This last turret is driving me nuts. I enter an "O" just to try and reveal more about it, then I throw a Super Mushroom at the weakest teammate to heal them up.
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.
Quaking in awe of the Giant Dad, I notice Winkin's decoding and look to my own weapon.
"Wait a second!? Why should I be scared of a Chaos Zweihander, when I have a thunder spear that not only kills dragons but was also wielded by one of the strongest bosses in history?!"
Filled with vigor, I perform the ultimate power move in Dark Souls PvP...I Point Down. With any luck, this will lessen the debuff on me and my team.
You point down in defiance, surprising giantdad. Your teammates no longer fear him! +8 XP!
I input the last pasword as concecuence. By the way can you stop changing the name of the thread. First it was ’’outpost defenders retribution | the outpost defenders are back’’ then it was ’Outpost Defenders Retribution | Overwhelming Force’ and now ’Outpost Defenders Retribution | Unlimited power’
Incorrect!
That was mostly meant as flavor text. I can stop if you want me to, though.
Not fearing anymore for my life bleeding away and with a cup full of lemonade, I take peek and proceed to shoot the rope holding an anvil over the juggernaut which will fall on his Head(Shot).
Feeling the decoding spree I'm going on, I cry out another code.
"D-'DEATH ESSENCE'!"
You deal 31 damage to the giantdad juggernaut! +23 XP!
This last turret is driving me nuts. I enter an "O" just to try and reveal more about it, then I throw a Super Mushroom at the weakest teammate to heal them up.
You reveal all Os in its code. You then heal Winkins for 10 HP. +8 XP.
I load high-explosive rounds, then press Q again, this time actually using Bullet Storm.
You unleash an explosive Bullet Storm, dealing 20 damage to all enemies! +55 XP!
My action: I hack into the transient gunner's Warframe account and steal all of his Transient Fortitude mods. Without them to emphasize his transience, he sustains a critical hit that deals 28 damage.
==[Enemy turn]==
The technician finds an opportunity to shoot, and does so, destroying one of algot's turrets. The gunner mercenary takes a reaction shot on the technician, but misses.
The giantdad juggernaut takes 10 burn damage, then gazes at Bacon for a moment as the indoor wind howls. He then furiously rolls in Bacon's direction and hits him with an overhead cleave, dealing 32 damage.
The transient gunner blasts Siege with dark energy, dealing 30 damage to him. It flickers a bit, seemingly about to fade completely.
The assault drone fires at the cryotech mercenary, dealing 30 damage to him.
==[Ally turn]==
The cryotech mercenary takes a shot at the assault drone, but misses.
The gunner mercenary immobilizes the giantdad juggernaut, dealing 22 damage to him.
The shocktech mercenary hits the assault drone with a taser shot, dealing 34 damage to it and paralyzing it.
Algot's turret shoots the technician for 15 damage.
The medical personnel heals Siege for 15 HP and grants him regen.
The cardinals attack everything, dealing 7 damage to all enemies. This kills the giantdad and the technician. As giantdad falls, he whispers, "Guess you've finally gotten gud..." Together, they drop 115 materials and a weapon. It gets added to the bag of holding.
The battle airship fires its minigun at the transient, dealing 15 damage to it.
The thermoshadow hits the transient with some nitrogen shards, dealing 13 damage to it.
Siege regenerates 10 HP.
Reinforcements are on the way...
MS34 Shieldbreaker [uncommon]
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, Zap Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the Talon hideout
[X] Enter the hideout
[X] Eliminate the guards
[X] Shut down at least 5 turrets
[ ] Finish the guards
[ ] (optional) Shut down the remaining turrets
Operations:
Carmageddon: Complete!
The Best Defense...: 8/9
Break the Line: 2/4
Grounded: Complete!
Money: $6,375
Materials: 3,124
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.
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.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
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.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage. Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything. 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
[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
[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
[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
[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
[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
[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
[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.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
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
So, I am no longer weakened. I set my Thunder Clap to full power, charge additional capacitors to boost it's power, make it do more damage but hit only a single target for now, and then CLAP the drone like it was a fly or mosquito.
