If the Voidwitch is still somehow NOT DEAD YET...then I throw her into a garbage disposal located somewhere in universe #07. Her or some other poor enemy if she's dead. While that's happening another poor sap catches a cold.
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.
"REEEEEEEEEEEEEEEEEEEEE!" I grab a bulldozer and throw it onto the Voidwitch. I infuse my fists with Fatal Shot and start punching ontop- you know what, have a video of what I do.
Regardless of how you throw it, this witch gets beat up gud.
You infuse your fists with fatal shot power, and pummel the hell out of the assassin, dealing 129 damage to her! +78 XP!
a realy realy Realy REALY REALY REALY REALY REALY REALY REALY REALY REALY REALY! sharp (like seriously it is like infinitely sharp or something (that is not an exagregation(Realy it's not))) sharp enough to cut throug LITERALLY ANYTHING (that is not an exagregation either) even the fabric of space time (I'm not making this up). ignores armour completely due to cuting throgh it like an infiniteley warm yet somehow still solid knife through butter(even if said armour is made of THIS-MATTERIAL-IS-INDESTRUCTIBLE-BECAUSE-THE-GAME-MASTER-SAYS-SO-IUM (for real(this is no joke))) if used to attack, mainly usefull for creating portals to other realities (by cuting straight through the fabric of spacetime) did I mention it is realy sharp
"See, that's the problem with you narcissistic villain types. You never consider the possibility of your foes, especially 'puny humans', being able to stand up to you until it's too late. Why do you think yourself so high and mighty when you've clearly seen what we can do even before we reached this point?"
As I'm saying this, I'm focusing all the Electric Bursts I can into the palm of my hand.
"But on the other hand, overconfidence makes for an easy opponent. So with that said..."
Suddenly, I wavedash to the front of the Voidwitch in the blink of an eye. Reflexively, she moves to block my focused Burst, only to catch a surprise knee to the stomach. Stunned and off guard, the last thing she hears is the crackle of electricity before my charged-up palm hits her face.
You activate Power Surge, deliver your speech, and attack the riftkeeper. Your knee deals 29 damage, and your electrically powered palm strike deals a total of 156 damage and galvanizes it, chaining 18 damage to the gatekeeper and the heavy BIO trooper, chaining even further to deal 9 damage to the armored viper! +173 XP!
Looking into breaking the two sectoids left on the field, I ready myself with a Piercing Shot and take out an Electrical-tipped Ballista Bolt. Carefully handling I load it into my Executioner-transformed ballista and watch it fly as it electrocutes and pierces through the Sectoids.
You blast both sectopods with a piercing shot, annihilating both of them! +265 XP! Together, they drop 399 materials and $280!
I drop the Moonlight Greatsword on the Venator from an unnecessarily high altitude, which consumes both Surge actions for both physical and arcane damage. Yeet.
You deliver a plunging attack with the Moonlight Greatsword, killing a venator! +99 XP!
The Executioner, being constantly changed into a different shape for the past few turns, finds itself turn into a tomahawk. Once again, being in the grasp of its owner is then charged with an electrical current that focuses on its axe head before being tomahawked towards the Venator for a Headshot.
You headshot the venator with your tomahawk shaped weapon, killing it! +210 XP! It drops 151 materials and $80!
You buy a berserker stimulant and fly into a terrifying rage, dealing 159 damage to all enemies! This kills the gatekeeper! +564 XP! It drops 219 materials and $100! You lose 30% HP!
If the Voidwitch is still somehow NOT DEAD YET...then I throw her into a garbage disposal located somewhere in universe #07. Her or some other poor enemy if she's dead. While that's happening another poor sap catches a cold.
You send the riftkeeper to the garbage disposal, critting it for 41 damage! Meanwhile, the armored viper catches a cold and gets poisoned. +46 XP.
My action: I glue any of Stickcrafter's broken bones back together, healing him for 31 HP.
==[Enemy turn]==
The sectopods' cores detonate, dealing a total of 60 damage to Winkins.
The riftkeeper takes 21 DoT of varying types, then opens a medium rift. A single omega berserker emerges.
The BIO trooper takes damage over time, and collapses to the ground. He survives due to sustain.
The armored viper takes 17 DoT, then tries and fails to bind Bacon.
==[Ally turn]==
The exclusion zone bombards the enemies, missing the riftkeeper but hitting the other enemies for 25 damage. This kills the BIO trooper and the armored viper. Together, they drop 320 materials, $120, and a trinket that goes into the bag of holding.
==[Berserker aggression]==
The omega berserker charges after the thermoshadow and crushes its skull. It perishes.
The cardinals attack every enemy, missing the riftkeeper but dealing 6 damage to the omega berserker.
==[Berserker aggression]==
The omega berserker swings her fist at Winkins, but misses.
Stickcrafter regenerates 5 HP.
The assassin's body disappears in a column of light. The sarcophagus cracks further.
Winkins + Bacon + Miner [piercing shot] Sectopod prime
Siege's fire reinforced shield [HP: 600/600] {Spaces occupied: 1/3} [Gold]
Spanish Inquisition radio [HP: 50/50] {Guarded by Miner}
Camp [HP: 450/450] {Provides space for 1 large construction}
Bank [HP: 400/400] {Generates $50 every turn}
Recycler [HP: 349/350] {Converts enemy and ally HP into extra money and materials when they die} {+5 evasion}
Other:
Modifiers: Callback
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Smoke Grenade (1/1), Repair Kit (ready), Shield (103/103), Wraith Form (1/1), Strike (1/1), Good Instincts (1/1), Tempest (1/1), Metallicize (1/1), Flamethrower (3/4), Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, Marksman Rifle, Grenade Launcher (x2), MS34 Shieldbreaker, M11 AIR (x4), Incendiary Shotgun, Seeker Rifle (x2), Railgun, Broadsword (x2), Big Stick, Eden's Soul, Pure Nail (∞), Conduit Armor (x2), Flak Jacket (x4), Ballistic Vest, Wizard Robes, Capacitor armor (x2), Absurdly Heavy Armor (x2), Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor (x3), Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, FTL Rig, Slightly Worried Armor, Armored Armor, Hunter Cloak, Titan Mark, Instructional Booklet (x2), Distortion Field (2), Exploded Rocket, Aim Assist, Medkit, Handful of Shrapnel (x2), Salt Shaker, Strange Coin (x4), Three of Coins (x2), Occult Charm, Rusted Wrench]
Bag of future alteration [Empty]
Objectives:
[X] Locate the ascension chamber
[X] Activate the teleporter
[X] Investigate the object
[X] Defeat the assassin
[X] Destroy the assassin's sarcophagus
[ ] Finish the enemies
Operations:
None
Money: $28,354
Materials: 10,139
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.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
SAM Turret [$1,100 | 80 HP]: Deploy a surface-to-air missile turret that automatically targets airborne enemies and deals 25 damage to them. Does nothing to grounded enemies.
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] (sold out for 1 mission): 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.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Berserker Stimulant [$4,000 | 1 use]: Immediately charge your super and unleash it simultaneously. Your super's effectiveness is doubled, and it stores whatever charge your super already had and grants it to you immediately. When used, your rage resets to 0, and you lose 30% of your HP. Requires a full turn to use, meaning you cannot perform any other actions for the entire turn. If the super is single target, the target is chosen at random. Can only be used on yourself.
Subtleknife [$700 | 3 uses]: An incomprehensibly sharp knife that allows your attacks to ignore armor.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item. 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.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Artifact Potion [$350 | 1 use]: Negates the next debuff you would receive.
Buffer Potion [$600 | 1 use]: Prevents the next instance of HP loss you would suffer. Won't be consumed if you fully block the HP loss.
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.
Emergency Flare [$1,500 | 1 use]: After a 1 turn delay, call in two random hired mercenaries as reinforcements. They will depart after the mission ends.
Cure-All Serum [$350 | 1 use]: Cures all negative status effects.
Life Orb [$1,000 | 50 HP]: Deploy a rejuvenating orb that steadily heals all players for 3 turns or until it is destroyed.
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.
Life Normalizer [$1,500 | 1 use]: Heals all friendly units for 20% of their average max HP, then distributes their HP so everyone has approximately the same percentage of HP. Can also be used on enemies without healing them.
Energy Injector [$1,000 | 1 use]: Restores 50% of your max energy.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily.
Dragon Tank [$1,250 | 125 HP]: Summons a friendly dragon tank equipped with an LMG and a flamethrower. Automatically fires at enemies with the LMG for modest damage. Flamethrower requires manual use and must reload every 4 uses, but deals high fire damage and has a chance to light enemies on fire. 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.
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Zeus Exclusion Zone 4X [HP: 100] [ATK: 25]: $1,500
"Activating obliteration protocols."
[Active] Rain Fire: Target up to four enemies every turn, dealing (ATK) damage to them.
[Passive] Focus Fire: If there are less than four enemies left, can target the same enemy more than once.
[Passive] Complicated Deployment: You must spend your turn deploying the Zeus Exclusion Zone to activate it.
