On a side of Cradle where Knights have never set foot, dozens of mechanical eyes are once again turning on.
Created by the Torchbellow Gremlin Clan long ago to terminate a dark force that only a grim prophecy could hint at, these elite Mecha Knights are built for a voyage across the vastest portion of the Clockworks.
These... are the Machinauts.
Glossary Quick Find Codes (Ignore this if you're new)
Ctrl-F:
-Type [(insert your username)] to find your Machinaut in the Glossary
-Type [Allofthewonderfulshinies] to go to the Gear section
-Type [Thishasonlybegun] to go to the Finishing Moves list
-Type [Andtherewasmuchnumbercrunching] to go to the Advanced Game Mechanics guide
Character Creation
Your character is a newly-awakened Machinaut; this title is given to a powerful Mecha Knight of Torchbellow Gremlin make that's been given limited sentience... and a mission: thwart the foul force lurking deep within the Clockworks.
The base chassis cannot be changed out, though it can be restored to maximum integrity by mechanical repair, as well as organic healing methods (such as Hearts).
Machinauts, however, can equip four weapons (that they may freely switch between) and a shield, and wear armor, similar to Knights. A variety of weapons are available; however, your Machinauts have been looted by thieves, and as such, you will only be able to acquire reserve 0* weaponry at the start of the game. Recipes for more powerful gear will be available later, either from shops or as rewards for winning battles.
The gear available for your Machinaut includes all weapons, shields, and armor available within Spiral Knights, as well as other gear that will be made special for this RP. You'll have access to a wide array of weapons, from frying pans to magic wands to turret kits, but they will all fall under the categories of "Sword", "Gun", or "Bomb". Similarly, your Machinaut will eventually be decked out in whatever kind of armor you want, provided you perform well enough to acquire the requisite energy, and will have a shield suited to their style.
Build your character by filling out this bio:
Machinaut Name: (This is your Machinaut's... name.)
Personal Colors: (Select two of them: Main Color and Trim. These will be used by some NPCs to identify your knight.)
Preferred Fighting Style: (How does your Machinaut fight? What kind of weapon does it prefer? Is it aggressive? Defensive? Sneaky? This will determine your starting gear.)
Other Information: (Your Machinaut is slowly achieving sentience; what kind of personality is showing through the cracks? Is there anything else interesting about it- something different about this Machinaut's structure?)
Stat requests: (If you'd like to focus on particular stats at the expense of others, let me know here. The stats are, of course, listed ahead.)
And now, to talk about...
The Battle System
Machinauts are built to do battle. This RP will have quite a lot of combat. And you don't have to be on pins and needles about powerplay, because I'll be determining whether you stab that Jelly Cube or not by rolling virtual dice!
That's right, I'm using the Wizards of the Coast virtual dice roller webpage to get random numbers. It'll be just like an RPG game! So all you have to do is keep an eye on your stats... these, of course, are:
Accuracy is your Machinaut's ability to land hits.
Blocking is your Machinaut's ability to block and evade hits in time; use "Block" to focus on Blocking.
Reflexes is your Machinaut's ability to act quickly. This will determine who moves first.
Wait, only three stats? Well, yeah. Your gear determines the damage you cause and take, much like in regular Spiral Knights. Weapons, of course, deal one or more of the four damage types (Normal, Piercing, Elemental, or Shadow) and may cause status effects (Fire, Freeze, Shock... and keep an eye open for new status effects). Shields and Armor have resistance against above damage types and status effects, and Armor determines your hitpoints. And let's not forget Unique Variants, which are also going to be determined by those virtual dice. (In Machinauts, they show up on a roll of 20 on a d20, meaning they've got a 5% chance of appearing.) Weapons' attack speed also will factor into play.
So... anyway! In combat, there will be one turn per day. Very few exceptions; if I stop by on a whim and see everyone's posted, I MIGHT post the next turn early, but don't count on it. You will decide one of the listed actions for your Machinaut. Then, late each night (I'll generally begin posting around 11:00 PM EST), I'll roll the dice and do the number crunching, then post the results to this thread.
But what if you don't post? If you don't, I'll assume your Machinaut Standard-Attacks the weakest target. No Exceptions. But it's probably better to just post, since it's, at most, a quick sentence. (Let me know if you're on vacation or otherwise cannot post for a time. I'll do the same, barring death, capture, Rapture, skull fracture, or such a legendary overload of college work that it's physically painful to contemplate.)
Generally, you'll have a list with commands something like this:
Standard Attack uses a weapon's basic attack, such as a sword swing. Bombs have a standard attack, but it's fairly weak; their specialty is Charge Attacks. In some cases, the weapon will have a combo or require reloading; this effect will be stated on the weapon's description.
Charge Attack uses a weapon's charged attack. It normally will take a full turn to charge, and another full turn to use. Machinauts know not to let damage shake them while charging. Many of these attacks may damage more than one enemy, depending on what it is.
Defend has your Machinaut forgo an attack in favor of a much higher chance to block or dodge attacks. Be warned; your shield breaks, and takes a turn to begin recharging, so Defend may not be the best option when your shield is down. Defend has a chance based on both combatants' Speed to add to your next move.
Finishing Move may become available when certain conditions are satisfied, depending on the weapon used.
Item uses any item the party may have, such as a Health Capsule, a Vial, a Turret Kit... you'll acquire plenty of these.
Revive lets you restore a downed ally by giving it half of your health.
Escape may show up at some point. You can use this for a chance, based on the user's Speed, to leave a battle early, claiming the experience and loot for any enemies you defeated. Don't Escape too early, but when you must, use it in time and you may save a Spark of Life!
Of course, in many cases you'll have to specify the attack's main target.
Getting more for your fighting
If the party has a 75% majority in favor, they can opt to enter the next battle (NOT the current battle) on Elite Mode. This vote can be called at any time, but only once per battle. Playing on Elite makes the enemies gain a noticeable power boost and a VERY noticeable HP boost. However, winning on Elite Mode will net you extra-special treasures!
But wait, there's more! Each battle provides certain optional conditions; fulfill these optional conditions for an extra reward. For example, you may be asked to win before a certain amount of turns, or by destroying a certain enemy first, or by using a certain weapon type a set amount of times, or by using (or NOT using) Finishing Moves... the possibilities are endless.
Loot and Gear
Upon victory, you can receive:
--Crowns, used for... buying things! It's money! Lovely money!
--Heat, which is required to power up your gear enough for an Alchemy Machine to boost it. Fire Crystals will allow you to apply some Heat to a selected item.
--Materials are used to add a boost to your gear at Alchemy Machines, depending on the Material. Some can also be crafted into items.
--Orbs of Alchemy are used at Alchemy Machines to craft better gear for cheaper.
--Variant Drives will add a Unique Variant when used on a weapon at an Alchemy Machine. These are quite rare!
--Sparks of Life will keep you from losing Crowns if your party is wiped out.
--Minerals... What do they do for you? Oh, you'll find out.
--Recipes let you alchemize new kinds of gear!
--Gear can be found, already crafted. It'll generally be a low level, but can be upgraded to add to your arsenal.
--Relics provide some history of the Far Side of Cradle.
You will have ample opportunities to power up your gear. Every so often, Alchemy Machines will be provided. These Machines will allow you to craft more powerful gear based on your Machinaut's Crowns. You can also use Crowns to buy Recipes or Items for the group, so think it through when it comes time to buy and/or craft gear!
Generally, you'll have three days, maximum, to think it through. So think it through quickly.
If I die...
If the entire party dies, and nothing comes to get them back up, they'll use up a Spark of Life to escape. The battle, of course, will restart.
If no Sparks of Life remain, a large sum of Crowns will be lost instead. Be careful.
Acting!
While you don't need a creative writing degree to play, posting a few lines in-character always works; nothing quite like an awesome (or hilariously cheesy) one-liner to start off a big boss fight! To clear up ambiguity, though, always post your Machinaut's action and target at the end of the post, preferably in (single parintheses).
When will the RP begin?
The earliest of these dates:
One week after the first person joins
Three days after the third person joins
The day after the fifth person joins
And will the RP have an ending?
