACTION 2 + DARKNESS

As he approaches the wounded Basilisk, he also unsheaths DARKNESS and impales it with both swords.

~~~
CP: 6/35
Inventory:
1400 Build Grist
80 Malachite
70 Copper
40 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]

Your attack with WAR deals 3 damage each to the Ogres, and 2 damage each to the Basilisks!

Your attack with DARKNESS doesn't crit, but it deals 8 damage to the Basilisk anyways, and somehow manages to Terrify the damn thing (again!)!

I'm gonna change WAR so that it can only multitarget enemies in the same group, effective after this turn.

+3 to your current Charge Gauge.

paradoxicaldragon said:
I order the turrets to fire at the Lead Ogres

(Paradox Circuitry Wyrmcannon) Paradox fires Camoballs out of his Cannon at the Copper Imps and have them explode into Spicy Banana Cream Pie for Fun and Profit.

(Schrodinger's Staves) He than blasts a Lead Ogre with his Staves by throwing them at it and having the Ogre fly towards the staves instead at high speeds instead of the staves flying at the Ogre(they remain motionless in the air). The Lead Ogre is thus punctured by the 2 Staves much more effectively than if they were flying at the Lead Ogre. Paradox than pulls them out by slicing the Ogre open twice with the Staves.

Thankfully, your first shot with the Wyrmcannon hits, dealing 12 lethal damage to one of the healthy ones! No splash damage, though.

Your attack with the Schrodinger's Staves hits about the same, dealing 11 damage to the Ogre! You also apply Blind to it!

I might rework that one sometime in the future, just a heads up.

+3 to your current Charge Gauge.
+10 Build Grist acquired.
+5
Copper [Lvl.2] acquired.

Post-Player Battle:

Ninjatwist_ hacks into one of the Lead Ogres with his Shortsaber for 8 damage! No critical hit, however.

Luke casts a fireball at one of the Lead Ogres, dealing 6 damage and inflicting a melee-nerfing Burning! Immediately after this, Fireball gets a rework.
Lyra shoots one of the Lead Ogres with her iRifle for 10 damage! The iRifle also gets a new ability.
The Hovering Turrets shoot at the Lead Ogres, dealing 18 damage to one of them!

The Master Alchemist splashes another Copper Imp, dealing 8 lethal damage, and applies Slowed to its surviving teammate!

The first Rust Basilisk is still too terrified to act.
The second Rust Basilisk keeps attacking the Pyro Elemental, dealing 6 additional damage!

The Pyro Elemental burns the Lead Basilisk attacking it, inflicting Burning!

The second group of Copper Imps run after Ninjatwist_ and mob him, dealing 7 damage to him!
The first group of Lead Ogres beat up Torix and Alastair1!
Torix dodges the attack, and inflicts Scared on the offending Lead Ogre!
Alastair isn't as lucky, and takes 8 damage!
The Lead Ogres in the second group batter the Pyro Elemental and Luke Ingram, dealing 8 damage to the first and 4 damage to the second!

The lone Copper Imp claws at the Hovering Turret, dealing 2 damage!

The Rust Basilisk gets over its terror- again.
The Hovering Turret recovers some HP!
The plethora of gradual damage effects tick down, dealing damage to every entity!
The Pyro Elemental is still Coilbound!
The Lead Ogre is too scared to act!
The Lead Ogre regains sight!
Torix's evasion bonus runs out.
The Copper Imps are still weakened and slowed!

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: 20/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve) Evasion (25% chance to dodge attacks, 0/1)
Alastair1 [AA] HP: 17/25. 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:
230/640 Build Grist
20/120 Lvl.1 Grist (Includes: Malachite, Rust)
60/120 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)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

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] (2/3 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, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)

Luke Ingram [AA] Health Vial: 94%. (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] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts 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) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 96%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% damage taken, cannot be bodyguarded) for two rounds)
-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: 96/100.
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: 20/30. Regeneration (2 HP gain per turn, 2/2)

Master Alchemist [AA - Splashcat] HP: 85/92. Next potion: Weakened! Potion targets: 6! Regeneration (1 HP gain per turn, 0/2)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

Pyro Elemental [AA - Torix] HP: 19/47. Coilbound (-1 Speed Value, cannot dodge attacks, 1/2)
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.

Copper Imp [SB] HP: 4/12. / BD: 2. / SV: 2. Grist Tierage. Slowed (-1 Speed Value, 2/3)
-Copper Imps [SB] HP: 0/12. (x2)

Copper Imps [SB] HP: 5/12. (x2). / BD: 2. / SV: 2. Grist Tierage. Poisoned (1 damage taken per turn, 2/3)
-Copper Imp [SB] HP: 5/12. Poisoned (1 damage taken per turn, 2/3), Weakness (-50% damage dealt, 1/2)
-Copper Imp [SB] HP: 3/12. Poisoned (1 damage taken per turn, 2/3)
-Copper Imp [SB] HP: 0/12.

Lead Ogre [SB] HP: 14/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Scared (Misses attacks, 0/1), Bleeding (1 damage taken per turn, 1/2)
-Lead Ogre [SB] HP: 21/46. (x1), Burning (50% melee damage penalty, 1 damage taken per turn, 2/2), Bleeding (1 damage taken per turn, 1/2)

Lead Ogre [SB] HP: 24/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Bleeding (1 damage taken per turn, 2/2)
-Lead Ogre [SB] HP: 17/56. Blind (60% miss chance, 1/1), Burning (3 damage taken per turn, 2/3)

Rust Basilisk [SB] HP: 78/80. (x1) / BD: 6. / SV: 3. Grist Tierage, Binding Body. Burning (3 damage over time, 3/3)
-Rust Basilisk [SB] HP: 61/80. (x1) Terrified (Misses attacks, 0/2)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
ACTION 1 + WAR

Sky High? slams WAR into the ground near the second group of Copper Imps, causing the ground to quake. He then withdraws the sword and blows back the entire group in a wave of fire.

ACTION 2 + DARKNESS
He then, again, throws DARKNESS at the weaker Rust Basilisk, before rushing it down at high speed.

~~~
CP: 9/35
Inventory:
1420 Build Grist
80 Malachite
90 Copper
40 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]
 
Alastair decides to unload their Shotgun on the strongest of the remaining Lead Ogres, filling them with more Lead than healthy for them and giving them lead poisoning! Helpfully, he offers to remove it, but slightly too late the Ogres realize they're doing so with their Tiger Ax. Due to the terrifying sounds it makes, the Ogres do not stay still, and thus the procedure is especially damaging and messy.
 
Act 3: Episode 2: Battle Post 7
ACTION 1 + WAR

Sky High? slams WAR into the ground near the second group of Copper Imps, causing the ground to quake. He then withdraws the sword and blows back the entire group in a wave of fire.