[Passive] Needs Attention: Only one Zeus Exclusion Zone can be active at once.
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
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
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
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 rechargeable 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 allies 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
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I grimace at the lost of Thermo, he's been a long time ally...
With that, I prepare for this round with a new purchase of armor, holding my old beaten armor for a later attack.
Catching the tomahawk which was making it flight back to me after lopping the Voidwitch's head. I recharge the electric effect and boomerang it for another Headshot victim, the Riftkeeper.
I craft a WAR suit and a the gathering storm combine the War suit with our wizard robe to create a blessed [oMR (meaning a blessed cloak of magic resistance (obviously)) equip said blessed [oMR equip my gathering storm use the magical power granted by my blessed [oMR to revive the licharon ink medical personel who died a few turns ago which for some reason costs the same as hiring a new one hire a spectral assasin equip the rusted wrench question how an egg makes a person more lucky ask OOCly if it is a northernlion reference and build a turret that shoots splash potions of healing at allies to heal them
"good thing we had so many materials, otherwise I would not be able to make this good equipment"
Rollback Post to RevisionRollBack
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
I scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?
I pull out a used Flamethrower from the Bag of holding and pull out my near broken armor. With a good helping of limited reality bending powers, I freeze time for a good 5 seconds so that I can wrap the near useless broken armor around the berserker's head.
Time was up and it resumes, at the end the time stop, I had enough time to wield the Flamethrower to spew flames towards the berserker's head to melt the armor into slags of metal. Which is exactly what I done after I enchanted the flames with Headshot.
I toss a grenade to the berserker. "Here, hold this."
She's not that dumb, and throw it right back at me. However, the motion of the moving grenade triggered the motion-sensitive laser tripwires that I set up by traveling back in time to before we got here and set them up without anyone looking. Those tripwires activate a microwave, which heats up a ball of tin foil the point of combustion, which sets off a fire alarm nearby that turns on the sprinklers. The water from the sprinklers waters a plant that I just threw on the ground, and since the soil here is extra rich (because aliens) the plant grows fast enough to intercept the grenade in midair, where the overexagerrated whiplash motion hurls it right back at the berserker's face, primed to explode. Ka-boom.
Oh yeah, Surge action. I bonk her on the head to boot.
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 throw a *reads notes*...lobster covered in *throws dart*...kerosene at the *rolls dice*...Riftkeeper. It spontaneously *checks crystal ball*...deionizes, dealing...I think that's electrical damage, right?
"See, piece of cake...oh wait, Surge action."
I force feed said piece of cake to the berserker. Shame she has an allergy specifically to cakes.
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 scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?
I play football with the enemy, just so I thought I was defeated, I activate a pitfall which the enemy falls down and gets blown up by a lot of cakes. If that is not going to happen, I'm going to eat my celebratory cake.
I scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?
I infuse Fatal Shot into a ton of knives. Knife Storm commences, heading towards dat voidkeeper.
You throw a barrage of fatal shot powered blades at the riftkeeper, dealing 93 damage to it! It survives because of psionic sustain, and gains a shield for the rest of the player turn! +60 XP!
I grimace at the lost of Thermo, he's been a long time ally...
With that, I prepare for this round with a new purchase of armor, holding my old beaten armor for a later attack.
Catching the tomahawk which was making it flight back to me after lopping the Voidwitch's head. I recharge the electric effect and boomerang it for another Headshot victim, the Riftkeeper.
We'll miss you, thermoshadow.
You buy a new set of armor, and hold onto your old armor. Since the riftkeeper is immune right now, the tomahawk rebounds into the omega berserker, dealing 81 damage to her. +61 XP.
==[Berserker aggression]==
The berserker throws a punch at Miner, but misses.
I craft a WAR suit and a the gathering storm combine the War suit with our wizard robe to create a blessed [oMR (meaning a blessed cloak of magic resistance (obviously)) equip said blessed [oMR equip my gathering storm use the magical power granted by my blessed [oMR to revive the licharon ink medical personel who died a few turns ago which for some reason costs the same as hiring a new one hire a spectral assasin equip the rusted wrench question how an egg makes a person more lucky ask OOCly if it is a northernlion reference and build a turret that shoots splash potions of healing at allies to heal them
"good thing we had so many materials, otherwise I would not be able to make this good equipment"
You spend 4,500 materials to craft a WAR suit and a Gathering Storm, spend 700 materials to add a wizard robe to the WAR suit, hire a new Lisharon Inc medical personnel as well as a spectral assassin, equip the rusted wrench, and build a turret that shoots healing potions!
Yes, the lucky egg is a Northernlion reference. Let's go.
I pull out a used Flamethrower from the Bag of holding and pull out my near broken armor. With a good helping of limited reality bending powers, I freeze time for a good 5 seconds so that I can wrap the near useless broken armor around the berserker's head.
Time was up and it resumes, at the end the time stop, I had enough time to wield the Flamethrower to spew flames towards the berserker's head to melt the armor into slags of metal. Which is exactly what I done after I enchanted the flames with Headshot.
You wrap your old armor around the berserker's head, take a flamethrower, and burn the berserker with a headshot-infused flamethrower, dealing 112 damage! +84 XP!
==[Berserker aggression]==
The berserker flails in Gold's direction, but doesn't hit anything.
I toss a grenade to the berserker. "Here, hold this."
She's not that dumb, and throw it right back at me. However, the motion of the moving grenade triggered the motion-sensitive laser tripwires that I set up by traveling back in time to before we got here and set them up without anyone looking. Those tripwires activate a microwave, which heats up a ball of tin foil the point of combustion, which sets off a fire alarm nearby that turns on the sprinklers. The water from the sprinklers waters a plant that I just threw on the ground, and since the soil here is extra rich (because aliens) the plant grows fast enough to intercept the grenade in midair, where the overexagerrated whiplash motion hurls it right back at the berserker's face, primed to explode. Ka-boom.
Oh yeah, Surge action. I bonk her on the head to boot.
The plant throws the grenade at the berserker, dealing 44 damage! You then hit her over the head, finishing her off! +106 XP! She drops 215 materials, $150, and a trinket! The riftkeeper's shield vanishes!
Instructional Booklet [common]
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
I throw a *reads notes*...lobster covered in *throws dart*...kerosene at the *rolls dice*...Riftkeeper. It spontaneously *checks crystal ball*...deionizes, dealing...I think that's electrical damage, right?
"See, piece of cake...oh wait, Surge action."
I force feed said piece of cake to the berserker. Shame she has an allergy specifically to cakes.
I play football with the enemy, just so I thought I was defeated, I activate a pitfall which the enemy falls down and gets blown up by a lot of cakes. If that is not going to happen, I'm going to eat my celebratory cake.
You enjoy a celebratory cake. It delicious enough to heal you for 20 HP. +12 XP.
I shoot the weakest enemy, or heal bacon if there are none
You heal Bacon for 12 HP. +7 XP.
Boss defeated! +60 XP to all players!
The assassin appears one last time, mortally wounded. She staggers toward you, her sword pointed in your direction.
Chosen assassin: [through labored breaths] You fought well, humans...
She collapses to her knees.
Chosen assassin: May you claim this world... for your own!
She drives her sword into her abdomen, slicing it open. She falls to the floor, lifeless. Behind her, the sarcophagus detonates in a purple blast of energy.
Winkins takes the opportunity to relieve her of her shotgun and the grenade on her belt.
Winkins: I-is that everything?
McKnight: We're not picking up any additional contacts. Scanners are clear.
Stickcrafter: Then let's go.
Mission complete!
+$1,250 and 125 XP from mission completion!
KO'd players: 0 | +50
Operations completed: 0/0 | +200
Collectibles found: 0/0 | +150
Turns taken: 12 | +30
Overall performance: Gold | +50
Difficulty bonus: Outpost Defender | +50
Total score: [==|==|====|====|====] 530
Rank: S
+$1,000 and 75 XP!
Top 3 players:
1. Winkins: 3,286 XP earned
2. Stickcrafter: 1,891 XP earned
3. Bacon: 1,478 XP earned
Stickcrafter earned a decoration!
Exemplar: Place in the top 3 players 5 times.
You arrive at the base, the assassin's gear in hand.
McKnight: Excellent work out there, team. I'm not sure what they were planning, but it definitely wouldn't have been a good thing.
McKnight takes the grenade and the shotgun.
McKnight: We'll get to work reverse engineering these right away.
==[Achievement completed!]==
A Rival Silenced: Defeat the Chosen Assassin.
A new weapon has been added to the bag of holding! It exists in infinite quantities!
Arashi [unique]
The Chosen assassin's failsafe weapon. In close quarters it is no less dangerous than her sword.
+7 ATK
95 accuracy
Missed attacks will still deal 3 damage
Increases critical hit chance by 10%
A new support item is available in the shop!
New title and emblem unlocked! They can be equipped by everyone.
War of the Chosen
Chosen
Choose a difficulty!
Mission 9: Eavesdropping
Difficulty: =====-----
Reward: $1,200 and 120 XP
With the Talons taking over our base, we've been forced to relocate. Some major players are holding a meeting at our old base. Sneak in there and see if you can find any useful information.
