All right! Power Surge time! I Grapple the storage locker towards me, busting it open, then kick it towards the Medic at high velocity. Then, I do what Power Surging lets me do best...
SPAM THE CRAP OUT OF ELECTRIC BURST! My priority targets are the Medic, followed by those with the leastresistance, until my Energy reserves run dry.
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
I blitz through the crowd of enemies to get to the target, slamming right through one in the process. If I can't reach the target and capture him, I blitz right back through the crowd for a second hit.
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.
Taking cover behind the crates, I decided to go near full out on using my energy, starting with a Piercing Shot at he sniper.
You take cover and hit the sniper with a piercing shot, killing him and dealing 28 damage to the assassin and the ironclad juggernaut! +95 XP! The sniper drops 91 materials!
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.
The assassin avoids the attack, but your piercing shot still hits the ironclad juggernaut for 29 damage! +21 XP!
All right! Power Surge time! I Grapple the storage locker towards me, busting it open, then kick it towards the Medic at high velocity. Then, I do what Power Surging lets me do best...
SPAM THE CRAP OUT OF ELECTRIC BURST! My priority targets are the Medic, followed by those with the leastresistance, until my Energy reserves run dry.
You activate power surge, grapple the crate open (finding a trinket inside), crit the medic to death then deplete your energy by electrocuting the level 20 gunner to death. Galvanizing procs also chain lightning to the other gunner, dealing 36 damage to him. +221 XP! The enemies drop 32 materials!
Strange Coin [rare]
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
I blitz through the crowd of enemies to get to the target, slamming right through one in the process. If I can't reach the target and capture him, I blitz right back through the crowd for a second hit.
You kill the specialist and deal 22 damage to the ironclad juggernaut! +69 XP! The specialist drops 15 materials and a weapon!
You earned a decoration!
Quad Feed
Broadsword [rare]
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
I kill the stronges enemy so hard it dies to death
You deal just enough damage to kill the ironclad juggernaut! +36 XP! He drops 77 materials!
Wave cleared!
+5 health and -1 rage to all!
+$150 and 15 XP from wave completion.
You sprint after the Talon officer. You eventually end up outdoors, just in time to see the Talon officer boarding a transport ship.
Bio: Stop him!
You fire upon the ship with everything you have, but to no avail. As the ship takes off, you hear the officer taunting you.
Talon officer: Try to go a little faster next time! (maniacal laugh)
Gold: Damnit! Commander, the target got away.
McKnight: That's unfortunate. Well, at least you cleared that place out. We'll find that guy. For now, return to base.
Mission completed?
+$800 and 80 XP from mission completion!
KO'd players: 1 | +25
Operations completed: 4/4 | +200
Collectibles found: 2/2 | +150
Turns taken: 12 | +40
Overall performance: Gold | +50
Difficulty bonus: Warrior | +25
Total score: [==|==|====|====|====] 490
Rank: S
+$1,000 and 75 XP!
Operation bonuses:
Carmageddon: +$150 and 15 XP.
The Best Defense...: +$150 and 15 XP.
Break the Line: +$150 and 15 XP.
Grounded: +$150 and 15 XP.
Top 3 players:
1. Winkins: 1,180 XP earned
2. Siege: 703 XP earned
3. Bacon: 694 XP earned
You return to base, slightly disheartened.
Bacon: That could've gone better.
Immediately, McKnight approaches you.
McKnight: Good news, team. We've already tracked the location of that target that got away.
Stickcrafter: That was fast.
McKnight: Well, it happened this way because of the order in which you did the missions.
Bio: ...Huh?
McKnight: Nevermind. You can take him out now if you want. The situation in Detroit hasn't escalated yet.
Gold: Great. Also, we found this.
Gold places a stun lance on the table in front of McKnight.
McKnight: Interesting...
Choose a mission and difficulty!
Mission 5: Up in Flames
Difficulty: ====------
Reward: $750, 75 XP
The Talons just attacked a nuclear power plant in Detroit. They're threatening to blow the place if we don't surrender. We don't negotiate with terrorists. Get in there and kill them all.
Optional mission 4: Followup
Requirement: Complete mission 4: Chasing a Lead, and optional mission 3: High Value Target
Difficulty: ====------
Reward: $900, 90 XP, Nano Shot item
We've managed to locate that Talon officer who escaped. He's hiding out in a Talon outpost on the coast of Australia. We don't know what he's planning now, but it can't be good. Finish him.
Recruit: 0 votes
Weak enemies appear in fewer numbers. You're probably gonna win.
Soldier: 0 votes
The default difficulty. With good gear and tactics, you will prevail.
Warrior: 0 votes [chosen last mission]
Stronger enemies will challenge you. You'll need to work together to triumph.
Outpost Defender: 0 votes
The enemy will brutalize you. Make sure you're ready.
{Requires one modifier}
Blood Anvil: 0 votes
You are not good enough for Blood Anvil!
{Requires two modifiers}
Modifiers (vote for these on higher difficulties):
Prestige
All enemies are higher level.
Curse of the Unknown
Player health bars are hidden.
Small Arms
Physical damage from all sources is increased. Other damage types are weakened.
Searing Flames
Fire damage from all sources is increased. Other damage types are weakened.
Deep Freeze
Ice damage from all sources is increased. Other damage types are weakened.
Arc Burn
Electric damage from all sources is increased. Other damage types are weakened.
Grenade Spam
Explosive damage from all sources is increased. Other damage types are weakened.
Internet Community
Toxic damage from all sources is increased. Other damage types are weakened.
Source Infused
Arcane damage from all sources is increased. Other damage types are weakened.
Purchase Limit
Players can only purchase a limited number of shop items within the mission.
Destiny 2 Raids
XP earned during the mission is not applied until the end of the mission.
Mayhem
Player abilities use less energy, and their supers charge faster. Enemies gain infinite uses of their abilities.
The Chosen One
Every wave, a random enemy gains a massive stat bonus.
Overwhelming Force
More enemies appear.
Mechanized Infantry
Enemy squads are reinforced with additional robotic units.
Close Air Support
Enemy squads are reinforced with additional airborne units.
Power Conservation
Abilities have a cooldown in addition to their energy cost.
Masterwork
Enemies have a higher chance to be master level enemies.
