The Acolyte's War: Postnoctis

Act 3: Episode 2: Battle Post 22
NOTICE: The Copper Ogre was actually supposed to be a Rust Ogre, since I adjusted the statline specifically to match that of a Rust Ogre! Any attacks specified against the Copper Ogre will be sent to the Rust Ogre accordingly.

((Essence of Ice ++ Sword Template) ++ (Essence of Invisibility ++ Sword Template)) ++ ((Essence of Brainwashing ++ Sword Template) ++ (Essence of Madness ++ Sword Template)) == FAMINE [Lv. 3]

((Essence of Flame ++ Sword Template) ++ (Essence of Danger ++ Sword Template)) ++ ((Essence of Grief ++ Sword Template) ++ (Essence of Envy ++ Sword Template)) == DEATH [Lv. 3]

Sky High?, two new swords in tow, follows the rest of the group.
~~~
CP: 21/35
Inventory:
1790 Build Grist (-320)
80 Malachite (-180)
315 Copper
25 Lead (-90)
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

((Essence of Ice ++ Sword Template) ++ (Essence of Invisibility ++ Sword Template)) ++ ((Essence of Brainwashing ++ Sword Template) ++ (Essence of Madness ++ Sword Template)) == FAMINE [Lv. 3]

FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)

((Essence of Flame ++ Sword Template) ++ (Essence of Danger ++ Sword Template)) ++ ((Essence of Grief ++ Sword Template) ++ (Essence of Envy ++ Sword Template)) == DEATH [Lv. 3]

DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)

You craft up FAMINE and DEATH! Famine is a sustainable weapon for self-healing which can also spread a status effect, while Death is a selfish melee weapon that hurts you when used in exchange for extra damage. (I made some balance changes to Death, trading its random extra damage on user effects to increase the base damage dealt to the user)

This costs you a grand total of 320 Build Grist, 180 Lvl.1 Grist, and 90 Lvl.3 Grist, which has been calculated.

I know we worked out the stats prior to your post, but it'd be helpful if you laid out the final stats for these weapons in the post itself.

With both blades in hand, you catch up with the rest of the group, ready to enter the fight in the Southern Pipelines.

Charge Gauge 1: 15/35.

Build Grist [Lv. 0]: 2488
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 175
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

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Action 1: I craft Cursed Void Sword ++ Orange Warp Particles.

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Action 2: After my furious assault on thin air, I rather sheepishly make my way over to the Southern Pipelines, where I spew unconnected Redstone Dust from my Enchanted Redstone Staff all over the Copper Ogre. Unconnected Redstone Dust, of course, is often used to make fake blood in builds, so the Ogre panics for a moment, thinking it's injured. While it's distracted, I have the staff enchant itself with Knockback (as until-end-of-turn flavour text) so I can poke it off the edge.

Cursed Void Sword ++ Orange Warp Particles == Cursed Orange Warp Sword [Lvl.3]

Cursed Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)

You forge Cursed Orange Warp Sword! In addition to cursing its opponents, it lowers their Speed Value by 1 as well as it displaces them into a more disadvantageous position when they're struck.

Your attack with the Redstone Staff deals 11 damage to the Rust Ogre! No stun inflicted, however.

+3 to your current Charge Gauge.

Action 1, Storm Pistol -
Alright - new weapon, time for some new and original attacks with it! First thing's first...

I'll go ahead and test the capabilities of this thing... namely, by its improved accuracy. Just how much improvement is there, actually? I proceed to fire the pistol, deciding for a trial by such - and so, the bullets start off in the completely wrong direction, actually behind me and not at all facing towards the enemy... only to be slightly pulled around by the wind, then gradually, they change their orientation further.

The Copper Ogre, still embedded in the scaffolding and other debris against the wall, looks curiously at the wielder of the pistol - though, in pain, it still manages a look of confusion as he fires the completely wrong way to test his gun - until the bullets circle back around, guided by the wind - and even though the scaffolding is in the way, make their mark on the target (most likely, at least.) Through the pain (since it's probably still alive, I'd guess), it sees the Player examing his weapon closely...


"Huh, so that's how this thing works. I'll have to try some more interesting stuff with this later!"

Action 2, Length of Demonic Chain
"... Okay. How many more times are these Imps going to come in groups of four? This is practically too easy... and although perhaps I should save this for the unique monster coming up, I'm pretty sure it'll be a single enemy. Let's just get this battle over with."

The red chain again glowing, it smashes through all four imps unspectacularly, exploding one into the component Rust it's made of... but at the same time, that's it... but wait a moment, they're still stuck in place due to it. The Hovering Turrets, under Torix's command and their basic programming, line up accordingly. "You know what to do. Let's finish these things off."

Entity Orders -
The Arcanist -
Use your basic attack on the Copper Ogre. No point in wasting skills when your allies will finish it off this turn anyways.
Hovering Turrets - Three Imps left for 3 Hovering Turrets. Pretty self explanatory there.

Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294 [-160]
[LVL 1] Malachite, Rust - 215 [-90]
[LVL 2] Copper - 355
[LVL 3] Lead - 105 [-45]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +2 weapon.
Semi-Auto Pistol - +3 Attack,
+10% Accuracy (effective 90% chance to hit, followed by 80% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
Blunt Weapon -
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [2/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

To answer your question about the Storm Pistol, it adds to the weapon's Base Damage, so considering the damage multiplier for semi-automatic weapons, that should result in an extra 2.25 damage per shot, which should amount to an extra 4.5 damage if both hits connect, and they'll definitely connect more often! Maybe I should scale that accuracy back a bit... which has been done. The accuracy bonus has been reduced, but it's still present.

Regardless, you deal 11 damage to the Rust Ogre with one of your shots! Unfortunately, the extra accuracy isn't enough to salvage your second shot.

Your second attack with the Length of Demonic Chain obliterates the Rust Imps and leaves them wide open for decimation, though! It kills one of the Rust Imps, deals 6 damage to the rest, and weakens one of those survivors!

+10 Build Grist acquired.
+5 Rust [Lvl.1] acquired.

Action 1
Jet looks over the dragon whelp. "Huh. I'd figured I'd need to kill you and get the egg." He grins "Guess I was wrong."
He then pulls out his sword, and with his off hand, pulls out a packet of dust which he then puts next to his sword. The blade then opens up, and absorbs the dust, causing it to glow a light gold. "Old friend, you don't know me now, but you will remember soon."
Action 2
Jet then rushes straight at the dragon, sword out, before placing blocks, speed building up to it, and then slashing straight down in an arc. Where the blade hits, a rippling energy appears on the dragon, seeming to burn at the darkness that covers it.
Charge Gauge (whatever Ninja says, I think it's probably at least 9 if the charge rules haven't changed, but I am unsure)/35

Your demonstration with the sword buffs up the damage of your next attack a little bit!

Your attack deals 11 damage to the Ender Dragon Whelp!

+3 to your current Charge Gauge.

Action 1-2: I used the lag from missing the last turn to making it rain that slows down the Rust Imps while also shooting them with a massive cannon that shoots explosive cannonballs.

You decimate the remaining Rust Imps, seeing as they're all on pitiful health!

+3 to your current Charge Gauge.
+30 Build Grist acquired.
+15 Rust [Lvl.1] acquired.

Post-Player Battle:

Ninjatwist_ shoots at the Rust Ogre with his pistol, dealing 8 damage to it!

Luke sprays into the Rust Ogre, dealing 9 damage!
Finally, Lyra finishes off the Rust Ogre with a fatal 10-damage shot!

All you need to do is get a portal to the other side of the pipelines, where the Onyx Cockatrice waits for you.

Total Grist gains for this round are:
+80 Build Grist
+40 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]

Sidequest Events:

The Ender Dragon Whelp has taken enough damage to ward off its attack!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 15/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. 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: 18/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. 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:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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] (1/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 74%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

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

Lyra Xandine [AA] Health Vial: 77%. (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] (3/4 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: 83/100.
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 make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Hovering Turrets [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x3).
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 76/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Slowed! Potion targets: 6! Healblock (Cannot regain health)
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

Onyx Cockatrice [SB-UNIQUE] HP: 240/240. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Base Damage: 18
Speed Value: 3

Special Actions:
Constricting Gaze: Apply Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks) for three turns. Starts full.
Venom Drench: Deal 6 damage to the target, and inflict Envenomated (6 damage taken per turn) for four turns. Starts empty.

Passives:
Tenacity: Entity is immune to status effects that make attacks miss, reduce attack damage, or skip actions. Enemy exclusive.
Binding Body: If this target lands a hit, inflicts Coilbound (-1 Speed Value, cannot evade or block attacks) on the target for one turn.

Rust Ogre [SB] HP: 0/40. / BD: 8. / SV: 2.

Rust Imps [SB] HP: 0/8. / BD: 2. / SV: 2. (x4)

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 25/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)
Eye of Ender [Quest] (Can be used to activate an End Portal) (x10)

Ender Dragon Whelp [???] HP: 109/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 89% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 2: Battle Post 23
Charge Gauge 1: 18/35.

Build Grist [Lv. 0]: 2568
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 215
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

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Action 1: Craft Mini-Grenades ++ Jar of Ambient Light ++ Jar of Diluted Void ++ Tarnished Valve

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Action 2 + Cursed Orange Warp Sword: Drawing the Cursed Orange Warp Sword, I cut a hole in reality and step through, appearing on the platform with the Onyx Cockatrice and slashing at it. Then I withdraw to the corner of the platform with the loot box, where I slash open a portal below the box, dropping it on the Onyx Cockatrice's head.

Mini-Grenades ++ Jar of Ambient Light ++ Jar of Diluted Void ++ Tarnished Valve == Ying Yang Cluster Bombs [Lvl.3]

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

You craft up some Yin Yang Cluster Bombs! These deal heavy damage to punish larger groups of enemies- if you want me to restat these in some way, let me know. Next time you do some crafting, though, it'd be a lot easier on me if you had a specific result in mind instead of throwing a bunch of ingredients together and seeing what the result is...

Lyra quickly steps through the portal and gets herself into a position to warp you over to the Onyx Cockatrice! She isolates herself on the middle island to spawn a portal over on the Onyx Cockatrice's platform...

LYRA: Let me just get that gap out of your way...

With that done, you can attack the Onyx Cockatrice successfully! Your attack deals 13 damage to it, but the loot box remains intact. You do apply Disadvantage to it, though!

+3 to your current Charge Gauge.

A man comes out of a fog, he's wearing a black tuxedo and has purple eyes and black hair.

He sighs and scans his surrounding.

Welcome to the game! Your PC has been added.

Currently, you're on a section of pipe on a planet of scrap metal. People around you are wailing on a high-level challenge enemy- care to join in? Feel free to acquaint yourself with the map (linked on this post) if you need to get further adjusted to your surroundings.

Action 1-2: I look over at the Onyx Cockatrice and I trap the entity in a giant book that shoots words at it. At the end of it, the book closes, and slams it onto the entity, exploding into tiny books. I then take the books and turn them into knives. I make them rain down on the entity, cutting it up. After all the knives have been rained down. I summon a bigger one, and throw it down in front of it, making it explode with the force of a thousand knives stabbing into the entity.

You deal 20 damage in total to the Onyx Cockatrice with your attack thanks to Disadvantage!

+3 to your current Charge Gauge.

I begin to move before looking at the Onyx Cockatrice, along with the rest of the Players... everyone seems unusually active recently, to be fair. Heck, three volleys of attack launched at the enemy seems like it would be more than enough... but what has me concerned is that thing's incredibly high attack stat. "... Well, seems like you guys have attacks covered. I'll manage the support and entities in the meantime, I suppose. We've got this!"

Action 1, Instant Digestion Meal Replacement -
To make sure that I'm not gonna die, I quickly patch myself up with the last dose of my Instant-Digestion Meal Replacements... dang. Guess I'll have to make some more of those soon.

Action 2, Stalwart Valves Chestplate -
Now then... let's actually attempt a defensive action for the rest of everyone! Using the water from the Stalwart Valves Chestplate, I begin to purify it... and keep purifying it... and keep purifying it even further... well, yeah. You get the gist, and eventually, I'm left with ultra-purified water: so purified that it should technically purify the insides of anyone who drinks it from some kind of disease or status ailment!

Realizing I should specify it further, and that this can't just be some sort of Panacea, I then proceed to put a fair amount of electrolytes in it. Not only does this make it more healthy somehow, but also... well, through the power of wordplay, it makes electric attacks have a much lighter effect on the user! Since Paralysis is not only a yellow-colored status (the color of many electric things), but is also heavily related to electric types in the world of Pokemon, this should drastically reduce the effectiveness of any paralytic status effect!

Storing the Paralysis Cure in a breakable splash potion, I'll go ahead and prepare to throw it at whoever is hit by that thing's Paralysis effect. That chance to miss is... somewhat nasty, and I'd rather not one of us get taken down by it!

Entity Orders -
The Arcanist - Fire
Frost Ray at the Onyx Cockatrice! Lowering its speed value isn't against the rules, at least!
Hovering Turrets - Focus fire on the Onyx Cockatrice!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294 [-160]
[LVL 1] Malachite, Rust - 215 [-90]
[LVL 2] Copper - 355
[LVL 3] Lead - 105 [-45]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +2 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
Blunt Weapon -
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 2] Instant Digestion Meal Replacement - [0/3 Uses] - A much cleaner looking and faster version of the Jar of Liquid Food.
Heals for 6 HP and grants
Regen (+2 HP, 2 turns) when consumed.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

You get yourself out of the Onyx Cockatrice's OHKO threshold with an Instant Digestion Meal Replacement, restoring 4 HP to yourself!

...Oh, shoot, I haven't been managing the consumables list. I won't deplete the item from your inventory as long as you don't make any consumables to replace it.

Oooh, unique. You prepare a one-time use action that can alleviate or at least diminish the effect of either two of the Onyx Cockatrice's status effects!! This can be done automatically once the Onyx Cockatrice tries it.

The Arcanist and Hovering Turrets will do as you say.

Act 1:
Jet looks up to see the dragon rushing down towards him again, and acts swiftly. He pulls out some more of the powder, and tosses out a simple TNT stack trap, before tossing the powder into the TNT, which turns golden at the touch.
Act 2: As the Dragon closes in enough for the TNT timer, Jet pulls out a shield, steps on a pressure plate in the middle of the TNT, and then jumps backwards, shield set to take the impact for him, and due to Newton's laws, push him back out of the way of the oncoming dragon as the TNT scatters powder all around onto the dragon, which once more seems to burn away at the darkness, leaving what appears to be light green scales visible beneath it, although only in small patches.
Charge 3/35 (+additions for this round, if any.)

Your two attacks deal a total of 16 damage to the Ender Dragon Whelp!

Your attack also makes the Ender Dragon Whelp Vulnerable (+20% damage taken from direct attacks) for two turns, I guess?

+3 to your current Charge Gauge.

Somewhere off in the distance, a cannon is heard firing.

This is followed by a screaming (Literally - You clearly hear the words "WHAT A LOVELY DAY!" from it.) fireball streaking towards the battlefield... And landing beside it, leaving a crater. Standing inside is a confused, mildly eldrich being.

"Hey. Where'd the Blasted Pass go?" he asks, clearly confounded by the unplanned crossover.

((ENTER: Xorm))

Welcome to the game! Your PC has been added.

Ninjatwist_, on his way to go through Lyra's portal, takes notice of you and says a short greeting:

NINJATWIST_: Oh, hey, welcome!
NINJATWIST_: What's this about a Blasted Pass?
NINJATWIST_: This place is apparently the Land of Steel and Platforms, if you're confused.
NINJATWIST_: There's a pretty tough boss up ahead, want to join up with us to beat it?


ACTION 1

Before peeling off to fight the Onyx Cockatrice, Sky High? sticks a pill down his throat. The gears in his head seem to whirr and pop, and he feels much better. (The pill was full of nanorobots if you're wondering.)

ACTION 2

Then, Sky High? pulls out his staff and waves it, growing a pair of magical wings that grant him immense speed. He takes off across the platforms and, holding DEATH in front of him, slams straight through the Onyx Cockatrice.