ACTION 2 + DARKNESS
He then, again, throws DARKNESS at the weaker Rust Basilisk, before rushing it down at high speed.

~~~
CP: 9/35
Inventory:
1420 Build Grist
80 Malachite
90 Copper
40 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]

Your first attack with WAR deals 3 damage to two of the Copper Imps, and 4 damage to two others! This kills one of them!

Your attack does not cause Terrified, but it still deals 7 damage to the Basilisk!

+3 to your current Charge Gauge.
+10 Build Grist acquired.
+5
Copper [Lvl.2] acquired.

Alastair decides to unload their Shotgun on the strongest of the remaining Lead Ogres, filling them with more Lead than healthy for them and giving them lead poisoning! Helpfully, he offers to remove it, but slightly too late the Ogres realize they're doing so with their Tiger Ax. Due to the terrifying sounds it makes, the Ogres do not stay still, and thus the procedure is especially damaging and messy.

Your shotgun attack deals 6 damage to two of the stronger Lead Ogres!

You also deal 10 damage to one of the Lead Ogres with your Tiger Pattern Stone Axe!

+3 to your current Charge Gauge.

paradoxdragon said:
I order the turrets to fire at the Lead Ogres

(Paradoxical Wyrmcannon) Paradox Fires exploding swords that explode into flying wooden swords that skewer the Copper Imps as they bring them on a wild ride to the Void and back, with bungee Jumps and loop de loops as well.

(Schrodinger's Staves)I turn the Staves into a bunch of microscopic splinters that with precision I jab into every weak point and sore spot of a Lead Ogre

The Hovering Turrets will do as you say.

You single out the Copper Imp in the lonely group and delete it with the Paradoxical Wyrmcannon, dealing 12 damage to it!

Your attack with the Schrodinger's Staves deals 9 damage to the fourth Lead Ogre, re-blinding it!

+3 to your current Charge Gauge.
+10 Build Grist acquired.
+5
Copper [Lvl.2] acquired.

Post-Player Battle:

Ninjatwist_ finishes off one of the Lead Ogres with his Shortsaber, dealing 8 lethal damage to it!

Luke smashes the jaw of one of the Lead Ogres with his Fire Demon Mace, dealing 8 lethal damage to it!
Lyra uses Displacer on one of the Rust Basilisks, teleporting it to a corner of the map away from its allies! The Rust Basilisk is Exposed!
The Hovering Turrets deal 10 damage to one of the Lead Ogres!

The Master Alchemist deals 10 damage to the Exposed Lead Basilisk and inflicts Weakened on both it and the other Lead Basilisk!

The Rust Basilisks attack the Master Alchemist and the Pyro Elemental, dealing 5 damage to both and keeping both Coilbound!

The Pyro Elemental burns into the other Rust Basilisk, inflicting it with severe Burning!

The second group of Copper Imps dogpile the Master Alchemist, dealing 5 damage!
The duo of Lead Ogres slam into Lyra and the Master Alchemist, dealing 6 damage to the former and 11 damage to the latter! They both suddenly realize that they have 11 damage now.

The Pyro Elemental tries to escape its coils.
The Master Alchemist is still Coilbound!
The Lead Basilisks are still Weakened!
The Hovering Turret starts regenerating!
The entire enemy side suffers severe DoT damage, with one Copper Imp even succumbing to it! It drops double grist because I probably forgot to account for one of their deaths.
The Lead Basilisk is still Exposed!

Total Grist gains for this round are:
+120 Build Grist
+20
Copper [Lvl.2]
+40 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 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: 20/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 17/25. 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:
350/640 Build Grist
20/120 Lvl.1 Grist (Includes: Malachite, Rust)
90/120 Lvl.2 Grist (Includes: Copper)
80/120 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)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

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] (2/3 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, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)

Luke Ingram [AA] Health Vial: 94%. (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] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts 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) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 90%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-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: 96/100.
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: 22/30. Regeneration (2 HP gain per turn, 0/2)

Master Alchemist [AA - Splashcat] HP: 64/92. Next potion: Weakened! Potion targets: 6! Coilbound (-1 Speed Value, cannot dodge attacks, 1/1)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

Pyro Elemental [AA - Torix] HP: 14/47. Coilbound (-1 Speed Value, cannot dodge attacks, 0/3)
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.

Copper Imp [SB] HP: 0/12. / BD: 2. / SV: 2. Grist Tierage. Slowed (-1 Speed Value, 2/3)

Copper Imps [SB] HP: 1/12. (x2). / BD: 2. / SV: 2. Grist Tierage. Poisoned (1 damage taken per turn, 2/3)
-Copper Imp [SB] HP: 0/12. Poisoned (1 damage taken per turn, 1/3), Weakness (-50% damage dealt, 0/2)
-Copper Imp [SB] HP: 0/12.

Lead Ogre [SB] HP: 13/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Bleeding (1 damage taken per turn, 0/2)
-Lead Ogre [SB] HP: 8/46. (x1). Burning (50% melee damage penalty, 1 damage taken per turn, 1/2), Bleeding (1 damage taken per turn, 0/2)

Lead Ogre [SB] HP: 0/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Bleeding (1 damage taken per turn, 2/2)
-Lead Ogre [SB] HP: 0/56. Blind (60% miss chance, 1/2), Burning (3 damage taken per turn, 2/3)

Rust Basilisk [SB] HP: 75/80. (x1) / BD: 6. / SV: 3. Grist Tierage, Binding Body. Weakened (-1 Base Damage, 2/3), Burning (3 damage over time, 2/3)
-Rust Basilisk [SB] HP: 44/80. (x1) Weakened (-1 Base Damage, 2/3), Exposed (+20% direct damage taken, cannot be bodyguarded, 1/2), Burning (3 damage over time, 3/3)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Build:2032
Lv 1:190
Lv 2:150
Lv 3:50
Charge:18/35

(x1)(Schrodinger's Staves) Paradox transmutes the staves into a bundle of fireworks. With a single flame of a match, there is a myraid of explosions as they all launch with incredible speed at a Lead Ogre. Invoking the Firework Salute, the Dragon watches as the colourful explosions enevelop the Lead Ogre in a ecstacy of Hues and Sound.

(x1)(Staff of Creation Magics) He thans tends to the Pyro Elemental's wounds by healing it up by creating more gas for it to run on.

(Orders) Turrets to attack the Rust Basilisks
 
Compelled by the power of memes and corrupted by the power of OOC, alastair1 points to the Imps.

"OMAI WO, SHINDERU!"

"NANI!?"

After a shrill beeeping sound, they both die from poison and Alastair1 actually gets on with their Actions.

First off, soon needing new Alchemies anyway, Alastair1 stabs the surviving Ogre in the chest with their Iron-Boot Embossed sword before snapping the blade off at the hilt, leading the ogre to bleed out without any way of removing the blade.

Then, rushing down the Lead Basilisks, they remove their Tiger Alchemies and fuse them together into a Living Tiger Armor Spirit! It attacks the Rust Basilisks and mauls them for a bit before, as cats are wont to do, it meanders off the field in search of a place to take a nap.
 
Sky High? needs a break. He gathers up two ingredients: Essence of Poison and Essence of Grief. Both are level 1 ingredients.