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.
Chaos
At the start of the mission, a random number of modifiers is activated for a random number of turns. New modifiers are chosen when the previous batch expires.
Death From Above
Every turn, random objects fall on random units, dealing damage to them and hindering them in various ways.
Item Rain
Items continuously rain from the sky for any unit on either side to use.
Ailment Roulette
Every 3 turns, all players receive a random status effect. These effects ignore immunities, but can be cured. Mutually exclusive with Chaos.
Disease Curse
Players cannot be healed by any means. Allies can still be healed normally.
Pulsating Death
All entities take 5 damage after performing an action. This cannot be prevented.
=====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, or upgrade a level 2 ability to level 3. Level 2 upgrade costs 100 XP. Level 3 upgrade costs 200 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
Zero In [passive]
Attacking an enemy grants you +10 accuracy and +5% critical hit chance against that enemy.
Costs 80 XP.
Energy Wall [active]
Create a wall of solid energy that provides average cover. Wall fades away after 2 turns. Costs 35 energy.
Costs 75 XP.
Energy Bolt [active]
Fire a bolt of pure energy that deals (ATK) damage as pure damage, allowing it to ignore armor and resistances. Costs 40 energy.
Costs 90 XP.
Additional Perk [passive]
Elite level training allows you to select another perk.
Gain another perk. Costs 200 XP.
Mark For Death [active]
Mark an enemy for death, causing them to take 30% more damage for 2 turns. Costs 45 energy.
Costs 100 XP.
=====LEVEL 22
Ammo Synthesis [active]
Synthesize an extra use for any item. Costs 25 energy.
Costs 90 XP.
Emergency Stim [active]
Give yourself a quick boost that restores you to 50% HP and causes your next attack to deal 25% more damage. Costs 40 energy and can only be used once per mission.
Costs 120 XP.
=====LEVEL 24
Electric Blast [active]
Generate a surge of electricity that hits all enemies and deals 10% of their max HP as electric
damage. Costs 55 energy.
Costs 140 XP.
Void Conduit [active]
Trap an enemy in a void conduit, preventing them from taking actions and transferring their health
to you. Costs 50 energy.
Costs 160 XP.
=====LEVEL 25
Forbidden Technique [active]
[redacted]. Costs all energy.
Costs 250 XP.
Lisharon Inc medical personnel [HP: 126/126] {Turns until tea: 3}
Camp [HP: 450/450] {Provides space for 1 large construction}
Bank [HP: 400/400] {Generates $50 every turn}
Recycler [HP: 349/350] {Converts enemy and ally HP into extra money and materials when they die} {+5 evasion}
Other:
Bag of items [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Smoke Grenade (1/1), Repair Kit (ready), Shield (103/103), Wraith Form (1/1), Strike (1/1), Good Instincts (1/1), Tempest (1/1), Metallicize (1/1)]
Bag of weapons [Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, Marksman Rifle, Grenade Launcher (x2), MS34 Shieldbreaker, M11 AIR (x4), Incendiary Shotgun, Seeker Rifle (x2), Railgun, Broadsword (x2), Big Stick, Eden's Soul, Pure Nail (∞), Arashi (∞)]
Bag of armor [Conduit Armor (x2), Flak Jacket (x4), Ballistic Vest, Capacitor armor (x2), Absurdly Heavy Armor (x2), Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor (x3), Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, FTL Rig, Slightly Worried Armor, Armored Armor, Hunter Cloak, Titan Mark]
Bag of trinkets [Instructional Booklet (x2), Distortion Field (2), Exploded Rocket, Aim Assist, Medkit, Handful of Shrapnel (x2), Salt Shaker, Strange Coin (x4), Three of Coins (x2), Occult Charm]
Bag of future alteration [Empty]
Objectives:
None
Operations:
None
Money: $26,804
Materials: 5,422
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.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
SAM Turret [$1,100 | 80 HP]: Deploy a surface-to-air missile turret that automatically targets airborne enemies and deals 25 damage to them. Does nothing to grounded enemies.
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.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Berserker Stimulant [$4,000 | 1 use]: Immediately charge your super and unleash it simultaneously. Your super's effectiveness is doubled, and it stores whatever charge your super already had and grants it to you immediately. When used, your rage resets to 0, and you lose 30% of your HP. Requires a full turn to use, meaning you cannot perform any other actions for the entire turn. If the super is single target, the target is chosen at random. Can only be used on yourself.
Subtleknife [$700 | 3 uses]: An incomprehensibly sharp knife that allows your attacks to ignore armor.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item. 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.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Artifact Potion [$350 | 1 use]: Negates the next debuff you would receive.
Buffer Potion [$600 | 1 use]: Prevents the next instance of HP loss you would suffer. Won't be consumed if you fully block the HP loss.
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.
Emergency Flare [$1,500 | 1 use]: After a 1 turn delay, call in two random hired mercenaries as reinforcements. They will depart after the mission ends.
Cure-All Serum [$350 | 1 use]: Cures all negative status effects.
Life Orb [$1,000 | 50 HP]: Deploy a rejuvenating orb that steadily heals all players for 3 turns or until it is destroyed.
Blind Grenade [$400 | 1 use]: Blind a single enemy, crippling their accuracy.
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.
Life Normalizer [$1,500 | 1 use]: Heals all friendly units for 20% of their average max HP, then distributes their HP so everyone has approximately the same percentage of HP. Can also be used on enemies without healing them.
Energy Injector [$1,000 | 1 use]: Restores 50% of your max energy.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily.
Dragon Tank [$1,250 | 125 HP]: Summons a friendly dragon tank equipped with an LMG and a flamethrower. Automatically fires at enemies with the LMG for modest damage. Flamethrower requires manual use and must reload every 4 uses, but deals high fire damage and has a chance to light enemies on fire. 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.
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Zeus Exclusion Zone 4X [HP: 100] [ATK: 25]: $1,500
"Activating obliteration protocols."
[Active] Rain Fire: Target up to four enemies every turn, dealing (ATK) damage to them.
[Passive] Focus Fire: If there are less than four enemies left, can target the same enemy more than once.
[Passive] Complicated Deployment: You must spend your turn deploying the Zeus Exclusion Zone to activate it.
[Passive] Needs Attention: Only one Zeus Exclusion Zone can be active at once.
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
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
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
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 rechargeable 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 allies 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
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I learn inversion two, this is done by playing the game eversion. I also ´"learn" ammo synthesis, as in I build a smal portable machine that can be conected to my ACM and is an ammo synthesis machine. improve built, no wait that makes no sense improve self repair by swaping the nannobots that repair my structures from the inside with the new beter nannobots that replace them in the shop and train my agility by doing amazing parcour jumps around the entire base while building new structural suport to prevent this base from faling appart in the future. convince the lisharon inc med medical personel to train agility. and tinker with my vortex generator to make it a bit better.
I also inject a singel drop of a very weak poison into my blood stream to slightly hurt myself and set my damage type to poison.
I then vote for Blood Anvil with internet comunity and Callback
By the way, will you update this game every day now or still only every other day
I scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?
I’m a firin’ ma lazor! *PEW*
If the Voidwitch is still somehow NOT DEAD YET...then I throw her into a garbage disposal located somewhere in universe #07. Her or some other poor enemy if she's dead. While that's happening another poor sap catches a cold.
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!
You infuse your fists with fatal shot power, and pummel the hell out of the assassin, dealing 129 damage to her! +78 XP!
You buy a crit-a-cola and use it!
You spend extra energy to divide your Trishot, allowing you to deal 18 damage to all enemies except the riftkeeper! +103 XP!
The venator spits into two copies of itself.
==[Prime reaction]==
The sectopod prime fires at the thermoshadow, dealing 40 damage.
Welcome back, brother!
You make the assassin unable to use Vanishing Winds this turn! +12 XP!
Some advice: you might want to grab some gear from the bag of holding.
You crack the assassin through the skull, dealing more than enough damage to kill her twice over! +215 XP!
Research accepted.
You activate Power Surge, deliver your speech, and attack the riftkeeper. Your knee deals 29 damage, and your electrically powered palm strike deals a total of 156 damage and galvanizes it, chaining 18 damage to the gatekeeper and the heavy BIO trooper, chaining even further to deal 9 damage to the armored viper! +173 XP!
You blast both sectopods with a piercing shot, annihilating both of them! +265 XP! Together, they drop 399 materials and $280!
You deliver a plunging attack with the Moonlight Greatsword, killing a venator! +99 XP!
You headshot the venator with your tomahawk shaped weapon, killing it! +210 XP! It drops 151 materials and $80!
You shoot the gatekeeper, but miss!
You buy a berserker stimulant and fly into a terrifying rage, dealing 159 damage to all enemies! This kills the gatekeeper! +564 XP! It drops 219 materials and $100! You lose 30% HP!
You shoot the riftkeeper, but miss!
You send the riftkeeper to the garbage disposal, critting it for 41 damage! Meanwhile, the armored viper catches a cold and gets poisoned. +46 XP.