~~~
CP: 21/35
Inventory:
1790 Build Grist (-320)
80 Malachite (-180)
315 Copper
25 Lead (-90)
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

You restore 4 HP to yourself with your heal!

Your winged assault with DEATH deals 13 damage to the Onyx Cockatrice!

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ emerges from Lyra's portal and opens up with Burstfire, but unfortunately the shot goes wide! Ninja throws his pistol to the ground in frustration.

Luke assails the Onyx Cockatrice, but his aim isn't perfect either, and he just deals 7 damage!
Lyra's too busy managing her portals to get herself or the Hovering Turrets immediately into the fight!

The Master Alchemist splashes the Onyx Cockatrice for 9 damage, while also applying Regeneration to Ninjatwist_, Luke and the Arcanist!
The Arcanist uses Frost Ray on the Onyx Cockatrice, dealing 14 damage to it and applying Frost for two turns!

The Onyx Cockatrice sinks its teeth into the Master Alchemist, dealing 18 lethal damage to it!

Several Anti-Acolytes regenerate!
The Onyx Cockatrice recovers from disadvantage, but it's still affected by Frost, and Torix is prepared to diminish one of its status effects!

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]

Sidequest Events:

The Ender Dragon Whelp reels back from your TNT assault! Maintain the offensive!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 35/35. (0 in reserve) Regeneration (2 HP gain per turn, 1/2)
Alastair1 [AA] HP: 20/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard [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:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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] (0/3 Uses) (Consumable, restore 6 HP to the target and apply Regeneration (2 HP gain per turn) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 75%. (HV:HP Ratio: 1:1). Regeneration (1 HP restored per turn, 2/3)
Base Damage: 6
Speed Value: 3

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

Lyra Xandine [AA] Health Vial: 77%. (HV:HP Ratio: 1:1). Out of combat!
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] (3/4 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: 84/100. Regeneration (1 HP restored per turn, 2/3)
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 make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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). Out of combat!
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 77/80. Regeneration (1 HP restored per turn, 2/3)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Master Alchemist [AA - Splashcat] HP: 0/92. Next potion: Slowed! Potion targets: 6! Healblock (Cannot regain health)
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

Onyx Cockatrice [SB-UNIQUE] HP: 164/240. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Status Effects: Disadvantage (+10% damage taken from direct attacks, -1 Speed Value, 0/1), Torix: Effect Diminish (Reduce effects of first status effect inflicted), Frost (-1 Speed Value, 1/2)
Base Damage: 18
Speed Value: 3

Special Actions:
Constricting Gaze: Apply Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks) for three turns. Starts full.
Venom Drench: Deal 6 damage to the target, and inflict Envenomated (6 damage taken per turn) for four turns. Starts empty.

Passives:
Tenacity: Entity is immune to status effects that make attacks miss, reduce attack damage, or skip actions. Enemy exclusive.
Binding Body: If this target lands a hit, inflicts Coilbound (-1 Speed Value, cannot evade or block attacks) on the target for one turn.

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 25/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

Ender Dragon Whelp [???] HP: 93/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 73% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage). Vulnerable (+20% damage taken from direct attacks, 1/2)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 2: Battle Post 24
Sky High? pulls out PESTILENCE and FAMINE.

First, he channels FAMINE's power to make the Onyx Cockatrice frail and weak, if only temporarily.

Then, he stabs both swords into the Onyx Cockatrice's chest, creating two wounds.

