Act 3: Episode 1: Battle Post 27
Sky High? looks towards Belial, then to the straggling Mooks guarding him.
Sky High?: Let's make this more interesting.
ACTIONS 1 + 2 + FURY
As Sky High? focuses his power into FURY, it lights ablaze. He holds his staff into the air, and everything slows down, stops, and turns gray... except FURY. With a blinding strike, Sky High? stabs the Lightly Armored Hammer Mooks. This reintroduces color into them, but the only color they are now is orange, and they become horrible fire, their previous existence as horrible fire erased by the flames. With another swing, Sky High flings the horrible fire at the Well-Armored Axe Mook, and he himself becomes horrible fire. As the fire spreads, it licks at Belial and shrouds the battlefield in smoke. The fire seems to have no effect, but then Sky High? leaps out of it and delivers a powerful uppercut with FURY! In the end, all the horrible fire on the battlefield are dead, leaving only Belial to oppose the AGs. The battlefield regains its color.
Sky High?: Your move, Belial.
~~~
CP: 14/35
Inventory:
1332 Build Grist
20 Malachite
0 Copper
FEAR [Lvl. 1]
FURY [Lvl. 1]
BLOODSHED [Lvl. 2]
Your attacks bypass the armor of the Lightly Armored Hammer Mooks, and deal sufficient damage with Fury in hand to take out the Well-Armored Axe Mook!
Unfortunately, the attack spent most of the damage wasting the Axe Mook, since the attack didn't go through its armor.
+4 to your current Charge Gauge.
+32 Build Grist acquired.
Charge Gauge 2: 29/35.
Grist: 1558 Build Grist, 60 Malachite, 20 Copper.
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The Master Alchemist will hand out potions of Regeneration to Torix, Alastair1, Splashcat, Luke Ingram, Ninjatwist_, and the Outer Wall. Then it will whip up a vial of Holy Water and pour it on Belial. Finally, with the Desert Cleric Villager dead, the Master Alchemist will take its place taking cover behind the Outer Wall.
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Action 1 + Cursed Void Sword: Holding my sword aloft, I call up the angry spirits which Belial's actions have consigned to the void! The ghosts of all the Mooks he's sacrificed to guard himself return with a vengeance, dragging Belial down with them to oblivion.
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Action 2: I hire a cleric to exorcise Belial. However, due to a cleric-al error, Belial gets exercised instead. He's put through a rigorous training program, with the cleric as his trainer...
First, the treadmill. It's on high speed, and he's got to run on it. Pretty simple. After several hours of exhausting running, Belial finally finishes his assigned program and goes to turn the treadmill's speed down to 0... But he presses the "decrease speed" notification one too many times, and decreases the speed below 0. This causes an integer underflow error, and the treadmill sets its speed to 4,294,967,295, flinging Belial off the back and into a mesa with such speed that he goes right through, leaving a cartoonish Belial-shaped hole.
Second, the elliptical machine. Once more, Belial has to run on it, but he is also assigned to listen to an audiobook presentation on the physics of elliptical motion to help him exercise more intelligently. He initially ignores the fun fact about how planets orbit in elliptical motions, but comes to regret his inattention when his running on the elliptical machine flings him into outer space, where he suffocates, freezes, and explosively decompresses.
Third, weightlifting. Belial lifts ten pounds. Twenty pounds. Fifty pounds. A hundred pounds. Two hundred pounds. Five hundred pounds. A thousand pounds. And then he blows Hafthor Bjornsson's 1,104.52 pound deadlift record out of the water and lifts TWO. THOUSAND. POUNDS!
...and then Belial's trainer realizes that Belial is still in outer space, and as such all those weights were weightless. He quickly casts Gate and summons him back to the Land of Lead and Mesas so he can train properly. Belial, of course, is still holding the two thousand pound weight over his head, and when gravity returns, he is promptly squashed flat.
The trainer pronounces his training complete... For this dop, at least. I'm sure there will be more training later.
The Master Alchemist will do as you say.
Your attack with the Cursed Void Sword deals 9 damage to Belial! Sadly, no Cursed is applied.
Your second attack deals a considerably increased 15 damage to Belial!
+5 to your current Charge Gauge.
Alastair1 sees the Cleric topple over. All of the Villagers do. They as one reach out, but only the Stone Mason gets there fast enough.
"I'm sorry," he says.