~~~
CP: 12/35
Inventory:
1540 Build Grist
80 Malachite
110 Copper
80 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]
 
[Action 1, Sword of Flaming Wind]
Torix begins to ponder his actions for the following turn... before realizing something. He's still got access to wind and such, a completely new element for him that's only been used a couple of times. The... main problem with that is that the only remaining foes are at least somewhat swift, able to dodge the wind, and certainly not able to fall into the spikes or anything - essentially limiting the mage's advantage with the terrain here.

Since he can't push them around... well, hm. What if he brought the terrain to the foe? Though most of everything's anchored down here, there's still enough that could be completely torn off by a strong enough wind... say for example, those metallic pipes and framework over there. With a slash of the sword, extended by wind, Torix manages to get a clean swipe into the pipes... and after repeating it a few more times, an arsenal of mechanical, very pointed objects surrounds the Basilisk with higher health.

At the very least, there's no way that the serpentine construct can dodge all of those, especially when they begin flying at the thing at an accelerated pace. Held aloft by the wind, several of the chunks of metal are forced into the Basilisk, and yet more miss the first time only to be redirected and sent after the Basilisk again. A rather simple and elegant solution, the mage supposes.


[Action 2, Goldenspark Sword]
After a little bit more manipulation with the Sword of Flaming Wind to get the two Basilisks in the same place, Torix again consults the Player's Handbook - wait no, Shocking Grasp is boring. There was another lightning-based cantrip or something, wasn't there? Hold on...

There's a brief pause in Torix's movements as the player behind him rummages through his collection of D&D books... before remembering something in the Sword Coast Adventurer's Guide. Lightning Lure, that was its name! Now, let's see here... using that as the focus, and doing this... And quite suddenly, a construct of lightning erupts from the blade of the sword, extending beyond it and forming a strange spherical structure at the end of a flexible lightning strand. Slashing the sword out, the strand follows and manages to center around the higher HP Basilisk - and as Torix again yanks the sword around, the Basilisk is forced off its feet and seemingly stuck by the Lightning Lure.

Whipping the blade around his back, Basilisk unwillingly along for the ride, Torix eventually finishes the attack by using the centrifugal force and the Basilisk at the end of the whip as some sort of really strange hammer construct, slamming it all into the other Basilisk. The lightning finally releases its grasp on the first, unlinking from the sword and electrocuting them both as they're slammed and stuck into each other!


[Summary]
Action 1, Sword of Flaming Wind - Use the wind aspect of the sword to not push the Basilisk, and instead push deadly stuff at the Basilisk at higher HP! Man, wind was a good element to spec into for that.
Action 2, Goldenspark Sword - Remember the spell Lightning Lure exists. Proceed to use it to essentially use a Basilisk and the sword as a really big improved magic hammer, hitting both of them.

Entity Orders -
Pyro Elemental - Apply Burning to the Basilisk at lower HP.


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 15/35
Grist -

[LVL 0] Build Grist - 1,574 [+120]
[LVL 1] Malachite, Rust - 110
[LVL 2] Copper - 90 [+20]
[LVL 3] Lead - 50 [+40]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 0/4 - 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 0/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.
 
Act 3: Episode 2: Battle Post 8
Build:2032
Lv 1:190
Lv 2:150
Lv 3:50
Charge:18/35

(x1)(Schrodinger's Staves) Paradox transmutes the staves into a bundle of fireworks. With a single flame of a match, there is a myraid of explosions as they all launch with incredible speed at a Lead Ogre. Invoking the Firework Salute, the Dragon watches as the colourful explosions enevelop the Lead Ogre in a ecstacy of Hues and Sound.

(x1)(Staff of Creation Magics) He thans tends to the Pyro Elemental's wounds by healing it up by creating more gas for it to run on.

(Orders) Turrets to attack the Rust Basilisks

The Hovering Turrets will do as you say.

You deal 12 damage to one of the Lead Ogres with your Schrodinger's Staves! No Blind occurs, however.

You heal up the Pyro Elemental by 3 HP, since it was targeted last turn!

+3 to your current Charge Gauge.

Compelled by the power of memes and corrupted by the power of OOC, alastair1 points to the Imps.

"OMAI WO, SHINDERU!"

"NANI!?"

After a shrill beeeping sound, they both die from poison and Alastair1 actually gets on with their Actions.

First off, soon needing new Alchemies anyway, Alastair1 stabs the surviving Ogre in the chest with their Iron-Boot Embossed sword before snapping the blade off at the hilt, leading the ogre to bleed out without any way of removing the blade.

Then, rushing down the Lead Basilisks, they remove their Tiger Alchemies and fuse them together into a Living Tiger Armor Spirit! It attacks the Rust Basilisks and mauls them for a bit before, as cats are wont to do, it meanders off the field in search of a place to take a nap.

You smite both of the Copper Imps with your attacks, since the minimum damage is enough to overwhelm their poor HP counts.

Your second attack deals 5 damage to both of the Rust Basilisks! The second Rust Basilisk takes an additional point of damage due to Exposed!

+3 to your current Charge Gauge.

+20 Build Grist acquired.
+10
Copper [Lvl.2] acquired.

