I throw a hadoken at the Officer, then follow it up with a Kamehameha. Ki and magic are similar enough in composition to take advantage of his subpar arcane defense...or at least that's what the scouter says.
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
I shutdown his Shutdown ability with sheer force of Will. Yes, I smack him with a guy named Will, who happens to be a pro hacker and disables/delays/weakens his Ult. Both of my Surge actions are combined to double this one's strength.
Will's excellent hacking skills weaken the boss' super! +16 XP!
I use my Battle Trance cards while dabbing on the Officer. He seems to be genuinely worried about being dabbed on.
You assert dominance by dabbing, and draw four cards from Battle Trance:
Acrobatics: Draw 3 cards and discard one card.
Zap: Channel a lightning orb.
Transmutation: Spend all of your energy and gain a number of colorless cards proportional to the amount of energy spent.
Rip and Tear: Deal 7 damage to a random enemy, twice.
Geez, Bio, I thought you'd get my Touhou references in my last two posts (if you do, you'd know that both attacks are, in their respective source materials's canon, magical attacks)...
I simply squeeze my palms.
The Officer would suddenly be hit with immense pain, even though nothing's touching him at all.
"It's magic. I ain't gonna explain ****."
You'll have to forgive me, I've never played a Touhou game in my life. I've heard they're pretty good, though.
I throw a hadoken at the Officer, then follow it up with a Kamehameha. Ki and magic are similar enough in composition to take advantage of his subpar arcane defense...or at least that's what the scouter says.
The officer dodges the hadouken, but the kamehameha deals 28 damage! +23 XP!
I turn into Darth Vader, and Force Choke the Officer.
He takes 29 damage! +21 XP!
My action: I throw the officer into the new Hollow Knight DLC and tell him he can leave when he clears all of the pantheons. Several hours later, he returns, battered and torn, and having taken 15 damage.
==[Enemy turn]==
The officer, still reeling from Winkins' brutal headshot, activates Mass Shutdown, disabling everyone's ACMs! Bacon's slightly resists, and is shut down for a shorter duration!
Enemy reinforcements arrive!
==[Ally turn]==
Siege's gun turret fires at the officer, dealing 14 damage.
The gunner mercenary shoots the officer, landing a critical hit that deals 27 damage to him.
The pyrotech mercenary fires at the officer for 11 damage.
The cryotech mercenary hits the officer with a nitrogen bomb, finishing him off! The remaining enemies surrender!
Boss defeated! +50 XP to all players!
The officer anticlimactically collapses to the ground, lifeless. Bio glances in Winkins' direction.
Bio: Mortality clarified in a single strike...
Winkins smirks slightly.
Winkins: C-commander, target's down.
McKnight: Excellent work, team. That should throw off the Talons a little, at least. Return to base.
Mission complete!
+$900 and 90 XP from mission completion!
KO'd players: 0 | +50
Operations completed: 4/4 | +200
Collectibles found: 2/2 | +150
Turns taken: 16 | +40
Overall performance: Platinum | +75
Difficulty bonus: Outpost Defender | +50
Total score: [==|==|====|====|====] 565
Rank: S
+$1,000 and 75 XP!
Operation bonuses:
No Entry: +$150 and 15 XP.
Vandalized: +$150 and 15 XP.
Home Remodeling: +$150 and 15 XP.
Using Their Head: +$150 and 15 XP.
Top 3 players:
1. Winkins: 2,148 XP earned
2. Siege: 1,728 XP earned
3. Bacon: 1,577 XP earned
You return to base.
Siege: What's the situation in Detroit?
McKnight: Surprisingly, it hasn't escalated in the slightest. Nobody on either side has said or done anything. It's like they're waiting for you.
Distant voice: story reasons
Bio: Did you guys hear that?
McKnight: Looks like both sides are in a stalemate down there. You'll need to shift things in our favor.
Bacon: Alright. Also, we found this in the Talons' outpost. Might be useful.
Suddenly, the mysterious statue begins glowing with a warm, golden light. Unusual shapes begin to drift around it, seemingly both part of this world and disconnected from reality. You don't know why, but you find yourself enthralled by it, hearing a siren call...
McKnight: What the hell? Someone check that thing out.
Choose a mission and difficulty!
A new challenger approaches...
Mission 5: Up in Flames
Difficulty: ====------
Reward: $750, 75 XP
The Talons just attacked a nuclear power plant in Detroit. They're threatening to blow the place if we don't surrender. We don't negotiate with terrorists. Get in there and kill them all.
Secret boss 1: The Gray Prince
Difficulty: =======---
Reward: $1,800, 180 XP, Pure Nail weapon, Shade Soul item, Soul Vessel emblem
We're detecting... something coming from that weird statue. It's almost like it links to another reality. It seems to respond in some way to your presence, so if anyone should investigate, it should be you.
Recruit: 0 votes
Weak enemies appear in fewer numbers. You're probably gonna win.
Soldier: 0 votes
The default difficulty. With good gear and tactics, you will prevail.
Warrior: 0 votes
Stronger enemies will challenge you. You'll need to work together to triumph.
Outpost Defender: 0 votes [chosen last mission]
The enemy will brutalize you. Make sure you're ready.
{Requires one modifier}
Blood Anvil: 0 votes
You are not good enough for Blood Anvil!
{Requires two modifiers}
Modifiers (vote for these on higher difficulties):
Prestige
All enemies are higher level.
Curse of the Unknown
Player health bars are hidden.
Small Arms
Physical damage from all sources is increased. Other damage types are weakened.
Searing Flames
Fire damage from all sources is increased. Other damage types are weakened.
Deep Freeze
Ice damage from all sources is increased. Other damage types are weakened.
Arc Burn
Electric damage from all sources is increased. Other damage types are weakened.
Grenade Spam
Explosive damage from all sources is increased. Other damage types are weakened.
Internet Community
Toxic damage from all sources is increased. Other damage types are weakened.
Source Infused
Arcane damage from all sources is increased. Other damage types are weakened.
Purchase Limit
Players can only purchase a limited number of shop items within the mission.
Destiny 2 Raids
XP earned during the mission is not applied until the end of the mission.
Mayhem
Player abilities use less energy, and their supers charge faster. Enemies gain infinite uses of their abilities.
The Chosen One
Every wave, a random enemy gains a massive stat bonus.
Overwhelming Force
More enemies appear.
Mechanized Infantry
Enemy squads are reinforced with additional robotic units.
Close Air Support
Enemy squads are reinforced with additional airborne units.
Power Conservation
Abilities have a cooldown in addition to their energy cost.
Masterwork
Enemies have a higher chance to be master level enemies.
Deadeye
Enemy attacks are twice as likely to critically hit.
No Escape
An unkillable enemy will pursue the team throughout the mission.
Countdown
A timer counts down to [redacted].
Conventional Warfare
Abilities are weakened and energy regen is reduced, but basic attacks are strengthened.
Prism
Every two turns, a random damage type is focused, increasing that damage type's effectiveness from all sources while reducing the effectiveness of other damage types.
Fading Light
As the mission goes on, players will grow weaker and weaker, eventually dying.