He then pulls PESTILENCE back out and channels its power to open the resulting wounds further. He keeps FAMINE where it is for a follow-up attack later.

~~~
CP: 24/35
Inventory:
1790 Build Grist
80 Malachite
315 Copper
25 Lead
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your attack with FAMINE deals 9 damage to the Onyx Cockatrice! No crit or Confused, however.

Your second attack with PESTILENCE deals no crit, but you do deal 7 damage to the Onyx Cockatrice! No Cursed or Poisoned is applied, unfortunately. Maybe I should get to balancing that differently...

+3 to your current Charge Gauge.

"Eh, nothing, just an accidental crossover event. Common for me. I was back in a dimension where a Godmodder won, and I was on his side. Shot myself out of a cannon. Fun stuff." Xorm chuckles. Then he looks down at himself, and realizes that just like every other time this happens, he was without items.
"Ah. Of course. Go on ahead without me, I'll be right behind you."
He looked around and saw a sea of scrap metal for the taking. All it needed was a sharp eye and a not-so-gentle talon to tease out what it could be remade into...

Focus: Search for Materials. Applicable tags: "Metal," "Pyrovision," and "Poor Use Of A Physics Engine."

...Maybe I main Pyro in TF2. Maybe I don't. You can't prove anything.

Ninjatwist_ shows interest in these crossover events, but nods and heads off to confront the level's bonus boss.

The materials list is linked in this sentence. However, a few materials do catch your eye, namely in the metal category...
Level 1: Lead Ore, Cursed Bismuth, Jar of Fire Energy, Gunmetal Ore
Level 2: Gold Ore
Level 3: Fulmigold Ore, Tarnished Valve, Virtuous Plates, Normal Mechanics Part

I prank Xorm by putting a whoopee cushion under his feet and then run away.

Then I use my actions to charge.

Next time Xorm moves, they could step under the whoopee cushion!

You also add +3 to your current Charge Gauge.

I decide to initiate a conversation, noticing Xorm's actions...
Torix - Hey. Welcome to the field, Xorm.
Torix - Before you look for new resources, I'd recommend seeing if you can repurpose the things in the material list.
Torix - Finding new materials seems to cost some Grist, anyway... so perhaps waiting to make your own would be best.


The cushion is swept away by a quick gust of wind as I seem to have drawn a coppery sword and pointed it at that. Turning a stern look at the perpetrator and then Xorm, I sigh...
Torix - We're all on the same team here, guys. No point in starting a war amongst ourselves.
Torix - Plus, right now we've got a somewhat larger problem.

Gesturing at the Onyx Cockatrice, I wince as it finally takes the Alchemist's life. Well, no entity can last forever, but... it does wonders to demonstrate my point. Turning to face the lizard-bird thing, I wonder how exactly it's proved more powerful than the standard liches, ogres, and basilisks that populate this realm... but there's no point in pondering.
Torix - Let's focus on that for right now, alright? You'll gain charge by attacking it anyway, and it'll drop some Grist too.
I move forwards to fight this abnormally powerful creature, and as I do...

Action 1, Storm Pistol -
Well, seems like I've found myself with an opportunity to attack! Noticing Sky High's winged attack on the cockatrice and the secondary grapple with his swords, I applaud for forcing it to stay on the ground... and that's perfect. The pistol crackling with electricity, I begin to attempt a somewhat risky shot... and aim for one of it's currently folded wings.

The intent for this attack is to ground the Cockatrice further, both dealing damage and hopefully limiting its aerial movement. With Sky High and his sword, Famine, making sure the Cockatrice remains weakened, it seems to be a fairly clear shot as well! The only thing left to do here is hope that I hit a bit more than just wing membrane... and judging by the Cockatrice's shock of pain, it seems like I should have!

Action 2 -
Having some more powerful healing seems to be a decent idea, especially to make sure I can support everyone... and since I just ran out of my old stack of... what were essentially health potions, let's upgrade them real quick.

I'll go ahead and attempt the following alchemy:
(Essence of Metabolic Healing && Normal Mechanics Part) && Sustained Windstorm = Potion of Mechanical Healing(???) [LVL 3 Consumable]

Though that result is... by no means final, I can hope that it'll prove an effective healing tool to keep the party up and functioning. I did not think I'd end up playing the support character here, but... well, hey. Someone has to play the role, and if the others keep the attacks up, I'm more than happy to help facilitate!

Entity Orders -
The Arcanist - Fire
Chain Lightning at the Onyx Cockatrice! It still deals more damage than the base attack...
Hovering Turrets - Focus fire on the Onyx Cockatrice!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 355
[LVL 3] Lead - 105

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 2/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
Blunt Weapon -
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [X/X Uses] - Unsure what this looks like yet.
Does... well, something! I'm not sure yet, I'm just marking this down.

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

Thegoldenboy's whoopee cushion prank is swept away!

You deal 10 damage to the Onyx Cockatrice with your Storm Pistol! Your first shot goes wide, but the second strikes true.

(Essence of Metabolic Healing ++ Normal Mechanics Part) ++ Sustained Windstorm == Potion of Mechanical Healing [Lvl.3]

Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)

You create the Potion of Mechanical healing, which not only heals the target through some form of machinery, but also gives them a damage reduction boost to make sure they take less damage in the future! It's replaced your empty set of Instant Digestion Meal Replacements and been added to the Consumables List.

The Arcanist will do as you say, as will the Hovering Turrets when Lyra can get onto the island with the Onyx Cockatrice!

Action 1-2: I walk up to Onyx Cockatrice, and do something so convoluted and so surprising that he will never see it coming....

..............

........................

.....................................

I take out my eyes, throw them at him, and press the detonator button. The eyes explode, which spills the gas that hurts Onyx Cockatrice's eyes. Afterwards, I grow my eyes back.

Your ocular assault deals 14 damage to the Onyx Cockatrice!

+3 to your current Charge Gauge.

Charge Gauge 1: 21/35.

Build Grist [Lv. 0]: 2568
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 215
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

-----

Ah, right, sorry. I'm happy with how these work, and they're about what I have in mind, but in the future I'll give an intent.

-----

Action 1 + Fulmigold Laser Burner: I give the Master Alchemist a viking funeral, setting his corpse on fire with the Laser Burner. Unfortunately for the nearby Cockatrice, said corpse still had large numbers of potions and brewing reagents on it, which explode into a cloud of nauseating noxious smoke.

-----

Action 2: I glue a mirror to the Cockatrice's face, hoping to reflect its stone gaze back at itself.

Sorry if my statement seemed more aggressive (passive or otherwise) than I intended.

You blow up the multiple potion ingredients on the Master Alchemist's body with the Fulmigold Laser Burner, damaging the nearby Onyx Cockatrice! 22 damage dealt!

The Cockatrice takes 6 damage from the attack, but it's immune to its own Paralysis due to its Tenacity passive! Nevertheless, you manage to bring the Onyx Cockatrice down to Orange Health (40%)!

+3 to your current Charge Gauge.

Charge 6/35
Action 1:
Jet begins running around the area, ducking behind end pillars, while filling much of his inventory with empty bottles. Eventually, the Dragon gets tired of the physical chase, and begins using it's breath attack, to which he responds by scooping all of it up into a seemingly limitless supply of bottles.
Action 2:
He then ender pearls up onto the top of one of the towers, placing a couple dozen brewing stands, and then filling them, before buying time by continuing to lead the dragon on a wild goose chase, first putting in basic awkward potion ingredients, then turning them into harming potions, and then lastly sprinkling some more of that dust he keeps using into the concoction. By the end, he has created a lingering harming potion of whatever that dust is, and made it in bulk. He then waits for the dragon to try to fly down towards him, at which point he throws a veritable army of these potions onto it, which, between the separate layers formed by the various elevations the potion strikes at, stunlocks the dragon into taking much more of the potion's effects than it should have, as well as wasting its chance to attack as he retreats. Everywhere it is struck by the particles of the potion, more of it's black scales turn a greenish tint, almost as if something is being burnt away.

Your assault with the potions deals 20 damage to the Ender Dragon Whelp!

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ slices into the Onyx Cockatrice with his Shortsaber, dealing 8 damage!

Luke continues to shoot the Onyx Cockatrice, dealing 9 damage to it!
Lyra organizes the portals to give herself access to the Onyx Cockatrice's island, summoning the Hovering Turrets as well! She takes a shot at the Onyx Cockatrice. dealing 11 damage!

The Arcanist uses Chain Lightning on the Onyx Cockatrice, dealing 10 damage to it!
The Hovering Turrets fire on the Cockatrice, dealing 14 damage in total!

The Onyx Cockatrice unleashes a Constricting Gaze, inflicting Paralzyed on the Arcanist! Torix's preparation reduces the duration of the effect by 1!

Several Anti-Acolytes regenerate!
The Onyx Cockatrice thaws out!

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]

Sidequest Events:

The Ender Dragon Whelp is still hesitant to attack, but its Vulnerability has worn off!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 35/35. (0 in reserve) Regeneration (2 HP gain per turn, 0/2)
Alastair1 [AA] HP: 20/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Luke Ingram [AA] Health Vial: 76%. (HV:HP Ratio: 1:1). Regeneration (1 HP restored per turn, 1/3)
Base Damage: 6
Speed Value: 3

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

Lyra Xandine [AA] Health Vial: 77%. (HV:HP Ratio: 1:1). Out of combat!
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] (3/4 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: 85/100. Regeneration (1 HP restored per turn, 0/3)
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 make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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). Out of combat!
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 78/80. Regeneration (1 HP restored per turn, 1/3), Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks, 2/3)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Onyx Cockatrice [SB-UNIQUE] HP: 44/240. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Status Effects: Torix: Effect Diminish (Reduce effects of first status effect inflicted), Frost (-1 Speed Value, 0/2)
Base Damage: 18
Speed Value: 3

Special Actions:
Constricting Gaze: Apply Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks) for three turns. Starts full.
Venom Drench: Deal 6 damage to the target, and inflict Envenomated (6 damage taken per turn) for four turns. Starts empty.

Passives:
Tenacity: Entity is immune to status effects that make attacks miss, reduce attack damage, or skip actions. Enemy exclusive.
Binding Body: If this target lands a hit, inflicts Coilbound (-1 Speed Value, cannot evade or block attacks) on the target for one turn.

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 25/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

Ender Dragon Whelp [???] HP: 73/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 53% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 2: Battle Post 25
NOTE: The Onyx Cockatrice's health has been buffed to 400 (about 166% of the original 240) to increase the difficulty of the fight, as I seriously underestimated the damage output everyone could dish out. This is a 5x increase in health compared to a Rust Basilisk, compared to a 3x increase from previously.

"Well well well well well... This'll do just nicely."
Xorm gathers the available materials to use for crafting. Not a flamethrower like he had planned at first, but a minigun. A special one.

((Lead Ore ++ Gunmetal Ore) ++ (Jar of Fire Energy ++ Fulmigold Ore)) ++ Tarnished Valve == The Huo-Long Heater

A minigun with strange cooling mechanisms and fancy gold decorations reminiscent of a dragon. Currently colored RED, despite its wielder technically being on the "BLU" team. Just looks cooler that way.

(Based on the TF2 gun of the same name. Exhales a ring of fire around its user when spun up or shooting, and deals reduced damage compared to a normal Minigun - Unless its target is on fire, in which case it deals, like, double. Good for protecting yourself from spies!)

"Hm. Teal doesn't feel right to me. Let me just do something... There we go."
Xorm's scales change color along with his voice, and like that, he better matched his gun.

And thusly prepped, he marched through the portal, took a stance, and pulled the trigger. A dramatic ring of fire erupted around him as he started unloading an endless clip into the ugly bird-thing in front of him.
"AAAAAGGGGGHHHHH!" he yells, channeling the man who would eat a banana in the middle of a warzone because he was hungry and punch a man to death because they interrupted his banana.

This will be a joy to stat up!

((Lead Ore ++ Gunmetal Ore) ++ (Jar of Fire Energy ++ Fulmigold Ore)) ++ Tarnished Valve == Huo-Long Heater [Lvl.3]

Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

You craft the Huo-Long Heater! A marvel of promotional engineering, this antique-looking machine gun deals extra damage to foes inflicted with any kind of Burning status effect, and can also inflict it as a counterattack to any melee attackers!

Hmm, I don't really have any precedents for starting Grist- but let's say for this instance, this one's on the house.

As for your attack, step through the portal and deal 10 damage to the Onyx Cockatrice!

+3 to your current Charge Gauge.

Charge Gauge 1: 24/35.

Build Grist [Lv. 0]: 2568
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 215
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

-----

Nah, you didn't come off as aggressive or anything, it's fine.

-----

Action 1 + Action 2 + Orange Warp Sword + Fulmigold Laser Burner: I jump over the Cockatrice's head and slash open a portal in midair, connecting the area above it to the area beneath one of the many nearby piles of metal scrap. Then I train the Laser Burner on the exit of the portal, melting the scrap that falls through into a torrent of molten slag falling directly on the Cockatrice's head.

Your combo of attacks deals a devastating 33 damage to the Onyx Cockatrice thanks to the Orange Warp Sword's minicrit! The Onyx Cockatrice is at a Disadvantage!

+3 to your current Charge Gauge.

Sky High? throws DEATH at the Onyx Cockatrice, and takes a moment to mend his wounds.

