Unless we can upgrade gear, I have no need of materials atm.
I do have a need for justice, however! And I sate that justice by first reloading the turret (if it hasn't been already), and then firing it at the weakest enemy! If it is loaded, I soften up said enemy with my first action to secure that turret kill.
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 pull the informant into the wreckage for cover and mount the mounted turret once again. Should the turret need reloading, I do so, if not, I take control of the turret and rain bullets onto the most injured enemy.
Making the most of my last turn of Power Surge, I spam Electric Burst as many times as necessary to delet the enemies. I use my last action to recover my energy by pouring a Gatorade on my ACM.
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 can wait on Time's Strife if someone wants something with materials. I grab the informant and throw him into the Absolute Defense Sphere from Mother 3. Good luck breaking through that nerds.
You sear the informant in a protective sphere that'll absorb damage. +11 XP.
If the informant isn't yet guarded or protected, I guard him. I use my remaining action(s) to poison the weaker Elite Gunner with the aftermath of Ridley's inclusion and Waluigi's deconfirmation. The internet is a cruel place.
Oh, and I grab the schematic, using Grapple if I have to.
You guard the informant, grapple to grab the schematic, and poison the elite gunner! +14 XP!
Unless we can upgrade gear, I have no need of materials atm.
I do have a need for justice, however! And I sate that justice by first reloading the turret (if it hasn't been already), and then firing it at the weakest enemy! If it is loaded, I soften up said enemy with my first action to secure that turret kill.
You'll be able to upgrade items in the future.
You reload the turret and fire upon an elite gunner, dealing 19 damage to them. +14 XP.
I pull the informant into the wreckage for cover and mount the mounted turret once again. Should the turret need reloading, I do so, if not, I take control of the turret and rain bullets onto the most injured enemy.
You pull the informant into cover and deal 19 damage to the elite gunner. +14 XP.
Making the most of my last turn of Power Surge, I spam Electric Burst as many times as necessary to delet the enemies. I use my last action to recover my energy by pouring a Gatorade on my ACM.
You fire off three electric bursts at the same gunner, dealing a total of 66 damage to him, galvanizing him, and dealing 11 damage to the other gunner. +54 XP. You then restore 25 energy to yourself.
My action: I shoot the stronger gunner with the turret, dealing 14 damage to him.
==[Enemy turn]==
One gunner takes 10 poison damage and 10 galvanizing damage.
The first gunner throws his grenade at Gold, dealing 25 damage to him and 20 to me and Bacon.
The second gunner fires at the informant, but hits Bacon instead and KOs him.
Enemy reinforcements arrive!
==[Ally turn]==
The medical personnel brews some tea.
The cardinals attack all enemies, missing two and dealing 7 damage to the other two. This kills the elite gunner. He drops 50 materials and a trinket that gets added to the bag of holding.
The battle airship fires its minigun at a gunner for 12 damage.
Distortion Field [common]
Experimental device that distorts the area around you.
+5 evasion
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Zap Rifle, Conduit Armor, Capacitor armor (x2), Absurdly Heavy Armor, Distortion Field]
Objectives:
[X] Enter the outpost
[X] Hack the terminal
[X] Steal the truck
[X] Eliminate the convoy's defenses
[ ] Eliminate all enemies
[ ] Do not allow the informant to die
Operations:
Nowhere to Hide: Complete!
You're Too Slow: Complete!
Come to Tachanka, Baby!: 2/4
Protective: Valid
Money: $10,815
Materials: 1,563
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
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. Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
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.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage. Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything. Care Package [$300 | 1 use]: Airdrops a random item. 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.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
I stab Ragnarok into the truck and cast BULLET STORM in a rage of what they had done to Bacon. A flurry of mana bullets flies all over, making sure not to hurt the guy we need.
I take an Advanced Dislocator that I’ve pre-prepped and set it to a pre-determined safe location, then use it on the informant, teleporting him/her to safety.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
I stab Ragnarok into the truck and cast BULLET STORM in a rage of what they had done to Bacon. A flurry of mana bullets flies all over, making sure not to hurt the guy we need.
You unleash a bullet storm, dealing 36 damage to all enemies! This kills a gunner! +58 XP! He drops 102 materials!
I take an Advanced Dislocator that I’ve pre-prepped and set it to a pre-determined safe location, then use it on the informant, teleporting him/her to safety.
McKnight: Excellent work, team. Head back to base and we'll plan our next move.
Mission completed!
+$500 and 50 XP from mission completion!
KO's players: 1 | +25
Operations completed: 3/4 | +150
Collectibles found: 2/2 | +150
Turns taken: 8 | +45
Overall performance: Platinum | +75
Difficulty bonus: Warrior | +25
Total score: [==|==|====|====|====] 470
Rank: S
+$1,000 and 75 XP!