Occult Power
Abilities' energy cost is reduced by 25%. However, that 25% is replaced with an equivalent HP cost.
Callback
Enemies from previous games appear.
What
Reality grows incomprehensible.
New abilities are available in the training center!
=====LEVEL 3
Conditioning [passive]
Your extreme conditioning allows you to sustain more injury.
Level 1: +10 max HP. Costs 50 XP.
Level 2: +10 max HP. Costs 75 XP.
Level 3: +10 max HP. Costs 100 XP.
Enhanced Battery [passive]
Improves the power of your ACM battery.
Level 1: +15 max energy. Costs 60 XP.
Level 2: +15 max energy. Costs 90 XP.
Level 3: +15 max energy. Costs 120 XP.
Change your class. You will retain your level. Costs all XP.
Respec [passive]
Respec your abilities and perks. Costs 50 XP.
Ability Upgrade [passive]
Upgrade one of your abilities to a stronger version of itself.
Upgrades an ability to level 2. Costs 100 XP.
Flashbang [active]
Throw a flashbang that blinds a target for 2 turns. Costs 25 energy.
Costs 75 XP.
Energy Shield [active]
Create an ablative shield that gives you +30 damage resistance for one attack. Costs 30 energy.
Costs 90 XP.
Cure [active]
Give yourself a refreshing burst of energy that cures negative status effects on a target. Costs 30 energy.
Costs 100 XP.
=====LEVEL 8
Regenerative Battery [passive]
Improves your energy regeneration.
Level 1: +5 energy regeneration per turn. Costs 75 XP.
Level 2: +5 energy regeneration per turn. Costs 110 XP.
Critboost [active]
For 2 turns, you gain enhanced precision targeting, increasing your chance to critically hit by 10%. Costs 35 energy.
Costs 120 XP.
Stun Strike [active]
Perform a non-damaging attack that stuns your target for 1 action, with a 25% chance to stun them for 2 actions. Costs 30 energy.
Costs 110 XP.
=====LEVEL 10
Armor Phase [active]
Temporarily shift an enemy's armor into another dimension, rendering it useless for 2 turns. Costs 35 energy.
Costs 90 XP.
Idiot Ball [active]
Toss an enemy the idiot ball, draining their basic knowledge for 2 turns. Costs 35 energy.
Costs 140 XP.
Energy Drain [active]
Drain energy from a target, causing them to lose a use of a random ability and giving you 30 energy. 3 turn cooldown.
Costs 100 XP.
Inversion [active]
Invert the effects of all status effects on you, causing them to inflict their opposite effects. Costs 25 energy.
Costs 80 XP.
=====LEVEL 12
Arc Soul [active]
Grant yourself of a teammate an arc soul that lasts for 3 turns and provides assistance in combat. Costs 30 energy.
Costs 90 XP.
Warp [active]
Warp an enemy with mysterious energies, dealing (ATK x1.25) damage and dealing massive damage to armor. Costs 35 energy.
Costs 140 XP.
=====LEVEL 15
Health Recovery [passive]
Allows you to partially recover from wounds.
Level 1: After 2 turns of avoiding damage, regenerate 5 HP per turn. Regen stops when at 20% of max HP. Costs 60 XP.
Level 2: Raises regen cap to 25% of max HP. Costs 80 XP.
Level 3: Lowers delay to 1 turn. Costs 160 XP.
Additional Ability [passive]
Advanced training allows you to select another ability from your class.
Gain an ability from your class. Costs 150 XP.
Anger Management [active]
Sacrifice your rage you gain HP. 1 rage equals 10 HP restored. Costs no energy.
Costs 75 XP.
=====LEVEL 18
Unknown.
=====LEVEL 20
Unknown.
=====LEVEL 22
Unknown.
=====LEVEL 24
Unknown.
=====LEVEL 25
Unknown.
Siege earned some decorations!
Dragon Slayer: Land the final blow on a boss.
Killer: Kill or assist in killing 50 enemies.
Winkins earned some decorations!
Reaper: Kill or assist in killing 100 enemies.
Exemplar: Place in the top 3 players 5 times.
The thermoshadow levels up!
Shatter Bolt's intensity cost was reduced!
==[Achievement completed!]==
Sidetracked: Complete 4 side missions.
+$1,000 and 100 XP!
A new support item is available in the shop!
Players:
BioShock_Rules, the Omega [Medic, Level 9] [XP: 733/500] [105 accuracy | 5 evasion] {Level up available}
Camp [HP: 450/450] {Provides space for 1 large construction}
Barracks [HP: 650/650] {Soldier limit reached}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, Burst Rifle (x2), Precision Rifle, MS34 Shieldbreaker, M11 AIR, Broadsword, Eden's Soul, Big Stick, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker, Strange Coin (x4), Three of Coins]
Objectives:
None
Operations:
None
Money: $4,950
Materials: 1,607
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30. Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends. Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time. Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn. Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns. Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location. Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
First Wave Thief [HP: 70 | ATK: 9]: $650
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
My stasis controller malfunctions and spits me out in another demension as it is shut down. This also leads to my ACM breaking, leaving me stranded in an entirely different dimension without access to my Elite Charged Porter that is in storage. I do, however, find a random terminal for voting for the next mission in a random abandoned training center and vote for the secret boss on Outpost Defenders difficultly with the What and Callback modifiers active, hoping that game mechanics will warp me to the debriefing when it starts.
I increase my defensive stats by maxing out Conditioning and Agility at the same time with a brutal exercise where I have to evade darts tipped with a toxin that induces severe pain if they hit. I start regretting my decision to try THAT random training exercise at the random abandoned training center I found throughout the exercise. I then blow off some steam by upgrading Dual Shot and Flèche at the center. I then learn Inversion and upgrade THAT if I can, hoping it enables usage on others. I then realize that I should probably upgrade energy capacity, and upgrade that to max level if possible. Throughout all this, my ACM is inside a repair chamber whilst I’m using one connected to a wall outlet during the training.
My stasis controller malfunctions and spits me out in another demension as it is shut down. This also leads to my ACM breaking, leaving me stranded in an entirely different dimension without access to my Elite Charged Porter that is in storage. I do, however, find a random terminal for voting for the next mission in a random abandoned training center and vote for the secret boss on Outpost Defenders difficultly with the What and Callback modifiers active, hoping that game mechanics will warp me to the debriefing when it starts.
I increase my defensive stats by maxing out Conditioning and Agility at the same time with a brutal exercise where I have to evade darts tipped with a toxin that induces severe pain if they hit. I start regretting my decision to try THAT random training exercise at the random abandoned training center I found throughout the exercise. I then blow off some steam by upgrading Dual Shot and Flèche at the center. I then learn Inversion and upgrade THAT if I can, hoping it enables usage on others. I then realize that I should probably upgrade energy capacity, and upgrade that to max level if possible. Throughout all this, my ACM is inside a repair chamber whilst I’m using one connected to a wall outlet during the training.
+Votes. You purchase Conditioning III, Agility II, Trishot, Fleche II, Inversion II, and Enhanced Battery III! Your ability upgrades grant the following bonuses:
Trishot: can target three enemies.
