The Acolyte's War: Postnoctis

Act 3: Episode 1: Battle Post 17
Build:910
Lv 1:40
Lv 2:0
Charge:16/35

(x1)(Voidstaff) The Voidstaff flies into the skies above and unleashes a terrifying rumble as dark clouds spew forth from it in the sky, a storm is brewing as lightning crackles between the clouds and at the ground besides the Elite Sword Mooks, signifying their target as the clouds thicken and darken even further into an Inky Black that blocks out all of Skaia. The Thundercloud spans 100 kiometres on each side and in that area, around 6cm of total percitable water can be found. Ergo, 600 million tons of water is in that air right now.

Suddenly, the air dries up as all the water vis concentrated into one location in the clouds, the Mooks' skin dries up as a buldge is formed at the base of the cloud above them, like maybe a tornado is going to meet them. They can run, but to no avail as 10 seconds pass and the bottom of the Enormous Water Drop reveals itself to the terror of those Mooks. 10 more Seconds pass before the Rain Drop hits the Ground and at that moment, it is moving at half the speed of sound. The Sheer pressures between the solid ground and the weight of the droplet causes it to burst out momentarily, creating a supersonic omnidirectional jet that destroys the Elite Sword Mooks no matter where they run.

It renders them into nothing more than broken bodies as it speeds along and destroys some conveniently created empty houses and small hills before hitting a thin wall of Minecraftian Bedrock, slamming the remains of the houses and the Elite Sword Mooks into it at high speeds and making sure there's no survivors.

(x1)(Staff of Creation Magics)As i catch the Voidstaff as it returns to my Hand, i twirl the Staff of Creation Magics as the Orb of Stars shines even brighter. If there is such thing as overkill, i have never heard of it. Portals appear behind me as i prepare to go all out on the Elite Sword Mooks as i channel the very power of Creation from myself and through th Portal.

Calling upon the powers of Unlimited Blade Works and the Treasury of the Divine, i send, from the portals, millions and trillions of Blades, created and conjured in an instant and all aiming at the Elite Sword Mooks, who have to parry their own weapons. I call forth the swords of Fire, Water, Earth, Wind, Light, Darkness, Dreams, Nightmares, Steam, Storms, Lullabies, Pianos, Plants, Windows, Secrets, Void, Trains, bacon, Spice, Sugar, Salt, Eggs, Suns, Moons, Planets, Cells, Humans, Deer, Wishes, Hopes, Kitchen Sinks, Orcs, Elves and Dragons to rest as they parry away the Weapons of Lore.

I then rise and begin my own combo attack.

Throwing the flaming sword of Flames and turning it into the pyrblastic explosive Sword of Eternal Flames, i burn down the Sword Mooks. Converting the Sword of Water into a Flowing Harp of Liquid Form, i command their Blood to explode from within their bodies. From the Sword of Earth, i draw forth the Solid Vase of the Dirt and Rocks and combining it with the Liquid Angel drawn from the Sword of Planets, i create a tectonic earthquake that shakes the Land as huge chasms form and swallow whole the Mooks. From the Sword of Wind, i draw forth the Bow of Hurricanes and combing it with the Sword of Storms, from which i combine with the Lullabies to create the Song of Storms, i conjure forth an eternal rhapsody of Violent Hurricanes and Tornados which toss the Mooks up high into the stratosphere to which only than it ends. I combine the Sword of Light and Darkness, and the Swords of Dreams and Nightmares and pull out the Pillow Scales of Eternal Unrest, from which i make Evil Holy Magic and raise the Undead as Pure Nightmares to send the Living to Sleep. From the Swords of Steam and Pianos and Plants, i call forth the Claypot Piano that plays a haunting melody that causes steam to erupt from the chasms as hungry ivy snakes with piano teeth come forth to sate their appetities.

From the Swords of Windows and Secrets and Void and Trains, i conjure forth a Fenestrated Plane, promptly broken by a Train bearing the Cargo of Classified Secrets and Void Energy, whom promptly render the Mooks into Oblivion in Secrets and broken rails.From the Swords of Spice, Sugar, Salt, Bacon, Eggs, Suns and Hopes, i call forth a Healthy Angel's Breakfasts which promptly summons down the Angel of the Houses of the Sun who glares at the Mooks as they immediately burst into flames from the Sun's Wrath as their Hopes spiral down into Nothingness. Invoking the Swords of Moons, Cells and Humans, i create forth the Alien Scroll as a UFO zaps some Mooks up for...study. Calling forth the Swords of Deer and wishes, I conjure forth a Ninjutsu Scroll and promptly use Shadow Binding on the few Mooks that are still dodging the attacks and cataclysms.

Finallly, invoking the swords of Kitchen Sinks, Elves, Orcs and Dragons, i conjure up the Fantasy Kitchen sink and from it's tap, comes forth an army of fantasicla beasts and mythical warriors. I lead them into glorious battle with the Elite Sword Mooks and at the end, none survive. And as thus, i conclude my ongoing sword barrage and take a short break.

(ORDERS) Quiet Healer to also take cover behind the Wall and heal the Steel Golem while the Combat Apothecary continues healing himself

Since no other attack is specified, I'm going to count this for both attacks.

Your attack deals 28 damage to the Elite Sword Mooks! This kills four of them, counting the injured one.

Your entities will do as you say. Just as a heads-up, the ability for entities to heal themselves after is now a keyword and has to be bought. Seeing as how the Combat Apothecary was made before entity health and damage formulas were buffed, I'll apply it to him.
I'm also going to nerf the Staff of Creation Magics slightly.

+5 to your current Charge Gauge.
+40 Build Grist acquired.

Sky High?'s mechanical eye wanders, scanning the battlefield.

Then, it uploads a small string of code:

open list mooks;
repeat until list end {
if hp <= 5 {
add to list target;
};
next object;
);

execute destroy to list target;
end

(OOC: I almost certainly butchered that.)

ACTIONS 1 + 2:

Sky High?'s movements suddenly become a bit more robot-like. He activates a pair of wings and then moves from Mook to Mook, bashing his staff into their head until they die. With each strike, the staff unleashes a burst of energy, adding more power to the blow. He seems to skip over the Mooks with more than 5 HP, exercising his wrath on the rest.

Then, his arm prints out a piece of paper. He picks it up, and it says: "Thank you for using Automated Scripting Services."

Sky High?: You won't get one over on me, Mooks.

----------
No entities to order around... yet.

CP: 8/35
Inventory:
104 Build Grist
20 Malachite

I like your creativity! You deal 3 damage to four of the Rifle Mooks and four of the Spear Mooks, lowering the victims' HP to 5!

+4 to your current Charge Gauge.


I got this attack wrong, so the Mooks revert back to full health.

You deal a total of 22 damage to the affected Mooks, killing a Rifle Mook, three Lightly Armored Sword Mooks, an Elite Battle Rifle Mook, and two Well-Armored Club Mooks! Miraculously, the Mooks' armor doesn't save them that much! Wow, that's a lot of kills, and lucky kills at that.

+4 to your current Charge Gauge.
+72 Build Grist acquired.

(Man, it's a good thing I made it so that everyone gets Grist upon a kill.)

Charge Gauge: 28.
Grist: 540 Build Grist, 0 Malachite, 0 Copper.

-----

Action 1: "Copper" is slang for a policeman, so clearly the Copper Imps are here to fight crime. I point at a nearby cliff and tell them that there's a drug dealer at the bottom, and he's spiking the rocks with his stash. They leap off the cliff in their haste to arrest him, and discover that instead of drugs, there's simply a stash of spiky rocks on which they impale themselves.

-----

Action 2 + Cursed Void Sword: I stab a Copper Imp with the Cursed Void Sword. It lets out a string of unprintable curses, invectives, expletives, and general profanity. Then it immediately gets swarmed by a mob of angry parents concerned that this new "SBURB" video game is a bad influence on their children.

You deal 18 damage in to the Copper Imps, killing one of them and chipping away at the other's health!

+4 to your current Charge Gauge.
+10 Build Grist acquired.
+5 Malachite acquired.
+5 Copper acquired.

Not wanting to waste actions for the turn, Torix winces and charges for it.

Alright then!

+4 to your current charge gauge.

The Player blinked. He didn't know how long he had been out of it, but judging by the Lightly-Armored Sword Mooks rushing him, it had been too long. As he used the Minecraft controls to dodge about, he tried to think of what to do next. He knew that armor was a pain, but poison seemed to guarantee some damage. He did have some splash poison in his inventory, so it was just a question of delivery since he could never get potion throwing down right...

But he could shoot a gun moderately well. Since Minecraft didn't allow for something crazy like this...

> Attach Splash Potion of Poison to end of the Assault Rifle, cork first.

Much to his elation, the Minecraft Avatar did its job! Taking back the controls, he aimed and fired into the crowd of mooks chasing him, causing the Splash potion to rocket int heir ranks and explode with tremendous toxic force!

However, he wasn't out of the woods yet, since some Spear Mooks had tried to corner him! However, with those new Ogres nearby, the player didn't even need to bust out the fancy new command line thing for this one. He simply led the spear mooks by the nose, got close to the ogres, and then approached one with its back turned. The next time a spear mook went to attack...

*POKE*

"ROAAAAAAAAAAAAAAAAAAAAAAAR!"

Well, cartoons couldn't depict it better themselves. And now the Ogres were beating up the Spear mooks and using their weapons as toothpicks.

Meanwhile, as the Stone Mason worked tierlessly on the wall, the cleric noticed his wounds and came up to them. They healed the Stone Mason, causing them to look each other in the eyes.

The Cleric stared at the Mason.

The Mason stared at the Cleric.

The Mason then awkwardly waves and gets back to the wall with a grateful 'HMM'. The Cleric, meanwhile, was still blushing after all this.

Could love really bloom on the battlefield!?

