I perform a headshot at the destroyer through university level science course and crammed a semester full of that information into his head in one session.
I drop the storage crate on the Elite Destroyer’s head and buy another feint shot if possible.
You buy another feint shot and drop the crate on the destroyer's head, dealing 9 damage to him and opening the crate. Inside, you find a weapon! +8 XP!
Seeker Rifle [uncommon]
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
I choose Self Repair x Scrounger, then forcefully pull the crown.
Self Repair and Scrounger chosen! You manage to pull the crown off of K. Round! He loses his power and with it, his murderous tendencies! +31 XP! Before departing, he drops 54 materials and a trinket!
Three of Coins [rare]
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
I perform a headshot at the destroyer through university level science course and crammed a semester full of that information into his head in one session.
As the last enemy falls, you make a quick sweep over the area to make sure everyone is down. Suddenly, you see a Talon soldier clad in unique armor approaching from the distance, with an escort team.
Talon keeper: Well, that took a while.
He stops dead in his tracks when he sees everyone is dead.
Talon keeper: Just gonna be one of those days, huh?
He lets out an annoyed sigh, directs his team to cover, and readies his weapon.
Talon keeper: I could be on my way home right now...
The Torque gunner fades away. The barracks produces another pistolman. Gold regenerates 5 HP and takes 10 bleed damage.
==[Boss encounter!]==
Talon Keeper
The Talons assign these "keepers" to run and protect their established outposts, or to set up new ones. We caught this one while he was preparing to establish an outpost, so we have an opportunity to deny the Talons an advantage. Seize it.
Abilities:
Tripmine: Deploy a tripmine near a target that will detonate if they take an action, dealing 35 damage to them. 3 turn cooldown.
Blinding Flash: Generate a bright flash of light that causes attackers to be blinded for the 1 turn. 3 turn cooldown.
Rifle Shield: Deploy a shield that grants +10 to all resistances and grants immunity to critical hits, but only has 150 HP. 2 uses.
{SUPER} Elemental Mines: Arm three mines of a random type that will detonate after 2 turns, dealing 45 damage each to all players. Mines are vulnerable to matched damage types. 25 post charge time.
Passive abilities:
Deep Cover: Enhances the benefit of taking cover, and grants +10 evasion while in cover.
Firing Platform: Gain +15 accuracy while in cover.
Bacon + Stickcrafter + algot + Miner [data card] Major
Siege + Stickcrafter + Gold + Miner + Bacon + Winkins + Bio [crown removal] K. Round
The Talons' higher ranking troops have started to join the front lines. The majors are very powerful on their own, but they're also capable of passively strengthening the units around them in various ways. They can singlehandedly make a small squad a serious threat.
Gunships are essentially helicopters, but with better guns. Their guns deal high damage, and they can fire them twice, allowing them to attack two targets at once. Their armor has also been heavily reinforced.
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, MS34 Shieldbreaker, M11 AIR (x3), Incendiary Shotgun, Broadsword, Double Barrel Shotgun, Eden's Soul, Big Stick, Pure Nail (∞), Conduit Armor (x2), Flak Jacket (x2), Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor, Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, Armored Armor, Instructional Booklet, Distortion Field, Aim Assist, Salt Shaker, Strange Coin (x4), Three of Coins, Rusted Wrench]
Bag of future alteration [Empty]
Objectives:
[X] Fight your way to the signal's source
[X] Eliminate the Talons
[ ] Defeat the keeper
Operations:
Uprooted: Complete!
Punch Through: 1/4
Flush 'em Out: 0/3
Minesweeper: Valid
Money: $14,725
Materials: 5,872
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30. Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends. Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time. Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn. Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns. Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location. Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
First Wave Thief [HP: 70 | ATK: 9]: $650
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargeable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I proceed to do some anime power up yelling in my head as I activate my Aimbot and fire a myriad of arcane cooking utensils at the Keeper, all enhanced by Headshot.
I take some materials to change my Eyeglasses into Hudlenses that boost aim, EXP, and gives a slight increase to material drops. I then make and equip Armor of the Blood Knight if possible, then THUNDERCLAP a pair of the non-boss enemies. What? It’s a classic RPG strategy; defeat the weaker enemies first so that they don’t keep doing damage to you.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
Grabing a CHEST FULL OF POTENTIAL DANGEROUS CHAOTIC AND MAGICAL ITEMS THAT YOU SHOULD NOT TOUCH through telekinesis, I launch it at the Keeper's head for a Headshot.
I unleash a giant Electric Burst (that's really just Burst spam but condenses into one blast), emptying my Energy, and then fly up and punch through the Keeper while he's still reeling from the blast(s).
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.
Rather serious about destroying the Keeper completely, I throw the last of my RAGE infused attack in the next headshot which results in me snapping my fingers and allowing mini explosions to act inside of his head as my last Rage Headshot.
I attack the Keeper with my patent-pending special move, 「Double Armor-Destroying Crunch」!
...I toss the Keeper into a massive bowl of Captain Crunch cereal, where his armor is eaten up by hungry children about to go to school. Dazed and confused, he suddenly finds himself in front of me, where my second action brutally crunches the rest of his armor with a giant stapler.
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 proceed to do some anime power up yelling in my head as I activate my Aimbot and fire a myriad of arcane cooking utensils at the Keeper, all enhanced by Headshot.
You activate aimbot and blast the keeper in the head, landing a critical hit that deals an absurd 247 damage! +194 XP!
I take some materials to change my Eyeglasses into Hudlenses that boost aim, EXP, and gives a slight increase to material drops. I then make and equip Armor of the Blood Knight if possible, then THUNDERCLAP a pair of the non-boss enemies. What? It’s a classic RPG strategy; defeat the weaker enemies first so that they don’t keep doing damage to you.
You spend 5,500 materials to make your new trinket and armor, and equip them!
You then deal 54 damage to a gunner, and 27 to another! +69 XP!
Grabing a CHEST FULL OF POTENTIAL DANGEROUS CHAOTIC AND MAGICAL ITEMS THAT YOU SHOULD NOT TOUCH through telekinesis, I launch it at the Keeper's head for a Headshot.