Winkins probably already has the code. I dropkick the Transient Gunner...I feel like I dropkick things a lot, but it's just so satisfying. Ever played Bowser in Smash 4? That feels good. So good, in fact, that at the moment of my hit I am replaced for a split second by a several-ton fire-breathing spiked turtle, and the force of the dropkick is amplified considerably...throwing off the Gunner's attack even more.
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.
So, I am no longer weakened. I set my Thunder Clap to full power, charge additional capacitors to boost it's power, make it do more damage but hit only a single target for now, and then CLAP the drone like it was a fly or mosquito.
You finish off the drone! +44 XP! It drops 12 materials and a trinket!
Portable Generator [uncommon]
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Winkins probably already has the code. I dropkick the Transient Gunner...I feel like I dropkick things a lot, but it's just so satisfying. Ever played Bowser in Smash 4? That feels good. So good, in fact, that at the moment of my hit I am replaced for a split second by a several-ton fire-breathing spiked turtle, and the force of the dropkick is amplified considerably...throwing off the Gunner's attack even more.
Your Bowser-empowered dropkick deals 41 damage to the transient! +29 XP!
"U-Uh... anything else I could try f-for the code... Nothing?... alright b-brain..."
I take a moment and savor the taste of finished paperwork... Which means the zap rifle is now a Custom Zap Rifle.
10/10 Customized Zap Rifle
You upgrade the zap rifle in the bag of holding into a customized zap rifle!
My action: I kick Bacon into a pool of healing liquids. He drowns, but since the liquids have medicinal properties, they defy all logic to restore 15 HP to him instead of killing him.
==[Enemy turn]==
The transient gunner performs an impotent attack, then fades from existence.
Wave cleared!
+5 health and -1 rage to all!
+$200 and 20 XP from wave completion.
With the turrets shut down, you decide to leave before the reinforcements arrive.
Gold: Now where's our guy?
Bacon: Moving to escape, and quickly. We need to move!
You immediately take off after the target, encountering minimal resistance on the way. Eventually, you catch sight of him, in full sprint toward a transport ship.
Bio: Not this again... Get back here!
Talon officer: Not a chance!
Talon soldiers position themselves between you and the officer. He could very well get away...
Camp [HP: 450/450] {Provides space for 2 large constructions}
Barracks [HP: 650/650] {Allows training of soldiers}
Other:
Storage locker
Stack of crates [HP: 150/150] {Poor cover}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Custom Zap Rifle, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the Talon hideout
[X] Enter the hideout
[X] Eliminate the guards
[X] Shut down at least 5 turrets
[X] Finish the guards
[X] (optional) Shut down the remaining turrets
[ ] Eliminate the Talon officer
Operations:
Carmageddon: Complete!
The Best Defense...: Complete!
Break the Line: Complete!
Grounded: Complete!
Money: $6,475
Materials: 3,136
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.
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.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
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.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage. Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything. 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
[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
[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
[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
[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
[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
[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
[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.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
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 take out some explosive tags and throw them at the sniper as if it was like a knife. (Piercing Shot) The initial explosive then set off several other explosive tags creating a chain explosive that caught the assassin as well.
I buy a Data Card and use it on the Assault Drone.
This last turret is driving me nuts. I enter an "O" just to try and reveal more about it, then I throw a Super Mushroom at the weakest teammate to heal them up.
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 load high-explosive rounds, then press Q again, this time actually using Bullet Storm.
I summon Bioshock to update.
You manage to stop your bleeding.
Correct! Another turret shuts down! +14 XP!
You deploy a turret.
You restore 6 HP to it. +3 XP.
You modify one of your existing turrets, increasing its damage.
You empower the thermoshadow, increasing its damage output.
You heal yourself for 10 HP. +8 XP.
Correct! You shut down another turret! +14 XP!
You point down in defiance, surprising giantdad. Your teammates no longer fear him! +8 XP!
Incorrect!
That was mostly meant as flavor text. I can stop if you want me to, though.
You heal Winkins for 5 HP and increase his crit chance! +5 XP!
You deal
Correct! Another turret is disabled! +14 XP!
It fails to capture its data bank entry!