~~~
CP: 27/35
Inventory:
1790 Build Grist
80 Malachite
315 Copper
25 Lead
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your attack with DEATH deals 13 damage to the Onyx Cockatrice! You take 2 points of damage from using the weapon, but heal them back up in short order.

+3 to your current Charge Gauge.

Action 1-2: I go to the enemy and slap him with a knife, a frying pan, a gun, a plastic knife, and ballerina shoes before punching it with a much bigger knife

You deal 16 damage to the Onyx Cockatrice!

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ continues slicing at the Onyx Cockatrice for 9 damage!

Luke uses Fireball from his Fire Demon Mace on the Onyx Cockatrice, dealing 9 damage! It's immune to his version of Burning, however, due to it reducing its damage capabilities! The Cockatrice's Tenacity makes it immune to such effects.
Lyra fires upon the Onyx Cockatrice with her iRifle, dealing 12 damage to it!

The Hovering Turrets fire on the Cockatrice, dealing 16 damage in total! Their aim is pretty on point, despite their lack of focus!

The Onyx Cockatrice clamps down on one of the Hovering Turrets, dealing 18 damage to it!

The Arcanist can't attack due to Paralysis!

A few Anti-Acolytes regenerate!
The Arcanist is still Paralyzed!
The Onyx Cockatrice recovers from Disadvantage!

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]

Sidequest Events:

(Not updated yet, since you didn't post)

The Ender Dragon Whelp is still hesitant to attack, but its Vulnerability has worn off!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Luke Ingram [AA] Health Vial: 77%. (HV:HP Ratio: 1:1). Regeneration (1 HP restored per turn, 0/3)
Base Damage: 6
Speed Value: 3

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

Lyra Xandine [AA] Health Vial: 77%. (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] (3/4 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: 85/100.
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 make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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. (x2).
-Hovering Turret HP: 12/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 79/80. Regeneration (1 HP restored per turn, 0/3), Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks, 1/3)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Onyx Cockatrice [SB-UNIQUE] HP: 96/400. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Status Effects:
Base Damage: 18
Speed Value: 3

Special Actions:
Constricting Gaze: Apply Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks) for three turns. Starts full.
Venom Drench: Deal 6 damage to the target, and inflict Envenomated (6 damage taken per turn) for four turns. Starts empty.

Passives:
Tenacity: Entity is immune to status effects that make attacks miss, reduce attack damage, or skip actions. Enemy exclusive.
Binding Body: If this target lands a hit, inflicts Coilbound (-1 Speed Value, cannot evade or block attacks) on the target for one turn.

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 25/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

Ender Dragon Whelp [???] HP: 73/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 53% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28[/QUOTE]
 
Last edited:
Act 3: Episode 2: Battle Post 26
Charge Gauge 1: 27/35.

Build Grist [Lv. 0]: 2568
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 215
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

-----

Action 1 + Enchanted Redstone Staff: I stick a sticky piston to the Cockatrice's tail and connect it to a pulser. Whenever the piston extends, the tail whips around and whacks it on the back. "Stop hitting yourself! Stop hitting yourself!"

Action 2 + Orange Warp Sword: I slice some of the Cockatrice's feathers off and add them to the crafting inventory.

You deal 11 damage to the Enchanted Redstone Staff, and 5 damage with the Orange Warpsword! You sacrifice any additional effects and a good portion of the damage to get a new ingredient. The Cockatrice is basically a souped-up Basilisk, so it doesn't have any feathers, but you do manage to grab some of its scales. [Onyx Scales] added to the ingredients list as a Level 3 ingredient!

+3 to your current Charge Gauge.

Sky High? sits and heals up with one action, and charges with the other.

~~~
CP: 28/35
Inventory:
1790 Build Grist
80 Malachite
315 Copper
25 Lead
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

You restore 2 HP to yourself, and also give +3 to your current Charge Gauge.

9/35 Charge
Action 1
Jet decides he might want to build up some defenses, and thus creates a bunker in the endstone to hide from the dragon in between strikes.
Action 2
He then makes some powder arrows, and shoots them at the dragon.

You create a small bunker in which to hide from the Ender Dragon Whelp! It only has the HP to deal with one strike, though. You also deal 7 damage to the Ender Dragon Whelp!

+3 to your current Charge Gauge.

Having missed the last round, there's no time to waste here! Everyone seems to be doing alright enough, but... that Cockatrice is still at somewhat high health, and can and will KO something this turn with Venom Drench! That's not something we want to have to deal with... it can kill any one of us over time, for that matter. Let's remove this threat from the field!

Action 1, Storm Pistol -
Alright, let's get this party started! Focusing on my magic abilities, I realize an idea... this thing shoots bullets, but it's also a magical weapon. Hence, why not try.... well, why not try bullet patterns? Immediately drawing the pistol, I begin to charge up the pistol's energy before releasing it in a small and unassuming spread of 5 bullets, flying off towards it somewhat lazily and even homing in slightly. Though it's not that hard to dodge, it keeps the Cockatrice focused on that small set and dodging them, leaving me open to strafe off to the side of the monster.

Now that I'm over here, I begin to charge the weapon and wait for the Cockatrice to stumble back into the line of fire as the pistol starts to make a somewhat dramatic sound of being overcharged. Quickly realizing this, I re-aim and fire the second of my two shots, unleashing a concentrated bolt of electricity that fires off into the nearby aqueduct after piercing through the lizard-bat-bird thing!

Action 2, Sword of Flaming Wind -
While it's still staggered, I draw the Sword of Flaming Wind and immediately close the gap, fighting in close combat despite the inherent risks in that strategy! Though the flame doesn't seem to want to catch on the scales and remaining feathers that this beast has, I sigh before invoking another part of my magic reserve and catching the blade alight in a green flame! The blade itself momentarily disappearing as the flames overtake it and solidify, I continue with my flurry of attacks...

And so the beast actually begins to relent to my series of attacks as small outcroppings of flame pop up here and there through the scathing hits I've been dealing. Finding a gap to position myself in the frentic melee, I pause before managing to ignite the entire Cockatrice in that green flame with one good stab through it - and so it will. As the blade reverts to normal and the lasting flames turn back to orange, I yell out to Xorm... "Hey, I got this thing on fire for you! Let's get it down sooner rather than later, we've got this!"

Retreating back to a reasonable distance, I look at the others and hope that we can finish it off this turn. We're so close!

Entity Orders -
Hovering Turrets - Focus fire on the Cockatrice, one last time!
Arcanist - Recover from Paralysis before casting Cure Wounds on the injured Turret!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 355
[LVL 3] Lead - 105

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
Blunt Weapon -
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction, 2
[LVL 1]
Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Your attack with the Storm Pistol deals 22 damage once again to the Onyx Cockatrice, and your second attack with the Sword of Flaming Wind deals about 8 damage... but it also inflicts heavy Burning for a turn! Generally, my rule (until it's written down) is that any freeform-esque attacks you make with weapons will sacrifice a greater amount of damage than a freeform attack, and not add any additional effects like Downwind, either.

The Arcanist will do as you say.

There was no time to think.

For a True Heavy, there was no reason to. Thinking was time wasted when it could be emptying a bottomless clip.

All he did was scream in rage.

And shoot.

Your spraydown deals only 8 damage to the burning Onyx Cockatrice... your other two shots go woefully wide. Points for trying, though.

+3 to your current Charge Gauge.

Post-Player Battle:

Ninjatwist_ picks up his pistol and once again tries to Burstfire the Onyx Cockatrice- which hits, dealing 12 damage!

Luke smashes the Onyx Cockatrice with his Fire Demon Mace, dealing 8 damage!
Lyra fires upon the Onyx Cockatrice with her iRifle, dealing 11 damage to it!

The Hovering Turrets, in a panic of focused but unlucky shots, deal 8 damage to the Onyx Cockatrice!

The Onyx Cockatrice uses Venom Drench, belching highly acidic venom over one of the Hovering Turrets! Not only does the turret take 6 damage, it also suffers Envenomated for four rounds!

The Arcanist still struggles to attack from Paralysis!

The Onyx Cockatrice takes Burning damage, lowering its health down to a single hit point!
The Arcanist recovers from Paralysis!
The Hovering Turret suffers from the corrosive poisons it's slathered with!

Total Grist gains for this round are:
+0 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]

Sidequest Events:

The Ender Dragon Whelp reacts to the arrow shot and flies off, but its chance to attack you is gradually increasing!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. 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: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
0/40 Lvl.4 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot gun, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Luke Ingram [AA] Health Vial: 77%. (HV:HP Ratio: 1:1).
Base Damage: 6
Speed Value: 3

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

Lyra Xandine [AA] Health Vial: 77%. (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] (3/4 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: 85/100.
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 make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 18/30. (x1) Envenomated (6 damage taken per turn, 4/4)
-Hovering Turret HP: 12/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 79/80. Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks, 0/3)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Onyx Cockatrice [SB-UNIQUE] HP: 1/400. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Status Effects: Burning (2 damage taken per turn, 0/1)
Base Damage: 18
Speed Value: 3

Special Actions:
Constricting Gaze: Apply Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks) for three turns. Starts full.
Venom Drench: Deal 6 damage to the target, and inflict Envenomated (6 damage taken per turn) for four turns. Starts empty.

Passives:
Tenacity: Entity is immune to status effects that make attacks miss, reduce attack damage, or skip actions. Enemy exclusive.
Binding Body: If this target lands a hit, inflicts Coilbound (-1 Speed Value, cannot evade or block attacks) on the target for one turn.

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 25/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 4/4. Fortification (50%, 1 capacity)

Ender Dragon Whelp [???] HP: 66/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 60% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 2: Battle Post 27
Sky High?, furious at the Onyx Cockatrice's insistence on surviving, teleports behind it, pulls out all four swords, and slices it with one, the other, continuing onward with every sword (even DEATH, through sheer force of anger) until, about an hour later, there's nothing left but carved turkey.

Sky High?: Happy belated Thanksgiving!

(Hopefully, it's clear that this attack isn't actually using all the swords. It's just for show.)