I unleash a giant Electric Burst (that's really just Burst spam but condenses into one blast), emptying my Energy, and then fly up and punch through the Keeper while he's still reeling from the blast(s).
You fire off seven electric bursts, dealing a total of 203 damage, then punch him for an additional 24 damage! +179 XP!
Rather serious about destroying the Keeper completely, I throw the last of my RAGE infused attack in the next headshot which results in me snapping my fingers and allowing mini explosions to act inside of his head as my last Rage Headshot.
I attack the Keeper with my patent-pending special move, 「Double Armor-Destroying Crunch」!
...I toss the Keeper into a massive bowl of Captain Crunch cereal, where his armor is eaten up by hungry children about to go to school. Dazed and confused, he suddenly finds himself in front of me, where my second action brutally crunches the rest of his armor with a giant stapler.
He has no armor left, so his bones get crunched instead! He takes 29 damage from your first attack, but escapes the stapler! +24 XP!
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, MS34 Shieldbreaker, M11 AIR (x3), Incendiary Shotgun, Broadsword, Double Barrel Shotgun, Eden's Soul, Big Stick, Pure Nail (∞), Conduit Armor (x2), Flak Jacket (x2), Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor, Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, Armored Armor, Instructional Booklet, Distortion Field, Aim Assist, Salt Shaker, Strange Coin (x4), Three of Coins, Rusted Wrench]
Bag of future alteration [Empty]
Objectives:
[X] Fight your way to the signal's source
[X] Eliminate the Talons
[ ] Defeat the keeper
Operations:
Uprooted: Complete!
Punch Through: 2/4
Flush 'em Out: 0/3
Minesweeper: Valid
Money: $14,725
Materials: 462
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30. Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends. Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time. Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn. Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns. Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location. Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
First Wave Thief [HP: 70 | ATK: 9]: $650
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargeable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I choose Self Repair x Scrounger, then forcefully pull the crown.
I buy and use a Data Card on the Gunship.
I patch up our weakest ally, then take a bow.
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!
Death to that destroyer! A headshot from my rail gun flies towards the said destroyer.
Event: Devastating Winds
This blows either an enemy or the crown to the moon.
I perform a headshot at the destroyer through university level science course and crammed a semester full of that information into his head in one session.
I use a baseball bat on the crown
I buy and use another Data Card on the Major.
You buy another feint shot and drop the crate on the destroyer's head, dealing 9 damage to him and opening the crate. Inside, you find a weapon! +8 XP!
Seeker Rifle [uncommon]
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
You soften the major up with a 25 damage double punch, then hit him with a data card, securing his data bank entry! +119 XP! He drops 66 materials!
You bow with great power! K. Round bows back, further loosening the crown! +13 XP!
Self Repair and Scrounger chosen! You manage to pull the crown off of K. Round! He loses his power and with it, his murderous tendencies! +31 XP! Before departing, he drops 54 materials and a trinket!
Three of Coins [rare]
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
You buy a data card and use it on the gunship, securing its data bank entry! +158 XP! It drops 40 materials!
You heal Miner for 17 HP, then bow to K. Round. He bows back. +14 XP.
Critical!
Your shot rips through the destroyer's skull, dealing 126 damage! +99 XP!
The destroyer is engulfed by the winds, and dies! +69 XP! He drops 35 + 25 materials and a trinket!
Distortion Field [common]
Experimental device that distorts the area around you.
+5 evasion
Wave cleared!
+5 health and -1 rage to all!
+$400 and 40 XP from wave completion.
As the last enemy falls, you make a quick sweep over the area to make sure everyone is down. Suddenly, you see a Talon soldier clad in unique armor approaching from the distance, with an escort team.
Talon keeper: Well, that took a while.
He stops dead in his tracks when he sees everyone is dead.
Talon keeper: Just gonna be one of those days, huh?
He lets out an annoyed sigh, directs his team to cover, and readies his weapon.
Talon keeper: I could be on my way home right now...
The Torque gunner fades away. The barracks produces another pistolman. Gold regenerates 5 HP and takes 10 bleed damage.
==[Boss encounter!]==
Talon Keeper
The Talons assign these "keepers" to run and protect their established outposts, or to set up new ones. We caught this one while he was preparing to establish an outpost, so we have an opportunity to deny the Talons an advantage. Seize it.
Abilities:
Tripmine: Deploy a tripmine near a target that will detonate if they take an action, dealing 35 damage to them. 3 turn cooldown.
Blinding Flash: Generate a bright flash of light that causes attackers to be blinded for the 1 turn. 3 turn cooldown.
Rifle Shield: Deploy a shield that grants +10 to all resistances and grants immunity to critical hits, but only has 150 HP. 2 uses.
{SUPER} Elemental Mines: Arm three mines of a random type that will detonate after 2 turns, dealing 45 damage each to all players. Mines are vulnerable to matched damage types. 25 post charge time.
Passive abilities:
Deep Cover: Enhances the benefit of taking cover, and grants +10 evasion while in cover.
Firing Platform: Gain +15 accuracy while in cover.
Bacon + Stickcrafter + algot + Miner [data card] Major
Siege + Stickcrafter + Gold + Miner + Bacon + Winkins + Bio [crown removal] K. Round
Stickcrafter + algot + Miner + Bacon [data card] Gunship
Miner + Stickcrafter + Bacon + Winkins + Siege [devastating winds] Elite destroyer
Data bank entry obtained: Major!
The Talons' higher ranking troops have started to join the front lines. The majors are very powerful on their own, but they're also capable of passively strengthening the units around them in various ways. They can singlehandedly make a small squad a serious threat.
>Base stats: 160 HP, 40 armor, 40 damage, 85 accuracy, 5 evasion
Resistances: 10 physical, 5 fire, 5 ice, 5 electric, 5 explosive, 5 toxic, 5 arcane
Stat gain per level: +2 HP, +1 armor, +1 damage, +1 accuracy, +.5 evasion
>Elite stats: 225 HP, 75 armor, 60 damage, 90 accuracy, 10 evasion
Elite resistances: 15 physical, 10 fire, 10 ice, 10 electric, 10 explosive, 10 toxic, 5 arcane
Elite stat gain per level: +2.5 HP, +1.5 armor, +1.5 damage, +1 accuracy, +.5 evasion
>Master stats: 350 HP, 100 armor, 70 damage, 95 accuracy, 12 evasion
Master resistances: 15 physical, 10 fire, 10 ice, 10 electric, 10 explosive, 10 toxic, 10 arcane
Data bank entry obtained: Gunship!