Sky High? needs a break. He gathers up two ingredients: Essence of Poison and Essence of Grief. Both are level 1 ingredients.

~~~
CP: 12/35
Inventory:
1540 Build Grist
80 Malachite
110 Copper
80 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]

Those ingredients are going to cost you 20 Lvl. 1 Grist and 20 Build Grist, which you should have.

You craft the Essence of Poison and Essence of Grief!

[Action 1, Sword of Flaming Wind]
Torix begins to ponder his actions for the following turn... before realizing something. He's still got access to wind and such, a completely new element for him that's only been used a couple of times. The... main problem with that is that the only remaining foes are at least somewhat swift, able to dodge the wind, and certainly not able to fall into the spikes or anything - essentially limiting the mage's advantage with the terrain here.

Since he can't push them around... well, hm. What if he brought the terrain to the foe? Though most of everything's anchored down here, there's still enough that could be completely torn off by a strong enough wind... say for example, those metallic pipes and framework over there. With a slash of the sword, extended by wind, Torix manages to get a clean swipe into the pipes... and after repeating it a few more times, an arsenal of mechanical, very pointed objects surrounds the Basilisk with higher health.

At the very least, there's no way that the serpentine construct can dodge all of those, especially when they begin flying at the thing at an accelerated pace. Held aloft by the wind, several of the chunks of metal are forced into the Basilisk, and yet more miss the first time only to be redirected and sent after the Basilisk again. A rather simple and elegant solution, the mage supposes.


[Action 2, Goldenspark Sword]
After a little bit more manipulation with the Sword of Flaming Wind to get the two Basilisks in the same place, Torix again consults the Player's Handbook - wait no, Shocking Grasp is boring. There was another lightning-based cantrip or something, wasn't there? Hold on...

There's a brief pause in Torix's movements as the player behind him rummages through his collection of D&D books... before remembering something in the Sword Coast Adventurer's Guide. Lightning Lure, that was its name! Now, let's see here... using that as the focus, and doing this... And quite suddenly, a construct of lightning erupts from the blade of the sword, extending beyond it and forming a strange spherical structure at the end of a flexible lightning strand. Slashing the sword out, the strand follows and manages to center around the higher HP Basilisk - and as Torix again yanks the sword around, the Basilisk is forced off its feet and seemingly stuck by the Lightning Lure.

Whipping the blade around his back, Basilisk unwillingly along for the ride, Torix eventually finishes the attack by using the centrifugal force and the Basilisk at the end of the whip as some sort of really strange hammer construct, slamming it all into the other Basilisk. The lightning finally releases its grasp on the first, unlinking from the sword and electrocuting them both as they're slammed and stuck into each other!


[Summary]
Action 1, Sword of Flaming Wind - Use the wind aspect of the sword to not push the Basilisk, and instead push deadly stuff at the Basilisk at higher HP! Man, wind was a good element to spec into for that.
Action 2, Goldenspark Sword - Remember the spell Lightning Lure exists. Proceed to use it to essentially use a Basilisk and the sword as a really big improved magic hammer, hitting both of them.

Entity Orders -
Pyro Elemental - Apply Burning to the Basilisk at lower HP.


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 15/35
Grist -

[LVL 0] Build Grist - 1,574 [+120]
[LVL 1] Malachite, Rust - 110
[LVL 2] Copper - 90 [+20]
[LVL 3] Lead - 50 [+40]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 0/4 - 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 0/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.

Your first attack with the Sword of Flaming Wind deals 15 damage to one of the Rust Basilisks! No Downwind, though.

Your attack with the Goldenspark Sword is even more spectacular, dealing 16 damage to the Rust Basilisk! You also deal 4 damage to the other Rust Basilisk, which takes more damage due to Exposed!

+4 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ fires a couple of shots at the Exposed Rust Basilisk, but both of his shots miss!

Luke opens fire on the Exposed Rust Basilisk, dealing 7 damage to it with Exposed!
Lyra snipes the healthiest Lead Ogre with her iRifle, dealing 10 lethal damage!
The Hovering Turrets focus the Exposed Rust Basilisk, dealing 19 damage to it!

The Master Alchemist finishes off the exposed Rust Basilisk with a 10 damage-strike!

The surviving Rust Basilisk goes after the Master Alchemist, dealing 5 damage due to Weakened and continuing to inflict Coilbound!

The Pyro Elemental refreshes the burning on the surviving Rust Basilisk!

The lone Lead Ogre smashes the Master Alchemist for 11 damage!

A lone Rust Giclops appears on the field!

LUKE: Looks like a big guy just appeared.
LYRA: We're gonna have to really focus our firepower to take that thing down.
LYRA: And quickly, before more enemies show up.


The Pyro Elemental finally breaks free from its coils!
The Master Alchemist is still Coilbound!
The Lead Basilisk is Weakened and suffers Burning damage

Total Grist gains for this round are:
+140 Build Grist
+40 Rust [Lvl.1]
+10 Copper [Lvl.2]
+20 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 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: 20/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 17/25. 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:
450/640 Build Grist
60/120 Lvl.1 Grist (Includes: Malachite, Rust)
100/120 Lvl.2 Grist (Includes: Copper)
100/120 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)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

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] (2/3 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, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)

Luke Ingram [AA] Health Vial: 94%. (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] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts 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) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 90%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-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: 96/100.
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: 22/30. Regeneration (2 HP gain per turn, 0/2)

Master Alchemist [AA - Splashcat] HP: 48/92. Next potion: Weakened! Potion targets: 6! Coilbound (-1 Speed Value, cannot dodge attacks, 1/2)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

Pyro Elemental [AA - Torix] HP: 14/47. Coilbound (-1 Speed Value, cannot dodge attacks, 0/3)
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.

Copper Imps [SB] HP: 0/12. (x2). / BD: 2. / SV: 2. Grist Tierage.

Lead Ogre [SB] HP: 1/56. (x1) / BD: 11. / SV: 2. Grist Tierage.
-Lead Ogre [SB] HP: 0/46. (x1).

Rust Basilisk [SB] HP: 36/80. (x1) / BD: 6. / SV: 3. Grist Tierage, Binding Body. Weakened (-1 Base Damage, 1/3), Burning (3 damage over time, 3/4)
-Rust Basilisk [SB] HP: 0/80. (x1)

Rust Giclops [SB] HP: 240/240. / BD: 12. / SV: 1. Grist Tierage. Ground Smash: II.

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
At times like this, there was only one thing to do: Beat a monster with another monster.

At first, Alastair1 tries this with a Lead Ogre, trying to beat the Ruby Glyclops down. However, as it turns out the Lead Ogre was already effectively dead and smashed to pieces on the first try.

So the Minecraftian looked to the Rust Basilisk. The Rust Basilisk, seeing what happened to its comrade, wanted NONE of that and tried to run. However, like a victim going to Brazil, the avatar grabbed the monster by the tail and ragged it into the fray, continuing to beat down the Ruby Glyclops with its new living acquisition.
 
Act 3: Episode 2: Battle Post 9
New change: identical groups will now be lettered! The first group will be Group A, the second will be Group B, and so on.

At times like this, there was only one thing to do: Beat a monster with another monster.

At first, Alastair1 tries this with a Lead Ogre, trying to beat the Ruby Glyclops down. However, as it turns out the Lead Ogre was already effectively dead and smashed to pieces on the first try.

So the Minecraftian looked to the Rust Basilisk. The Rust Basilisk, seeing what happened to its comrade, wanted NONE of that and tried to run. However, like a victim going to Brazil, the avatar grabbed the monster by the tail and ragged it into the fray, continuing to beat down the Ruby Glyclops with its new living acquisition.

You effortlessly finish off the Lead Ogre with your first attack, and your second deals 6 damage to the Rust Basilisk! Both of the attacks deal 8 additional damage in total to the Rust Giclops!

+3 to your current Charge Gauge.

+40 Build Grist acquired.
+20 Lead [Lvl.3] acquired.

paradoxdragon said:
(x1)Paradox creates an Illusion amidst the chaos, tricking the Rust Basilisk through Trickery, Scents, disguises and Tomfoolery that it's enemy is actually the Rust Giclops for betraying the fellowship code of Rust Enemies to not overtake each other's spotlight.