Yes. I won't spoil anything about it, so feel free to theorycraft about what's going to happen and who is actually a Time Lord. (Disclaimer: Doctor Who is not involved in this RP. Or is he... No, he's not. OR IS HE... No, seriously, he's not.)
Excellent! Can I sign up?
Of course! Sign up by filling out the bio, as discussed earlier.
Game already started? No problem! Fill out your own bio and I'll let you jump right in!
[This is where character information, weapon stats, and other stuff will be placed. Remind me to update this every so often!]
----MACHINAUTS---- [Enter your username in brackets to find your Machinaut!]
KV-103 "The Fallen King" (Dark Grey/Silver) [Midnight-Dj]
Max HP: 100
Accuracy: 7
Blocking: 8
Reflexes: 3
WEAPON A: Proto Sword [0*] A basic blade issued to all Machinauts.
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 20/20/25, Combo Speed: 5, Charge: 40 (25% chance to hit an extra target))
WEAPON B: Novice Duelist Blade [0*] A simple epee for novices in the art of swordplay.
(Level 1 Sword, Heat 0/10, Damage Type: Piercing, Combo: 18/18/22, Combo Speed: 7, Charge: 20/20/25 instantly (extra attacks hit another target))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Non-Shield [0*] Who says the system doesn't allow dual wielding?
(Level 1, Heat 0/10, NormalDEF: 5, Health: 10, +2 Sword Combo Speed, Extra Hits: Adds two extra attacks (22/22, Normal Damage) to a sword combo attack and one extra attack (40, Normal Damage) to a sword charge attack)
ARMOR: Ex-Motocross Plate Mail [0*] When you don't have actual Plate Mail, the chassis of a scrapped motorcycle is probably the next best thing. And hey, it even got a new paint job!
(Level 1, Heat 0/10, NormalDEF: 40, Attack Speed Decreased: Low, Stun Resistance +1, Sleep Weakness -1)
HELMET: Iron Plate Bucket [0*] For the customer who wants the royal knight look and doesn't have anything near the royal knight budget.
(Level 1, Heat 0/10, NormalDEF: 40, Attack Speed Decreased: Low, Stun Resistance +1, Sleep Weakness -1)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase: - Medium (-2 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 80
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Resistance: +2 Stun, -2 Sleep
ACCESSORIES: Golden Crown (Helm, on top)
Finishing Move A (Broadsword): Blade of the Warrior Poet (Deals (combo end damage) x 3, stacking Sword Damage: Medium to entire party for three turns) [Hit enemies 25 times with Swords]
Finishing Move B (Foil): Coup de Foudre (Deals (combo end damage) x 3, always goes first, stacking Sword Attack Speed Increase: Low and Sword Damage: Low to entire party for three turns) [Evade 15 attacks]
------
DSN-001 (Dark Red, Navy Blue) [Sonosuke]
Max HP: 100
Accuracy: 7
Blocking: 5
Reflexes: 6
WEAPON A: Arm Arm [0*] An arm on your arm to keep you well-armed.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Standard Clip: 4 x 12, Rate of Fire: 7, Charge Attack: 30 damage (50% chance to carry overkill damage to the next target))
WEAPON B: Asteroid Bomb [0*] Launches a single explosive asteroid from a distance.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Speed: 4, Short Fuse, Quick Attack: 15 damage (up to 3 targets), Charge Attack: 25 damage (up to 8 targets))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Rusty Brigandine [0*] See, burglars? This is what happens when you leave the humidifiers on.
(Level 1, Heat 0/10, NormalDEF: 25)
HELMET: Old Mecha-Visor [0*] This is what you'd call an 'antique' if it weren't still good for taking hits.
(Level 1, Heat 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Blackpack (Armor, Back), Spikes (Armor, Back), Turning Gear (Armor, Left Arm)
Finishing Move A (Arm Cannon): Capcom's Revenge (Deals (Charge Damage) x 3, stacking Gun Charge Time Reduction: Low and Gun Attack Speed Increase: Low for the entire party for 3 turns, is essentially a Laser Hadoken shot out of an arm cannon) [Hit enemies with two or more bullets in a turn, 20 separate times]
Finishing Move B (Artillery Bomb): Block out the Sun (Deals (Charge Damage) x 1.5 to all enemies, Good chance of Moderate Stun, restores ally Shields to full health with 5% "overheal") [Hit 25 extra enemies]
------
Mark30-Longshot (Grey, Black) [Colray]
Max HP: 100
Accuracy: 10
Blocking: 5
Reflexes: 3
WEAPON A: Punch Gun [0*] A single-shot magnum, popular with marksmen for its fast, relatively powerful bullet.
(Level 1 Gun, Heat: 0/10, Damage Type: Normal, Standard Clip: 1 x 30, Rate of Fire: 5, Charge Attack: 50 damage (5%+Accuracy chance to "meatshot" for x1.5 damage, Recoil decreases Rate of Fire, Combo Speed, and Standard Bomb Arm time by 4 the turn after the charge shot))
WEAPON B: Plywood Lumberdirk [0*] Thanks to a simple alchemical core, this is probably Cradle's single deadliest piece of plywood.
(Level 1 Sword, Heat: 0/10, Damage Type: Piercing/Elemental, Combo: 10/10/10/16, Combo Speed: 8, Charge Attack: 20 damage (2+(Accuracy/2)% chance to "Backstab" for x5 damage))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Plank [0*] Blocking attacks that wood've hit you doesn't go against the grain, does it?
(Level 1, Heat: 0/10, NormalDEF: 20, Health: 35)
ARMOR: Kevlar Knock-Off [0*] It just isn't as good as the real thing.
(Level 1, Heat: 0/10, NormalDEF: 25)
HELMET: Rusted Retro Visor [0*] Despite wear and tear, it'll still help you when you and your foes don't see eye to eyes.
(Level 1, Heat: 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Exhaust Pipe (Armor, Back)
Finishing Move A (Magnum): Make My Day (Deals (Charge Damage) x 2, Magnum Force: 100% Knockdown chance on target, 50% Knockdown chance on all other enemies (Knockdown causes an enemy to lose a turn, may fail on heavier foes)) [Deal Accuracy-based bonus damage 10 times]
Finishing Move B (Knife): Element of Surprise (Deals (Charge Damage) x 3, Entire party ignores 25% of enemy defense for 3 turns) [Damage an enemy with their weakness 20 times]
------
Cobalt (Black, blue) [Hexlash]
Max HP: 100
Accuracy: 6
Blocking: 4
Reflexes: 8
WEAPON A: Frying Pan [0*] Who knew how far a little reinforced plating would take this seemingly benign cooking utensil?
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 22/24, Combo Speed: 4, Charge: 35 damage (up to 3 targets, Fire and Stun Chances become Good), Fair Chance of Moderate Stun, Fair Chance of Minor Fire)
WEAPON B: Static Flash [0*] A proto bomb modified to generate small bursts of electricity upon detonation.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Speed: 7, Quick Attack: 15 damage (up to 2 targets), Charge Attack: 26 damage (up to 7 targets, Shock chance becomes Good), Fair Chance of Moderate Shock)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Badly Battered Brigandine [0*] This armor stands as testament to why you never set your new suit of armor down on a tank tread. Ever.
(Level 1, Heat: 0/10, NormalDEF: 25)
HELMET: Man With A Moon [0*] This helmet is made out of white stone with holes in it. It LOOKS like rare moon rock. It isn't.