Deadeye
Enemy attacks are twice as likely to critically hit.
No Escape
An unkillable enemy will pursue the team throughout the mission.
Countdown
A timer counts down to [redacted].
Conventional Warfare
Abilities are weakened and energy regen is reduced, but basic attacks are strengthened.
Prism
Every two turns, a random damage type is focused, increasing that damage type's effectiveness from all sources while reducing the effectiveness of other damage types.
Fading Light
As the mission goes on, players will grow weaker and weaker, eventually dying.
Occult Power
Abilities' energy cost is reduced by 25%. However, that 25% is replaced with an equivalent HP cost.
Callback
Enemies from previous games appear.
What
Reality grows incomprehensible.
New abilities are available in the training center!
=====LEVEL 3
Conditioning [passive]
Your extreme conditioning allows you to sustain more injury.
Level 1: +10 max HP. Costs 50 XP.
Level 2: +10 max HP. Costs 75 XP.
Level 3: +10 max HP. Costs 100 XP.
Enhanced Battery [passive]
Improves the power of your ACM battery.
Level 1: +15 max energy. Costs 60 XP.
Level 2: +15 max energy. Costs 90 XP.
Level 3: +15 max energy. Costs 120 XP.
Change your class. You will retain your level. Costs all XP.
Respec [passive]
Respec your abilities and perks. Costs 50 XP.
Ability Upgrade [passive]
Upgrade one of your abilities to a stronger version of itself.
Upgrades an ability to level 2. Costs 100 XP.
Flashbang [active]
Throw a flashbang that blinds a target for 2 turns. Costs 25 energy.
Costs 75 XP.
Energy Shield [active]
Create an ablative shield that gives you +30 damage resistance for one attack. Costs 30 energy.
Costs 90 XP.
Cure [active]
Give yourself a refreshing burst of energy that cures negative status effects on a target. Costs 30 energy.
Costs 100 XP.
=====LEVEL 8
Regenerative Battery [passive]
Improves your energy regeneration.
Level 1: +5 energy regeneration per turn. Costs 75 XP.
Level 2: +5 energy regeneration per turn. Costs 110 XP.
Critboost [active]
For 2 turns, you gain enhanced precision targeting, increasing your chance to critically hit by 10%. Costs 35 energy.
Costs 120 XP.
Stun Strike [active]
Perform a non-damaging attack that stuns your target for 1 action, with a 25% chance to stun them for 2 actions. Costs 30 energy.
Costs 110 XP.
=====LEVEL 10
Armor Phase [active]
Temporarily shift an enemy's armor into another dimension, rendering it useless for 2 turns. Costs 35 energy.
Costs 90 XP.
Idiot Ball [active]
Toss an enemy the idiot ball, draining their basic knowledge for 2 turns. Costs 35 energy.
Costs 140 XP.
Energy Drain [active]
Drain energy from a target, causing them to lose a use of a random ability and giving you 30 energy. 3 turn cooldown.
Costs 100 XP.
Inversion [active]
Invert the effects of all status effects on you, causing them to inflict their opposite effects. Costs 25 energy.
Costs 80 XP.
=====LEVEL 12
Arc Soul [active]
Grant yourself of a teammate an arc soul that lasts for 3 turns and provides assistance in combat. Costs 30 energy.
Costs 90 XP.
Warp [active]
Warp an enemy with mysterious energies, dealing (ATK x1.25) damage and dealing massive damage to armor. Costs 35 energy.
Costs 140 XP.
Camp [HP: 450/450] {Provides space for 2 large constructions}
Barracks [HP: 650/650] {Allows training of soldiers}
Other:
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:
None
Operations:
None
Money: $6,525
Materials: 3,351
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
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
I take the level up, with Balanced stats and a new ability. Using my 500 or so spare EXP, I mod my suit's power storage and max out Enhanced Battery, and spend an hour or so meditating with a local monk to gain spiritual purity...as well as Cure, so I can apply my pureness to the physical realm. I also deposit the Broadsword in the bag of holding; seems like Gold wants it.
Followup on Outpost Defenders, with the Overwhelming Force mod.
Is that... A BROADSWORD? Ooooh. I take the Munitions Vest and Overly Protective Vest to create the Overly Protective Munitions Vest (Or OPMV for short). Equip the new armor right away, Follow Up on Warrior. Anyone want to craft something? If not, I craft the Time Keeper and fuse it with Ragnarok, creating Keeper of Time: Ragnarok. I take the level up for Balanced.
I take a look at the updated training center skill list and proceed to go learn them.
Energy Drain LV 2: 100 EXP
Critboost LV 2: 100 EXP
Trickshot LV 2: 100 EXP
Conditioning purchased and LV 1 to LV 3: 225 EXP
Idiot Ball Purchased + LV 2: 240 EXP
Arc Soul: 90 EXP
Warp: 140 EXP
Total EXP Expenditure: 995 EXP
I come out of the Training Center completely soaked from the sheer amount of skills I chose to learn.
"H-H-Haaaaaaa, t-that w-was t-terrible..."
I once again shiver from the terrifying experience of being mentored by 7 different skill trainers but force it down before I curl into a fetus position.
"S-So, what's t-this about f-fusing? That a-and what exactly is Arc Soul?"
I said, catching a bit of the current actions taking place and quickly recovering from the nightmarish SKILL session.
The Grenadiers fill the role of dealing explosive damage to multiple enemies with their autos and abilities, and also piercing armor and covers. Trained similiarly to but differently from Talon grenadiers, they possess several unique abilities that will make them essential for certain tasks.
Passive: Explosive Payload - attacks and abilities deal 50% splash damage to 2-3 enemies.
Exploding Sawblade - a special exploding sawblade is fired that ignores 50% explosive resistance and deals damage equal to 250% attack damage, and will deal damage after armor(armor still gets damaged by the ability as additional damage if present). CD: 2 turns.
Burrowing Shredder - a special projectile that destroys cover and deals double damage to covered target if cover is successfully destroyed. Deals 300% attack damage. CD: 4 turns.
Cluster Bomb - Deals 200% attack damage to 3 enemies, and next turn deals 40% damage to all enemies. CD: 5 turns.