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

Actions:

Action 1: Use the Grist Forged Assault Rifle to shoot a splash poison potion on the Lightly-Armored Sword Mooks.

Action 2: Force a Spear Mook to whiff an attack, aggro-ing the Malachite Ogres.


Entity Orders:

Cleric: Heal the Stone Mason.

Stone Mason: Heal the wall.


Resources:

Charge - 24/24
Charge 2 - 5/35
Build Grist - 826
Lvl 1 Grist - 30
Lvl 2 Grist - 20

You have a Build Grist-Forged Shotgun in your inventory, which is pretty different from its assault rifle counterpart, so I'll assume you used that for the first attack. Your attack deals 2 damage to two of the Lightly-Armored Sword Mooks, since you only shot once! While their armor did block most of the attacks, you did manage to Poison them for the next round.

The Spear Mooks are now caught up in combat with the Malachite Ogres!

Your entities will do as you say, but the Cleric Villager can only act every other turn.

You have your first charge gauge built up to full! Your second charge gauge won't fill up any further until you've spent it.

Post-Player Battle:

Ninjatwist_ charges into melee against the Rifle Mooks, dealing 8 lethal damage to one of them with his Shortsaber!

Luke Ingram tries some close-range shots with the Alternator SMG against last Well-Armored Club Mook, but he whiffs all but one shot. He deals 2 damage to them!
The Combat Apothecary self-targets with its heal, healing itself for 2 HP, since it got targeted last turn!
The Quiet Healer heals up the Combat Apothecary for 4 HP, since it got targeted last turn!
The Stone Mason Villager heals up the Outer Wall to full!
The Desert Cleric Villager brews up another potion.

The Malachite Imps crowd around Splashcat, dealing 5 damage to them! Their Gunmetal Chestplate blocks some of the damage.

The Spear Mooks attack one of the Malachite Ogres, dealing 8 damage to it!
The Rifle Mooks keep shooting at Ninjatwist_, dealing 6 damage to him!
The Lightly Armored Sword Mooks switch their targets to the Steel Golem, dealing 6 damage to it!
The Well-Armored Club Mook decides that Luke Ingram isn't worth the effort and switches targets to the Combat Apothecary, but they hit the Outer Wall instead, dealing a single point of damage to it.
The Elite Sword Mooks move in after the Desert Cleric Villager, dealing 10 damage to him! Both of them score deadly crits!

The Malachite Ogres clobber two of the Spear Mooks, dealing 8 lethal damage to both of them!

The Steel Golem stomps on one of the Lightly Armored Sword Mooks, dealing 10 lethal damage! Armor won't save them there.

A pair of Mook APCs, a squadron of Sniper Rifle Mooks, and a trio of Smash Mooks arrives onto the field.

The Malachite Imp's curse is lifted.
The Lightly Armored Sword Mooks take Poison damage!

Total Grist gains for this round are:
+140 Build Grist
+5 Malachite [Lvl.1]
+5 Copper [Lvl.2]

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

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

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 11/35. (1 in reserve)
Splashcat [AA] HP: 15/25. Charge Gauge Spent: 0/35. (1 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
5/80 Lvl.1 Grist (Includes: Malachite)
5/80 Lvl.2 Grist (Includes: Copper)

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% 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 75% 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)

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 84/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 59/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Combat Apothecary, Quiet Healer.

Combat Apothecary [AA - The Paradoxical Dragon] HP: 19/20. / BD&H: 4. / SV: 3. Combat Healer. Autohealer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 34/52. / BH: 7. / SV: 3. Healer.

Stake Pitfall Trap [AA - The Paradoxical Dragon]: Deals 4 damage to one enemy. Applies Bleeding (1 damage taken per turn) for two turns to the victim and Stun (Misses attacks) for one turn to the victim and another in its group. Can be used twice. Used once.

Steel Golem [AA - Torix] HP: 53/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

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

Desert Cleric Villager [AA- Alastair1] HP: 14/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

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

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

Copper Imp [SB] HP: 12/12. / BD: 2. / SV: 2. (x2)
-Copper Imp HP: 6/12. (x1) Cursed (+10% damage taken from direct attacks, 0/1)
-Copper Imp HP: 0/12. (x1)

Spear Mooks [PA] HP: 8/8. (x6). Chivalry.
-Spear Mooks HP: 0/8. (x2)

Rifle Mooks [PA] HP: 8/8. (x5). Chivalry.
-Rifle Mook HP: 0/8. (x2).

Lightly-Armored Sword Mooks [PA] HP: 8/8. (x2) Chivalry.
-Lightly Armored Sword Mook HP: 5/8. (x2) Poisoned (1 damage taken per turn, 0/1)
-Lightly Armored Sword Mook HP: 0/8. (x4)

Elite Battle Rifle Mooks [PA] HP: 8/8. (x5). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mooks HP: 0/8. (x1).

Well-Armored Club Mook [PA] HP: 6/8. (x1). Armor (60% chance, 65% effectiveness). Chivalry.
-Well-Armored Club Mook HP: 0/8. (x2).

Elite Sword Mooks [PA] HP: 8/8. (x4). Melee Training 2.
-Elite Sword Mook HP: 0/8. (x4). Melee Training 2.

Sniper Rifle Mooks [PA] HP: 8/8. (x10). Sniper.

Smash Mooks [PA] HP: 32/32. / BD: 8. / SV: 2. (x3) Dueler. Giant Body.

Mook Armored Personnel Carriers [PA] HP: 60/60. / BD: 4. / SV: 3. (x2). Mook Transport (15).
Armed with: Heavy Machine Gun (Automatic).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 1: Battle Post 18
Sky High? sits on a nearby rock, contemplating his mechanical arm. Then, he nudges his charge gauge a little more, before releasing 20 Charge into a single item:

A sword made out of an unknown material that absorbs all light, similarly to "Vantablack." If you looked closely (or splashed some paint on it), you would see that it has the letters "FEAR" inscribed in the flat end of its blade.
Bladed Weapon
Base Damage: +1
Always inflicts one of five effects for two turns:
Scared (misses actions) (40%)
Blinded (reduced accuracy) (25%)
Darkened (attacks always hit, but targets are random and can include allies) (20%)
Scarred (Additional attacks have a chance to inflict bleeding) (10%)
FEAR (Enemy is under Sky High?'s control while this effect is active) (5%)

Sky High? contemplates the sword he holds.

Sky High?: The first of many.

---

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

I'm not going to register that charge going off, since items are made entirely differently now, and can't be made using charges. Items are now made using Grist, which you should have enough of (for a Level 1 item), and ingredients, which can be found in a link in the inventory or found with actions if none of them suit your fancy. You're keeping your charge points, though. If you need help working with the new system, feel free to contact me and I'll try to sort out any issues you might have.

Charge Gauge: 32.
Grist: 680 Build Grist, 5 Malachite, 5 Copper.

-----

Action 1 + Cursed Void Sword: I continue my assault on the Copper Imps. An imp is a type of small demon. Demons in D&D originate from the Abyss. An abyss is rather like a void. Furthermore, demons are unholy. Curses are also unholy. Therefore, these imps must have great affinity for the Cursed Void Sword. So I set up the Cursed Void Sword on pedestal to attract the imps. When they try to grab it, they discover that it's booby-trapped, and the pedestal is in fact an ornate robotic arm that proceeds to stab them with it.

-----

Action 2: I put on a helmet made of voodoo dolls and start making faces at the Sniper Rifle Mooks. When they try to headshot me, they headshot themselves instead.

Your first attack deals 12 damage to one the Copper Imps, killing the first one that tries to get at your Cursed Void Sword!

I'm going to calculate this as if the Sniper Mooks actually shot at you, and... four of them take the bait. All four of them hit, and two of them even crit, raising the damage total to 12!

+4 to your current Charge Gauge.
+10 Build Grist acquired.
+5 Malachite acquired.
+5 Copper acquired.

(ORDERS)CA to attack a Lightly Armoured Sword Mook, QH to heal the Steel Golem

Build:1050
Lv 1:45
Lv 2:5
Charge:21/35

(Staff of Creation Magics) Bearing the Staff of Creation Magics, i Create an Illusion of the Combat Apothecary taunting 2 of them and running away. When they follow suit as they do, while i take away the sensation of pain, they are actually running up a hill of glass shards and tumbling down it as they run after the Illusionary Combat Apothecary, all of a sudden, they fall. They have fallen into my Stake Pitfall Trap and as the illusion breaks from the pain i'm no longer soothing, the true extent of their injuries takes it's toll on them.

(Voidstaff) Rasing the Voidstaff above my head, a swarm of black flies come forth like a Legendary Plague. They swarm forth towards the Sniper Rifle Mooks, their goal isn't to do much damage to them, bur rather to annoy and distract and blind them. Making them have a greater chance to miss as the flies climb into all their sensory organs...

Your attack deals 4 damage to one of the Smash Mooks and lures them into the Stake Trap! However, only one of them will get stunned, since they can probably escape on their own.

You also inflict Blind (50% miss chance) on two of the Sniper Rifle Mooks for the turn!

+4 to your current Charge Gauge.

This post is technically for the previous update, Battle Post 1-18.

Torix, upon seemingly resuming interaction with the battle, seems astonished. Nothing truly appeared to have permanently changed yet, which is definitely nice - time to take advantage of not missing the turn!

Action 1, Firebolt Sword -
Realizing the fact that he's technically out of time, Torix harnesses the power and abilities of lightning from the Firebolt Sword to launch a large variety of speedy attacks at the Elite Battle Rifle Mooks! Making sure to stay out of their scopes by circling them, the caster soon performs a clever side flip before using an electric blast from the sword, disabling their weaponry temporarily and allowing him time to damage their weaponry - along with the Mooks themselves.