(Level 1, Heat: 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Sapphire... chest... diamond... thing (Armor, Front)
Finishing Move A (Cookware): Crackling Bacon Grease (Deals (Combo end damage) x 1.5, Good Chance of Strong Fire, entire party's attacks gain Slight chance of Minor Fire for three turns, enemies vulnerable to up to four separate stacks of Fire for three turns, smells like delicious bacon) [Cause status effects 20 times]
Finishing Move B (Radial Bomb): Barrel of Boxes of Bombs (Deals (Charge Damage) x 3 to all enemies) [Use 15 successful Charge Attacks]
------
LV-909 "Ignem" (White, Light Blue) [Lady-Of-War]
Max HP: 100
Accuracy: 3
Blocking: 8
Reflexes: 4
WEAPON A: Bottle Rocket [0*] A bomb that flies into the air, then comes back down to generate extra explosive power.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Speed: 3, Delayed Attack (1 extra turn required for Standard, 2 for Charge attacks), Quick Attack: 20 damage (up to 5 targets), Charge Attack: 35 damage (up to 12 targets))
WEAPON B: Light Scope [0*] A gun that fires packets of focused light wrapped in plasma. It doubles as a flashlight.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Rate of Fire: 10, Standard Clip: 10 x 5 damage, Charged Shot: 40 damage)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Scuttled Shuttle Siding [0*] The metal siding of a space shuttle. It affords protection equal to a Proto Shield.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Out-of-Date Culet [0*] This Machinaut's Culet was built in a time when people weren't quite as well armored as today.
(Level 1, Heat 0/10, NormalDEF: 25)
HELMET: Stump [0*] An old tree stump, pulled out of the ground and carved into an artistic (See also: impractical) helmet.
(Level 1, Heat 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Wings of Braevery (Armor, Shoulders)
Finishing Move A (Future-Sight Style): Delayed Blast Firestorm (Two turns after use, deals (Charge attack damage) x 3 to all targets, entire party's Max Shield Health increases by 25% for three turns) [Damage 15 enemies on the same turn the Defend command is chosen]
Finishing Move B (Assault Rifle): Rambo Reload Requirement (Fires (standard clip x 2) bullets at once - 1 for each new target selected, selects a new target after a kill, Gun Attack Speed Increase: Medium to entire party for three turns) [Hit enemies with five or more bullets in a turn, 20 separate times]
------
D-07 "Ditto" (Black, Dark Blue) [Spirals-Ore]
Max HP: 100
Accuracy: 5
Blocking: 1
Reflexes: 12
WEAPON A: Hatchet [0*] This tree-chopping tool has been repurposed for use as a weapon.
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 23/27 (15% chance extra target), Combo Speed: 2, Charge Attack: 42 damage (30% chance extra target))
WEAPON B: Simplistic Six-Shooter [0*] A revolver built on a lower budget, issued to aspiring gunslingers.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Rate of Fire: 8, Standard Clip: 6 x 12 damage, Charged Shot: 6 x 10 + 24 damage instantly)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Cruddy Cuirass [0*] It's standard-issue. It's also sub-standard.
(Level 1, Heat 0/10, NormalDEF: 25)
HELMET: Rusted Retro Visor [0*] Despite wear and tear, it'll still help you when you and your foes don't see eye to eyes.
(Level 1, Heat 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Bruise Crest (Armor, Front), Dark Bluckpack (Armor, Back),
Finishing Move A (Heavy Sword): Whirling Dervish (Hits the target and up to three more random targets for (Combo End Damage) x 2. Universal Damage Bonus: Low to the entire party for three turns.) [Hit extra targets with Sword attacks 10 separate times.]
Finishing Move B (Revolver): Aim with the Eye (Roll 2d3; this attack does (Charge Last Shot Damage) x 1.5 to that many random targets. If the roll is less than 6, aim the remaining bullets (Charge Last Shot Damage x 1.5) at the selected target.) [Hit with 40 total bullets.]
-------
SEE-4 (Pale Red, Cyan) [Eternity-Terminal]
Max HP: 100
Accuracy: 9
Blocking: 5
Reflexes: 4
WEAPON A: Gremlin Plasmator [0*] A prototype firearm from the Wildbark Clan, it inspired the Ironclaws' well-known Pulsar and Catalyzer series.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Rate of Fire: 5, Clip: 3x16, Charge Attack: 20 damage (up to 3 targets, Minor Catalyst: leaves a charge that a Normal-Damage Gun can detonate for 15 damage)
WEAPON B: Cloudy Orb [0*] A glass ball imbued with Owlite magic. This sounds impressive, but the magic is a bit unstable and could really use improvement.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Time: 5, Quick Attack: 15 damage, up to 3 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 20 damage, up to 10 targets (Fair Chance of Minor ??? (Fire, Freeze, Shock, or Poison))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Asbestos Armor [0*] A great way to keep warm, and to show that you're really taking advantage of the whole "not being biological" thing.
(Level 1, Heat 0/10, NormalDEF: 22, Freeze Resistance: +1, Fire Vulnerability: -1)
HELMET: Compute-O-Vision [0*] What's one good way to keep warm? Wear a freaking computer screen on your head.
(Level 1, Heat 0/10, NormalDEF: 22, Freeze Resistance: +1, Shock Vulnerability: -1)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 44
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: -1 Fire, +2 Freeze, -1 Shock
Finishing Move A (Gremlin Gun): Catalysm (Places three of the gun's Catalyzer Charge on each enemy. Note that this Finisher will change if the gun is upgraded to a Pulsar-line weapon.) [Place 15 Catalyzer Charges.]
Finishing Move B (Orb): Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
-------
K1XK1N9 "Enterthekicks" (Yellow, Mustard) [Whyna]
Max HP: 200
Accuracy: 2
Blocking: 7
Reflexes: 9
WEAPON A: Mini-Blaster [1*] A predecessor to the popular Isoran Valiance line, useful for its utility at higher depths.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 3 x 28, Rate of Fire: 5, Charge Attack: 70 damage)
WEAPON B: Force Halberd [1*] A robotic axe-on-a-stick made of raw energy. What about this is NOT mind-blindingly cool?
(Level 1 Sword, Heat: 0/15, Damage Type: Normal/Elemental, Combo: 30/31, Combo Speed: 3, Charge Attack: 65 damage, +2 to blocking against enemies attacking at close range)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Funky Satellite Dish (Helmet, Top)
Finishing Move A (Pistol): Outlaw's Bane (Deals (Charge Damage) x 3, successful hit marks the enemy for 3 turns increasing incoming damage by 133%) [Damage the same target two turns in a row, 10 times]
Finishing Move B (Halberd): Guardsman (Raises entire party's defenses by 50% and entire party's Blocking by 2 points for 3 Turns) [Block 15 attacks]
-------
Sephiroth (Orange, Yellow) [Saucce]
Max HP: 200
Accuracy: 9
Blocking: 2
Reflexes: 7
WEAPON A: Bog Repeater [1*] A haunted swamp provided the wood for this venomous crossbow's dire, dire stock.
(Level 1 Gun, Heat 0/15, Damage Type: Shadow, Must preload (uses half Reload value - base 4), Reload Time x 1.5, Rate of Fire: 9, Clip: 3 x 20, Charge: 9 x 20, Good Chance of Minor Poison)
WEAPON B: Force Halberd [1*] Aerodynamic Combat Spatula [1*] In times of strife, burgers bring battle-glory.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 25/25/25/25, Combo Speed: 6, Charge: 60 damage (10+ACC% chance to Flip for 2x damage), On Flip: Good Chance of Minor Stun x3)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: None
Finishing Move A (Crossbow): Bolt Trap (Next enemy to attack your team takes (Stnd. Damage) x 6, Gun Damage Boost: Low for the entire party for 3 turns) [Land every bullet in a clip, ten separate times]
Finishing Move B (Cookware): Crackling Bacon Grease (Deals (Combo end damage) x 1.5, Good Chance of Strong Fire, entire party's attacks gain Slight chance of Minor Fire for three turns, enemies vulnerable to up to four separate stacks of Fire for three turns, smells like delicious bacon) [Cause status effects 20 times]
------
PAD-103 "Mute" (Grey, Blue) [Magmaul-Ace]
Max HP: 200
Accuracy: 8
Blocking: 5
Reflexes: 5
WEAPON A: Apprentice Orb [1*] A more effective Owlite combat orb. Its power has been sufficiently awakened to change its damage type.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Time: 5, Quick Attack: 21 damage, up to 4 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 30 damage, up to 11 targets (Fair Chance of Moderate ??? (Fire, Freeze, Shock, or Poison))
WEAPON B: Blast Charge [1*] A bomb of Isoran design, built at low cost for aspiring grenadiers.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 22 damage (up to 5 targets), Charge Attack: 40 damage (up to 11 targets))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Wicked Awesome Face Mask
Finishing Move A (Orb): Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
Finishing Move B (Radial Bomb): Barrel of Boxes of Bombs (Deals (Charge Damage) x 3 to all enemies) [Use 15 successful Charge Attacks]
------
903:99ASSASSIN (Black, Gray) [Herozenzero]
Max HP: 200
Accuracy: 7
Blocking: 4
Reflexes: 7
WEAPON A: Sharpened Lumberdirk [1*] Utilizing a tougher wood than its plywood predecessor, this Lumberdirk is much more effective for either kind of back-stabbing.