~~~
CP: 30/35
Inventory:
1790 Build Grist
80 Malachite
315 Copper
25 Lead
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your overkill sword attack deals 10 damage to the Onyx Cockatrice, more than enough to slice it to pieces!

+3 to your current Charge Gauge. The Onyx Cockatrice's defeat bestows a small fortune of Build Grist, as well as Tiered Grist from Levels 1 to 3, to your party!

Also, happy belated Thanksgiving to you too!

Charge Gauge 1: 30/35.

Build Grist [Lv. 0]: 2568
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 215
Copper [Lv. 2]: 435
Lead [Lv. 3]: 180

-----

Action 1 + Enchanted Redstone Staff: I repair the more damaged Hovering Turret by replacing its damaged circuitry with redstone wiring.

-----

Action 2 + Orange Warp Sword: I stab the sword through dimensions, the point vanishing into a thin orange rift... and emerging in the End, to stab the Ender Dragon Whelp in the back when it least expects it.

You restore 4 HP to the more damaged Hovering Turret!

I'd let you do this, but sidequests are kind of in a finicky area... if Ender wants to accept your help, I'll apply the damage next turn.

+3 to your current Charge Gauge.

Sighing at the one point of HP that was left, Torix decides to rip off a piece of the turkey leg... before realizing that this is LVL 4 Grist he'd be consuming. Onyx is something that we haven't seen yet! "Err... Sky High, thanks for the turkey, but... I'm pretty sure that's Onyx that you just carved into the shape of a turkey. That's... unfortunately, not entirely edible."

Action 1, Stalwart Valves Chestplate -
Turning my attention to the Envenomated turret, I begin to ponder over how to remove that status effect. Leaving it on there is almost guaranteed to kill the turret... therefore, let's try something like this to save it! Acids can be neutralized by a base of some sort, so... with a surprising amount of water, I perform some basic chemistry and eventually end up summoning some kind of potassium hydroxide to act as a base to the acid.

Loading it into the chest plate, I then use one of the built-in fluid cannons and give the
Envenomated turret a very thorough spray-down, reaching even the innermost parts of its machinery. Thankfully, potassium hydroxide isn't harmful to machines and effectively neutralizes the acidic poison that the Cockatrice sprayed all over it. After carefully drying it off, the turret looks much better, and not absolutely drenched in poison! That should at least lessen the effect or duration of that status...

Action 2 -
... While we're here, I walk over to the loot chest and open it up to see what's inside! No harm in doing that.

Entity Orders -
Arcanist -
Use
Cure Wounds to heal the Envenomated Turret.
Hovering Turrets - Stand by, I guess. Either that or make healing you guys easier, somehow?


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,294
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 355
[LVL 3] Lead - 105

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.
[LVL 2] Magmatic Staff - A staff composed of volcanic stone, with the ability to summon magma plumes.
Blunt Weapon -
-20% Armor Effectiveness, has a 50% chance of summoning a Magma Plume on a hit once a turn.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Wow, that's a fairly in-depth attack! I'd normally just let you remove one tick of duration off of Envenomated, but it impressed me so much that I've taken off 2 ticks from the duration!

The Arcanist will do as you say.

The loot chest award you with 80 Cobalt- enough to make one Level 4 Alchemy!

+80 Cobalt [Lvl.4] acquired.

Action 1-2: when the onyx enemy dies, I just poke it in the forehead

Your attacks deal 8 damage of overkill to the Onyx Cockatrice!

+3 to your current Charge Gauge.

12/35 Charge
Jet looks at the Dragon, and then comes up with a fantastic idea. He quickly grabs a lava bucket from his inventory, spilling in some more if his powder stuff (how much of this stuff does this man have?), and proceeds to set out a slew of now golden looking dust lava, planting them almost like trees all around his fortifications, before hopping back into them, letting the lava do the heavy lifting for him. (Both actions used)

You increase the health of your fortification slightly, and give it a counterattack!

+3 to your current Charge Gauge.

Also, Splashcat wants to help out with your current sidequest- do you accept their offer?

Post-Player Battle:

Ninjatwist_ chows down on some of his Cooked Salmon, giving himself Regeneration for a time!

Luke helps himself to a newly-nerfed Black Mesa Standard Medkit! 20 HP restored!
Lyra manipulates her portals so that you have access to the mainland again!

LYRA: That was a bit of a tough fight, but I'm glad we got through it. I've got portals ready for when you want to proceed to Mercury Summit.

The Arcanist uses Cure Wounds on the damaged Turret, restoring 12 HP to it!

The Hovering Turret takes a bit more Envenomation damage before the poison settles down.
Ninjatwist_ regenerates some of his HP!

Total Grist gains for this round are:
+320 Build Grist
+20 Rust [Lvl.1]
+40 Copper [Lvl.2]
+45 Lead [Lvl.3]
+80 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. 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: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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.4]
Can manifest [Lvl.4] ingredients if given:
640/640 Build Grist
120/120 Lvl.1 Grist (Includes: Malachite, Rust)
120/120 Lvl.2 Grist (Includes: Copper)
120/120 Lvl.3 Grist (Includes: Lead)
40/40 Lvl.4 Grist (Includes: Cobalt)

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)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
Magmatic Staff [Lvl.2] (Blunt Weapon, 50% chance to summon a Magma Plume upon kill, triggers once per turn, Target's armor is 20% less effective)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Enchanted Redstone Staff [Lvl.3] (Blunt weapon, Base Damage: +2, 15% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Luke Ingram [AA] Health Vial: 97%. (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] (3/4 Uses) (Restore 20 HP to the user, or 10 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 77%. (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] (3/4 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: 93/100. Regeneration (8 HP restored per turn, 2/3)
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 make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1) Envenomated (6 damage taken per turn, 0/4)
-Hovering Turret HP: 16/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 79/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Onyx Cockatrice [SB-UNIQUE] HP: -17/400. Tenacity. Binding Body. In challenge area!
Special Actions:
Constricting Gaze: [III]. Venom Drench: [IIII].
Status Effects: Burning (2 damage taken per turn, 0/1)
Base Damage: 18
Speed Value: 3

Special Actions:
Constricting Gaze: Apply Paralyzed (Speed Value set to 1, 75% chance to miss attacks, cannot dodge attacks) for three turns. Starts full.
Venom Drench: Deal 6 damage to the target, and inflict Envenomated (6 damage taken per turn) for four turns. Starts empty.

Passives:
Tenacity: Entity is immune to status effects that make attacks miss, reduce attack damage, or skip actions. Enemy exclusive.
Binding Body: If this target lands a hit, inflicts Coilbound (-1 Speed Value, cannot evade or block attacks) on the target for one turn.

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 6% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 2: Battle Post 28
Sky High? silently nods to Torix.

ACTION 1 + DEATH

Sky High? uses his magic to grow DEATH to a massive size, then drops it on the Lead Basilisk like the blade of a guillotine.