Gunships are essentially helicopters, but with better guns. Their guns deal high damage, and they can fire them twice, allowing them to attack two targets at once. Their armor has also been heavily reinforced.
>Base stats: 75 HP, 30 armor, 40 damage, 70 accuracy, 15 evasion
Resistances: 5 physical, 5 fire, 5 ice, 5 electric, -5 explosive, 15 toxic, 0 arcane
Stat gain per level: +3 HP, +1 armor, +1 damage, +.5 accuracy, +.5 evasion
>Elite stats: 100 HP, 50 armor, 50 damage, 75 accuracy, 20 evasion
Elite resistances: 5 physical, 5 fire, 5 ice, 5 electric, 0 explosive, 25 toxic, 0 arcane
Elite stat gain per level: +3 HP, +1 armor, +2 damage, +1 accuracy, +.75 evasion
>Master stats: 240 HP, 100 armor, 60 damage, 80 accuracy, 25 evasion
Master resistances: 10 physical, 10 fire, 10 ice, 10 electric, 0 explosive, 30 toxic, 0 arcane
Players:
BioShock_Rules, the Omega [Medic, Level 13] [XP: 397/850] [85 accuracy | 5 evasion]
[+|==========] 91/91 [Weapon: Eden's Soul (Panic Knife)] [Armor: Armor of Thorns] [Trinket: Medkit] [ATK| 17] [Heal| 19] [Rage: 2/8]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 93/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Healing Field: 35] [Cure: 30] [Stun Strike: 30] [Perk: Aggression] [Perk: Healing Factor]
Gold, Timekeeper [Assault Gunner, Level 15] [XP: 685/1,000] [97 accuracy | 5 evasion] [(1)Time Charge: 26%]
[+|==========] 124/140 {Armor: 18/50} {Venomdrive armor: 0/300} [Weapon: True Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aimbot Glasses w/ Warlock Bond] [ATK| 30] [Heal| 17] [Rage: 5/8]
[E|==========] 115/115 [Items| Flamethrower (3/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Anti Air Artillery Battery (1/2), Shredder Saw (1/3), Flak Jacket, Distortion Field, Libra Charm, Bowl of Nails] [SUPER| Stormtrance: 160/160]
[Lock and Load] [Critical Shot: 20] [Quadshot: 30] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Perk: Fully Loaded] [Perk: Scavenger] [Perk: Scrounger] [Warp: 35] [Anger Management: Ready] [Enhanced Battery III] [Conditioning III] [Agility I] [Total Immunity] [Minor Regen]
BaconBusterYT, the Dragon Slayer [Specialist, Level 18] [XP: 1,411/1,600] [95 accuracy | 20 evasion] {Power Surge for 2 turns} {Regenerating for 2 turns}
[+|==========] 99/99 [Weapon: Dragon Knight's Arms] [Armor: Lightweight Conduit] [Trinket: Egg] [ATK| 28] [Heal| 17] [Rage: 0/8]
[E|==========] 112/140 [Items| Tranquilizer Gun (3/3), Sunlight Spear (2/3), Charcoal Pine Resin (2/3), Card Pack (1/1), Warm Beer (2/2), Ridiculously Tiny Gun (2/2), Proxy Slimesling (1/1), Revival Mint (1/1), EMP Grenade (1/1), Medkit, Curved Horn, Sharp Plug] [SUPER| Power Surge: 140/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple II: 20] [Psychosis: 30] [Imprecation II] [Replicate: 35] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Perk: Rechargeable Battery] [Agility II] [Enhanced Battery III] [Cure: 30]
FearTheKumquat, the Sorrow [Tank, Level 3] [XP: 144/200] [90 accuracy | 0 evasion] {In stasis} {Leveling up}
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
Stickcrafter, the Omega [Assault Gunner, Level 15] [XP: 1,576/1,100] [90 accuracy | 0 evasion] {Level up available}
[+|==========] 107/107 {26/26} [Weapon: The Pure Reanimator] [Armor: Extra Bony Capacitor] [Trinket: Instructional Booklet] [ATK| 31] [Heal| 11] [Rage: 3/8]
[E|==========] 95/95 [Items| Beehive (2/3), Precision Rifle, Grenade Launcher, Marksman Rifle, Custom Zap Rifle, Instructional Booklet] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Stun Strike: 30] [Flashbang: 25] [Perk: Vitality] [Perk: Aggression] [Skilled]
algot120, Pure Vessel [Engineer, Level 13] [XP: 1,217/900] [85 accuracy | 5 evasion] {Level up available}
[+|==========] 80/80 {Armor: 37/100} [Weapon: Eden's Soul (Deathslayer's Blade)] [Armor: Armored Armor] [Trinket: Distortion Field] [ATK| 26] [Heal| 8] [Rage: 3/8]
[E|==========] 80/80 [Items| Wraith Form (1/1), Strike (1/1), Good Instincts (1/1), Tempest (1/1), Rebound (1/1), Metallicize (1/1), SVD Stealth Sniper (4/4), Flamethrower (4/4), Marksman Visor, Hunter Cloak] [SUPER| Overdrive: 130/130]
[Micro Turret II: 25] [Shield Projector II: 25] [Improved Tech] [Built to Last] [Vortex Projector: 30] [Perk: Energetic] [Perk: Fully Loaded] [Energy Drain: Ready] [Critboost: 35] [Arc Soul: 30] [Warp: 35] [Stun Strike: 30] [Cure: 30] [Energy Shield: 30] [Energy Wall: 35] [Energy Bolt: 40] [Health Recovery I] [Regenerative Battery I]
LtCol Winkins [Sniper, Level 20] [XP: 836/2,000] [96 accuracy | 0 evasion] {Enraged for 3 attacks}
[+|==========] 100/100 {Armor: 45/45} [Weapon: Thunder Railgun] [Armor: Armor of Boundless Light] [Trinket: Hallownest Seal] [ATK| 51] [Heal| 13] [Rage: 8/8]
[E|==========] 145/145 [Items| Mimic Beacon (2/2), Clockwork Souvenir (2/2), Mesh Mine (2/2), Carbine, Flak Jacket, Instructional Booklet, Medkit, Portable Generator, Bowl of Nails] [SUPER| Aimbot: 135/135]