(Level 1 Sword, Heat: 0/15, Damage Type: Piercing/Elemental, Combo: 14/14/14/22, Combo Speed: 8, Charge Attack: 30 damage (4+(Accuracy/2)% chance to "Backstab" for x5 damage))
WEAPON B: Bog Repeater [1*] A haunted swamp provided the wood for this venomous crossbow's dire, dire stock.
(Level 1 Gun, Heat 0/15, Damage Type: Shadow, Must preload (uses half Reload value - base 4), Reload Time x 1.5, Rate of Fire: 9, Clip: 3 x 20, Charge: 9 x 20, Good Chance of Minor Poison)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1: Critical Scope [1*] A little Grave Soil and a simple Mineral comparator work surprisingly well at helping you find weak points.
(Level --, Accuracy-based Bonus Damage rates are doubled, moves with Accuracy-based Bonus Damage on the Charge get this chance on other kinds of attacks.)
TRINKET 2: Fledglite Tome of Impact Retribution [1*] Did a Trojan knock your HP down by about half? Show HIM how it feels by converting a bit of that damage to power.
(Level --, 1/4 damage taken by the wielder or the wielder's Shield is added to their next attack, damage boost cannot exceed 33% of base attack)Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: In-your-face Terminology
Finishing Move A Element of Surprise (Deals (Charge Damage) x 3, Entire party ignores 25% of enemy defense for 3 turns) [Damage an enemy with their weakness 20 times]
Finishing Move B (Radial Bomb): Bolt Trap (Next enemy to attack your team takes (Stnd. Damage) x 6, Gun Damage Boost: Low for the entire party for 3 turns) [Land every bullet in a clip, ten separate times]
------
M4g1k (Red, Black) [Snakey-One]
Max HP: 200
Accuracy: 8
Blocking: 2
Reflexes: 8
WEAPON A: Apprentistick [1*] A novice Owlite wand capable of hurling (relatively) powerful magic missiles at a target.
(Level 1 Gun, Heat 0/15, Damage Type: Elemental, Rate of Fire: 3, Clip: 2 x 35, Charge Attack: 1 x 50, 35% chance to induce knockdown)
WEAPON B: Apprentice Orb [1*] A more effective Owlite combat orb. Its power has been sufficiently awakened to change its damage type.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Time: 5, Quick Attack: 21 damage, up to 4 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 30 damage, up to 11 targets (Fair Chance of Moderate ??? (Fire, Freeze, Shock, or Poison))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1: Fledglite Tome of Hearty Fortune [1*] Owlite apprentices used Wolver Fangs as a sort of scope to aim this book at their foes, before proceeding to get a few more Hearts from them.
(Level --, gives one enemy target a Hearty Mark, improving their Accuracy by 1 for three turns, but giving them a second heart drop chance if they die within three turns.)
TRINKET 2: Fledglite Tome of Impact Retribution [1*] Did a Trojan knock your HP down by about half? Show HIM how it feels by converting a bit of that damage to power.
(Level --, 1/4 damage taken by the wielder or the wielder's Shield is added to their next attack, damage boost cannot exceed 33% of base attack)Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Invisible Wizard Hat (or maybe he just doesn't have one)
Finishing Move A (Wand) : Incredible Force (Deals (Charge Damage) x 2, 70% Knockdown chance, all allied attacks have a +25% Knockdown Chance for 3 turns.) [Gaining Finisher Points equal to 100 - Knockdown Chance for each knockdown, acquire 400 Finisher Points]
Finishing Move B (Orb): Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
------
GEAR [Quick Find: Allofthewonderfulshinies]
(Note that "Close Range" encompasses most attacks with Combo Speed and some with Arm Speed, but very few with Rate of Fire.)
~-2*-~
(Basic Alchemy requirement: 3 Simple Orbs of Alchemy. Unless otherwise noted, this is all that's needed for 1* crafting.)
List of currently available 2* item recipes
~-1*-~
(Basic Alchemy requirement: 3 Flawed Orbs of Alchemy. Unless otherwise noted, this is all that's needed for 1* crafting.)
-Swords-
SmallCalibur [1*] A blade made with Isoran smithing techniques, this weapon is sharp, but light enough to pull off a spin attack.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 28/28/33, Combo Speed: 5, Charge: 45 (50% chance 1 extra target, 20% chance 2 extra targets), Extra Hit: 15% (75% vs. Turrets) to get an extra attack.)
(Broadsword: Blade of the Warrior Poet)
Bolted Blade [1*] A Proto Sword with additional reinforcement and an improved energy diffuser.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 28/28/33, Combo Speed: 5, Charge: 51 (30% chance to hit an extra target) + 14x2)
(Broadsword: Blade of the Warrior Poet)
Weighted Frying Pan [1*] An even more powerful weapon for an aspiring war gourmet.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 28/31, Combo Speed: 4, Charge: 41 damage (up to 3 targets, Fire and Stun Chances become Good), Fair Chance of Moderate Stun, Fair Chance of Minor Fire)
(Cookware: Crackling Bacon Grease)
Aerodynamic Combat Spatula [1*] In times of strife, burgers bring battle-glory.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 25/25/25/25, Combo Speed: 6, Charge: 60 damage (10+ACC% chance to Flip for 2x damage), On Flip: Good Chance of Minor Stun x3)
(Cookware: Crackling Bacon Grease)
Heavy Hatchet [1*] A Hatchet with additional weight behind each blow.
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 36/37 (15% chance extra target), Combo Speed: 2, Charge Attack: 72 damage (30% chance extra target))
(Heavy Sword: Whirling Dervish)
Tempered Dueling Sword [1*] A stronger saber for a selective sword-master.
(Level 1 Sword, Heat 0/15, Damage Type: Piercing, Combo: 23/23/26, Combo Speed: 7, Charge: 28/28/33 instantly (extra attacks hit another target)
(Foil: Coup de Foudre)
Sharpened Lumberdirk [1*] Utilizing a tougher wood than its plywood predecessor, this Lumberdirk is much more effective for either kind of back-stabbing.
(Level 1 Sword, Heat: 0/15, Damage Type: Piercing/Elemental, Combo: 14/14/14/22, Combo Speed: 8, Charge Attack: 30 damage (4+(Accuracy/2)% chance to "Backstab" for x5 damage))
(Knife: Element of Surprise)
Weighted Anchor [1*] Light enough to carry, but heavy enough to make a nice loud THUD when you hit something with it.
(Level 1 Sword, Heat: 0/15, Damage Type: Piercing/Elemental, Combo: 36/37, Combo Speed: 3, Charge Attack: 18/19/21/23 instantly, 30% +1 Target, 15% +2 Targets)
(Boat Anchor: Storm, then Calm)
Force Halberd [1*] A robotic axe-on-a-stick made of raw energy. What about this is NOT mind-blindingly cool?
(Level 1 Sword, Heat: 0/15, Damage Type: Normal/Elemental, Combo: 30/31, Combo Speed: 3, Charge Attack: 65 damage, +2 to blocking against enemies attacking at close range)
(Halberd: Guardsman)
Kat Claw [1*] A haunted claw gauntlet that Kat Tribe warriors would wear on their arms, useful for close-quarters combat.
(Level 1 Sword, Heat: 0/15, Damage Type: Normal(25%)/Shadow(75%), Combo: 28/28/31, Combo Speed: 5, Charge: 45 (+3 instead of +2 Accuracy Boost on charge), 1 extra attack against enemies that recently attacked the user at close range)
(Cat Claw: Fury of Scraith)
Metal Fist [1*] A basic fist weapon, for those of us who don't plan on going home and being family men just yet.