Action 2, Jar of Liquid Food -
Further reflecting the lack of time he's presented with along with time-crunch created attacker's block (because that's totally a real thing), Torix quickly goes for the second best option. Taking a Jar of Liquid Food from his inventory, he quickly placed a brewing stand and infuses the jar with gunpowder, making it a splash potion by Minecraft law. He then chucks a jar of the greenish liquid at Splashcat. Despite not actually being consumed, the potion should take effect due to being splash and heal them for 4 HP, along with regen!

(Spoiler snipped, unless you usually access your assets from here and not your previous post)

You deal 12 damage to the Elite Battle Rifle Mooks with your Firebolt Sword, killing one of them and halving the health of a survivor! No bonus damage, however.

You also heal up Splashcat with a Jar of Liquid Food, healing them up for 4 HP! You also grant them Regeneration for a couple of turns.

Have you used up your first Charge Gauge yet? Once you use it, the second one will start charging.

+10 Build Grist acquired.

Alastair1 said:
I feel incredibly bummed. I'm just going to phone it in by having my character use their rifle on the elite sword mooks and Tiger Ax on them too.

For flavortext, the player uses the command line thingy to do this via their smartphone, making this literal. The Stone mason keeps the wall alive, the Cleric keeps the stone mason alive.

Alright, you deal 4 damage to one of the Elite Sword Mooks (since the other shot missed) and 8 lethal damage to another!

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

Post-Player Battle:

Ninjatwist_ keeps slicing up the Sword Mooks with his Shortsaber, dealing 8 lethal damage to one of them!

Luke Ingram finishes the job he did on the Well-Armored Shotgun Mook by blasting them in the back with his Alternator SMG, hitting them twice for 6 lethal damage!
The Combat Apothecary smacks one of the Lightly-Armored Sword Mooks for 2 damage! Their armor blocks part of the hit.
The Quiet Healer heals up the Stone Golem for 4 HP, since it got targeted last turn!
The Stone Mason Villager once again heals up the Outer Wall to full!
The Desert Cleric Villager heals up the Stone Mason to full HP!

The Spear Mooks continue their assault on the Malachite Ogres, dealing 6 damage to the weaker one!
The Rifle Mooks keep trying to shoot down Ninjatwist_, dealing 4 damage to him!
The Lightly Armored Sword Mooks keep attacking the Steel Golem, dealing 4 damage to it! Neither of them score crits!
The Elite Sword Mooks keep attacking the Steel Golem, dealing 4 damage to it! No crits are dealt!
The Elite Battle Rifle Mooks finally get off their behinds and start shooting! They fire upon the Desert Cleric Villager for 6 damage!
The Sniper Rifle Mooks take aim at the Combat Apothecary, even hitting despite their blindness! One of them crits! 10 damage dealt!
The Mook APCs fire upon the Steel Golem, dealing 6 damage to it! One of them prepares to release its cargo.

The Malachite Imps get a bit spooked by Splashcat and switch targets to the Combat Apothecary, but deal 2 damage to the Outer Wall instead!
The Malachite Ogres clobber two of the Spear Mooks, dealing 8 lethal damage to both of them!

The Smash Mooks all try bashing at the Quiet Healer, who has more max HP than them and is unaffected by Dueler! Both it and the Outer Wall take 8 damage!
One of the Smash Mooks succumbs to the Stake Pitfall Trap, dealing 4 damage to them! Not only are they stunned, but they also start bleeding heavily!

The Steel Golem keeps attacking the Lightly Armored Sword Mooks, slamming its fist onto one of them for 5 damage! While their health has taken a severe beating, their armor saves them from the giant hit.

Splashcat regenerates some health!
The Sniper Rifle Mooks regain their sight.
The Smash Mook starts bleeding out!

Total Grist gains for this round are:
+48 Build Grist
+5 Malachite [Lvl.1]
+5 Copper [Lvl.2]

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

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

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 11/35. (1 in reserve)
Splashcat [AA] HP: 19/25. Charge Gauge Spent: 0/35. (1 in reserve) Regeneration (1 HP gain per turn, 2/2)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
10/80 Lvl.1 Grist (Includes: Malachite)
10/80 Lvl.2 Grist (Includes: Copper)

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% 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 75% 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)

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 80/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

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

Combat Apothecary [AA - The Paradoxical Dragon] HP: 9/20. / BD&H: 4. / SV: 3. Combat Healer. Autohealer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 26/52. / BH: 7. / SV: 3. Healer.

Stake Pitfall Trap [AA - The Paradoxical Dragon]: Deals 4 damage to one enemy. Applies Bleeding (1 damage taken per turn) for two turns to the victim and Stun (Misses attacks) for one turn to the victim and another in its group. Can be used twice. Used twice.

Steel Golem [AA - Torix] HP: 47/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

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

Desert Cleric Villager [AA- Alastair1] HP: 8/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

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

Malachite Ogre [SB] HP: 40/40. / BD: 8. / SV: 2. (x1). Grist Tierage.
-Malachite Ogre HP: 28/40. (x1)

Copper Imp [SB] HP: 12/12. / BD: 2. / SV: 2. Grist Tierage.
-Copper Imp HP: 6/12. (x1)
-Copper Imp HP: 0/12. (x1)

Spear Mooks [PA] HP: 8/8. (x4). Chivalry.
-Spear Mooks HP: 0/8. (x2)

Rifle Mooks [PA] HP: 8/8. (x4). Chivalry.
-Rifle Mook HP: 0/8. (x1)

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

Elite Battle Rifle Mooks [PA] HP: 8/8. (x3). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mook HP: 4/8. (x1)
-Elite Battle Rifle Mook HP: 0/8. (x1)

Well-Armored Club Mook [PA] HP: 0/8. (x1). Armor (60% chance, 65% effectiveness). Chivalry.

Elite Sword Mooks [PA] HP: 8/8. (x2). Melee Training 2.
-Elite Sword Mook HP: 4/8. (x1)
-Elite Sword Mook HP: 0/8. (x1)

Sniper Rifle Mooks [PA] HP: 8/8. (x6). Sniper.
-Sniper Mooks HP: 6/8. (x2) Blind (50% miss chance, 0/1)
-Sniper Mooks HP: 4/8. (x2)

Smash Mooks [PA] HP: 32/32. / BD: 8. / SV: 2. (x2) Dueler. Giant Body.
-Smash Mook HP: 23/32. Bleeding (1 damage taken per turn, 1/2), Stun (Misses attacks, 1/1)

Mook Armored Personnel Carriers [PA] HP: 60/60. / BD: 4. / SV: 3. (x2). Mook Transport (15).
Armed with: Heavy Machine Gun (Automatic).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 1: Battle Post 19
Sky High? sighs as he realizes things work differently here - no sword for him, put simply. He decides to spend his first action looking for a Sword blueprint and then his second for an Essence of Fear. He then makes Fear, for REAL this time.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

It takes a step forward.

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

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

And then it moves.

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

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

-1 Damage to Alastair1!

-1 Damage to Alastair1!

-1 Damage to Alastair1!

-1 Damage to Alastair1!

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

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

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

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

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

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

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

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

-2 Damage to Alastair1!

-2 Damage to Alastair1!

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

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

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

-4 damage! -4 damage!

But it was futile.

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

-8 damage to Alastair1!

The Cleric and Stone Mason looked on with bated breath.

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

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

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

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

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

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

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

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

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

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

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

-----

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

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

-----

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

-----

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

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

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

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

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

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

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

+8 to your current Charge Gauge.

Post-Player Battle:

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

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

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

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

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

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

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

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

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

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

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

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

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

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

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 1: Battle Post 20
Roleplay - Holy crud Alastair oh god oh frick
Deciding to not put anything off further, Torix moves first this turn. Beginning to draw my sword, the mage goes - wait crud Alastair's at 1 HP, why is Alasdair at 1 HP!? Immediately, he quickly changes his plans for the turn - telling the Steel Golem to bodyguard him and realizing there's still a threat to be dealt with in the field.
Torix - Look, what you did was effective but really, really reckless.

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

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

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

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

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

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

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


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

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

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

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

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

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

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

+60 Build Grist acquired.

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

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

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

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

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

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

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

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

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

+4 to your current Charge Gauge.

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

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

ACTIONS 1 + 2 + FEAR

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

~~~
Agyxos the Martyr attacks the Mook Lieutenant.

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

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

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

+4 to your current Charge Gauge.

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

Alastair1: ...
Alastair1: AI?

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

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

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

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

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

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

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

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

Action Summary:

Action 1 + 2 charge - Self Heal

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

Entity Orders:

Stone Mason Villager: Heal Outer Wall

Cleric Villager: Heal Alastair1

Resources:

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

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

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

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

The Villagers will do as you say.

+30 Build Grist acquired.

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

-----

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

-----

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

-----

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

The Master Alchemist will do as you say.

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

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

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

Post-Player Battle:

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

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

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

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

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

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

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

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

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

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

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

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

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

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 1: Battle Post 21
Charge Gauge 2: 4/35.
Grist: 794 Build Grist, 20 Malachite, 20 Copper.

-----

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

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

-----

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

(Yep, it's a hammer)

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

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

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

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

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

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

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

Sky High? then turns to the weakened Hammer Mooks.

Sky High?: Feel the wrath of my FURY!

ACTION 2 + FURY

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

~~~
Agyxos the Martyr attacks the Mook Leader.

CP: 4/35
Inventory:
136 Build Grist

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

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

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

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

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

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

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

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

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

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

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

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

Your entities will do as you say.

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

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

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

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

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

Post-Player Battle:

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

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

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

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

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

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

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

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

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

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

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

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

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

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

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

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 1: Battle Post 22
Sky High? picks up his swords.