Operation bonuses:
Nowhere to Hide: +$150 and 15 XP.
You're Too Slow: +$150 and 15 XP.
Come to Tachanka, Baby!: Failed.
Protective: +$150 and 15 XP.
Top 3 players:
1. Winkins: 937 XP earned
2. Bacon: 609 XP earned
3. Gold: 393 XP earned
Back at base, you speak with the informant.
Bacon: You need to tell us everything you know about the Talons. We've disrupted their distraction operations, but we don't know what their real plan is.
Informant: The Talons detained me before I could find out what they're planning to do, but I do know a bit about them. They're a global organization; their forces come from all across the world. Their founder, I don't know much about, except for that fact that their name is E. Brooks. So far, their operations have been restricted to the United States, but you've already been to their base, so I assume you know where it is.
Bio: Forces all across the world... even here?
Informant: I'm afraid so. I'm not sure how they recruit people, but whatever their methods are, they seem effective, since they don't seem to have any shortage of troops to send at you.
Gold: Wonderful.
Suddenly, a major alert appears on one of McKnight's monitors. He nearly chokes on his drink as he notices it.
McKnight: What the hell are they doing?! Team, the Talons are targeting a nuclear power plant!
Winkins: W-what?!
You all gather around McKnight.
McKnight: Talon forces just seized this power plant in Detroit, and they're threatening to blow the place if we don't unconditionally surrender to them.
Bio: Well, to hell with that.
McKnight: Exactly. I'm sending a squad in right now to retake the place, but having you guys down there would be a massive help.
You notice another alert on McKnight's monitor.
Miner: Huh, that guy's still around.
The alert is drawing attention to a Talon VIP who would be more useful to your cause if he were dead.
McKnight: We also need to take that guy down...
The soldiers McKnight sent to the power plant can probably delay the Talons long enough for you to take down the VIP, if you so choose.
Choose a mission and difficulty!
Mission 5: Up in Flames
Difficulty: ====------
Reward: $750, 75 XP
The Talons just attacked a nuclear power plant in Detroit. They're threatening to blow the place if we don't surrender. We don't negotiate with terrorists. Get in there and kill them all.
Optional mission 3: High Value Target
Requirement: Complete mission 3: On the Offensive
Difficulty: ===-------
Reward: $800, 80 XP, Stun Lance item
We just located the Talon officer who coordinated the attack in Canada. He's still in the country, but it seems like he's about to leave. It might be a good idea to take him out, so hunt him down before he disappears.
Optional mission 4: Followup [unavailable]
Requirement: Complete mission 4: Chasing a Lead, and optional mission 3: High Value Target
Difficulty: ====------
Reward: $900, 90 XP, Nano Shot item
[details unknown]
Recruit: 0 votes
Weak enemies appear in fewer numbers. You're probably gonna win.
Soldier: 0 votes
The default difficulty. With good gear and tactics, you will prevail.
Warrior: 0 votes [chosen last mission]
Stronger enemies will challenge you. You'll need to work together to triumph.
Outpost Defender: 0 votes
The enemy will brutalize you. Make sure you're ready.
{Requires one modifier}
Blood Anvil: 0 votes
You are not good enough for Blood Anvil!
{Requires two modifiers}
Modifiers (vote for these on higher difficulties):
Prestige
All enemies are higher level.
Curse of the Unknown
Player health bars are hidden.
Small Arms
Physical damage from all sources is increased. Other damage types are weakened.
Searing Flames
Fire damage from all sources is increased. Other damage types are weakened.
Deep Freeze
Ice damage from all sources is increased. Other damage types are weakened.
Arc Burn
Electric damage from all sources is increased. Other damage types are weakened.
Grenade Spam
Explosive damage from all sources is increased. Other damage types are weakened.
Internet Community
Toxic damage from all sources is increased. Other damage types are weakened.
Source Infused
Arcane damage from all sources is increased. Other damage types are weakened.
Purchase Limit
Players can only purchase a limited number of shop items within the mission.
Destiny 2 Raids
XP earned during the mission is not applied until the end of the mission.
Mayhem
Player abilities use less energy, and their supers charge faster. Enemies gain infinite uses of their abilities.
The Chosen One
Every wave, a random enemy gains a massive stat bonus.
Overwhelming Force
More enemies appear.
Mechanized Infantry
Enemy squads are reinforced with additional robotic units.
Close Air Support
Enemy squads are reinforced with additional airborne units.
Power Conservation
Abilities have a cooldown in addition to their energy cost.
Masterwork
Enemies have a higher chance to be master level enemies.
Deadeye
Enemy attacks are twice as likely to critically hit.
No Escape
An unkillable enemy will pursue the team throughout the mission.
Countdown
A timer counts down to [redacted].
Conventional Warfare
Abilities are weakened and energy regen is reduced, but basic attacks are strengthened.