Chemtech Mercenary:
Chemtech's primary purpose is to smoke all these dodgy assassins out. After they were hit, the poison weakens them and kills them within several turns. In fact, they are the driving force behind all these Hollywood zombie films. Note: poisons from different abilities can stack
Passive: Toxic Shot - Basic attacks and abilities have greatly increased accuracy, and 25% chance to poison the enemy for total of 120% attack damage(+300% evasion) over 3 turns.
Anesthetic - poisons the target for 50% attack damage(+200% target's evasion)/turn for 4 turns, and weakens target's damage and healing by 50%. CD: 4 turns.
Global Biohazard Virus - deploys a zombie virus. Damages for 20% of attack damage(+250% evasion) for 3 turns, each turn spreading to a new target until all infected targets are killed. Each dead enemy turns into a zombie if killed. CD: 7 turns.
Adjusted Chemical - deploys a cloud over 2 allies/enemies. For allies, it regenerates 100% attack damage(+100% Evasion) health. For enemies, damages for the same amount. Cloud lasts for 2 turns. CD: 3 turns.
Zombie: Not really a mercenary, but on our side. Resurrected by Chemtech's virus. Also, 100% dead and eating Talon's brains. Especially their assassins'. HP: 500% Chemtech's attack damage. Damage: 20% Chemtech's attack damage. Passive: Vampiric Charge - attacks have 40% lifesteal. Passive: Biohazard Carrier - attacks have 25% chance to infect the enemy with zombie virus and cause them to ressurect upon death as more Zombies. Passive: Cannibalistic Desire - automatically reveals all hidden enemies who have HP lower than 200% their HP Active: Berserk - Increases accuracy by 10x and deals 50% extra damage if enemy evasion is higher than attacker's for a turn. CD: 4 turns.
Mercenary Arcanist:
Out of ALL the mercenaries that are elemental, this is probably the toughest mercenary due to incredibly potent protective abilities. While it deals weak damage and doesn't have much health, it has high resistances and adaptive armor, and will quickly become a nightmare to a single type of damage enemies. It's unconventional damage and control abilities are what makes him great in conjunction with higher damage mercenaries. However, he has to pay with his long cooldowns for such power.
Passive: Adaptive Cycle - doubles resistance to the last attack that hit the Arcanist.
Decay - Deals 100%(+10% target's HP) attack damage over 3 turns, cutting incoming healing down by 70%. CD: 4 turns.
Freedom - shields self or ally for 400% attack damage over 3 turns, regenerating 100% attack damage as health. Also, dispels a negative status effect. CD: 5 turns.
Terrify - stuns an enemy for 2 turns, deals 100% attack damage and increses susceptibility to damage over time abilities by 200%. CD: 4 turns.
I take the level up, with Balanced stats and a new ability. Using my 500 or so spare EXP, I mod my suit's power storage and max out Enhanced Battery, and spend an hour or so meditating with a local monk to gain spiritual purity...as well as Cure, so I can apply my pureness to the physical realm. I also deposit the Broadsword in the bag of holding; seems like Gold wants it.
Followup on Outpost Defenders, with the Overwhelming Force mod.
+Votes. You place the broadsword in the bag of holding, apply your level up, and learn Enhanced Battery and Cure.
Since you reached level 12, you can choose a new ability!
Is that... A BROADSWORD? Ooooh. I take the Munitions Vest and Overly Protective Vest to create the Overly Protective Munitions Vest (Or OPMV for short). Equip the new armor right away, Follow Up on Warrior. Anyone want to craft something? If not, I craft the Time Keeper and fuse it with Ragnarok, creating Keeper of Time: Ragnarok. I take the level up for Balanced.
You spend 200 materials to combine the Overly Protective Armor and the Munitions Vest, and equip the new item.
+Votes.
You spend a total of 3,000 materials to craft Time's Strife and fuse it with your current weapon. +3 HP, +1 ATK, +1 heal!
I take a look at the updated training center skill list and proceed to go learn them.
Energy Drain LV 2: 100 EXP
Critboost LV 2: 100 EXP
Trickshot LV 2: 100 EXP
Conditioning purchased and LV 1 to LV 3: 225 EXP
Idiot Ball Purchased + LV 2: 240 EXP
Arc Soul: 90 EXP
Warp: 140 EXP
Total EXP Expenditure: 995 EXP
I come out of the Training Center completely soaked from the sheer amount of skills I chose to learn.
"H-H-Haaaaaaa, t-that w-was t-terrible..."
I once again shiver from the terrifying experience of being mentored by 7 different skill trainers but force it down before I curl into a fetus position.
"S-So, what's t-this about f-fusing? That a-and what exactly is Arc Soul?"
I said, catching a bit of the current actions taking place and quickly recovering from the nightmarish SKILL session.
You spend XP to obtain those abilities and upgrades!
Your upgrades yield the following benefits:
Energy Drain II: Allows you to target an ability to drain. Can also temporarily disable passive abilities.
Critboost II: Grants +15% crit chance instead of +10%.
The Grenadiers fill the role of dealing explosive damage to multiple enemies with their autos and abilities, and also piercing armor and covers. Trained similiarly to but differently from Talon grenadiers, they possess several unique abilities that will make them essential for certain tasks.
Passive: Explosive Payload - attacks and abilities deal 50% splash damage to 2-3 enemies.
Exploding Sawblade - a special exploding sawblade is fired that ignores 50% explosive resistance and deals damage equal to 250% attack damage, and will deal damage after armor(armor still gets damaged by the ability as additional damage if present). CD: 2 turns.
Burrowing Shredder - a special projectile that destroys cover and deals double damage to covered target if cover is successfully destroyed. Deals 300% attack damage. CD: 4 turns.
Cluster Bomb - Deals 200% attack damage to 3 enemies, and next turn deals 40% damage to all enemies. CD: 5 turns.
Chemtech Mercenary:
Chemtech's primary purpose is to smoke all these dodgy assassins out. After they were hit, the poison weakens them and kills them within several turns. In fact, they are the driving force behind all these Hollywood zombie films. Note: poisons from different abilities can stack
Passive: Toxic Shot - Basic attacks and abilities have greatly increased accuracy, and 25% chance to poison the enemy for total of 120% attack damage(+300% evasion) over 3 turns.