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

ACTION 1 + FEAR

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

ACTION 2 + FURY

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

~~~
Agyxos the Martyr attacks the Mook Leader.

CP: 4/35
Inventory:
136 Build Grist

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

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

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

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

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

Alastair1: I failed?

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

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

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

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

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

You also restore 2 HP to both of the Villagers!

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

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

-----

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

-----

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

-----

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

The Master Alchemist will follow your commands.

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

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

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

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

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

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

Entity Orders -

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

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

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

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

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

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

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

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

The Steel Golem will take cover as you command.

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

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

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

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

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

The Center of Brilliance will do as you say.

Post-Player Battle:

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

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

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

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

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

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

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

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

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

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

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

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

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

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

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 74/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 1: Battle Post 23
Sky High? smiles at the amount of Malachite he's holding.

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

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

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

Another sword for the collection.

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

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

You add the Essence of Pain to the Ingredients list!

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

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

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

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

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

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

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

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

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

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

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

Base Actions:

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

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

Free Actions:

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

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

Blacksmith - Use the Outer Wall for Cover

Entity Actions:

Tundra Blacksmith - Buff the Cleric's Defense

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

Stone Mason - Keep that wall up.

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

Resources:

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

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

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

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

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

+20 Build Grist acquired.

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

-----

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

-----

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

-----

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

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

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

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

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

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

+3 to your current Charge Gauge.

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

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


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

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


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

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

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

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

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


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

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

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


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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

Post-Player Battle:

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

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

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

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

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

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

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

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

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

A Tundra Blacksmith Villager arrives on the field.

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

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

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

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

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

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

Luke Ingram [AA] Health Vial: 78%. (78/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 75/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 1: Battle Post 24
Charge Gauge 2: 16/35.
Grist: 1228 Build Grist, 40 Malachite, 20 Copper.

-----

The Master Alchemist will Daze the 4 full-HP Assault Rifle Mooks and 1 un-Dazed Powered Pistol Mook. Then it will attack the Mook Heavy Machine Gun Teams, or if none survive, the two injured Assault Rifle Mooks, or if those are dead too, an Elite Battle Rifle Mook.

-----

Action 1: I increase the force of gravity in the area. A Heavy Machine Gun becomes too heavy for the Heavy Machine Gun Team and crushes them under their weight. Then I crank up the gravity even more, and the Machine Gun becomes so Heavy that it pulls out a Minigun and Sandvich. I quickly paint it blu(e) and paint the squashed Mook Machine Gun Team red, and the Heavy mows them down.

----

Action 2 + Cursed Void Sword: I slash at an Elite Battle Rifle Mook. It dodges. I slash again. Another dodge. I unleash a furious whirlwind of strikes, my edge parting the air itself as it whistles towards the Mook, but not a single blow strikes home. The sword flickers darkly like a gaping purple-black maw, and yet it has not tasted blood this round.

Then the Mook drops dead.

When I said my edge parted the very air itself, I wasn't kidding. Each sword strike created a vacuum (sustained by Void magics), until the air in the area around the Mook was so thin that it suffocated.

The Master Alchemist will do as you say.

Your first attack deals 9 damage to the Mook Heavy Machine Gun Team, making them lose their Spotter bonus!

Your second attack deals 10 damage to the Elite Battle Rifle Mook, killing one of them and dealing 2 damage to another

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

[OOC: Saw an Assets snip in an earlier dop - don't worry about including that in the future. I edit from my post last turn.]

Quickly going through his inventory, Torix notices a few discrepancies and fixes them. This mainly involves gaining 10 missed Copper, cause he didn't pick it up earlier.

[Action 1,
Fire Caster Sword] The spellcaster realizes that for the last few turns, his attacks have been rather predictable. He always attacked with the lightning and fire sword, then the fire caster sword... well, it's time to change it up!

Rushing towards the Heavy Machine Gun Mook Team that Splashcat already fired upon, Torix finally decides to employ a little bit of unpredictability within his attacks and actually change up his tactics a bit! As he does so, something seems to click from his avatar and as a faint whirring sound is heard through his mic, Torix's hotbar begins to switch items at a rapid pace - and though most of it is fairly empty, the various spellblades within the inventory rapidly switching out and interspersed with the odd potion seem to be enough to confuse the Mook teams. Unsure what they're being attacked with and already slowed by the splash potion earlier thrown at them, they're confusion leaves them unable to set up a proper defense to the weaponry they are being attacked with.

Finally stopping the unbound scroll wheel and landing on the Fire Caster Sword, Torix uses the sudden shock of the Mooks that they can actually see the weapon he's attacking with to their advantage. As the Mooks scramble to prep their fire defenses, Torix gives them a look before just unleashing a Fireball spell on the place to an unusual degree of effectiveness. Without being properly equipped, what's the point in using a higher level spell slot when the lower one will still get the job done anyways?


[Action 2, Firebolt Sword, Alastair X-Post]
Seemingly sharing a moment of unknown conversation with a fellow Player in the battle, Torix proceeds to... well, be flashy. Electricity racing from the sword, the un-altered Heavy Machine Gun suddenly finds itself in a strange situation. The mage, running at near the speed of a lightning bolt himself towards these Mooks, closed the distance in mere seconds and begins occupying crew and fun of the group. Pulling out the sword for actual combat, he soon manages to hit every single Mook on the team exactly once... yet at this stage the damage, although there, seems minimal.

Yet... The real effect of the attacks becomes drastically clear as Torix activates their full brunt. Electricity still coursing through their veins, Torix uses the superficial hits on them to gain access to it. And with the brain operating on electrical signals, with precise enough control you can change what they think... or see. As they all succumb to a massive migrane, dealing considerable damage to them all, Torix stands back before projecting a clear mental image out to all of them... in which they see a baseball field ingrained in their minds, playing the positions of a team. A group of strange shadowy individuals, playing the other side of the battle, warps into place - and as the ball is pitched and hit, the crowd cheers. They feel great, and they're famous!

What they don't see through this illusion, is Alastair. And he is quite literally in the left field, ready to strike.

"And now for the play of a century. You got this!"

Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::] 18/25
Grist -

[LVL 0] Build Grist - 1,256
[LVL 1] Malachite - 50
[LVL 2] Copper - 20 [+10 from previous calculation errors, sorry]

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

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

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

Your first attack with the Fire Caster Sword deals a pretty overkill 12 damage to the battered Heavy Machine Gun Team, destroying them in a flash!

Your second attack deals 12 damage to the second Heavy Machine Gun Team, allowing Alastair1 to finish them off stylishly!

I'm gonna give you an extra charge point for your innovative cooperation!

+5 to your current Charge Gauge.
+16 Build Grist acquired.

Seeing the Mooks succumb to what appears to be Baseball themed hallucinations, Alastair1 decides to step up to the plate. The unseen ball reaches a certain point, and the Mooks are about to win the game...

When, from their eyes, it stops. It then slowly turns around, changing colors. From red stitching and white leather... to orange leather and black Stitching? What the-?

"ROAAAAAR!"

The Baseball, now the size of a Tiger, charges them, burying its loud claws as it mauls the team. The umpire is swiftly eaten even as he calls foul on the play. The Tiger Ball, while it still hasn't technically hit the ground, has long since eaten the runners, foiling their efforts at a grand slam and a place in next year's tourney!

By the time the decimated team recovers, they 'hear' a voice mock them.

Alastair1: That was grrrrrrreat!

This pisses off one of the Mooks, and they come in for angry revenge, despite not being able to see past the illsuion. It's no use.

The Heavy Machine Gun Team isn't able to see Alastair1 pick up and equip a Smash Mook body. He comes in, stands in place and winds up, then performs a sickeningly strong Smash attack from the left field. The Heavy Machine Gun Mook Team flies out of the 'baseball' field, exploding the second they leave the right side's boundaries!

Alastair1: And they are out of here!

The Smith Armors the Cleric First, since they are in need of defenses. The Cleric decides to heal Ninja and Luke with its brewed potion. Stone Mason does what Stone Mason does best and heals the wall.

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

Action 1 + Tiger Axe: Use the 'sounds like a tiger on crit' to scare the Heavy Machine Gun Mook team into thinking the ball turned into a monstrous Tiger Baseball that mauls them.

Action 2: Use a pun + Smash Mook Body + FSmash to finish them off with an attack from out of left field.

The Villagers will do as you say.

Wow, your set of attacks deals a total of 20 damage to the Mook Heavy Machine Gun Team, easily wiping them out with Torix's help and overkilling them into oblivion!

Like Torix, I'm going to give you an extra charge point for this kind of teamwork.

+5 to your Charge Gauge.
+16 Build Grist acquired.

Build:1714(unfinished)
Lv 1:80
Lv 2:20
Charge:10/10

(x1)(Voidstaff) I perform a Necromantic Ritual as I use the Voidstaff to create a Skaian Eclipse. As the time of Total Eclipse approaches, skeletons of dead consorts arise from the Land to fight the Well Armoured Mooks with their grasping claws and slavering maws. The Total Eclipse comes and with it, an Earth-Shattering Kaboom as a Huge Skeletal Creature comes forth, a Leviathan Skeleton resurrected with the Void and hungering for the blood of the Well-Armoured Mooks in which it sinks it's manifold maws into.

(x1)(Staff of Creation Magics) Invoking the feeling of that Volcano that erupts every thousand years and being ruin to civilisation, I conjure forth a huge super volcano to appear from the Land, it pours out Thick Smoke which blinds the Well Armoured Mooks as lighting jumps from within the toxic smog, suffocation and electrocuting them as well. Asthe smoke lifts, a random empty plane flying by ha site sensors blown out and it crashes into the Well Armoured Mooks Earthquakes rumble and huge crevices are formed from into the Skeletal Monsters fall into, some with a Mook clutched in their arms as they return to the Earth.

Than all is still...before the Supervolcano erupts, blowing outhot boiling lava all across the Well-Armoured Mooks and Burning them all, as they are drenched in Lava.

(ORDERS)The Centre of Brilliance heals itself, the injured Villagers and the Master Alchemist and poke at the Mook Heavy Machine Gun Teams

The Center of Brilliance will do as you say.

Your Voidstaff attack deals 3 damage to one of the Well-Armored Hammer Mooks, as its armor blocks the hit! However, that's all it needs. One Mook down!

Your second attack manages to pierce the Mooks' armor, dealing the full 12 damage it would apply! One Mook is killed, while another gets their health halved.

+4 to your current Charge Gauge.
+24 Build Grist acquired.

Sky High? uses his action to gather up an Essence of Blood, which is literally just a jar of blood. But hey, thematic consistency is important! Then, combining it with a Sword Template, he crafts:

BLOOD
Base Damage: +1
30% chance to inflict Bleeding for two turns.