(Level 1 Sword, Heat: 0/15, Damage Type: Normal, Combo: 23/24/36, Combo Speed: 8, Charge: 45 (Good Chance of Moderate Stun), +3 Accuracy next turn if hit while defending)
(Fist Weapon: Zero Punch)
-Guns-
Mini-Blaster [1*] A predecessor to the popular Isoran Valiance line, useful for its utility at higher depths.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 3 x 28, Rate of Fire: 5, Charge Attack: 70 damage)
(Pistol: Outlaw's Bane)
Super Arm Arm [1*] You've gotta HAND it to 'em, this is a much better arm for your arm.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 4 x 20, Rate of Fire: 7, Charge Attack: 55 damage (60% chance to carry overkill damage to the next target))
(Arm Cannon: Capcom's Revenge)
Cycle Beam [1*] How we get this thing's bullets to twirl around in little barrel-rolls is still a mystery.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 3 x 24, Rate of Fire: 6, Charge Attack: 50 damage, Small chance of Strong Stun)
(Arm Cannon: Capcom's Revenge)
Pummel Gun [1*] More power makes everything better.
(Level 1 Gun, Heat: 0/15, Damage Type: Normal, Standard Clip: 1 x 55, Rate of Fire: 5, Charge Attack: 75 damage (9%+Accuracy chance to "meatshot" for x1.5 damage, Recoil decreases Rate of Fire, Combo Speed, and Standard Bomb Arm time by 4 the turn after the charge shot))
(Magnum: Make My Day)
Overclocked Light Scope [1*] Brighter light! Hotter plasma! Honestly, this is nothing BUT an improvement.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Rate of Fire: 10, Standard Clip: 10 x 10 damage, Charged Shot: 70 damage)
(Assault Rifle: Rambo Reload Requirement)
Six-Shooter [1*] An improved handgun with stronger bullets and a better scope.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Rate of Fire: 8, Standard Clip: 6 x 18 damage, Charged Shot: 6 x 16 + 36 damage instantly)
(Revolver: Aim with the Eye)
Heightened Plasmator [1*] A finer Wildbark weapon with improved Catalyzing technology.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Rate of Fire: 5, Clip: 3x24, Charge Attack: 30 damage (up to 3 targets, Minor Catalyst: leaves a charge that a Normal-Damage Gun can detonate for 25 damage)
(Catalytic Gremlin Gun: Catalysm)
Apprentistick [1*] A novice Owlite wand capable of hurling (relatively) powerful magic missiles at a target.
(Level 1 Gun, Heat 0/15, Damage Type: Elemental, Rate of Fire: 3, Clip: 2 x 35, Charge Attack: 1 x 50, 35% chance to induce knockdown)
(Magic Wand: Incredible Force)
Bog Repeater [1*] A haunted swamp provided the wood for this venomous crossbow's dire, dire stock.
(Level 1 Gun, Heat 0/15, Damage Type: Shadow, Must preload (uses half Reload value - base 4), Reload Time x 1.5, Rate of Fire: 9, Clip: 3 x 20, Charge: 9 x 20, Good Chance of Minor Poison)
(Repeating Crossbow: Bolt Trap)
-Bombs-
Blast Charge [1*] A bomb of Isoran design, built at low cost for aspiring grenadiers.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 22 damage (up to 5 targets), Charge Attack: 40 damage (up to 11 targets))
(Radial Bomb: Barrel of Boxes of Bombs)
Blazin' Firecracker [1*] A more powerful Firecracker.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 20 damage (up to 3 targets), Charge Attack: 36 damage (up to 8 targets, Fire chance becomes Good), Fair Chance of Moderate Fire)
(Radial Bomb: Barrel of Boxes of Bombs)
Master Cold Snap [1*] A more powerful Cold Snap.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 20 damage (up to 3 targets), Charge Attack: 36 damage (up to 8 targets, Freeze chance becomes Good), Fair Chance of Moderate Freeze)
(Radial Bomb: Barrel of Boxes of Bombs)
Super Static Flash [1*] A more powerful Static Flash.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 20 damage (up to 3 targets), Charge Attack: 36 damage (up to 8 targets, Shock chance becomes Good), Fair Chance of Moderate Shock)
(Radial Bomb: Barrel of Boxes of Bombs)
Asteroid Bomb Mk II [1*] Launches an even more powerful asteroid from a distance.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 4, Quick Attack: 22 damage (up to 4 targets), Charge Attack: 40 damage (up to 10 targets), +2 Blocking against close-range enemies while in use)
(Artillery Bomb: Block out the Sun)
Battle Rocket [1*] While the altitude this rocket can reach isn't enough to hit the ceiling of most Clockwork domes, it is enough to build up velocity, amplifying the explosion on impact.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 3, Delayed Attack (1 extra turn required for Standard, 2 for Charge attacks), Quick Attack: 28 damage (up to 7 targets), Charge Attack: 48 damage (up to 15 targets))
(Future-Sight Style: Delayed Blast Firestorm)
Scatter Shards [1*] A basic shard bomb. Despite a mind-bogglingly shoddy initial design, this new series has seen drastic improvement over the years.
(Level 1 Bomb, Heat 0/15, Damage Type: Piercing, Arm Speed: 8, Quick Attack: 18 damage (up to 3 targets) + 2 shards x 15 damage (up to 2 targets each), Charge Attack: 28 damage (up to 5 targets) + 4 shards x 15 damage (up to 2 targets each), shards explode after a turn)
(Cluster Bomb: The Big One)
Lil' Gelato [1*] A juvenile Ice Cream Polyp, a subspecies of alchemically-formed Polar Polyp. They're very long-lived, and their loyalty makes them popular pets.
(Level 1 Bomb, Heat 0/15, Damage Type: Piercing, Arm Speed: N/A, Quick Attack: N/A, Charge Attack: Lil' Gelato is deployed (A6/B0/R8 Turret, 20+5% Machinaut HP, retreats at 0 HP, Frosty Spine: 1x25 Prc, 5 ROF, Slight Chance of Minor Freeze))
(Turret: Practical Problem Solving)
Lil' Wiz [1*] This juvenile Magic Polyp cannot produce spikes, but makes up for it by knowing basic electro-magic.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Speed: N/A, Quick Attack: N/A, Charge Attack: Lil' Wiz is deployed (A6/B0/R8 Turret, 15 + 3% Machinaut HP, retreats at 0 HP, Galvan: 1x18 Ele, 5 ROF, Slight Chance of Minor Shock, 75% chance (-15% per chain strike) for each attack to chain to another target with -1 ACC per chain))
(Turret: Practical Problem Solving)
Shiny Shards [1*] A basic shard bomb. This bomb uses the old shrapnel-bomb design, and is immensely popular with old-school demolitions men.
(Level 1 Bomb, Heat 0/15, Damage Type: Piercing/Elemental, Arm Speed: 8, Quick Attack: 4 shards x 10 damage, Charge Attack: 8 shards x 15 damage, 10% + Accuracy chance to land all shards on one target, otherwise 50% + Acc * 2 for each shard to find another target)
(Shrapnel Bomb: Chain Blast)
Apprentice Orb [1*] A more effective Owlite combat orb. Its power has been sufficiently awakened to change its damage type.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Time: 5, Quick Attack: 21 damage, up to 4 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 30 damage, up to 11 targets (Fair Chance of Moderate ??? (Fire, Freeze, Shock, or Poison))
(Orb: Fog of Demise)
Demise Clock [1*] A strange mechanism running on an almost alien clockwork. The user's foes tend to die when they get too close.
(Level 1 Bomb, Heat 0/15, Damage Type: Shadow, Arm Speed: 2, Quick Attack: 18 damage (up to 2 targets, Slight chance of Minor Doom, calculated as if the target had an extra 2 Doom resistance), Charge Attack: 30 damage (up to 7 targets, Slight chance of Minor Doom))
(Timer: Timey-Wimey Wall)
-Shields-
Boosted Shield [1*] When a Proto Shield just isn't enough, there's the Boosted Shield.