ACTION 2

Sky High? then leaps over DEATH and presses his staff to the Lead Basilisk's head, sapping it of all its willpower and rendering it unable to move.

~~~
CP: 32/35
Inventory:
1910 Build Grist
100 Malachite
355 Copper
70 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your attack with DEATH deals 13 damage to the Lead Basilisk!

You also deal 4 damage to the Lead Basilisk, leaving it Exhausted (Speed Value reduced by 2) for the next turn!

+3 to your current Charge Gauge.

His gun was still spinning, even after all this time had passed. He needed to unload literal dimensions-worth of stress...

And he did it with blind fire.

See, a Heavy's minigun isn't just good for DPS - It's good for scaring the heck out of anyone/anything it's aiming near... Good ol' Supressing Fire.

So even though his shots all went wide, the Basilisks as a whole were reasonably scared of the hail of bullets around them, and found it hard to move or attack for fear they'd get hit.

[Focus Action: Apply Debuff: Supressed to as many Basilisks as possible, starting with the strongest one and working down.]

You deal 2 damage to the three Basilisks, and you also apply Suppressed (10% chance to miss attacks, Speed Value reduced by 1) to the three for the next two rounds!

+3 to your current Charge Gauge.

Action 1 + Magitech Redstone Staff + Yin-Yang Cluster Bomb: I summon a dispenser which shoots out a dispenser which shoots out a dispenser which shoots out a dispenser which shoots out a bomb which shoots out a- oh wait, there was a bomb in that one. My attempt to build the world's longest dispenser chain is ruined! And so is the day of the Rust Basilisk it went off next to.

This should finish filling my charge gauge, so:

Action 2 + Full charge gauge: I summom the following entity:

Poltergeist [AA] HP: 84/84. Possession: [IIII]. Kinesis.
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will Stun the Poltergeist for the amount of actions required.

(Thanks for the help sorting out the stats)

Your attack with the Magitech Redstone Staff deals 13 damage to the Rust Basilisk!
No Stun, unfortunately.

However, your use of the Yin-Yang Cluster Bomb deals 6 damage to all three Basilisks!

Charge Gauge spent! The Poltergeist has been added... now.

(Also, no problem)

Torix - Sounds great, guys. I wouldn't say it's my move, though - after all, the others have beaten me to it.
Torix - Either way, let's do this! Just one second...



Torix - To make a long story short, momentum, and timing.
Torix - If we set a portal link to the portal-able wall over there, I can step through and begin falling.
Torix - From there, we put the portal on the lower platform there, and then momentum can launch me onto the pipe!
Torix - Think we could make that work?


Action 1, Inferno Blade -
Regardless of that, I have an attack to write - and we're back to the basics, in a general sense. The only difference is that now, there's a lot more firepower to work with! Quickly, I begin to encompass this new power - and so slashing out with the sword, it extends and solidifies into a blade of fire... or more accurately, superheated metal due to the sword's own enchantments.

What happens if we take this further? Focusing the blade's heat back into itself, the glow goes from bright orange to a near-blinding white, even shifting to a star-like blue from the sheer heat behind it. And as it does so, the blade itself condenses into a rod-like cylinder - the hilt and handle also seemingly reshaped, although temporarily, into something more befitting of the lightsaber just created from pure heat energy. Since we're here, well... hey, it can't hurt to do one of the classic lightsaber tests, such as cutting through a metallic-like door object! Though a bit outdated, the Rust Basilisk will work great for this purpose - it's not only vaguely metallic, but is blocking our forwards progress - hence, it's a door to it, and good enough! Striking with the temporarily lightsaber-like sword, it cuts through like butter.

Long story short, although my hand is covered in molten metal and the sword will soon revert back to normal, the Inferno Blade makes for a very good makeshift lightsaber. I wonder what I can do with it in this state?

Action 2,
Length of Demonic Chain -
It's been a while since I used this, but... seems like a whole lot of the benefits might actually come in handy here! Focusing on the Basilisks, the chain pierces through all three before coming to capture the Lead Basilisk in chains and granting it the
Weakened status, hopefully further reducing the effectiveness of the thing's attack!

Entity Orders -
Arcanist -
Target the Rust Basilisk (or the Copper one, if it's dead) with
Chain Lightning!
Hovering Turrets - Target the Rust Basilisk (or the Copper one, if it's dead.)


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 1,974 [-320]
[LVL 1] Malachite, Rust - 215
[LVL 2] Copper - 195 [-160]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0 [-80]

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [::::] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [:::] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Lyra responds to your plan for accessing the Sky Pipe:

LYRA: Portalable wall? I'm not sure, but I can't see anything of the sort.
LYRA: I might have seen one while we were going into Platform Highway, but making a portal between it and the platform on Mercury Summit would only get us to Mercury Summit, or gravity would make us fall back into Platform Highway.
LYRA: There might be other portalable elements that would let us get to Sky Pipe that I just can't see, though.


(The massive diagonal wall is blocking Lyra's and every other NPC's view of Sky Pipe, but you'll move past it as you clear out these foes)

As for your actions...

You impale the Rust Basilisk with your Inferno Blade, dealing 16 damage to it! You also apply Burning for two turns to it and the Copper Basilisk!

You also unleash the Length of Demonic Chain, which deals 6 damage to all three Basilisks, but you deal an extra 6 to the Lead Basilisk and Weaken it for the next two turns!

The Arcanist and Hovering Turrets will do as you say.

Post-Player Battle:

Ninjatwist_ unleashes Burstfire on the Rust Basilisk, firing off a three-round burst with his pistol and dealing 12 damage to it right off the bat!

Luke throws a Fireball at the Copper Basilisk, dealing 8 damage and applying his own brand of Burning to it! This merges neaty with the burn that Torix has applied to it.
Lyra plants a rifle shot on the Rust Basilisk, dealing 11 damage to it!
The Hovering Turrets open fire on the Rust Basilisk, dealing 14 damage- the bullet assault causes it to fly off in retreat and crash into a metal wall to the party's right! It's not getting back up from that.

The Arcanist casts Chain Lightning on the Copper Basilisk, which deals 10 damage and bounces off to the Lead Basilisk, dealing 5 damage to it!

The Copper Liches cast magic on the Arcanist and one of the Hovering Turrets, dealing 9 and 7 damage, respectively!

The Copper Basilisk coils around Lyra, dealing 3 damage to her, but most importantly, inflicting Coilbound on her for her next turn!

The Lead Basilisk does the same to the Arcanist, dealing 4 damage instead!

The Poltergeist has arrived onto the battlefield!

The Hovering Turret's Metalboon fades.
Lyra and the Arcanist struggle to escape their coils!
The two Basilisks suffer their plethora of debuffs:
-Both of them continue to feel the effects of suppressive fire!
-The Copper Basilisk suffers some heavy Burning!
-The Lead Basilisk is still Weakened! However, its Exhaustion runs out.

Total Grist gains for this round are:
+80 Build Grist
+40 Rust [Lvl.1]
+0 Copper [Lvl.2]
+0 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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.4]
Can manifest [Lvl.5] ingredients if given:
0/1280 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite, Rust)
0/40 Lvl.2 Grist (Includes: Copper)
0/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
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)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Luke Ingram [AA] Health Vial: 97%. (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] (3/4 Uses) (Restore 20 HP to the user, or 10 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 74%. (HV:HP Ratio: 1:1). Coilbound (-1 Speed Value, cannot evade or block attacks, 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] (3/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1)
-Hovering Turret HP: 17/30. (x1) Metalboon (20% damage reduction, 1/2)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 66/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 1/1)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Poltergeist [AA - Splashcat] HP: 84/84. Possession: [IIII]. Kinesis.
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will disable Kinesis for the amount of actions required.

Rust Basilisk [SB] HP: 0/80. / BD: 6. / SV: 3. Grist Tierage. Binding Body. Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 2/2), Burning (1 damage taken per turn, 2/2)
Copper Basilisk [SB] HP: 70/96. / BD: 7. / SV: 3. Grist Tierage. Binding Body. Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 1/2), Burning (50% melee damage dealt penalty, 2 damage taken per turn, 1/2)
Lead Basilisk [SB] HP: 70/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body. Exhausted (Speed Value reduced by 2, 0/1), Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 1/2), Weakness (-50% damage dealt, 1/2)

Copper Lich [SB] HP: 144/144. / BD: 9. / SV: 2. (x2) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage.

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 2: Battle Post 29
Action 1, Inferno Blade -
As the Inferno Blade reverts to its base form, I begin to consider the blade's components. Electricity, wind, and fire have all been implemented and cast into this blade... along with the very essence of calamity. Although it's thankfully not like the weird magenta and black goop malice thing that Calamity Ganon is made out of, it still imbues the sword with a primal and wild front of disastrous energy, fighting to be let out...

If I let it build any longer, who knows what it could do? I need to let it out - and so it will. The sword again flares, but instead of keeping the firey energy within, it explodes outward and unleashes a stormy aura of fire, heat, and flame, drastically increasing the temperature in the battlefield. My hand and arm seemingly scorched by the fire, I grimace and fight through the pain... but am still incapacitated. The enemies are soon surrounded by this storm of heat and fire, taking damage... but that isn't even the real threat here. Finally recovering from the self-inflicted stun due to the sheer heat and pain, I force myself forward towards the Copper Basilisk.

The resulting attack isn't even that complicated. Desperate and watching my own HP rapidly decrease from the storm's unrestrained power, I let out one desperate slash that hits the Copper Basilisk's side. Everything seems to stop for a moment, the world registering what just happened before the entirety of the storm focuses around the Basilisk, expands a bit... and then implodes directly on its location, blasting me backward and heavily damaging the Copper Basilisk.

((Intent: Sacrifice HP to deal extra damage to the Copper Basilisk with the Inferno Blade. Realize that using the essence of pure, untamed calamity is probably not a good idea when you don't control it.))

Action 2, Storm Pistol -
As I get up, still somewhat charred from the somewhat backfired attack, I cant help but notice the sword... and although annoyed, I put it back in its sheath. Despite everything, it is a level 4 weapon... and I can't afford to lose it.

Drawing the Storm Pistol instead, I release a hail of bullets out from the gun in a rather different, but difficult to avoid pattern - namely, the entire thing fires three bullets at a time, which spread out at a slightly different angle - and then new bursts of four, which allows the Basilisk to not move in order to dodge them. Alternating between these few attacks, the Basilisk begins to get the hang of it - but as it gets faster and faster? Well, he can't dodge forever.

Entity Orders -
Arcanist -
Use
Firestorm on the Copper Basilisk, Lead Basilisk, and one of the two Liches! If a Basilisk is dead, target the other Lich in its place.
Hovering Turrets - Target the Copper Basilisk, or Lead Basilisk if the Copper one is dead.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,054 [+80]
[LVL 1] Malachite, Rust - 255 [+40]
[LVL 2] Copper - 195
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 0/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

That attack's pretty spectacular! The unwieldy power of the blade dealing 4 damage to you, you deal 22 damage to the unlucky Copper Basilisk! No Burning procs, however.

Your second attack with the Storm Pistol deals 24 damage to the Copper Basilisk!

The Arcanist and Hovering Turrets will do as you say.

Xorm smiled at the fearful blaze before him, and simply focused his aim. From suppression to straight-out death, that was his style.

...well, to be fair, his style was "inflict debuffs then make them hurt even more because of it," but close enough. In any case, it was nice never needing to reload~

Your attack with the Huo-Long Heater(?) deals 12 damage to the Copper Basilisk, and 5 damage to the Lead one!

+3 to your current Charge Gauge.

Charge Gauge 2: 0/35.

Build Grist [Lv. 0]: 2948
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 475
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1 + Fulmigold Laser Burner: I laser-burn a holy symbol onto the Lich, consecrating its bones against the necromancy sustaining it.

Action 2 + Cursed Orange Warp Sword: I slash the Copper Basilisk, teleporting it several hundred feet into the air, where it falls.

-----

The Poltergeist will borrow PESTILENCE and use it to attack the Lead Basilisk. The scythe, seemingly moving on its own, slashes the Basilisk, injecting poisons into its veins. Or, wait, no... it's injecting an antidote to a poison? How is that supposed to hurt the Lead Basilisk... oh, I see, it's an antidote to lead poisoning. Yeah, that'd probably hurt a Lead Basilisk.

You deal 9 damage to one of the Copper Liches with your Fumigold Laser Burner! Unfortunately, one of your shots goes wide.

Your attack on the Copper Basilisk deals 10 damage to the Copper Basilisk- just not enough to kill it!

The Poltergeist will do as you say.

Post-Player Battle:

Ninjatwist_ finishes off the Copper Basilisk by leaping up and stabbing it in the head with his Shortsaber, dealing 8 lethal damage!

Luke blasts the Lead Basilisk with his Alternator SMG, dealing... 3 damage! Two of his three shots miss...
The Hovering Turrets have apparently absorbed everyone's ballistic luck, dealing a full 18 damage to the Lead Basilisk!

The Poltergeist swings Pestilence at the Lead Basilisk! The Poltergeist not only gets a mini-crit, but it inflicts both Cursed and Poisoned to the foe! It also inflicts Cursed on itself...

The Copper Liches batter the same Hovering Turret, but also target the Poltergeist! 9 damage dealt to the Hovering Turret, and 10 damage dealt to the Poltergeist!

The Arcanist, struggling to move, casts Firestorm on the three remaining enemies, causing them to suffer Burning!
Lyra switches targets to the Lead Basilisk, dealing 12 damage!

The Lead Basilisk wraps Lyra in its coils, leaving her Coilbound and taking 5 damage!

The Arcanist breaks free from their coils! Lyra stays trapped!
The Lead Basilisk suffers through its plethora of debuffs!
-The Lead Basilisk breaks through its suppression!
-The Lead Basilisk's weakness subsides.
-The Lead Basilisk's curse is lifted!
-And finally, the Lead Basilisk suffers a deadly Fire and Poison combo!
The Copper Liches suffer through some more Burning!

Total Grist gains for this round are:
+80 Build Grist
+0 Rust [Lvl.1]
+40 Copper [Lvl.2]
+0 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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.4]
Can manifest [Lvl.5] ingredients if given:
160/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
0/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
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)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Luke Ingram [AA] Health Vial: 97%. (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] (3/4 Uses) (Restore 20 HP to the user, or 10 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 69%. (HV:HP Ratio: 1:1). Coilbound (-1 Speed Value, cannot evade or block attacks, 1/2)
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] (3/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1)
-Hovering Turret HP: 8/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 66/80. Coilbound (-1 Speed Value, cannot evade or block attacks, 0/1)
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 12 HP to one ally. Cooldown of 4 turns. Starts empty.

Poltergeist [AA - Splashcat] HP: 74/84. Possession: [IIII]. Kinesis. Cursed (+10% damage taken from direct attacks, 1/1)
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will disable Kinesis for the amount of actions required.

Copper Basilisk [SB] HP: 0/96. / BD: 7. / SV: 3. Grist Tierage. Binding Body. Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 1/2), Burning (50% melee damage dealt penalty, 2 damage taken per turn, 1/2)
Lead Basilisk [SB] HP: 19/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body., Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 0/2), Weakness (-50% damage dealt, 0/2), Cursed (+10% damage taken from direct attacks, 0/1), Poison (1 damage taken per turn, 2/3), Burning (4 damage taken per turn, 1/2)
Copper Lich [SB] HP: 140/144. / BD: 9. / SV: 2. (x1) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage. Burning (4 damage taken per turn, 1/2)
-Copper Lich HP: 131/144. (x1) Burning (4 damage taken per turn, 1/2)

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 2: Battle Post 30
Hope everyone had a merry Christmas/other winter holiday and a happy New Year! Let's hope this coming year is full of progress. The good kind.

Sky High? brings down PESTILENCE and FAMINE on the weakened Copper Lich.