~~~

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

CP: 8/35
Inventory:
1082 Build Grist (-20)
20 Malachite (-10)
20 Copper
FEAR [Lvl. 1]
FURY [Lvl. 1]
PAIN [Lvl. 1]

Essence of Blood crafted and added to list of Level 1 ingredients!

Sword Template + Essence of Blood = BLOOD

BLOOD
[Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)

You craft up Blood and add it to your inventory taking fresh advantage of the fourth Weapon slot which I recently implemented.

Post-Player Battle:

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

Ninjatwist_ finishes off the Sniper Rifle Mook by firing at it again with his pistol, dealing 3 damage!

Luke Ingram gulps down one of his two Potions of Lead Skin +, gaining the Lead Skin effect for the next couple of turns!
The Stone Mason Villager keeps healing the Outer Wall, restoring 2 HP to it, since it got targeted last turn!
The Desert Cleric Villager heals up Ninjatwist_ and Luke with a healing potion, restoring 2 HP to both of them! Ninjatwist_ gives the villager a thumbs-up of approval.
The Center of Brilliance heals up the Villagers and the Master Alchemist, but can't self-target with its heals and attacks some random Mooks instead.
The Master Alchemist dazes the healthy Assault Rifle Mooks as well as one of the Powered Pistol Mooks, and splashes one of the weaker Assault Rifle Mooks for 8 lethal damage!
The Tundra Blacksmith Villager armors up the Cleric, giving them Armored for the next two turns!

The Rifle Mooks take some shots at Agyxos the Martyr, dealing 4 lethal damage! As Agyxos falls, one of the Rifle Mooks dies suddenly and mysteriously.
The Elite Battle Rifle Mook keeps shooting at the Center of Brilliance, dealing 3 damage to it!
The Elite Sword Mook attacks Ninjatwist_, dealing 4 damage with a Crit!
The Lightly Armored Hammer Mooks attack the Master Alchemist, dealing 4 damage to them!
The Assault Rifle Mooks try shooting at Luke Ingram, but he is protected by Lead Skin and takes 0 damage!
The Well-Armored Axe Mooks continue to assault the Outer Wall! One of them crits, making them deal 4 damage in total!
The Powered Pistol Mooks keep continue to try focusing down the Desert Cleric Villager, but their damage is limited slightly thanks to the Armored effect and the influence of the Outer Wall. The Outer Wall takes 1 point of damage, while the Desert Cleric Villager takes 4!

The last Malachite Ogre keeps pounding on the Center of Brilliance, dealing another 8 damage to it!

The Assault Rifle Mooks are Dazed!
The Powered Pistol Mooks mostly regain their sight, although one of them is still Dazed.
The Tundra Blacksmith Villager is still covered in a protective set of armor.
Luke is still blessed with Lead Skin!

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

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

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

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

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)
PAIN [Lvl.1] (Bladed weapon, target's armor is 20% less effective)
BLOOD [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)

Luke Ingram [AA] Health Vial: 80%. (80/100 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 1/2)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (3/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 73/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 42/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Desert Cleric Villager, Tundra Blacksmith Villager.

Center of Brilliance [AA - The Paradoxical Dragon] HP: 16/60. Extra Actions (6). Combat Healer.
Max HP: 60/60
Base Damage & Healing: 1
Speed Value: 3
Extra Actions (6): This entity can act six additional times.
Cannot heal/attack the same target in one turn.

Stone Mason Villager [AA - Alastair1] HP: 23/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 9/24. / BD&H: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall. Armored (-25% damage taken from direct attacks, 1/2)

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

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

Master Alchemist [AA - Splashcat] HP: 47/92. Next potion: Poisoned! 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

Agyxos the Martyr [AA - Sky High?] HP: 0/50. Martyr.
Max HP: 50
Base Damage:11
Speed Value: 1
Martyr: On death, the last non-boss/elite enemy to damage this entity instantly dies.

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

Rifle Mook [PA] HP: 7/8. (x1). Chivalry.
-Rifle Mook HP: 0/8. (x1)

Elite Battle Rifle Mooks [PA] HP: 6/8. (x1). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mook HP: 0/8. (x1)

Elite Sword Mook [PA] HP: 7/8. (x1). Melee Training 2.

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

Lightly-Armored Hammer Mook [PA] HP: 4/8. (x1)
-Lightly-Armored Hammer Mooks HP: 2/8. (x2)

Assault Rifle Mooks [PA] HP: 8/8. (x4). Chivalry. Ranged Training 2. Dazed (40% miss chance, 2/3)
-Assault Rifle Mook HP: 4/8. (x1).
-Assault Rifle Mook HP: 2/8. (x1).
-Assault Rifle Mook HP: 0/8. (x1).

Well-Armored Axe Mooks [PA] HP: 8/8. (x5)
-Well-Armored Axe Mook HP: 4/8. (x1)
-Well-Armored Axe Mooks HP: 0/8. (x2)

Powered Pistol Mooks [PA] HP: 8/8. (x2)
-Powered Pistol Mook HP: 8/8. (x1). Dazed (40% miss chance, 2/3)
-Powered Pistol Mooks HP: 8/8. (x3). Dazed (40% miss chance, 0/3)

Mook Heavy Machine Gun Team [PA] HP: 0/16. (x2). / BD: 8. / SV: 2. Spotter. Slowed (-1 Speed Value, 2/3)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 1: Battle Post 25
Alastair1 took a look at the field and determined swiftly that the healers were taking a pounding. Rapidly, the Minecraft Avatar began using every last block it could on the Center of Brilliance, giving it a charming, if blocky, aesthetic and healing it by patching up critical infrastructure.

As for the Cleric, it opened the buying menu. After some intense haggling, Alastair used up the stack of emergency Zombie Flesh to trade for 5 emerald, and then used the 5 emerald to buy healing items. It then immediately used the healing items on the Desert Cleric, immediately leaving the poor thing hopeless confused.

Rather than cope with the feeling, the Cleric brews another potion. The Stone Mason, frustrated, begins to realize that at this rate it'll have made an entirely new wall by the time it's finished dutifully patching the holes and responds accordingly by using matching stone blocks instead of random, emergency brands of stone.

The Blacksmith immediately went to work making a set of chainmail armor, buffing the Master Alchemist's defenses!

The Villagers will do as you say.

You restore 4 HP to both the Desert Cleric Villager and the Center of Brilliance with your heals!

+4 to your current Charge Gauge.

Build:1798
Lv 1:80
Lv 2:20
Charge:10/10

(x1)(Staff of Creation Magics) Reaching out with the Staff of Creation magics, i form a pathway to Heaven, and ascend it to the clouds. I return, some time later with a Ball of Glowing Energy which i promptly push into the Centre of Brilliance's Centre and heal it up to the best of my ability.

"Hey Ninja and Luke!! Can one of you help Heal back this Healer on track ??"

(x1)(Voidstaff) Invoking the Aspect of Void with the Voidstaff, I imbue the very ground beneath the Well Armoured Axe Mooks with Nothingness, turning it intangible and causing them to fall, deeper, deeper and yet deeper. With a twist of my Staff, i reveal a glorious Sword that shines in the Darkness of the Void and jump into the pit as well. I than hack and slice the Mooks before i fly back out and reverse the Imbuement, causing them to be trapped, suffocating in the rock of the Land.


(Orders) CoB heals the 2 Villagers injured as well as the Master Alchemist. It than harms the remaining Mooks at 4 or below HP

The Center of Brilliance will do as you say.

Ninjatwist_ also volunteers to share a piece of Cooked Salmon with the Center of Brilliance, although he's not sure how it'll ingest the fish- plus, he wants to be ready to confront the enemy commander when he shows up.

You restore 2 HP to the Center of Brilliance, since it was already healed by a player this turn!

Your attack with the Voidstaff deals 10 damage to the Well-Armored Axe Mooks, dropping one of them through their armor! The survivor of your attack gets Blinded for the turn!

+4 to your current Charge Gauge.
+12 Build Grist acquired.

Charge Gauge 2: 20/35.
Grist: 1312 Build Grist, 40 Malachite, 20 Copper.

-----

The Master Alchemist will perform a science experiment to find the melting point of Malachite on the Malachite Ogre. And also hit it with a Splash Potion of Poison, along with the three Hammer Mooks, the 2/8 Assault Rifle Mook, and the Dazed (2/3) Powered Pistol Mook.

-----

Action 1: I point out that the Malachite Ogre's faction tag is [SB], which *obviously* stands for SpaceBattles. The Ogre is swarmed by SufficientVelocity purists furious at the intrusion of an inferior forum into the game.

-----

Action 2 + Cursed Void Sword: I perform emergency surgery on the Master Alchemist to restore its HP. I carefully poke the tip of the sword into a vein, then activate its Void powers to delete a very precise amount of blood. Why? Well, because the alchemist's humours were unbalanced, of course. Now that its blood is no longer grossly outweighing its black bile, yellow bile and phleghm, well, the Alchemist should be much healthier than before.

What's that, you say? Poor health isn't caused by unbalanced humours? Well, then, it must be caused by the presence of evil spirits within the body! And wouldn't an evil spirit much rather live within a cursed void than in some poor sap's veins? That's right, come on out, just get in the sword and leave the Master Alchemist alone.