My action: I glue any of Stickcrafter's broken bones back together, healing him for 31 HP.
==[Enemy turn]==
The sectopods' cores detonate, dealing a total of 60 damage to Winkins.
The riftkeeper takes 21 DoT of varying types, then opens a medium rift. A single omega berserker emerges.
The BIO trooper takes damage over time, and collapses to the ground. He survives due to sustain.
The armored viper takes 17 DoT, then tries and fails to bind Bacon.
==[Ally turn]==
The exclusion zone bombards the enemies, missing the riftkeeper but hitting the other enemies for 25 damage. This kills the BIO trooper and the armored viper. Together, they drop 320 materials, $120, and a trinket that goes into the bag of holding.
==[Berserker aggression]==
The omega berserker charges after the thermoshadow and crushes its skull. It perishes.
The cardinals attack every enemy, missing the riftkeeper but dealing 6 damage to the omega berserker.
==[Berserker aggression]==
The omega berserker swings her fist at Winkins, but misses.
Stickcrafter regenerates 5 HP.
The assassin's body disappears in a column of light. The sarcophagus cracks further.
Winkins + Bacon + Miner [piercing shot] Sectopod prime
Winkins + XSlayer + Bacon + Miner [piercing shot] Sectopod - Double kill!
Bacon [Moonlight Greatsword] Venator
Winkins + Miner [headshot] Venator
Stickcrafter + Bacon + Winkins + Miner + XSlayer [Berserker Storm] Gatekeeper
Zeus Exclusion Zone + Bacon + Miner + Stickcrafter [annihilation protocol] Heavy BIO Trooper
Zeus Exclusion Zone + Miner + Bacon + Stickcrafter [annihilation protocol] Armored viper
Berserker omega [crushing fist] Thermoshadow
Handful of Shrapnel [uncommon]
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Players:
BioShock_Rules, the Omega [Medic, Level 16] [XP: 220/1,300] [85 accuracy | 5 evasion]
[+|==========] 78/106 [Weapon: Eden's Soul (Shrapnel Launcher)] [Armor: Armor of Thorns] [Trinket: Medkit] [ATK| 18] [Heal| 26+5] [Rage: 1/8]
[E|==========] 60/60 [Items| Golden Syringe (2 turns)] [SUPER| Ubercharge: 120/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Healing Field: 35] [Revive: 35] [Cure: 30] [Stun Strike: 30] [Perk: Aggression] [Perk: Healing Factor] [Perk: Sustain]
Gold, Timekeeper [Assault Gunner, Level 19] [XP: 784/1,600] [97 accuracy | 5 evasion] [(2)Time Charge: 10%] {Enraged for 1 attack}
[+|===|=======] 154/154 {Venomdrive armor: 0/300} [Weapon: True Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aimbot Glasses w/ Warlock Bond] [ATK| 33] [Heal| 22] [Rage: 8/8]
[E|==========] 45/120 [Items| Flamethrower (1/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Anti Air Artillery Battery (1/2), Shredder Saw (5/7), Chemikaliewerfer (5/7), Energy Injector (1/1), Shrapnel Launcher, Flak Jacket, Medical Armor, Distortion Field, Laser Sight, Exploded Rocket (x2), Libra Charm, Three of Coins, Bowl of Nails, Hallownest Seal] [SUPER| Stormtrance: 79/160]
[Lock and Load] [Fatal Shot: 35] [Omnishot: 45] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Deadly Crits] [Dazing Fire] [Perk: Fully Loaded] [Perk: Scavenger] [Perk: Scrounger] [Warp: 35] [Anger Management: Ready] [Energy Bolt: 40] [Enhanced Battery III] [Conditioning III] [Agility I] [Health Recovery III] [Zero In III] [Total Immunity] [Minor Regen]
BaconBusterYT, the Dragon Slayer [Specialist, Level 22] [XP: 3,086/2,400] [95 accuracy | 20 evasion] {Power Surge for 2 turns}
[+|==========] 86/111 [Weapon: Dragon Knight's Arms] [Armor: Lightweight Conduit] [Trinket: Egg] [ATK| 32] [Heal| 21] [Rage: 0/8]
[E|==========] 43/145 [Items| Sunlight Spear (2/3), Charcoal Pine Resin (2/3), Razor Wire (1/1), Burst Rifle, Matador 64, Outbreak Prime, WAR Suit, Eyeglasses, Distortion Field, Medkit, Handful of Shrapnel, Blind Rage, Curved Horn, Sharp Plug] [SUPER| Power Surge: 140/140]
[Electric Burst III: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple II: 20] [Psychosis: 30] [Imprecation II] [Replicate: 35] [Doppelganger: 40] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Perk: Rechargeable Battery] [Perk: Heartbreaker] [Agility II] [Enhanced Battery III] [Cure: 30]
Stickcrafter, the Omega [Assault Gunner, Level 21] [XP: 2,808/2,200] [90 accuracy | 10 evasion] {Minor regen for 1 turn} {Level up available}
[+|==========] 67/147 [Weapon: The Prime Reanimator] [Armor: Resplendently Bony Capacitor] [Trinket: Instructional Booklet] [ATK| 53] [Heal| 11] [Rage: 0/8]
[E|==========] 165/165 [Items| Beehive (1/3), Seeker Drone (1/1), Twisted Funnel (1/1), Repair Kit (ready), Healing Drone (1/1), SVD Stealth Sniper (4/5), Precision Rifle, Marksman Rifle, MS34 Shieldbreaker, Custom Zap Rifle, Double Barrel Shotgun, Leecher, Conduit Armor, Medical Armor, Hideous Armor, FTL Rig, Instructional Booklet, Libra Charm] [SUPER| Bullet Storm: 63/130]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Dazing Fire] [Bullet Hell: 35] [Stun Strike: 30] [Flashbang: 25] [Idiot Ball: 35] [Mark for Death: 45] [Perk: Vitality] [Perk: Aggression] [Perk: Overclock] [Skilled] [Agility II] [Conditioning III] [Enhanced Battery III] [Deadshot III] [Zero In]
Gen Winkins [Sharpshooter, Level 25] [XP: 1,498/10,000] [110+25 accuracy | 0 evasion]
[+|==========] 41/143 {Armor: 2/50} [Weapon: Executioner] [Armor: Mask of the Marksman] [Trinket: Portable Generator] [ATK| 73] [Heal| 18] [Rage: 3/8]
[E|==========] 115/145 [Items| Mimic Beacon (2/2), Clockwork Souvenir (1/2), Mesh Mine (2/2), EMP Grenade (1/1), Repair Kit (ready) Carbine, Burst Rifle, Heavy Pistol, Thunder Railgun, Overly Protective Armor, Instructional Booklet (x2), Medkit, Bowl of Nails, Egg, Hallownest Seal] [SUPER| Aimbot: 0/135]
[Crackshot] [Headshot III: 20] [Piercing Shot III: 25] [Quickdraw II: 25] [Trickshot II: 25] [Point Blank II: 25] [Eagle Eyes: 30] [Faceoff III: 35] [Clutch Shot II: 35] [Skullcracker] [Fan Fire II: 35] [Deadly Crits] [Firefly] [Unshakable Focus] [Critboost III: 35] [Energy Drain III: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Perk: Scrounger] [Perk: Heartbreaker] [Perk: Jack of All Trades] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul II: 30] [Warp III: 35] [Idiot Ball II: 35] [Inversion II: 25] [Stun Strike II: 30] [Health Recovery III] [Zero In III] [Blessing of the Marksman]
Col Player_Miner [Assault Gunner, Level 21] [XP: 2,312/2,200] [90+5 accuracy | 10 evasion]
[+|==========] 74/152 {Armor: 0/50} [Weapon: Seeking Electrosapper] [Armor: The Inexorable Reaper] [Trinket: Hudlenses] [ATK| 54] [Heal| 16] [Rage: 3/8]
[E|==========] 100/120 [Items| Feint Shot (3/7), Air Breaker Pistol (7/7), Serpent Suit] [SUPER| Bullet Storm: 137/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Fleche II: 30] [Bleeder] [Concussive Shot: 25] [Dazing Fire] [Bullet Hell: 35] [Perk: Skilled] [Perk: Fully Loaded] [Perk: Scrounger] [Perk: Furious] [Conditioning III] [Agility II] [Zero In II] [Inversion II: 25] [Energy Drain II: Ready] [Deadshot III] [Life Steal] [Overkill] [Blessing of the Blood Knight] [Critical Resistance I]
XSlayer300, the Alpha [Specialist, Level 19] [XP: 1,003/1,600] [80 accuracy | 0 evasion]
[+|==========] 79/104 [Weapon: Eden's Shotgun (+Deathslayer's Blade)] [Armor: Armor of Boundless Light] [Trinket: Strange Coin] [ATK| 36] [Heal| 20] [Rage: 4/8]
[E|==========] 180/180 [Items| Data Card (1/1), Golden Syringe (ready), Lifeline Package (1/1), Grenade Launcher, Incendiary Shotgun, Piercing Railgun, Capacitor armor, Distortion Field] [SUPER| Power Surge: 77/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Sensory Overload: 30] [Imprecation] [Intensity] [Flay: 35] [Zero In] [Regenerative Battery II] [Enhanced Battery] [Deadshot II] [Emergency Stim: 40, 1/1] [Energy Bolt: 40] [Armor Phase: 35] [Angel of Light: Ready] [Perk: Energetic] [Perk: Rechargeable Battery] [Perk: Immune System]
Algot120, Pure Vessel [Engineer, Level 15] [XP: 612/1,200] [80 accuracy | 0 evasion]
[+|==========] 80/80 [Weapon: Submachine Gun] [Armor: Basic armor] [Trinket: None] [ATK| 17] [Heal| 12] [Rage: 0/8]
[E|==========] 85/85 [Items| None] [SUPER| Overdrive: 0/130]