Prism
Every two turns, a random damage type is focused, increasing that damage type's effectiveness from all sources while reducing the effectiveness of other damage types.
Fading Light
As the mission goes on, players will grow weaker and weaker, eventually dying.
Occult Power
Abilities' energy cost is reduced by 25%. However, that 25% is replaced with an equivalent HP cost.
Callback
Enemies from previous games appear.
What
Reality grows incomprehensible.
=====LEVEL 3
Conditioning [passive]
Your extreme conditioning allows you to sustain more injury.
Level 1: +10 max HP. Costs 50 XP.
Level 2: +10 max HP. Costs 75 XP.
Level 3: +10 max HP. Costs 100 XP.
Enhanced Battery [passive]
Improves the power of your ACM battery.
Level 1: +15 max energy. Costs 60 XP.
Level 2: +15 max energy. Costs 90 XP.
Level 3: +15 max energy. Costs 120 XP.
Change your class. You will retain your level. Costs all XP.
Respec [passive]
Respec your abilities and perks. Costs 50 XP.
Ability Upgrade [passive]
Upgrade one of your abilities to a stronger version of itself.
Upgrades an ability to level 2. Costs 100 XP.
Flashbang [active]
Throw a flashbang that blinds a target for 2 turns. Costs 25 energy.
Costs 75 XP.
Energy Shield [active]
Create an ablative shield that gives you +30 damage resistance for one attack. Costs 30 energy.
Costs 90 XP.
Cure [active]
Give yourself a refreshing burst of energy that cures negative status effects on a target. Costs 30 energy.
Costs 100 XP.
=====LEVEL 8
Regenerative Battery [passive]
Improves your energy regeneration.
Level 1: +5 energy regeneration per turn. Costs 75 XP.
Level 2: +5 energy regeneration per turn. Costs 110 XP.
Critboost [active]
For 2 turns, you gain enhanced precision targeting, increasing your chance to critically hit by 10%. Costs 35 energy.
Costs 120 XP.
Stun Strike [active]
Perform a non-damaging attack that stuns your target for 1 action, with a 25% chance to stun them for 2 actions. Costs 30 energy.
Costs 110 XP.
=====LEVEL 10
Armor Phase [active]
Temporarily shift an enemy's armor into another dimension, rendering it useless for 2 turns. Costs 35 energy.
Costs 90 XP.
Idiot Ball [active]
Toss an enemy the idiot ball, draining their basic knowledge for 2 turns. Costs 35 energy.
Costs 140 XP.
Energy Drain [active]
Drain energy from a target, causing them to lose a use of a random ability and giving you 30 energy. 3 turn cooldown.
Costs 100 XP.
Inversion [active]
Invert the effects of all status effects on you, causing them to inflict their opposite effects. Costs 25 energy.
Costs 80 XP.
=====LEVEL 12
Unknown.
=====LEVEL 15
Unknown.
=====LEVEL 18
Unknown.
=====LEVEL 20
Unknown.
=====LEVEL 22
Unknown.
=====LEVEL 24
Unknown.
=====LEVEL 25
Unknown.
Gold earned a decoration!
Exemplar
==[Achievement completed!]==
Top Notch: Complete 7 missions with an A rank or better.
+$400 and 40 XP!
New emblem unlocked!
Top Tier
Winkins + Bacon [Headshot] Elite gunner
Gold + Siege [Bullet Storm] Gunner
Siege + Gold [incendiary missile] Gunner
Also, because I forgot this, the research schematics allow you to construct useful healing items.
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Zap Rifle, Conduit Armor, Capacitor armor (x2), Absurdly Heavy Armor, Aim Assist]
Objectives:
[2/4] "Do your due diligence"
[ ] "Challenge stronger adversaries"
[X] "Approach his glorious visage"
Operations:
None
Money: $13,265
Materials: 1,686
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30. Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends. Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time. Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn. Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns. Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location. Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage. Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything. Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
Taking out the Book of insults, I toss it into Bio's hands.
Once again using the Explosive ammunition, I perform another headshot but to the Level 10 elite instead.
Unless we can upgrade gear, I have no need of materials atm.
I do have a need for justice, however! And I sate that justice by first reloading the turret (if it hasn't been already), and then firing it at the weakest enemy! If it is loaded, I soften up said enemy with my first action to secure that turret kill.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I pull the informant into the wreckage for cover and mount the mounted turret once again. Should the turret need reloading, I do so, if not, I take control of the turret and rain bullets onto the most injured enemy.
Making the most of my last turn of Power Surge, I spam Electric Burst as many times as necessary to delet the enemies. I use my last action to recover my energy by pouring a Gatorade on my ACM.
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!
13/15 Thermoshadow
You sear the informant in a protective sphere that'll absorb damage. +11 XP.
Incorrect!