...No? It's not evil spirits either? Well, it must be miasmatic vapors, then. I do the vacuum-creating trick again, except instead of deleting all the air, I only delete the stuff that smells bad, leaving behind miasma-free air. I've now healed the Alchemist three times using three different methods of medicine, so he must be really, really healthy.

Your first attack deals 8 damage to the Malachite Ogre!

While you heal up the Master Alchemist successfully, the Cursed Void Sword doesn't contribute to the healing gained. It is a pretty well-thought-out healing move though. 6 HP restored!

The Master Alchemist will do as you command.

+4 to your current Charge Gauge.

Sky High? looks at his collection of swords.

Sky High?: Amazing. But... what if...?

He then combines BLOOD and PAIN to create...
BLOODSHED [Lvl. 2]
Base Damage: +1
Armor is 15% less effective.
30% chance to inflict Bleeding for 2 turns.

ACTION 2 + BLOODSHED

Sky High? picks up BLOODSHED and coldly approaches the Powered Pistol Mooks. His calmness is unnerving. Then, one by one, he walks up to them and stabs them with BLOODSHED. They're all too frightened to do anything about it.

~~~
CP: 8/35
Inventory:
1086 Build Grist (-80)
0 Malachite (-20)
0 Copper (-20)
FEAR [Lvl. 1]
FURY [Lvl. 1]
BLOODSHED [Lvl. 2]

BLOOD + PAIN = BLOODSHED [Lvl.2]

BLOODSHED [Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns)

You craft BLOODSHED from the combination of BLOOD and PAIN! You also ditch PAIN, since your weapon inventory would be full otherwise, and you can sacrifice BLOOD's inventory slot for a later weapon.

Your next attack with the newly-forged BLOODSHED deals 8 damage to one of the Powered Pistol Mooks, slaying one of them easily!

+2 to your current Charge Gauge.
+10 Build Grist acquired.

Action 1 + Firebolt Sword -
Torix seems unsure of what to entirely do here. The previous task with Alastair's AI was a resounding success, and although it did leave behind a lot of unfocused damage, it proved rather successful and seems to have even left a little bit of extra "charge" from the creative efforts. Either way - looking out around onto the field, he notices several lower power, yet low health enemies - and additionally, the Malachite Ogre is getting a little bit low on health.

He gets an idea, but it's definitely gonna require some setup from him. Figuring it best to get started, he cracks his knuckles and then draws the Firebolt Sword, having mastered between switching between the two blades. However, for a difference in pace and also seeming to prefer not closing into melee for the 15th time in a row, he stays back and begins to draw on a franchise he knows and loves - Zelda.

Slashing the sword in the air, the blade proceeds to leave behind a sweeping arc of electricity, sent forward at a fairly rapid speed directly into the Malachite Ogre. As the electric arc connects with the green brute, it finds itself increasingly constricted by muscular spasms and eventually, effectively unable to move. As the overabundance of electricity begins to damage the game construct's internal systems, the ogre topples over to the ground in a fetal position, unable to move from it.


Action 2, Fire Caster Sword -
Yet there's still one last step of preparation we need to do for this trick to work. I use the internal heat baked deep into the ground to eventually rise up the cracked earth and form a shell of this scorched earth over the Malachite Ogre... essentially, baking the entirety of the ball, including the ogre, into a strong, earthen sphere of sorts that's capable of rolling - and crushing - over this battlefield's inhabitants.

To get the ball rolling, I again focus on the power of fire to create a rather large explosion behind the ball of Malachite (the ogre's dead by now, probably) and earth, this time, directing it towards the remainder of the Powered Pistol Mooks. As they see the so here of death rolling towards them, I finish off the deed by again using the Walls of Fire for area control - forcing their numbers in between a rock and not so hard, but very, very firey-death -like place.


Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::] 23/25
Grist -

[LVL 0] Build Grist - 1,340
[LVL 1] Malachite - 50
[LVL 2] Copper - 20

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

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

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

Goal for this whole thing: kill Malachite Ogre and deal the remainder of the damage to the Powered Pistol Mooks.

Nice, that's a pretty impressive slew of damage! Your first attack deals 14 damage to the Malachite Ogre, taking it out easily! Your second attack also deals 12 damage to the Pistol Mooks, downing one of them and halving another's health!

+4 to your current Charge Gauge.
+50 Build Grist acquired.
+20 Malachite [Lvl.1] acquired.

Post-Player Battle:

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

Ninjatwist_ slashes at the last Rifle Mook with his Shortsaber, finishing them off!

Luke Ingram smashes the last Elite Battle Rifle Mook with his Fire Demon Mace, dealing 8 lethal damage!
The Stone Mason Villager keeps healing the Outer Wall, restoring 2 HP to it, since it got targeted last turn!
The Desert Cleric Villager starts brewing another potion!
The Center of Brilliance can't self-target with its healing, but it heals both of the injured Villagers and the Master Alchemist, and deals some chip damage to the Mook populace!
The Master Alchemist splashes one of Lightly-Armored Hammer Mooks with poison, dealing lethal damage to them regardless of armor! It also unleashes some poison among the Mook army, making them take tons of damage in the future!
The Tundra Blacksmith Villager armors up the Master Alchemist!

The Elite Sword Mook keeps slicing at Ninjatwist_, dealing 4 damage with yet another crit!
The Lightly Armored Hammer Mooks keep fighting the Master Alchemist, dealing 2 damage!
The Assault Rifle Mooks give up on shooting Luke Ingram and go for the Master Alchemist instead! 3 damage dealt!
The Well-Armored Axe Mooks attack the Center of Brilliance, dealing 4 damage!
The Powered Pistol Mooks focus on the Center of Brilliance, dealing 12 damage to it!

A red swirling portal appears on the far side of the field... out of which erupts a small demon figure, with a large head in porportion to the rest of his body, and rounded, stubby features. Under other circumstances, he could be called cute. However, he pulls from the portal a medium-length paring knife, which he immediately brandishes against you. A mark of three sixes that create a rough spiral on the imp's forehead glow...

BELIAL: Greetings, Anti-Acolyte players.
BELIAL: I am Belial, sent here by the Acolyte to vanquish his foes and command his underlings.
BELIAL: I must ensure that your fight ends here and now!


Luke spits at Belial, as if telling him to do his worst, and loads his SMG.

Boss battle, START!

The Assault Rifle Mooks are still Dazed!
The Powered Pistol Mook is still Dazed!
The Desert Cleric Villager's armor degrades to uselessness.
The Master Alchemist is protected by a set of armor!
Luke's Lead Skin effect wears off.

Total Grist gains for this round are:
+100 Build Grist
+20 Malachite [Lvl.1]
+0 Copper [Lvl.2]

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

Itinerary:
-Defeat Belial, the boss of the level!
--You'll have to kill the surrounding enemies first! If you don't, they'll soak up hits for him due to his MVP passive!
--Make your entities focus on damage! Belial has a plethora of status effects he can use to negate defensive play options!
--Additionally, his Command passive makes him highly resistant to most status effects!
--Be sure to look at his stats and abilities to make sure you know what to face!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!

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

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)
BLOODSHED [Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns)
BLOOD [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)

Luke Ingram [AA] Health Vial: 80%. (80/100 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/2)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (3/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 69/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 44/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Desert Cleric Villager, Tundra Blacksmith Villager.

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

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

Desert Cleric Villager [AA- Alastair1] HP: 12/24. / BD&H: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall. Armored (-25% damage taken from direct attacks, 0/2)

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

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

Master Alchemist [AA - Splashcat] HP: 49/92. Next potion: Regeneration! Potion targets: 6! Armored (-25% damage taken from direct attacks, 1/2)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

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

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

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

Elite Sword Mook [PA] HP: 7/8. (x1). Melee Training 2.

Lightly-Armored Hammer Mooks [PA] HP: 2/8. (x2) Poisoned (1 damage taken per turn, 3/3)
-Lightly-Armored Hammer Mook HP: 0/8. (x1)

Assault Rifle Mooks [PA] HP: 8/8. (x4). Chivalry. Ranged Training 2. Dazed (40% miss chance, 1/3)
-Assault Rifle Mook HP: 3/8. (x1). Poisoned (1 damage taken per turn, 3/3)
-Assault Rifle Mook HP: 2/8. (x1). Poisoned (1 damage taken per turn, 3/3)

Well-Armored Axe Mooks [PA] HP: 8/8. (x3)
-Well-Armored Axe Mook HP: 6/8. (x1) Blind (60% miss chance, 1/1)
-Well-Armored Axe Mook HP: 3/8. (x1)
-Well-Armored Axe Mook HP: 0/8. (x1)

Powered Pistol Mooks [PA] HP: 8/8. (x2)
-Powered Pistol Mook HP: 8/8. (x1). Poisoned (1 damage taken per turn, 3/3), Dazed (40% miss chance, 1/3)
-Powered Pistol Mook HP: 3/8. (x1). Poisoned (1 damage taken per turn, 3/3)
-Powered Pistol Mooks HP: 0/8. (x2).

Belial [PA-BOSS] HP: 222/222. Command. MVP. Extra Action. Impish Figure.
Healthlocked Passives:
Demonic Exile (<60%), Extra Actions (2) (<30%).
Special Actions: Soul Shackle: [II]. Mark Laser: [II]. Dagger Frenzy: [III]. Portal Drop: [III]. Blight Bomb: [III]. Cyclone of Chains: [IIII].
Max HP: 222
Base Damage: 12
Speed Value: 4

Special Actions:
Soul Shackle: Deal 8 damage a foe and inflict Stun for the rest of the round. Starts empty.
Mark Laser: Deal 16 damage to a foe. Negate dodge chances. 50% chance to ignore bodyguards. Starts full.
Dagger Frenzy: Deal 12 damage twice and apply Bleeding (2 damage taken per turn) for two turns, which stacks to 4 damage per turn if used on the same foe twice. Starts empty.
Portal Drop: Deal 8 damage to a foe and apply Exposed (+25% damage taken, cannot be bodyguarded) for three rounds. Negate damage resistances and bodyguards. Starts full.
Blight Bomb: Deal 12 damage to a foe and 6 damage to two other foes. Apply Sick (Cannot be healed by entities, items, abilities or status effects) to all targets hit for two turns. Starts empty.
Cyclone of Chains: Deal 20 damage to four enemy entities. Guaranteed critical on one of the hits. Inflict Weakness (-50% damage dealt) for two turns. Stall. Starts empty.

Global Passives:
Command: Combined effects of Tenacity, Surefoot and Fortitude. Boss exclusive.
MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive.
Extra Action: This entity can act an additional time after it makes its first action.
Extra Actions (2): This entity can act two additional times after it makes its first action. (Replaces Extra Action when entity falls to or below 30% health)

Personal Passives:
Impish Figure: Belial can dodge attacks from foes with a lower Speed Value than him. He gains +20% dodge chance per Speed Value difference between him and the attacker.
Demonic Exile: Belial can summon a Brimstone Portal in place of a normal attack, which he can only do once per round. (Applied when Belial falls to or below 60% health)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 1: Battle Post 26
Aaand here's hoping Belial's actually a challenge.

Sky High? looks at Belial and his excessive amount of HP.

Sky High?: Time to even the playing field.

ACTION 1 + FURY

Twirling FURY like a baton, Sky High? sweeps through the Assault Rifle Mooks before turning his attention to Belial himself.

ACTION 2 + BLOODSHED

Sky High sweeps through the rest of the Mooks at blinding speeds before delivering a powerful slice to Belial from in front, from the left, from the right, and from behind all at the same time.