Fleche II: gains +15% critical hit chance
Inversion II: can be cast on anyone.
I forgot to give you this choice, but you can choose a new perk because you're level 10!
Vitality: +20 max HP.
Aggression: +4 ATK.
Energetic: +20 max energy.
Fully Loaded: All items you use have one additional use.
Healing Factor: Regenerate 10 HP after each wave instead of 5.
Rechargable Battery: Regenerate 25 energy every turn instead of 15.
Immune System: You are more resistant to health draining status effects.
Scavenger: Enemies you kill are more likely to drop weapons, armor, and materials.
Vengeful: When below 25% HP, you deal 35% more damage and have +10 accuracy.
My action: I level up HP and heal, and choose Healing Factor as my perk.
Most players voted for The Gray Prince on Outpost Defender difficulty. Due to ties in voting, RNG chooses the Deep Freeze modifier.
As you approach the statue, the glowing light intensifies. You feel... you're not quite sure what you feel.
Winkins: I-I'm a little concerned about this...
Gold: Don't worry, I'm sure we'll be fine.
You touch the statue, and everything goes white...
. . .
You wake up an undetermined time later, and find yourself standing on a large floating platform. All around you, you see darkness. Below the platform, you see more darkness, but an unknown force compels you to jump down.
Bacon: What could go wrong?
Acquiescing to the force's urging, you jump down. As you fall, several portraits of an unknown creature present themselves from the darkness. They are all similar, but distorted in some way that you can't quite identify. The sheer number of them is staggering.
Bio: Oh God, I think I know where we are...
A brief moment later, you hit the ground. Surprisingly, the fall doesn't hurt at all. Suddenly, a light shines down on the area behind you. You turn around and see a slightly humanoid beetle, surrounded by several small, masked(?) entities wearing dusty, torn cloaks. All of the possibly masked entities are identical.
Bio: Oh no...
Then, a well of shadows erupts from the ground to your right. It appears to be taking the shape of another figure.
Bio: Oh no...
The shadows fade, revealing a new entity. It stands at least seven feet tall, with a large, imposing frame. Its mask(?) resembles that of the smaller, identical entities surrounding the beetle. Its horns are a gleaming white, and its eyes are black and empty. It holds its large nail above its head, and lets out a guttural battle cry.
Bio: Oh no!
==[Boss encounter!]==
I take no credit for this image.
We're not even sure how to describe this magnificent creature. It seems to have been created from the dreams of a fangirl, and it's just as lethal in combat as she imagines the real thing being. Whether the real Zote is this dangerous, we're not sure.
Gray Prince Zote's abilities:
Failed Slash: Create two shockwaves that deal 25 damage to two different targets. 3 turn cooldown.
Frantic Swings: Run back and forth flailing a nail, causing attackers to take 15 damage for the next turn. After the next turn, generate a shockwave that deals 20 damage and has -25 accuracy. 4 turn cooldown.
Leap Bash: Leap forward and strike the earth, dealing 20 damage to a primary target and 15 damage to another random target. 3 turn cooldown.
Volatile Zotelings: Summon three volatile Zotelings. 3 turn cooldown.
{SUPER} Shadow Slam: Teleport far above the battlefield. Next turn, land on a primary target, dealing 45 damage to them and creating two shockwaves that deal 30 damage to two random targets. 18 post charge time.
Zotelings: Every 5 posts, one flying Zoteling and one hopping Zoteling spawn.
Camp [HP: 450/450] {Provides space for 1 large construction}
Barracks [HP: 650/650] {Soldier limit reached}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Modifiers: {Deep Freeze}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, Burst Rifle (x2), Precision Rifle, MS34 Shieldbreaker, M11 AIR, Broadsword, Eden's Soul, Big Stick, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker, Strange Coin (x4), Three of Coins]
Objectives:
[ ] Defeat Zote
Operations:
None
Money: $4,950
Materials: 1,607
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30. Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends. Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time. Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn. Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns. Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location. Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
First Wave Thief [HP: 70 | ATK: 9]: $650
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
Just in case it happens: you don't need to worry if you die to this boss. You'll be able to fight it again at any point if you don't succeed this time.
"Seriously! 1.8k health?! Guh...w-well, we're here now... Let's n-not die now."
I challenge Zote to a match of Ping Pong and hand him his paddle. Taking the ball for the first serve, I immediately load it into my shotgun for the Trickshot which should should hit his face and potential cause him to stunned since I switched the ping pong ball with metal ball bearings.
"1800 HEALTH? JEEZZZZZ! THAT'S ABSURD! But... it is Zote. I pull out my sweet Keeper of Time: Ragnarok and point it at Zote. "I CHALLENGE THEE TO A DUEL!" I would clash with Zote, over and over, it's a stalemate. Someone has to break this, Zote is too fast for me to land a blow!
NEW MECHANIC: Duel
A player may commit a Duel with a powerful enemy. This causes them to CLASH, creating a stalemate. The players or enemies may use their abilities to push the stalemate in their favor. The winner of the stalemate gets to deal MASSIVE damage to the one who lost the Duel.
If this mechanic doesn't work out, I just kinda stab him in the knee.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
I throw a hadoken at the Officer, then follow it up with a Kamehameha. Ki and magic are similar enough in composition to take advantage of his subpar arcane defense...or at least that's what the scouter says.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I turn into Darth Vader, and Force Choke the Officer.
He takes 16 damage! +10 XP!
You enter stasis, but if you're just doing this to avoid the super, that's gonna be a no sell.
You deal 27 damage to the officer and increase his vulnerability for the rest of the turn! +18 XP!
Will's excellent hacking skills weaken the boss' super! +16 XP!
You assert dominance by dabbing, and draw four cards from Battle Trance:
Acrobatics: Draw 3 cards and discard one card.
Zap: Channel a lightning orb.
Transmutation: Spend all of your energy and gain a number of colorless cards proportional to the amount of energy spent.
Rip and Tear: Deal 7 damage to a random enemy, twice.
You fully purge the virus from your ACM!
+2 ATK! You get to choose a new perk and a new ability!
Abilities:
Faceoff: Fire your pistol at all enemies, dealing (ATK x 0.35) damage to all of them. Costs 35 energy.
OR
Clutch Shot: Fire a shot that is guaranteed to hit. Costs 35 energy.
Perks:
Vitality: +20 max HP.
Aggression: +4 ATK.
Energetic: +20 max energy.
Fully Loaded: All items you use have one additional use.
Healing Factor: Regenerate 10 HP after each wave instead of 5.
Immune System: You are more resistant to health draining status effects.
Scavenger: Enemies you kill are more likely to drop weapons, armor, and materials.
Vengeful: When below 25% HP, you deal 35% more damage and have +10 accuracy.
[new] Sustain: When KO'd, you instead survive with 1 HP and are stunned for one turn.
[new] Defensive Position: Taking damage increases all resistances by 10 for the rest of the enemy turn. Does not stack multiple times.
[new] Item Master: Attacks performed with items have +15 accuracy.
[new] Scrounger: Enemies you kill have a 20% chance to drop a random shop item, with a random number of uses.
[new] Furious: Rage-boosted attacks deal 1.75x damage instead of 1.5x.