Anesthetic - poisons the target for 50% attack damage(+200% target's evasion)/turn for 4 turns, and weakens target's damage and healing by 50%. CD: 4 turns.
Global Biohazard Virus - deploys a zombie virus. Damages for 20% of attack damage(+250% evasion) for 3 turns, each turn spreading to a new target until all infected targets are killed. Each dead enemy turns into a zombie if killed. CD: 7 turns.
Adjusted Chemical - deploys a cloud over 2 allies/enemies. For allies, it regenerates 100% attack damage(+100% Evasion) health. For enemies, damages for the same amount. Cloud lasts for 2 turns. CD: 3 turns. Zombie: Not really a mercenary, but on our side. Resurrected by Chemtech's virus. Also, 100% dead and eating Talon's brains. Especially their assassins'. HP: 500% Chemtech's attack damage. Damage: 20% Chemtech's attack damage. Passive: Vampiric Charge - attacks have 40% lifesteal. Passive: Biohazard Carrier - attacks have 25% chance to infect the enemy with zombie virus and cause them to ressurect upon death as more Zombies. Passive: Cannibalistic Desire - automatically reveals all hidden enemies who have HP lower than 200% their HP Active: Berserk - Increases accuracy by 10x and deals 50% extra damage if enemy evasion is higher than attacker's for a turn. CD: 4 turns.
Mercenary Arcanist:
Out of ALL the mercenaries that are elemental, this is probably the toughest mercenary due to incredibly potent protective abilities. While it deals weak damage and doesn't have much health, it has high resistances and adaptive armor, and will quickly become a nightmare to a single type of damage enemies. It's unconventional damage and control abilities are what makes him great in conjunction with higher damage mercenaries. However, he has to pay with his long cooldowns for such power.
Passive: Adaptive Cycle - doubles resistance to the last attack that hit the Arcanist.
Decay - Deals 100%(+10% target's HP) attack damage over 3 turns, cutting incoming healing down by 70%. CD: 4 turns.
Freedom - shields self or ally for 400% attack damage over 3 turns, regenerating 100% attack damage as health. Also, dispels a negative status effect. CD: 5 turns.
Terrify - stuns an enemy for 2 turns, deals 100% attack damage and increses susceptibility to damage over time abilities by 200%. CD: 4 turns.
On the note of my own actions, 2/8 Bank.
Added to the list, with a few nerfs to maintain the price point.
Could you explain the armor part of the grenadier's exploding sawblade? I don't fully understand that.
Most players voted for Followup on Outpost Defender difficulty. Due to ties, RNG decides the chosen modifier is Overwhelming Force.
Miner: Let's take out that officer. I've got a grudge against that guy.
Optional mission 4: Followup
Date: April 12th, 2031
Time: 14:31:43
Location: Coast of Australia
Mission objective: Assassinate a high value target (for real this time)
Operations:
No Entry [$150 | 15 XP]: Destroy 3 transport ships before they deploy any enemies.
Vandalized [$150 | 15 XP]: Destroy the outpost's defenses in 3 turns.
Home Remodeling [$150 | 15 XP]: Destroy all of the outpost's defenses.
Using Their Head [$150 | 15 XP]: Use an enemy as a makeshift battering ram.
You land a notable distance from the outpost. You immediately set off in its direction.
Bacon: Let's get this guy before he escapes this time.
As you advance, an enemy patrol catches sight of you and moves to engage.
Players:
BioShock_Rules, the Omega [Medic, Level 8] [XP: 544/450] [85 accuracy | 5 evasion] {Level up available}
[+|==========] 71/71 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 14] [Rage: 0/10]
Camp [HP: 450/450] {Provides space for 2 large constructions}
Barracks [HP: 650/650] {Allows training of soldiers}
Other:
Giant rock [HP: 400/400] {Good cover}
Modifiers: Overwhelming Force {+10% XP earned}
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, Broadsword, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[ ] Reach the outpost
Operations:
No Entry: 0/3
Vandalized: 0/3
Home Remodeling: 0%
Using Their Head: Incomplete
Money: $6,525
Materials: 151
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
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
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
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
I check my fancy new toy stats and rip forward with it, causing a rip in space time between the three strongest enemies courtesy of Trishot.They are sent to this video to be tortured for a few minutes, causing crazy mental damage, afterwards, sending them back.
All right! Power Surge time! I Grapple the storage locker towards me, busting it open, then kick it towards the Medic at high velocity. Then, I do what Power Surging lets me do best...
SPAM THE CRAP OUT OF ELECTRIC BURST! My priority targets are the Medic, followed by those with the least
resistance, until my Energy reserves run dry.
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 pull a Headshot on the specialist with a bunch of toothpicks which I kept throwing every second.
I lacerate someone with a Thunder Clap round to the neck
I blitz through the crowd of enemies to get to the target, slamming right through one in the process. If I can't reach the target and capture him, I blitz right back through the crowd for a second hit.
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 finish Elite Cryotech Mercenary upgrade.
I fire my SVD Stealth Sniper at the Medic.
You buy a flamethrower and throw out a Trishot that hits a gunner and a sniper, but misses the second gunner! The enemies take
30 damage! +33 XP!
You take cover and hit the sniper with a piercing shot, killing him and dealing
28 damage to the assassin and the ironclad juggernaut! +95 XP! The sniper drops 91 materials!
You hire a pyrotech mercenary and an executioner.
The assassin avoids the attack, but your piercing shot still hits the ironclad juggernaut for
29 damage! +21 XP!
You activate power surge, grapple the crate open (finding a trinket inside), crit the medic to death then deplete your energy by electrocuting the level 20 gunner to death. Galvanizing procs also chain lightning to the other gunner, dealing
36 damage to him. +221 XP! The enemies drop 32 materials!
Strange Coin [rare]
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Critical!
You blast the assassin to death. Due to the weapon's perk, it also kills the gunner! +87 XP!
You kill the specialist and deal
22 damage to the ironclad juggernaut! +69 XP! The specialist drops 15 materials and a weapon!
You earned a decoration!
Quad Feed
Broadsword [rare]
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
You upgrade the cryotech mercenary, increasing his HP and ATK.
You increase your resistances temporarily.
You hit the ironclad juggernaut for
20 damage. +12 XP.