29 damage to the elite gunner! +21 XP!
The enemy manages to avoid the attack!
Incorrect!
You craft the Thunder Clap for 2,500 materials!
You guard the informant, grapple to grab the schematic, and poison the elite gunner! +14 XP!
I accept the weapon.
29 damage to the elite gunner. +21 XP.
You'll be able to upgrade items in the future.
You reload the turret and fire upon an elite gunner, dealing 19 damage to them. +14 XP.
You no longer have enough materials to craft legendary items!
You pull the informant into cover and deal 19 damage to the elite gunner. +14 XP.
You fire off three electric bursts at the same gunner, dealing a total of 66 damage to him, galvanizing him, and dealing 11 damage to the other gunner. +54 XP. You then restore 25 energy to yourself.
My action: I shoot the stronger gunner with the turret, dealing 14 damage to him.
==[Enemy turn]==
One gunner takes 10 poison damage and 10 galvanizing damage.
The first gunner throws his grenade at Gold, dealing 25 damage to him and 20 to me and Bacon.
The second gunner fires at the informant, but hits Bacon instead and KOs him.
Enemy reinforcements arrive!
==[Ally turn]==
The medical personnel brews some tea.
The cardinals attack all enemies, missing two and dealing 7 damage to the other two. This kills the elite gunner. He drops 50 materials and a trinket that gets added to the bag of holding.
The battle airship fires its minigun at a gunner for 12 damage.
Distortion Field [common]
Experimental device that distorts the area around you.
+5 evasion
Bacon earned a decoration!
Heroic Sacrifice
Elite gunner [rifle fire] Bacon
Stickcrafter + Bacon + Winkins [Spanish Inquisition Radio] Elite gunner
Players:
BioShock_Rules, the Omega [Specialist, Level 8] [XP: 202/450] [85 accuracy | 5 evasion] {Weakened for 1 turn}
[+|==========] 44/64 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 18] [Heal| 7] [Rage: 2/10]
[E|==========] 60/60 [Items| SVD Stealth Sniper (1/4)] [SUPER| Power Surge: 91/140]
[Electric Burst: 20] [Immolate: 25] [Intensity] [Perk: Aggression]
Gold, Timekeeper [Assault Gunner, Level 9] [XP: 290/500] [85 accuracy | 0 evasion]
[+|==========] 38/77 [Weapon: Ragnarok] [Armor: Munitions Vest] [Trinket: Aim Assist] [ATK| 24] [Heal| 11] [Rage: 5/10]
[E|==========] 75/75 [Items| Flamethrower (4/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Matador 64 (2/3), Executioner (3/3)] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Enhanced Battery I]
BaconBusterYT, Purist [Specialist, Level 10] [XP: 623/600] [95 accuracy | 10 evasion] {KO'd} {Level up available}
[+|==========] 0/65 [Weapon: Dragonslayer's Spear] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 20] [Heal| 9] [Rage: 2/10]
[E|==========] 33/80 [Items| Tranquilizer Gun (3/3), Sunlight Spear (3/3), Charcoal Pine Resin (3/3)] [SUPER| Power Surge: 0/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled]
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 9] [XP: 472/400] [90 accuracy | 0 evasion] {Needs to choose between Fleche and Suppress}
[+|==========] 102/102 [Weapon: Heavy Rifle] [Armor: Gas Mask] [Trinket: Instructional Booklet] [ATK| 14] [Heal| 9] [Rage: 0/10]
[E|==========] 60/60 [Items| Flamethrower (2/5), SVD Stealth Sniper (5/5)] [SUPER| Bullet Storm: 2/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Perk: Vitality] [Toxic Resist]
1stSgt algot120 [Engineer, Level 8] [XP: 492/450] [90 accuracy | 0 evasion] {Level up available}
[+|==========] 46/59 [Weapon: Stinger] [Armor: Basic armor] [Trinket: Aim Assist] [ATK| 15] [Heal| 6] [Rage: 3/10]
[E|==========] 80/80 [Items| None] [SUPER| Overdrive: 99/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Perk: Energetic]
SgtMaj Winkins [Sniper, Level 10] [XP: 679/600] [90 accuracy | 0 evasion] {Corroding for 1 turn} {Regenerating for 1 turn} {Aimbotting for 2 turns} {Level up available}
[+|==========] 45/47 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Portable Generator] [ATK| 26] [Heal| 13] [Rage: 3/10]
[E|==========] 53/95 [Items| Heavy Rifle, Flak Jacket, Instructional Booklet] [SUPER| Aimbot: 135/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot: 25] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery II] [Regenerative Battery II]
GySgt MinecraftSiegeEngineer [Engineer, Level 6] [XP: 142/350] [90 accuracy | 0 evasion]
[+|==========] 37/55 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: none] [ATK| 24] [Heal| 6] [Rage: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Overdrive: 130/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Perk: Aggression]
1stSgt Player_Miner [Assault Gunner, Level 8] [XP: 223/450] [90 accuracy | 0 evasion]