~~~
CP: 10/35
Inventory:
1186 Build Grist
20 Malachite
0 Copper
FEAR [Lvl. 1]
FURY [Lvl. 1]
BLOODSHED [Lvl. 2]

I'm assuming you're going for maximum damage, so that's targeting five enemies with a 80% chance to miss.

Your attack deals 2 damage to five of the Assault Rifle Mooks! That was some pretty good luck. You also cause one of them to perish, as it was on low HP.

Due to Belial's MVP passive, one of the five living Mook squads takes the hit for him! Thankfully, it hits the 7 HP Elite Sword Mook, who you've easily built up enough damage to kill!

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

Torix, beginning to prepare for the next attack, is rather violently interrupted by Belial entering the field and brandishing his knife. Realizing that we're up against a real threat, he forces a grimace and prepares to take down the remainder of those entities, knowing what's coming next if he doesnt.

Action 1,
Firebolt Sword -
Right as Torix begins his assault on the Mooks this turn, he begins to notice something. The Firebolt Sword itself seems to have built up a rather sizable amount of damage in the Chain Lightning feature it posesses, yet it never got used! Assuming roughly 10 decent, 14 damage attacks and includes this one, with the sword since he got it, roughly half of those should have activated the Chain Lightning feature - and yet it seems to have never occured.

This can easily be explained with the fact that the sword's just been building up static all this time, waiting for it to be unleashed. Now, calculating the damage for said static, we can assume roughly 140 damage dealt with the sword. 50% of that, which is the chance for it to take effect, still equates to 70 damage. Finally, we can divide by 4 to get the total damage the sword should have additionally dealt, giving us 17 total static damage that never got applied!

The blade,still crackling with pent-up static electricity as Torix did all the mental math, begins to flare to life with an electric aura as Torix finally wields it and begins another series of electrical slashes at the Powered Pistol Mooks. As the blade crackles through each and every one of them, leaving them all just barely standing, the static electricity from the blade, unleashed during the series of attacks, takes it's toll on their systems as they all did from sudden, overwhelming electrical shock.


Torix - Huh, I was wondering when that would eventually kick in.
Torix - Seems it dealt a bit more damage than usual, though.
Torix - I guess it's a way to make up for not ever activating before.


Action 2, Fire Caster Sword -
Finally, for his second action, Torix... again, pauses for a moment. Though there aren't any unseen advantages to take part in this time, there are a few spells to try still... so he supposes there should be at least some usage for them. These are higher level than anything he's cast before,

Fire Storm is one of these spells, and though the sword is debatably not powerful enough to cast it, it can serve as a focus for the greater caster to do so. Using a greater amount of energy than before, a strange indicator - seeing to take the form of an epheremal cube frame - pops up directly centered on one of the Well Armored Axe Mooks.

Though armor may protect from individual attacks, area of effect things can go straight through it... and this definitely qualifies as Area of Effect. As the indicator expands, soon spreading in a manner of cubes to encompass more of the Well Armored Axe Mooks, it appears the attack is poised to set all four of the ones that remain evenly injured, and as they scramble, the indicator seems to move around - almost like some strange slide puzzle - to accurately track them all.

Yet realizing that the attack won't work nearly as well if he targets all four, the mage soon rearranged the indicator to merely target the two on lower levels of health before dispelling the indicator entirely and summoning a strange shape and amalgamation of the cubes to injure and reach the two lower health Armored Mooks, both of which are promptly disintegrated.


Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::] MAX
Grist -

[LVL 0] Build Grist - 1,440
[LVL 1] Malachite - 70
[LVL 2] Copper - 20

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

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

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

I worked this out with you prior, so I'm definitely letting that first attack go off as it should.

Part 1 of your first attack easily deals 12 damage to the Powered Pistol Mooks, dropping one of them and halving the health of one of the others!

Triggering the lightning attack nine times yields... exactly 5 attacks! This deals 20 damage, easily more than enough to incinerate the remaining Powered Pistol Mooks!

I'm probably going to nerf the chain lightning effect after this takes place, since it is still a Level 2 weapon after all.

As for the second attack, you deal 13 damage base to the Well-Armored Mooks, spending 7 of that to kill the one on 3 HP and dealing 3 damage to the one on 6 HP!

+5 to your current Charge Gauge.
+52 Build Grist acquired.

Charge Gauge 2: 24/35.
Grist: 1412 Build Grist, 60 Malachite, 20 Copper.

-----

The Master Alchemist will throw Regeneration potions on Alastair1, Luke Ingram, Ninjatwist_, the Outer Wall, the Center of Brilliance, and the Desert Cleric Villager. Then it will dissolve one of the non-debuffed Powered Pistol Mooks in Aqua Regia for its attack.

-----

Action 1 + Cursed Alloy Sword: I go up to the non-debuffed Well-Armored Axe Mooks and chop the head of one of their axes off with my sword. Then I duct tape it to my sword, creating an axesword. I pull out the word "word", using it to fuel the very wordplay with which I do so. This leaves behind "axes". I laugh at the mooks, because I have two axes and they only have one axe - half an axe, if they're the one I took the axe head from. I hack at them with my axes, then follow it up by removing the e, using it as the symbol for an electron in a chemical equation, and delivering a powerful electric shock. I put the remaining "ax s" back together backwards, forming a sax. I then play the sax, which, being 1/3rd derived from a Cursed Alloy weapon, produces an unearthly, hair-raising note. So hair-raising, in fact, that the Axe Mooks are dragged up into the air as their hair rapidly ascends. I further amplify the sound by expending the a to produce an earsplitting scream of "aaaaaaaaaaaa!", then interpret the s as a wasd input for a 2-d side view game to slam the mooks rapidly back down. Where do they land? Why, on the x, of course. And x marks the spot, so they crash right into pirate treasure, and are promptly accosted by angry pirates, who make them walk the plank.

-----

Action 2 + Cursed Void Sword: Belial is a demon, right? And demons love sacrifices. Using my Cursed Void Sword as a suitably demonic sacrificial weapon, I sacrifice a horse to him, offering up the horse's soul for eternity. But when the soul reaches Belial, he discovers an unfortunate surprise: It's filled with several hundred spectral Greek warriors, all armed to the teeth! These soul-diers are the ghosts of those who took Troy, and have only mastered the technique in death. They rush out of the soul and start laying into Belial. Somehow, after they rough him up enough, Belial coughs up the ghost of Helen of Troy, and the soul-diers return triumphantly to Elysium with her in tow.

The Master Alchemist will do as you say.

Woah, that first attack is really quite exceptional! You deal 15 damage base to the Well-Armored Axe Mooks, defeating one of them right through their armor and dealing 3 damage to another!

While your second attack is well-executed, one of the Mook groups take the hit for Belial in due to his MVP passive. This happens to be the Well-Armored Axe Mooks- starting out with 11 damage, you manage to pass both of the affected Mooks' armor, killing two of them!

+5 to your current Charge Gauge.
+36 Build Grist acquired.

Build:1898
Lv 1:100
Lv 2:20
Charge:8/8

Orders: Centre of Brilliance: hit all enemies with 1 HP remaining as your final Mission

(x1)(2 Charge)(Voidstaff) I invoke the dark powers of the Shade Blossom and create a field of Poisonous Flowers, all in that deep purple shade. As a wind picks up, the petals scatter, filling the assualt Rifle Mooks vision with nothing but choking purple petals of poison. When the storm of petals ends, they suffer from the sheer Poison assualting their systems.

(x1)(Staff of Creation Magics) I than follow it up with a Bolt from the Blue, a Sudden strike of Lightning conjured by my Staff of Creation Magics that hits the Assualt Rifle Mooks, the Lightning than turns into a hurricane of Plasma as more Bolts join and the wind continues to intensify. As it reaches it's apex, i gesture with the Staff, and compress all the Lightning down into an Orb and with a thunderous shockwave, a star is born...and promptly collapses into a Black Hole sucking the assualt Rifle Mooks too weak to hold on into it's all devouring grasp

The Center of Brilliance will do as you command.

Your first charge unleashing deals 16 damage to the Assault Rifle Mooks, weakening the healthiest four!

Your second attack deals 11 damage to the group of Assault Rifle Mooks, wiping out all five of them!

+40 Build Grist acquired.