(Level 1, Heat 0/15, NormalDEF: 50, Health: 40)
Bolted Non-Shield [1*] A Bolted Blade built for the off-hand. Don't wield it like a regular Bolted Blade. Just trust me on this one.
(Level 1, Heat 0/15, NormalDEF: 10, Health: 20, +2 Sword Combo Speed, Extra Hits: Adds two extra attacks (30/30, Normal Damage) to a sword combo attack and one extra attack (51, Normal Damage) to a sword charge attack)
Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
Fledglite Shield [1*] Young Owlites would get these shields as a means of defense against magical attack.
(Level 1, Heat 0/15, ElementalDEF: 50, Health: 40)
Bone Shield [1*] So who was it that first made zombies into a shield? That's both brilliant and... somewhat disturbing.
(Level 1, Heat 0/15, ShadowDEF: 50, Health: 40)
-Armor-
Base Mail [1*] It's shiny! It's new! It's entirely average!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
Hefty Plate Armor [1*] Tough plate armor with toughness in mind (and mobility most emphatically OUT of mind).
(Level 1, Heat 0/15, NormalDEF: 70, PiercingDEF: 60, Health + 40, Attack Speed Decrease: Low, Stun Resistance + 1, Sleep Vulnerability - 1)
Fireproof Suit [1*] A suit of armor that sacrifices traditional defenses to stop being so flammable.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Fire Resistance + 1)
Cozy Coat [1*] It's soft and it's fuzzy and it keeps you from freezing to death.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Freeze Resistance + 1)
Static Mitigator Suit [1*] A lovingly crafted net of wires and resistors woven into this suit gently leads ornery electrons out of your body.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Shock Resistance + 1)
Immune Armor [1*] This suit of armor connects to the wearer's immune system and cooperates with it to remove toxins.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Poison Resistance + 1)
-Helmets-
Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
Vitacap [1*] The Vitacap improves your health and looks way more stylish than a pith helm.
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
Hefty Plate Helmet [1*] Nothing stops your head from being blown off (or turning properly) quite like a big heap of metal.
(Level 1, Heat 0/15, NormalDEF: 70, PiercingDEF: 60, Health + 40, Attack Speed Decrease: Low, Stun Resistance + 1, Sleep Vulnerability - 1)
Sprinkler Hat [1*] It carries a little water that it sprinkles on the user when they get lit on fire.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Fire Resistance + 1)
Warm Hat [1*] Sometimes you don't need all the armor. Sometimes you just need a nice warm hat to keep yourself from being rooted to the spot and killed by a Blitz Needle.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Freeze Resistance + 1)
Rubber Helm [1*] Ask any royal knight you happen to see: What's the best tuna? "No clue, but this helm sure does great at blocking electric shocks!"
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Shock Resistance + 1)
Immune Helmet [1*] This helmet coordinates with the brain's neurons (or their cybernetic equivalent) to filter toxins out of the body.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Poison Resistance + 1)
-Trinkets-
(Note that Boost does not stock Trinket recipes!)
Default Coil [1*] This item improves your defensive stances, making it crystal clear that you need this item.
(Level --, Changes "Defend" into "Default", Default functions like Defend but also builds up 1 Brave Point, 1* Default Coil's Brave Points give a +2 bonus to ASI and CTR per Point on the next attack)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Spark Plug, 50 Crowns--
Knight Bracer [1*] An armlet for a champion of chivalry, this enables the user to perform death-defying acts of blocking crap.
(Level --, can take incoming hits for allies that are below 10% HP, hits can be blocked but not evaded)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Beast Scale, 50 Crowns--
Fledglite Tome of Impact Retribution [1*] Did a Trojan knock your HP down by about half? Show HIM how it feels by converting a bit of that damage to power.
(Level --, 1/4 damage taken by the wielder or the wielder's Shield is added to their next attack, damage boost cannot exceed 33% of base attack)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Ripped-Up Wanted Poster, 50 Crowns--
Bomber Gauntlets [1*] Don't like waiting to explode things? Well, this won't keep the wait away, but it CAN amp up the power of the explosions that you wait to explode!
(Level --, allows the wielder to hold Vials and liftable items (like Pots and Bombshells) for a turn, Bomb Charge Attacks, Liftables, and Vials gain +2 extra targets and +25% damage when held for a turn)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Cheap Gunpowder, 50 Crowns--
Rocket Boots [1*] Placing jets on your feet will take your strategy to new heights! ...Okay, that was a bad one.
(Level --, allows a "Jump Attack" that makes the user immune to damage on the first turn, then use their Standard Attack with double Reflexes and CSPD/ROF/ArmSPD on the next turn, Sword attacks condense all attacks into a single strike)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Scrap Metal, 50 Crowns--
Bucket Dimension [1*] This unassuming bucket creates a bizarre space that captures projectiles for expulsion at a later date.
(Level --, wielder can use it to capture projectiles on a turn by Evading or Blocking them (with a +2 Block Sum), captured projectiles can be released one at a time in the order they were captured)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Brimstone, 50 Crowns--
Periodic Block of Elements [1*] This block will, every so often, spit out a free Vial for the user to throw. Its glass is alchemically regenerated, so it can't give you more than one at a time...
(Level --, creates free Vials for the user's use only, can hold 1 vial at a time and takes 3 turns per new vial)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Gel Drop, 50 Crowns--
Risk vs. Reload [1*] Activate Risk vs. Reload, and you may cut your reload time by half! ...Or you might just end up exploding yourself.
(Level --, can "Risk Vs. Reload" with a Gun Attack to either cut Reload time in half (60% chance) or take 25 damage while attacking (40% chance).)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Emptied Clip, 50 Crowns--
Boxer Belt [1*] No, it's not the title belt. But it's a good way to get on the road to the title.
(Level --, taking 10+ damage adds one point to a 20-point KO Meter, on full KO Meter: next Sword attack does 3x damage and pierces defense.)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Rock Clip, 50 Crowns--
Critical Scope [1*] A little Grave Soil and a simple Mineral comparator work surprisingly well at helping you find weak points.
(Level --, Accuracy-based Bonus Damage rates are doubled, moves with Accuracy-based Bonus Damage on the Charge get this chance on other kinds of attacks.)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Grave Soil, 50 Crowns--
Fledglite Tome of Hearty Fortune [1*] Owlite apprentices used Wolver Fangs as a sort of scope to aim this book at their foes, before proceeding to get a few more Hearts from them.
(Level --, gives one enemy target a Hearty Mark, improving their Accuracy by 1 for three turns, but giving them a second heart drop chance if they die within three turns.)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Sharp Fang, 50 Crowns--
------
--FINISHING MOVES AVAILABLE-- [Quick Find: Thishasonlybegun]
--BROADSWORDS--
Blade of the Warrior Poet (Deals (combo end damage) x 3, stacking Sword Damage: Medium to entire party for three turns) [Hit enemies 25 times with Swords]
--FOILS--
Coup de Foudre (Deals (combo end damage) x 3, always goes first, stacking Sword Attack Speed Increase: Low and Sword Damage: Low to entire party for three turns) [Evade 15 attacks]
--KNIVES--
Element of Surprise (Deals (Charge Damage) x 3, Entire party ignores 25% of enemy defense for 3 turns) [Damage an enemy with their weakness 20 times]
--GREAT AXES--
Barbarous Break (Deals (Charge Damage) x 6) [Deal (100 * (Star Level + 1)) Overkill Damage]
--HEAVY SWORDS--
Whirling Dervish (Hits the target and up to three more random targets for (Combo End Damage) x 2. Universal Damage Bonus: Low to the entire party for three turns.) [Hit extra targets with Sword attacks 10 separate times.]