You deal just enough damage to kill the ironclad juggernaut! +36 XP! He drops 77 materials!
Wave cleared!
+5 health and -1 rage to all!
+$150 and 15 XP from wave completion.
You sprint after the Talon officer. You eventually end up outdoors, just in time to see the Talon officer boarding a transport ship.
Bio: Stop him!
You fire upon the ship with everything you have, but to no avail. As the ship takes off, you hear the officer taunting you.
Talon officer: Try to go a little faster next time! (maniacal laugh)
Gold: Damnit! Commander, the target got away.
McKnight: That's unfortunate. Well, at least you cleared that place out. We'll find that guy. For now, return to base.
Mission completed?
+$800 and 80 XP from mission completion!
KO'd players: 1 | +25
Operations completed: 4/4 | +200
Collectibles found: 2/2 | +150
Turns taken: 12 | +40
Overall performance: Gold | +50
Difficulty bonus: Warrior | +25
Total score: [==|==|====|====|====] 490
Rank: S
+$1,000 and 75 XP!
Operation bonuses:
Carmageddon: +$150 and 15 XP.
The Best Defense...: +$150 and 15 XP.
Break the Line: +$150 and 15 XP.
Grounded: +$150 and 15 XP.
Top 3 players:
1. Winkins: 1,180 XP earned
2. Siege: 703 XP earned
3. Bacon: 694 XP earned
You return to base, slightly disheartened.
Bacon: That could've gone better.
Immediately, McKnight approaches you.
McKnight: Good news, team. We've already tracked the location of that target that got away.
Stickcrafter: That was fast.
McKnight: Well, it happened this way because of the order in which you did the missions.
Bio: ...Huh?
McKnight: Nevermind. You can take him out now if you want. The situation in Detroit hasn't escalated yet.
Gold: Great. Also, we found this.
Gold places a stun lance on the table in front of McKnight.
McKnight: Interesting...
Choose a mission and difficulty!
Mission 5: Up in Flames
Difficulty: ====------
Reward: $750, 75 XP
The Talons just attacked a nuclear power plant in Detroit. They're threatening to blow the place if we don't surrender. We don't negotiate with terrorists. Get in there and kill them all.
Optional mission 4: Followup
Requirement: Complete mission 4: Chasing a Lead, and optional mission 3: High Value Target
Difficulty: ====------
Reward: $900, 90 XP, Nano Shot item
We've managed to locate that Talon officer who escaped. He's hiding out in a Talon outpost on the coast of Australia. We don't know what he's planning now, but it can't be good. Finish him.
Weak enemies appear in fewer numbers. You're probably gonna win.
The default difficulty. With good gear and tactics, you will prevail.
Stronger enemies will challenge you. You'll need to work together to triumph.
The enemy will brutalize you. Make sure you're ready.
{Requires one modifier}
You are not good enough for Blood Anvil!
{Requires two modifiers}
Modifiers (vote for these on higher difficulties):
Prestige
All enemies are higher level.
Curse of the Unknown
Player health bars are hidden.
Small Arms
Physical damage from all sources is increased. Other damage types are weakened.
Searing Flames
Fire damage from all sources is increased. Other damage types are weakened.
Deep Freeze
Ice damage from all sources is increased. Other damage types are weakened.
Arc Burn
Electric damage from all sources is increased. Other damage types are weakened.
Grenade Spam
Explosive damage from all sources is increased. Other damage types are weakened.
Internet Community
Toxic damage from all sources is increased. Other damage types are weakened.
Source Infused
Arcane damage from all sources is increased. Other damage types are weakened.
Purchase Limit
Players can only purchase a limited number of shop items within the mission.
Destiny 2 Raids
XP earned during the mission is not applied until the end of the mission.
Mayhem
Player abilities use less energy, and their supers charge faster. Enemies gain infinite uses of their abilities.
The Chosen One
Every wave, a random enemy gains a massive stat bonus.
Overwhelming Force
More enemies appear.
Mechanized Infantry
Enemy squads are reinforced with additional robotic units.
Close Air Support
Enemy squads are reinforced with additional airborne units.
Power Conservation
Abilities have a cooldown in addition to their energy cost.
Masterwork
Enemies have a higher chance to be master level enemies.
Deadeye
Enemy attacks are twice as likely to critically hit.
No Escape
An unkillable enemy will pursue the team throughout the mission.
Countdown
A timer counts down to [redacted].
Conventional Warfare
Abilities are weakened and energy regen is reduced, but basic attacks are strengthened.
Prism
Every two turns, a random damage type is focused, increasing that damage type's effectiveness from all sources while reducing the effectiveness of other damage types.
Fading Light
As the mission goes on, players will grow weaker and weaker, eventually dying.
Occult Power
Abilities' energy cost is reduced by 25%. However, that 25% is replaced with an equivalent HP cost.
Callback
Enemies from previous games appear.
What
Reality grows incomprehensible.
New abilities are available in the training center!
Conditioning [passive]
Your extreme conditioning allows you to sustain more injury.
Level 1: +10 max HP. Costs 50 XP.
Level 2: +10 max HP. Costs 75 XP.
Level 3: +10 max HP. Costs 100 XP.
Enhanced Battery [passive]
Improves the power of your ACM battery.
Level 1: +15 max energy. Costs 60 XP.
Level 2: +15 max energy. Costs 90 XP.
Level 3: +15 max energy. Costs 120 XP.
Agility [passive]
Mobility training enhances your dodging capabilities.
Level 1: +5 evasion. Costs 60 XP.
Level 2: +5 evasion. Costs 100 XP.
=====LEVEL 5
Class Change [passive]
Change your class. You will retain your level. Costs all XP.
Respec [passive]
Respec your abilities and perks. Costs 50 XP.
Ability Upgrade [passive]
Upgrade one of your abilities to a stronger version of itself.
Upgrades an ability to level 2. Costs 100 XP.
Flashbang [active]
Throw a flashbang that blinds a target for 2 turns. Costs 25 energy.
Costs 75 XP.
Energy Shield [active]
Create an ablative shield that gives you +30 damage resistance for one attack. Costs 30 energy.
Costs 90 XP.
Cure [active]
Give yourself a refreshing burst of energy that cures negative status effects on a target. Costs 30 energy.