[Crackshot] [Headshot III: 20] [Piercing Shot III: 25] [Quickdraw II: 25] [Trickshot II: 25] [Point Blank II: 25] [Eagle Eyes: 30] [Faceoff II: 35] [Clutch Shot II: 35] [Skullcracker] [Fan Fire II: 35] [Critboost II: 35] [Energy Drain II: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Perk: Scrounger] [Perk: Heartbreaker] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul II: 30] [Warp III: 35] [Idiot Ball II: 35] [Inversion II: 25] [Stun Strike II: 30] [Health Recovery III] [Zero In II]
CWO5 Player_Miner [Assault Gunner, Level 15] [XP: 2,461/1,100] [90+5 accuracy | 10 evasion] {Enraged for 3 attacks} {Level up available}
[+|==========] 113/117 [Weapon: Thunder Clap] [Armor: Slightly Worried Armor] [Trinket: Eyeglasses] [ATK| 34] [Heal| 12] [Rage: 8/8]
[E|==========] 115/115 [Items| Feint Shot (7/7), Air Breaker Pistol (7/7), Smoke grenade (3/3), Marksman Rifle, Seeker Rifle, Pure Nail, Flak Jacket, FTL Rig, Distortion Field] [SUPER| Bullet Storm: 66/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Fleche II: 30] [Bleeder] [Concussive Shot: 25] [Perk: Skilled] [Perk: Fully Loaded] [Perk: Scrounger] [Conditioning III] [Agility II] [Inversion II: 25] [Status Protection]
CWO5 MinecraftSiegeEngineer [Engineer, Level 15] [XP: 241/1,100] [95 accuracy | 0 evasion]
[+|==========] 110/110 [Weapon: Railgun] [Armor: Basic Armor] [Trinket: none] [ATK| 27] [Heal| 15] [Rage: 1/8]
[E|==========] 115/115 [Items| Repair Kit (ready), Golden Syringe (1 turn), Shield (103/103), Three of Coins] [SUPER| Overdrive: 130/130]
[Micro Turret II: 25] [Shield Projector II: 25] [Improved Tech] [Built to Last] [Vortex Projector: 30] [Self Repair] [Conditioning III] [Enhanced Battery III] [Regenerative Battery II] [Cure: 30] [Flashbang: 25] [Arc Soul: 30] [Warp: 35] [Perk: Aggression] [Perk: Fully Loaded] [Scrounger]
Enemies:
Talon Keeper [Boss | 85 accuracy | 5 evasion]
[+|==========] 900/900 {Armor: 150/150} [Resistances: 15| 10| 10| 10| 5| 5| 5]
[Tripmine: Ready] [Blinding Flash: Ready] [Rifle Shield: 2/2]
{SUPER} Elemental Mines: [|||||||||||||||||||||||||] 0/25
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover}
[HP: 102/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover}
[HP: 102/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover}
[HP: 102/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover}
[HP: 102/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover}
[HP: 102/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover}
[HP: 102/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Allies:
Microwave barricade [HP: 100/100] {Average cover}
Algot's micro turret [HP: 30/30] {shoots chairs}
Algot's micro turret [HP: 30/30]
Algot's shield projector [HP: 96/150] {Spaces occupied: 1/3} [algot]
Siege's fork firing turret [HP: 30/30]
Siege's corrosive turret [HP: 30/30]
Siege's fire reinforced shield [HP: 600/600] {Spaces occupied: 3/3} [Skirmisher, skirmisher, pistolman]
Skirmisher [HP: 20/45]
[Antipersonnel]
Grenadier [HP: 29/40]
[Knockback] [Explosive Overheat: Ready]
Pistolman [HP: 5/30]
[Break: Ready]
Skirmisher [HP: 45/45]
[Antipersonnel]
Pistolman [HP: 30/30]
[Break: Ready]
Spanish Inquisition radio [HP: 43/50] {Guarded by Miner}
Lisharon Inc medical personnel [HP: 76/76] [Turns until tea: 1]
Thermoshadow [HP: 100/100] [Intensity: 100%] [XP: 223/350]
[Refractive Armor: 15%, ready] [Adiabatic Grenade II: 30%] [Nitrogen Shards II: 15%] [Shatter Bolt II: 40%] [Encase: 4 turns] [Fire Barrage: Ready] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth II]
Camp [HP: 439/450] {Provides space for 1 large construction}
Barracks [HP: 250/650] {4/6 soldiers, produces a new soldier in 3 turns}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Barricade [HP: 100/100] {Average cover} [Gunner, gunner]
Barricade [HP: 100/100] {Average cover} [Gunner, gunner]
Barricade [HP: 100/100] {Average cover} [Gunner, gunner]
Modifiers: {Callback}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, MS34 Shieldbreaker, M11 AIR (x3), Incendiary Shotgun, Broadsword, Double Barrel Shotgun, Eden's Soul, Big Stick, Pure Nail (∞), Conduit Armor (x2), Flak Jacket (x2), Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor, Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, Armored Armor, Instructional Booklet, Distortion Field, Aim Assist, Salt Shaker, Strange Coin (x4), Three of Coins, Rusted Wrench]
Bag of future alteration [Empty]
Objectives:
[X] Fight your way to the signal's source
[X] Eliminate the Talons
[ ] Defeat the keeper
Operations:
Uprooted: Complete!
Punch Through: 1/4
Flush 'em Out: 0/3
Minesweeper: Valid
Money: $14,725
Materials: 5,872
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends.
Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time.
Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn.
Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns.
Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location.
Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Homing Endspeed Imbue [$600 | 1 use]: Grants perfect accuracy for 2 turns.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
Grenadier Mercenary [HP: 60] [ATK: 10]: $1,200
"Outcome: train go boom."
[Passive] Explosive Payload II: Attacks deal 50% damage to nearby enemies.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Package Drop: Release 10 nanobots. 3 turn cooldown.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] True Slam: Deal (ATK) armor piercing damage. Highly accurate. 2 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Demolisher [HP: 10] [Armor: 240] [ATK: 20]: $5,000
"Kill. Maim. Destroy."
[Passive] Slow Deconstruction: Deals double damage to buildings.
[Passive] Steadfast: Cannot be stunned.
[Passive] Hexagonite: Permanently gains 10 armor every turn. Takes 30% less damage from critical hits.
[Active] Force Field: Provide 1,000 shields to an ally or self, for 3 turns. 5 turn cooldown.
[Active] Drill Strike: Deal (ATK x 1.5) damage. Deals 50% more damage to armor. 2 turn cooldown.
[Active] Burndown: Deal (ATK x 1.5) fire damage. For the next 2 turns, the target will take 8 extra fire damage from all attacks. 4 turn cooldown.
[Active] Demolish: Deal (ATK x 2) damage and gain an increase in damage output for 3 turns. 3 turn cooldown.
[Active] Wreck: Deal (ATK x 0.5) damage and cause the target to take 50% more damage next turn. 3 turn cooldown.
Decimator [HP: 100] [ATK: 10]: $5,000
"Don't believe in yourself. Believe in me!"
[Passive] Annihilation: Getting a kill or assist permanently increases damage output by 2.
[Passive] Glory: Getting a kill restores 30% of missing HP.
[Passive] Inspiration: Getting a kill increases all players' damage by 15% for the next turn.
[Passive] Healing Presence II: All allies regenerate 15% of their HP each turn.
[Active] Decimate: Deal (ATK + 10% target's HP) damage to 3 enemies and reduce the healing they receive for 1 turn. 1 turn cooldown.
[Active] Empower: Restore (ATK) HP to a target, cure a negative status effect, and increase their damage by 50% for 1 attack. 4 turn cooldown.
[Active] Cripple: Deal (ATK x 0.7) damage and reduce the target's evasion by 70%. 3 turn cooldown.
[Active] Flak Cannon: Deal (ATK x 1.25) damage. Deals 30% more damage to airborne targets. Cannot crit. 1 turn cooldown.
[Active] Shatter Bolt: Deal (ATK x 2.7) damage as armor piercing ice damage. 3 turn cooldown.
[SUPER] Destroy: Deal (ATK x 9) physical damage. 8 turn charge time.
Lyncher [HP: 50] [Shields: 10] [ATK: 25]: $5,000
"I'll get it done, nice and quiet."
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargeable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his 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 become a sith lord via Stormtrance and LET MY INNER SITH LORD RULE THE BOSS! MEWHEHHWHEHHEHHHH!
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
Why is my Super Meter still full even though it hasn't been very long since I last used it?
I take out a keyboard and type in this string of commands:
>spawn sentrygun 100
>setcommand Bullet Storm
(If Bullet Storm is not usable, this will just be a normal attack that hits a random enemy)
HORAAAAAA
I proceed to do some anime power up yelling in my head as I activate my Aimbot and fire a myriad of arcane cooking utensils at the Keeper, all enhanced by Headshot.
I take some materials to change my Eyeglasses into Hudlenses that boost aim, EXP, and gives a slight increase to material drops. I then make and equip Armor of the Blood Knight if possible, then THUNDERCLAP a pair of the non-boss enemies. What? It’s a classic RPG strategy; defeat the weaker enemies first so that they don’t keep doing damage to you.
Grabing a CHEST FULL OF POTENTIAL DANGEROUS CHAOTIC AND MAGICAL ITEMS THAT YOU SHOULD NOT TOUCH through telekinesis, I launch it at the Keeper's head for a Headshot.
I unleash a giant Electric Burst (that's really just Burst spam but condenses into one blast), emptying my Energy, and then fly up and punch through the Keeper while he's still reeling from the blast(s).
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!
Rather serious about destroying the Keeper completely, I throw the last of my RAGE infused attack in the next headshot which results in me snapping my fingers and allowing mini explosions to act inside of his head as my last Rage Headshot.
I attack the Keeper with my patent-pending special move, 「Double Armor-Destroying Crunch」!
...I toss the Keeper into a massive bowl of Captain Crunch cereal, where his armor is eaten up by hungry children about to go to school. Dazed and confused, he suddenly finds himself in front of me, where my second action brutally crunches the rest of his armor with a giant stapler.
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 continue removing the weaker enemies.
You unleash Stormtrance and deal a total of 54 damage to the keeper! +34 XP!
You earned a lot of XP in a short timeframe because you got assist points from Miner's bullet storm.
You throw out another bullet storm, dealing 47 damage to all enemies! +278 XP!
You activate aimbot and blast the keeper in the head, landing a critical hit that deals an absurd 247 damage! +194 XP!
You spend 5,500 materials to make your new trinket and armor, and equip them!
You then deal 54 damage to a gunner, and 27 to another! +69 XP!
Chaos, chaos!
You hit the keeper for 84 damage! +66 XP!
He dodges your attack!
You fire off seven electric bursts, dealing a total of 203 damage, then punch him for an additional 24 damage! +179 XP!
The keeper takes another 84 damage! +66 XP!
He has no armor left, so his bones get crunched instead! He takes 29 damage from your first attack, but escapes the stapler! +24 XP!
You hit a gunner for another 54 damage, along with 27 damage to another. +69 XP.
He takes 25 damage! +16 XP!
My action: I poke the weakest gunner, finishing him off. He drops 90 materials.
==[Enemy turn]==
The keeper gives himself a rifle shield, enters cover, then throws a mine at Winkins.
Two gunners fire at the barracks, dealing a total of 68 damage to it.
One gunner fires at algot's chair shooting turret, destroying it.
Another gunner stomps Siege's fork firing turret into pieces.
The last gunner takes a shot at Bacon for 34 damage.
==[Ally turn]==
Algot's normal turret fires at a gunner for 12 damage.