You store all of your unused gear.
You blast the officer with a Sunlight Spear, dealing 31 damage to him, then hit with with a laser deals 26 damage! +45 XP!
Sword Boomerang deals (ATK x 0.4) damage to a random enemy, three times.
You'll have to forgive me, I've never played a Touhou game in my life. I've heard they're pretty good, though.
The officer takes 30 damage! +21 XP!
He evades your attack!
Critical!
You deal a massive 141 damage to the officer! +111 XP!
As a side note, it was very convenient that I was listening to White Death by Sabaton when this happened.
+2 ATK!
The officer dodges!
The officer dodges the hadouken, but the kamehameha deals 28 damage! +23 XP!
He takes 29 damage! +21 XP!
My action: I throw the officer into the new Hollow Knight DLC and tell him he can leave when he clears all of the pantheons. Several hours later, he returns, battered and torn, and having taken 15 damage.
==[Enemy turn]==
The officer, still reeling from Winkins' brutal headshot, activates Mass Shutdown, disabling everyone's ACMs! Bacon's slightly resists, and is shut down for a shorter duration!
Enemy reinforcements arrive!
==[Ally turn]==
Siege's gun turret fires at the officer, dealing 14 damage.
The gunner mercenary shoots the officer, landing a critical hit that deals 27 damage to him.
The pyrotech mercenary fires at the officer for 11 damage.
The cryotech mercenary hits the officer with a nitrogen bomb, finishing him off! The remaining enemies surrender!
Boss defeated! +50 XP to all players!
The officer anticlimactically collapses to the ground, lifeless. Bio glances in Winkins' direction.
Bio: Mortality clarified in a single strike...
Winkins smirks slightly.
Winkins: C-commander, target's down.
McKnight: Excellent work, team. That should throw off the Talons a little, at least. Return to base.
Mission complete!
+$900 and 90 XP from mission completion!
KO'd players: 0 | +50
Operations completed: 4/4 | +200
Collectibles found: 2/2 | +150
Turns taken: 16 | +40
Overall performance: Platinum | +75
Difficulty bonus: Outpost Defender | +50
Total score: [==|==|====|====|====] 565
Rank: S
+$1,000 and 75 XP!
Operation bonuses:
No Entry: +$150 and 15 XP.
Vandalized: +$150 and 15 XP.
Home Remodeling: +$150 and 15 XP.
Using Their Head: +$150 and 15 XP.
Top 3 players:
1. Winkins: 2,148 XP earned
2. Siege: 1,728 XP earned
3. Bacon: 1,577 XP earned
You return to base.
Siege: What's the situation in Detroit?
McKnight: Surprisingly, it hasn't escalated in the slightest. Nobody on either side has said or done anything. It's like they're waiting for you.
Distant voice: story reasons
Bio: Did you guys hear that?
McKnight: Looks like both sides are in a stalemate down there. You'll need to shift things in our favor.
Bacon: Alright. Also, we found this in the Talons' outpost. Might be useful.
Suddenly, the mysterious statue begins glowing with a warm, golden light. Unusual shapes begin to drift around it, seemingly both part of this world and disconnected from reality. You don't know why, but you find yourself enthralled by it, hearing a siren call...
McKnight: What the hell? Someone check that thing out.
Choose a mission and difficulty!
A new challenger approaches...
Mission 5: Up in Flames
Difficulty: ====------
Reward: $750, 75 XP
The Talons just attacked a nuclear power plant in Detroit. They're threatening to blow the place if we don't surrender. We don't negotiate with terrorists. Get in there and kill them all.
Secret boss 1: The Gray Prince
Difficulty: =======---
Reward: $1,800, 180 XP, Pure Nail weapon, Shade Soul item, Soul Vessel emblem
We're detecting... something coming from that weird statue. It's almost like it links to another reality. It seems to respond in some way to your presence, so if anyone should investigate, it should be you.
Recruit: 0 votes
Weak enemies appear in fewer numbers. You're probably gonna win.
Soldier: 0 votes
The default difficulty. With good gear and tactics, you will prevail.
Warrior: 0 votes
Stronger enemies will challenge you. You'll need to work together to triumph.
Outpost Defender: 0 votes [chosen last mission]
The enemy will brutalize you. Make sure you're ready.
{Requires one modifier}
Blood Anvil: 0 votes
You are not good enough for Blood Anvil!
{Requires two modifiers}
Modifiers (vote for these on higher difficulties):
Prestige
All enemies are higher level.
Curse of the Unknown
Player health bars are hidden.
Small Arms
Physical damage from all sources is increased. Other damage types are weakened.
Searing Flames
Fire damage from all sources is increased. Other damage types are weakened.
Deep Freeze
Ice damage from all sources is increased. Other damage types are weakened.
Arc Burn
Electric damage from all sources is increased. Other damage types are weakened.
Grenade Spam
Explosive damage from all sources is increased. Other damage types are weakened.
Internet Community
Toxic damage from all sources is increased. Other damage types are weakened.
Source Infused
Arcane damage from all sources is increased. Other damage types are weakened.
Purchase Limit
Players can only purchase a limited number of shop items within the mission.
Destiny 2 Raids
XP earned during the mission is not applied until the end of the mission.
Mayhem
Player abilities use less energy, and their supers charge faster. Enemies gain infinite uses of their abilities.
The Chosen One
Every wave, a random enemy gains a massive stat bonus.
Overwhelming Force
More enemies appear.
Mechanized Infantry
Enemy squads are reinforced with additional robotic units.
Close Air Support
Enemy squads are reinforced with additional airborne units.
Power Conservation
Abilities have a cooldown in addition to their energy cost.
Masterwork
Enemies have a higher chance to be master level enemies.
Deadeye
Enemy attacks are twice as likely to critically hit.
No Escape
An unkillable enemy will pursue the team throughout the mission.
Countdown
A timer counts down to [redacted].
Conventional Warfare
Abilities are weakened and energy regen is reduced, but basic attacks are strengthened.
Prism
Every two turns, a random damage type is focused, increasing that damage type's effectiveness from all sources while reducing the effectiveness of other damage types.
Fading Light
As the mission goes on, players will grow weaker and weaker, eventually dying.
Occult Power
Abilities' energy cost is reduced by 25%. However, that 25% is replaced with an equivalent HP cost.
Callback
Enemies from previous games appear.
What
Reality grows incomprehensible.
New abilities are available in the training center!
Conditioning [passive]
Your extreme conditioning allows you to sustain more injury.
Level 1: +10 max HP. Costs 50 XP.
Level 2: +10 max HP. Costs 75 XP.
Level 3: +10 max HP. Costs 100 XP.
Enhanced Battery [passive]
Improves the power of your ACM battery.
Level 1: +15 max energy. Costs 60 XP.
Level 2: +15 max energy. Costs 90 XP.
Level 3: +15 max energy. Costs 120 XP.
Agility [passive]
Mobility training enhances your dodging capabilities.
Level 1: +5 evasion. Costs 60 XP.
Level 2: +5 evasion. Costs 100 XP.
=====LEVEL 5
Class Change [passive]
Change your class. You will retain your level. Costs all XP.