"You did what you could. May you be guided to something greater."
And then the cleric was gone. Vanished in a puff of smoke as his body turned bright red and then into ash in an instant.
The Stone Mason stood up. He turned to Alastair1. No words were needed. The Blacksmith came forth too, solemn and grave in purpose. They turned to Belial.
A player can only do so much damage to this boss. But the thing is...
Alastair1 had no intentions of doing this alone. Symbols from them flash forth, tapping into a technique from the Sburb that surrounded them.
Fraymotif: Hero's Call, Demons Fall
As the two stood before the demon, it grinned a vile grin. It promised death, torment, and suffering eternal. All in the name of the Acolyte. As it raised a vile and wicked hand, the heroes set into motion.
The Stone Mason did as he always did. He laid down stone. He did so now with a fervor unseen before, for today, he was not just repairing. He was building... Creating.
The most sacred act of their world, not treated lightly.
As the Stone Mason built, Alastair1 ran interference. As demon of hell clashed against warrior of creation and the everyman built in the background, an ancient dance took step once more. The war of light and darkness, to whom the victor go the spoils that is the soul of man. Decorated in flashes of holy and brimstone fires while the fires of the forge burn bright and are surrounded by the stone hewn from the earth.
For ever that they live, this dance will continue. It must. The demons of hell desire an end, and the suffering that comes with its pain and grief. They refuse any other path. The everyman desire life, to perform their purpose, given or grown. And the heroes are the ones who either make or answer the call so that no others may bear their sacrifice.
They suffer pain and toil so no other may be dragged into the darkness they must tread.
As the veritable claw that was the Tiger Axe rakes against Belial's sickened knife, the Blacksmith pounds away at his creation. Sweat drips from his brow and infuses into his work, and the magic within is made all the stronger for it. The Stone Mason's own work becomes apparent. No wall, no building, no tower...
He's trapping himself and the Blacksmith into an enormous kiln. Putting their lives on the line for a single shot.
The iron is struck in the name of revenge. It is struck in the name of righteousness. And the iron is still hot.
The Blacksmith pours in his all as the heat is trapped. He pours in his strength and skill and gives it all he's got.
A power to change. A power to rise. A power to undo demons. A power to make their evil rot.
But he is not the one grieving the most. As the kiln is finished, the stone mason joins the balcksmith over the fire... and begins to work with melted stone.
The heat required for this is sheer brutality. Hands will often burn even with proper protection, due to the era the Villagers are in. The craft is not for the faint of heart.
But the Cleric, the Stone Mason's oldest friend and ally, and maybe the one he could have chosen as a soulmate, is gone. He hears darkness beckon, waiting for him to succumb. Though it hurts, he must carry on, stumbling through the darkness of the endless night.
As the stone is morphed and shaped, he knows that the dawn shall come. It shall never be the same, but with the help of the hero and the smith...
He can at least know his grief has purpose.
Belial screams in a wicked fury as the hero perfectly blocks every attack with savage fury. The hero does not move. The hero does not die. Will this ever end!?
The demon has a move though. It performs a cunning trick and feints in a way it hasn't before. Alastair1 stumbles and sees Belial prepare its Soul Shackles, bent on denying him power and movement.
It is at this moment that the kiln splits open, and out comes a Steel blade, plunging into Belial's chest! As the demon curses, Alastairgrips its stone hilt and wrenches the Imp into it's own ability!
The Blacksmith collapses after stepping out, his move spent to perform this play. But the Stone Mason is not done with the kiln. He goes around to the other side and begins to push, hoping to end the fiend's life. But his strength alone is not enough.
But then... the Farmer. The Butcher. The Leatherworker. They all lend their strength and together they push the kiln forward...
And Belial is soon surrounded by a whirlwind of heat and haze. Like home. But there was something inside.
The Blacksmith made the sword in whole. But the Stone Mason had made an alter. One whose perfection was blessed by the powers of the Minecraft world. From it poured forth a holy flame.
The Stone Mason reseals it, and allows the flames within to build ceaselessly. He collapses and is taken to safety.
Here's the thing about the story of the hero, the demon, and the everyman.
Every man has the potential to do something great. Bu no man can do it alone.
Belial screams, but Fortitude cannotsave him, nor command.
The power of Teamwork is a force beyond any charged attack.
Wow, that's a spectacular attack! You deal 28 damage in total to Belial with the villager-powered onslaught!