[Micro Turret II: 25] [Shield Projector II: 25] [Improved Tech] [Built to Last] [Vortex Generator] [Self Repair] [Energy Drain: Ready] [Critboost: 35] [Arc Soul: 30] [Warp: 35] [Stun Strike: 30] [Cure: 30] [Energy Shield: 30] [Energy Wall: 35] [Energy Bolt: 40] [Health Recovery I] [Regenerative Battery I] [Zero In] [Perk: Energetic] [Perk: Fully Loaded] [Perk: Scrounger]
Enemies:
Riftkeeper [Level 30 | 80 accuracy | 25 evasion] {Bleeding for 1 turn} {Burning for 2 turns} {Galvanized for 2 turns}
[HP: 94/400] [Resistances: 20| 15| 15| -10| 10| 10| 30]
[Small Rift: Ready] [Medium Rift: 4 turns] [Large Rift: 4 turns] [Psionic Sustain]
Berserker omega [Level 30 | 75 accuracy | 0 evasion]
[HP: 265/300] [Resistances: 15| 10| 10| 10| 10| 10| 10]
[Omega War Cry: Ready] [Devastating Punch: Ready] [Plasma Quake: Ready] [Berserker Aggression]
Allies:
Mobile minigun turret [Ammo: 1/4]
Zeus Exclusion Zone 4X [HP: 100/100] {Guarded by Stickcrafter}
Algot's shield projector [HP: 210/210] [Occupied spaces: 1/3] [XSlayer]
Siege's fire reinforced shield [HP: 600/600] {Spaces occupied: 1/3} [Gold]
Spanish Inquisition radio [HP: 50/50] {Guarded by Miner}
Camp [HP: 450/450] {Provides space for 1 large construction}
Bank [HP: 400/400] {Generates $50 every turn}
Recycler [HP: 349/350] {Converts enemy and ally HP into extra money and materials when they die} {+5 evasion}
Other:
Modifiers: Callback
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Smoke Grenade (1/1), Repair Kit (ready), Shield (103/103), Wraith Form (1/1), Strike (1/1), Good Instincts (1/1), Tempest (1/1), Metallicize (1/1), Flamethrower (3/4), Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, Marksman Rifle, Grenade Launcher (x2), MS34 Shieldbreaker, M11 AIR (x4), Incendiary Shotgun, Seeker Rifle (x2), Railgun, Broadsword (x2), Big Stick, Eden's Soul, Pure Nail (∞), Conduit Armor (x2), Flak Jacket (x4), Ballistic Vest, Wizard Robes, Capacitor armor (x2), Absurdly Heavy Armor (x2), Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor (x3), Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, FTL Rig, Slightly Worried Armor, Armored Armor, Hunter Cloak, Titan Mark, Instructional Booklet (x2), Distortion Field (2), Exploded Rocket, Aim Assist, Medkit, Handful of Shrapnel (x2), Salt Shaker, Strange Coin (x4), Three of Coins (x2), Occult Charm, Rusted Wrench]
Bag of future alteration [Empty]
Objectives:
[X] Locate the ascension chamber
[X] Activate the teleporter
[X] Investigate the object
[X] Defeat the assassin
[X] Destroy the assassin's sarcophagus
[ ] Finish the enemies
Operations:
None
Money: $28,354
Materials: 10,139
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
SAM Turret [$1,100 | 80 HP]: Deploy a surface-to-air missile turret that automatically targets airborne enemies and deals 25 damage to them. Does nothing to grounded enemies.
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] (sold out for 1 mission): 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.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Berserker Stimulant [$4,000 | 1 use]: Immediately charge your super and unleash it simultaneously. Your super's effectiveness is doubled, and it stores whatever charge your super already had and grants it to you immediately. When used, your rage resets to 0, and you lose 30% of your HP. Requires a full turn to use, meaning you cannot perform any other actions for the entire turn. If the super is single target, the target is chosen at random. Can only be used on yourself.
Subtleknife [$700 | 3 uses]: An incomprehensibly sharp knife that allows your attacks to ignore armor.
Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item.
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.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Artifact Potion [$350 | 1 use]: Negates the next debuff you would receive.
Buffer Potion [$600 | 1 use]: Prevents the next instance of HP loss you would suffer. Won't be consumed if you fully block the HP loss.
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.
Emergency Flare [$1,500 | 1 use]: After a 1 turn delay, call in two random hired mercenaries as reinforcements. They will depart after the mission ends.
Cure-All Serum [$350 | 1 use]: Cures all negative status effects.
Life Orb [$1,000 | 50 HP]: Deploy a rejuvenating orb that steadily heals all players for 3 turns or until it is destroyed.
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.
Life Normalizer [$1,500 | 1 use]: Heals all friendly units for 20% of their average max HP, then distributes their HP so everyone has approximately the same percentage of HP. Can also be used on enemies without healing them.
Energy Injector [$1,000 | 1 use]: Restores 50% of your max energy.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily.
Dragon Tank [$1,250 | 125 HP]: Summons a friendly dragon tank equipped with an LMG and a flamethrower. Automatically fires at enemies with the LMG for modest damage. Flamethrower requires manual use and must reload every 4 uses, but deals high fire damage and has a chance to light enemies on fire.
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.
Demolisher [HP: 10] [Armor: 240] [ATK: 20]: $5,000
"Kill. Maim. Destroy."
[Passive] Slow Deconstruction: Deals double damage to buildings.
[Passive] Steadfast: Cannot be stunned.
[Passive] Hexagonite: Permanently gains 10 armor every turn. Takes 30% less damage from critical hits.
[Active] Force Field: Provide 1,000 shields to an ally or self, for 3 turns. 5 turn cooldown.
[Active] Drill Strike: Deal (ATK x 1.5) damage. Deals 50% more damage to armor. 2 turn cooldown.
[Active] Burndown: Deal (ATK x 1.5) fire damage. For the next 2 turns, the target will take 8 extra fire damage from all attacks. 4 turn cooldown.
[Active] Demolish: Deal (ATK x 2) damage and gain an increase in damage output for 3 turns. 3 turn cooldown.
[Active] Wreck: Deal (ATK x 0.5) damage and cause the target to take 50% more damage next turn. 3 turn cooldown.
Decimator [HP: 100] [ATK: 10]: $5,000
"Don't believe in yourself. Believe in me!"
[Passive] Annihilation: Getting a kill or assist permanently increases damage output by 2.
[Passive] Glory: Getting a kill restores 30% of missing HP.
[Passive] Inspiration: Getting a kill increases all players' damage by 15% for the next turn.
[Passive] Healing Presence II: All allies regenerate 15% of their HP each turn.
[Active] Decimate: Deal (ATK + 10% target's HP) damage to 3 enemies and reduce the healing they receive for 1 turn. 1 turn cooldown.
[Active] Empower: Restore (ATK) HP to a target, cure a negative status effect, and increase their damage by 50% for 1 attack. 4 turn cooldown.
[Active] Cripple: Deal (ATK x 0.7) damage and reduce the target's evasion by 70%. 3 turn cooldown.
[Active] Flak Cannon: Deal (ATK x 1.25) damage. Deals 30% more damage to airborne targets. Cannot crit. 1 turn cooldown.
[Active] Shatter Bolt: Deal (ATK x 2.7) damage as armor piercing ice damage. 3 turn cooldown.
[SUPER] Destroy: Deal (ATK x 9) physical damage. 8 turn charge time.
Lyncher [HP: 50] [Shields: 10] [ATK: 25]: $5,000
"I'll get it done, nice and quiet."
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Zeus Exclusion Zone 4X [HP: 100] [ATK: 25]: $1,500
"Activating obliteration protocols."
[Active] Rain Fire: Target up to four enemies every turn, dealing (ATK) damage to them.
[Passive] Focus Fire: If there are less than four enemies left, can target the same enemy more than once.
[Passive] Complicated Deployment: You must spend your turn deploying the Zeus Exclusion Zone to activate it.
[Passive] Needs Attention: Only one Zeus Exclusion Zone can be active at once.
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
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
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
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 rechargeable 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 allies 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 infuse Fatal Shot into a ton of knives. Knife Storm commences, heading towards dat voidkeeper.
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 grimace at the lost of Thermo, he's been a long time ally...