--FIST WEAPONS--
Zero Punch (Builds up power for three turns (without restricting movement), then on the third turn, hits all targets for (Charge Damage) x 2, Universal Status Effect Amp: Low to the entire party for three turns.) [Complete 15 full combos]
--COOKWARE--
Crackling Bacon Grease (Deals (Combo end damage) x 1.5, Good Chance of Strong Fire, entire party's attacks gain Slight chance of Minor Fire for three turns, enemies vulnerable to up to four separate stacks of Fire for three turns, smells like delicious bacon) [Cause status effects 20 times]
--BOAT ANCHOR--
Storm, then Calm (Deals (Combo end damage) x 3, +20% to party's defenses and +2 to party's Resistances for 3 turns) [Damage 15 enemy Shields]
--HALBERD--
Guardsman (Raises entire party's defenses by 50% and entire party's Blocking by 2 points for 3 Turns) [Block 15 attacks]
--CAT CLAW--
Fury of Scraith (Attack with +2 extra attacks and Finisher hit detection, raises entire party's Reflexes and Accuracy by 1 point for 3 Turns) [Break 5 Shields]
--PISTOLs--
Outlaw's Bane (Deals (Charge Damage) x 3, successful hit marks the enemy for 3 turns increasing incoming damage by 133%) [Damage the same target two turns in a row, 10 times]
--ARM CANNONS--
Capcom's Revenge (Deals (Charge Damage) x 3, stacking Gun Charge Time Reduction: Low and Gun Attack Speed Increase: Low for the entire party for 3 turns, is essentially a Laser Hadoken shot out of an arm cannon) [Hit enemies with two or more bullets in a turn, 20 separate times]
--MAGNUMS--
Make My Day (Deals (Charge Damage) x 2, Magnum Force: 100% Knockdown chance on target, 50% Knockdown chance on all other enemies (Knockdown causes an enemy to lose a turn, may fail on heavier foes)) [Deal Accuracy-based bonus damage 10 times]
--ASSAULT RIFLES--
Rambo Reload Requirement (Fires (standard clip x 2) bullets at once - 1 for each new target selected, selects a new target after a kill, Gun Attack Speed Increase: Medium to entire party for three turns) [Hit enemies with five or more bullets in a turn, 20 separate times]
--REVOLVERS--
Aim with the Eye (Roll 2d3; this attack does (Charge Last Shot Damage) x 1.5 to that many random targets. If the roll is less than 6, aim the remaining bullets (Charge Last Shot Damage x 1.5) at the selected target.) [Hit with 40 total bullets.]
--GREMLIN GUNS (CATALYTIC)--
Catalysm (Places three of the gun's Catalyzer Charge on each enemy.) [Place 15 Catalyzer Charges.]
--GREMLIN GUNS (PULSAROID)--
Meteor Shower (Fires 10 exploding normal shots at random targets with Finisher hit detection, stacking Universal Attack Speed Increase: Low to the entire party for 3 turns.) [Damage 3 enemies with a single shot, 15 separate times.]
--MAGIC WANDS--
Incredible Force (Deals (Charge Damage) x 2, 70% Knockdown chance, all allied attacks have a +25% Knockdown Chance for 3 turns.) [Gaining Finisher Points equal to 100 - Knockdown Chance for each knockdown, acquire 400 Finisher Points]
--CROSSBOWS--
Bolt Trap (Next enemy to attack your team takes (Stnd. Damage) x 6, Gun Damage Boost: Low for the entire party for 3 turns) [Land every bullet in a clip, ten separate times]
--RADIAL BOMBS--
Barrel of Boxes of Bombs (Deals (Charge Damage) x 3 to all enemies) [Use 15 successful Charge Attacks]
--SHRAPNEL BOMBS--
Chain Blast (Deals (Charge Damage) x 8 to the target, creates 24 Shrapnel pieces with (Charge Damage) if the target is destroyed) [Hit a target with 3+ pieces of Shrapnel 10 separate times]
--CLUSTER BOMBS--
The Big One (Creates a Bomb that deals (Charge Damage) x 1.5 to 2 more targets than the Charge, and spawns four Charged bombs) [Hit a target twice in a row with the same attack 10 separate times]
--ARTILLERY BOMBS--
Block out the Sun (Deals (Charge Damage) x 1.5 to all enemies, Good chance of Moderate Stun, restores ally Shields to full health with 5% "overheal") [Hit 25 extra enemies]
--FUTURE-SIGHT STYLE--
Delayed Blast Firestorm (Two turns after use, deals (Charge attack damage) x 3 to all targets, entire party's Max Shield Health increases by 25% for three turns) [Damage 15 enemies on the same turn the Defend command is chosen]
--ORBS--
Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
--TURRETS--
Practical Problem Solving (Gives the turret access to the Revive command, increases all its stats by 7 and allows it to use Reflexes defensively, and gives the turret temporary hitpoints equal to (150 * Star Level + 1) and causes it to draw in attacks that would be fully absorbed by those hitpoints, and increases all other turrets' stats by 1 for three turns.)
--TIMERS--
Timey-Wimey Wall (Entire party's Evade and Block Sums are increased by 6 for 3 turns)
------
--ADVANCED BATTLE FORMULAS-- [Quick Find: Andtherewasmuchnumbercrunching]
Confirm Attack Hits:
-Add (Attacker Accuracy + Weapon Accuracy - (Target Blocking / 2) + Misc); this is the Evade Sum.
-Add (Attacker Accuracy + Weapon Accuracy - (Target Blocking) + Misc); this is the Block Sum.
-Roll 1d16.
---If the roll is 16, or is at or above the Evade Sum, the attack misses.
---If the roll is 1, or is at or below the Block Sum, the attack hits.
---If the roll is between the Block Sum and the Evade Sum, the attack is Blocked and directed to the user's shield. Targets with no shield, or with a broken shield, will be hit.
---Charged attacks will raise Weapon Accuracy by 2.
---Defending doubles the target's Blocking stat in the above equation.
-Helpful effects never miss. Nobody (except maybe a Doom Cube) is trying to dodge a Remedy Capsule.
-Finishing Moves have a much lower chance to miss. Roll Percentile Dice for each target; attacks miss on a roll of 1 and are Blocked on a roll of 2.. If a target is Defending, attacks miss on a roll of 2 and are Blocked on a roll of 4.
EXAMPLE: Nautilus has 6 Accuracy and uses a Titan's Anchor, which (as a Boat Anchor weapon) has a Weapon Accuracy of 8. His target, a Retrode, has 2 Blocking and no Shield; this means that the Evade Sum is 13 and the Block Sum is 12. Nautilus manages to swing twice in his turn. For his first attack, Nautilus rolls a 15. The attack misses. For his second attack, Nautilus rolls a 10. The attack hits!
Number of Attacks:
-With a Sword or other Melee Weapon attack: add (Combo Speed + Attacker Reflexes + 1d4 Roll - Target Reflexes - Combo Length), and divide the result by 2. If the number is greater than the combo length, add (Combo Length) attacks and subtract the remaining sum by (1 + Combo Length/2) rounded down, then repeat until the sum is zero.
EXAMPLE: Pholy has 7 Reflexes and uses Metal Fists with 10 Combo Speed and a 3-hit combo on a Trojan, which has 2 Reflexes. He rolls a 3 on 1d4, so the initial sum is 7 + 10 + 3 - 2 - 3 = 15. Dividing 15 by 2 gets 7.5. The first full combo lowers this sum to 4.5, and 3 more points are removed afterward, leaving 1.5 remaining. This allows Pholy two more attacks, for a total of five attacks.
-With a Gun or other Ranged attack, add (Rate of Fire + Attacker Reflexes + 1d4 Roll - Target Reflexes / 2 - Clip Size / 3). In a similar vein to swords, take the result and subtract the first Clip, before removing 8 points from the remaining result for Reload. (For every 3 points of Gun ASI, remove 1 point from the Reload requirement.)
EXAMPLE: Gaunt has 8 Reflexes and fires an Overclocked Light Scope (10 Rate of Fire, 10-shot clip) standard attack at a Quicksilver with 7 Reflexes. He rolls a 3 on 1d4, so the initial sum is 8 + 10 + 3 - 4 - 3 = 14. A full clip lowers this result to 4, and Reload subtracts 8, leaving the sum at -4. As such, Gaunt can fire off the full clip of 10 shots, and nothing more.
-With any other attack, add (Speed Modifier + Attacker Reflexes - Target Reflexes / 2 + 1d4 roll + Misc). Take this sum and simply divide by six.
---Attack Speed Increase will affect the Number of Attacks.
Charge Attack mechanics:
-When a Charge Attack is used, unless effects like "Quick Charge" are present, the charge takes a full turn.