Respec [passive]
Respec your abilities and perks. Costs 50 XP.
Ability Upgrade [passive]
Upgrade one of your abilities to a stronger version of itself.
Upgrades an ability to level 2. Costs 100 XP.
Flashbang [active]
Throw a flashbang that blinds a target for 2 turns. Costs 25 energy.
Costs 75 XP.
Energy Shield [active]
Create an ablative shield that gives you +30 damage resistance for one attack. Costs 30 energy.
Costs 90 XP.
Cure [active]
Give yourself a refreshing burst of energy that cures negative status effects on a target. Costs 30 energy.
Costs 100 XP.
=====LEVEL 8
Regenerative Battery [passive]
Improves your energy regeneration.
Level 1: +5 energy regeneration per turn. Costs 75 XP.
Level 2: +5 energy regeneration per turn. Costs 110 XP.
Critboost [active]
For 2 turns, you gain enhanced precision targeting, increasing your chance to critically hit by 10%. Costs 35 energy.
Costs 120 XP.
Stun Strike [active]
Perform a non-damaging attack that stuns your target for 1 action, with a 25% chance to stun them for 2 actions. Costs 30 energy.
Costs 110 XP.
=====LEVEL 10
Armor Phase [active]
Temporarily shift an enemy's armor into another dimension, rendering it useless for 2 turns. Costs 35 energy.
Costs 90 XP.
Idiot Ball [active]
Toss an enemy the idiot ball, draining their basic knowledge for 2 turns. Costs 35 energy.
Costs 140 XP.
Energy Drain [active]
Drain energy from a target, causing them to lose a use of a random ability and giving you 30 energy. 3 turn cooldown.
Costs 100 XP.
Inversion [active]
Invert the effects of all status effects on you, causing them to inflict their opposite effects. Costs 25 energy.
Costs 80 XP.
=====LEVEL 12
Arc Soul [active]
Grant yourself of a teammate an arc soul that lasts for 3 turns and provides assistance in combat. Costs 30 energy.
Costs 90 XP.
Warp [active]
Warp an enemy with mysterious energies, dealing (ATK x1.25) damage and dealing massive damage to armor. Costs 35 energy.
Costs 140 XP.
=====LEVEL 15
Health Recovery [passive]
Allows you to partially recover from wounds.
Level 1: After 2 turns of avoiding damage, regenerate 5 HP per turn. Regen stops when at 20% of max HP. Costs 60 XP.
Level 2: Raises regen cap to 25% of max HP. Costs 80 XP.
Level 3: Lowers delay to 1 turn. Costs 160 XP.
Additional Ability [passive]
Advanced training allows you to select another ability from your class.
Gain an ability from your class. Costs 150 XP.
Anger Management [active]
Sacrifice your rage you gain HP. 1 rage equals 10 HP restored. Costs no energy.
Costs 75 XP.
=====LEVEL 18
Unknown.
=====LEVEL 20
Unknown.
=====LEVEL 22
Unknown.
=====LEVEL 24
Unknown.
=====LEVEL 25
Unknown.
Siege earned some decorations!
Dragon Slayer: Land the final blow on a boss.
Killer: Kill or assist in killing 50 enemies.
Winkins earned some decorations!
Reaper: Kill or assist in killing 100 enemies.
Exemplar: Place in the top 3 players 5 times.
The thermoshadow levels up!
Shatter Bolt's intensity cost was reduced!
==[Achievement completed!]==
Sidetracked: Complete 4 side missions.
+$1,000 and 100 XP!
A new support item is available in the shop!
Players:
BioShock_Rules, the Omega [Medic, Level 9] [XP: 733/500] [105 accuracy | 5 evasion] {Level up available}
[+|==========] 76/76 [Weapon: Eden's Soul (Book of Insults)] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 16] [Rage: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 0/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Cure: 30] [Stun Strike: 30] [Perk: Aggression]
Gold, Timekeeper [Assault Gunner, Level 11] [XP: 921/700] [97 accuracy | 5 evasion] [(0)Time Charge: 53%] {Level up available}
[+|==========] 123/123 [Weapon: Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aim Assist] [ATK| 26] [Heal| 13] [Rage: 0/10]
[E|==========] 105/105 [Items| Flamethrower (6/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Anti Air Artillery Battery (1/2), Shredder Saw (1/3), Distortion Field] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Perk: Scavenger] [Enhanced Battery III] [Conditioning III] [Agility I] [Total Immunity]
BaconBusterYT, the Dragon Slayer [Specialist, Level 13] [XP: 1,572/900] [95 accuracy | 20 evasion] {Level up available}
[+|==========] 74/74 [Weapon: Dragon Knight's Arms] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 23] [Heal| 12] [Rage: 0/10]
[E|==========] 100/100 [Items| Tranquilizer Gun (3/3), Sunlight Spear (2/3), Charcoal Pine Resin (3/3), Card Pack (1/1), Data Card (1/1), Cold Beer (2/2), Ridiculously Tiny Gun (2/2)] [SUPER| Power Surge: 0/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Psychosis: 30] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Agility II] [Enhanced Battery I] [Cure: 30]
FearTheKumquat, the Sorrow [Tank, Level 3] [XP: 144/200] [90 accuracy | 0 evasion] {In stasis} {Leveling up}
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
Stickcrafter, the Omega [Assault Gunner, Level 12] [XP: 933/800] [90 accuracy | 0 evasion] {Level up available}
[+|==========] 97/97 [Weapon: The Reanimator] [Armor: Capacitor Armor] [Trinket: Instructional Booklet] [ATK| 25] [Heal| 11] [Rage: 0/10]
[E|==========] 85/85 [Items| Feint Shot (4/5), Precision Rifle, Grenade Launcher, Custom Zap Rifle] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Concussive Shot: 25] [Perk: Vitality] [Perk: Aggression]
WO algot120 [Engineer, Level 11] [XP: 912/700] [90 accuracy | 5 evasion] {Level up available}
[+|==========] 74/74 {Armor: 95/100} [Weapon: Stinger] [Armor: Armored Armor] [Trinket: Distortion Field] [ATK| 19] [Heal| 6] [Rage: 0/10]
[E|==========] 80/80 [Items| Sword Boomerang (1/1), Wraith Form (1/1), Machine Learning (1/1), Strike (1/1), Finesse (1/1), Hunter Cloak] [SUPER| Overdrive: 0/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Energetic] [Perk: Fully Loaded]
CWO5 Winkins [Sniper, Level 15] [XP: 725/1,100] [90 accuracy | 0 evasion] {Needs to choose Faceoff or Clutch Shot} {Needs to choose a perk}
[+|==========] 82/82 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Portable Generator] [ATK| 34] [Heal| 10] [Rage: 0/10]
[E|==========] 115/115 [Items| Zap Rifle, Irradiated Armor, Medkit, Hallownest Seal] [SUPER| Aimbot: 0/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot II: 25] [Eagle Eyes: 30] [Critboost II: 35] [Energy Drain II: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul: 30] [Warp: 35] [Idiot Ball II: 35]
MGySgt MinecraftSiegeEngineer [Engineer, Level 9] [XP: 1,528/500] [90 accuracy | 0 evasion] {Level up available}
[+|==========] 90/90 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: Portable Generator] [ATK| 28] [Heal| 8] [Rage: 0/10]
[E|==========] 105/105 [Items| Repair Kit (ready), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (1/1), Zap (1/1), Transmutation (1/1), Rip and Tear (1/1), Railgun] [SUPER| Overdrive: 0/130]
[Micro Turret II: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Aggression] [Conditioning III] [Enhanced Battery III]