Costs 100 XP.
=====LEVEL 8
Regenerative Battery [passive]
Improves your energy regeneration.
Level 1: +5 energy regeneration per turn. Costs 75 XP.
Level 2: +5 energy regeneration per turn. Costs 110 XP.
Critboost [active]
For 2 turns, you gain enhanced precision targeting, increasing your chance to critically hit by 10%. Costs 35 energy.
Costs 120 XP.
Stun Strike [active]
Perform a non-damaging attack that stuns your target for 1 action, with a 25% chance to stun them for 2 actions. Costs 30 energy.
Costs 110 XP.
=====LEVEL 10
Armor Phase [active]
Temporarily shift an enemy's armor into another dimension, rendering it useless for 2 turns. Costs 35 energy.
Costs 90 XP.
Idiot Ball [active]
Toss an enemy the idiot ball, draining their basic knowledge for 2 turns. Costs 35 energy.
Costs 140 XP.
Energy Drain [active]
Drain energy from a target, causing them to lose a use of a random ability and giving you 30 energy. 3 turn cooldown.
Costs 100 XP.
Inversion [active]
Invert the effects of all status effects on you, causing them to inflict their opposite effects. Costs 25 energy.
Costs 80 XP.
=====LEVEL 12
Arc Soul [active]
Grant yourself of a teammate an arc soul that lasts for 3 turns and provides assistance in combat. Costs 30 energy.
Costs 90 XP.
Warp [active]
Warp an enemy with mysterious energies, dealing (ATK x1.25) damage and dealing massive damage to armor. Costs 35 energy.
Costs 140 XP.
=====LEVEL 15
Unknown.
=====LEVEL 18
Unknown.
=====LEVEL 20
Unknown.
=====LEVEL 22
Unknown.
=====LEVEL 24
Unknown.
=====LEVEL 25
Unknown.
Winkins + Gold [Piercing Shot] Sniper
Bacon [Electric Burst] Gunner
Bacon + algot [flying crate] Medic
Siege + Gold + Bacon [Thunder Clap] Gunner
Siege + Winkins [Thunder Clap] Assassin
Bacon + Winkins [blitz] Specialist
Algot + Bacon + Winkins + Stickcrafter [super death] Ironclad juggernaut
Gold earned a decoration!
Killer
Bacon earned a decoration!
Whirlwind
Players:
[+|==========] 71/71 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 14] [Rage: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 0/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Cure: 30] [Stun Strike: 30] [Perk: Aggression]
[+|==========] 107/107 [Weapon: Ragnarok] [Armor: Munitions Vest] [Trinket: Aim Assist] [ATK| 24] [Heal| 11] [Rage: 6/10]
[E|==========] 105/105 [Items| Flamethrower (6/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Overly Protective Armor] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Enhanced Battery III] [Conditioning III] [Agility I]
[+|==========] 68/68 [Weapon: Dragonslayer's Spear] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 21] [Heal| 10] [Rage: 0/10]
[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, Broadsword, Strange Coin] [SUPER| Power Surge: 0/140]
[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: 0/10]
[E|==========] 85/85 [Items| SVD Stealth Sniper (4/5), Precision Rifle, Grenade Launcher] [SUPER| Bullet Storm: 0/150]
[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: 0/10]
[E|==========] 80/80 [Items| Combat Armor (50/50)] [SUPER| Overdrive: 0/130]
[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: 0/10]
[E|==========] 110/110 [Items| None] [SUPER| Aimbot: 0/135]
[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: 0/10]
[E|==========] 60/60 [Items| Portable Generator] [SUPER| Overdrive: 0/130]
[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: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Perk: Skilled] [Arcane Resist]
Enemies:
None
Allies:
Elite Cryotech mercenary [HP: 40/70]
[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]
Pyrotech mercenary [HP: 60/60]
[Incendiary Rounds] [Mass Ignite: Ready] [Flare Bomb: Ready] [Expose Oneself: Ready]
First Wave executioner [HP: 89/89]
[Blood Rage] [Glory] [Deny Healing: Ready] [Execute: 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:
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:
None
Operations:
None
Money: $6,525
Materials: 3,351
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
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!
"O-Outpost Defenders on Follow up should be good. We have a l-lot of firepower now with all our new a-allies."
Idly, I ask what are the new upgrades in the level 12 section.
I take the level up, with Balanced stats and a new ability. Using my 500 or so spare EXP, I mod my suit's power storage and max out Enhanced Battery, and spend an hour or so meditating with a local monk to gain spiritual purity...as well as Cure, so I can apply my pureness to the physical realm. I also deposit the Broadsword in the bag of holding; seems like Gold wants it.
Followup on Outpost Defenders, with the Overwhelming Force mod.
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!
Followup/Outpost Defender/What
"Shouldn't have taken that much drugs"
Is that... A BROADSWORD? Ooooh. I take the Munitions Vest and Overly Protective Vest to create the Overly Protective Munitions Vest (Or OPMV for short). Equip the new armor right away, Follow Up on Warrior. Anyone want to craft something? If not, I craft the Time Keeper and fuse it with Ragnarok, creating Keeper of Time: Ragnarok. I take the level up for Balanced.
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
Is fusing items possible in this game? If so, I may need to take another look at our inventory...
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 take a look at the updated training center skill list and proceed to go learn them.
Energy Drain LV 2: 100 EXP
Critboost LV 2: 100 EXP
Trickshot LV 2: 100 EXP
Conditioning purchased and LV 1 to LV 3: 225 EXP
Idiot Ball Purchased + LV 2: 240 EXP
Arc Soul: 90 EXP
Warp: 140 EXP
Total EXP Expenditure: 995 EXP
I come out of the Training Center completely soaked from the sheer amount of skills I chose to learn.
"H-H-Haaaaaaa, t-that w-was t-terrible..."
I once again shiver from the terrifying experience of being mentored by 7 different skill trainers but force it down before I curl into a fetus position.
"S-So, what's t-this about f-fusing? That a-and what exactly is Arc Soul?"
I said, catching a bit of the current actions taking place and quickly recovering from the nightmarish SKILL session.
Followup, Outpost Defenders, with Callback.