[+|==========] 71/72 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 13] [Heal| 8] [Rage: 3/10]
[E|==========] 50/60 [Items| None] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Perk: Skilled] [Arcane Resist]
Enemies:
Elite gunner [Level 8 | 88 accuracy | 8 evasion]
[HP: 36/78] [Resistances: 5| 0| 0| 0| 0| 0| 0]
[Frag Grenade II: 1/1]
Gunner [Level 7 | 84 accuracy | 4 evasion]
[HP: 36/48] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade I: 1/1]
Gunner [Level 8 | 84 accuracy | 4 evasion]
[HP: 44/51] [Resistances: 0| 0| 0| 0| 0| 0| 0]
[Frag Grenade I: 1/1]
Allies:
Informant [HP: 40/40] {Sphere: 20/20} {Guarded by Bacon}
Mounted turret [Ammo: 1/4] {reload}
Lisharon Inc Medical Personnel [HP: 94/94] [Turns until tea: 0]
Spanish Inquisition Radio V2 [HP: 29/50]
Battle airship [HP: 100/100] {Armor: 25/25} [Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 4/5] [Rocket launcher: 5/5]
Other:
Smoldering wreckage [HP: 170/200] {Average cover} [Informant]
Locked supply crate [A|?|T|H|?|?]
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Zap Rifle, Conduit Armor, Capacitor armor (x2), Absurdly Heavy Armor, Distortion Field]
Objectives:
[X] Enter the outpost
[X] Hack the terminal
[X] Steal the truck
[X] Eliminate the convoy's defenses
[ ] Eliminate all enemies
[ ] Do not allow the informant to die
Operations:
Nowhere to Hide: Complete!
You're Too Slow: Complete!
Come to Tachanka, Baby!: 2/4
Protective: Valid
Money: $10,815
Materials: 1,563
Shop:
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
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.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
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.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything.
Care Package [$300 | 1 use]: Airdrops a random item.
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.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Still nothing fancy, and will probably be like that for a while, I use Headshot at the Elite.
I stab Ragnarok into the truck and cast BULLET STORM in a rage of what they had done to Bacon. A flurry of mana bullets flies all over, making sure not to hurt the guy we need.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I take an Advanced Dislocator that I’ve pre-prepped and set it to a pre-determined safe location, then use it on the informant, teleporting him/her to safety.
14/15 Thermoshadow. One more turn!
I command my Airship to fire one of these incendiary missiles.
"Oof. I, uh, could use some help over here..."
I continue to lie down, clutching my knee in pain.
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!
Getting on top of the Wreckage, I proceed to jump off and performed a 360 Headshot.
I have finished my Thermoshadow and I am ready for combat!
Is it a ghost? Hmmm, maybe. Is it a scientist? Probably. Is it a mage? I think so. Is it a virtual entity? Definitely
Passive: One Shotguard - (MAX) this unit cannot take more damage than 40% it's maximum health per enemy per turn.
Passive: Damage Hex - Gains +1 damage each time enemy attacks.
Reactive: Phoenix Rebirth - (level 1/4) - After dropping to 50% health it will regenerate 10%/turn until 100%.
Active: Refractive Armor - (MAX) become immune to damage for 1 turn, 3 turn CD, costs 15% Intensity.
Active: Adiabatic Grenade - (level 1/4) deals a high amount of (50% Ice + 50% Explosive) damage to 2-3 targets. Costs 30% Intensity.
Active: Nitrogen Shards - (level 1/4) - deals a moderate Ice damage to target and ignores their defense. Costs 15% Intensity.
Active: Shatter Bolt - (level 1/3) - deals a high amount of Ice damage and freezes the target for 1 turn. Costs 45% Intensity.
Active: Encase - (MAX) freezes 3 enemies but also makes them invincible, 5 turn CD,
Active: Fire Barrage - Burns enemy for 3 turns.
I throw everything into Overdrive, and use my Thunder Clap on enemy with lowest HP
"REZ PLEASE."
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 deploy a Micro turret to finish off what remains!
*beep beep beepbeepbeepBEEEEEEP* *fires homing missile*
I then create a Custom Zap Rifle if I can.
Bringing out the survey, I work a bit on it.
3/10 Customized Zap Rifle.
Critical!
Elite gunner killed! +70 XP! He drops 17 materials!
You replace your aim assist with the distortion field.
You unleash a bullet storm, dealing 36 damage to all enemies! This kills a gunner! +58 XP! He drops 102 materials!
You manage to keep the informant safe.
The missile hits and kills the remaining gunner! +28 XP! He drops 4 materials!
"I need healing"
Thermoshadow finished and deployed!