Siege's corrosive turret fires at a gunner for 12 damage.
Both skirmishers fire at the keeper. One misses, but the other hits for 14 damage.
One pistolman targets the keeper with Break, but misses. The other one tries the same and succeeds.
The grenadier launches a grenade that deals 12 damage to two gunners.
The cardinals gang up on the keeper, dealing a total of 25 damage and stunning him.
The medical personnel heals Bacon for 15 HP + regen.
The thermoshadow uses Fire Barrage, lighting all enemies on fire.
Bacon regenerates 10 HP. Gold regenerates 5 HP.
Bio + Stickcrafter + Miner [poke] Gunner
Gunner [ammunition] Algot's micro turret
Gunner [curb stomp] Siege's fork firing turret
Players:
BioShock_Rules, the Omega [Medic, Level 13] [XP: 428/850] [85 accuracy | 5 evasion]
[+|==========] 91/91 [Weapon: Eden's Soul (Panic Knife)] [Armor: Armor of Thorns] [Trinket: Medkit] [ATK| 17] [Heal| 19] [Rage: 3/8]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 120/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Healing Field: 35] [Cure: 30] [Stun Strike: 30] [Perk: Aggression] [Perk: Healing Factor]
Gold, Timekeeper [Assault Gunner, Level 15] [XP: 619/1,000] [97 accuracy | 5 evasion] [(1)Time Charge: 26%] {Stormtrance for 2 turns}
[+|==========] 129/140 {Armor: 18/50} {Venomdrive armor: 0/300} [Weapon: True Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aimbot Glasses w/ Warlock Bond] [ATK| 30] [Heal| 17] [Rage: 6/8]
[E|==========] 115/115 [Items| Flamethrower (3/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Anti Air Artillery Battery (1/2), Shredder Saw (1/3), Flak Jacket, Distortion Field, Libra Charm, Bowl of Nails] [SUPER| Stormtrance: 160/160]
[Lock and Load] [Critical Shot: 20] [Quadshot: 30] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Perk: Fully Loaded] [Perk: Scavenger] [Perk: Scrounger] [Warp: 35] [Anger Management: Ready] [Enhanced Battery III] [Conditioning III] [Agility I] [Total Immunity] [Minor Regen]
BaconBusterYT, the Dragon Slayer [Specialist, Level 18] [XP: 1,614/1,600] [95 accuracy | 20 evasion] {Power Surge for 1 turn} {Regenerating for 3 turns} {Level up available}
[+|==========] 90/99 [Weapon: Dragon Knight's Arms] [Armor: Lightweight Conduit] [Trinket: Egg] [ATK| 28] [Heal| 17] [Rage: 2/8]
[E|==========] 50/140 [Items| Tranquilizer Gun (3/3), Sunlight Spear (2/3), Charcoal Pine Resin (2/3), Card Pack (1/1), Warm Beer (2/2), Ridiculously Tiny Gun (2/2), Proxy Slimesling (1/1), Revival Mint (1/1), EMP Grenade (1/1), Medkit, Curved Horn, Sharp Plug] [SUPER| Power Surge: 140/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple II: 20] [Psychosis: 30] [Imprecation II] [Replicate: 35] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Perk: Rechargeable Battery] [Agility II] [Enhanced Battery III] [Cure: 30]
FearTheKumquat, the Sorrow [Tank, Level 3] [XP: 144/200] [90 accuracy | 0 evasion] {In stasis} {Leveling up}
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
Stickcrafter, the Omega [Assault Gunner, Level 15] [XP: 1,880/1,100] [90 accuracy | 0 evasion] {Level up available}
[+|==========] 107/107 {26/26} [Weapon: The Pure Reanimator] [Armor: Extra Bony Capacitor] [Trinket: Instructional Booklet] [ATK| 31] [Heal| 11] [Rage: 4/8]
[E|==========] 95/95 [Items| Beehive (2/3), Precision Rifle, Grenade Launcher, Marksman Rifle, Custom Zap Rifle, Instructional Booklet] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Concussive Shot: 25] [Bleeder] [Stun Strike: 30] [Flashbang: 25] [Perk: Vitality] [Perk: Aggression] [Skilled]
algot120, Pure Vessel [Engineer, Level 13] [XP: 1,241/900] [85 accuracy | 5 evasion] {Level up available}
[+|==========] 80/80 {Armor: 37/100} [Weapon: Eden's Soul (Deathslayer's Blade)] [Armor: Armored Armor] [Trinket: Distortion Field] [ATK| 26] [Heal| 8] [Rage: 5/8]
[E|==========] 80/80 [Items| Wraith Form (1/1), Strike (1/1), Good Instincts (1/1), Tempest (1/1), Rebound (1/1), Metallicize (1/1), SVD Stealth Sniper (4/4), Flamethrower (4/4), Marksman Visor, Hunter Cloak] [SUPER| Overdrive: 130/130]
[Micro Turret II: 25] [Shield Projector II: 25] [Improved Tech] [Built to Last] [Vortex Projector: 30] [Perk: Energetic] [Perk: Fully Loaded] [Energy Drain: Ready] [Critboost: 35] [Arc Soul: 30] [Warp: 35] [Stun Strike: 30] [Cure: 30] [Energy Shield: 30] [Energy Wall: 35] [Energy Bolt: 40] [Health Recovery I] [Regenerative Battery I]
LtCol Winkins [Sniper, Level 20] [XP: 1,162/2,000] [96 accuracy | 0 evasion] {Aimbotting for 2 turns} {Mined}
[+|==========] 100/100 {Armor: 45/45} [Weapon: Thunder Railgun] [Armor: Armor of Boundless Light] [Trinket: Hallownest Seal] [ATK| 51] [Heal| 13] [Rage: 0/8]
[E|==========] 135/145 [Items| Mimic Beacon (2/2), Clockwork Souvenir (2/2), Mesh Mine (2/2), Carbine, Flak Jacket, Instructional Booklet, Medkit, Portable Generator, Bowl of Nails] [SUPER| Aimbot: 135/135]