Followup, Outpost Defenders, Destiny 2 Raid.
I use my Level-up to boost ATK.
Third wave of mercenaries arrive!
All cost, just like the second wave, 1,2k $.
Grenadier Mercenary:
The Grenadiers fill the role of dealing explosive damage to multiple enemies with their autos and abilities, and also piercing armor and covers. Trained similiarly to but differently from Talon grenadiers, they possess several unique abilities that will make them essential for certain tasks.
Passive: Explosive Payload - attacks and abilities deal 50% splash damage to 2-3 enemies.
Exploding Sawblade - a special exploding sawblade is fired that ignores 50% explosive resistance and deals damage equal to 250% attack damage, and will deal damage after armor(armor still gets damaged by the ability as additional damage if present). CD: 2 turns.
Burrowing Shredder - a special projectile that destroys cover and deals double damage to covered target if cover is successfully destroyed. Deals 300% attack damage. CD: 4 turns.
Cluster Bomb - Deals 200% attack damage to 3 enemies, and next turn deals 40% damage to all enemies. CD: 5 turns.
Chemtech Mercenary:
Chemtech's primary purpose is to smoke all these dodgy assassins out. After they were hit, the poison weakens them and kills them within several turns. In fact, they are the driving force behind all these Hollywood zombie films. Note: poisons from different abilities can stack
Passive: Toxic Shot - Basic attacks and abilities have greatly increased accuracy, and 25% chance to poison the enemy for total of 120% attack damage(+300% evasion) over 3 turns.
Anesthetic - poisons the target for 50% attack damage(+200% target's evasion)/turn for 4 turns, and weakens target's damage and healing by 50%. CD: 4 turns.
Global Biohazard Virus - deploys a zombie virus. Damages for 20% of attack damage(+250% evasion) for 3 turns, each turn spreading to a new target until all infected targets are killed. Each dead enemy turns into a zombie if killed. CD: 7 turns.
Adjusted Chemical - deploys a cloud over 2 allies/enemies. For allies, it regenerates 100% attack damage(+100% Evasion) health. For enemies, damages for the same amount. Cloud lasts for 2 turns. CD: 3 turns.
Zombie: Not really a mercenary, but on our side. Resurrected by Chemtech's virus. Also, 100% dead and eating Talon's brains. Especially their assassins'. HP: 500% Chemtech's attack damage. Damage: 20% Chemtech's attack damage. Passive: Vampiric Charge - attacks have 40% lifesteal. Passive: Biohazard Carrier - attacks have 25% chance to infect the enemy with zombie virus and cause them to ressurect upon death as more Zombies. Passive: Cannibalistic Desire - automatically reveals all hidden enemies who have HP lower than 200% their HP Active: Berserk - Increases accuracy by 10x and deals 50% extra damage if enemy evasion is higher than attacker's for a turn. CD: 4 turns.
Mercenary Arcanist:
Out of ALL the mercenaries that are elemental, this is probably the toughest mercenary due to incredibly potent protective abilities. While it deals weak damage and doesn't have much health, it has high resistances and adaptive armor, and will quickly become a nightmare to a single type of damage enemies. It's unconventional damage and control abilities are what makes him great in conjunction with higher damage mercenaries. However, he has to pay with his long cooldowns for such power.
Passive: Adaptive Cycle - doubles resistance to the last attack that hit the Arcanist.
Decay - Deals 100%(+10% target's HP) attack damage over 3 turns, cutting incoming healing down by 70%. CD: 4 turns.
Freedom - shields self or ally for 400% attack damage over 3 turns, regenerating 100% attack damage as health. Also, dispels a negative status effect. CD: 5 turns.
Terrify - stuns an enemy for 2 turns, deals 100% attack damage and increses susceptibility to damage over time abilities by 200%. CD: 4 turns.
On the note of my own actions, 2/8 Bank.
+Votes. +5 max HP!
+Votes.
+Votes. You place the broadsword in the bag of holding, apply your level up, and learn Enhanced Battery and Cure.
Since you reached level 12, you can choose a new ability!
Sensory Overload: Overload a target's senses, weakening them. Costs 30 energy.
OR
Psychosis: Confuse a target, rendering them unable to determine friend from foe. Costs 30 energy.
+Votes.
You spend 200 materials to combine the Overly Protective Armor and the Munitions Vest, and equip the new item.
+Votes.
You spend a total of 3,000 materials to craft Time's Strife and fuse it with your current weapon. +3 HP, +1 ATK, +1 heal!
You can fuse items by spending materials.
You spend XP to obtain those abilities and upgrades!
Your upgrades yield the following benefits:
Energy Drain II: Allows you to target an ability to drain. Can also temporarily disable passive abilities.
Critboost II: Grants +15% crit chance instead of +10%.
Trickshot II: Also deals 20% more damage.
Idiot Ball II: Lasts for 3 turns instead of 2.
+Votes.
+Votes. +2 ATK!
Added to the list, with a few nerfs to maintain the price point.
Could you explain the armor part of the grenadier's exploding sawblade? I don't fully understand that.
Most players voted for Followup on Outpost Defender difficulty. Due to ties, RNG decides the chosen modifier is Overwhelming Force.
Miner: Let's take out that officer. I've got a grudge against that guy.
Optional mission 4: Followup
Date: April 12th, 2031
Time: 14:31:43
Location: Coast of Australia
Mission objective: Assassinate a high value target (for real this time)
Operations:
No Entry [$150 | 15 XP]: Destroy 3 transport ships before they deploy any enemies.
Vandalized [$150 | 15 XP]: Destroy the outpost's defenses in 3 turns.
Home Remodeling [$150 | 15 XP]: Destroy all of the outpost's defenses.
Using Their Head [$150 | 15 XP]: Use an enemy as a makeshift battering ram.
You land a notable distance from the outpost. You immediately set off in its direction.
Bacon: Let's get this guy before he escapes this time.
As you advance, an enemy patrol catches sight of you and moves to engage.