(x1)Paradox than proceeds to grapple the Rust Gicyclops. Yes, using DND Rules, the 2 of them than have a lively debate where they try to see how each of themwould succeed the grapple according to the Long and convoluted rules of Grappling("I'm literally a Giant" "That means nothing, I'm a Dragon.") By the time the grapple check has been ruled into Paradox's favour, the Gicyclops has been weakened considerably by the lengthy debate, and thus has to accept his all-Weakening Draconic Coil Grapple.

Your Rust Basilisk-induced attack deals 9 damage to the Rust Giclops!

Your second attack also deals 10 damage to the Rust Giclops!

+3 to your current Charge Gauge.

Sky High said:
Sky High? crafts POISON and CURSE, the two of which have been discussed prior to now in DMs.

Please remember to include your recipes next time, or these alchemies won't complete!

Sword Template ++ Essence of Poison == POISON
POISON (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)

Sword Template ++ Essence of Curse== CURSE
CURSE (Bladed weapon, 100% chance to inflict Cursed (+10% damage taken from direct attacks) for one turn to the target and to the wielder)

You add POISON and CURSE to your inventory, costing you 80 Build Grist and 20 Lvl.1 Grist.

Post-Player Battle:

This is from last turn and will get updated tomorrow.

Ninjatwist_ takes a swing at the Rust Giclops, dealing 8 damage! No crit, sadly.

Luke shoots at the Rust Basilisk, dealing 6 damage to it!
Lyra targets the Rust Basilisk with her iRifle and fires, dealing 10 damage!
The Hovering Turrets are unfocused! They target the Rust Giclops, but they can't hit most of their shots, and deal only 4 damage! Their unfocused accuracy has been buffed.

The Pyro Elemental splashes the Rust Giclops with fire, inflicting severe Burning!

The surviving Rust Basilisk keeps attacking the Master Alchemist, continuing to apply Coilbound! It still only deals 5 damage because of Weakened, however.

The Master Alchemist retaliates against the Rust Basilisk, dealing 8 damage and applying Poisoned to it!

The Rust Giclops pounds down on the Pyro Elemental, dealing 12 damage and leaving it on critical health!

Two groups of Rust Imps make their way onto the field!

The Master Alchemist is still Coilbound!
The Lead Basilisk returns to full strength, but suffers more Burning damage!

Total Grist gains for this round are:
+40 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+20 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 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: 20/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 17/25. 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:
490/640 Build Grist
60/120 Lvl.1 Grist (Includes: Malachite, Rust)
100/120 Lvl.2 Grist (Includes: Copper)
120/120 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)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

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] (2/3 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)
POISON (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
CURSE (Bladed weapon, 100% chance to inflict Cursed (+10% damage taken from direct attacks) for one turn to the target and to the wielder)

Luke Ingram [AA] Health Vial: 94%. (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] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts 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) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 90%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-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: 96/100.
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, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 22/30. Regeneration (2 HP gain per turn, 0/2)

Master Alchemist [AA - Splashcat] HP: 43/92. Next potion: Weakened! Potion targets: 6! Coilbound (-1 Speed Value, cannot dodge attacks, 1/3)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

Pyro Elemental [AA - Torix] HP: 2/47.
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.

Lead Ogre [SB] HP: 0/56. (x1) / BD: 11. / SV: 2. Grist Tierage.

Rust Basilisk [SB] HP: 3/80. (x1) / BD: 6. / SV: 3. Grist Tierage, Binding Body. Weakened (-1 Base Damage, 0/3), Burning (3 damage over time, 2/4), Poisoned (1 damage taken per turn)

Rust Imps (Group A) [SB] HP: 10/10. / BD: 2. / SV: 2. Grist Tierage. (x4)

Rust Imps (Group B) [SB] HP: 10/10. / BD: 2. / SV: 2. Grist Tierage. (x4)

Rust Giclops [SB] HP: 201/240. / BD: 12. / SV: 1. Grist Tierage. Ground Smash: II. Burning (3 damage over time, 3/3)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 2: Battle Post 10
Sky High said:
Sky High? crafts the following:
CURSE ++ POISON = TOXIC [Lvl. 2]
and the following:
DARKNESS ++ TOXIC = PESTILENCE [Lvl. 3]

CURSE ++ POISON == TOXIC [Lvl.2]

TOXIC [Lvl.2] (Bladed weapon, 100% chance to inflict Cursed (10% direct damage taken) for 1 turn on target and self, 50% chance to inflict Poison (1 damage taken per turn) for 2 turns)

TOXIC ++ DARKNESS == PESTILENCE [Lvl.3]

PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 100% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 50% chance to inflict Poison (1 damage taken per turn) for 3 turns, 25% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

You create TOXIC, which you then immediately expend to create PESTILENCE! A foul-looking weapon with an irritatingly long description.

This set of Alchemies sets you back a grand total of 240 Build Grist, 20 Lvl. 2 Grist, 30 Lvl. 3 Grist, and 60 Lvl.1 Grist!

Please remember to keep an eye on your Grist stores! If you don't keep track of them, your attempted alchemizations won't work for the time being.

paradoxdragon said:
Paradox protects the Pyroelemental with himself and shoots Rust Imps A with the Wyrmcannon and commands the Hovering Turrets to fire at the same group

You now have a chance to tank attacks for the Pyro Elemental!

Your attack with the Wyrmcannon does a flat 8 damage to one of the Rust Imps in Group A.

The Hovering Turrets will do as you say.

Post-Player Battle:

Ninjatwist_ finishes off the Rust Basilisk with a swift slash from his Shortsaber, dealing 8 lethal damage!

Luke orders a Napalm Strike! Two of the Rust Imps from both groups and the Rust Giclops all take 8 damage! Some of them also get afflicted with Burning!
Lyra shoots at the Rust Giclops, dealing another 10 damage!
The Hovering Turrets saturate the Group A Rust Imps, dealing 16 lethal damage to the whole group and taking them all down!

The Pyro Elemental blazes one of the Group B Rust Imps, scorching it with fire that will finish it off next turn!

The Master Alchemist attacks the Rust Giclops, dealing 8 damage, and applies Slowed! Which, judging by its already iffy Speed Value, won't do much.

The surviving Rust Imps from Group B attack the Pyro Elemental, and the Paradoxical Dragon tanks... one of the hits, taking 2 damage. The rest swarm it, dealing the necessary 2 damage to kill it, and attack the Paradoxical Dragon anyways, dealing 2 damage! The Dragon manages to dodge one of the blows.

The Rust Giclops pounds down on the Master Alchemist, dealing 12 damage to it!

The Master Alchemist breaks free from its coils!
The Rust Giclops takes some heavy burning damage, with some even heavier damage o nthe way!
The Rust Imps' Burning status will tick down next turn!

Total Grist gains for this round are:
+120 Build Grist
+60 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 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 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: 16/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 17/25. 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:
610/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
100/120 Lvl.2 Grist (Includes: Copper)
120/120 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)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

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] (2/3 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)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 100% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 50% chance to inflict Poison (1 damage taken per turn) for 3 turns, 25% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Luke Ingram [AA] Health Vial: 94%. (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] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 90%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-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: 96/100.
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, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 22/30. Regeneration (2 HP gain per turn, 0/2)

Master Alchemist [AA - Splashcat] HP: 31/92. Next potion: Weakened! Potion targets: 6! Coilbound (-1 Speed Value, cannot dodge attacks, 0/3)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

Pyro Elemental [AA - Torix] HP: 0/47.
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage taken per turn, 3/3) to the foe.

Rust Basilisk [SB] HP: 0/80. (x1) / BD: 6. / SV: 3. Grist Tierage, Binding Body. Weakened (-1 Base Damage, 0/3), Burning (3 damage over time, 2/4), Poisoned (1 damage taken per turn)

Rust Imps (Group A) [SB] HP: 0/10. / BD: 2. / SV: 2. Grist Tierage. (x4)

Rust Imps (Group B) [SB] HP: 10/10. / BD: 2. / SV: 2. Grist Tierage. (x2) Burning (2 damage taken per turn, 2/2)
-Rust Imp [SB] HP: 2/10. (x1)
-Rust Imp [SB] HP: 2/10. (x1) Burning (3 damage taken per turn, 3/3)

Rust Giclops [SB] HP: 182/240. / BD: 12. / SV: 1. Grist Tierage. Ground Smash: II. Burning (5 damage over time, 2/3), Slowed (-1 Speed Value, 3/3)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Sky High, with the coldness of a machine, uses WAR and PESTILENCE to slash through the Rust Giclops, breaking into its interior and tearing it open from the inside.
~~~
CP: 12/35
Inventory:
1500 Build Grist
120 Malachite
80 Copper
60 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
 