[Crackshot] [Headshot III: 20] [Piercing Shot III: 25] [Quickdraw II: 25] [Trickshot II: 25] [Point Blank II: 25] [Eagle Eyes: 30] [Faceoff II: 35] [Clutch Shot II: 35] [Skullcracker] [Fan Fire II: 35] [Critboost II: 35] [Energy Drain II: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Perk: Scrounger] [Perk: Heartbreaker] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul II: 30] [Warp III: 35] [Idiot Ball II: 35] [Inversion II: 25] [Stun Strike II: 30] [Health Recovery III] [Zero In II]
CWO5 Player_Miner [Assault Gunner, Level 15] [XP: 2,625/1,100] [90+5 accuracy | 10 evasion] {Enraged for 1 attack} {Level up available}
[+|==========] 113/117 [Weapon: Thunder Clap] [Armor: Armor of the Blood Knight] [Trinket: Hudlenses] [ATK| 36] [Heal| 12] [Rage: 8/8]
[E|==========] 115/115 [Items| Feint Shot (7/7), Air Breaker Pistol (7/7), Smoke grenade (3/3), Marksman Rifle, Seeker Rifle, Pure Nail, Flak Jacket, FTL Rig, Slightly Worried Armor, Distortion Field] [SUPER| Bullet Storm: 104/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Fleche II: 30] [Bleeder] [Concussive Shot: 25] [Perk: Skilled] [Perk: Fully Loaded] [Perk: Scrounger] [Conditioning III] [Agility II] [Inversion II: 25] [Life Steal] [Overkill] [Blessing of the Blood Knight]
CWO5 MinecraftSiegeEngineer [Engineer, Level 15] [XP: 249/1,100] [95 accuracy | 0 evasion]
[+|==========] 110/110 [Weapon: Railgun] [Armor: Basic Armor] [Trinket: none] [ATK| 27] [Heal| 15] [Rage: 1/8]
[E|==========] 115/115 [Items| Repair Kit (ready), Golden Syringe (ready), Shield (103/103), Three of Coins] [SUPER| Overdrive: 130/130]
[Micro Turret II: 25] [Shield Projector II: 25] [Improved Tech] [Built to Last] [Vortex Projector: 30] [Self Repair] [Conditioning III] [Enhanced Battery III] [Regenerative Battery II] [Cure: 30] [Flashbang: 25] [Arc Soul: 30] [Warp: 35] [Perk: Aggression] [Perk: Fully Loaded] [Scrounger]
Enemies:
Talon Keeper [Boss | 85+15 accuracy | 5+10 evasion] {Rifle shield: 150/150} {Average Cover} {Vulnerable for 3 turns} {Stunned for 1 turn} {Burning for 3 turns}
[+|==========] 323/900 [Resistances: 15+10-3| 10+10| 10+10| 10+10| 5+10-2| 5+10| 5+10]
[Tripmine: 3 turns] [Blinding Flash: Ready] [Rifle Shield: 1/2] [Deep Cover] [Firing Platform]
{SUPER} Elemental Mines: [|||||||||||||||||||||||||] 12/25
Gunner [Level 25 | 92 accuracy | 12 evasion] {Burning for 3 turns}
[HP: 16/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover} {Burning for 3 turns}
[HP: 43/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover} {Burning for 3 turns}
[HP: 49/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover} {Burning for 3 turns}
[HP: 55/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Gunner [Level 25 | 92 accuracy | 12 evasion] {Average cover} {Burning for 3 turns}
[HP: 55/102] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade III: 1/1] [Suppress] [Oil Grenade: 2/2]
Allies:
Microwave barricade [HP: 100/100] {Average cover}
Algot's micro turret [HP: 30/30]
Algot's shield projector [HP: 96/150] {Spaces occupied: 1/3} [algot]
Siege's corrosive turret [HP: 30/30]
Siege's fire reinforced shield [HP: 600/600] {Spaces occupied: 3/3} [Skirmisher, skirmisher, pistolman]
Skirmisher [HP: 20/45]
[Antipersonnel]
Grenadier [HP: 29/40]
[Knockback] [Explosive Overheat: Ready]
Pistolman [HP: 5/30]
[Break: 4 turns]
Skirmisher [HP: 45/45]
[Antipersonnel]
Pistolman [HP: 30/30]
[Break: 4 turns]
Spanish Inquisition radio [HP: 43/50] {Guarded by Miner}
Lisharon Inc medical personnel [HP: 76/76] [Turns until tea: 0]
Thermoshadow [HP: 100/100] [Intensity: 100%] [XP: 223/350]
[Refractive Armor: 15%, ready] [Adiabatic Grenade II: 30%] [Nitrogen Shards II: 15%] [Shatter Bolt II: 40%] [Encase: 3 turns] [Fire Barrage: 3 turns] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth II]
Camp [HP: 439/450] {Provides space for 1 large construction}
Barracks [HP: 182/650] {4/6 soldiers, produces a new soldier in 2 turns}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Barricade [HP: 82/100] {Average cover} [Gunner, gunner]
Barricade [HP: 80/100] {Average cover} [Gunner, gunner, keeper]
Modifiers: {Callback}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Bandage Up (1/1), Leg Sweep (1/1), Glacier (1/1), Battle Trance (3/3), Acrobatics (3/3), Zap (3/3), Transmutation (3/3), Rip and Tear (3/3), Zap Rifle (x2), Heavy Rifle (x2), Burst Rifle (x2), Precision Rifle, Carbine, MS34 Shieldbreaker, M11 AIR (x3), Incendiary Shotgun, Broadsword, Double Barrel Shotgun, Eden's Soul, Big Stick, Pure Nail (∞), Conduit Armor (x2), Flak Jacket (x2), Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest (x3), Armor of Thorns (x2), Marksman Visor, Armor of Bone, No Armor, Irradiated Armor, Wings of Sacred Dawn, Armored Armor, Instructional Booklet, Distortion Field, Aim Assist, Salt Shaker, Strange Coin (x4), Three of Coins, Rusted Wrench]
Bag of future alteration [Empty]
Objectives:
[X] Fight your way to the signal's source
[X] Eliminate the Talons
[ ] Defeat the keeper
Operations:
Uprooted: Complete!