You reveal all Os in its code. You then heal Winkins for 10 HP. +8 XP.
You unleash an explosive Bullet Storm, dealing
20 damage to all enemies! +55 XP!
My action: I hack into the transient gunner's Warframe account and steal all of his Transient Fortitude mods. Without them to emphasize his transience, he sustains a critical hit that deals
28 damage.
==[Enemy turn]==
The technician finds an opportunity to shoot, and does so, destroying one of algot's turrets. The gunner mercenary takes a reaction shot on the technician, but misses.
The giantdad juggernaut takes
10 burn damage, then gazes at Bacon for a moment as the indoor wind howls. He then furiously rolls in Bacon's direction and hits him with an overhead cleave, dealing
32 damage.
The transient gunner blasts Siege with dark energy, dealing
30 damage to him. It flickers a bit, seemingly about to fade completely.
The assault drone fires at the cryotech mercenary, dealing
30 damage to him.
==[Ally turn]==
The cryotech mercenary takes a shot at the assault drone, but misses.
The gunner mercenary immobilizes the giantdad juggernaut, dealing
22 damage to him.
The shocktech mercenary hits the assault drone with a taser shot, dealing
34 damage to it and paralyzing it.
Algot's turret shoots the technician for
15 damage.
The medical personnel heals Siege for 15 HP and grants him regen.
The cardinals attack everything, dealing
7 damage to all enemies. This kills the giantdad and the technician. As giantdad falls, he whispers, "Guess you've finally gotten gud..." Together, they drop 115 materials and a weapon. It gets added to the bag of holding.
The battle airship fires its minigun at the transient, dealing
15 damage to it.
The thermoshadow hits the transient with some nitrogen shards, dealing
13 damage to it.
Siege regenerates 10 HP.
Reinforcements are on the way...
MS34 Shieldbreaker [uncommon]
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
Stickcrafter + Winkins + Miner + Siege + algot [Spanish Inquisition] Elite technician
Stickcrafter + everyone else [Spanish Inquisition] Giantdad juggernaut
Players:
[+|==========] 71/71 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 14] [Rage: 8/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 120/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Cure: 30] [Stun Strike: 30] [Perk: Aggression]
[+|==========] 77/107 [Weapon: Ragnarok] [Armor: Munitions Vest] [Trinket: Aim Assist] [ATK| 24] [Heal| 11] [Rage: 5/10]
[E|==========] 105/105 [Items| Flamethrower (3/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Overly Protective Armor] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Enhanced Battery III] [Conditioning III] [Agility I]
[+|==========] 36/68 [Weapon: Dragonslayer's Spear] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 21] [Heal| 10] [Rage: 10/10]
[E|==========] 60/80 [Items| Tranquilizer Gun (3/3), Sunlight Spear (3/3), Charcoal Pine Resin (3/3), Card Pack (1/1), Burst Rifle] [SUPER| Power Surge: 140/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Agility II]
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
[+|==========] 102/102 [Weapon: Heavy Rifle] [Armor: Gas Mask] [Trinket: Instructional Booklet] [ATK| 14] [Heal| 9] [Rage: 7/10]
[E|==========] 65/65 [Items| SVD Stealth Sniper (5/5), Precision Rifle, Grenade Launcher] [SUPER| Bullet Storm: 103/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Perk: Vitality] [Toxic Resist]
[+|==========] 59/59 [Weapon: Stinger] [Armor: Basic armor] [Trinket: Distortion Field] [ATK| 17] [Heal| 6] [Rage: 0/10]
[E|==========] 55/80 [Items| Combat Armor (50/50)] [SUPER| Overdrive: 130/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Energetic]
[+|==========] 45/52 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Portable Generator] [ATK| 28] [Heal| 10] [Rage: 7/10]
[E|==========] 75/110 [Items| None] [SUPER| Aimbot: 135/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot: 25] [Eagle Eyes: 30] [Critboost: 35] [Energy Drain: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery III] [Regenerative Battery II]
[+|==========] 50/55 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: none] [ATK| 26] [Heal| 6] [Rage: 10/10]
[E|==========] 60/60 [Items| None] [SUPER| Overdrive: 28/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Perk: Aggression]
[+|==========] 72/72 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 13] [Heal| 8] [Rage: 5/10]
[E|==========] 60/60 [Items| None] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Perk: Skilled] [Arcane Resist]
Enemies:
Transient gunner [Level ∞ | 100 accuracy | 0 evasion] {Incoming damage:
51}
[HP: 865/999] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Fades in: 1 turn] [Shifting]
Assault drone [Level 6 | 80 accuracy | 1 evasion] {Paralyzed for 2 turns}
[HP: 23/97] [Resistances:
?|
?|
?|
?|
?|
?|
?]