Players:
[+|==========] 71/71 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 14] [Rage: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 0/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Cure: 30] [Stun Strike: 30] [Perk: Aggression]
[+|==========] 120/120 [Weapon: Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aim Assist] [ATK| 25] [Heal| 12] [Rage: 0/10]
[E|==========] 105/105 [Items| Flamethrower (6/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Overly Protective Armor] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Enhanced Battery III] [Conditioning III] [Agility I] [Total Immunity]
[+|==========] 71/71 [Weapon: Dragonslayer's Spear] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 22] [Heal| 11] [Rage: 0/10]
[E|==========] 100/100 [Items| Tranquilizer Gun (3/3), Sunlight Spear (3/3), Charcoal Pine Resin (3/3), Card Pack (1/1), Data Card (1/1), Burst Rifle, Strange Coin] [SUPER| Power Surge: 0/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Agility II] [Enhanced Battery I] [Cure: 30]
[+|==========] 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| 16] [Heal| 9] [Rage: 0/10]
[E|==========] 85/85 [Items| SVD Stealth Sniper (4/5), Precision Rifle, Grenade Launcher] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Perk: Vitality]
[+|==========] 64/64 [Weapon: Stinger] [Armor: Basic armor] [Trinket: Distortion Field] [ATK| 17] [Heal| 6] [Rage: 0/10]
[E|==========] 80/80 [Items| Combat Armor (50/50)] [SUPER| Overdrive: 0/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Energetic]
[+|==========] 82/82 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Portable Generator] [ATK| 28] [Heal| 10] [Rage: 0/10]
[E|==========] 110/110 [Items| None] [SUPER| Aimbot: 0/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot II: 25] [Eagle Eyes: 30] [Critboost II: 35] [Energy Drain II: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul: 30] [Warp: 35] [Idiot Ball II: 35]
[+|==========] 55/55 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: none] [ATK| 26] [Heal| 6] [Rage: 0/10]
[E|==========] 60/60 [Items| Portable Generator] [SUPER| Overdrive: 0/130]
[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: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Perk: Skilled] [Arcane Resist]
Enemies:
Blastmaster gunner [Level 19 | 89 accuracy | 9 evasion]
[HP: 84/84] [Resistances:
0|
0|
0|
0|
20|
0|
0]
[Frag Grenade II: 2/2] [Suppress]
Firestorm gunner [Level 20 | 89 accuracy | 9 evasion]
[HP: 87/87] [Resistances:
0|
20|
0|
0|
0|
0|
0]
[Frag Grenade I: 1/1] [Suppress] [Oil Grenade: 1/1]
Sniper [Level 19 | 99 accuracy | -1 evasion]
[HP: 38/38] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Deadeye I] [Incapacitate: Ready]
Sniper [Level 20 | 99 accuracy | -1 evasion]
[HP: 39/39] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Deadeye II] [Incapacitate: Ready] [Precision Shot: Ready]
Silent assassin [Level 20 | 94 accuracy | 29 evasion] {Energy: 3}
[HP: 70/70] [Resistances:
0|
0|
0|
0|
-10|
0|
0]
[Deadly Poison: 1] [Dagger Spray: 1] [Glass Knife: 1] [Crippling Cloud: 2] [Survivor: 1]
Medic [Level 17 | ∞ accuracy | 9 evasion]
[HP: 56/56] [Resistances:
0|
0|
0|
0|
0|
10|
0]
[Regenerating I] [Medical Grenade: 3/3]
Medic [Level 18 | ∞ accuracy | 9 evasion]
[HP: 57/57] [Resistances:
0|
0|
0|
0|
0|
10|
0]
[Regenerating I] [Medical Grenade: 3/3]
Elite specialist [Level 14 | 96 accuracy | 16 evasion]
[HP: 76/76] {Armor: 46/46} [Resistances:
10|
15|
15|
15|
10|
10|
30]
[Specialized Ammo II] [Adaptive Armor] [Immunity]
Grenadier [Level 20 | 84 accuracy | 9 evasion]
[HP: 73/73] [Resistances:
0|
5|
0|
0|
10|
0|
0]
[Explosive Payload II] [Armor Shredder] [Shellshock]
Sunbreaker juggernaut [Level 18 | 88 accuracy | 4 evasion]
[HP: 118/118] {Armor: 37/37} [Resistances:
10|
0|
5|
5|
0|
0|
0]
[Hammer of Sol: 0% charged] [Melting Point: Ready] [Incendiary Grenade: Ready]
Allies:
Elite Cryotech mercenary [HP: 40/70]
[Fragile Glass] [Shatter Bolt: Ready] [Nitrogen Bomb: Ready] [Thermal Transfer: Ready]
Gunner mercenary [HP: 75/75]
[Numbed Senses] [Frag Grenade: Ready] [Immobilize: Ready] [Suppress: Ready]
Shocktech mercenary [HP: 60/60]
[Reflexes] [Shockwave: Ready] [Light Speed: Ready] [Taser Shot: Ready]
Pyrotech mercenary [HP: 60/60]
[Incendiary Rounds] [Mass Ignite: Ready] [Flare Bomb: Ready] [Expose Oneself: Ready]
First Wave executioner [HP: 89/89]
[Blood Rage] [Glory] [Deny Healing: Ready] [Execute: 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]
[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:
Giant rock [HP: 400/400] {Good cover}
Modifiers: Overwhelming Force {+10% XP earned}
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, Broadsword, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[ ] Reach the outpost
Operations:
No Entry: 0/3
Vandalized: 0/3
Home Remodeling: 0%
Using Their Head: Incomplete
Money: $6,525
Materials: 151
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
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.
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK:
8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK:
13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal
4 +
4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK:
15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK:
12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK:
12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK:
12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
Grenadier Mercenary [HP: 60] [ATK:
10]: $1,200
"Outcome: train go boom."
[Passive] Explosive Payload II: Attacks deal 50% damage to nearby enemies.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK:
10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK:
6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
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 check my fancy new toy stats and rip forward with it, causing a rip in space time between the three strongest enemies courtesy of Trishot.They are sent to this video to be tortured for a few minutes, causing crazy mental damage, afterwards, sending them back.
(don't say the video didn't warn you)
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
My eyes bulge at the number of enemies being shown here.
"T-this is the most enemies T-Talon fielded in a normal s-squad yet..."
Seeing the Giant Rock, I immediately take cover and take a moment to apply Critboost.
3/8 Bank
Exploding sawblade deals 2 instances of damage, one to health and one to armor(only if it is present)