Alastair1, noting the dire situation, throws out yet another Villager Egg. This time... A Plains Farmer! Due to the healing properties of Minecraft food, this 5 charge summon is a pure healer! But... with that boss, it wasn't enough. Two more Eggs.

The Mountain Leather-worker and the Swamp Butcher. Both also have 5 charges invested in each of them. The Butcher is another Attacker/Healre combo, and the Leatherworker takes the Armored Status and focuses exclusively on it.

In one go, the Villager population doubled. Indeed, this is beginning to look like a Village. Orders are given:

The Cleric needs to heal that Center of Brilliance. Leather-worker will use its leather-working to also reinforce it.

The Butcher and Farmer will heal the Desert Cleric to curb that damage dealt. The Blacksmith will, since the Farmer is a pure healer and likely has the strongest healing capabilities, pre-emptively armor it.

The Stone Mason continues to heal that Outer Wall. The Wall will not only not fall, but it will also look lovely with the new decorative stone focus the Stone Mason has got going on.

The Minecraft avatar, satisfied with the Villager's orders, then notices the sheer damage the Center of Brilliance has undergone, and decides: Not today. As the Center of Brilliance goes out to finish off various Mooks, Alastair1 notices its block supplies running low. In fact, across the board its inventory was nearly depleted. However, the Center's abilities are just too valuable. And so it begins to place the last of its wood, the last of its stone... and begins to plop down things like gold and diamond. The most valuable resources of players are laid out in block form, all to keep the Center of Brilliance going for that bit longer.

With sheer, dogged, absolute focus, the Minecraft Avatar performed this task. It had a thought, once. Why. It had failed its mission to prevent anyone from dying. So why pursue that now, over the murdering of the mooks? Then again, its allies had killed plenty, as had the SBURB enemies. It had technically failed across the board. But neither mission was complete until the battle was won. Perhaps it was that threshold that kept Alastair1 going.

In the end... All that Alastair1 had left were a few more summon eggs and its gear. It was spent. Whatever happened from here would be under its own power and ingenuity.

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

Free Actions:

Summon Plains Farmer with 5 Charge (Pure Healer Setup)

Summon Mountain Leather-worker with 5 Charge (Pure Armored Buff Setup)

Summon Swamp Butcher with 5 Charge (Combat Healer setup)


Base Actions:

Focus - Sacrifice remaining block inventory to heal the Center of Brilliance


Resources:

Charge Gauge 1: 0/0 - SPENT!
Charge Gauge 2: 0/35
Build Grist: 1824
Lvl 1 Grist: 90
Lvl 2 Grist: 40

Villager set... in-summoning.

Farmer summoned, its healing is equal to that of the Mason Villager's.
Leatherworker has been summoned, although its armor will be of lesser quality than the Blacksmith's.
Butcher Villager summoned- it'll be more focused on damage, and but it can heal for the 50% of damage it would normally deal.

The villagers that can act this turn will do as you say.

You also restore 6 HP to the Center of Brilliance, restoring it to the cusp of Red Health!

Post-Player Battle:

Ninjatwist_ takes aim at Belial with Burstfire, but the burst of shots whiffs!
NINJATWIST_: Son of a-

Belial runs up to the Center of Brilliance, floats in midair, then slashes a vicious gouge in it with his paring knife, dealing 12 lethal damage to it!
Belial then uses Mark Laser! The Mark of the Beast atop his head begins to glow, and Belial raises his arms to the symbol, then he throws his head forwards, lancing through the Desert Cleric Villager with a chaotic laser beam! The Desert Cleric Villager takes 16 lethal damage from the attack, as the Outer Wall fails to block it.
Belial's Soul Shackle Special Ability will be available next turn!

Luke Ingram shoots at Belial with the Alternator SMG, dealing 6 damage to him!
The Stone Mason Villager heals the Outer Wall for 4 HP!
The Master Alchemist applies Regeneration to its allies that can get it, namely Luke Ingram, Ninjatwist_, and the two surviving Villagers! They then splash Belial with a toxic Splash potion, as all of the Powered Pistol Mooks are dead! It manages to hit, dealing 8 damage to Belial! Despite Impish Figure, Belial fails to dodge the attack!
The Tundra Blacksmith Villager armors itself, since the Desert Cleric Villager is dead!

The Assault Rifle Mook keeps on fighting, dealing 3 damage to the Master Alchemist!
The Well-Armored Axe Mook tries to go for the Tundra Blacksmith Villager, but the wall blocks the attack and takes 1 damage!

A Plains Farmer Villager, Mountain Leatherworker Villager, and Swamp Butcher Villager arrive onto the field.

The Stone Mason Villager is wearing some protective armor!
The Master Alchemist's set of armor wears out.
Luke's, Ninjatwist_'s, and two of the Villagers have Regeneration, but they won't start regenerating until next turn.

Total Grist gains for this round are:
+146 Build Grist
+0 Malachite [Lvl.1]
+0 Copper [Lvl.2]

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

Itinerary:
-Defeat Belial, the boss of the Episode!
--You'll have to kill the surrounding enemies first! If you don't, they'll soak up hits for him due to his MVP passive!
--Make your entities focus on damage! Belial has a plethora of status effects he can use to negate defensive play options!
--Additionally, his Command passive makes him highly resistant to most status effects!
--Be sure to look at his stats and abilities to make sure you know what to face!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 27/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 10/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 20/35. (1 in reserve)
Splashcat [AA] HP: 24/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 20/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

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

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)
BLOODSHED [Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns)
BLOOD [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)

Luke Ingram [AA] Health Vial: 80%. (80/100 HP). / BD: 6. / SV: 3. Regeneration (1 HP restored per turn, 3/3)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (3/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 69/100. / BD: 6. / SV: 4. Regeneration (1 HP restored per turn, 3/3)
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 47/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Desert Cleric Villager, Tundra Blacksmith Villager.

Center of Brilliance [AA - The Paradoxical Dragon] HP: 0/60. Extra Actions (6). Combat Healer.
Max HP: 60/60
Base Damage & Healing: 1
Speed Value: 3
Extra Actions (6): This entity can act six additional times.
Cannot heal/attack the same target in one turn.

Stone Mason Villager [AA - Alastair1] HP: 24/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively. Armored (-25% damage taken from direct attacks, 1/2), Regeneration (1 HP restored per turn, 3/3)

Desert Cleric Villager [AA- Alastair1] HP: 0/24. / BD&H: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Tundra Blacksmith Villager [AA - Alastair1] HP: 24/24. / SV: 3. Applies Armored (-25% damage taken from direct attacks, 2/2) or Armed (+2 damage dealt bonus, 2/2) to an ally every turn, cannot buff already buffed allies. Regeneration (1 HP restored per turn, 3/3)

Plains Farmer Villager [AA - Alastair1] HP: 24/24. / BH: 3. / SV: 3. Healer.

Mountain Leatherworker Villager [AA - Alastair1] HP: 24/24. / SV: 3. Applies Armored (-15% damage taken from direct attacks, 0/2), cannot buff already buffed allies.

Swamp Butcher Villager [AA - Alastair1] HP: 24/24. / BD&H: 4. / SV: 3. Combat Healer (50%).

Master Alchemist [AA - Splashcat] HP: 46/92. Next potion: Regeneration! Potion targets: 6! Armored (-25% damage taken from direct attacks, 0/2)
Max HP: 92/92
Base Damage: 8
Speed Value: 3

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

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

Lightly-Armored Hammer Mooks [PA] HP: 2/8. (x2) Poisoned (1 damage taken per turn, 3/3)

Assault Rifle Mooks [PA] HP: 0/8. (x6). Chivalry. Ranged Training 2.

Well-Armored Axe Mook [PA] HP: 5/8. (x1)
-Well-Armored Axe Mooks HP: 0/8. (x4)

Powered Pistol Mooks [PA] HP: 0/8. (x4)

Belial [PA-BOSS] HP: 208/222. Command. MVP. Extra Action. Impish Figure.
Healthlocked Passives:
Demonic Exile (<60%), Extra Actions (2) (<30%).
Special Actions: Soul Shackle: [II]. Mark Laser: [II]. Dagger Frenzy: [III]. Portal Drop: [III]. Blight Bomb: [III]. Cyclone of Chains: [IIII].
Max HP: 222
Base Damage: 12
Speed Value: 4

Special Actions:
Soul Shackle: Deal 8 damage a foe and inflict Stun for the rest of the round. Starts empty.
Mark Laser: Deal 16 damage to a foe. Negate dodge chances. 50% chance to ignore bodyguards. Starts full.
Dagger Frenzy: Deal 12 damage twice and apply Bleeding (2 damage taken per turn) for two turns, which stacks to 4 damage per turn if used on the same foe twice. Starts empty.
Portal Drop: Deal 8 damage to a foe and apply Exposed (+25% damage taken, cannot be bodyguarded) for three rounds. Negate damage resistances and bodyguards. Starts full.
Blight Bomb: Deal 12 damage to a foe and 6 damage to two other foes. Apply Sick (Cannot be healed by entities, items, abilities or status effects) to all targets hit for two turns. Starts empty.
Cyclone of Chains: Deal 20 damage to four enemy entities. Guaranteed critical on one of the hits. Inflict Weakness (-50% damage dealt) for two turns. Stall. Starts empty.

Global Passives:
Command: Combined effects of Tenacity, Surefoot and Fortitude. Boss exclusive.
MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive.
Extra Action: This entity can act an additional time after it makes its first action.
Extra Actions (2): This entity can act two additional times after it makes its first action. (Replaces Extra Action when entity falls to or below 30% health)

Personal Passives:
Impish Figure: Belial can dodge attacks from foes with a lower Speed Value than him. He gains +20% dodge chance per Speed Value difference between him and the attacker.
Demonic Exile: Belial can summon a Brimstone Portal in place of a normal attack, which he can only do once per round. (Applied when Belial falls to or below 60% health)

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