[Robotic] [Armor Piercing Rounds I]
Reinforcements inbound!
Allies:
Cryotech mercenary [HP: 30/60]
[Fragile Glass] [Shatter Bolt: 2 turns] [Nitrogen Bomb: Ready] [Thermal Transfer: Ready]
Gunner mercenary [HP: 75/75]
[Numbed Senses] [Frag Grenade: Ready] [Immobilize: 5 turns] [Suppress: 2 turns]
Shocktech mercenary [HP: 60/60]
[Reflexes] [Shockwave: Ready] [Light Speed: Ready] [Taser Shot: Ready]
Algot's micro turret [HP: 30/30] {Deals extra damage}
Lisharon Inc Medical Personnel [HP: 87/94] [Turns until tea: 3]
Spanish Inquisition radio [HP: 50/50]
Battle airship [HP: 131/160]
[Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 4/5] [Rocket launcher: 5/5] [Micro Turret x2]
Thermoshadow [HP: 100/100] [Intensity: 85%] [XP: 55/200] {Empowered for 2 turns}
[Refractive Armor: 15%, ready] [Adiabatic Grenade I: 30%] [Nitrogen Shards I: 15%] [Shatter Bolt I: 45%] [Encase: Ready] [Fire Barrage: 2 turns] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth I]
Camp [HP: 450/450] {Provides space for 2 large constructions}
Barracks [HP: 650/650] {Allows training of soldiers}
Other:
Portable cover [HP: 185/200] {Average cover} [Winkins]
Turret control console [C|O|N|?|E|?|?|E|N|C|E]
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, Zap Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the Talon hideout
[X] Enter the hideout
[X] Eliminate the guards
[X] Shut down at least 5 turrets
[ ] Finish the guards
[ ] (optional) Shut down the remaining turrets
Operations:
Carmageddon: Complete!
The Best Defense...: 8/9
Break the Line: 2/4
Grounded: Complete!
Money: $6,375
Materials: 3,124
Shop:
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.
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.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
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.
Care Package [$300 | 1 use]: Airdrops a random item.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything.
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.
[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
[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
[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
[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
[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
[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
[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.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I trickshot the final drone. Also, CONS for the first 4 letters.
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
So, I am no longer weakened. I set my Thunder Clap to full power, charge additional capacitors to boost it's power, make it do more damage but hit only a single target for now, and then CLAP the drone like it was a fly or mosquito.
Not really feeling that I'll be needed, I continue slaving away at the papers and calling out possible codes.
"C-'CONSEQUENCE'!"
8/10 Customized Zap Rifle
I Data Card the remains of the Assault Drone, and if I can, throw a magic dampener at the Transient's face. This should weaken his following attack!
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 unequip the Gas Mask and equip a Capacitor Armor.
More paperwork and decoding.
"C-'CONVERGENCE'!"
9/10 Customized Zap Rifle
1/3 Elite Cryotech
I upgrade existing Cryotech to have higher stats and more damage
Winkins probably already has the code. I dropkick the Transient Gunner...I feel like I dropkick things a lot, but it's just so satisfying. Ever played Bowser in Smash 4? That feels good. So good, in fact, that at the moment of my hit I am replaced for a split second by a several-ton fire-breathing spiked turtle, and the force of the dropkick is amplified considerably...throwing off the Gunner's attack even more.
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!
"U-Uh... anything else I could try f-for the code... Nothing?... alright b-brain..."
I take a moment and savor the taste of finished paperwork... Which means the zap rifle is now a Custom Zap Rifle.