1stSgt Player_Miner [Assault Gunner, Level 10] [XP: 1,365/600] [90 accuracy | 0 evasion] {Level up available} {In stasis}
[+|==========] 77/77 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 15] [Heal| 10] [Rage: 0/10]
[E|==========] 60/60 [Items| Flak Jacket] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Fleche: 30] [Perk: Skilled] [Arcane Resist]
Enemies:
None
Allies:
Siege's giant shield projector [HP: 49/225] {3/5 spaces occupied} [Gunner mercenary, pyrotech mercenary, cryotech mercenary]
Siege's gun turret [HP: 75/75]
Gunner mercenary [HP: 50/75]
[Numbed Senses] [Frag Grenade: Ready] [Immobilize: Ready] [Suppress: Ready]
Pyrotech mercenary [HP: 41/60]
[Incendiary Rounds] [Mass Ignite: Ready] [Flare Bomb: Ready] [Expose Oneself: Ready]
Cryotech mercenary [HP: 60/60]
[Fragile Glass] [Shatter Bolt: Ready] [Nitrogen Bomb: Ready] [Thermal Transfer: Ready]
Grenadier mercenary [HP: 60/60]
[Explosive Payload II] [Exploding Sawblade: Ready] [Burrowing Shredder: Ready] [Cluster Bomb: Ready]
Skirmisher [HP: 45/45]
[Antipersonnel]
Grenadier [HP: 40/40]
[Knockback] [Explosive Overheat: Ready]
Pistolman [HP: 30/30]
[Break: Ready]
Skirmisher [HP: 45/45]
[Antipersonnel]
Spanish Inquisition radio [HP: 45/50]
Battle airship [HP: 97/160]
[Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 5/5] [Rocket launcher: 5/5] [Micro Turret x2]
Thermoshadow [HP: 100/100] [Intensity: 100%] [XP: 106/250]
[Refractive Armor: 15%, ready] [Adiabatic Grenade II: 30%] [Nitrogen Shards I: 15%] [Shatter Bolt II: 40%] [Encase: Ready] [Fire Barrage: Ready] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth I]
Camp [HP: 450/450] {Provides space for 1 large construction}
Barracks [HP: 650/650] {Soldier limit reached}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, Burst Rifle (x2), Precision Rifle, MS34 Shieldbreaker, M11 AIR, Broadsword, Eden's Soul, Big Stick, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker, Strange Coin (x4), Three of Coins]
Objectives:
None
Operations:
None
Money: $4,950
Materials: 1,607
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends.
Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time.
Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn.
Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns.
Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location.
Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Homing Endspeed Imbue [$600 | 1 use]: Grants perfect accuracy for 2 turns.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Care Package [$300 | 1 use]: Airdrops a random item.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
Grenadier Mercenary [HP: 60] [ATK: 10]: $1,200
"Outcome: train go boom."
[Passive] Explosive Payload II: Attacks deal 50% damage to nearby enemies.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Package Drop: Release 10 nanobots. 3 turn cooldown.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] True Slam: Deal (ATK) armor piercing damage. Highly accurate. 2 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"I-I don't think we're r-ready to be travelling to different d-dimensions r-right now..."
My vote goes into main quest on outpost defender with callback.
Secret boss: The Gray Prince - Outpost Defender difficulty - Deep Freeze(Nitrogen and shatter bolts everywhere YAY!)
Actually, I will use a Repair Kit on Shield Protector and train the following:
Ability upgrade - Shield Projector II
Regenerative Battery II
Cure
Flashbang
Also level Repair if available(Attack, otherwise)
The Gray Prince, Outpost Defenders, no modifiers.
3/8 Piercing Railgun
My stasis controller malfunctions and spits me out in another demension as it is shut down. This also leads to my ACM breaking, leaving me stranded in an entirely different dimension without access to my Elite Charged Porter that is in storage. I do, however, find a random terminal for voting for the next mission in a random abandoned training center and vote for the secret boss on Outpost Defenders difficultly with the What and Callback modifiers active, hoping that game mechanics will warp me to the debriefing when it starts.
I increase my defensive stats by maxing out Conditioning and Agility at the same time with a brutal exercise where I have to evade darts tipped with a toxin that induces severe pain if they hit. I start regretting my decision to try THAT random training exercise at the random abandoned training center I found throughout the exercise. I then blow off some steam by upgrading Dual Shot and Flèche at the center. I then learn Inversion and upgrade THAT if I can, hoping it enables usage on others. I then realize that I should probably upgrade energy capacity, and upgrade that to max level if possible. Throughout all this, my ACM is inside a repair chamber whilst I’m using one connected to a wall outlet during the training.
Secret Boss, Warrior Difficulty. I take the level up.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I hum and haw in my examination of the perks and decided to go with the Scrounger perk as I re-equip the Hallownest seal.
With that done, I turn my focus into the skills. For my level 15 skills, I simply take Faceoff and prepare to use some XP to get the Clutch Shot.
Training Center Purchases:
Additional Ability: Clutch Shot = 150XP
Inversion = 80XP
Ability Upgrade: Warp II, Clutch Shot II, Faceoff II, Inversion II = 400XP
Total Cost = 630XP
I once again come out of the training center pack with three new and improved skills with a thoughtful look on my face.
"A-am I becoming a skill a-addict? That's... something t-to think on..."
While thinking of this, I write down a suggestion for a list of class skill descriptions.
I take a Balanced level up, and hit my ACM with a hammer a few times to give myself Enhanced Battery III.
Up in Flames on Outpost Defenders, Mayhem modifier.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I also vote to increase my ATK via level up.
+Votes.
+Votes. You repair the shield projector for 24 HP. +12 XP.
You purchase Regenerative Battery II, Cure, and Flashbang, then upgrade Shield Projector! It grants the following upgrade:
Can provide protection to up to five units.
You level up, gaining +5 HP and +2 heal!
Since you're level 10, you can choose a new perk!
Vitality: +20 max HP.
Energetic: +20 max energy.
Skilled: +25% XP earned.
Fully Loaded: All items you use have one additional use.
Healing Factor: Regenerate 10 HP after each wave instead of 5.
Rechargable Battery: Regenerate 25 energy every turn instead of 15.
Immune System: You are more resistant to health draining status effects.
Scavenger: Enemies you kill are more likely to drop weapons, armor, and materials.
Vengeful: When below 25% HP, you deal 35% more damage and have +10 accuracy.
+Votes.
+Vote.
Unfortunately, I'm gonna have to deny this item, but only because you'll unlock a nearly identical item later in the game.
You buy Energy Drain and Critboost, and upgrade Micro Turret, granting your turrets increased accuracy!