+5 to your current Charge Gauge!
Post-Player Battle:
Ninjatwist_ challenges Belial with his Shortsaber, opening with an outwards slash, dealing 8 damage!
Belial casts Soul Shackle on the Master Alchemist! Belial throws a length of red chain at the Master Alchemist, which strikes them for 8 damage! The chains then extend to wrap around the Master Alchemist, binding them and inflicting Shackled on them!
Belial then slashes Ninjatwist_ across the chest with his paring knife, dealing 12 damage to him!
Belial's Mark Laser, Dagger Frenzy, and Blight Bomb special abilities will be available next turn!
Luke Ingram smacks Belial upside the head with his Fire Demon Mace, dealing 8 damage!
The Stone Mason Villager restores 4 HP to the Outer Wall!
The Master Alchemist is Shackled!
The Tundra Blacksmith Villager arms Ninjatwist_ with another melee weapon, buffing his damage for the next few rounds!
The Plains Farmer Villager heals up the Master Alchemist, restoring 3 damage to them!
The Swamp Butcher Villager slashes at Belial for 4 damage!
The Mountain Leatherworker Villager armors up the Swamp Butcher Villager, buffing their defense!
The Stone Mason Villager's armor wears out!
The Swamp Butcher Villager is protected by a set of leather armor!
The Master Alchemist breaks free from Soul Shackle!
The Master Alchemist also takes cover behind the Outer Wall!
Ninjatwist_ gets an extra weapon and will use it next turn!
Luke's, Ninjatwist_'s, and two of the Villagers regenerate!
Total Grist gains for this round are:
+32 Build Grist
+0 Malachite [Lvl.1]
+0 Copper [Lvl.2]
[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.
Itinerary:
-Defeat Belial, the boss of the Episode!
--You'll have to kill the surrounding enemies first! If you don't, they'll soak up hits for him due to his MVP passive!
--Make your entities focus on damage! Belial has a plethora of status effects he can use to negate defensive play options!
--Additionally, his Command passive makes him highly resistant to most status effects!
--Be sure to look at his stats and abilities to make sure you know what to face!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 27/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 10/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 24/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 20/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)
The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (3/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)
BLOODSHED [Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns)
BLOOD [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
320/320 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite)
20/80 Lvl.2 Grist (Includes: Copper)
The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (3/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
Sky High?:
FEAR [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Scared (40% chance for attacks to miss), 1/3 chance to upgrade that to Terrified (Misses attacks), both for one turn)
FURY [Lvl.1] (Bladed weapon, Base Damage: +1, +1 BD for every enemy targeted with this weapon after the second per attack (Stacks up to 3 times), +5% chance to miss for every enemy targeted after the first)
BLOODSHED [Lvl.2] (Bladed weapon, Base Damage: +1, Armor is 15% less effective, 30% chance to inflict Bleeding on the foe for 2 turns)
BLOOD [Lvl.1] (Bladed weapon, Base Damage: +1, 30% chance to inflict Bleeding (1 damage taken per turn) for 2 turns)
Luke Ingram [AA] Health Vial: 81%. (81/100 HP). / BD: 6. / SV: 3. Regeneration (1 HP restored per turn, 2/3)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (3/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)
Ninjatwist_ [AA] HP: 58/100. / BD: 6. / SV: 4. Regeneration (1 HP restored per turn, 2/3), Armed (+2 melee damage dealt bonus, 2/2)
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)
Outer Wall [AA] HP: 51/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Master Alchemist, Tundra Blacksmith Villager.
Stone Mason Villager [AA - Alastair1] HP: 24/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively. Armored (-25% damage taken from direct attacks, 1/2), Regeneration (1 HP restored per turn, 2/3)
Tundra Blacksmith Villager [AA - Alastair1] HP: 24/24. / SV: 3. Applies Armored (-25% damage taken from direct attacks, 2/2) or Armed (+2 melee damage dealt bonus, 2/2) to an ally every turn, cannot buff already buffed allies. Regeneration (1 HP restored per turn, 2/3)
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, 2/2), cannot buff already buffed allies.