10/10 Customized Zap Rifle
1/8 Bank. Generates money every turn, 600 HP
Incorrect!
Incorrect!
You finish off the drone! +44 XP! It drops 12 materials and a trinket!
Portable Generator [uncommon]
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Close, but incorrect!
You buy a data card, but are unable to learn anything from the drone's remains. You hold onto the card.
You weaken the transient, reducing its damage output by 25%! +13 XP!
You swap out the gas mask for capacitor armor.
Correct! You shut down the final turret! +13 XP!
It hits the transient instead.
Critical!
Your Bowser-empowered dropkick deals
You upgrade the zap rifle in the bag of holding into a customized zap rifle!
My action: I kick Bacon into a pool of healing liquids. He drowns, but since the liquids have medicinal properties, they defy all logic to restore 15 HP to him instead of killing him.
==[Enemy turn]==
The transient gunner performs an impotent attack, then fades from existence.
Wave cleared!
+5 health and -1 rage to all!
+$200 and 20 XP from wave completion.
With the turrets shut down, you decide to leave before the reinforcements arrive.
Gold: Now where's our guy?
Bacon: Moving to escape, and quickly. We need to move!
You immediately take off after the target, encountering minimal resistance on the way. Eventually, you catch sight of him, in full sprint toward a transport ship.
Bio: Not this again... Get back here!
Talon officer: Not a chance!
Talon soldiers position themselves between you and the officer. He could very well get away...
Winkins regenerates 10 HP.
Siege + Gold + Miner + Stickcrafter [you've been... thunderstruck] Assault drone
Transient gunner has faded away.
Players:
[+|==========] 71/71 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 14] [Rage: 8/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 120/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Cure: 30] [Stun Strike: 30] [Perk: Aggression]
[+|==========] 82/107 [Weapon: Ragnarok] [Armor: Munitions Vest] [Trinket: Aim Assist] [ATK| 24] [Heal| 11] [Rage: 5/10]
[E|==========] 105/105 [Items| Flamethrower (3/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Overly Protective Armor] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Enhanced Battery III] [Conditioning III] [Agility I]
[+|==========] 56/68 [Weapon: Dragonslayer's Spear] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 21] [Heal| 10] [Rage: 10/10]
[E|==========] 80/80 [Items| Tranquilizer Gun (3/3), Sunlight Spear (3/3), Charcoal Pine Resin (3/3), Card Pack (1/1), Data Card (1/1), Burst Rifle] [SUPER| Power Surge: 140/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Agility II]
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
[+|==========] 92/92 [Weapon: Heavy Rifle] [Armor: Capacitor Armor] [Trinket: Instructional Booklet] [ATK| 14] [Heal| 9] [Rage: 7/10]
[E|==========] 85/85 [Items| SVD Stealth Sniper (5/5), Precision Rifle, Grenade Launcher] [SUPER| Bullet Storm: 138/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Perk: Vitality]
[+|==========] 59/59 [Weapon: Stinger] [Armor: Basic armor] [Trinket: Distortion Field] [ATK| 17] [Heal| 6] [Rage: 1/10]
[E|==========] 70/80 [Items| Combat Armor (50/50)] [SUPER| Overdrive: 130/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Energetic]
[+|==========] 52/52 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Portable Generator] [ATK| 28] [Heal| 10] [Rage: 6/10]
[E|==========] 110/110 [Items| None] [SUPER| Aimbot: 135/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot: 25] [Eagle Eyes: 30] [Critboost: 35] [Energy Drain: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery III] [Regenerative Battery II]
[+|==========] 55/55 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: none] [ATK| 26] [Heal| 6] [Rage: 10/10]
[E|==========] 60/60 [Items| Portable Generator] [SUPER| Overdrive: 95/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Perk: Aggression]
[+|==========] 72/72 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 13] [Heal| 8] [Rage: 5/10]
[E|==========] 60/60 [Items| None] [SUPER| Bullet Storm: 23/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Perk: Skilled] [Arcane Resist]
Enemies:
