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]
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.
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.
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.
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.
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)
Luke Ingram [AA] Health Vial: 74%. (HV:HP Ratio: 1:1).
Lyra Xandine [AA] Health Vial: 77%. (HV:HP Ratio: 1:1).
Ninjatwist_ [AA] HP: 83/100.
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].
Master Alchemist [AA - Splashcat] HP: 13/92. Next potion: Slowed! Potion targets: 6! Healblock (Cannot regain health)
Onyx Cockatrice [SB-UNIQUE] HP: 240/240. Tenacity. Binding Body. In challenge area!
Special Actions: Constricting Gaze: [III]. Venom Drench: [IIII].
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)
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
((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
-----
Action 1: I craft Cursed Void Sword ++ Orange Warp Particles.
-----
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)
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)
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)
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)
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.
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
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.
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)
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
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