+Votes. You purchase Conditioning III, Agility II, Trishot, Fleche II, Inversion II, and Enhanced Battery III! Your ability upgrades grant the following bonuses:
Trishot: can target three enemies.
Fleche II: gains +15% critical hit chance
Inversion II: can be cast on anyone.
I forgot to give you this choice, but you can choose a new perk because you're level 10!
Vitality: +20 max HP.
Aggression: +4 ATK.
Energetic: +20 max energy.
Fully Loaded: All items you use have one additional use.
Healing Factor: Regenerate 10 HP after each wave instead of 5.
Rechargable Battery: Regenerate 25 energy every turn instead of 15.
Immune System: You are more resistant to health draining status effects.
Scavenger: Enemies you kill are more likely to drop weapons, armor, and materials.
Vengeful: When below 25% HP, you deal 35% more damage and have +10 accuracy.
+Votes. I'm assuming you choose a balanced stat boost, so +3 HP, +1 ATK, +1 heal!
For reaching level 12, you get a new ability!
Concussive Shot: Fire a shot that deals (ATK x 0.6) damage and disorients or stuns the target. Costs 25 energy.
Scrounger chosen! Trinket reequipped!
You choose Faceoff and spend XP to obtain Clutch Shot and Inversion, and apply all upgrades! They grant the following benefits:
Warp II: also leaves enemies vulnerable, causing them to take 20% more damage temporarily
Clutch Shot II: also has +10% chance to crit
Faceoff II: shots deal (ATK x 0.4) damage
Inversion II: can be cast on anyone
+3 HP, +1 ATK, +1 heal! You buy Enhanced Battery III!
+Votes.
+2 ATK!
My action: I level up HP and heal, and choose Healing Factor as my perk.
Most players voted for The Gray Prince on Outpost Defender difficulty. Due to ties in voting, RNG chooses the Deep Freeze modifier.
As you approach the statue, the glowing light intensifies. You feel... you're not quite sure what you feel.
Winkins: I-I'm a little concerned about this...
Gold: Don't worry, I'm sure we'll be fine.
You touch the statue, and everything goes white...
. . .
You wake up an undetermined time later, and find yourself standing on a large floating platform. All around you, you see darkness. Below the platform, you see more darkness, but an unknown force compels you to jump down.
Bacon: What could go wrong?
Acquiescing to the force's urging, you jump down. As you fall, several portraits of an unknown creature present themselves from the darkness. They are all similar, but distorted in some way that you can't quite identify. The sheer number of them is staggering.
Bio: Oh God, I think I know where we are...
A brief moment later, you hit the ground. Surprisingly, the fall doesn't hurt at all. Suddenly, a light shines down on the area behind you. You turn around and see a slightly humanoid beetle, surrounded by several small, masked(?) entities wearing dusty, torn cloaks. All of the possibly masked entities are identical.
Bio: Oh no...
Then, a well of shadows erupts from the ground to your right. It appears to be taking the shape of another figure.
Bio: Oh no...
The shadows fade, revealing a new entity. It stands at least seven feet tall, with a large, imposing frame. Its mask(?) resembles that of the smaller, identical entities surrounding the beetle. Its horns are a gleaming white, and its eyes are black and empty. It holds its large nail above its head, and lets out a guttural battle cry.
Bio: Oh no!
==[Boss encounter!]==
I take no credit for this image.
We're not even sure how to describe this magnificent creature. It seems to have been created from the dreams of a fangirl, and it's just as lethal in combat as she imagines the real thing being. Whether the real Zote is this dangerous, we're not sure.
Gray Prince Zote's abilities:
Failed Slash: Create two shockwaves that deal 25 damage to two different targets. 3 turn cooldown.
Frantic Swings: Run back and forth flailing a nail, causing attackers to take 15 damage for the next turn. After the next turn, generate a shockwave that deals 20 damage and has -25 accuracy. 4 turn cooldown.
Leap Bash: Leap forward and strike the earth, dealing 20 damage to a primary target and 15 damage to another random target. 3 turn cooldown.
Volatile Zotelings: Summon three volatile Zotelings. 3 turn cooldown.
{SUPER} Shadow Slam: Teleport far above the battlefield. Next turn, land on a primary target, dealing 45 damage to them and creating two shockwaves that deal 30 damage to two random targets. 18 post charge time.
Zotelings: Every 5 posts, one flying Zoteling and one hopping Zoteling spawn.
Players:
BioShock_Rules, the Omega [Medic, Level 10] [XP: 233/600] [105 accuracy | 5 evasion]
[+|==========] 81/81 [Weapon: Eden's Soul (Book of Insults)] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 18] [Rage: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 0/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Cure: 30] [Stun Strike: 30] [Perk: Aggression] [Perk: Healing Factor]
Gold, Timekeeper [Assault Gunner, Level 12] [XP: 221/800] [97 accuracy | 5 evasion] [(0)Time Charge: 53%]
[+|==========] 126/126 [Weapon: Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aim Assist] [ATK| 27] [Heal| 14] [Rage: 0/10]
[E|==========] 105/105 [Items| Flamethrower (6/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Anti Air Artillery Battery (1/2), Shredder Saw (1/3), Distortion Field] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Concussive Shot: 25] [Perk: Fully Loaded] [Perk: Scavenger] [Enhanced Battery III] [Conditioning III] [Agility I] [Total Immunity]
BaconBusterYT, the Dragon Slayer [Specialist, Level 14] [XP: 462/1,000] [95 accuracy | 20 evasion]
[+|==========] 77/77 [Weapon: Dragon Knight's Arms] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 24] [Heal| 13] [Rage: 0/10]
[E|==========] 130/130 [Items| Tranquilizer Gun (3/3), Sunlight Spear (2/3), Charcoal Pine Resin (3/3), Card Pack (1/1), Data Card (1/1), Cold Beer (2/2), Ridiculously Tiny Gun (2/2)] [SUPER| Power Surge: 0/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Psychosis: 30] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Agility II] [Enhanced Battery III] [Cure: 30]
FearTheKumquat, the Sorrow [Tank, Level 3] [XP: 144/200] [90 accuracy | 0 evasion] {In stasis} {Leveling up}
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
Stickcrafter, the Omega [Assault Gunner, Level 13] [XP: 133/900] [90 accuracy | 0 evasion]
[+|==========] 97/97 [Weapon: The Reanimator] [Armor: Capacitor Armor] [Trinket: Instructional Booklet] [ATK| 27] [Heal| 11] [Rage: 0/10]
[E|==========] 85/85 [Items| Feint Shot (4/5), Precision Rifle, Grenade Launcher, Custom Zap Rifle] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Concussive Shot: 25] [Perk: Vitality] [Perk: Aggression]
WO algot120 [Engineer, Level 11] [XP: 592/700] [90 accuracy | 5 evasion]
[+|==========] 74/74 {Armor: 95/100} [Weapon: Stinger] [Armor: Armored Armor] [Trinket: Distortion Field] [ATK| 19] [Heal| 6] [Rage: 0/10]