-While Charging, the user cannot Block; attack rolls between the Evade and Block sum automatically connect.
-Charge Time Reduction increases the Turn Order for that
---An instant Charge may occur on a Charge Attack; the chance of this happening is (5 + (5 * Charge Time Reduction level))%.
Area Attacks
-Each Area Attack has a chance of hitting multiple targets. This amount is listed with the attack damage. (Example: 50 Nrm (up to 8))
-When the attack is launched, 1d(MaxTargets) is rolled- for example, an attack that hits 10 enemies will roll 1d10.
---If the number rolled is over the current amount of targets, the amount of targets increases by 1 and another roll takes place.
---If the number rolled is at or under the current amount of targets, the number of targets stays put and each target's Evade and Block sums are processed.
The effect of Defenses:
-(Total Damage - Target Defense / 4) = Total Damage
-Sum of all (Damage of each Attack - Shield Defense / 4) = Damage to Shield on successful Block
-Note that only the relevant Defense is applied; an Umbra Driver would check against Shadow Defense while a Dark Briar Barrage would check against Piercing Defense.
-Split Damage relies on 50% of each of the target's relevant defenses unless otherwise noted.
Movement Speed Increase's effect:
-Each point of MSI increases one stat.
-The first point increases the user's highest stat, the second increases the user's second highest stat, the third increases the user's lowest stat. This pattern repeats itself.
-In case of a tie, Reflexes takes priority, followed by Blocking.
-Turn Order rolls increase by (MSI/2). If anyone has .5 MSI, the roll for a Tiebreaker is (1d50 + 50).
Status Effects:
-The chance of a status effect occurring is 12.5% base for a Slight Chance, 25% for a Fair Chance, and 50% for a Good Chance.
-Status Resistance decreases the chance by 2.5% per level; enough Resistance can cause de facto immunity to a Slight Chance.
-Some enemies are immune to certain status effects (for example, a Pepperkat is immune to Fire, Curse and Doom, while an Isotrode is immune to Poison and Sleep)
-The amount of turns a Status Effect lasts depends on the strength (Minor, Moderate, or Strong) of the effect
---Minor lasts 2 turns, -1 for each level of resistance, +1 for every three levels of vulnerability
---Moderate lasts 3 turns, -1 for every two levels of resistance, +1 for every two levels of vulnerability
---Strong lasts 4 turns, -1 for every three levels of resistance, +1 for every two levels of vulnerability
---Shock lasts 1.5 times longer
---Curse lasts 3 times longer
---Doom completely ignores this
-Status Effects' power is dependent on effect strength (Minor, Moderate, or Strong) and on the user's Status Effect Amp
---Fire deals (5 * effect strength * (inflicting attack Star Level+1)) unblockable, unmitigated damage each turn. Each point of Fire Effect Amp (and target Fire Vulnerability) adds an additional 2.5% damage per level to Minor Fire, 4% damage per level to Moderate Fire, and 5% damage per level to Strong Fire. Each point of target Fire Resistance removes the same amount of damage.
---Freeze holds the opponent, preventing them from hitting except against a non-Defending enemy on an attack roll of 1, for (1 + effect strength) turns, and negating the Evade Sum while Frozen. Every three points of Freeze Effect Amp (and target Freeze Vulnerability) add an additional turn to the Freeze effect, while every three points of target Freeze Resistance remove a turn from the Freeze effect (minimum 1 turn). Being hit by an attack (friendly or hostile) has an (100 - (5 * User Freeze Effect Amp))% chance to break Freeze.
---Shock causes spasms that interrupt any actions. The chance of these spasms is (12.5 * effect strength). An additional 2.5% spasm chance is added for each point of Shock Effect Amp and target Shock Vulnerability, and a 2.5% spasm chance is removed for each point of Shock Resistance. Shock also causes (2 * (inflicting attack Star Level + 1)) Elemental damage, that is Blocked on a roll of 3 or 4, or if the user is Defending.
---Poison converts all forms of healing into damage; hearts are not picked up while poisoned, but Health Capsules will harm you if used on the same turn you're poisoned. It also lowers all damage by (15% * effect strength) and all defenses by (5% * effect strength) after all other modifiers. An additional 3% damage and 1% defenses are lost for each point of Poison Effect Amp or Poison Vulnerability, and 3% damage and 1% defenses are retained for each point of Poison Resistance.
---Stun slows your attacks. The Number of Attacks sum is divided by an additional (1 + effect strength), and if forced to round down, it will take two turns to launch one attack. Charge Attacks take an additional turn to charge. An "instant charge" still works with Minor Stun, works like a normal Charge Attack with Moderate Stun, and does not happen with Strong Stun. Accuracy, Blocking and Reflexes are also reduced by (1 * effect strength). Every two points of Stun Status Amp and target Stun Vulnerability increases this amount by 1, and every two points of Stun Status Resistance decrease this amount by 1.
---Curse damages you if you use a weapon or item affected by the Curse. Being hit with Curse again renews the timer (like all status effects), and randomizes the Cursed weapons based on the original Curse strength. Two Weapons or Attacks and three Items, plus an additional weapon and item for every two points of Curse Effect Amp or Curse Vulnerability (and minus an additional weapon and item for every two points of Curse Resistance) are Cursed. The Curse damage is (15 * effect strength * (inflicting attack Star Level + 2)); it is mitigated by 1/4 of the victim's Shadow defense and obviously can't be blocked. Each point of Curse Effect Amp or Curse Vulnerability adds +2.5% Curse damage, and each point of Curse Resistance removes 2.5% Curse damage.
-----A victim that is Cursed before they can attack, and has a non-Cursed weapon or attack available, has a (10 * Reflexes)% chance of switching to a non-Cursed weapon or attack before attacking. A Curse on a Remedy Capsule inflicts half the usual damage if the Capsule is used to cure the Curse.
---Sleep outright causes the user to not do anything while active. Damage (or an ally's "Attack") awakens the user. However, the victim regains health equal to (5 * (3 / effect strength) * Victim Armor Star Level) each turn. Sleep Resistance increases this healing by +2% per point. Sleep Effect Amp and Sleep Vulnerability decrease this healing by -2% per point. (Let's be honest. How do you get a good night's sleep in heavy plate mail?) If the victim is also Poisoned, the effects of Sleep Resistance, Vulnerability, and Effect Amp are reversed.
-----Machinauts have a "Sleep Mode". While this allows them a form of faux-organic rejuvenation, experiments with Zee Cores reveal that it also, unfortunately, makes them vulnerable to Sleep effects. But hey, Sleep strata never show up! Right? Uh... right?
---Doom reduces the target's HP to zero after ((6/effect strength) + 2) turns. Every four points of Doom Effect Amp and Doom Vulnerability reduce the initial countdown by one, while every four points of Doom Resistance increase the countdown by one. Each point of the victim's Doom Resistance higher than the sum of their Doom Vulnerability and the attacker's Doom Effect Amp reduces the damage by 5% (from an initial 100%).
-----No, bosses cannot be inflicted with Doom. Come on now.
Turn Order
-At the start of each turn, each combatant rolls 1d3 (which is totally possible with creative use of 1d6!). This plus the combatant's Reflexes is that combatant's Speed.
-The highest Speed Sum goes first, then the next highest, and so on.
-In case of a tie, percentile dice are rolled for each combatant.
-Movement Speed Increase helps with this.
-Certain commands always go first (Defend, for example).
Weapon Accuracy
SWORDS
-Broadsword: 7
-Foil: 6
-Knife: 6
-Great Axe: 8
-Heavy Sword: 8
-Fists: 7
-Cookware: 7
-Boat Anchor: 8
-Halberd: 7
-Cat Claw: 7
GUNS
-Pistol: 7
-Arm Cannon: 7
-Magnum: 8
-Assault Rifle: 6
-Revolver: 6
-Gremlin Gun: 7
-Magic Wand: 6
-Crossbow: 6
BOMBS
-Radial: 8
-Artillery: 7
-Shrapnel: 8
-Cluster: 7
-Future Sight Style: 10
-Orb: 7
-Timer: 6
-Turret: 8