With that, I prepare for this round with a new purchase of armor, holding my old beaten armor for a later attack.
Catching the tomahawk which was making it flight back to me after lopping the Voidwitch's head. I recharge the electric effect and boomerang it for another Headshot victim, the Riftkeeper.
I craft a WAR suit and a the gathering storm combine the War suit with our wizard robe to create a blessed [oMR (meaning a blessed cloak of magic resistance (obviously)) equip said blessed [oMR equip my gathering storm use the magical power granted by my blessed [oMR to revive the licharon ink medical personel who died a few turns ago which for some reason costs the same as hiring a new one hire a spectral assasin equip the rusted wrench question how an egg makes a person more lucky ask OOCly if it is a northernlion reference and build a turret that shoots splash potions of healing at allies to heal them
"good thing we had so many materials, otherwise I would not be able to make this good equipment"
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
current avatar: Hat Kid
pokéfarm [url=https://pfq.link/@c0w]https://pfq.link/@c0w[/url]
I scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?
I pull out a used Flamethrower from the Bag of holding and pull out my near broken armor. With a good helping of limited reality bending powers, I freeze time for a good 5 seconds so that I can wrap the near useless broken armor around the berserker's head.
Time was up and it resumes, at the end the time stop, I had enough time to wield the Flamethrower to spew flames towards the berserker's head to melt the armor into slags of metal. Which is exactly what I done after I enchanted the flames with Headshot.
I zap the Riftkeeper. If they’re already dead, then I use Omni-Break to nullify the berserker’s resistances.
I toss a grenade to the berserker. "Here, hold this."
She's not that dumb, and throw it right back at me. However, the motion of the moving grenade triggered the motion-sensitive laser tripwires that I set up by traveling back in time to before we got here and set them up without anyone looking. Those tripwires activate a microwave, which heats up a ball of tin foil the point of combustion, which sets off a fire alarm nearby that turns on the sprinklers. The water from the sprinklers waters a plant that I just threw on the ground, and since the soil here is extra rich (because aliens) the plant grows fast enough to intercept the grenade in midair, where the overexagerrated whiplash motion hurls it right back at the berserker's face, primed to explode. Ka-boom.
Oh yeah, Surge action. I bonk her on the head to boot.
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!
Basically I'm running out of creative attacks, so basically the Berserker omega is forced to punch himself in the face because there are no enemies.
[insert 5 lines of sample text here]
I am still here, as always.
The rest of them:
http://pastebin.com/dAiKBKaX
"C'mon, XSlayer, creativity is easy! Observe."
I throw a *reads notes*...lobster covered in *throws dart*...kerosene at the *rolls dice*...Riftkeeper. It spontaneously *checks crystal ball*...deionizes, dealing...I think that's electrical damage, right?
"See, piece of cake...oh wait, Surge action."
I force feed said piece of cake to the berserker. Shame she has an allergy specifically to cakes.
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 toss an Idiot Ball at the Berserker Omega.
I add headlines to the bag of holding, each holding the type of stuff it mentions under it
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
current avatar: Hat Kid
pokéfarm [url=https://pfq.link/@c0w]https://pfq.link/@c0w[/url]
I scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?
"Oh yeah, thanks."
I play football with the enemy, just so I thought I was defeated, I activate a pitfall which the enemy falls down and gets blown up by a lot of cakes. If that is not going to happen, I'm going to eat my celebratory cake.
I am still here, as always.
The rest of them:
http://pastebin.com/dAiKBKaX
Holy Nova Count: Err
I blast the Riftkeeper with my Prime Reanimator.
I throw two biotic grenades around the field that either hit enemies for toxic damage or, if they're all dead, hit teammates for healing.
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 shoot the weakest enemy, or heal bacon if there are none
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
current avatar: Hat Kid
pokéfarm [url=https://pfq.link/@c0w]https://pfq.link/@c0w[/url]
I scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?
You throw a barrage of fatal shot powered blades at the riftkeeper, dealing 93 damage to it! It survives because of psionic sustain, and gains a shield for the rest of the player turn! +60 XP!
We'll miss you, thermoshadow.
You buy a new set of armor, and hold onto your old armor. Since the riftkeeper is immune right now, the tomahawk rebounds into the omega berserker, dealing 81 damage to her. +61 XP.
==[Berserker aggression]==
The berserker throws a punch at Miner, but misses.
You spend 4,500 materials to craft a WAR suit and a Gathering Storm, spend 700 materials to add a wizard robe to the WAR suit, hire a new Lisharon Inc medical personnel as well as a spectral assassin, equip the rusted wrench, and build a turret that shoots healing potions!
Yes, the lucky egg is a Northernlion reference. Let's go.
You wrap your old armor around the berserker's head, take a flamethrower, and burn the berserker with a headshot-infused flamethrower, dealing 112 damage! +84 XP!
==[Berserker aggression]==
The berserker flails in Gold's direction, but doesn't hit anything.
You reduce the berserker's resistances this turn! +16 XP!
The plant throws the grenade at the berserker, dealing 44 damage! You then hit her over the head, finishing her off! +106 XP! She drops 215 materials, $150, and a trinket! The riftkeeper's shield vanishes!
Instructional Booklet [common]
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
The riftkeeper punches itself with the arms it doesn't have, and dies trying to understand how! +60 XP! It drops 268 materials and $200!
Yeah, that's basically creativity distilled.
You add the ability to easily sort the bag of holding.
You enjoy a celebratory cake. It delicious enough to heal you for 20 HP. +12 XP.
Everyone gets healed for a total of 8 HP. +73 XP.
You heal Bacon for 12 HP. +7 XP.
Boss defeated! +60 XP to all players!
The assassin appears one last time, mortally wounded. She staggers toward you, her sword pointed in your direction.
Chosen assassin: [through labored breaths] You fought well, humans...
She collapses to her knees.
Chosen assassin: May you claim this world... for your own!
She drives her sword into her abdomen, slicing it open. She falls to the floor, lifeless. Behind her, the sarcophagus detonates in a purple blast of energy.
Winkins takes the opportunity to relieve her of her shotgun and the grenade on her belt.
Winkins: I-is that everything?
McKnight: We're not picking up any additional contacts. Scanners are clear.
Stickcrafter: Then let's go.
Mission complete!
+$1,250 and 125 XP from mission completion!
KO'd players: 0 | +50
Operations completed: 0/0 | +200
Collectibles found: 0/0 | +150
Turns taken: 12 | +30
Overall performance: Gold | +50
Difficulty bonus: Outpost Defender | +50
Total score: [==|==|====|====|====] 530
Rank: S
+$1,000 and 75 XP!
Top 3 players:
1. Winkins: 3,286 XP earned
2. Stickcrafter: 1,891 XP earned
3. Bacon: 1,478 XP earned
Stickcrafter earned a decoration!
Exemplar: Place in the top 3 players 5 times.
You arrive at the base, the assassin's gear in hand.
McKnight: Excellent work out there, team. I'm not sure what they were planning, but it definitely wouldn't have been a good thing.
McKnight takes the grenade and the shotgun.
McKnight: We'll get to work reverse engineering these right away.
==[Achievement completed!]==
A Rival Silenced: Defeat the Chosen Assassin.
A new weapon has been added to the bag of holding! It exists in infinite quantities!
Arashi [unique]
The Chosen assassin's failsafe weapon. In close quarters it is no less dangerous than her sword.
+7 ATK
95 accuracy
Missed attacks will still deal 3 damage
Increases critical hit chance by 10%
A new support item is available in the shop!
New title and emblem unlocked! They can be equipped by everyone.
War of the Chosen
Chosen
Choose a difficulty!
Mission 9: Eavesdropping
Difficulty: =====-----
Reward: $1,200 and 120 XP
With the Talons taking over our base, we've been forced to relocate. Some major players are holding a meeting at our old base. Sneak in there and see if you can find any useful information.
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.
Chaos
At the start of the mission, a random number of modifiers is activated for a random number of turns. New modifiers are chosen when the previous batch expires.
Death From Above
Every turn, random objects fall on random units, dealing damage to them and hindering them in various ways.
Item Rain
Items continuously rain from the sky for any unit on either side to use.
Ailment Roulette
Every 3 turns, all players receive a random status effect. These effects ignore immunities, but can be cured. Mutually exclusive with Chaos.
Disease Curse
Players cannot be healed by any means. Allies can still be healed normally.
Pulsating Death
All entities take 5 damage after performing an action. This cannot be prevented.
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, or upgrade a level 2 ability to level 3. Level 2 upgrade costs 100 XP. Level 3 upgrade costs 200 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
Zero In [passive]
Attacking an enemy grants you +10 accuracy and +5% critical hit chance against that enemy.
Costs 80 XP.
Energy Wall [active]
Create a wall of solid energy that provides average cover. Wall fades away after 2 turns. Costs 35 energy.
Costs 75 XP.
Energy Bolt [active]
Fire a bolt of pure energy that deals (ATK) damage as pure damage, allowing it to ignore armor and resistances. Costs 40 energy.
Costs 90 XP.