[E|==========] 80/80 [Items| Sword Boomerang (1/1), Wraith Form (1/1), Machine Learning (1/1), Strike (1/1), Finesse (1/1), Hunter Cloak] [SUPER| Overdrive: 0/130]
[Micro Turret II: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Energetic] [Perk: Fully Loaded] [Energy Drain: Ready] [Critboost: 35]
CWO5 Winkins [Sniper, Level 15] [XP: 95/1,100] [90 accuracy | 0 evasion] {Needs to choose Faceoff or Clutch Shot}
[+|==========] 82/82 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Hallownest Seal] [ATK| 34] [Heal| 10] [Rage: 0/10]
[E|==========] 115/115 [Items| Zap Rifle, Irradiated Armor, Medkit, Portable Generator] [SUPER| Aimbot: 0/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot II: 25] [Eagle Eyes: 30] [Faceoff II: 35] [Clutch Shot II: 35] [Critboost II: 35] [Energy Drain II: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Perk: Scrounger] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul: 30] [Warp II: 35] [Idiot Ball II: 35] [Inversion II: 25]
SgtMaj MinecraftSiegeEngineer [Engineer, Level 10] [XP: 590/600] [90 accuracy | 0 evasion] {Needs to choose a perk}
[+|==========] 95/95 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: Portable Generator] [ATK| 28] [Heal| 10] [Rage: 0/10]
[E|==========] 105/105 [Items| Repair Kit (2 turns), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (1/1), Zap (1/1), Transmutation (1/1), Rip and Tear (1/1), Railgun] [SUPER| Overdrive: 0/130]
[Micro Turret II: 25] [Shield Projector II: 25] [Improved Tech] [Built to Last] [Perk: Aggression] [Conditioning III] [Enhanced Battery III] [Regenerative Battery II] [Cure: 30] [Flashbang: 25]
1stSgt Player_Miner [Assault Gunner, Level 10] [XP: 330/600] [90 accuracy | 10 evasion] {Needs to choose a perk}
[+|==========] 107/107 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 15] [Heal| 10] [Rage: 0/10]
[E|==========] 105/105 [Items| Flak Jacket] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Fleche II: 30] [Perk: Skilled] [Arcane Resist] [Conditioning III] [Agility II] [Inversion II: 25]
Enemies:
Invincible, Fearless, Sensual, Mysterious, Enchanting, Vigorous, Diligent, Overwhelming, Gorgeous, Passionate, Terrifying, Beautiful, Powerful, Gray Prince Zote [Boss | 85 accuracy | 10 evasion]
[+|==========] 1,800/1,800 [Resistances: 10| 10| 10| 10| 10| 10| 10]
[Failed Slash: Ready] [Frantic Swings: Ready] [Leap Bash: Ready] [Volatile Zotelings: Ready] [Zotelings]
{SUPER} Shadow Slam: [||||||||||||||||||] 0/18
Allies:
Siege's giant shield projector [HP: 53/225] {3/5 spaces occupied} [Gunner mercenary, pyrotech mercenary, cryotech mercenary]
Siege's gun turret [HP: 75/75]
Gunner mercenary [HP: 50/75]
[Numbed Senses] [Frag Grenade: Ready] [Immobilize: Ready] [Suppress: Ready]
Pyrotech mercenary [HP: 41/60]
[Incendiary Rounds] [Mass Ignite: Ready] [Flare Bomb: Ready] [Expose Oneself: Ready]
Cryotech mercenary [HP: 60/60]
[Fragile Glass] [Shatter Bolt: Ready] [Nitrogen Bomb: Ready] [Thermal Transfer: Ready]
Grenadier mercenary [HP: 60/60]
[Explosive Payload II] [Exploding Sawblade: Ready] [Burrowing Shredder: Ready] [Cluster Bomb: Ready]
Skirmisher [HP: 45/45]
[Antipersonnel]
Grenadier [HP: 40/40]
[Knockback] [Explosive Overheat: Ready]
Pistolman [HP: 30/30]
[Break: Ready]
Skirmisher [HP: 45/45]
[Antipersonnel]
Spanish Inquisition radio [HP: 45/50]
Battle airship [HP: 97/160]
[Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 5/5] [Rocket launcher: 5/5] [Micro Turret x2]
Thermoshadow [HP: 100/100] [Intensity: 100%] [XP: 106/250]
[Refractive Armor: 15%, ready] [Adiabatic Grenade II: 30%] [Nitrogen Shards I: 15%] [Shatter Bolt II: 40%] [Encase: Ready] [Fire Barrage: Ready] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth I]
Camp [HP: 450/450] {Provides space for 1 large construction}
Barracks [HP: 650/650] {Soldier limit reached}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Modifiers: {Deep Freeze}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, Burst Rifle (x2), Precision Rifle, MS34 Shieldbreaker, M11 AIR, Broadsword, Eden's Soul, Big Stick, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker, Strange Coin (x4), Three of Coins]
Objectives:
[ ] Defeat Zote
Operations:
None
Money: $4,950
Materials: 1,607
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends.
Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time.
Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn.
Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns.
Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location.
Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Homing Endspeed Imbue [$600 | 1 use]: Grants perfect accuracy for 2 turns.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Care Package [$300 | 1 use]: Airdrops a random item.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
Grenadier Mercenary [HP: 60] [ATK: 10]: $1,200
"Outcome: train go boom."
[Passive] Explosive Payload II: Attacks deal 50% damage to nearby enemies.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Package Drop: Release 10 nanobots. 3 turn cooldown.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] True Slam: Deal (ATK) armor piercing damage. Highly accurate. 2 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
Just in case it happens: you don't need to worry if you die to this boss. You'll be able to fight it again at any point if you don't succeed this time.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Seriously! 1.8k health?! Guh...w-well, we're here now... Let's n-not die now."
I challenge Zote to a match of Ping Pong and hand him his paddle. Taking the ball for the first serve, I immediately load it into my shotgun for the Trickshot which should should hit his face and potential cause him to stunned since I switched the ping pong ball with metal ball bearings.
"1800 HEALTH? JEEZZZZZ! THAT'S ABSURD! But... it is Zote. I pull out my sweet Keeper of Time: Ragnarok and point it at Zote. "I CHALLENGE THEE TO A DUEL!" I would clash with Zote, over and over, it's a stalemate. Someone has to break this, Zote is too fast for me to land a blow!
NEW MECHANIC: Duel
A player may commit a Duel with a powerful enemy. This causes them to CLASH, creating a stalemate. The players or enemies may use their abilities to push the stalemate in their favor. The winner of the stalemate gets to deal MASSIVE damage to the one who lost the Duel.
If this mechanic doesn't work out, I just kinda stab him in the knee.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I fire giant shatter bolts with a size of a mountain that happen to freeze the enemy to the core
I select Fully Loaded as my perk, buy a Feint Shot, and open fire on the boss.
I snap my fingers and an Idiot Ball falls into Zote's hand.
Oh god. Hope the Feint Shot comes in handy here (don't forget the one I have right now)
I start off by...just standing there, doing nothing.
This bores Zote so much, he facepalms in frustration. Of course, he facepalms a bit too hard, so...
I snap my fingers twice! Boom! Zote's Energy is slightly drained!