Gunner [Level 14 | 86 accuracy | 6 evasion]
[HP: 69/69] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Frag Grenade I: 1/1] [Suppress]
Gunner [Level 20 | 89 accuracy | 9 evasion]
[HP: 87/87] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Frag Grenade II: 1/1] [Suppress] [Oil Grenade: 2/2]
Sniper [Level 16 | 97 accuracy | -2 evasion]
[HP: 35/35] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Deadeye I] [Incapacitate: Ready]
Assassin [Level 15 | 92 accuracy | 25 evasion]
[HP: 44/44] [Resistances:
0|
0|
0|
0|
-10|
0|
0]
[Sharpened Blade I] [Critical Strike: 2/2]
Ironclad juggernaut [Level 15 | 87 accuracy | 3 evasion] {Energy: 3}
[HP: 80/80] {Armor: 34/34} [Resistances:
10|
0|
5|
5|
0|
0|
0]
[Bash: 2] [Shrug It Off: 1] [Offering: 4 HP] [Bludgeon: 3] [Cleave: 1]
Medic [Level 18 | ∞ accuracy | 9 evasion]
[HP: 57/57] [Resistances:
0|
0|
0|
0|
0|
10|
0]
[Regenerating I] [Medical Grenade: 3/3]
Specialist [Level 17 | 93 accuracy | 13 evasion]
[HP: 59/59] {Armor: 26/26} [Resistances:
5|
10|
10|
10|
5|
5|
20]
[Specialized Ammo I] [Immunity]
Allies:
Cryotech mercenary [HP: 30/60]
[Fragile Glass] [Shatter Bolt: 1 turn] [Nitrogen Bomb: Ready] [Thermal Transfer: Ready]
Gunner mercenary [HP: 75/75]
[Numbed Senses] [Frag Grenade: Ready] [Immobilize: 4 turns] [Suppress: 1 turn]
Shocktech mercenary [HP: 60/60]
[Reflexes] [Shockwave: Ready] [Light Speed: Ready] [Taser Shot: Ready]
Algot's micro turret [HP: 30/30] {Deals extra damage}
Lisharon Inc Medical Personnel [HP: 87/94] [Turns until tea: 2]
Spanish Inquisition radio [HP: 50/50]
Battle airship [HP: 131/160]
[Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 4/5] [Rocket launcher: 5/5] [Micro Turret x2]
Thermoshadow [HP: 100/100] [Intensity: 100%] [XP: 108/200] {Empowered for 1 turn}
[Refractive Armor: 15%, ready] [Adiabatic Grenade I: 30%] [Nitrogen Shards I: 15%] [Shatter Bolt I: 45%] [Encase: Ready] [Fire Barrage: 1 turn] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth I]
Camp [HP: 450/450] {Provides space for 2 large constructions}
Barracks [HP: 650/650] {Allows training of soldiers}
Other:
Storage locker
Stack of crates [HP: 150/150] {Poor cover}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Custom Zap Rifle, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the Talon hideout
[X] Enter the hideout
[X] Eliminate the guards
[X] Shut down at least 5 turrets
[X] Finish the guards
[X] (optional) Shut down the remaining turrets
[ ] Eliminate the Talon officer
Operations:
Carmageddon: Complete!
The Best Defense...: Complete!
Break the Line: Complete!
Grounded: Complete!
Money: $6,475
Materials: 3,136
Shop:
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.
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.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
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.
Care Package [$300 | 1 use]: Airdrops a random item.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything.
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.
[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
[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
[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
[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
[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
[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
[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.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I buy a trusty Flamethrower and BURN BABY BURN three of them with Trishot!
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
Taking cover behind the crates, I decided to go near full out on using my energy, starting with a Piercing Shot at he sniper.
Oh well. Time to ignite them ALL. I buy a Pyrotech mercenary, so he would mass ignite the enemy.
Then I upgrade my Elite Cryotech mercenary - 2/3
P.S Executioner with his Deny Healing ability + the fact that he is an executioner, is going to be very useful. I buy him too for lulz.
I take out some explosive tags and throw them at the sniper as if it was like a knife. (Piercing Shot) The initial explosive then set off several other explosive tags creating a chain explosive that caught the assassin as well.