"I require medical attention"
Wave cleared!
+5 health and -1 rage to all!
+$100 and 10 XP from wave completion.
Siege: Commander, area secure. VIP is unharmed.
McKnight: Excellent work, team. Head back to base and we'll plan our next move.
Mission completed!
+$500 and 50 XP from mission completion!
KO's players: 1 | +25
Operations completed: 3/4 | +150
Collectibles found: 2/2 | +150
Turns taken: 8 | +45
Overall performance: Platinum | +75
Difficulty bonus: Warrior | +25
Total score: [==|==|====|====|====] 470
Rank: S
+$1,000 and 75 XP!
Operation bonuses:
Nowhere to Hide: +$150 and 15 XP.
You're Too Slow: +$150 and 15 XP.
Come to Tachanka, Baby!: Failed.
Protective: +$150 and 15 XP.
Top 3 players:
1. Winkins: 937 XP earned
2. Bacon: 609 XP earned
3. Gold: 393 XP earned
Back at base, you speak with the informant.
Bacon: You need to tell us everything you know about the Talons. We've disrupted their distraction operations, but we don't know what their real plan is.
Informant: The Talons detained me before I could find out what they're planning to do, but I do know a bit about them. They're a global organization; their forces come from all across the world. Their founder, I don't know much about, except for that fact that their name is E. Brooks. So far, their operations have been restricted to the United States, but you've already been to their base, so I assume you know where it is.
Bio: Forces all across the world... even here?
Informant: I'm afraid so. I'm not sure how they recruit people, but whatever their methods are, they seem effective, since they don't seem to have any shortage of troops to send at you.
Gold: Wonderful.
Suddenly, a major alert appears on one of McKnight's monitors. He nearly chokes on his drink as he notices it.
McKnight: What the hell are they doing?! Team, the Talons are targeting a nuclear power plant!
Winkins: W-what?!
You all gather around McKnight.
McKnight: Talon forces just seized this power plant in Detroit, and they're threatening to blow the place if we don't unconditionally surrender to them.
Bio: Well, to hell with that.
McKnight: Exactly. I'm sending a squad in right now to retake the place, but having you guys down there would be a massive help.
You notice another alert on McKnight's monitor.
Miner: Huh, that guy's still around.
The alert is drawing attention to a Talon VIP who would be more useful to your cause if he were dead.
McKnight: We also need to take that guy down...
The soldiers McKnight sent to the power plant can probably delay the Talons long enough for you to take down the VIP, if you so choose.
Choose a mission and difficulty!
Mission 5: Up in Flames
Difficulty: ====------
Reward: $750, 75 XP
The Talons just attacked a nuclear power plant in Detroit. They're threatening to blow the place if we don't surrender. We don't negotiate with terrorists. Get in there and kill them all.
Optional mission 3: High Value Target
Requirement: Complete mission 3: On the Offensive
Difficulty: ===-------
Reward: $800, 80 XP, Stun Lance item
We just located the Talon officer who coordinated the attack in Canada. He's still in the country, but it seems like he's about to leave. It might be a good idea to take him out, so hunt him down before he disappears.
Optional mission 4: Followup [unavailable]
Requirement: Complete mission 4: Chasing a Lead, and optional mission 3: High Value Target
Difficulty: ====------
Reward: $900, 90 XP, Nano Shot item
[details unknown]
Recruit: 0 votes
Weak enemies appear in fewer numbers. You're probably gonna win.
Soldier: 0 votes
The default difficulty. With good gear and tactics, you will prevail.
Warrior: 0 votes [chosen last mission]
Stronger enemies will challenge you. You'll need to work together to triumph.
Outpost Defender: 0 votes
The enemy will brutalize you. Make sure you're ready.
{Requires one modifier}
Blood Anvil: 0 votes
You are not good enough for Blood Anvil!
{Requires two modifiers}
Modifiers (vote for these on higher difficulties):
Prestige
All enemies are higher level.
Curse of the Unknown
Player health bars are hidden.
Small Arms
Physical damage from all sources is increased. Other damage types are weakened.
Searing Flames
Fire damage from all sources is increased. Other damage types are weakened.
Deep Freeze
Ice damage from all sources is increased. Other damage types are weakened.
Arc Burn
Electric damage from all sources is increased. Other damage types are weakened.
Grenade Spam
Explosive damage from all sources is increased. Other damage types are weakened.
Internet Community
Toxic damage from all sources is increased. Other damage types are weakened.
Source Infused
Arcane damage from all sources is increased. Other damage types are weakened.
Purchase Limit
Players can only purchase a limited number of shop items within the mission.
Destiny 2 Raids
XP earned during the mission is not applied until the end of the mission.
Mayhem
Player abilities use less energy, and their supers charge faster. Enemies gain infinite uses of their abilities.