~~~
CP: 32/35
Inventory:
2070 Build Grist
140 Malachite
395 Copper
70 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

You deal 10 damage to the targeted Copper Lich! You only apply Cursed to it and yourself, however.

+3 to your current Charge Gauge.

Charge Gauge 2: *stops existing, because there's only one for this chapter, whoops*

Build Grist [Lv. 0]: 2988
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 515
Lead [Lv. 3]: 225
Cobalt [Lv. 4]: 80

-----

Action 1 + Action 2 + Magitech Redstone Staff + Fulmigold Laser Burner: I set up a complex alchemical apparatus, add an obscure selection of reagents, and produce the Draught of Midas: An alchemical concoction that turns lead into gold. I splash it on the Lead Basilisk, turning it into solid gold, then set off a piston underneath it to launch it into the air like a clay pigeon. I shoot it in midair with the Fulmigold Laser Burner, melting the gold, and the molten gold mass comes down directly on top of the Copper Lich.

-----

The Poltergeist animates the Huo-Long Heater. Did you know that some machine guns could, if the triggers were taped down, propel themselves through the air under the force of their own recoil? Their aerodynamics are terrible, of course, but with a few spectral nudges to keep them on course... ooh, and it looks like the Huo-Long Heater is one of those guns! Firing backwards, it careens wildly through the air, throwing off fire in every direction as it crashes... right... into... the Copper Lich! Oof, it's a heavy flaming gun, that's gotta hurt a lot.

That's a pretty creative combination attack! You deal 20 damage in total to the Lead Basilisk, ending it swiftly!

The Poltergeist will do as you say.

+80 Build Grist acquired.
+40 Lead acquired.

Action 1, Inferno Blade -
Alright. Tenatively drawing the blade yet again, I find myself holding it out... but the waiting calamity within seems to be almost spent, for the time being. I think I can wield it safely for now, and the internal flame of the sword still seems to be active. Perhaps to prevent such a build-up of energy again, I should continue using it regularly... but will that really work?


There's no choice but to try, I suppose. Bracing myself for disaster, I decide to try something and stab the sword deep into the metallic floor. The surrounding metal glowing orange from the internal temperature, small lines of flame seem to draw themselves on the floor. Influenced by the electricity imbued in the blade and my focus on keeping it... restrained, the lines become circuit-like in design and begin to adventure outwards from the glowing center of the pattern. Directed to the Lead Basilisk, the flaming circuits form a tight circle around the creature before the entire thing erupts in a nova of fire. Picking up the Inferno Blade, I sheathe it again as the flames begin to overheat the Basilisk, enclosing in on the monster.

"Lead has a melting point of 620 something degrees, in Farenheight. The flames of this sword are much, much hotter than that. I wonder how long you'll be able to keep your physical form before dissolving?" By the time the fire finishes its job, there won't necessarily be too much but a puddle of Lead there - and if there is something more, the turret can easily finish it off.

Action 2, Storm Pistol -
This is still my second best weapon, by a long shot... so it stands to reason that I might want to pitch in with it. Pointing the barrel up, I fire one single round high into the air - and the bullet seems to morph under the form of magic fired. Growing, it takes the shape of a giant ball set alight in technological lights, the electricity innate to the gun powering the ball... and on it, the primary thing the technological light show displays is "Happy New Year."

A countdown seems to occur, as the weakened Copper Lich finds itself directly beneath the ball - a countdown to serious damage, at the bare minimum! "10!" Gravity takes hold. "9!" The lich looks desperately (8) for some kind of escape (7), but cannot find one (6) as the ball seems to (5) follow exactly where he's headed (4)! He cannot do anything (3) as the countdown comes (2) to a crescendo at "1!"

The Copper Lich proceeds to be crushed as the New Year occurs. With that and everyone cheering for the new year and the horrors of 2020 being over (hah, nope), how could he not take damage from that?

Entity Orders -
Arcanist -
Use
Cure Wounds on the Hovering Turret at lowest health.
Hovering Turrets - Finish off the Lead Basilisk. If I did so earlier, help with the most damaged Copper Lich.


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,134 [+80]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 235 [+40]
[LVL 3] Lead - 105
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 0/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [4/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

A glorious attack goes out against the unfortunately already-dead Lead Basilisk!

Happy New Year! Your festivity-boosted attack deals 15 damage! Unfortunately, not all of the attack hits, but if it did, it would have been utterly devastating!

The Arcanist and Hovering Turrets will do as you say.

Post-Player Battle:

Ninjatwist_ fires at the injured Copper Lich with his pistol, dealing 10 damage to it!

Luke slams his Fire Demon Mace down onto the Copper Lich's head, dealing 9 damage to it!
The Hovering Turrets focus on the Copper Lich, dealing 18 damage to it!
The Arcanist casts Cure Wounds on one of the Hovering Turrets, but it only heals 6 HP due to it being targeted last turn!
Cure wounds is also getting an independent nerf.

The Poltergeist fires off a Huo-Long Heater burst at the Copper Lich, dealing 12 damage to it due to its numerous damage vulnerabilities!

The Copper Liches team up to tear apart the weakest Hovering Turret, dealing 18 lethal damage in total!

Lyra fires at the weakened Copper Lich to avenge the Hovering Turret, dealing 12 damage to it!

Lyra breaks free from her coils!
The curse is lifted from the Copper Lich- although I'm not sure it'd help much.
The Copper Lichs' fires burn out.

Total Grist gains for this round are:
+80 Build Grist
+0 Rust [Lvl.1]
+0 Copper [Lvl.2]
+40 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. 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: 20/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks, 1/1)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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.4]
Can manifest [Lvl.5] ingredients if given:
240/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
40/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
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)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Orange Warp Sword [Lvl.3] (Bladed Weapon, Base Damage: +3, has a 50% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Luke Ingram [AA] Health Vial: 97%. (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] (3/4 Uses) (Restore 20 HP to the user, or 10 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 69%. (HV:HP Ratio: 1:1). Coilbound (-1 Speed Value, cannot evade or block attacks, 0/2)
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] (3/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and two allies for 2 turns when used)
-Aperture-Brand Not-Wrangler [Lvl.3] (3/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1).
-Hovering Turret HP: 24/30. (x1)
-Hovering Turret HP: 0/30. (x1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 66/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 8 HP to one ally. Cooldown of 4 turns. Starts empty.

Poltergeist [AA - Splashcat] HP: 74/84. Possession: [IIII]. Kinesis. Cursed (+10% damage taken from direct attacks, 1/1)
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will disable Kinesis for the amount of actions required.

Lead Basilisk [SB] HP: 0/112 / BD: 8. / SV: 3. Grist Tierage. Binding Body., Suppressed (10% chance to miss attacks, Speed Value reduced by 1, 0/2), Weakness (-50% damage dealt, 0/2), Cursed (+10% damage taken from direct attacks, 0/1), Poison (1 damage taken per turn, 2/3), Burning (4 damage taken per turn, 1/2)
Copper Lich [SB] HP: 136/144. / BD: 9. / SV: 2. (x1) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage. Burning (4 damage taken per turn, 0/2)
-Copper Lich HP: 41/144. (x1) Burning (4 damage taken per turn, 0/2), Cursed (+10% damage taken from direct attacks, 0/1)

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 2: Battle Post 31
Emergency Patch: Semi-automatic ranged weapons will do 67% of base damage per shot instead of 75% after this battle.

Sky High? comes out swinging, and tears through both liches with WAR.