Punch Through: 2/4
Flush 'em Out: 0/3
Minesweeper: Valid
Money: $14,725
Materials: 462
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Shade Soul [$600 | 2 uses]: Fire a weaponized dark spirit, dealing (ATK x 1.25) damage as pure damage.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Building Hating Rocket Propelled Sledge [$750 | 3 uses]: A sledgehammer imbued with the building hatred of fallen construction workers. Deals (ATK x 6) damage to enemy buildings, but can't damage anything else.
Zantankuto Sword [$450 | 5 uses]: Deals 20 damage and instantly breaks enemy armor. However, cannot land critical hits, and prevents the use of other items until broken or given away.
Anti Air Artillery Battery [$600 | 2 uses]: Deals (ATK x 0.5) damage to ground units, but deals (ATK x 3) damage to aircraft.
Freezethrower [$100 | 4 uses]: Deals (ATK x 1.25) as ice damage, and has a 30% chance to freeze the target.
Clockwork Souvenir [$400 | 2 uses]: When held, negative status effects you obtain will be dispelled immediately, consuming one use of this item.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Guts Headband [$350 | 1 use]: When held, the wearer has a 20% chance to survive lethal damage with 1 HP, even if they only have 1 HP. Breaks after taking effect. Does not work against status effects and instant kill moves.
Armor Pack [$500 | 1 use]: Grants armor to an ally equal to 33% of their max HP.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Nano Shot [$450 | 1 use]: Immediately gain a flat 5 HP, then regenerate 15% of your HP every turn for 3 turns.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends.
Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time.
Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn.
Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns.
Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location.
Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Homing Endspeed Imbue [$600 | 1 use]: Grants perfect accuracy for 2 turns.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Care Package [$300 | 1 use]: Airdrops a random item.
Stinging Bolt [$600 | 2 uses]: Afflicts an enemy with severe pain, reducing their accuracy and evasion temporarily.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
Grenadier Mercenary [HP: 60] [ATK: 10]: $1,200
"Outcome: train go boom."
[Passive] Explosive Payload II: Attacks deal 50% damage to nearby enemies.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Package Drop: Release 10 nanobots. 3 turn cooldown.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] True Slam: Deal (ATK) armor piercing damage. Highly accurate. 2 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Demolisher [HP: 10] [Armor: 240] [ATK: 20]: $5,000
"Kill. Maim. Destroy."
[Passive] Slow Deconstruction: Deals double damage to buildings.
[Passive] Steadfast: Cannot be stunned.
[Passive] Hexagonite: Permanently gains 10 armor every turn. Takes 30% less damage from critical hits.
[Active] Force Field: Provide 1,000 shields to an ally or self, for 3 turns. 5 turn cooldown.
[Active] Drill Strike: Deal (ATK x 1.5) damage. Deals 50% more damage to armor. 2 turn cooldown.
[Active] Burndown: Deal (ATK x 1.5) fire damage. For the next 2 turns, the target will take 8 extra fire damage from all attacks. 4 turn cooldown.
[Active] Demolish: Deal (ATK x 2) damage and gain an increase in damage output for 3 turns. 3 turn cooldown.
[Active] Wreck: Deal (ATK x 0.5) damage and cause the target to take 50% more damage next turn. 3 turn cooldown.
Decimator [HP: 100] [ATK: 10]: $5,000
"Don't believe in yourself. Believe in me!"
[Passive] Annihilation: Getting a kill or assist permanently increases damage output by 2.
[Passive] Glory: Getting a kill restores 30% of missing HP.
[Passive] Inspiration: Getting a kill increases all players' damage by 15% for the next turn.
[Passive] Healing Presence II: All allies regenerate 15% of their HP each turn.
[Active] Decimate: Deal (ATK + 10% target's HP) damage to 3 enemies and reduce the healing they receive for 1 turn. 1 turn cooldown.
[Active] Empower: Restore (ATK) HP to a target, cure a negative status effect, and increase their damage by 50% for 1 attack. 4 turn cooldown.
[Active] Cripple: Deal (ATK x 0.7) damage and reduce the target's evasion by 70%. 3 turn cooldown.
[Active] Flak Cannon: Deal (ATK x 1.25) damage. Deals 30% more damage to airborne targets. Cannot crit. 1 turn cooldown.
[Active] Shatter Bolt: Deal (ATK x 2.7) damage as armor piercing ice damage. 3 turn cooldown.
[SUPER] Destroy: Deal (ATK x 9) physical damage. 8 turn charge time.
Lyncher [HP: 50] [Shields: 10] [ATK: 25]: $5,000
"I'll get it done, nice and quiet."
[Passive] Target Marker: All actions mark targets. Marked targets take 20% extra damage, and attacking them heals the attacker for 15% of their HP.
[Passive] Fear of Death: Killing an enemy intimidates all enemies with less HP than the Lyncher.
[Passive] Counter: Counter enemy attacks by dealing (ATK x 0.8) damage.
[Active] Death Mark: Mark an enemy for death, making them unable to evade attacks and increasing the damage they take by 30%.
[Active] Ice Barrage: Hit 3 enemies for (ATK) ice damage and slow them down. 3 turn cooldown.
[Active] Fire Barrage: Hit 3 enemies for (ATK) fire damage and light them on fire. 3 turn cooldown.
[Active] Analysis: Scan three enemies, causing them to take 20% more damage for 3 turns. 5 turn cooldown.
[Active] Stun Slash: Deal (ATK x 0.3) and stun the target for 2 turns. Deals 30% more damage to unarmored targets. 5 turn cooldown.
[SUPER] Unleash Hell: Become airborne, gain 25 evasion, and temporarily summon three devastator drones that deal (ATK x 0.5) damage and can inflict bleeding to unarmored targets.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Piercing Railgun
Fires hypercharged metal rods that will also chain a lightning bolt to additional enemy
+2 ATK
96 accuracy
Will always hit 2 enemies
Secondary attack will deal 70-120% ATK as electric damage
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargeable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his 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!
Catching the mine in the air heading my way with telekinesis, I launch it back behind the barricade that the Keeper is taking cover.