The Chosen One
Every wave, a random enemy gains a massive stat bonus.
Overwhelming Force
More enemies appear.
Mechanized Infantry
Enemy squads are reinforced with additional robotic units.
Close Air Support
Enemy squads are reinforced with additional airborne units.
Power Conservation
Abilities have a cooldown in addition to their energy cost.
Masterwork
Enemies have a higher chance to be master level enemies.
Deadeye
Enemy attacks are twice as likely to critically hit.
No Escape
An unkillable enemy will pursue the team throughout the mission.
Countdown
A timer counts down to [redacted].
Conventional Warfare
Abilities are weakened and energy regen is reduced, but basic attacks are strengthened.
Prism
Every two turns, a random damage type is focused, increasing that damage type's effectiveness from all sources while reducing the effectiveness of other damage types.
Fading Light
As the mission goes on, players will grow weaker and weaker, eventually dying.
Occult Power
Abilities' energy cost is reduced by 25%. However, that 25% is replaced with an equivalent HP cost.
Callback
Enemies from previous games appear.
What
Reality grows incomprehensible.
Conditioning [passive]
Your extreme conditioning allows you to sustain more injury.
Level 1: +10 max HP. Costs 50 XP.
Level 2: +10 max HP. Costs 75 XP.
Level 3: +10 max HP. Costs 100 XP.
Enhanced Battery [passive]
Improves the power of your ACM battery.
Level 1: +15 max energy. Costs 60 XP.
Level 2: +15 max energy. Costs 90 XP.
Level 3: +15 max energy. Costs 120 XP.
Agility [passive]
Mobility training enhances your dodging capabilities.
Level 1: +5 evasion. Costs 60 XP.
Level 2: +5 evasion. Costs 100 XP.
=====LEVEL 5
Class Change [passive]
Change your class. You will retain your level. Costs all XP.
Respec [passive]
Respec your abilities and perks. Costs 50 XP.
Ability Upgrade [passive]
Upgrade one of your abilities to a stronger version of itself.
Upgrades an ability to level 2. Costs 100 XP.
Flashbang [active]
Throw a flashbang that blinds a target for 2 turns. Costs 25 energy.
Costs 75 XP.
Energy Shield [active]
Create an ablative shield that gives you +30 damage resistance for one attack. Costs 30 energy.
Costs 90 XP.
Cure [active]
Give yourself a refreshing burst of energy that cures negative status effects on a target. Costs 30 energy.
Costs 100 XP.
=====LEVEL 8
Regenerative Battery [passive]
Improves your energy regeneration.
Level 1: +5 energy regeneration per turn. Costs 75 XP.
Level 2: +5 energy regeneration per turn. Costs 110 XP.
Critboost [active]
For 2 turns, you gain enhanced precision targeting, increasing your chance to critically hit by 10%. Costs 35 energy.
Costs 120 XP.
Stun Strike [active]
Perform a non-damaging attack that stuns your target for 1 action, with a 25% chance to stun them for 2 actions. Costs 30 energy.
Costs 110 XP.
=====LEVEL 10
Armor Phase [active]
Temporarily shift an enemy's armor into another dimension, rendering it useless for 2 turns. Costs 35 energy.
Costs 90 XP.
Idiot Ball [active]
Toss an enemy the idiot ball, draining their basic knowledge for 2 turns. Costs 35 energy.
Costs 140 XP.
Energy Drain [active]
Drain energy from a target, causing them to lose a use of a random ability and giving you 30 energy. 3 turn cooldown.
Costs 100 XP.
Inversion [active]
Invert the effects of all status effects on you, causing them to inflict their opposite effects. Costs 25 energy.
Costs 80 XP.
=====LEVEL 12
Unknown.
=====LEVEL 15
Unknown.
=====LEVEL 18
Unknown.
=====LEVEL 20
Unknown.
=====LEVEL 22
Unknown.
=====LEVEL 24
Unknown.
=====LEVEL 25
Unknown.
Gold earned a decoration!
Exemplar
==[Achievement completed!]==
Top Notch: Complete 7 missions with an A rank or better.
+$400 and 40 XP!
New emblem unlocked!
Top Tier
Winkins + Bacon [Headshot] Elite gunner
Gold + Siege [Bullet Storm] Gunner
Siege + Gold [incendiary missile] Gunner
Also, because I forgot this, the research schematics allow you to construct useful healing items.