Swamp Butcher Villager [AA - Alastair1] HP: 24/24. / BD&H: 4. / SV: 3. Combat Healer (50%). Armored (-15% damage taken from direct attacks, 1/2)
Master Alchemist [AA - Splashcat] HP: 41/92. Next potion: Poisoned! Potion targets: 6! Shackled (Misses actions, 0/1)
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
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
Lightly-Armored Hammer Mooks [PA] HP: 0/8. (x2) Poisoned (1 damage taken per turn, 3/3)
Well-Armored Axe Mook [PA] HP: 0/8. (x1)
Belial [PA-BOSS] HP: 136/222. Command. MVP. Extra Action. Impish Figure.
Healthlocked Passives: Demonic Exile (<60%), Extra Actions (2) (<30%).
Special Actions: Soul Shackle: [II]. Mark Laser: [II]. Dagger Frenzy: [III]. Portal Drop: [III]. Blight Bomb: [III]. Cyclone of Chains: [IIII].
Max HP: 222
Base Damage: 12
Speed Value: 4
Special Actions:
Soul Shackle: Deal 8 damage a foe and inflict Shackled (Misses attacks) for the rest of the round. Starts empty.
Mark Laser: Deal 16 damage to a foe. Negate dodge chances. 50% chance to ignore bodyguards. Starts full.
Dagger Frenzy: Deal 12 damage twice and apply Bleeding (2 damage taken per turn) for two turns, which stacks to 4 damage per turn if used on the same foe twice. Starts empty.
Portal Drop: Deal 8 damage to a foe and apply Exposed (+25% damage taken, cannot be bodyguarded) for three rounds. Negate damage resistances and bodyguards. Starts full.
Blight Bomb: Deal 12 damage to a foe and 6 damage to two other foes. Apply Sick (Cannot be healed by entities, items, abilities or status effects) to all targets hit for two turns. Starts empty.
Cyclone of Chains: Deal 20 damage to four enemy entities. Guaranteed critical on one of the hits. Inflict Weakness (-50% damage dealt) for two turns. Stall. Starts empty.
Global Passives:
Command: Combined effects of Tenacity, Surefoot and Fortitude. Boss exclusive.
MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive.
Extra Action: This entity can act an additional time after it makes its first action.
Extra Actions (2): This entity can act two additional times after it makes its first action. (Replaces Extra Action when entity falls to or below 30% health)
Personal Passives:
Impish Figure: Belial can dodge attacks from foes with a lower Speed Value than him. He gains +20% dodge chance per Speed Value difference between him and the attacker.
Demonic Exile: Belial can summon a Brimstone Portal in place of a normal attack, which he can only do once per round. (Applied when Belial falls to or below 60% health)
Base Damage: 12
Speed Value: 4
Special Actions:
Soul Shackle: Deal 8 damage a foe and inflict Shackled (Misses attacks) for the rest of the round. Starts empty.
Mark Laser: Deal 16 damage to a foe. Negate dodge chances. 50% chance to ignore bodyguards. Starts full.
Dagger Frenzy: Deal 12 damage twice and apply Bleeding (2 damage taken per turn) for two turns, which stacks to 4 damage per turn if used on the same foe twice. Starts empty.
Portal Drop: Deal 8 damage to a foe and apply Exposed (+25% damage taken, cannot be bodyguarded) for three rounds. Negate damage resistances and bodyguards. Starts full.
Blight Bomb: Deal 12 damage to a foe and 6 damage to two other foes. Apply Sick (Cannot be healed by entities, items, abilities or status effects) to all targets hit for two turns. Starts empty.
Cyclone of Chains: Deal 20 damage to four enemy entities. Guaranteed critical on one of the hits. Inflict Weakness (-50% damage dealt) for two turns. Stall. Starts empty.
Global Passives:
Command: Combined effects of Tenacity, Surefoot and Fortitude. Boss exclusive.
MVP: Allied entities and groups have a chance to block an attack meant for this entity. Chance for blocked attack is (Number of allied entities/groups * 25 / 100). Boss exclusive.
Extra Action: This entity can act an additional time after it makes its first action.
Extra Actions (2): This entity can act two additional times after it makes its first action. (Replaces Extra Action when entity falls to or below 30% health)
Personal Passives:
Impish Figure: Belial can dodge attacks from foes with a lower Speed Value than him. He gains +20% dodge chance per Speed Value difference between him and the attacker.
Demonic Exile: Belial can summon a Brimstone Portal in place of a normal attack, which he can only do once per round. (Applied when Belial falls to or below 60% health)
Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
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