=====LEVEL 20
Deadshot [passive]
Rigorous firearm training increases your attack stat.
Level 1: +3 ATK. Costs 60 XP.
Level 2: +3 ATK. Costs 100 XP.
Level 3: +4 ATK. Costs 140 XP.
Additional Perk [passive]
Elite level training allows you to select another perk.
Gain another perk. Costs 200 XP.
Mark For Death [active]
Mark an enemy for death, causing them to take 30% more damage for 2 turns. Costs 45 energy.
Costs 100 XP.
=====LEVEL 22
Ammo Synthesis [active]
Synthesize an extra use for any item. Costs 25 energy.
Costs 90 XP.
Emergency Stim [active]
Give yourself a quick boost that restores you to 50% HP and causes your next attack to deal 25% more damage. Costs 40 energy and can only be used once per mission.
Costs 120 XP.
=====LEVEL 24
Electric Blast [active]
Generate a surge of electricity that hits all enemies and deals 10% of their max HP as electric
damage. Costs 55 energy.
Costs 140 XP.
Void Conduit [active]
Trap an enemy in a void conduit, preventing them from taking actions and transferring their health
to you. Costs 50 energy.
Costs 160 XP.
=====LEVEL 25
Forbidden Technique [active]
[redacted]. Costs all energy.
Costs 250 XP.
Bacon + Winkins [bonk] Berserker omega
XSlayer + Stickcrafter + Miner + Bacon + Gold [self punch] Riftkeeper
Players:
BioShock_Rules, the Omega [Medic, Level 16] [XP: 480/1,300] [85 accuracy | 5 evasion]
[+|==========] 106/106 [Weapon: Eden's Soul (Shrapnel Launcher)] [Armor: Armor of Thorns] [Trinket: Medkit] [ATK| 18] [Heal| 26+5] [Rage: 0/8]
[E|==========] 60/60 [Items| Golden Syringe (1 turn)] [SUPER| Ubercharge: 0/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Healing Field: 35] [Revive: 35] [Cure: 30] [Stun Strike: 30] [Perk: Aggression] [Perk: Healing Factor] [Perk: Sustain]
Gold, Timekeeper [Assault Gunner, Level 19] [XP: 1,126/1,600] [97 accuracy | 5 evasion] [(2)Time Charge: 11%]
[+|===|=======] 154/154 {Venomdrive armor: 0/300} [Weapon: True Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aimbot Glasses w/ Warlock Bond] [ATK| 33] [Heal| 22] [Rage: 0/8]
[E|==========] 120/120 [Items| Flamethrower (1/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Anti Air Artillery Battery (1/2), Shredder Saw (5/7), Chemikaliewerfer (5/7), Energy Injector (1/1), Shrapnel Launcher, Flak Jacket, Medical Armor, Distortion Field, Laser Sight, Exploded Rocket (x2), Libra Charm, Three of Coins, Bowl of Nails, Hallownest Seal] [SUPER| Stormtrance: 0/160]
[Lock and Load] [Fatal Shot: 35] [Omnishot: 45] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Deadly Crits] [Dazing Fire] [Perk: Fully Loaded] [Perk: Scavenger] [Perk: Scrounger] [Warp: 35] [Anger Management: Ready] [Energy Bolt: 40] [Enhanced Battery III] [Conditioning III] [Agility I] [Health Recovery III] [Zero In III] [Total Immunity] [Minor Regen]
BaconBusterYT, the Dragon Slayer [Specialist, Level 22] [XP: 3,553/2,400] [95 accuracy | 20 evasion] {Level up available}
[+|==========] 111/111 [Weapon: Dragon Knight's Arms] [Armor: Lightweight Conduit] [Trinket: Egg] [ATK| 32] [Heal| 21] [Rage: 0/8]
[E|==========] 145/145 [Items| Sunlight Spear (2/3), Charcoal Pine Resin (2/3), Razor Wire (1/1), Burst Rifle, Matador 64, Outbreak Prime, WAR Suit, Eyeglasses, Distortion Field, Instructional Booklet, Medkit, Handful of Shrapnel, Blind Rage, Curved Horn, Sharp Plug] [SUPER| Power Surge: 0/140]
[Electric Burst III: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple II: 20] [Psychosis: 30] [Imprecation II] [Replicate: 35] [Doppelganger: 40] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Perk: Rechargeable Battery] [Perk: Heartbreaker] [Agility II] [Enhanced Battery III] [Cure: 30]
Stickcrafter, the Omega [Assault Gunner, Level 21] [XP: 3,098/2,200] [90 accuracy | 10 evasion] {Level up available}
[+|==========] 147/147 [Weapon: The Prime Reanimator] [Armor: Resplendently Bony Capacitor] [Trinket: Instructional Booklet] [ATK| 53] [Heal| 11] [Rage: 0/8]
[E|==========] 165/165 [Items| Beehive (1/3), Seeker Drone (1/1), Twisted Funnel (1/1), Repair Kit (ready), Healing Drone (1/1), SVD Stealth Sniper (4/5), Precision Rifle, Marksman Rifle, MS34 Shieldbreaker, Custom Zap Rifle, Double Barrel Shotgun, Leecher, Conduit Armor, Medical Armor, Hideous Armor, FTL Rig, Instructional Booklet, Libra Charm] [SUPER| Bullet Storm: 0/130]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Dazing Fire] [Bullet Hell: 35] [Stun Strike: 30] [Flashbang: 25] [Idiot Ball: 35] [Mark for Death: 45] [Perk: Vitality] [Perk: Aggression] [Perk: Overclock] [Skilled] [Agility II] [Conditioning III] [Enhanced Battery III] [Deadshot III] [Zero In]
Gen Winkins [Sharpshooter, Level 25] [XP: 1,931/10,000] [110+25 accuracy | 0 evasion]
[+|==========] 143/143 {Armor: 50/50} [Weapon: Executioner] [Armor: Mask of the Marksman] [Trinket: Portable Generator] [ATK| 73] [Heal| 18] [Rage: 0/8]
[E|==========] 145/145 [Items| Mimic Beacon (2/2), Clockwork Souvenir (1/2), Mesh Mine (2/2), EMP Grenade (1/1), Repair Kit (ready), Flamethrower (2/4), Carbine, Burst Rifle, Heavy Pistol, Thunder Railgun, Overly Protective Armor, Instructional Booklet (x2), Medkit, Bowl of Nails, Egg, Hallownest Seal] [SUPER| Aimbot: 0/135]
[Crackshot] [Headshot III: 20] [Piercing Shot III: 25] [Quickdraw II: 25] [Trickshot II: 25] [Point Blank II: 25] [Eagle Eyes: 30] [Faceoff III: 35] [Clutch Shot II: 35] [Skullcracker] [Fan Fire II: 35] [Deadly Crits] [Firefly] [Unshakable Focus] [Critboost III: 35] [Energy Drain III: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Perk: Scrounger] [Perk: Heartbreaker] [Perk: Jack of All Trades] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul II: 30] [Warp III: 35] [Idiot Ball II: 35] [Inversion II: 25] [Stun Strike II: 30] [Health Recovery III] [Zero In III] [Blessing of the Marksman]
Col Player_Miner [Assault Gunner, Level 21] [XP: 2,618/2,200] [90+5 accuracy | 10 evasion]
[+|==========] 152/152 {Armor: 50/50} [Weapon: Seeking Electrosapper] [Armor: The Inexorable Reaper] [Trinket: Hudlenses] [ATK| 54] [Heal| 16] [Rage: 0/8]
[E|==========] 120/120 [Items| Feint Shot (3/7), Air Breaker Pistol (7/7), Serpent Suit] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Fleche II: 30] [Bleeder] [Concussive Shot: 25] [Dazing Fire] [Bullet Hell: 35] [Perk: Skilled] [Perk: Fully Loaded] [Perk: Scrounger] [Perk: Furious] [Conditioning III] [Agility II] [Zero In II] [Inversion II: 25] [Energy Drain II: Ready] [Deadshot III] [Life Steal] [Overkill] [Blessing of the Blood Knight] [Critical Resistance I]
XSlayer300, the Alpha [Specialist, Level 19] [XP: 1,335/1,600] [80 accuracy | 0 evasion]
[+|==========] 104/104 [Weapon: Eden's Shotgun (+Deathslayer's Blade)] [Armor: Armor of Boundless Light] [Trinket: Strange Coin] [ATK| 36] [Heal| 20] [Rage: 0/8]
[E|==========] 180/180 [Items| Data Card (1/1), Golden Syringe (ready), Lifeline Package (1/1), Grenade Launcher, Incendiary Shotgun, Piercing Railgun, Capacitor armor, Distortion Field] [SUPER| Power Surge: 0/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Sensory Overload: 30] [Imprecation] [Intensity] [Flay: 35] [Zero In] [Regenerative Battery II] [Enhanced Battery] [Deadshot II] [Emergency Stim: 40, 1/1] [Energy Bolt: 40] [Armor Phase: 35] [Angel of Light: Ready] [Perk: Energetic] [Perk: Rechargeable Battery] [Perk: Immune System]
Algot120, Pure Vessel [Engineer, Level 15] [XP: 872/1,200] [80 accuracy | 0 evasion]
[+|==========] 90/90 {Armor: 10/10} [Weapon: The Gathering Storm (kinetic)] [Armor: Blessed Cloak of Magic Resistance] [Trinket: Rusted Wrench] [ATK| 22] [Heal| 12] [Rage: 0/8]
[E|==========] 85/85 [Items| None] [SUPER| Overdrive: 0/130]
[Micro Turret II: 25] [Shield Projector II: 25] [Improved Tech] [Built to Last] [Vortex Generator] [Self Repair] [Energy Drain: Ready] [Critboost: 35] [Arc Soul: 30] [Warp: 35] [Stun Strike: 30] [Cure: 30] [Energy Shield: 30] [Energy Wall: 35] [Energy Bolt: 40] [Health Recovery I] [Regenerative Battery I] [Zero In] [Blaster Launcher: 1/1] [Perk: Energetic] [Perk: Fully Loaded] [Perk: Scrounger]
Enemies:
None
Allies:
Algot's healing turret [HP: 60/60]
Zeus Exclusion Zone 4X [HP: 100/100] {Guarded by Stickcrafter}
Algot's shield projector [HP: 210/210] [Occupied spaces: 1/3] [XSlayer]
Siege's fire reinforced shield [HP: 600/600] {Spaces occupied: 1/3} [Gold]