Players:
BioShock_Rules, the Omega [Specialist, Level 8] [XP: 422/450] [85 accuracy | 5 evasion]
[+|==========] 65/64 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 18] [Heal| 7] [Rage: 0/10]
[E|==========] 60/60 [Items| SVD Stealth Sniper (1/4)] [SUPER| Power Surge: 0/140]
[Electric Burst: 20] [Immolate: 25] [Intensity] [Perk: Aggression]
Gold, Timekeeper [Assault Gunner, Level 9] [XP: 578/500] [85 accuracy | 0 evasion]
[+|==========] 77/77 [Weapon: Ragnarok] [Armor: Munitions Vest] [Trinket: Aim Assist] [ATK| 24] [Heal| 11] [Rage: 0/10]
[E|==========] 75/75 [Items| Flamethrower (4/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Matador 64 (2/3), Executioner (3/3)] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Enhanced Battery I]
BaconBusterYT, Purist [Specialist, Level 10] [XP: 858/600] [95 accuracy | 10 evasion] {Level up available}
[+|==========] 65/65 [Weapon: Dragonslayer's Spear] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 20] [Heal| 9] [Rage: 0/10]
[E|==========] 80/80 [Items| Tranquilizer Gun (3/3), Sunlight Spear (3/3), Charcoal Pine Resin (3/3)] [SUPER| Power Surge: 0/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled]
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 9] [XP: 472/400] [90 accuracy | 0 evasion] {Needs to choose between Fleche and Suppress}
[+|==========] 102/102 [Weapon: Heavy Rifle] [Armor: Gas Mask] [Trinket: Instructional Booklet] [ATK| 14] [Heal| 9] [Rage: 0/10]
[E|==========] 60/60 [Items| Flamethrower (2/5), SVD Stealth Sniper (5/5)] [SUPER| Bullet Storm: 2/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Perk: Vitality] [Toxic Resist]
1stSgt algot120 [Engineer, Level 8] [XP: 712/450] [90 accuracy | 5 evasion] {Level up available}
[+|==========] 59/59 [Weapon: Stinger] [Armor: Basic armor] [Trinket: Distortion Field] [ATK| 15] [Heal| 6] [Rage: 0/10]
[E|==========] 80/80 [Items| None] [SUPER| Overdrive: 0/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Perk: Energetic]
SgtMaj Winkins [Sniper, Level 10] [XP: 969/600] [90 accuracy | 0 evasion] {Level up available}
[+|==========] 47/47 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Portable Generator] [ATK| 26] [Heal| 13] [Rage: 0/10]
[E|==========] 95/95 [Items| Heavy Rifle, Flak Jacket, Instructional Booklet] [SUPER| Aimbot: 0/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot: 25] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery II] [Regenerative Battery II]
GySgt MinecraftSiegeEngineer [Engineer, Level 6] [XP: 400/350] [90 accuracy | 0 evasion] {Level up available}
[+|==========] 55/55 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: none] [ATK| 24] [Heal| 6] [Rage: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Overdrive: 0/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Perk: Aggression]
1stSgt Player_Miner [Assault Gunner, Level 8] [XP: 443/450] [90 accuracy | 0 evasion]
[+|==========] 72/72 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 13] [Heal| 8] [Rage: 0/10]
[E|==========] 60/60 [Items| None] [SUPER| Bullet Storm: 0/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Perk: Skilled] [Arcane Resist]
Enemies:
None
Allies:
Lisharon Inc Medical Personnel [HP: 94/94] [Turns until tea: 3]
Spanish Inquisition Radio V2 [HP: 29/50]
Battle airship [HP: 100/100] {Armor: 25/25} [Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 4/5] [Rocket launcher: 4/5]
Thermoshadow [HP: 100/100] [Intensity: 100%] [XP: 0/200] [Refractive Armor: 15%, ready] [Adiabatic Grenade I: 30%] [Nitrogen Shards I: 15%] [Shatter Bolt I: 45%] [Encase: Ready] [Fire Barrage: Ready] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth I]
Other:
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Zap Rifle, Conduit Armor, Capacitor armor (x2), Absurdly Heavy Armor, Aim Assist]
Objectives:
[2/4] "Do your due diligence"
[ ] "Challenge stronger adversaries"
[X] "Approach his glorious visage"
Operations:
None
Money: $13,265
Materials: 1,686
Shop:
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends.
Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time.
Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn.
Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns.
Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location.
Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Homing Endspeed Imbue [$600 | 1 use]: Grants perfect accuracy for 2 turns.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Care Package [$300 | 1 use]: Airdrops a random item.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Spanish Inquisition Radio V2 [$750 | 50 HP]: Summon five cardinals of the ever-unexpected Spanish Inquisition. Every turn, they will either attack the same enemy for 7 damage each + a 20% stun chance, or each attack a different enemy for 7 damage each + a 20% chance to deal double damage.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Summons a Lisharon Inc. medical personnel with HP equal to the user's. Every turn, will either attack, dealing 10 damage and inflicting a random status effect, or heal for 15 HP + 3 turns of regen. Every 3 turns, will brew tea instead of doing anything.
Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I'll level Conditioning, Evasion, and Extended Battery to MAX! Optional Mission 3 on Warrior difficulty.
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