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[Action 1, 10 Charge, Sword of Flaming Wind]
Torix looks outwards onto the battlefield, seemingly having been called away - and then suddenly returning to the battlefield. "Sorry about that guys, I had to go and eat some stuff quickly. I got back as fast as I could. Let's see here, what's going - oh." The Player notices the Pyro Elemental's dying embers on the ground. "... well, that's not good. I'm gonna try something, but... I dunno. We'll see. Give me a moment."

Drawing the Sword of Flaming Wind, I begin to head over - and with no regard to my own health, I pick up the thing's embers (somehow) and drop it back behind the battlefield's back lines and begin to try and stoke the flames with the warm wind. Flames flicker, and as more fire is added, I attempt to keep adding to the thing's dying form... and hope this works.

Eventually, the Pyro Elemental might return to life... but until it's confirmed dead or not, Torix keeps trying. He's not losing his entity just yet if he can... and yet the flames and winds of determination push onwards. The Elemental finds itself renewed and even improved upon, assuming the power would even reach that far... but yet the fact doesn't change. Torix has just changed its fate, healing it and giving it a second wind.

[Action 2,
Magmatic Staff]
Focusing now on the Rust Giclops, I continue and begin to attempt and counter it's Ground Smash ability. Focusing on the earth around it, I begin to use the thing to superheat the earth. A semi-sphere of magma emerges as the rock is forced to heat up, before forming a small floating island of earth in all the magma - the Giclops still on it with no way out.

Now hopefully, when it attempts to use its Ground Smash... well, there's a bit of a problem here. First off, it's on a floating isle of ground in a pond of magma. If it smashes the ground, it'll just end up splashing magma on itself or flipping the island over. The area of affected magma is far too large to jump across either... so essentially, there's not much it can do.

[Summary]
Action 1, 10 Charge,
Sword of Flaming Wind - Attempt to bring about this thing's second wind, healing it for as much as possible and even overhealing it if possible. I'm not losing this entity just yet.
Action 2, Magmatic Staff - Isolate the Giclops on an island in a magma pond, making it unable to use its Ground Smash without damaging itself from the hot stuff.

Entity Orders -
Pyro Elemental - Apply Burning to the Giclops, if you're even alive.


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

[LVL 0] Build Grist - 1,854 [+140+40+100]
[LVL 1] Malachite, Rust - 210[+40+60]
[LVL 2] Copper - 100 [+10]
[LVL 3] Lead - 90 [+20+20]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.
 