Spanish Inquisition radio [HP: 50/50] {Guarded by Miner}
Spectral assassin [HP: 25/25 | 25/25]
[Shadow Blend: no] [Act First] [Preparation] [Breach: Ready] [Time Warp: Ready] [Backstab: Ready] [Skip Turn]
Lisharon Inc medical personnel [HP: 126/126] {Turns until tea: 3}
Camp [HP: 450/450] {Provides space for 1 large construction}
Bank [HP: 400/400] {Generates $50 every turn}
Recycler [HP: 349/350] {Converts enemy and ally HP into extra money and materials when they die} {+5 evasion}
Other:
Bag of items [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Smoke Grenade (1/1), Repair Kit (ready), Shield (103/103), Wraith Form (1/1), Strike (1/1), Good Instincts (1/1), Tempest (1/1), Metallicize (1/1)]
Bag of weapons [Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, Marksman Rifle, Grenade Launcher (x2), MS34 Shieldbreaker, M11 AIR (x4), Incendiary Shotgun, Seeker Rifle (x2), Railgun, Broadsword (x2), Big Stick, Eden's Soul, Pure Nail (∞), Arashi (∞)]
Bag of armor [Conduit Armor (x2), Flak Jacket (x4), Ballistic Vest, Capacitor armor (x2), Absurdly Heavy Armor (x2), Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor (x3), Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, FTL Rig, Slightly Worried Armor, Armored Armor, Hunter Cloak, Titan Mark]
Bag of trinkets [Instructional Booklet (x2), Distortion Field (2), Exploded Rocket, Aim Assist, Medkit, Handful of Shrapnel (x2), Salt Shaker, Strange Coin (x4), Three of Coins (x2), Occult Charm]
Bag of future alteration [Empty]
Objectives:
None
Operations:
None
Money: $26,804
Materials: 5,422
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
SAM Turret [$1,100 | 80 HP]: Deploy a surface-to-air missile turret that automatically targets airborne enemies and deals 25 damage to them. Does nothing to grounded enemies.
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.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Berserker Stimulant [$4,000 | 1 use]: Immediately charge your super and unleash it simultaneously. Your super's effectiveness is doubled, and it stores whatever charge your super already had and grants it to you immediately. When used, your rage resets to 0, and you lose 30% of your HP. Requires a full turn to use, meaning you cannot perform any other actions for the entire turn. If the super is single target, the target is chosen at random. Can only be used on yourself.
Subtleknife [$700 | 3 uses]: An incomprehensibly sharp knife that allows your attacks to ignore armor.
Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item.
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.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Artifact Potion [$350 | 1 use]: Negates the next debuff you would receive.
Buffer Potion [$600 | 1 use]: Prevents the next instance of HP loss you would suffer. Won't be consumed if you fully block the HP loss.
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.
Emergency Flare [$1,500 | 1 use]: After a 1 turn delay, call in two random hired mercenaries as reinforcements. They will depart after the mission ends.
Cure-All Serum [$350 | 1 use]: Cures all negative status effects.
Life Orb [$1,000 | 50 HP]: Deploy a rejuvenating orb that steadily heals all players for 3 turns or until it is destroyed.
Blind Grenade [$400 | 1 use]: Blind a single enemy, crippling their accuracy.
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.
Life Normalizer [$1,500 | 1 use]: Heals all friendly units for 20% of their average max HP, then distributes their HP so everyone has approximately the same percentage of HP. Can also be used on enemies without healing them.
Energy Injector [$1,000 | 1 use]: Restores 50% of your max energy.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily.
Dragon Tank [$1,250 | 125 HP]: Summons a friendly dragon tank equipped with an LMG and a flamethrower. Automatically fires at enemies with the LMG for modest damage. Flamethrower requires manual use and must reload every 4 uses, but deals high fire damage and has a chance to light enemies on fire.
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.
Demolisher [HP: 10] [Armor: 240] [ATK: 20]: $5,000
"Kill. Maim. Destroy."
[Passive] Slow Deconstruction: Deals double damage to buildings.
[Passive] Steadfast: Cannot be stunned.
[Passive] Hexagonite: Permanently gains 10 armor every turn. Takes 30% less damage from critical hits.
[Active] Force Field: Provide 1,000 shields to an ally or self, for 3 turns. 5 turn cooldown.
[Active] Drill Strike: Deal (ATK x 1.5) damage. Deals 50% more damage to armor. 2 turn cooldown.
[Active] Burndown: Deal (ATK x 1.5) fire damage. For the next 2 turns, the target will take 8 extra fire damage from all attacks. 4 turn cooldown.
[Active] Demolish: Deal (ATK x 2) damage and gain an increase in damage output for 3 turns. 3 turn cooldown.
[Active] Wreck: Deal (ATK x 0.5) damage and cause the target to take 50% more damage next turn. 3 turn cooldown.
Decimator [HP: 100] [ATK: 10]: $5,000
"Don't believe in yourself. Believe in me!"
[Passive] Annihilation: Getting a kill or assist permanently increases damage output by 2.
[Passive] Glory: Getting a kill restores 30% of missing HP.
[Passive] Inspiration: Getting a kill increases all players' damage by 15% for the next turn.
[Passive] Healing Presence II: All allies regenerate 15% of their HP each turn.
[Active] Decimate: Deal (ATK + 10% target's HP) damage to 3 enemies and reduce the healing they receive for 1 turn. 1 turn cooldown.
[Active] Empower: Restore (ATK) HP to a target, cure a negative status effect, and increase their damage by 50% for 1 attack. 4 turn cooldown.
[Active] Cripple: Deal (ATK x 0.7) damage and reduce the target's evasion by 70%. 3 turn cooldown.
[Active] Flak Cannon: Deal (ATK x 1.25) damage. Deals 30% more damage to airborne targets. Cannot crit. 1 turn cooldown.
[Active] Shatter Bolt: Deal (ATK x 2.7) damage as armor piercing ice damage. 3 turn cooldown.
[SUPER] Destroy: Deal (ATK x 9) physical damage. 8 turn charge time.
Lyncher [HP: 50] [Shields: 10] [ATK: 25]: $5,000
"I'll get it done, nice and quiet."
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Zeus Exclusion Zone 4X [HP: 100] [ATK: 25]: $1,500
"Activating obliteration protocols."
[Active] Rain Fire: Target up to four enemies every turn, dealing (ATK) damage to them.
[Passive] Focus Fire: If there are less than four enemies left, can target the same enemy more than once.
[Passive] Complicated Deployment: You must spend your turn deploying the Zeus Exclusion Zone to activate it.
[Passive] Needs Attention: Only one Zeus Exclusion Zone can be active at once.
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
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
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
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 rechargeable 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 allies 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 learn inversion two, this is done by playing the game eversion. I also ´"learn" ammo synthesis, as in I build a smal portable machine that can be conected to my ACM and is an ammo synthesis machine. improve built, no wait that makes no sense improve self repair by swaping the nannobots that repair my structures from the inside with the new beter nannobots that replace them in the shop and train my agility by doing amazing parcour jumps around the entire base while building new structural suport to prevent this base from faling appart in the future. convince the lisharon inc med medical personel to train agility. and tinker with my vortex generator to make it a bit better.
I also inject a singel drop of a very weak poison into my blood stream to slightly hurt myself and set my damage type to poison.
I then vote for Blood Anvil with internet comunity and Callback
By the way, will you update this game every day now or still only every other day
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
current avatar: Hat Kid
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I scored 64% on the [url=https://www.minecraftforum.net/account/"http:/samlancashire.com/quiz/minecraft-trivia"]Minecraft Trivia Quiz. How much do you know about Minecraft?