Act 3: Episode 2: Battle Post 7
ACTION 1 + WAR
Sky High? slams WAR into the ground near the second group of Copper Imps, causing the ground to quake. He then withdraws the sword and blows back the entire group in a wave of fire.
ACTION 2 + DARKNESS
He then, again, throws DARKNESS at the weaker Rust Basilisk, before rushing it down at high speed.
~~~
CP: 9/35
Inventory:
1420 Build Grist
80 Malachite
90 Copper
40 Lead
DARKNESS [Lvl. 2]
WAR [Lvl. 3]
Your first attack with WAR deals 3 damage to two of the Copper Imps, and 4 damage to two others! This kills one of them!
Your attack does not cause Terrified, but it still deals 7 damage to the Basilisk!
+3 to your current Charge Gauge.
+10 Build Grist acquired.
+5 Copper [Lvl.2] acquired.
Alastair decides to unload their Shotgun on the strongest of the remaining Lead Ogres, filling them with more Lead than healthy for them and giving them lead poisoning! Helpfully, he offers to remove it, but slightly too late the Ogres realize they're doing so with their Tiger Ax. Due to the terrifying sounds it makes, the Ogres do not stay still, and thus the procedure is especially damaging and messy.
Your shotgun attack deals 6 damage to two of the stronger Lead Ogres!
You also deal 10 damage to one of the Lead Ogres with your Tiger Pattern Stone Axe!
+3 to your current Charge Gauge.
paradoxdragon said:I order the turrets to fire at the Lead Ogres
(Paradoxical Wyrmcannon) Paradox Fires exploding swords that explode into flying wooden swords that skewer the Copper Imps as they bring them on a wild ride to the Void and back, with bungee Jumps and loop de loops as well.
(Schrodinger's Staves)I turn the Staves into a bunch of microscopic splinters that with precision I jab into every weak point and sore spot of a Lead Ogre
The Hovering Turrets will do as you say.
You single out the Copper Imp in the lonely group and delete it with the Paradoxical Wyrmcannon, dealing 12 damage to it!
Your attack with the Schrodinger's Staves deals 9 damage to the fourth Lead Ogre, re-blinding it!
+3 to your current Charge Gauge.
+10 Build Grist acquired.
+5 Copper [Lvl.2] acquired.
Post-Player Battle:
Ninjatwist_ finishes off one of the Lead Ogres with his Shortsaber, dealing 8 lethal damage to it!
Luke smashes the jaw of one of the Lead Ogres with his Fire Demon Mace, dealing 8 lethal damage to it!
Lyra uses Displacer on one of the Rust Basilisks, teleporting it to a corner of the map away from its allies! The Rust Basilisk is Exposed!
The Hovering Turrets deal 10 damage to one of the Lead Ogres!
The Master Alchemist deals 10 damage to the Exposed Lead Basilisk and inflicts Weakened on both it and the other Lead Basilisk!
The Rust Basilisks attack the Master Alchemist and the Pyro Elemental, dealing 5 damage to both and keeping both Coilbound!
The Pyro Elemental burns into the other Rust Basilisk, inflicting it with severe Burning!
The second group of Copper Imps dogpile the Master Alchemist, dealing 5 damage!
The duo of Lead Ogres slam into Lyra and the Master Alchemist, dealing 6 damage to the former and 11 damage to the latter! They both suddenly realize that they have 11 damage now.
The Pyro Elemental tries to escape its coils.
The Master Alchemist is still Coilbound!
The Lead Basilisks are still Weakened!
The Hovering Turret starts regenerating!
The entire enemy side suffers severe DoT damage, with one Copper Imp even succumbing to it! It drops double grist because I probably forgot to account for one of their deaths.
The Lead Basilisk is still Exposed!
Total Grist gains for this round are:
+120 Build Grist
+20 Copper [Lvl.2]
+40 Lead [Lvl.3]
[========] The Battlefield [========]
Current Location: Land of Steel and Platforms.
A derelict industrial zone that resembles the ruins of a sprawling facility. Some white platforms stand out amongst the gunmetal gray landscape and wreckage. Lyra's home is here, and while it hasn't seen hostility in a while, monster spawns are definitely still present.
Itinerary:
-Defeat as many monsters as you can, but stay safe!
-Give out orders to the turrets so that they can focus their fire! They won't be very accurate if their fire is uncoordinated!
-Keep the turrets alive! They'll be able to help deal heavy damage to enemies you might otherwise struggle with!