Act 3: Episode 2: Battle Post 11
Sky High, with the coldness of a machine, uses WAR and PESTILENCE to slash through the Rust Giclops, breaking into its interior and tearing it open from the inside.
~~~
CP: 12/35
Inventory:
1500 Build Grist
120 Malachite
80 Copper
60 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]

Your attacks with WAR and PESTILENCE deal 14 damage to the Rust Giclops!
WAR inflicts Bleeding on the Rust Giclops!
PESTILENCE inflicts Cursed on the Rust Giclops and yourself!
PESTILENCE also inflicts Scared on the Rust Giclops!

The additional effects other than Cursed have had their proc chances reduced by 20%, multiplicatively.

+3 to your current Charge Gauge.

[Action 1, 10 Charge, Sword of Flaming Wind]
Torix looks outwards onto the battlefield, seemingly having been called away - and then suddenly returning to the battlefield. "Sorry about that guys, I had to go and eat some stuff quickly. I got back as fast as I could. Let's see here, what's going - oh." The Player notices the Pyro Elemental's dying embers on the ground. "... well, that's not good. I'm gonna try something, but... I dunno. We'll see. Give me a moment."

Drawing the Sword of Flaming Wind, I begin to head over - and with no regard to my own health, I pick up the thing's embers (somehow) and drop it back behind the battlefield's back lines and begin to try and stoke the flames with the warm wind. Flames flicker, and as more fire is added, I attempt to keep adding to the thing's dying form... and hope this works.

Eventually, the Pyro Elemental might return to life... but until it's confirmed dead or not, Torix keeps trying. He's not losing his entity just yet if he can... and yet the flames and winds of determination push onwards. The Elemental finds itself renewed and even improved upon, assuming the power would even reach that far... but yet the fact doesn't change. Torix has just changed its fate, healing it and giving it a second wind.

[Action 2,
Magmatic Staff]
Focusing now on the Rust Giclops, I continue and begin to attempt and counter it's Ground Smash ability. Focusing on the earth around it, I begin to use the thing to superheat the earth. A semi-sphere of magma emerges as the rock is forced to heat up, before forming a small floating island of earth in all the magma - the Giclops still on it with no way out.

Now hopefully, when it attempts to use its Ground Smash... well, there's a bit of a problem here. First off, it's on a floating isle of ground in a pond of magma. If it smashes the ground, it'll just end up splashing magma on itself or flipping the island over. The area of affected magma is far too large to jump across either... so essentially, there's not much it can do.

[Summary]
Action 1, 10 Charge,
Sword of Flaming Wind - Attempt to bring about this thing's second wind, healing it for as much as possible and even overhealing it if possible. I'm not losing this entity just yet.
Action 2, Magmatic Staff - Isolate the Giclops on an island in a magma pond, making it unable to use its Ground Smash without damaging itself from the hot stuff.

Entity Orders -
Pyro Elemental - Apply Burning to the Giclops, if you're even alive.


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

[LVL 0] Build Grist - 1,854 [+140+40+100]
[LVL 1] Malachite, Rust - 210[+40+60]
[LVL 2] Copper - 100 [+10]
[LVL 3] Lead - 90 [+20+20]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.

The Pyro Elemental's going to stay dead, unfortunately. I'm not going to spend the charge you woulda spent healing it, though.

Your second attack will damage the Rust Giclops if it tries using Ground Smash!

+3 to your current Charge Gauge.

paradoxdragon said:
(X1)Paradox continues Bombardment of the Rust Imps on the Group B while commanding the Hovering Turrets to do the same.

(x1)He mediates for a moment with the Staff of Creation Magics in his claws to restore his health.

The Hovering Turrets will do as you say, while your generic bombardment of Group B's Rust Imps deals 5 damage to one of them!

Your heal with the Staff of Creation Magics is a bit more successful, restoring 3 HP to yourself, with the effect of the heal halved because you were targeted last turn!

+6 to your current Charge Gauge because I forgot to count it last turn.

Post-Player Battle:

Ninjatwist_ uses Burstfire, and three pistol shots strike the Rust Giclops for 14 damage!

Luke smashes the Rust Giclops with his Fire Demon Mace, dealing 9 damage!
Lyra takes a shot at the Rust Giclops with her iRifle, dealing 11 damage!
The Hovering Turrets attack the Group B Rust Imps, despite that they'll take heavy damage from Burning this round! They deal 14 damage in total to those Rust Imps, killing two of them and damaging the healthiest one for 2 damage!

The Master Alchemist deals 9 damage to the Rust Giclops and weakens its basic attacks slightly!

The two surviving Rust Imps from Group B crowd the Master Alchemist, dealing 4 damage in total!

The Rust Giclops unleashes Ground Smash B! It works its way past its fear, then unleashes a devastating double-fisted slam on Sky High, dealing a whopping 18 damage! Sky High is buried into the earth by the force of the blow!
Torix's magma attack also procs, dealing 10 damage to the Rust Giclops!

Sky High is still buried pretty firmly into the ground, but at least his Curse wears off.
The Rust Giclops suffers from its fire+poison combo and is still Slowed, but it gets over its fear and its Curse wears off.
The Rust Imps suffer heavy Burning! One of them perishes from the flames!

Total Grist gains for this round are:
+30 Build Grist
+15 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 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 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: 19/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 17/25. 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: 7/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks, 0/1), Buried (Misses attacks, cannot evade attacks, 1/1)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
610/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
100/120 Lvl.2 Grist (Includes: Copper)
120/120 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)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

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, Target's armor is 20% less effective1)

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] (2/3 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)
POISON [Lvl.1] (Bladed weapon, 25% chance to inflict Poisoned (1 damage taken per turn) for four turns)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 100% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 40% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Luke Ingram [AA] Health Vial: 94%. (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] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 90%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-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: 96/100.
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, -20% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 22/30. Regeneration (2 HP gain per turn, 0/2)

Master Alchemist [AA - Splashcat] HP: 27/92. Next potion: Regeneration! Potion targets: 6!
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
[/SPOILER]

Rust Imp (Group B) [SB] HP: 1/10. / BD: 2. / SV: 2. Grist Tierage. (x1) Burning (2 damage taken per turn, 1/2)
-Rust Imp [SB] HP: 0/10. (x3)

Rust Giclops [SB] HP: 119/240. / BD: 12. / SV: 1. Grist Tierage. Ground Smash: II. Burning (5 damage over time, 1/3), Slowed (-1 Speed Value, 3/3), Poisoned (1 damage taken per turn, 2/3), Scared (40% miss chance, 0/1), Cursed (+10% damage taken from direct attacks, 0/1), Weakened (-1 Base Damage, 3/3)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Sky High? prepares PESTILENCE and WAR and stabs the Rust Giclops's eye... eyes? out. No way will it recover from that, but just in case, he also uses his staff to coldly disconnect the eyes' nerves from the brain.
~~~
CP: 15/35
Inventory:
1530 Build Grist
135 Malachite
80 Copper
60 Lead
PESTILENCE [Lvl. 3]
WAR [Lvl. 3]
 
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Near the planet...

A ship recently jumped out of Hyperspace, slowly stopping short near the planet's atmosphere. Inside, a half-alien, half-human makes the ship go into orbit around the planet. He looks at his pink puffball companion, who looks at him and nods. "So, This is universe G-1051, right?"

Kirby just nods as he looks at the planet's info on a holographic screen. "Yes indeed sir. This is where the players are currently located. They seem to be facing off against some monsters down there."

"Who's the big evil one this time?"

"An entity is known as the Acolyte."

Kirby pulls up a screen showing what the acolyte looks like. "He currently has 36 HP, and has godmodding powers."

"Then we shall go help these players then. Hey Bill! Wake up!"

Somewhere in the storage room of the ship, Bill was sleeping on the floor, resting from the last adventure. Shadrix enters the cargo room and seems him sleeping. "Dude, wake up! we have arrived!"

Bill's eyes flicker on as his hud and core activate. One by one, the 7 A.I's awakened.

D.E.T.E.R.M.I.N.A.T.I.O.N: "Oh good! I was wondering when we will arrive!"
P.A.T.I.E.N.C.E: "I told you we would make it sooner or later."
B.R.A.V.E.R.Y: "I can't wait to see what kind of adventure awaits us!"
I.N.T.E.G.R.I.T.Y: "As long as we stick together, we should make It through!"
P.E.R.S.E.V.E.R.A.N.C.E: "We should also make sure to learn about this place as much as we can."
K.I.N.D.N.E.S.S: "Yeah, so we can see if there are new friends for us to meet!"
J.U.S.T.I.C.E: "If there any bad people, we will bring them to justice!"

Once all the A.I awakens, Bill yawns as he stands. "So, who's the big threat this time?"

"I will put all the info you need into your databanks now. Maria, transfer data to Bill's databanks."

"Affirmative, sir."

Bill and the A.I's soon see all the info displayed about this universe and what has happened so far. "So, the Acolyte is the one we have to kill?"

"You are damn right. Help the players in any way you can, and I will keep watch of your progress here."

"Like the usual."

"Let's do this!"

Bill phases through the ship, and rockets down to the players. he activates his hover boots just before he hits the ground, and makes a superhero landing. He waves hi to the players, and faces the enemies while making a battle pose.

ACTION 1-2: Charge 2 CP
 
Near the planet...

A ship recently jumped out of Hyperspace, slowly stopping short near the planet's atmosphere. Inside, a half-alien, half-human makes the ship go into orbit around the planet. He looks at his pink puffball companion, who looks at him and nods. "So, This is universe G-1051, right?"

Kirby just nods as he looks at the planet's info on a holographic screen. "Yes indeed sir. This is where the players are currently located. They seem to be facing off against some monsters down there."

"Who's the big evil one this time?"

"An entity is known as the Acolyte."

Kirby pulls up a screen showing what the acolyte looks like. "He currently has 36 HP, and has godmodding powers."

"Then we shall go help these players then. Hey Bill! Wake up!"

Somewhere in the storage room of the ship, Bill was sleeping on the floor, resting from the last adventure. Shadrix enters the cargo room and seems him sleeping. "Dude, wake up! we have arrived!"

Bill's eyes flicker on as his hud and core activate. One by one, the 7 A.I's awakened.

D.E.T.E.R.M.I.N.A.T.I.O.N: "Oh good! I was wondering when we will arrive!"
P.A.T.I.E.N.C.E: "I told you we would make it sooner or later."
B.R.A.V.E.R.Y: "I can't wait to see what kind of adventure awaits us!"
I.N.T.E.G.R.I.T.Y: "As long as we stick together, we should make It through!"
P.E.R.S.E.V.E.R.A.N.C.E: "We should also make sure to learn about this place as much as we can."
K.I.N.D.N.E.S.S: "Yeah, so we can see if there are new friends for us to meet!"
J.U.S.T.I.C.E: "If there any bad people, we will bring them to justice!"

Once all the A.I awakens, Bill yawns as he stands. "So, who's the big threat this time?"

"I will put all the info you need into your databanks now. Maria, transfer data to Bill's databanks."

"Affirmative, sir."

Bill and the A.I's soon see all the info displayed about this universe and what has happened so far. "So, the Acolyte is the one we have to kill?"

"You are damn right. Help the players in any way you can, and I will keep watch of your progress here."

"Like the usual."

"Let's do this!"

Bill phases through the ship, and rockets down to the players. he activates his hover boots just before he hits the ground, and makes a superhero landing. He waves hi to the players, and faces the enemies while making a battle pose.

ACTION 1-2: Charge 2 CP

Torix blinks at the flashy entrance, seeing Bill Nye touch down after his entry. It's odd, almost like he's known that thing somewhere else... either way, though. Perhaps once the Giclops is down, he should ask about the odd sense of deja vu he gets... but for now, a quick introduction seems to be in order.

Torix - Uh... hey there! I assume you're here to help us, based off...
Torix - Well, at least the battle pose isn't aimed towards us.
Torix - I'm Torix, and... well, I suppose I'll let everyone else introduce themselves, even if they aren't overly vocal. Paradox.
Torix - Anyways - taking down that Giclops is the biggest goal right now. Let's focus on that first!


[Action 1, Sword of Flaming Wind]
Calculating his options yet again, Torix realizes an effective plan of attack here, again using the wind to his advantage. A small cyclone surrounds the Rust Imp before... wait, hold up. It dissipates as a better method of attack is recognized and began to act upon. Instead, the cyclone of warm winds expands to encompass and circle around the Giclops before the mage visibly strains attempting to pick it up. Eventually, the thing's lifted off the ground about... maybe three inches, with Torix still struggling to lift it further... sighing, he abandons that strategy as well, but the winds stay in place.

Instead, the mage decides to recycle a strategy from the Lightning Lure attack he did not too long ago, but take it even further. He begins spinning the winds through the sword into a massive force, relying on some invisible tether on range to keep the Giclops spinning. Eventually, the attack allows centrifugal force to take effect, and the Giclops begins to lift into the air further until Torix manages to get a good few feet in between the ground and the Giclops...

At which point the thing is released, sent flying off. Narrowly missing the Rust Imp as it's flung off the platform, the Giclops then proceeds to be slammed into a platform wall, knocking the wind out of it... and even beyond that, there appears to be a rather large pile of painful-looking wreckage below it. As the winds begin to bend and force the Giclops down into the crevice, it realizes the predicament it's in as it falls and lands directly on it all.

[Action 2,
Magmatic Staff]
And the pit of pain is only exemplified as magma bubbles up to the surface and further exemplifies the pit of pain. The scrap metal both embedded and not begins to overheat and turn into a liquid, and the Giclops finds itself being almost encased within the magma as well... long story short, the thing isn't gonna survive this easily, or at least not without a bunch of damage.

Even as the magma cools, the Giclops finds itself encased in the hardened stone due to an inability to actually exit the area of magma and metal when it was still stone. It's pretty stuck there until it finds some way to get out of it, and I don't think SBURB's Programming for the underlings is quite that complex.

[Free Action RP]

Noticing that @Sky High's looking more than a little rough, Torix calls out to him.
Torix - Hey, are you doing alright? That really looked like it hurt...
Torix - I've got healing stuff, though! Just let me know if you need any.


Entity Orders -
Floating Turrets - KO that one standing Rust Imp, and then the rest fire on the Giclops.


Charge Gauges -
Charge Gauge: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 22/35
Grist -

[LVL 0] Build Grist - 1,854 []
[LVL 1] Malachite, Rust - 210 []
[LVL 2] Copper - 100
[LVL 3] Lead - 90

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.
[LVL 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 3] Goldenspark Sword - An upgrade to the Firebolt Sword's lightning effects. Enhanced with Fulmigold!
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[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, up to 3]

Armor -
[LVL 2] Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[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.
 
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