Then, he turns right around and impales the weaker one with PESTILENCE.


~~~
CP: 35/35
Inventory:
2150 Build Grist
140 Malachite
395 Copper
110 Lead
0 Cobalt
WAR [Lvl. 3]
PESTILENCE [Lvl. 3]
FAMINE [Lvl. 3]
DEATH [Lvl. 3]
Multiessence Virtuous Plates [Lvl. 3]
Essential Healing Vapors (3/3) [Lvl. 2]

Your WAR attack deals 4 damage to both Liches! No misses, but no bleeds or crits, either.

Your attack with PESTILENCE deals 8 damage, as you manage to get a crit! You also get lucky extending the duration of Curse on the targeted Lich, and you Poison it! No Scared, however.

Build Grist [Lv. 0]: 3068
Malachite [Lv. 1]: 140
Rust [Lv. 1]: 275
Copper [Lv. 2]: 515
Lead [Lv. 3]: 305
Cobalt [Lv. 4]: 80

-----

Action 1: I craft Cursed Orange Warp Sword ++ Blue Warp Particles

-----

Action 2 + Magitech Redstone Staff: I wave the staff, and an array of pistons folds out of the ground, pushing four blocks of Soul Sand and three black skulls into a familiar shape. The Copper Liches panic, thinking a Wither is about to spawn... but then they realize the skulls aren't Wither Skulls, they're just the skulls of some of the Mooks defeated earlier that have been painted black. Unfortunately, while they were distracted, a much larger array of dispensers was constructed behind them, which now activates and pelts them with arrows.

-----

The Poltergeist uses Kinesis on FAMINE. It sees some nearby plants. They don't look like they're doing so good... the soil around here is poor in nutrients. Plants need to eat too, right? And what do plants eat? Bone meal. It slashes an arm off one of the Copper Liches with FAMINE, then crushes and grinds the bones into bone meal to feed the plants.

Cursed Orange Warp Sword ++ Blue Warp Particles == Cursed Linked Warp Sword

Cursed Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)

You create the Cursed Linked Warp Sword! The addition of the Blue Warp Particles doesn't increase the damage much, but it does greatly increase the chance to teleport the target into a disadvantageous position.

Your attack with the Magitech Redstone Staff deals 13 damage to one of the Copper Liches! No stun, however.

The Poltergeist will do as you say.

Action 1, Paingale Splash Potion -
Changing up my strategy a little bit, I quickly pull out the Paingale Splash Potion and a brewing stand - let's make this one a bit more potent! Salvaging some of the redstone machinery from Splash's build, I quickly grab some glowstone and redstone before enhancing this potion to an extended Splash Potion of Paingale II! Immediately afterward, I lob the potion at the Copper Lich at greater health - who knows, that 10% miss chance could come in handy soon!

Action 2, Storm Pistol -
Alright - I don't wanna get too fancy with the bullet patterns just yet - so let's actually go the other way, and just have two, really really hard to dodge bullets! This might be a stretch, but if I go ahead and use the correct battle system - let's say D&D 5E for this example - it should be a no-brainer to hit. Backing away to a distance that is more than 5 feet so I don't get disadvantaged, I fire using a +4 dexterity bonus, +6 proficiency modifier, +2 bonus due to these Bracers of Archery I found, and... well, the gun itself is a +1 weapon, so a +13 bonus. Assuming average luck and a 10 on my attack rolls, that adds up to 23 - enough to pierce the strongest dragon hide and more than enough to damage some liches.

Defensively, it's not like the weakened Copper Lich I've hit with the multiattack can dodge using this ruleset! Even with Legendary Resistance, Evasion, or Uncanny Dodge, or resistance to piercing damage (which the lich has none of), the best it could do is taking quarter damage by stacking Uncanny Dodge with piercing resistance. It has neither of those traits, so if this hits, I've just gotten really dang unlucky or it's using some sort of sorcery.

Entity Orders -
Arcanist -
Frost Ray the weakest Copper Lich that remains.
Hovering Turrets - Assist in further damaging whatever's left on the field!


Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,214 [+80]
[LVL 1] Malachite, Rust - 255
[LVL 2] Copper - 235
[LVL 3] Lead - 155 [+40]
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 2/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [3/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 1] Jar of Liquid Food - [2/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Crafting takes up an action, but you succeed in lobbing your Paingale Splash Potion at the healthy Copper Lich, and manage to successfully splash it onto the weaker one! 6 damage and Aching applied to both!

Also, there's only Redstone in the Crafting Ingredients Index...

Damn, that's a lot of bonuses... so that's how come high-level monsters get away with having such high AC!

Just as predicted, both of your shots strike true! Just one shot is enough to bring down the injured Copper Lich! You would have done an absolutely devastating 29 damage in total if it wasn't complete overkill. Maybe I should add an option to make shots more accurate in exchange for damage...

+120 Build Grist acquired.
+60 Copper
[Lvl.2] acquired.

Post-Player Battle:

Ninjatwist_ slices through the remaining Copper Lich, dealing 8 damage!

Luke swings his Fire Demon Mace again, dealing 8 damage to the Copper Lich!
Lyra activates the Aperture-Brand Not-Wrangler to give the Hovering Turrets Wranglersight, pointing it at the last Copper Lich!
The Hovering Turrets focus on the Copper Lich to deal 18 damage!
The Arcanist casts Frost Ray, focusing the frigid beam on the Copper Lich, dealing 12 damage and applying Frost!

The Poltergeist activates FAMINE, dealing 8 damage to the Copper Lich! No extra effects activate, though.

The Copper Lich uses Soulblast to blast Sky High, who takes 13 damage and is afflicted with Weakened!

The Hovering Turrets cease being boosted with Wranglersight!
The Copper Lich is suffering from Aching and Frost!
Sky High is still Cursed!
The Poltergeist's curse is lifted.

Total Grist gains for this round are:
+120 Build Grist
+0 Rust [Lvl.1]
+60 Copper [Lvl.2]
+0 Lead [Lvl.3]
+0 Cobalt [Lvl.4]

Sidequest Events:

The Ender Dragon Whelp manages to strike past your barricade, dealing 10 damage to you! However, it does take 6 damage from the lava around it!

[========] 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.
Click here to view the map of the area.

Current Areas: Southern Pipelines, Empty Basin.
Access To: Platform Highway, Waste Hill.

Itinerary:
-Explore the Land of Steel and Platforms!
-If you run into enemies, be sure to make sure everyone's okay if you engage them! Only one engagement can occur at a time unless otherwise specified.
-If you need to get to an area only accessible by portals, ask Lyra to put some portals down, or keep them open via the Portal Projector!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
The Paradoxical Dragon [AA] HP: 22/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 21/25. Charge Gauge Spent: 35/35. (0 in reserve)
Alastair1 [AA] HP: 20/25. Charge Gauge Spent: 0/35. (0 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Sky High? [AA] HP: 7/25. Charge Gauge Spent: 0/35. (0 in reserve) Cursed (+10% damage taken from direct attacks, 1/2), Weakened (+25% direct damage taken, 2/2)
Bill Nye [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
KitRougard/Xorm [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.4]
Can manifest [Lvl.5] ingredients if given:
240/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
40/90 Lvl.3 Grist (Includes: Lead)
0/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 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 ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
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)
Storm Pistol [Lvl.3] (Semi-automatic ranged weapon, Base Damage: +3, +5% accuracy)
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)

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)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

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)
Potion of Mechanical Healing [Lvl.3] (3/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

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 Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
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, 10% chance to nullify enemy armor)
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High?:
DEATH [Lvl.3] (Bladed melee weapon, Base Damage: +5, deals 2 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
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, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Luke Ingram [AA] Health Vial: 97%. (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] (3/4 Uses) (Restore 20 HP to the user, or 10 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (1/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 69%. (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] (3/4 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] (2/3 Uses) (Allied entities with Commandable gain Wranglersight(+50% damage bonus, Effects of Ranged Training 3) for the round but must attack the same foe or group of foes)
-Portal Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 3 enemies, critically hit one chosen enemy from each group)

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 6
Speed Value: 4

Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits make melee armor 50% less effective)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (4 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 Turret [AA - Lyra Xandine] HP: 30/30. / BD: 4. / SV: 3. Commandable. (x1). Wranglersight(+50% damage bonus, Effects of Ranged Training 3, 0/1)
-Hovering Turret HP: 24/30. (x1) Wranglersight(+50% damage bonus, Effects of Ranged Training 3, 0/1)
Weapon: Turret Automatic Bullet Sling (Automatic, -20% accuracy, gain +30% accuracy if commanded)

The Arcanist [AA - Torix]: HP: 66/80.
Special Actions: Firestorm: [IIII]. Frost Ray: [III]. Chain Lightning: [III]. Cure Wounds: [IIII].
Base Damage: 7
Speed Value: 3

Special Actions:
Firestorm: Inflicts Burning (4 damage taken per turn) on up to three enemies for two turns. Cooldown of 4 turns. Starts empty.
Frost Ray: Deals 12 damage to a foe, inflicting Frost (-1 Speed Value) as well. Cooldown of 3 turns. Starts empty.
Chain Lightning: Deal 10 damage to a foe, 60% chance to deal 5 damage to another foe in the same group (rolls twice). Cooldown of 3 turns. Starts empty.
Cure Wounds: Heals 8 HP to one ally. Cooldown of 4 turns. Starts empty.

Poltergeist [AA - Splashcat] HP: 74/84. Possession: [IIII]. Kinesis. Cursed (+10% damage taken from direct attacks, 0/1)
Base Damage: 6
Speed Value: 3

Possession: Attack an enemy entity as if it had attacked itself, for 13 Base Damage with a possible Creativity Bonus adding up to a further +13 to that Base Damage.

Kinesis: Can use any piece of non-consumable equipment restricted to T3 or lower from any player's inventory during its attack. Items that use multiple actions (e.g. DEATH) will disable Kinesis for the amount of actions required.

Copper Lich [SB] HP: 71/144. / BD: 9. / SV: 2. (x1) Soul Blast: [III/III]. Animate Material: [IIII/IIII]. Grist Tierage. Aching (1 damage taken per turn, 10% chance to miss, 1/2), Frost (-1 Speed Value, 1/2)
-Copper Lich HP: 0/144. (x1) Cursed (+10% damage taken from direct attacks, 1/2), Poison (1 damage taken per turn, 3/3), Aching (1 damage taken per turn, 10% chance to miss, 2/2)

[========] Ender's Sidequest [========]
An island of the End, stacked with obsidian pillars around a central portal in the middle. Beyond that is a vast expanse of static.

Ender Smirk [AA?] HP: 15/25. Charge Gauge: 0/35 Spent. (0 in reserve)

The Draco Blade [Lvl.3] (Bladed Weapon, Base Damage: +4)

End Stone Cover [AA?] HP: 5/5. Fortification (50%, 1 capacity, Housing: Ender Smirk) Counterattack (Base Damage: 6).

Ender Dragon Whelp [???] HP: 60/120. / BD: 10 / SV: 3. Attack Cancelable (Attack is canceled if it takes damage, 94% chance, chance decreases with amount of damage taken, resets to 100% upon dealing damage).

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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