The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 20/25. Charge Gauge Spent: 31/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 17/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
350/640 Build Grist
20/120 Lvl.1 Grist (Includes: Malachite, Rust)
90/120 Lvl.2 Grist (Includes: Copper)
80/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist
The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)
Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn)
Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (2/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)
Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn)
SHADOW [Lvl.1] (Bladed weapon, Base Damage: +1, +5% crit chance)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
Ingredients manifest up to: [Lvl.3]
Can manifest [Lvl.4] ingredients if given:
350/640 Build Grist
20/120 Lvl.1 Grist (Includes: Malachite, Rust)
90/120 Lvl.2 Grist (Includes: Copper)
80/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist
The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)
Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn)
Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (1/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)
Instant-Digestion Meal Replacement [Lvl.2] (2/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)
Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)
Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 50% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
Sky High?:
DARKNESS [Lvl.2] (Bladed weapon, Base Damage: +1, +5% crit chance, 25% chance to inflict Scared (40% chance for attacks to miss), 2/5 chance to upgrade that to Terrified (Misses attacks), both for one turn)
SHADOW [Lvl.1] (Bladed weapon, Base Damage: +1, +5% crit chance)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 25% chance to inflict Bleeding on the foe for 2 turns)
Luke Ingram [AA] Health Vial: 94%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)
Speed Value: 3
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0, Target's ranged armor is 40% less effective)
-Fire Demon Mace [Lvl.3] [Fireball: III]: (Blunt Weapon. Base Damage: +2, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)
Lyra Xandine [AA] Health Vial: 90%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3
Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)
Speed Value: 3
Weapons:
-iRifle [Lvl.3] [Displacer: III]: (Single-Shot Weapon. Base Damage: +2, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
-Shower Curtain Rod Staff [Lvl.3]: (Blunt Weapon. Base Damage: +2, reduces incoming melee damage by 25% from attacked group)
Consumables:
-Team Warp Device [Lvl.3] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)
Ninjatwist_ [AA] HP: 96/100.
Base Damage: 6
Speed Value: 4
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)
Speed Value: 4
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)
Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -40% accuracy, gain +30% accuracy if commanded)
Hovering Turret HP: 22/30. Regeneration (2 HP gain per turn, 0/2)
Master Alchemist [AA - Splashcat] HP: 64/92. Next potion: Weakened! Potion targets: 6! Coilbound (-1 Speed Value, cannot dodge attacks, 1/1)
Max HP: 92/92
Base Damage: 8
Speed Value: 3
Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns
Base Damage: 8
Speed Value: 3
Can apply the following status effects every turn. Can apply more potions the longer it's on the field, to a maximum of six targets.
Poisoned (1 damage taken per turn) for 3 turns
Dazed (40% miss chance) for 3 turns
Slowed (-1 Speed Value) for 3 turns
Weakened (-1 Base Damage) for 3 turns
Regeneration (1 HP restored per turn) for 3 turns (targets allies, can't self target)
Fragile (Take 20% more damage from direct attacks) for 3 turns
Pyro Elemental [AA - Torix] HP: 14/47. Coilbound (-1 Speed Value, cannot dodge attacks, 0/3)
Base Damage: 0
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.
Speed Value: 3
If its attack hits, applies Burning (3 damage over time, 3/3) to the foe.
Copper Imp [SB] HP: 0/12. / BD: 2. / SV: 2. Grist Tierage. Slowed (-1 Speed Value, 2/3)
Copper Imps [SB] HP: 1/12. (x2). / BD: 2. / SV: 2. Grist Tierage. Poisoned (1 damage taken per turn, 2/3)
-Copper Imp [SB] HP: 0/12. Poisoned (1 damage taken per turn, 1/3), Weakness (-50% damage dealt, 0/2)
-Copper Imp [SB] HP: 0/12.
Lead Ogre [SB] HP: 13/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Bleeding (1 damage taken per turn, 0/2)
-Lead Ogre [SB] HP: 8/46. (x1). Burning (50% melee damage penalty, 1 damage taken per turn, 1/2), Bleeding (1 damage taken per turn, 0/2)
Lead Ogre [SB] HP: 0/56. (x1) / BD: 11. / SV: 2. Grist Tierage. Bleeding (1 damage taken per turn, 2/2)
-Lead Ogre [SB] HP: 0/56. Blind (60% miss chance, 1/2), Burning (3 damage taken per turn, 2/3)
Rust Basilisk [SB] HP: 75/80. (x1) / BD: 6. / SV: 3. Grist Tierage, Binding Body. Weakened (-1 Base Damage, 2/3), Burning (3 damage over time, 2/3)
-Rust Basilisk [SB] HP: 44/80. (x1) Weakened (-1 Base Damage, 2/3), Exposed (+20% direct damage taken, cannot be bodyguarded, 1/2), Burning (3 damage over time, 3/3)
Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
Last edited: